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)
54 lines
1.7 KiB
GLSL
54 lines
1.7 KiB
GLSL
// Input variables
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uniform sampler2D tex_in;
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uniform float left_in;
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uniform float top_in;
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uniform float right_in;
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uniform float bottom_in;
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uniform float feather_in;
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uniform vec2 resolution_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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void main() {
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float multiplier = 1.0;
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vec2 feather_normalized = vec2(feather_in / resolution_in.x, feather_in / resolution_in.y);
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vec2 feather_normalized_half = feather_normalized * 0.5;
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// Calculate left cropping
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float left_adjustment;
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float right_adjustment;
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float top_adjustment;
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float bottom_adjustment;
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if (feather_in == 0.0) {
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if (ove_texcoord.x < left_in
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|| ove_texcoord.x > (1.0-right_in)
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|| ove_texcoord.y < (top_in)
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|| ove_texcoord.y > (1.0-bottom_in)) {
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multiplier = 0.0;
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}
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} else {
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float left_adjustment = clamp((ove_texcoord.x - (left_in - feather_normalized.x*(1.0-left_in))) / feather_normalized.x, 0.0, 1.0);
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multiplier *= left_adjustment;
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float right_adjustment = 1.0-clamp((ove_texcoord.x - ((1.0-right_in) - feather_normalized.x*(right_in))) / feather_normalized.x, 0.0, 1.0);
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multiplier *= right_adjustment;
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float top_adjustment = clamp((ove_texcoord.y - (top_in - feather_normalized.y*(1.0-top_in))) / feather_normalized.y, 0.0, 1.0);
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multiplier *= top_adjustment;
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float bottom_adjustment = 1.0-clamp((ove_texcoord.y - ((1.0-bottom_in) - feather_normalized.y*(bottom_in))) / feather_normalized.y, 0.0, 1.0);
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multiplier *= bottom_adjustment;
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}
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if (multiplier > 0.0) {
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vec4 color = texture(tex_in, ove_texcoord) * multiplier;
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frag_color = color;
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} else {
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frag_color = vec4(0.0);
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}
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}
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