If Nodes only have the one output, we don't need to do so much differentiation between them. Previous iteration used outputs as like a distinct function within a Node (e.g. length output would return one result, buffer output would produce a different result - each run different code to produce their results). Now in this iteration, it's more accurate to say a Node is just one function (which seems more appropriate for a node system anyway).
64 lines
1.6 KiB
C++
64 lines
1.6 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "alphaover.h"
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AlphaOverBlend::AlphaOverBlend()
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{
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}
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Node *AlphaOverBlend::copy() const
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{
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return new AlphaOverBlend();
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}
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QString AlphaOverBlend::Name() const
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{
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return tr("Alpha Over");
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}
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QString AlphaOverBlend::id() const
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{
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return "org.olivevideoeditor.Olive.alphaoverblend";
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}
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QString AlphaOverBlend::Description() const
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{
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return tr("A blending node that composites one texture over another using its alpha channel.");
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}
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QString AlphaOverBlend::Code() const
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{
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return "#version 110"
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"\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"uniform sampler2D base_in;\n"
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"uniform sampler2D blend_in;\n"
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"\n"
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"void main(void) {\n"
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" vec4 base_col = texture2D(base_in, v_texcoord);\n"
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" vec4 blend_col = texture2D(blend_in, v_texcoord);\n"
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" \n"
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" gl_FragColor = base_col - blend_col.a + blend_col;\n"
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"}\n";
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}
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