fixed hang if dragging invalid files directly into timeline

This commit is contained in:
itsmattkc
2018-11-13 13:28:13 +11:00
parent bd1bc7136c
commit 4cc849ae18
9 changed files with 296 additions and 311 deletions
+42 -110
View File
@@ -1,121 +1,53 @@
#version 110
uniform vec2 resolution;
/*varying vec4 vertColor;
varying vec4 vertTexCoord;
uniform sampler2D texture;
//uniform vec2 texOffset;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
void main(void) {
// Grouping texcoord variables in order to make it work in the GMA 950. See post #13
// in this thread:
// http://www.idevgames.com/forums/thread-3467.html
vec2 texOffset = vec2(1.0);
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 tc0 = vertTexCoord.st + vec2(-texOffset.s, -texOffset.t);
vec2 tc1 = vertTexCoord.st + vec2( 0.0, -texOffset.t);
vec2 tc2 = vertTexCoord.st + vec2(+texOffset.s, -texOffset.t);
vec2 tc3 = vertTexCoord.st + vec2(-texOffset.s, 0.0);
vec2 tc4 = vertTexCoord.st + vec2( 0.0, 0.0);
vec2 tc5 = vertTexCoord.st + vec2(+texOffset.s, 0.0);
vec2 tc6 = vertTexCoord.st + vec2(-texOffset.s, +texOffset.t);
vec2 tc7 = vertTexCoord.st + vec2( 0.0, +texOffset.t);
vec2 tc8 = vertTexCoord.st + vec2(+texOffset.s, +texOffset.t);
vec4 permute(vec4 x) {
return mod289(((x * 34.0) + 1.0) * x);
}
vec4 col0 = texture2D(texture, tc0);
vec4 col1 = texture2D(texture, tc1);
vec4 col2 = texture2D(texture, tc2);
vec4 col3 = texture2D(texture, tc3);
vec4 col4 = texture2D(texture, tc4);
vec4 col5 = texture2D(texture, tc5);
vec4 col6 = texture2D(texture, tc6);
vec4 col7 = texture2D(texture, tc7);
vec4 col8 = texture2D(texture, tc8);
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec4 sum = 8.0 * col4 - (col0 + col1 + col2 + col3 + col5 + col6 + col7 + col8);
gl_FragColor = vec4(sum.rgb, 1.0);// * vertColor;
}*/
vec3 fade(vec3 t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
varying vec4 vertTexCoord;
uniform sampler2D texture;
//uniform vec2 pixels;
float noise(vec3 P) {
vec3 Pi0 = floor(P),
Pi1 = Pi0 + vec3(1.0);
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P),
Pf1 = Pf0 - vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x),
iy = vec4(Pi0.yy, Pi1.yy),
iz0 = Pi0.zzzz,
iz1 = Pi1.zzzz,
ixy = permute(permute(ix) + iy),
ixy0 = permute(ixy + iz0),
ixy1 = permute(ixy + iz1),
gx0 = ixy0 * (1.0 / 7.0),
gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0),
sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0),
gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1),
sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x, gy0.x, gz0.x),
g100 = vec3(gx0.y, gy0.y, gz0.y),
g010 = vec3(gx0.z, gy0.z, gz0.z),
g110 = vec3(gx0.w, gy0.w, gz0.w),
g001 = vec3(gx1.x, gy1.x, gz1.x),
g101 = vec3(gx1.y, gy1.y, gz1.y),
g011 = vec3(gx1.z, gy1.z, gz1.z),
g111 = vec3(gx1.w, gy1.w, gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0),
n100 = dot(g100, vec3(Pf1.x, Pf0.yz)),
n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)),
n110 = dot(g110, vec3(Pf1.xy, Pf0.z)),
n001 = dot(g001, vec3(Pf0.xy, Pf1.z)),
n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)),
n011 = dot(g011, vec3(Pf0.x, Pf1.yz)),
n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
return mix(n_yz.x, n_yz.y, fade_xyz.x);
}
void main(void)
{
vec2 pixels = vec2(16.0, 9.0);
void main( void ) {
float time = 2.0;
vec2 noiseFactor = vec2(2.0, 2.0);
float noiseFactorTime = 2.0;
vec2 p = gl_FragCoord.xy / resolution.y;
//p *= vec2(800, 600);
//p += mouse * 1.0;
//float z = 1.0;
//float speed = 1.0;
//p.y += time * 0.1;
vec2 nx = vec2(p.x * noiseFactor.x, p.y * noiseFactor.y);
float v = noise(vec3(nx, time * noiseFactorTime) * 3.0) * 6.28318531;
v = v * 0.15 + 0.5;
gl_FragColor = vec4(vec3(v), 1.0);
vec2 p = vertTexCoord.st;
p.x -= mod(p.x, 1.0 / pixels.x);
p.y -= mod(p.y, 1.0 / pixels.y);
vec3 col = texture2D(texture, p).rgb;
gl_FragColor = vec4(col, 1.0);
}
+1 -1
View File
@@ -33,7 +33,7 @@ CornerPinEffect::CornerPinEffect(Clip *c, const EffectMeta *em) : Effect(c, em)
bottom_right_y->id = "bottomrighty";
perspective = add_row("Perspective:")->add_field(EFFECT_FIELD_BOOL);
perspective->set_bool_value(false);
perspective->set_bool_value(true);
connect(top_left_x, SIGNAL(changed()), this, SLOT(field_changed()));
connect(top_left_y, SIGNAL(changed()), this, SLOT(field_changed()));
+20
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@@ -0,0 +1,20 @@
#version 110
varying vec2 vTexCoord;
uniform sampler2D texture;
uniform float pixels_x;
uniform float pixels_y;
uniform bool bypass;
void main(void) {
if (bypass) {
gl_FragColor = texture2D(texture, vTexCoord);
} else {
vec2 p = vTexCoord;
p.x -= mod(p.x, 1.0 / pixels_x);
p.y -= mod(p.y, 1.0 / pixels_y);
gl_FragColor = texture2D(texture, p);
}
}
+13
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@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8"?>
<effect name="Pixelate" category="Stylize">
<row name="Horizontal Pixels">
<field type="double" min="0" default="16" id="pixels_x"/>
</row>
<row name="Vertical Pixels">
<field type="double" min="0" default="9" id="pixels_y"/>
</row>
<row name="Bypass">
<field type="bool" default="0" id="bypass"/>
</row>
<shader vert="common.vert" frag="pixelate.frag"/>
</effect>