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)
111 lines
2.5 KiB
GLSL
111 lines
2.5 KiB
GLSL
// Main texture input
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uniform sampler2D tex_in;
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uniform vec4 color_key;
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uniform bool mask_only_in;
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uniform float upper_tolerence_in;
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uniform float lower_tolerence_in;
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uniform sampler2D garbage_in;
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uniform sampler2D core_in;
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uniform bool garbage_in_enabled;
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uniform bool core_in_enabled;
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uniform bool invert_in;
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uniform float highlights_in;
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uniform float shadows_in;
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// Main texture coordinate
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in vec2 ove_texcoord;
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out vec4 frag_color;
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// Program will replace this with OCIO's auto-generated shader code
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%1
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// Assume D65 white point
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float Xn = 95.0489;
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float Yn = 100.0;
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float Zn = 108.8840;
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float delta = 0.20689655172; // 6/29
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float func(float t) {
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if (t > pow(delta, 3.0)){
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return pow(t, 1.0/3.0);
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} else{
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return (t / (3.0 * pow(delta, 2))) + 4.0/29.0;
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}
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}
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vec4 CIExyz_to_Lab(vec4 CIE) {
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vec4 lab;
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lab.r = 116.0 * func(CIE.g / Yn) - 16.0;
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lab.g = 500.0 * (func(CIE.r / Xn) - func(CIE.g / Yn));
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lab.b = 200.0 * (func(CIE.g / Yn) - func(CIE.b / Zn));
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lab.w = CIE.w;
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return lab;
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}
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float colorclose(vec4 col, vec4 key, float tola,float tolb) {
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// Decides if a color is close to the specified hue
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float temp = sqrt(((key.g-col.g)*(key.g-col.g))+((key.b-col.b)*(key.b-col.b))+((key.r-col.r)*(key.r-col.r)));
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if (temp < tola) {return (0.0);}
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if (temp < tolb) {return ((temp-tola)/(tolb-tola));}
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return (1.0);
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}
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void main() {
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vec4 col = texture(tex_in, ove_texcoord);
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vec4 unassoc = 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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// Perform color conversion
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vec4 cie_xyz = SceneLinearToCIEXYZ_d65(unassoc);
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vec4 lab = CIExyz_to_Lab(cie_xyz);
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vec4 cie_xyz_key = SceneLinearToCIEXYZ_d65(color_key);
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vec4 lab_key = CIExyz_to_Lab(cie_xyz_key);
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float mask = colorclose(lab, lab_key, lower_tolerence_in, upper_tolerence_in);
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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 0.0
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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 1.0
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vec3 core = texture(core_in, ove_texcoord).rgb;
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// Assumes core is achromatic
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mask += core.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 = shadows_in * 0.01 * (highlights_in * 0.01 * mask - 1.0) + 1.0;
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mask = clamp(mask, 0.0, 1.0);
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// Invert
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if (invert_in) {
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mask = 1.0 - mask;
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}
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col *= mask;
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if (!mask_only_in) {
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frag_color = 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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