moved all shader code out of C++ source and into external shader files

General code cleanup and easier maintenance.
This commit is contained in:
itsmattkc
2019-12-10 00:10:00 +11:00
parent 3dc563b697
commit 2fb4047e6f
12 changed files with 56 additions and 62 deletions
-6
View File
@@ -87,9 +87,3 @@ TimeRange ClipBlock::InputTimeAdjustment(NodeInput *input, const TimeRange &inpu
return Block::InputTimeAdjustment(input, input_time);
}
NodeValueTable ClipBlock::Value(const NodeValueDatabase &value) const
{
// We just pass through the data here, the renderer should have gotten the correct time from InputTimeAdjustment
return value.Merge();
}
-2
View File
@@ -46,8 +46,6 @@ public:
virtual TimeRange InputTimeAdjustment(NodeInput* input, const TimeRange& input_time) const override;
virtual NodeValueTable Value(const NodeValueDatabase& value) const override;
private:
NodeInput* texture_input_;
@@ -32,23 +32,5 @@ bool CrossDissolveTransition::IsAccelerated() const
QString CrossDissolveTransition::CodeFragment() const
{
return "#version 110\n"
"\n"
"varying vec2 ove_texcoord;\n"
"\n"
"uniform sampler2D out_block_in;\n"
"uniform sampler2D in_block_in;\n"
"\n"
"uniform float transition_total_prog;\n"
"uniform float transition_out_prog;\n"
"uniform float transition_in_prog;\n"
"\n"
"void main(void) {\n"
" vec4 out_tex = texture2D(out_block_in, ove_texcoord);\n"
" vec4 in_tex = texture2D(in_block_in, ove_texcoord);\n"
" \n"
" in_tex *= transition_total_prog;\n"
" \n"
" gl_FragColor = out_tex - in_tex.a + in_tex;\n"
"}\n";
return ReadFileAsString(":/shaders/crossdissolve.frag");
}