implemented drop shadow node
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@@ -37,6 +37,10 @@
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#include "distort/mask/mask.h"
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#include "distort/transform/transformdistortnode.h"
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#include "effect/opacity/opacityeffect.h"
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#include "filter/blur/blur.h"
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#include "filter/dropshadow/dropshadowfilter.h"
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#include "filter/mosaic/mosaicfilternode.h"
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#include "filter/stroke/stroke.h"
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#include "generator/matrix/matrix.h"
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#include "generator/noise/noise.h"
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#include "generator/polygon/polygon.h"
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@@ -45,17 +49,14 @@
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#include "generator/text/textv1.h"
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#include "generator/text/textv2.h"
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#include "generator/text/textv3.h"
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#include "filter/blur/blur.h"
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#include "filter/mosaic/mosaicfilternode.h"
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#include "filter/stroke/stroke.h"
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#include "input/time/timeinput.h"
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#include "input/value/valuenode.h"
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#include "keying/chromakey/chromakey.h"
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#include "keying/colordifferencekey/colordifferencekey.h"
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#include "keying/despill/despill.h"
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#include "math/math/math.h"
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#include "math/merge/merge.h"
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#include "math/trigonometry/trigonometry.h"
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#include "keying/colordifferencekey/colordifferencekey.h"
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#include "keying/despill/despill.h"
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#include "keying/chromakey/chromakey.h"
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#include "output/track/track.h"
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#include "output/viewer/viewer.h"
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#include "project/folder/folder.h"
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@@ -288,6 +289,8 @@ Node *NodeFactory::CreateFromFactoryIndex(const NodeFactory::InternalID &id)
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return new ChromaKeyNode();
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case kMaskDistort:
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return new MaskDistortNode();
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case kDropShadowFilter:
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return new DropShadowFilter();
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case kInternalNodeCount:
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break;
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@@ -74,6 +74,7 @@ public:
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kOCIOGradingTransformLinear,
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kChromaKey,
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kMaskDistort,
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kDropShadowFilter,
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// Count value
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kInternalNodeCount
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@@ -15,6 +15,7 @@
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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add_subdirectory(blur)
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add_subdirectory(dropshadow)
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add_subdirectory(mosaic)
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add_subdirectory(stroke)
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@@ -119,15 +119,15 @@ ShaderCode BlurFilterNode::GetShaderCode(const ShaderRequest &request) const
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void BlurFilterNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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{
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ShaderJob job;
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job.Insert(value);
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job.Insert(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, globals.resolution(), this));
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Method method = static_cast<Method>(job.Get(kMethodInput).toInt());
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// If there's no texture, no need to run an operation
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if (job.Get(kTextureInput).toTexture()) {
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if (value[kTextureInput].toTexture()) {
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ShaderJob job;
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job.Insert(value);
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job.Insert(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, globals.resolution(), this));
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Method method = static_cast<Method>(job.Get(kMethodInput).toInt());
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bool can_push_job = true;
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@@ -0,0 +1,22 @@
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# Olive - Non-Linear Video Editor
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# Copyright (C) 2022 Olive Team
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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set(OLIVE_SOURCES
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${OLIVE_SOURCES}
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node/filter/dropshadow/dropshadowfilter.h
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node/filter/dropshadow/dropshadowfilter.cpp
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PARENT_SCOPE
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)
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@@ -0,0 +1,98 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "dropshadowfilter.h"
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#include "widget/slider/floatslider.h"
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namespace olive {
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#define super Node
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const QString DropShadowFilter::kTextureInput = QStringLiteral("tex_in");
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const QString DropShadowFilter::kColorInput = QStringLiteral("color_in");
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const QString DropShadowFilter::kDistanceInput = QStringLiteral("distance_in");
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const QString DropShadowFilter::kAngleInput = QStringLiteral("angle_in");
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const QString DropShadowFilter::kSoftnessInput = QStringLiteral("radius_in");
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const QString DropShadowFilter::kOpacityInput = QStringLiteral("opacity_in");
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const QString DropShadowFilter::kFastInput = QStringLiteral("fast_in");
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DropShadowFilter::DropShadowFilter()
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{
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AddInput(kTextureInput, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable));
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AddInput(kColorInput, NodeValue::kColor, QVariant::fromValue(Color(0.0, 0.0, 0.0)));
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AddInput(kDistanceInput, NodeValue::kFloat, 10.0);
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AddInput(kAngleInput, NodeValue::kFloat, 135.0);
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AddInput(kSoftnessInput, NodeValue::kFloat, 10.0);
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SetInputProperty(kSoftnessInput, QStringLiteral("min"), 0.0);
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AddInput(kOpacityInput, NodeValue::kFloat, 1.0);
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SetInputProperty(kOpacityInput, QStringLiteral("min"), 0.0);
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SetInputProperty(kOpacityInput, QStringLiteral("view"), FloatSlider::kPercentage);
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AddInput(kFastInput, NodeValue::kBoolean, false);
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SetEffectInput(kTextureInput);
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SetFlags(kVideoEffect);
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}
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void DropShadowFilter::Retranslate()
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{
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super::Retranslate();
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SetInputName(kTextureInput, tr("Texture"));
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SetInputName(kColorInput, tr("Color"));
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SetInputName(kDistanceInput, tr("Distance"));
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SetInputName(kAngleInput, tr("Angle"));
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SetInputName(kSoftnessInput, tr("Softness"));
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SetInputName(kOpacityInput, tr("Opacity"));
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SetInputName(kFastInput, tr("Faster (Lower Quality)"));
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}
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ShaderCode DropShadowFilter::GetShaderCode(const ShaderRequest &request) const
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{
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Q_UNUSED(request)
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/dropshadow.frag"));
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}
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void DropShadowFilter::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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{
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if (value[kTextureInput].toTexture()) {
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ShaderJob job;
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QString iterative = QStringLiteral("previous_iteration_in");
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job.Insert(value);
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job.Insert(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, globals.resolution(), this));
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job.Insert(iterative, value[kTextureInput]);
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if (!qIsNull(value[kSoftnessInput].toDouble())) {
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job.SetIterations(3, iterative);
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}
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table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
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}
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}
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}
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@@ -0,0 +1,58 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#ifndef DROPSHADOWFILTER_H
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#define DROPSHADOWFILTER_H
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#include "node/node.h"
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namespace olive {
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class DropShadowFilter : public Node
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{
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Q_OBJECT
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public:
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DropShadowFilter();
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NODE_DEFAULT_FUNCTIONS(DropShadowFilter)
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virtual QString Name() const override { return tr("Drop Shadow"); }
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virtual QString id() const override { return QStringLiteral("org.olivevideoeditor.Olive.dropshadow"); }
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virtual QVector<CategoryID> Category() const override { return {kCategoryFilter}; }
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virtual QString Description() const override { return tr("Adds a drop shadow to an image."); }
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virtual void Retranslate() override;
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virtual ShaderCode GetShaderCode(const ShaderRequest &request) const override;
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virtual void Value(const NodeValueRow& value, const NodeGlobals &globals, NodeValueTable *table) const override;
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static const QString kTextureInput;
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static const QString kColorInput;
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static const QString kDistanceInput;
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static const QString kAngleInput;
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static const QString kSoftnessInput;
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static const QString kOpacityInput;
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static const QString kFastInput;
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};
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}
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#endif // DROPSHADOWFILTER_H
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