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)
49 lines
1.5 KiB
GLSL
49 lines
1.5 KiB
GLSL
uniform sampler2D ove_maintex;
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uniform vec2 viewport;
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uniform vec3 luma_coeffs;
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uniform float vectorscope_gain;
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uniform float vectorscope_point_radius;
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uniform float vectorscope_intensity;
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uniform float vectorscope_sample_grid;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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vec2 rgb_to_vectorscope(vec3 rgb)
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{
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float y = dot(rgb, luma_coeffs);
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float cb = (rgb.b - y) / max(2.0 * (1.0 - luma_coeffs.b), 0.0001);
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float cr = (rgb.r - y) / max(2.0 * (1.0 - luma_coeffs.r), 0.0001);
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return vec2(cr, cb) * vectorscope_gain + vec2(0.5);
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}
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void main(void)
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{
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float grid = max(vectorscope_sample_grid, 1.0);
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float point_radius = vectorscope_point_radius / max(min(viewport.x, viewport.y), 1.0);
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vec3 accumulated = vec3(0.0);
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for (int y = 0; y < 64; y++) {
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if (float(y) >= grid) {
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break;
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}
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for (int x = 0; x < 64; x++) {
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if (float(x) >= grid) {
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break;
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}
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vec2 sample_uv = (vec2(float(x), float(y)) + vec2(0.5)) / grid;
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vec3 sample_rgb = clamp(texture(ove_maintex, sample_uv).rgb, 0.0, 1.0);
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vec2 scope_point = rgb_to_vectorscope(sample_rgb);
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float distance_to_point = distance(ove_texcoord, scope_point);
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float contribution = 1.0 - smoothstep(point_radius, point_radius * 2.0, distance_to_point);
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accumulated += sample_rgb * contribution * vectorscope_intensity;
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}
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}
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frag_color = vec4(clamp(accumulated, 0.0, 1.0), 1.0);
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}
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