renderer: moved all shader code into one solidified function
Makes texture-based optimizations easier when they're all in one place.
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@@ -29,7 +29,7 @@ MediaInput::MediaInput() :
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connected_footage_(nullptr)
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{
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footage_input_ = new NodeInput("footage_in", NodeInput::kFootage);
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footage_input_->SetConnectable(false);
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footage_input_->set_connectable(false);
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footage_input_->set_is_keyframable(false);
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connect(footage_input_, &NodeInput::ValueChanged, this, &MediaInput::FootageChanged);
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AddInput(footage_input_);
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@@ -63,7 +63,7 @@ NodeValueTable MediaInput::Value(NodeValueDatabase &value) const
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rational media_duration = Timecode::timestamp_to_time(connected_footage_->duration(),
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connected_footage_->timebase());
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table.Push(NodeInput::kRational, QVariant::fromValue(media_duration), "length");
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table.Push(NodeInput::kRational, QVariant::fromValue(media_duration), this, "length");
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}
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// Push buffer to the top of the stack
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@@ -57,6 +57,7 @@ NodeValueTable TimeInput::Value(NodeValueDatabase &value) const
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table.Push(NodeParam::kFloat,
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value[QStringLiteral("global")].Get(NodeParam::kFloat, QStringLiteral("time_in")),
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this,
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QStringLiteral("time"));
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return table;
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