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

36 lines
1.1 KiB
GLSL

uniform sampler2D tex_in;
uniform vec4 shadows_color_in;
uniform vec4 midtones_color_in;
uniform vec4 highlights_color_in;
uniform float shadows_amount_in;
uniform float midtones_amount_in;
uniform float highlights_amount_in;
uniform vec3 luma_coefficients_in;
in vec2 ove_texcoord;
out vec4 frag_color;
vec3 color_offset(vec4 control, float amount)
{
return (control.rgb - vec3(0.5)) * 2.0 * amount;
}
void main(void)
{
vec4 source = texture(tex_in, ove_texcoord);
float luma = clamp(dot(source.rgb, luma_coefficients_in), 0.0, 1.0);
float shadow_weight = smoothstep(0.75, 0.0, luma);
float highlight_weight = smoothstep(0.25, 1.0, luma);
float midtone_weight = clamp(1.0 - abs(luma - 0.5) * 2.0, 0.0, 1.0);
vec3 adjustment =
color_offset(shadows_color_in, shadows_amount_in) * shadow_weight +
color_offset(midtones_color_in, midtones_amount_in) * midtone_weight +
color_offset(highlights_color_in, highlights_amount_in) * highlight_weight;
vec3 graded = source.rgb + adjustment * source.rgb * (1.0 - source.rgb);
frag_color = vec4(clamp(graded, 0.0, 1.0), source.a);
}