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)
68 lines
2.2 KiB
GLSL
68 lines
2.2 KiB
GLSL
uniform sampler2D ove_maintex;
|
|
|
|
uniform vec2 viewport;
|
|
uniform vec3 luma_coeffs;
|
|
|
|
uniform float waveform_scale;
|
|
uniform float parade_mode;
|
|
|
|
in vec2 ove_texcoord;
|
|
out vec4 frag_color;
|
|
|
|
void main(void) {
|
|
float waveform_height = ceil(waveform_scale * viewport.y);
|
|
float quantisation = 1.0 / (waveform_height - 1.0);
|
|
float intensity = 0.10;
|
|
vec4 col = vec4(0.0);
|
|
vec4 cur_col = vec4(0.0);
|
|
float ratio = 0.0;
|
|
|
|
if (parade_mode > 0.5) {
|
|
// RGB parade: three zones side by side, one channel per zone
|
|
float zone = floor(ove_texcoord.x * 3.0);
|
|
float zone_x = fract(ove_texcoord.x * 3.0);
|
|
vec3 zone_color = zone < 0.5 ? vec3(1.0, 0.0, 0.0) :
|
|
(zone < 1.5 ? vec3(0.0, 1.0, 0.0) :
|
|
vec3(0.0, 0.0, 1.0));
|
|
|
|
for (int i = 0; float(i) < waveform_height; i++) {
|
|
ratio = float(i) / float(waveform_height - 1.0);
|
|
vec3 sample_rgb = texture(
|
|
ove_maintex,
|
|
vec2(zone_x, ratio)
|
|
).rgb;
|
|
|
|
float channel = zone < 0.5 ? sample_rgb.r :
|
|
(zone < 1.5 ? sample_rgb.g : sample_rgb.b);
|
|
|
|
float hit = step(ove_texcoord.y - quantisation, channel) *
|
|
step(channel, ove_texcoord.y + quantisation) * intensity;
|
|
hit += step(1.0 - quantisation, ove_texcoord.y) *
|
|
step(1.0 - quantisation, channel) * intensity;
|
|
|
|
col.rgb += hit * zone_color;
|
|
}
|
|
} else {
|
|
for (int i = 0; float(i) < waveform_height; i++) {
|
|
ratio = float(i) / float(waveform_height - 1.0);
|
|
cur_col.rgb = texture(
|
|
ove_maintex,
|
|
vec2(ove_texcoord.x, ratio)
|
|
).rgb;
|
|
|
|
cur_col.w = dot(cur_col.rgb, luma_coeffs);
|
|
|
|
col += (
|
|
step(vec4(ove_texcoord.y - quantisation), cur_col) *
|
|
step(cur_col, vec4(ove_texcoord.y + quantisation)) *
|
|
intensity) +
|
|
(step(1.0 - quantisation, ove_texcoord.y) *
|
|
step(vec4(1.0 - quantisation), cur_col) * intensity);
|
|
}
|
|
|
|
col.rgb += vec3(col.w);
|
|
}
|
|
|
|
frag_color = vec4(col.rgb, 1.0);
|
|
}
|