further progress on better blending
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@@ -47,11 +47,15 @@ void main(void) {
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float mask = colorclose(cb, cr, cb_key, cr_key, (tola/100.0), (tolb/100.0));
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if (mode == 0) { // composite
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float submask = 1.0-mask;
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//float submask = 1.0-mask;
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float submask = 0.0;
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texture_color.r = max(texture_color.r - submask*key_color.r, 0.0) + submask;
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texture_color.g = max(texture_color.g - submask*key_color.g, 0.0) + submask;
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texture_color.b = max(texture_color.b - submask*key_color.b, 0.0) + submask;
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texture_color.a *= mask;
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// premultiply
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texture_color.rgb *= texture_color.a;
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} else if (mode == 1) { // alpha
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texture_color.rgb = vec3(mask);
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} else if (mode == 2) { // original
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@@ -32,6 +32,6 @@ uniform sampler2D texture;
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varying vec2 vTexCoord;
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void main(void) {
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gl_FragColor = texture2D(background, vTexCoord);
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// gl_FragColor = texture2D(texture, vTexCoord)*2.0;
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// gl_FragColor = texture2D(background, vTexCoord);
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gl_FragColor = texture2D(texture, vTexCoord);
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}
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@@ -0,0 +1,8 @@
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#version 110
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varying vec2 vTexCoord;
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void main() {
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vTexCoord = gl_MultiTexCoord0.xy;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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@@ -8,23 +8,23 @@ CornerPinEffect::CornerPinEffect(Clip *c, const EffectMeta *em) : Effect(c, em)
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enable_coords = true;
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enable_shader = true;
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EffectRow* top_left = add_row(tr("Top Left"));
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EffectRow* top_left = add_row(tr("Top Left"));
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top_left_x = top_left->add_field(EFFECT_FIELD_DOUBLE, "topleftx");
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top_left_y = top_left->add_field(EFFECT_FIELD_DOUBLE, "toplefty");
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EffectRow* top_right = add_row(tr("Top Right"));
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EffectRow* top_right = add_row(tr("Top Right"));
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top_right_x = top_right->add_field(EFFECT_FIELD_DOUBLE, "toprightx");
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top_right_y = top_right->add_field(EFFECT_FIELD_DOUBLE, "toprighty");
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EffectRow* bottom_left = add_row(tr("Bottom Left"));
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EffectRow* bottom_left = add_row(tr("Bottom Left"));
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bottom_left_x = bottom_left->add_field(EFFECT_FIELD_DOUBLE, "bottomleftx");
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bottom_left_y = bottom_left->add_field(EFFECT_FIELD_DOUBLE, "bottomlefty");
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EffectRow* bottom_right = add_row(tr("Bottom Right"));
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EffectRow* bottom_right = add_row(tr("Bottom Right"));
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bottom_right_x = bottom_right->add_field(EFFECT_FIELD_DOUBLE, "bottomrightx");
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bottom_right_y = bottom_right->add_field(EFFECT_FIELD_DOUBLE, "bottomrighty");
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perspective = add_row(tr("Perspective"))->add_field(EFFECT_FIELD_BOOL, "perspective");
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perspective = add_row(tr("Perspective"))->add_field(EFFECT_FIELD_BOOL, "perspective");
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perspective->set_bool_value(true);
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top_left_gizmo = add_gizmo(GIZMO_TYPE_DOT);
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@@ -13,6 +13,7 @@ uniform float shadowdistance;
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varying vec2 vTexCoord;
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void main(void) {
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/*
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vec4 master_px = texture2D(image, vTexCoord);
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if (shadow == 1) {
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vec2 shadow_dist = vec2(shadowdistance)/resolution;
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@@ -39,5 +40,7 @@ void main(void) {
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gl_FragColor = composition;
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} else {
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gl_FragColor = master_px;
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}
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}
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*/
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gl_FragColor = texture2D(image, vTexCoord);
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}
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@@ -0,0 +1,10 @@
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<RCC>
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<qresource prefix="/internalshaders">
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<file>blending.frag</file>
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<file>common.vert</file>
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<file>cornerpin.frag</file>
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<file>cornerpin.vert</file>
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<file>premultiply.frag</file>
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<file>dropshadow.frag</file>
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</qresource>
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</RCC>
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@@ -0,0 +1,10 @@
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#version 110
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uniform sampler2D tex;
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varying vec2 vTexCoord;
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void main(void) {
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vec4 c = texture2D(tex, vTexCoord);
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c.rgb *= c.a;
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gl_FragColor = c;
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}
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@@ -94,67 +94,67 @@ TextEffect::TextEffect(Clip *c, const EffectMeta* em) :
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}
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void blurred2(QImage& result, const QRect& rect, int radius, bool alphaOnly = false) {
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int tab[] = { 14, 10, 8, 6, 5, 5, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2 };
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int alpha = (radius < 1) ? 16 : (radius > 17) ? 1 : tab[radius-1];
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int tab[] = { 14, 10, 8, 6, 5, 5, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2 };
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int alpha = (radius < 1) ? 16 : (radius > 17) ? 1 : tab[radius-1];
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int r1 = rect.top();
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int r2 = rect.bottom();
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int c1 = rect.left();
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int c2 = rect.right();
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int r1 = rect.top();
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int r2 = rect.bottom();
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int c1 = rect.left();
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int c2 = rect.right();
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int bpl = result.bytesPerLine();
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int rgba[4];
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unsigned char* p;
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int bpl = result.bytesPerLine();
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int rgba[4];
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unsigned char* p;
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int i1 = 0;
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int i2 = 3;
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int i1 = 0;
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int i2 = 3;
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if (alphaOnly)
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i1 = i2 = (QSysInfo::ByteOrder == QSysInfo::BigEndian ? 0 : 3);
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if (alphaOnly)
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i1 = i2 = (QSysInfo::ByteOrder == QSysInfo::BigEndian ? 0 : 3);
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for (int col = c1; col <= c2; col++) {
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p = result.scanLine(r1) + col * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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for (int col = c1; col <= c2; col++) {
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p = result.scanLine(r1) + col * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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p += bpl;
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for (int j = r1; j < r2; j++, p += bpl)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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p += bpl;
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for (int j = r1; j < r2; j++, p += bpl)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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for (int row = r1; row <= r2; row++) {
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p = result.scanLine(row) + c1 * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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for (int row = r1; row <= r2; row++) {
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p = result.scanLine(row) + c1 * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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p += 4;
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for (int j = c1; j < c2; j++, p += 4)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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p += 4;
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for (int j = c1; j < c2; j++, p += 4)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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for (int col = c1; col <= c2; col++) {
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p = result.scanLine(r2) + col * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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for (int col = c1; col <= c2; col++) {
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p = result.scanLine(r2) + col * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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p -= bpl;
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for (int j = r1; j < r2; j++, p -= bpl)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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p -= bpl;
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for (int j = r1; j < r2; j++, p -= bpl)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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for (int row = r1; row <= r2; row++) {
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p = result.scanLine(row) + c2 * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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for (int row = r1; row <= r2; row++) {
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p = result.scanLine(row) + c2 * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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p -= 4;
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for (int j = c1; j < c2; j++, p -= 4)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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p -= 4;
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for (int j = c1; j < c2; j++, p -= 4)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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}
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void TextEffect::redraw(double timecode) {
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@@ -254,25 +254,25 @@ void TextEffect::redraw(double timecode) {
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path.addText(text_x, text_y, font, lines.at(i));
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}
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// draw software shadow
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if (!enable_shader && shadow_bool->get_bool_value(timecode)) {
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p.setPen(Qt::NoPen);
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int shadow_offset = shadow_distance->get_double_value(timecode);
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// draw software shadow
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if (shadow_bool->get_bool_value(timecode)) {
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p.setPen(Qt::NoPen);
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int shadow_offset = shadow_distance->get_double_value(timecode);
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QPainterPath shadow_path(path);
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shadow_path.translate(shadow_offset, shadow_offset);
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QPainterPath shadow_path(path);
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shadow_path.translate(shadow_offset, shadow_offset);
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QColor col = shadow_color->get_color_value(timecode);
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col.setAlpha(0);
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img.fill(col);
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QColor col = shadow_color->get_color_value(timecode);
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col.setAlpha(0);
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img.fill(col);
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col.setAlphaF(shadow_opacity->get_double_value(timecode)*0.01);
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p.setBrush(col);
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p.drawPath(shadow_path);
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col.setAlphaF(shadow_opacity->get_double_value(timecode)*0.01);
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p.setBrush(col);
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p.drawPath(shadow_path);
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int blurSoftness = shadow_softness->get_double_value(timecode);
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if (blurSoftness > 0) blurred2(img, img.rect(), blurSoftness, false);
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}
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int blurSoftness = shadow_softness->get_double_value(timecode);
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if (blurSoftness > 0) blurred2(img, img.rect(), blurSoftness, false);
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}
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// draw outline
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int outline_width_val = outline_width->get_double_value(timecode);
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@@ -288,10 +288,11 @@ void TextEffect::redraw(double timecode) {
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p.setPen(Qt::NoPen);
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p.setBrush(set_color_button->get_color_value(timecode));
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p.drawPath(path);
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p.end();
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}
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void TextEffect::shadow_enable(bool e) {
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enable_shader = (e && !config.use_software_fallback);
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close();
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shadow_color->set_enabled(e);
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