refactoring work to improve issues with new rendering pipeline
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@@ -73,7 +73,7 @@ QString OpacityNode::Code(NodeOutput *output)
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"uniform float opacity_in;\n"
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"\n"
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"void main(void) {\n"
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" gl_FragColor = tex_in * (opacity_in * 0.01);\n"
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" gl_FragColor = texture2D(tex_in, olive_tex_coord) * (opacity_in * 0.01);\n"
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"}\n";
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}
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@@ -64,7 +64,7 @@ QString VideoInput::Code(NodeOutput *output)
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"uniform mat4 matrix_in;\n"
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"\n"
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"void main(void) {\n"
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" gl_FragColor = texture2D(olive_tex, vec2(vec4(olive_tex_coord, 0.0, 1.0) * matrix_in));\n"
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" gl_FragColor = texture2D(footage_in, vec2(vec4(olive_tex_coord, 0.0, 1.0) * matrix_in));\n"
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"}\n";
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}
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@@ -34,12 +34,8 @@ NodeParam::Type NodeOutput::type()
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QVariant NodeOutput::get_realtime_value()
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{
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parent()->LockProcessing();
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QVariant v = parent()->Value(this);
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parent()->UnlockProcessing();
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return v;
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}
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