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)
50 lines
953 B
GLSL
50 lines
953 B
GLSL
// Input texture
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uniform sampler2D ove_maintex;
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uniform sampler2D tex_in;
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uniform bool perspective_in;
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// Input texture coordinate
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in vec2 ove_texcoord;
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out vec4 frag_color;
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in vec2 q;
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in vec2 b1;
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in vec2 b2;
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in vec2 b3;
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float Wedge2D(vec2 v, vec2 w) {
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return (v.x*w.y) - (v.y*w.x);
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}
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void main() {
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if(perspective_in){
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frag_color = texture(tex_in, ove_texcoord);
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} else {
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float A = Wedge2D(b2, b3);
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float B = Wedge2D(b3, q) - Wedge2D(b1, b2);
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float C = Wedge2D(b1, q);
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vec2 uv;
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// solve for v
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if (abs(A) < 0.001) {
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uv.y = -C/B;
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} else {
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float discrim = B*B - 4.0*A*C;
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uv.y = 0.5 * (-B + sqrt(discrim)) / A;
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}
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// solve for u
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vec2 denom = b1 + uv.y * b3;
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if (abs(denom.x) > abs(denom.y)) {
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uv.x = (q.x - b2.x * uv.y) / denom.x;
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} else {
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uv.x = (q.y - b2.y * uv.y) / denom.y;
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}
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uv.y = 1.0 - uv.y;
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frag_color = texture(tex_in, uv);
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}
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}
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