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

30 lines
500 B
GLSL

// Input texture
uniform sampler2D tex_in;
uniform float horiz_in;
uniform float vert_in;
// Input texture coordinate
in vec2 ove_texcoord;
out vec4 frag_color;
void main() {
float x;
float y;
if (horiz_in > 0.0) {
x = floor(ove_texcoord.x * horiz_in) / horiz_in;
} else {
x = ove_texcoord.x;
}
if (vert_in > 0.0) {
y = floor(ove_texcoord.y * vert_in) / vert_in;
} else {
y = ove_texcoord.y;
}
vec4 color = texture(tex_in, vec2(x, y));
frag_color = color;
}