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Render DRM-PRIME frames as opaque images
We can't always assume they are NV12. Even if they _are_ NV12, they may have DRM format modifiers that are incompatible with simply assuming linear Y and UV buffers (such as tiling).
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#version 300 es
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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out vec4 FragColor;
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in vec2 vTextCoord;
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uniform samplerExternalOES uTexture;
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void main() {
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FragColor = texture2D(uTexture, vTextCoord);
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}
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#version 300 es
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layout (location = 0) in vec2 aPosition; // 2D: X,Y
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layout (location = 1) in vec2 aTexCoord;
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out vec2 vTextCoord;
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void main() {
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vTextCoord = aTexCoord;
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gl_Position = vec4(aPosition, 0, 1);
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}
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