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)
25 lines
592 B
GLSL
25 lines
592 B
GLSL
uniform sampler2D ove_maintex;
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uniform vec2 resolution_in;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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float round(float x)
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{
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return floor(x + 0.5);
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}
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void main() {
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vec2 using_texcoord = ove_texcoord;
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// A very basic deinterlace that halves the vertical
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// resolution and linearly interpolates the two fields
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// by reading the texture coord between them.
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float half_vert = round(resolution_in.y / 2.0);
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using_texcoord.y = (round(using_texcoord.y * half_vert) + 0.25) / half_vert;
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vec4 color = texture(ove_maintex, using_texcoord);
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frag_color = color;
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}
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