GPL Assets Addendum

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GPLv3 Assets Addendum

The original multimedia files in the <THE-PROGRAM> assets/ directory are licensed under version 3 of the GNU General Public License (GPLv3). The terminology in section 1 of the GPLv3 (namely: "source code", "preferred form", and "object code") as it relates to the binary assets of this project is explicitly defined below.

The "object code" is explicitly defined here to be the binary files (audio, video, images, 3D models, fonts, etc.) that are loaded by or embedded into the <THE-PROGRAM> program.

The "source code" or "preferred form of the work" is explicitly defined here to be any and all resources (such as binary data, editor project files, meta-data, declarative texts, scripts, and source code of helper programs) that are necessary to accomplish all of the following tasks using only widely-available free software:

  • reconstruct the associated "object code" artifacts completely and accurately
  • modify the fully decomposed "preferred form" sources directly and independently
  • compose the original sources along with modified and replacement sources interchangeably
  • generate equivalent modified versions of the associated artifacts

Examples of "source code" or the "preferred form of the work" include:

  • "artifacts" such as a composed (mixed-down) .webm, .png, .ogg, .wav, etc
  • "binary data" such are the individual elements that compose the "artifacts" (image layers, sound tracks, etc.)
  • "meta-data" and "declarative texts" such as 3D models, animations, edit decision lists/cue sheets, CSS, etc.
  • "scripts", and "source code of helpers" such as ImageMagick scripts, GIMP plugins, openGL shaders, etc.
  • "editor project files" such as .blend, .xcf, .psd, .aup, .ardour, etc.
  • "widely-available free software" such as Blender, GIMP, Inkscape, Audacity, Ardour, etc.

The lists above should not be construed as exhaustive. However, the intention is analogous to the GPL distinction of source code vs. compiled binary executables. The distinction, in regards to artistic works, can be most clearly demonstrated in regards to an audio composition, for example. The audio sources are most obviously, the individual source audio/MIDI tracks, any processing tools (or "effects", or "plug-ins") applied to the raw tracks at rendering-time, and DAW project configuration files. All of such typical production miscellania are obviously distinct from the composite binary audio artifacts, which are the mixed and rendered (and possible compressed) output files (or "mix-down"), suitable for a standard media player. Likewise, with any digital art-form, it is assumed to be self-evident to any competent digital artist, which properties generally separate the release-ready end-result, as intended for end-users, from everything else that would not be particularly interesting to a consumer, but would be significantly helpful or essential to a producer.