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

111 lines
2.5 KiB
GLSL

// Main texture input
uniform sampler2D tex_in;
uniform vec4 color_key;
uniform bool mask_only_in;
uniform float upper_tolerence_in;
uniform float lower_tolerence_in;
uniform sampler2D garbage_in;
uniform sampler2D core_in;
uniform bool garbage_in_enabled;
uniform bool core_in_enabled;
uniform bool invert_in;
uniform float highlights_in;
uniform float shadows_in;
// Main texture coordinate
in vec2 ove_texcoord;
out vec4 frag_color;
// Program will replace this with OCIO's auto-generated shader code
%1
// Assume D65 white point
float Xn = 95.0489;
float Yn = 100.0;
float Zn = 108.8840;
float delta = 0.20689655172; // 6/29
float func(float t) {
if (t > pow(delta, 3.0)){
return pow(t, 1.0/3.0);
} else{
return (t / (3.0 * pow(delta, 2))) + 4.0/29.0;
}
}
vec4 CIExyz_to_Lab(vec4 CIE) {
vec4 lab;
lab.r = 116.0 * func(CIE.g / Yn) - 16.0;
lab.g = 500.0 * (func(CIE.r / Xn) - func(CIE.g / Yn));
lab.b = 200.0 * (func(CIE.g / Yn) - func(CIE.b / Zn));
lab.w = CIE.w;
return lab;
}
float colorclose(vec4 col, vec4 key, float tola,float tolb) {
// Decides if a color is close to the specified hue
float temp = sqrt(((key.g-col.g)*(key.g-col.g))+((key.b-col.b)*(key.b-col.b))+((key.r-col.r)*(key.r-col.r)));
if (temp < tola) {return (0.0);}
if (temp < tolb) {return ((temp-tola)/(tolb-tola));}
return (1.0);
}
void main() {
vec4 col = texture(tex_in, ove_texcoord);
vec4 unassoc = col;
if (unassoc.a > 0) {
unassoc.rgb /= unassoc.a;
}
// Perform color conversion
vec4 cie_xyz = SceneLinearToCIEXYZ_d65(unassoc);
vec4 lab = CIExyz_to_Lab(cie_xyz);
vec4 cie_xyz_key = SceneLinearToCIEXYZ_d65(color_key);
vec4 lab_key = CIExyz_to_Lab(cie_xyz_key);
float mask = colorclose(lab, lab_key, lower_tolerence_in, upper_tolerence_in);
mask = clamp(mask, 0.0, 1.0);
if (garbage_in_enabled) {
// Force anything we want to remove to be 0.0
vec4 garbage = texture(garbage_in, ove_texcoord);
// Assumes garbage is achromatic
mask -= garbage.r;
mask = clamp(mask, 0.0, 1.0);
}
if (core_in_enabled) {
// Force anything we want to keep to be 1.0
vec3 core = texture(core_in, ove_texcoord).rgb;
// Assumes core is achromatic
mask += core.r;
mask = clamp(mask, 0.0, 1.0);
}
// Crush blacks and push whites
mask = shadows_in * 0.01 * (highlights_in * 0.01 * mask - 1.0) + 1.0;
mask = clamp(mask, 0.0, 1.0);
// Invert
if (invert_in) {
mask = 1.0 - mask;
}
col *= mask;
if (!mask_only_in) {
frag_color = col;
} else {
frag_color = vec4(vec3(mask), 1.0);
}
}