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)
32 lines
832 B
GLSL
32 lines
832 B
GLSL
uniform sampler2D ove_maintex;
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uniform vec2 viewport;
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uniform float histogram_scale;
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uniform float histogram_power;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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void main(void) {
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vec3 col = vec3(0.0);
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float histogram_height = ceil(viewport.y * histogram_scale);
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vec3 histogram_ratio = vec3(0.0);
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vec3 sum = vec3(0.0);
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float ratio = 0.0;
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vec3 total_pixels = vec3(ceil(viewport.x * viewport.y *
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histogram_scale));
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for (int i = 0; float(i) < histogram_height; i++) {
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ratio = float(i) / float(histogram_height - 1.0);
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sum += texture(
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ove_maintex,
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vec2(ove_texcoord.x, ratio)
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).rgb;
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}
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histogram_ratio = pow(sum / total_pixels, vec3(histogram_power));
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col = step(vec3(ove_texcoord.y), histogram_ratio);
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frag_color = vec4(col, 1.0);
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}
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