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)
80 lines
1.9 KiB
GLSL
80 lines
1.9 KiB
GLSL
// Node parameter inputs
|
|
uniform sampler2D tex_in;
|
|
uniform vec4 color_in;
|
|
uniform float radius_in;
|
|
uniform float opacity_in;
|
|
uniform bool inner_in;
|
|
uniform vec2 resolution_in;
|
|
|
|
// Standard inputs
|
|
uniform int ove_iteration;
|
|
|
|
in vec2 ove_texcoord;
|
|
out vec4 frag_color;
|
|
|
|
void main(void) {
|
|
vec4 pixel_here = texture(tex_in, ove_texcoord);
|
|
|
|
// Detect no-op situations
|
|
if (radius_in == 0.0
|
|
|| opacity_in == 0.0
|
|
|| (inner_in && pixel_here.a == 0.0)
|
|
|| (!inner_in && pixel_here.a == 1.0)) {
|
|
// No-op, do nothing
|
|
frag_color = pixel_here;
|
|
return;
|
|
}
|
|
|
|
float radius = ceil(radius_in);
|
|
|
|
float stroke_weight = 0.0;
|
|
|
|
// Loop over box
|
|
for (float i=-radius + 0.5; i<=radius; i += 2.0) {
|
|
float x_coord = i / resolution_in.x;
|
|
|
|
for (float j=-radius + 0.5; j<=radius; j += 2.0) {
|
|
float y_coord = j / resolution_in.y;
|
|
|
|
if (abs(length(vec2(i, j))) < radius) {
|
|
// Get pixel here
|
|
float alpha = texture(tex_in, ove_texcoord + vec2(x_coord, y_coord)).a;
|
|
|
|
if (inner_in) {
|
|
alpha = 1.0 - alpha;
|
|
}
|
|
|
|
stroke_weight += alpha;
|
|
|
|
if (stroke_weight >= 1.0) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (stroke_weight >= 1.0) {
|
|
stroke_weight = 1.0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
stroke_weight *= opacity_in;
|
|
|
|
if (inner_in) {
|
|
stroke_weight *= pixel_here.a;
|
|
}
|
|
|
|
// Make RGBA color
|
|
vec4 stroke_col = color_in * stroke_weight;
|
|
|
|
if (inner_in) {
|
|
// Alpha over the stroke over the texture
|
|
stroke_col = pixel_here * (1.0 - stroke_col.a) + stroke_col;
|
|
} else {
|
|
// Alpha over the texture over the stroke
|
|
stroke_col = stroke_col * (1.0 - pixel_here.a) + pixel_here;
|
|
}
|
|
|
|
frag_color = stroke_col;
|
|
}
|