Files
oak-editor/engine/shaders/rgbhistogram_secondary.frag
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

32 lines
832 B
GLSL

uniform sampler2D ove_maintex;
uniform vec2 viewport;
uniform float histogram_scale;
uniform float histogram_power;
in vec2 ove_texcoord;
out vec4 frag_color;
void main(void) {
vec3 col = vec3(0.0);
float histogram_height = ceil(viewport.y * histogram_scale);
vec3 histogram_ratio = vec3(0.0);
vec3 sum = vec3(0.0);
float ratio = 0.0;
vec3 total_pixels = vec3(ceil(viewport.x * viewport.y *
histogram_scale));
for (int i = 0; float(i) < histogram_height; i++) {
ratio = float(i) / float(histogram_height - 1.0);
sum += texture(
ove_maintex,
vec2(ove_texcoord.x, ratio)
).rgb;
}
histogram_ratio = pow(sum / total_pixels, vec3(histogram_power));
col = step(vec3(ove_texcoord.y), histogram_ratio);
frag_color = vec4(col, 1.0);
}