gles transition almost complete
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@@ -4,8 +4,10 @@ precision mediump float;
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#endif
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uniform sampler2D texture;
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uniform float opacity;
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varying vec2 v_texcoord;
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void main() {
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gl_FragColor = texture2D(texture, v_texcoord);
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vec4 color = texture2D(texture, v_texcoord)*opacity;
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gl_FragColor = color;
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}
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@@ -78,10 +78,7 @@ void ShakeEffect::process_coords(double timecode, GLTextureCoords& coords, int)
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yoff *= multiplier;
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rotoff *= rotmult;
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coords.vertex_top_left += QVector3D(xoff, yoff, 0.0);
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coords.vertex_top_right += QVector3D(xoff, yoff, 0.0);
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coords.vertex_bottom_left += QVector3D(xoff, yoff, 0.0);
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coords.vertex_bottom_right += QVector3D(xoff, yoff, 0.0);
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coords.matrix.translate(xoff, yoff, 0.0);
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glRotatef(rotoff, 0, 0, 1);
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coords.matrix.rotate(QQuaternion::fromEulerAngles(0.0f, 0.0f, rotoff));
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}
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@@ -190,9 +190,9 @@ void TransformEffect::toggle_uniform_scale(bool enabled) {
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void TransformEffect::process_coords(double timecode, GLTextureCoords& coords, int) {
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// position
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glTranslated(position_x->GetDoubleAt(timecode)-(parent_clip->sequence->width/2),
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position_y->GetDoubleAt(timecode)-(parent_clip->sequence->height/2),
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0);
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coords.matrix.translate(position_x->GetDoubleAt(timecode)-(parent_clip->sequence->width/2),
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position_y->GetDoubleAt(timecode)-(parent_clip->sequence->height/2),
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0);
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// anchor point
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int anchor_x_offset = qRound(anchor_x_box->GetDoubleAt(timecode));
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@@ -204,12 +204,12 @@ void TransformEffect::process_coords(double timecode, GLTextureCoords& coords, i
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coords.vertex_bottom_right -= QVector3D(anchor_x_offset, anchor_y_offset, 0.0f);
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// rotation
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glRotated(rotation->GetDoubleAt(timecode), 0, 0, 1);
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coords.matrix.rotate(QQuaternion::fromEulerAngles(0, 0, rotation->GetDoubleAt(timecode)));
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// scale
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double sx = scale_x->GetDoubleAt(timecode)*0.01;
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double sy = (uniform_scale_field->GetBoolAt(timecode)) ? sx : scale_y->GetDoubleAt(timecode)*0.01;
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glScaled(sx, sy, 1);
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coords.matrix.scale(sx, sy);
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// blend mode
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coords.blendmode = blend_mode_box->GetValueAt(timecode).toInt();
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