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)
62 lines
1.5 KiB
GLSL
62 lines
1.5 KiB
GLSL
uniform float scale_in;
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uniform vec2 position_in;
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uniform vec2 resolution_in;
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uniform bool mirrorx_in;
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uniform bool mirrory_in;
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uniform int anchor_in;
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uniform sampler2D tex_in;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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#define TOP_LEFT 0
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#define TOP_CENTER 1
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#define TOP_RIGHT 2
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#define MIDDLE_LEFT 3
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#define MIDDLE_CENTER 4
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#define MIDDLE_RIGHT 5
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#define BOTTOM_LEFT 6
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#define BOTTOM_CENTER 7
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#define BOTTOM_RIGHT 8
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void main(void) {
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vec2 coord = ove_texcoord;
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vec2 offset;
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if (anchor_in == TOP_LEFT || anchor_in == TOP_CENTER || anchor_in == TOP_RIGHT) {
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offset.y = 0.0;
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} else if (anchor_in == MIDDLE_LEFT || anchor_in == MIDDLE_CENTER || anchor_in == MIDDLE_RIGHT) {
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offset.y = 0.5;
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} else if (anchor_in == BOTTOM_LEFT || anchor_in == BOTTOM_CENTER || anchor_in == BOTTOM_RIGHT) {
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offset.y = 1.0;
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}
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if (anchor_in == TOP_LEFT || anchor_in == MIDDLE_LEFT || anchor_in == BOTTOM_LEFT) {
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offset.x = 0.0;
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} else if (anchor_in == TOP_CENTER || anchor_in == MIDDLE_CENTER || anchor_in == BOTTOM_CENTER) {
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offset.x = 0.5;
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} else if (anchor_in == TOP_RIGHT || anchor_in == MIDDLE_RIGHT || anchor_in == BOTTOM_RIGHT) {
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offset.x = 1.0;
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}
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coord -= position_in/resolution_in;
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coord -= offset;
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coord /= scale_in;
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coord += offset;
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vec2 modcoord = mod(coord, 1.0);
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if (mirrorx_in && mod(coord.x, 2.0) > 1.0) {
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modcoord.x = 1.0 - modcoord.x;
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}
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if (mirrory_in && mod(coord.y, 2.0) > 1.0) {
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modcoord.y = 1.0 - modcoord.y;
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}
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frag_color = vec4(texture(tex_in, modcoord));
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}
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