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)
22 lines
465 B
GLSL
22 lines
465 B
GLSL
uniform sampler2D ove_maintex;
|
|
|
|
uniform int interlacing;
|
|
uniform int pixel_height;
|
|
|
|
in vec2 ove_texcoord;
|
|
out vec4 frag_color;
|
|
|
|
void main() {
|
|
vec2 real_coord = ove_texcoord;
|
|
if (interlacing != 0) {
|
|
float field_height = float(pixel_height / 2);
|
|
real_coord.y = floor(real_coord.y * field_height) + 0.25;
|
|
if (interlacing == 2) {
|
|
real_coord.y += 0.5;
|
|
}
|
|
real_coord.y /= field_height;
|
|
}
|
|
|
|
frag_color = texture(ove_maintex, real_coord);
|
|
}
|