@pixerate/flair 0.29.0 → 0.31.0

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package/CHANGELOG.md CHANGED
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  # @pixerate/flair
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+ ## 0.31.0
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+ ### Minor Changes
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+ - 1bd6d27: A new `ui` catalog category for landing-page flourishes and backgrounds, plus more loaders and gradients (22 effects):
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+ - **UI shaders**: Border beam (`border-beam`, a light beam running round a card's border), Gradient border (`gradient-border`, a turning conic ring with glow), Meteors (`meteors`), Background beams (`background-beams`), Grid spotlight (`grid-spotlight`, follows the pointer), Dot grid (`dot-grid`, dots swell near the pointer), Glass card (`glass-card`, frosted glass over a picture or video), Liquid glass (`liquid-glass`, a refracting glass pill that follows the pointer) and Grainy glow background (`noise-grain-bg`). Each has dark and light presets.
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+ - **UI vectors**: Marquee (`marquee`, a seamless logo or word scroller with faded edges), Number ticker (`number-ticker`, an odometer roll to any formatted value such as `$12,480`) and Animated badge (`animated-badge`, a shimmering "New" pill with a sparkle).
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+ - **Loaders**: Skeleton shimmer, Progress bar (striped, with a percentage), Indeterminate bar, Step progress, Circle dots loader and Wave bars.
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+ - **Gradients**: Grainy gradient (with a Stripe-like preset), Stripe gradient, Holographic gradient and Radial glow.
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+ ## 0.30.0
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+ ### Minor Changes
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+ - 94bac1b: Broadcast graphics and annotations: two new catalog categories of animated SVG effects in a 16:9, title-safe frame. `broadcast` has a lower third, a stacked lower third with a logo, a title card, a logo reveal, a logo sting, an end card, a countdown, a subscribe button, a news ticker, a scoreboard and a chapter marker; `annotation` has a hand-drawn circle and arrow, a callout, a bracket note, a scribble-out, step badges, a focus box, a product-demo cursor and a tooltip tour, all transparent to lay over video or screenshots. Each animates in, holds for its `hold` control and animates out, and takes a logo as SVG path data where it has one.
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  ## 0.29.0
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  ### Minor Changes
package/README.md CHANGED
@@ -19,7 +19,7 @@ Flair gives products a library of good-looking, configurable visual effects (her
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  ### Core Capabilities
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- - 🎨 **Effect catalog (`@pixerate/flair/catalog`)**: 310 effects, each with controls and presets. There are 221 WebGL2 shaders (gradients, organic textures and growth, patterns, light, lighting that relights pictures, space, retro and pixel art, image treatments, transparent overlays, text fills, image morphs, pointer interactions, pyrotechnics, time warps, melting, electricity, splatters, bubbles, stickers, pointer trails, particles, debris, impacts, comic looks, atmosphere, glows, shadows, distortions, transitions) and 89 animated SVG effects (loaders, status icons, animated titles, shape morphs, UI micro-interactions, pixel sprites, stickers, cartoon effects, glowing and lifting UI, a lamp switch, charts, counters, node graphs). [Browse them live](https://pixerate.github.io/flair/).
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+ - 🎨 **Effect catalog (`@pixerate/flair/catalog`)**: 310 effects, each with controls and presets. There are 221 WebGL2 shaders (gradients, organic textures and growth, patterns, light, lighting that relights pictures, space, retro and pixel art, image treatments, transparent overlays, text fills, image morphs, pointer interactions, pyrotechnics, time warps, melting, electricity, splatters, bubbles, stickers, pointer trails, particles, debris, impacts, comic looks, atmosphere, glows, shadows, distortions, web UI flourishes and backgrounds, transitions) and 89 animated SVG effects (loaders and progress bars, status icons, a logo marquee, a number ticker, animated titles, shape morphs, UI micro-interactions, pixel sprites, stickers, cartoon effects, glowing and lifting UI, a lamp switch, charts, counters, node graphs). [Browse them live](https://pixerate.github.io/flair/).
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  - ⚡ **Shader engine**:
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  - Shadertoy-style GLSL ES 3.00 fragment shaders, with controls declared in the source (`// @control`), including image inputs.
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  - Compile errors come back with line numbers that match the source.
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  | Category | Effects |
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  | :--- | :--- |
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- | gradient | mesh gradient, aurora, gradient flow, conic sweep, silk |
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+ | gradient | mesh gradient, aurora, gradient flow, conic sweep, silk, grainy gradient, Stripe gradient, holographic gradient, radial glow |
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  | organic | liquid marble, smoke, lava lamp, plasma, caustics, flames, reaction diffusion, cell division, coral growth, veins, ferrofluid, jellyfish, fur, blob morph |
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  | pattern | dot wave, Truchet flow, hex pulse, living cells, moiré rings, kaleidoscope, stripes, Memphis pattern, chevron tunnel, neon circuit |
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  | light / space | bokeh, god rays, sparkles, neon ripple, light ribbons, warp starfield, nebula, event horizon |
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  | distortion | twirl, pinch & bulge, fisheye, mirror tiles, wave warp, ribbed glass, shower glass, datamosh, polar warp, texture displace |
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  | audio | spectrum bars, circular spectrum, waveform line, bass pulse, audio particles, audio plasma, vinyl |
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  | scroll | scroll reveal, parallax layers, scroll progress glow, scroll velocity blur, scroll zoom, scroll draw, scroll counter, scroll steps |
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+ | broadcast | lower third, stacked lower third, title card, logo reveal, logo sting, end card, countdown, subscribe button, news ticker, scoreboard, chapter marker |
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+ | annotation | hand circle, hand arrow, callout, bracket note, scribble out, step badges, focus box, fake cursor, tooltip tour |
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+ | ui | border beam, gradient border, meteors, background beams, grid spotlight, dot grid, glass card, liquid glass, grainy glow background, marquee, number ticker, animated badge |
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  | transition | liquid morph, displacement, luma fade, particle swap, ink bleed, pixel dissolve, comic panels, wipe, iris, block dissolve, grid wipe, glass wipe, twister, light leak, cross zoom, whip pan |
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- | loader / icon / data | spinner, bouncing dots, pulse ping, equalizer, progress ring, bar chart, line chart, stat counter, route, timeline track, success check, error cross, heartbeat, signature, confetti, flow network, upload card |
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+ | loader / icon / data | spinner, bouncing dots, pulse ping, equalizer, skeleton shimmer, progress bar, indeterminate bar, step progress, circle dots loader, wave bars, progress ring, bar chart, line chart, stat counter, route, timeline track, success check, error cross, heartbeat, signature, confetti, flow network, upload card |
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+ #### Broadcast graphics and annotations
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+ The `broadcast` and `annotation` effects are animated SVGs in a 1920 × 1080 (16:9) frame, with their text inside the title-safe area. Each animates in, holds for its `hold` control (seconds) and animates out, ending as it started, so it loops; the news ticker is a seamless crawl instead. Lower thirds, the ticker, the score bug, the chapter marker, the subscribe button and every annotation draw on a transparent frame, to lay over video or a screenshot (`flair render lower-third --text "Ada Lovelace" --alpha -o lt.webm`); annotations are placed with position controls in percent of the frame. Every label is a text control, fitted to its length. Logos (`lower-third-stacked`, `logo-reveal`, `logo-sting`) take SVG path data in their `logo` control (`--path "M…"`), scaled to fit their slot and recoloured by the effect, so they draw on, shine and export as animated SVG like the rest; anything that is not path data draws a stand-in mark.
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  Every shader is self-contained and compiles on WebGL2. Open [`#check`](https://pixerate.github.io/flair/#check) on the demo to compile the catalog on your own GPU. [`#bench`](https://pixerate.github.io/flair/#bench) times every shader per frame on your GPU (`#bench?size=720&only=aurora,fur` for a size or a few effects; keep the tab in front, since a hidden tab or other drawing inflates every number).
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@@ -1,7 +1,7 @@
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  import { a as ControlDef, C as ControlValue } from '../controls-Ec6P0Vpy.js';
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  import { a as SvgTrigger } from '../svg-DaKRPA9v.js';
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- import { a as VideoUse, E as EffectDefinition, b as EffectCategory, S as ShaderEffect } from '../types-wh28fXW4.js';
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- export { C as CURRENT_COLOR, c as EFFECT_CATEGORIES, d as EffectPreset, e as VECTOR_CONTROL_TYPES, f as VIDEO_USES, g as VectorControl, V as VectorEffect, h as colorControl, i as isCurrentColor, n as numberControl, r as renderVectorEffect, v as vectorControlDef, j as vectorControlIssues, k as vectorControls, l as vectorEffectControls } from '../types-wh28fXW4.js';
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+ import { a as VideoUse, E as EffectDefinition, b as EffectCategory, S as ShaderEffect } from '../types-BDIzGWIS.js';
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+ export { C as CURRENT_COLOR, c as EFFECT_CATEGORIES, d as EffectPreset, e as VECTOR_CONTROL_TYPES, f as VIDEO_USES, g as VectorControl, V as VectorEffect, h as colorControl, i as isCurrentColor, n as numberControl, r as renderVectorEffect, v as vectorControlDef, j as vectorControlIssues, k as vectorControls, l as vectorEffectControls } from '../types-BDIzGWIS.js';
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  /**
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  * What an effect takes and how it answers the pointer, worked out from the
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  vectorControlIssues,
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  vectorControls,
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  vectorEffectControls
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- } from "../chunk-6GFOLHCT.js";
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+ } from "../chunk-7F4ITXGK.js";
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  import "../chunk-EHDJ3CPJ.js";
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  import "../chunk-VYOMXE6I.js";
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  import "../chunk-ORAFCHX3.js";
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  getEffect,
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  renderVectorEffect,
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  textImage
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- } from "./chunk-6GFOLHCT.js";
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+ } from "./chunk-7F4ITXGK.js";
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  import {
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  parseColor
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  } from "./chunk-VYOMXE6I.js";
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  subjectValues,
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  mountEffect
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  };
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- //# sourceMappingURL=chunk-KZYZX3V5.js.map
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+ //# sourceMappingURL=chunk-45YUAQNZ.js.map