implemented demonstrative dip to black transition
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@@ -10,16 +10,14 @@ uniform bool in_block_in_enabled;
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uniform float ove_tprog_all;
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void main(void) {
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vec4 out_block_col = texture2D(out_block_in, ove_texcoord) * (1.0 - ove_tprog_all);
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vec4 in_block_col = texture2D(in_block_in, ove_texcoord) * ove_tprog_all;
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vec4 composite = vec4(0.0);
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if (out_block_in_enabled) {
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composite += out_block_col;
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composite += texture2D(out_block_in, ove_texcoord) * (1.0 - ove_tprog_all);
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}
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if (in_block_in_enabled) {
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vec4 in_block_col = texture2D(in_block_in, ove_texcoord) * ove_tprog_all;
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composite *= 1.0 - in_block_col.a;
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composite += in_block_col;
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}
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@@ -0,0 +1,30 @@
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#version 110
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varying vec2 ove_texcoord;
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uniform sampler2D out_block_in;
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uniform sampler2D in_block_in;
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uniform bool out_block_in_enabled;
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uniform bool in_block_in_enabled;
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uniform float ove_tprog_out;
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uniform float ove_tprog_in;
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void main(void) {
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vec4 out_block_col;
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vec4 in_block_col;
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if (out_block_in_enabled) {
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out_block_col = texture2D(out_block_in, ove_texcoord) * pow(ove_tprog_out, 2.0);
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} else {
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out_block_col = vec4(0.0);
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}
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if (in_block_in_enabled) {
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in_block_col = texture2D(in_block_in, ove_texcoord) * pow(ove_tprog_in, 2.0);
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} else {
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in_block_col = vec4(0.0);
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}
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gl_FragColor = out_block_col + in_block_col;
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}
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@@ -2,6 +2,7 @@
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<qresource prefix="/shaders">
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<file>alphaover.frag</file>
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<file>crossdissolve.frag</file>
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<file>diptoblack.frag</file>
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<file>opacity.frag</file>
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<file>solid.frag</file>
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<file>videoinput.frag</file>
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