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)
69 lines
1.7 KiB
GLSL
69 lines
1.7 KiB
GLSL
uniform sampler2D tex_in;
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uniform sampler2D garbage_in;
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uniform sampler2D core_in;
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uniform int color_in;
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uniform bool garbage_in_enabled;
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uniform bool core_in_enabled;
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uniform float highlights_in;
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uniform float shadows_in;
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uniform bool mask_only_in;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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#define SCREEN_COLOR_GREEN 0
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#define SCREEN_COLOR_BLUE 1
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void main(void) {
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vec4 tex_col = texture(tex_in, ove_texcoord);
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// Unassociate RGB before calculating values
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vec4 unassoc = tex_col;
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if (unassoc.a > 0) {
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unassoc.rgb /= unassoc.a;
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}
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// Simple keyer, generates a inverted mask (background is white, foreground black)
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float mask;
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if (color_in == SCREEN_COLOR_GREEN) {
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mask = (unassoc.g - max(unassoc.r, unassoc.b));
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} else{ // Assume SCREEN_COLOR_BLUE
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mask = (unassoc.b - max(unassoc.r, unassoc.g));
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}
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mask = clamp(mask, 0.0, 1.0);
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if (garbage_in_enabled) {
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// Force anything we want to remove to be 1.0
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vec4 garbage = texture(garbage_in, ove_texcoord);
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// Assumes garbage is achromatic
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mask += garbage.r;
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mask = clamp(mask, 0.0, 1.0);
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}
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if (core_in_enabled) {
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// Force anything we want to keep to be 0.1
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vec3 core = texture(core_in, ove_texcoord).rgb;
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vec3 core_invert = 1.0 - core.rgb;
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// Assumes core is achromatic
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mask *= core_invert.r;
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mask = clamp(mask, 0.0, 1.0);
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}
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// Crush blacks and push whites
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mask = highlights_in * (shadows_in * mask - 1.0) + 1.0;
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mask = clamp(mask, 0.0, 1.0);
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// Invert mask
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mask = 1.0 - mask;
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// Multiply color by mask
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tex_col *= mask;
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if (!mask_only_in) {
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frag_color = tex_col;
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} else {
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frag_color = vec4(vec3(mask), 1.0);
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}
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}
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