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

44 lines
1.4 KiB
GLSL

#define LINEAR_CURVE 0
#define EXPONENTIAL_CURVE 1
#define LOGARITHMIC_CURVE 2
uniform sampler2D out_block_in;
uniform sampler2D in_block_in;
uniform bool out_block_in_enabled;
uniform bool in_block_in_enabled;
uniform vec4 color_in;
uniform int curve_in;
uniform float ove_tprog_all;
uniform float ove_tprog_out;
uniform float ove_tprog_in;
in vec2 ove_texcoord;
out vec4 frag_color;
float TransformCurve(float linear) {
if (curve_in == EXPONENTIAL_CURVE) {
return linear * linear;
} else if (curve_in == LOGARITHMIC_CURVE) {
return sqrt(linear);
} else {
return linear;
}
}
void main(void) {
if (out_block_in_enabled && in_block_in_enabled) {
// mix(x, y , a): a(1-x) + b(x)
vec4 out_block_col = ove_tprog_out == 0.0 ? vec4(0.0) : mix(color_in, texture(out_block_in, ove_texcoord),TransformCurve(ove_tprog_out));
vec4 in_block_col = ove_tprog_out != 0.0 ? vec4(0.0) : mix(color_in, texture(in_block_in, ove_texcoord), TransformCurve(ove_tprog_in));
frag_color = out_block_col + in_block_col;
} else if (out_block_in_enabled) {
frag_color = mix(color_in, texture(out_block_in, ove_texcoord), TransformCurve(ove_tprog_out));
} else if (in_block_in_enabled) {
frag_color = mix(texture(in_block_in, ove_texcoord), color_in, TransformCurve(1.0 - ove_tprog_in));
} else {
frag_color = vec4(0.0);
}
}