question: replaces the fragment shader . pass in null to reset to default . concode_field_sep FloatBuffer mTriangleVertices concode_elem_sep int maTextureHandle concode_elem_sep int TRIANGLE_VERTICES_DATA_POS_OFFSET concode_elem_sep int mTextureID concode_elem_sep int FLOAT_SIZE_BYTES concode_elem_sep float[] mMVPMatrix concode_elem_sep int maPositionHandle concode_elem_sep int TRIANGLE_VERTICES_DATA_STRIDE_BYTES concode_elem_sep String VERTEX_SHADER concode_elem_sep int mProgram concode_elem_sep SurfaceTexture mSurfaceTexture concode_elem_sep String TAG concode_elem_sep float[] mTriangleVerticesData concode_elem_sep String FRAGMENT_SHADER concode_elem_sep int TRIANGLE_VERTICES_DATA_UV_OFFSET concode_elem_sep float[] mSTMatrix concode_elem_sep int muSTMatrixHandle concode_elem_sep int muMVPMatrixHandle concode_field_sep void updateFrame concode_elem_sep void release concode_elem_sep void drawFrame concode_elem_sep int loadShader concode_elem_sep int getTextureId concode_elem_sep SurfaceTexture getSurfaceTexture concode_elem_sep void checkGlError concode_elem_sep SurfaceTexture createTexture concode_elem_sep int createProgram
target: void function ( String arg0 ) { if ( arg0 == null ) { arg0 = FRAGMENT_SHADER ; } GLES20 . glDeleteProgram ( mProgram ) ; mProgram = createProgram ( VERTEX_SHADER , arg0 ) ; if ( mProgram == 0 ) { throw new RuntimeException ( "srini_string" ) ; } }