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)
30 lines
500 B
GLSL
30 lines
500 B
GLSL
// Input texture
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uniform sampler2D tex_in;
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uniform float horiz_in;
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uniform float vert_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 x;
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float y;
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if (horiz_in > 0.0) {
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x = floor(ove_texcoord.x * horiz_in) / horiz_in;
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} else {
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x = ove_texcoord.x;
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}
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if (vert_in > 0.0) {
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y = floor(ove_texcoord.y * vert_in) / vert_in;
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} else {
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y = ove_texcoord.y;
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}
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vec4 color = texture(tex_in, vec2(x, y));
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frag_color = color;
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}
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