Files
Mike-Solar 28c4426236 build: split the engine into liboakengine.so; worker drops the UI entirely
Physical split: app/{audio,cli,codec,common,config,node,pluginSupport,
render,task,timeline,undo,tool,shaders} plus coreengine, version and
ui/icons+colorcoding move to a new top-level engine/ tree, built as
liboakengine.so (shared). The render backends (oakgl/oakvulkan) move
with it and link the engine library instead of embedding a static
render-core subset (libolive-rendercore is gone).

- oak-render-worker now links liboakengine instead of the whole
  libolive-editor object set: 336MB -> 2.9MB, no Qt Widgets UI
- the editor links liboakengine for the engine and keeps only UI
  objects in libolive-editor
- install/packaging: GNUInstallDirs libdir on Linux, bundle copy on
  macOS, oakengine.dll staged for NSIS, AppImage validation entry
- fix backend lookup for the new layout: DynamicRenderer searched
  ../app but backends now live in engine/; a stale pre-split liboakgl
  in the build tree got dlopened instead, re-initialized and later
  destroyed the interposed engine statics (full-suite segfault at
  DialogSequenceParameterTab, found via gdb watchpoint)
2026-07-20 03:23:28 +08:00

33 lines
648 B
GLSL

uniform sampler2D base_in;
uniform sampler2D blend_in;
uniform bool base_in_enabled;
uniform bool blend_in_enabled;
in vec2 ove_texcoord;
out vec4 frag_color;
void main(void) {
vec4 base_col = texture(base_in, ove_texcoord);
vec4 blend_col = texture(blend_in, ove_texcoord);
if (!base_in_enabled && !blend_in_enabled) {
frag_color = vec4(0.0);
return;
}
if (!base_in_enabled) {
frag_color = blend_col;
return;
}
if (!blend_in_enabled) {
frag_color = base_col;
return;
}
base_col *= 1.0 - blend_col.a;
base_col += blend_col;
frag_color = base_col;
}