@pixerate/flair 0.6.0 → 0.7.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md CHANGED
@@ -1,5 +1,17 @@
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  # @pixerate/flair
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+ ## 0.7.0
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+
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+ ### Minor Changes
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+
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+ - 1bdd1f0: Add transparent WebGL shader overlays, `SvgPlayer.reset()` / `hideWhenPaused`, standalone `animateCount()` / `formatCount()`, and hover-only / alpha support in `ThumbnailPool`:
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+
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+ - Preserve clamped `flair_color.a` in `wrapSource` and add `alpha?: boolean` to `createContext`, `ShaderRendererOptions`, and `ThumbnailPoolOptions`.
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+ - Add `uBackgroundAlpha` and `uChance` (sparsity) controls to the `sparkles` catalog shader and `uBackgroundAlpha` to `bokeh`.
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+ - Add `SvgPlayer.reset()` and `hideWhenPaused?: boolean` to `SvgPlayerOptions` for hover-triggered vector animations.
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+ - Add `animateCount()` and `formatCount()` to `@pixerate/flair/vector` for animating DOM numbers on a `Clock` with `EASES`.
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+ - Add `hoverOnly?: boolean` and `animateMode?: "always" | "hover" | "reduced-motion"` to `ThumbnailPoolOptions`.
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+
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  ## 0.6.0
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  ### Minor Changes
package/README.md CHANGED
@@ -23,9 +23,9 @@ Flair gives products a library of good-looking, configurable visual effects (her
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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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- - Live previews (`ShaderRenderer`) and many animated thumbnails on one context (`ThumbnailPool`).
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+ - Live previews (`ShaderRenderer`, with optional `{ alpha: true }` for transparent overlays) and many animated or hover-activated thumbnails on one context (`ThumbnailPool`).
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  - Frames at exact times (`ShaderFrames`), looping GIFs, and standalone HTML pages.
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- - ✒️ **Vector motion (`@pixerate/flair/vector`)**: animated SVG described as data. Catalog vector effects declare their controls in the picture (`{{name: type …}}`), text included. It covers attribute tweens, draw-on strokes, motion along paths, counters and view zooms. Every frame is a pure function of time (`svgFrame`), and `SvgPlayer` plays it.
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+ - ✒️ **Vector motion (`@pixerate/flair/vector`)**: animated SVG described as data. Catalog vector effects declare their controls in the picture (`{{name: type …}}`), text included. It covers attribute tweens, draw-on strokes, motion along paths, counters (`animateCount` / `formatCount` for DOM elements too) and view zooms. Every frame is a pure function of time (`svgFrame`), and `SvgPlayer` plays it (with `scrollTrigger`, `hideWhenPaused`, and `reset()`).
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  - 🎛️ **Effect editor (`@pixerate/flair/editor`)**:
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  - A headless editor for an effect's source, values, keyframes, presets and timeline.
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  - Built on [`@pixerate/editor`](https://github.com/Pixerate/editor)'s undo history and command registry, with no UI framework assumed.
@@ -42,7 +42,7 @@ Flair gives products a library of good-looking, configurable visual effects (her
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  | :--- | :--- | :--- |
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  | `@pixerate/flair` | Shader engine, vector motion, time and easing, colour, blending, transitions, scenes, interchange exporters | None (browser-safe) |
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  | `@pixerate/flair/catalog` | `EFFECTS`, `getEffect`, `findEffects`, `effectDefaults`, `renderVectorEffect`, `vectorControls`, GLSL helpers, sample images | None |
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- | `@pixerate/flair/vector` | `SvgMotion`, `svgFrame`, `svgView`, `SvgPlayer`, `svgMotionIssues` | None |
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+ | `@pixerate/flair/vector` | `SvgMotion`, `svgFrame`, `svgView`, `SvgPlayer`, `animateCount`, `formatCount`, `svgMotionIssues` | None |
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  | `@pixerate/flair/editor` | `EffectEditor`, effect documents, keyframe tracks, renderer bindings, parameter-panel binding, agent tools and instructions | `@pixerate/editor` ≥ 0.29 (optional peer; only its dependency-free `/history`, `/commands`, `/tools`, `/animation` and `/parameters` subpaths) |
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  | `@pixerate/flair/node` | `exportMotionGraphic`: renders a shader to GIF/MP4 through headless Chrome and ffmpeg | Node.js |
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@@ -97,10 +97,10 @@ npm install @pixerate/editor-react
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  ### 1. Drop in a catalog effect
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  ```ts
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- import { ShaderRenderer, SvgPlayer } from "@pixerate/flair";
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+ import { ShaderRenderer, SvgPlayer, ThumbnailPool, animateCount } from "@pixerate/flair";
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  import { getEffect, effectDefaults, renderVectorEffect } from "@pixerate/flair/catalog";
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- // A shader background
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+ // A shader background (or pass { alpha: true } with uBackgroundAlpha: 0 for a transparent overlay)
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  const aurora = getEffect("aurora")!;
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  if (aurora.kind === "shader") {
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  const preview = new ShaderRenderer(document.querySelector("#hero")!);
@@ -108,13 +108,25 @@ if (aurora.kind === "shader") {
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  preview.setValues(effectDefaults(aurora, { preset: "Ember", values: { uSpeed: 0.5 } }));
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  }
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- // An animated SVG loader, recoloured
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+ // Many shader cards sharing one WebGL context, animating only while hovered
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+ const pool = new ThumbnailPool({ hoverOnly: true });
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+
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+ // An animated SVG effect, with scroll-triggered playback or hover reset (hideWhenPaused + reset())
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  const spinner = getEffect("spinner")!;
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  if (spinner.kind === "vector") {
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  new SvgPlayer(document.querySelector("#loading")!, renderVectorEffect(spinner, { accent: "#0ea5e9" }), {
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  hold: spinner.hold,
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  });
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  }
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+
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+ // Standalone DOM number counter using Flair's clock and easing curves
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+ animateCount({
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+ element: document.querySelector("#year")!,
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+ from: 2010,
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+ to: 2026,
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+ ms: 900,
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+ ease: "out",
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+ });
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  ```
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  Find effects with `findEffects({ text: "glow", category: "light", kind: "shader" })`. Each effect has an `id`, `name`, `description`, `category`, `tags` and optional `presets`. Image effects default to built-in sample pictures, so they look right before you set `uImage` to your own URL.
@@ -1,7 +1,7 @@
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  import { a as ControlDef, C as ControlValue } from '../controls-Syr6drzO.js';
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- import { E as EffectDefinition, a as EffectCategory, S as ShaderEffect } from '../types-CsFUZZIv.js';
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- export { b as EFFECT_CATEGORIES, c as EffectPreset, V as VECTOR_CONTROL_TYPES, d as VectorControl, e as VectorEffect, f as colorControl, n as numberControl, r as renderVectorEffect, v as vectorControlDef, g as vectorControlIssues, h as vectorControls, i as vectorEffectControls } from '../types-CsFUZZIv.js';
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- import '../motion-D0TVv2CF.js';
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+ import { E as EffectDefinition, a as EffectCategory, S as ShaderEffect } from '../types-CfIFlnMY.js';
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+ export { b as EFFECT_CATEGORIES, c as EffectPreset, V as VECTOR_CONTROL_TYPES, d as VectorControl, e as VectorEffect, f as colorControl, n as numberControl, r as renderVectorEffect, v as vectorControlDef, g as vectorControlIssues, h as vectorControls, i as vectorEffectControls } from '../types-CfIFlnMY.js';
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+ import '../motion-BwIlugh1.js';
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  /**
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  * Sample pictures for the catalog's image effects: small SVGs as `data:` URLs,
@@ -23,7 +23,7 @@ import {
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  vectorControlIssues,
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  vectorControls,
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  vectorEffectControls
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- } from "../chunk-WQYK64AA.js";
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+ } from "../chunk-J2WIWT4J.js";
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  import "../chunk-EHDJ3CPJ.js";
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  import "../chunk-WC3VADZC.js";
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  export {
@@ -8,7 +8,7 @@ import {
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  drawFrame,
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  resetGlCaches,
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  wrapSource
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- } from "./chunk-VA74HBPK.js";
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+ } from "./chunk-EZRRKQFV.js";
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  import {
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  CAMERA_MS,
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  CAMERA_STEP_MS,
@@ -28,6 +28,7 @@ import {
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  var ShaderRenderer = class {
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  canvas;
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  gl;
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+ alpha;
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  shader = null;
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  textures = null;
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  controls = [];
@@ -77,7 +78,8 @@ var ShaderRenderer = class {
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  this.ownsCanvas = true;
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  }
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  this.canvas = canvas;
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- this.gl = createContext(canvas, true);
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+ this.alpha = Boolean(opts.alpha);
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+ this.gl = createContext(canvas, true, this.alpha);
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  this.textures = this.gl && this.textureCache(this.gl);
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  this.resizeObserver = new ResizeObserver(() => this.resize());
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  this.resizeObserver.observe(canvas);
@@ -322,7 +324,7 @@ var ShaderRenderer = class {
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  };
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  onRestored = () => {
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  resetGlCaches();
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- this.gl = createContext(this.canvas, true);
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+ this.gl = createContext(this.canvas, true, this.alpha);
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  this.textures = this.gl && this.textureCache(this.gl);
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  this.setSource(this.source);
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  this.onContextLost?.(false);
@@ -337,6 +339,7 @@ var ThumbnailPool = class {
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  fps;
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  stillTime;
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  reducedMotion;
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+ alpha;
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  entries = /* @__PURE__ */ new Set();
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  byCanvas = /* @__PURE__ */ new WeakMap();
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  observer;
@@ -352,7 +355,9 @@ var ThumbnailPool = class {
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  this.fps = options.fps ?? 30;
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  this.interval = 1e3 / this.fps;
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  this.stillTime = options.stillTime ?? 2;
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- this.reducedMotion = options.reducedMotion ?? (typeof matchMedia !== "undefined" && matchMedia("(prefers-reduced-motion: reduce)").matches);
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+ this.alpha = Boolean(options.alpha);
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+ const mode = options.animateMode ?? (options.hoverOnly ? "hover" : "reduced-motion");
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+ this.reducedMotion = mode === "hover" ? true : mode === "always" ? false : options.reducedMotion ?? (typeof matchMedia !== "undefined" && matchMedia("(prefers-reduced-motion: reduce)").matches);
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  }
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  /**
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  * Starts drawing `source` into `canvas`, which should be sized with CSS; its
@@ -443,7 +448,7 @@ var ThumbnailPool = class {
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  });
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  resetGlCaches();
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  this.glCanvas = canvas;
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- this.gl = createContext(canvas);
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+ this.gl = createContext(canvas, false, this.alpha);
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  this.textures = this.gl && this.textureCache(this.gl);
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  return this.gl;
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  }
@@ -494,6 +499,9 @@ var ThumbnailPool = class {
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  },
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  this.textures ?? void 0
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  );
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+ if (this.alpha) {
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+ entry.ctx.clearRect(0, 0, entry.canvas.width, entry.canvas.height);
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+ }
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  entry.ctx.drawImage(
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  this.glCanvas,
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  0,
@@ -1555,4 +1563,4 @@ export {
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  };
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- //# sourceMappingURL=chunk-DQBMBB6T.js.map
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+ //# sourceMappingURL=chunk-EQS4EXNM.js.map
@@ -0,0 +1 @@
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+ {"version":3,"sources":["../src/shader/renderer.ts","../src/shader/thumbnails.ts","../src/shader/frames.ts","../src/shader/gif.ts","../src/shader/standalone.ts","../src/shader/blend.ts","../src/scene/validate.ts","../src/scene/standalone.ts"],"sourcesContent":["import { imageUrls, parseControls, type ControlDef, type ControlValue } from \"./controls.js\";\nimport {\n compileShader,\n createContext,\n drawFrame,\n resetGlCaches,\n type CompileError,\n type CompiledShader,\n} from \"./program.js\";\nimport { TextureCache, type ImageLoadError } from \"./textures.js\";\n\n/** Whether the latest source compiled, and if not, why. */\nexport interface CompileStatus {\n ok: boolean;\n errors: CompileError[];\n}\n\n/** What `onStats` reports: on play, pause, seek and restart, and twice a second while running. */\nexport interface RendererStats {\n /** `iTime`, in seconds. */\n time: number;\n /** Frames drawn per second over the last half second (0 while paused). */\n fps: number;\n playing: boolean;\n /** The drawing buffer's size in device pixels. */\n width: number;\n height: number;\n}\n\nexport interface ShaderRendererOptions {\n className?: string;\n /** Enable a transparent WebGL drawing buffer so shader alpha (`fragColor.a`) composites over the page (default false). */\n alpha?: boolean;\n /** Pause rendering when scrolled out of view via IntersectionObserver (default false). */\n pauseWhenHidden?: boolean;\n /** Start playing at once (default true). Set to false to start paused. */\n autoplay?: boolean;\n /** Wait to start playing until the canvas enters the viewport via IntersectionObserver (default false). When true, autoplay is deferred until first visible. */\n playOnEnter?: boolean;\n}\n\n/**\n * Runs one shader on a canvas: the editor's live preview. A source that does\n * not compile leaves the last working program on screen, so a typo never\n * blanks the preview; the errors are reported instead.\n *\n * The renderer owns its canvas (added to `host`, removed on dispose): a\n * canvas keeps its WebGL context for life, so reusing one after disposing\n * (a remount, hot reload) would get the released, lost context back.\n */\nexport class ShaderRenderer {\n readonly canvas: HTMLCanvasElement;\n private gl: WebGL2RenderingContext | null;\n private readonly alpha: boolean;\n private shader: CompiledShader | null = null;\n private textures: TextureCache | null = null;\n private controls: ControlDef[] = [];\n private values: Record<string, ControlValue> | undefined;\n private source = \"\";\n private raf = 0;\n private lastNow = 0;\n private frame = 0;\n private fpsFrames = 0;\n private fpsSince = 0;\n private ownsCanvas = false;\n private resizeObserver: ResizeObserver;\n private intersectionObserver?: IntersectionObserver;\n private wasPlayingBeforeHidden = false;\n private hasEnteredViewport = false;\n private mouse: [number, number, number, number] = [0, 0, 0, 0];\n private disposed = false;\n /** The latest source's status. */\n status: CompileStatus = { ok: true, errors: [] };\n /** `iTime`, in seconds. Use `seek` to change it. */\n time = 0;\n /** Playback speed: 1 is real time. */\n speed = 1;\n /** Device pixels per CSS pixel; lower renders faster. Use `setPixelRatio` to change it. */\n pixelRatio = Math.min(window.devicePixelRatio || 1, 2);\n playing = true;\n fps = 0;\n onStats?: (stats: RendererStats) => void;\n /** Called with `true` when the GL context is lost and `false` once it is restored and recompiled. */\n onContextLost?: (lost: boolean) => void;\n /** Called when an image control's URL cannot be loaded; the control shows black. */\n onImageError?: (error: ImageLoadError) => void;\n\n /**\n * Creates a canvas in `target` (with `className` or options), or attaches to an existing\n * `HTMLCanvasElement`, and starts the animation loop. Size the canvas with CSS.\n */\n constructor(target: HTMLElement | HTMLCanvasElement, options?: string | ShaderRendererOptions) {\n const opts: ShaderRendererOptions =\n typeof options === \"string\" ? { className: options } : (options ?? {});\n let canvas: HTMLCanvasElement;\n if (target instanceof HTMLCanvasElement || (\"tagName\" in target && target.tagName === \"CANVAS\")) {\n canvas = target as HTMLCanvasElement;\n if (opts.className) canvas.className = opts.className;\n } else {\n canvas = document.createElement(\"canvas\");\n if (opts.className) canvas.className = opts.className;\n target.appendChild(canvas);\n this.ownsCanvas = true;\n }\n this.canvas = canvas;\n this.alpha = Boolean(opts.alpha);\n this.gl = createContext(canvas, true, this.alpha);\n this.textures = this.gl && this.textureCache(this.gl);\n this.resizeObserver = new ResizeObserver(() => this.resize());\n this.resizeObserver.observe(canvas);\n\n const needsObserver =\n (opts.pauseWhenHidden || opts.playOnEnter) && typeof IntersectionObserver !== \"undefined\";\n\n if (needsObserver) {\n this.intersectionObserver = new IntersectionObserver(([entry]) => {\n if (!entry) return;\n if (entry.isIntersecting) {\n if (opts.playOnEnter && !this.hasEnteredViewport) {\n this.hasEnteredViewport = true;\n if (opts.autoplay ?? true) {\n this.play();\n }\n } else if (this.wasPlayingBeforeHidden) {\n this.wasPlayingBeforeHidden = false;\n this.play();\n }\n } else {\n if (this.playing && opts.pauseWhenHidden) {\n this.wasPlayingBeforeHidden = true;\n this.pause();\n }\n }\n });\n this.intersectionObserver.observe(canvas);\n }\n\n const shouldAutoplay = (opts.autoplay ?? true) && !opts.playOnEnter;\n this.playing = shouldAutoplay;\n\n canvas.addEventListener(\"webglcontextlost\", this.onLost);\n canvas.addEventListener(\"webglcontextrestored\", this.onRestored);\n canvas.addEventListener(\"pointerdown\", this.onPointerDown);\n canvas.addEventListener(\"pointermove\", this.onPointerMove);\n window.addEventListener(\"pointerup\", this.onPointerUp);\n this.resize();\n this.raf = requestAnimationFrame(this.tick);\n }\n\n /** False when the browser has no WebGL2. */\n get supported(): boolean {\n return this.gl !== null;\n }\n\n /** Compiles a new source; returns its status. Keeps the previous program when it fails. */\n setSource(source: string): CompileStatus {\n this.source = source;\n const controls = parseControls(source);\n if (!this.gl) {\n this.status = {\n ok: false,\n errors: [{ line: 0, message: \"WebGL2 is not available in this browser.\" }],\n };\n return this.status;\n }\n const result = compileShader(this.gl, source, controls);\n if (result.ok) {\n if (this.shader) this.gl.deleteProgram(this.shader.program);\n this.shader = result.shader;\n this.controls = controls;\n this.status = { ok: true, errors: [] };\n } else {\n this.status = { ok: false, errors: result.errors };\n }\n this.syncTextures();\n if (!this.playing) this.render();\n return this.status;\n }\n\n /**\n * Sets control values (see `controlValue`); a paused preview redraws.\n * Images load in the background and show once they arrive: await\n * `ready()` before a `capture` that needs them.\n */\n setValues(values: Record<string, ControlValue> | undefined) {\n this.values = values;\n this.syncTextures();\n if (!this.playing) this.render();\n }\n\n /**\n * Settles once the images the current controls show have loaded. Rejects\n * with an {@link ImageLoadError} when one cannot be (it shows black).\n */\n async ready(): Promise<void> {\n await this.textures?.ready(imageUrls(this.controls, this.values));\n }\n\n play() {\n this.playing = true;\n this.emit();\n }\n\n pause() {\n this.playing = false;\n this.emit();\n }\n\n /** Back to `iTime` 0 and frame 0. */\n restart() {\n this.time = 0;\n this.frame = 0;\n this.render();\n this.emit();\n }\n\n /** Jumps to `time` seconds (not below 0) and draws it. */\n seek(time: number) {\n this.time = Math.max(0, time);\n this.render();\n this.emit();\n }\n\n setPixelRatio(ratio: number) {\n this.pixelRatio = ratio;\n this.resize();\n }\n\n /**\n * Captures the current frame (optionally at another time) as a data URL\n * (JPEG unless `type` says PNG), at most `maxEdge` pixels on the long side\n * (default 1024). Playback time is left as it was. Null when nothing has\n * compiled yet.\n */\n capture(\n options: { time?: number; maxEdge?: number; type?: \"image/jpeg\" | \"image/png\" } = {},\n ): string | null {\n if (!this.gl || !this.shader) return null;\n const saved = this.time;\n if (options.time !== undefined) this.time = Math.max(0, options.time);\n this.render();\n const { width, height } = this.canvas;\n const scale = Math.min(1, (options.maxEdge ?? 1024) / Math.max(width, height));\n const out = document.createElement(\"canvas\");\n out.width = Math.max(1, Math.round(width * scale));\n out.height = Math.max(1, Math.round(height * scale));\n out.getContext(\"2d\")!.drawImage(this.canvas, 0, 0, out.width, out.height);\n this.time = saved;\n if (options.time !== undefined) this.render();\n return out.toDataURL(options.type ?? \"image/jpeg\", 0.85);\n }\n\n /** Stops the loop, releases the context and removes the canvas. The renderer cannot be used again. */\n dispose() {\n this.disposed = true;\n cancelAnimationFrame(this.raf);\n this.resizeObserver.disconnect();\n this.intersectionObserver?.disconnect();\n this.canvas.removeEventListener(\"webglcontextlost\", this.onLost);\n this.canvas.removeEventListener(\"webglcontextrestored\", this.onRestored);\n this.canvas.removeEventListener(\"pointerdown\", this.onPointerDown);\n this.canvas.removeEventListener(\"pointermove\", this.onPointerMove);\n window.removeEventListener(\"pointerup\", this.onPointerUp);\n if (this.gl && this.shader) this.gl.deleteProgram(this.shader.program);\n this.textures?.dispose();\n this.textures = null;\n // Free the context now rather than waiting for GC (browsers cap live contexts).\n this.gl?.getExtension(\"WEBGL_lose_context\")?.loseContext();\n this.gl = null;\n if (this.ownsCanvas) this.canvas.remove();\n }\n\n private resize() {\n // The layout size, not the bounding box: a rotated or scaled canvas keeps its own proportions.\n const w = Math.max(1, Math.round(this.canvas.clientWidth * this.pixelRatio));\n const h = Math.max(1, Math.round(this.canvas.clientHeight * this.pixelRatio));\n if (this.canvas.width !== w || this.canvas.height !== h) {\n this.canvas.width = w;\n this.canvas.height = h;\n this.render();\n }\n }\n\n private render(delta = 0) {\n if (!this.gl || !this.shader || this.gl.isContextLost()) return;\n drawFrame(\n this.gl,\n this.shader,\n this.controls,\n this.values,\n {\n width: this.canvas.width,\n height: this.canvas.height,\n time: this.time,\n delta,\n frame: this.frame,\n mouse: this.mouse,\n },\n this.textures ?? undefined,\n );\n }\n\n private textureCache(gl: WebGL2RenderingContext): TextureCache {\n return new TextureCache(gl, (_url, error) => {\n if (error) this.onImageError?.(error);\n else if (!this.playing) this.render();\n });\n }\n\n /** Starts loading the images now shown, and frees the ones no longer shown. */\n private syncTextures() {\n if (!this.textures) return;\n const urls = imageUrls(this.controls, this.values);\n this.textures.retain(urls);\n for (const url of urls) this.textures.request(url);\n }\n\n private tick = (now: number) => {\n if (this.disposed) return;\n this.raf = requestAnimationFrame(this.tick);\n const delta = this.lastNow ? Math.min((now - this.lastNow) / 1000, 0.1) : 0;\n this.lastNow = now;\n if (this.playing) {\n this.time += delta * this.speed;\n this.frame += 1;\n this.render(delta * this.speed);\n this.fpsFrames += 1;\n }\n if (now - this.fpsSince >= 500) {\n this.fps = this.playing\n ? Math.round((this.fpsFrames * 1000) / (now - this.fpsSince || 1))\n : 0;\n this.fpsFrames = 0;\n this.fpsSince = now;\n this.emit();\n }\n };\n\n private emit() {\n this.onStats?.({\n time: this.time,\n fps: this.fps,\n playing: this.playing,\n width: this.canvas.width,\n height: this.canvas.height,\n });\n }\n\n /** Pointer position in shader pixels (origin bottom-left, like gl_FragCoord). */\n private toPixels(e: PointerEvent): [number, number] {\n const rect = this.canvas.getBoundingClientRect();\n return [\n (e.clientX - rect.left) * (this.canvas.width / rect.width),\n (rect.bottom - e.clientY) * (this.canvas.height / rect.height),\n ];\n }\n\n private onPointerDown = (e: PointerEvent) => {\n const [x, y] = this.toPixels(e);\n this.mouse = [x, y, x, y];\n if (!this.playing) this.render();\n };\n\n private onPointerMove = (e: PointerEvent) => {\n if (this.mouse[2] <= 0 || e.buttons === 0) return;\n const [x, y] = this.toPixels(e);\n this.mouse = [x, y, this.mouse[2], this.mouse[3]];\n if (!this.playing) this.render();\n };\n\n private onPointerUp = () => {\n if (this.mouse[2] > 0)\n this.mouse = [this.mouse[0], this.mouse[1], -this.mouse[2], -Math.abs(this.mouse[3])];\n };\n\n private onLost = (e: Event) => {\n e.preventDefault();\n this.shader = null;\n this.textures?.dispose();\n this.textures = null;\n this.onContextLost?.(true);\n };\n\n private onRestored = () => {\n resetGlCaches();\n this.gl = createContext(this.canvas, true, this.alpha);\n this.textures = this.gl && this.textureCache(this.gl);\n this.setSource(this.source);\n this.onContextLost?.(false);\n };\n}\n","import { imageUrls, parseControls, type ControlDef, type ControlValue } from \"./controls.js\";\nimport {\n compileShader,\n createContext,\n drawFrame,\n resetGlCaches,\n type CompiledShader,\n} from \"./program.js\";\nimport { TextureCache } from \"./textures.js\";\n\n/** Controls a registered thumbnail. */\nexport interface ThumbnailHandle {\n /** Shows another source or other values. A new source is recompiled; new values only redraw. */\n update(source: string, values?: Record<string, ControlValue>): void;\n /** With reduced motion, a hovered thumbnail animates and the others hold a still frame. */\n setHovered(hovered: boolean): void;\n /** Stops drawing into the canvas and frees its program. */\n dispose(): void;\n}\n\nexport interface ThumbnailPoolOptions {\n /** Size of the shared render canvas (default 480 × 270). Thumbnails are drawn at most this large, then scaled. */\n renderWidth?: number;\n renderHeight?: number;\n /** Animation rate (default 30). */\n fps?: number;\n /** `iTime` of the still frame shown with reduced motion or hover-only mode (default 2). */\n stillTime?: number;\n /** Hold still frames unless hovered (default: the `prefers-reduced-motion` media query). */\n reducedMotion?: boolean;\n /** Only animate hovered thumbnails, holding `stillTime` on all others (default false). */\n hoverOnly?: boolean;\n /** Animation policy: `\"always\"` (animate all visible), `\"hover\"` (only animate hovered), or `\"reduced-motion\"` (default: follow `reducedMotion` / `prefers-reduced-motion`). */\n animateMode?: \"always\" | \"hover\" | \"reduced-motion\";\n /** Enable a transparent WebGL drawing buffer and clear each thumbnail canvas before copying (default false). */\n alpha?: boolean;\n}\n\ninterface Entry {\n canvas: HTMLCanvasElement;\n ctx: CanvasRenderingContext2D;\n source: string;\n values?: Record<string, ControlValue>;\n controls: ControlDef[];\n shader: CompiledShader | null;\n failed: boolean;\n dirty: boolean;\n visible: boolean;\n hovered: boolean;\n onStatus?: (ok: boolean) => void;\n}\n\n/**\n * Animated thumbnails from a single WebGL context. Browsers cap live WebGL\n * contexts (about 16), so a gallery cannot give every card its own: the pool\n * renders each visible thumbnail in turn on one hidden canvas and copies the\n * frame into the thumbnail's own 2D canvas, cropped to its aspect ratio like\n * `object-fit: cover`. Thumbnails off screen (by `IntersectionObserver`) cost\n * nothing, and programs compile once per source.\n *\n * Nothing is created until the first `register`.\n */\nexport class ThumbnailPool {\n private readonly renderWidth: number;\n private readonly renderHeight: number;\n private readonly interval: number;\n private readonly fps: number;\n private readonly stillTime: number;\n private readonly reducedMotion: boolean;\n private readonly alpha: boolean;\n private readonly entries = new Set<Entry>();\n private readonly byCanvas = new WeakMap<Element, Entry>();\n private observer: IntersectionObserver | null | undefined;\n private glCanvas: HTMLCanvasElement | null = null;\n private gl: WebGL2RenderingContext | null = null;\n private textures: TextureCache | null = null;\n private raf = 0;\n private last = 0;\n private start: number | null = null;\n\n constructor(options: ThumbnailPoolOptions = {}) {\n this.renderWidth = options.renderWidth ?? 480;\n this.renderHeight = options.renderHeight ?? 270;\n this.fps = options.fps ?? 30;\n this.interval = 1000 / this.fps;\n this.stillTime = options.stillTime ?? 2;\n this.alpha = Boolean(options.alpha);\n const mode = options.animateMode ?? (options.hoverOnly ? \"hover\" : \"reduced-motion\");\n this.reducedMotion =\n mode === \"hover\"\n ? true\n : mode === \"always\"\n ? false\n : (options.reducedMotion ??\n (typeof matchMedia !== \"undefined\" &&\n matchMedia(\"(prefers-reduced-motion: reduce)\").matches));\n }\n\n /**\n * Starts drawing `source` into `canvas`, which should be sized with CSS; its\n * drawing buffer follows its CSS size and the device pixel ratio (up to 2).\n * `onStatus` hears whether the source compiled (and `false` without WebGL2).\n */\n register(\n canvas: HTMLCanvasElement,\n source: string,\n values?: Record<string, ControlValue>,\n onStatus?: (ok: boolean) => void,\n ): ThumbnailHandle {\n const observer = this.intersection();\n const entry: Entry = {\n canvas,\n ctx: canvas.getContext(\"2d\")!,\n source,\n values,\n controls: [],\n shader: null,\n failed: false,\n dirty: true,\n visible: observer === null,\n hovered: false,\n onStatus,\n };\n this.entries.add(entry);\n this.byCanvas.set(canvas, entry);\n observer?.observe(canvas);\n if (!this.context()) onStatus?.(false);\n this.schedule();\n return {\n update: (nextSource, nextValues) => {\n if (nextSource !== entry.source) {\n this.release(entry);\n entry.source = nextSource;\n entry.failed = false;\n }\n entry.values = nextValues;\n entry.dirty = true;\n this.retainTextures();\n this.schedule();\n },\n setHovered: (hovered) => {\n entry.hovered = hovered;\n entry.dirty = true;\n this.schedule();\n },\n dispose: () => {\n observer?.unobserve(canvas);\n this.entries.delete(entry);\n this.byCanvas.delete(canvas);\n this.release(entry);\n this.retainTextures();\n },\n };\n }\n\n /** The number of registered thumbnails. */\n get size(): number {\n return this.entries.size;\n }\n\n private intersection(): IntersectionObserver | null {\n if (this.observer !== undefined) return this.observer;\n this.observer =\n typeof IntersectionObserver === \"undefined\"\n ? null\n : new IntersectionObserver(\n (records) => {\n for (const r of records) {\n const entry = this.byCanvas.get(r.target);\n if (!entry) continue;\n entry.visible = r.isIntersecting;\n if (entry.visible) entry.dirty = true;\n }\n this.schedule();\n },\n { rootMargin: \"100px\" },\n );\n return this.observer;\n }\n\n private context(): WebGL2RenderingContext | null {\n if (this.gl && !this.gl.isContextLost()) return this.gl;\n const canvas = document.createElement(\"canvas\");\n canvas.width = this.renderWidth;\n canvas.height = this.renderHeight;\n canvas.addEventListener(\"webglcontextlost\", (e) => {\n e.preventDefault();\n for (const entry of this.entries) entry.shader = null;\n this.textures?.dispose();\n });\n canvas.addEventListener(\"webglcontextrestored\", () => {\n resetGlCaches();\n if (this.gl) this.textures = this.textureCache(this.gl);\n for (const entry of this.entries) entry.dirty = true;\n this.schedule();\n });\n resetGlCaches();\n this.glCanvas = canvas;\n this.gl = createContext(canvas, false, this.alpha);\n this.textures = this.gl && this.textureCache(this.gl);\n return this.gl;\n }\n\n private textureCache(gl: WebGL2RenderingContext): TextureCache {\n return new TextureCache(gl, (url) => {\n // A thumbnail showing the image redraws with it.\n for (const entry of this.entries) {\n if (imageUrls(entry.controls, entry.values).includes(url)) entry.dirty = true;\n }\n this.schedule();\n });\n }\n\n /** Frees the textures no thumbnail shows any more. */\n private retainTextures() {\n this.textures?.retain(\n [...this.entries].flatMap((entry) => imageUrls(entry.controls, entry.values)),\n );\n }\n\n private release(entry: Entry) {\n if (entry.shader) this.gl?.deleteProgram(entry.shader.program);\n entry.shader = null;\n }\n\n private compile(entry: Entry, gl: WebGL2RenderingContext) {\n entry.controls = parseControls(entry.source);\n const result = compileShader(gl, entry.source, entry.controls);\n entry.shader = result.ok ? result.shader : null;\n entry.failed = !result.ok;\n entry.onStatus?.(result.ok);\n }\n\n private renderEntry(entry: Entry, gl: WebGL2RenderingContext, time: number) {\n if (!entry.shader && !entry.failed) this.compile(entry, gl);\n if (!entry.shader) return;\n sizeCanvas(entry.canvas);\n // Fill the thumbnail the way `object-fit: cover` would, at its aspect ratio.\n const aspect = entry.canvas.width / entry.canvas.height;\n const w = Math.min(this.renderWidth, Math.round(this.renderHeight * aspect));\n const h = Math.min(this.renderHeight, Math.round(w / aspect));\n drawFrame(\n gl,\n entry.shader,\n entry.controls,\n entry.values,\n {\n width: w,\n height: h,\n time,\n delta: this.interval / 1000,\n frame: Math.floor(time * this.fps),\n mouse: [0, 0, 0, 0],\n },\n this.textures ?? undefined,\n );\n // The GL canvas's drawing buffer is valid until this task ends; copy it now.\n // WebGL draws from the bottom left, so the frame sits at the bottom of the canvas.\n if (this.alpha) {\n entry.ctx.clearRect(0, 0, entry.canvas.width, entry.canvas.height);\n }\n entry.ctx.drawImage(\n this.glCanvas!,\n 0,\n this.renderHeight - h,\n w,\n h,\n 0,\n 0,\n entry.canvas.width,\n entry.canvas.height,\n );\n entry.dirty = false;\n }\n\n private schedule() {\n if (!this.raf && this.entries.size) this.raf = requestAnimationFrame(this.tick);\n }\n\n private tick = (now: number) => {\n this.raf = 0;\n const gl = this.context();\n if (!gl) return;\n this.start ??= now;\n const animate = now - this.last >= this.interval;\n const time = (now - this.start) / 1000;\n let keepGoing = false;\n for (const entry of this.entries) {\n if (!entry.visible) continue;\n const moving = !this.reducedMotion || entry.hovered;\n if (entry.dirty || (moving && animate)) {\n this.renderEntry(entry, gl, moving ? time : this.stillTime);\n }\n if (moving && entry.shader) keepGoing = true;\n }\n if (animate) this.last = now;\n if (keepGoing) this.schedule();\n };\n}\n\nfunction sizeCanvas(canvas: HTMLCanvasElement) {\n // The layout size, not the bounding box: a rotated or scaled canvas keeps its own proportions.\n const ratio = Math.min(window.devicePixelRatio || 1, 2);\n const w = Math.max(1, Math.round(canvas.clientWidth * ratio));\n const h = Math.max(1, Math.round(canvas.clientHeight * ratio));\n if (canvas.width !== w || canvas.height !== h) {\n canvas.width = w;\n canvas.height = h;\n }\n}\n\nlet shared: ThumbnailPool | null = null;\n\n/** The pool `registerThumbnail` uses, created on first use. */\nexport function sharedThumbnailPool(): ThumbnailPool {\n shared ??= new ThumbnailPool();\n return shared;\n}\n\n/** Registers a thumbnail with the shared pool. See {@link ThumbnailPool.register}. */\nexport function registerThumbnail(\n canvas: HTMLCanvasElement,\n source: string,\n values?: Record<string, ControlValue>,\n onStatus?: (ok: boolean) => void,\n): ThumbnailHandle {\n return sharedThumbnailPool().register(canvas, source, values, onStatus);\n}\n","import { imageUrls, parseControls, type ControlDef, type ControlValue } from \"./controls.js\";\nimport {\n compileShader,\n createContext,\n drawFrame,\n ShaderCompileError,\n type CompiledShader,\n} from \"./program.js\";\nimport { TextureCache } from \"./textures.js\";\n\nexport interface ShaderFramesOptions {\n source: string;\n values?: Record<string, ControlValue>;\n width: number;\n height: number;\n /** Draw on this canvas instead of a new, detached one. It is resized to `width` × `height`. */\n canvas?: HTMLCanvasElement;\n}\n\nexport interface RenderOptions {\n /** `iFrame` (default: the number of frames rendered so far). */\n frame?: number;\n /** `iTimeDelta` in seconds (default: the time since the previous `render`, else 0). */\n delta?: number;\n /** `iMouse` (default: all zero, as on a page nobody has touched). */\n mouse?: [number, number, number, number];\n}\n\n/**\n * Renders a shader at exact times you choose, off screen. There is no\n * animation loop and no clock: frame `n` of a recording at `fps` is\n * `render(start + n / fps)`, so the output is the same on any machine. It\n * suits recorders, video pipelines and anything else stepped by its own\n * clock. The constructor throws a {@link ShaderCompileError} when the source\n * does not compile.\n *\n * Image controls load in the background: `await frames.ready()` before the\n * first `render`, or the frames show black where the images go.\n */\nexport class ShaderFrames {\n readonly canvas: HTMLCanvasElement;\n readonly width: number;\n readonly height: number;\n readonly controls: ControlDef[];\n private gl: WebGL2RenderingContext | null;\n private shader: CompiledShader;\n private textures: TextureCache;\n private values: Record<string, ControlValue> | undefined;\n private rendered = 0;\n private lastTime: number | null = null;\n private pixels: Uint8Array;\n\n constructor(options: ShaderFramesOptions) {\n const { source, values, width, height } = options;\n this.width = Math.max(1, Math.round(width));\n this.height = Math.max(1, Math.round(height));\n this.canvas = options.canvas ?? document.createElement(\"canvas\");\n this.canvas.width = this.width;\n this.canvas.height = this.height;\n this.values = values;\n const gl = createContext(this.canvas, true);\n if (!gl) throw new Error(\"WebGL2 is not available in this browser.\");\n this.gl = gl;\n this.controls = parseControls(source);\n const compiled = compileShader(gl, source, this.controls);\n if (!compiled.ok) {\n this.dispose();\n throw new ShaderCompileError(compiled.errors);\n }\n this.shader = compiled.shader;\n this.textures = new TextureCache(gl);\n this.syncTextures();\n this.pixels = new Uint8Array(this.width * this.height * 4);\n }\n\n /** Changes control values for the frames that follow. */\n setValues(values: Record<string, ControlValue> | undefined) {\n this.values = values;\n this.syncTextures();\n }\n\n /**\n * Settles once every image the controls show has loaded. Rejects with an\n * {@link ImageLoadError} when one cannot be.\n */\n async ready(): Promise<void> {\n await this.textures.ready(imageUrls(this.controls, this.values));\n }\n\n /** Draws the frame at `time` seconds onto `canvas`. */\n render(time: number, options: RenderOptions = {}) {\n const gl = this.context();\n const delta = options.delta ?? (this.lastTime === null ? 0 : time - this.lastTime);\n drawFrame(\n gl,\n this.shader,\n this.controls,\n this.values,\n {\n width: this.width,\n height: this.height,\n time,\n delta,\n frame: options.frame ?? this.rendered,\n mouse: options.mouse ?? [0, 0, 0, 0],\n },\n this.textures,\n );\n this.rendered += 1;\n this.lastTime = time;\n }\n\n /**\n * The last rendered frame as RGBA bytes, rows top down (as in `ImageData`;\n * WebGL itself reads bottom up). Pass `out` to reuse a buffer of\n * `width * height * 4` bytes.\n */\n readPixels(out?: Uint8Array | Uint8ClampedArray): Uint8Array | Uint8ClampedArray {\n const gl = this.context();\n const { width, height } = this;\n const target = out ?? new Uint8Array(width * height * 4);\n if (target.length !== width * height * 4) {\n throw new RangeError(`readPixels needs a buffer of ${width * height * 4} bytes.`);\n }\n gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, this.pixels);\n const row = width * 4;\n for (let y = 0; y < height; y++) {\n target.set(this.pixels.subarray((height - 1 - y) * row, (height - y) * row), y * row);\n }\n return target;\n }\n\n /** Releases the GL context now rather than at garbage collection (browsers cap live contexts). */\n dispose() {\n if (!this.gl) return;\n if (this.shader) this.gl.deleteProgram(this.shader.program);\n this.textures?.dispose();\n this.gl.getExtension(\"WEBGL_lose_context\")?.loseContext();\n this.gl = null;\n }\n\n private syncTextures() {\n const urls = imageUrls(this.controls, this.values);\n this.textures.retain(urls);\n for (const url of urls) this.textures.request(url);\n }\n\n private context(): WebGL2RenderingContext {\n if (!this.gl) throw new Error(\"These frames have been disposed.\");\n if (this.gl.isContextLost()) throw new Error(\"The graphics context was lost.\");\n return this.gl;\n }\n}\n","// gifenc ships without types. The reference (not an import) brings them along when a host\n// type-checks these sources through the `workspace` condition.\n// eslint-disable-next-line @typescript-eslint/triple-slash-reference\n/// <reference path=\"./gifenc.d.ts\" />\nimport type { ControlValue } from \"./controls.js\";\nimport { ShaderFrames } from \"./frames.js\";\n\nexport interface GifOptions {\n source: string;\n values?: Record<string, ControlValue>;\n width: number;\n height: number;\n /** Frames per second. GIF delays are whole hundredths of a second, so 10, 20, 25 and 50 play back exactly. */\n fps: number;\n /** Seconds of animation to record. */\n duration: number;\n /** `iTime` of the first frame (default 0). */\n start?: number;\n /** Called after each frame with the frames done and the total. */\n onProgress?: (done: number, total: number) => void;\n /** Aborting rejects with an `AbortError` `DOMException`. */\n signal?: AbortSignal;\n}\n\n/** Lets the page repaint between frames so progress shows and Cancel works. */\nconst yieldToBrowser = () => new Promise<void>((resolve) => setTimeout(resolve, 0));\n\n/**\n * Records a shader as an animated GIF that loops forever. Frames are rendered\n * off screen at exact time steps (`start + i / fps`), so the result is smooth\n * whatever the page's frame rate, and nothing on screen is disturbed. Each\n * frame gets its own 256-colour palette. The encoder,\n * [gifenc](https://github.com/mattdesl/gifenc), is loaded on first use.\n *\n * Image controls are loaded before the first frame. Rejects with a\n * `ShaderCompileError` when the source does not compile, and an\n * `ImageLoadError` when an image cannot be loaded.\n */\nexport async function recordGif(options: GifOptions): Promise<Blob> {\n const { source, values, width, height, fps, duration, start = 0, onProgress, signal } = options;\n const { GIFEncoder, quantize, applyPalette } = await import(\"gifenc\");\n\n const frames = new ShaderFrames({ source, values, width, height });\n try {\n await frames.ready();\n const total = Math.max(1, Math.round(duration * fps));\n const delay = 1000 / fps;\n const rgba = new Uint8Array(frames.width * frames.height * 4);\n const gif = GIFEncoder();\n\n for (let i = 0; i < total; i++) {\n if (signal?.aborted) throw new DOMException(\"Cancelled\", \"AbortError\");\n frames.render(start + i / fps, { frame: i, delta: 1 / fps });\n frames.readPixels(rgba);\n const palette = quantize(rgba, 256);\n gif.writeFrame(applyPalette(rgba, palette), frames.width, frames.height, {\n palette,\n delay,\n ...(i === 0 ? { repeat: 0 } : {}),\n });\n onProgress?.(i + 1, total);\n if (i % 2 === 1) await yieldToBrowser();\n }\n\n gif.finish();\n return new Blob([gif.bytes()], { type: \"image/gif\" });\n } finally {\n frames.dispose();\n }\n}\n","import { controlValue, parseControls, type ControlValue } from \"./controls.js\";\nimport { VERTEX_SOURCE, wrapSource } from \"./program.js\";\nimport { SVG_EDGE } from \"./textures.js\";\n\nconst escapeHtml = (s: string) =>\n s.replace(/[&<>\"]/g, (c) => ({ \"&\": \"&amp;\", \"<\": \"&lt;\", \">\": \"&gt;\", '\"': \"&quot;\" })[c]!);\n\n/** JSON that is safe inside a `<script>`: a `</script>` or `<!--` in a shader comment cannot end it. */\nconst scriptJson = (value: unknown) => JSON.stringify(value).replace(/</g, \"\\\\u003c\");\n\nexport interface StandaloneOptions {\n /** The comment at the top of the script, saying where the page came from. */\n credit?: string;\n}\n\n/**\n * A self-contained HTML page that runs the shader full-window, with the\n * control values baked in. It has no dependencies and opens from disk. Like\n * the live preview, it feeds `iMouse` from pointer drags and caps the pixel\n * ratio at 2.\n *\n * Images are loaded by URL when the page opens: a `data:` URL travels with\n * the page, an `https:` one needs the network and CORS, and a `blob:` one\n * only lives as long as the page that made it. SVGs are sized to\n * {@link SVG_EDGE} pixels before they are decoded, as `loadImage` does.\n */\nexport function standaloneHtml(\n title: string,\n source: string,\n values?: Record<string, ControlValue>,\n options: StandaloneOptions = {},\n): string {\n const controls = parseControls(source).map((c) => ({\n name: c.name,\n type: c.type,\n value: controlValue(c, values),\n ...(c.texture ? { texture: c.texture } : {}),\n }));\n const credit = (options.credit ?? \"Exported with Flair.\").replace(/\\n/g, \" \");\n return `<!doctype html>\n<html lang=\"en\">\n<head>\n<meta charset=\"utf-8\">\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n<title>${escapeHtml(title)}</title>\n<style>html,body{margin:0;height:100%;background:#000}canvas{display:block;width:100%;height:100%}</style>\n</head>\n<body>\n<canvas id=\"c\"></canvas>\n<script>\n// ${credit.replace(/</g, \"\\\\u003c\")} Shadertoy-style fragment shader on WebGL2.\nconst VERTEX = ${scriptJson(VERTEX_SOURCE)};\nconst FRAGMENT = ${scriptJson(wrapSource(source))};\nconst CONTROLS = ${scriptJson(controls)};\nconst canvas = document.getElementById(\"c\");\nconst gl = canvas.getContext(\"webgl2\");\nif (!gl) document.body.textContent = \"WebGL2 is not available.\";\nfunction compile(type, src) {\n const s = gl.createShader(type);\n gl.shaderSource(s, src);\n gl.compileShader(s);\n if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s));\n return s;\n}\nconst program = gl.createProgram();\ngl.attachShader(program, compile(gl.VERTEX_SHADER, VERTEX));\ngl.attachShader(program, compile(gl.FRAGMENT_SHADER, FRAGMENT));\ngl.linkProgram(program);\ngl.useProgram(program);\nconst u = (n) => gl.getUniformLocation(program, n);\nlet unit = 0;\n// An SVG decodes at its own, often icon, size: give it ${SVG_EDGE} px on its long edge (and a\n// viewBox, so the drawing scales) to keep it sharp.\nasync function sizedSvg(url) {\n const doc = new DOMParser().parseFromString(await (await fetch(url)).text(), \"image/svg+xml\");\n const svg = doc.documentElement;\n const len = (n) => { const m = (svg.getAttribute(n) || \"\").trim().match(/^([\\\\d.]+)(px)?$/); return m && +m[1] > 0 ? +m[1] : 0; };\n const box = (svg.getAttribute(\"viewBox\") || \"\").trim().split(/[\\\\s,]+/).map(Number);\n const hasBox = box.length === 4 && box[2] > 0 && box[3] > 0;\n const w = len(\"width\") || (hasBox ? box[2] : 300), h = len(\"height\") || (hasBox ? box[3] : 150);\n const scale = ${SVG_EDGE} / Math.max(w, h);\n if (!hasBox) svg.setAttribute(\"viewBox\", \"0 0 \" + w + \" \" + h);\n svg.setAttribute(\"width\", Math.max(1, Math.round(w * scale)));\n svg.setAttribute(\"height\", Math.max(1, Math.round(h * scale)));\n return URL.createObjectURL(new Blob([new XMLSerializer().serializeToString(svg)], { type: \"image/svg+xml\" }));\n}\nfunction image(loc, url, texture) {\n const i = unit++, t = gl.createTexture();\n const bind = () => { gl.activeTexture(gl.TEXTURE0 + i); gl.bindTexture(gl.TEXTURE_2D, t); };\n const filter = { mipmap: gl.LINEAR_MIPMAP_LINEAR, linear: gl.LINEAR, nearest: gl.NEAREST }[texture.filter];\n const wrap = { repeat: gl.REPEAT, clamp: gl.CLAMP_TO_EDGE, mirror: gl.MIRRORED_REPEAT }[texture.wrap];\n bind();\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 0, 255]));\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.filter === \"nearest\" ? gl.NEAREST : gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrap);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrap);\n gl.uniform1i(loc, i);\n if (!url) return;\n const img = new Image();\n if (!/^(data|blob):/i.test(url)) img.crossOrigin = \"anonymous\";\n img.onload = () => {\n bind();\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);\n gl.generateMipmap(gl.TEXTURE_2D);\n };\n if (/^data:image\\\\/svg\\\\+xml[;,]/i.test(url) || /^(?!data:)[^?#]*\\\\.svg([?#]|$)/i.test(url)) {\n sizedSvg(url).then((src) => { img.src = src; }, () => {});\n } else img.src = url;\n}\nfor (const c of CONTROLS) {\n const loc = u(c.name);\n const v = c.value;\n if (c.type === \"float\") gl.uniform1f(loc, v);\n else if (c.type === \"int\" || c.type === \"bool\") gl.uniform1i(loc, Number(v));\n else if (c.type === \"sampler2D\") image(loc, v, c.texture);\n else gl[\"uniform\" + v.length + \"fv\"](loc, v);\n}\nlet mouse = [0, 0, 0, 0];\nconst px = (e) => { const r = canvas.getBoundingClientRect(); return [(e.clientX - r.left) * canvas.width / r.width, (r.bottom - e.clientY) * canvas.height / r.height]; };\ncanvas.addEventListener(\"pointerdown\", (e) => { const [x, y] = px(e); mouse = [x, y, x, y]; });\ncanvas.addEventListener(\"pointermove\", (e) => { if (e.buttons && mouse[2] > 0) { const [x, y] = px(e); mouse = [x, y, mouse[2], mouse[3]]; } });\naddEventListener(\"pointerup\", () => { if (mouse[2] > 0) mouse = [mouse[0], mouse[1], -mouse[2], -Math.abs(mouse[3])]; });\nlet start = performance.now(), last = start, frame = 0;\nfunction draw(now) {\n const dpr = Math.min(devicePixelRatio || 1, 2);\n const w = Math.round(canvas.clientWidth * dpr), h = Math.round(canvas.clientHeight * dpr);\n if (canvas.width !== w || canvas.height !== h) { canvas.width = w; canvas.height = h; }\n gl.viewport(0, 0, w, h);\n gl.uniform3f(u(\"iResolution\"), w, h, 1);\n gl.uniform1f(u(\"iTime\"), (now - start) / 1000);\n gl.uniform1f(u(\"iTimeDelta\"), (now - last) / 1000);\n gl.uniform1i(u(\"iFrame\"), frame++);\n gl.uniform4f(u(\"iMouse\"), mouse[0], mouse[1], mouse[2], mouse[3]);\n gl.drawArrays(gl.TRIANGLES, 0, 3);\n last = now;\n requestAnimationFrame(draw);\n}\nrequestAnimationFrame(draw);\n</script>\n</body>\n</html>\n`;\n}\n","/**\n * 38 Layer Blend Modes for Compositing and WebGL Shader Generation.\n * Mathematically matching Adobe After Effects & EffectCraft blending standards.\n */\n\nexport type BlendMode =\n | 'normal'\n | 'dissolve'\n | 'dancingDissolve'\n | 'darken'\n | 'multiply'\n | 'colorBurn'\n | 'classicColorBurn'\n | 'linearBurn'\n | 'darkerColor'\n | 'add'\n | 'lighten'\n | 'screen'\n | 'colorDodge'\n | 'classicColorDodge'\n | 'linearDodge'\n | 'lighterColor'\n | 'overlay'\n | 'softLight'\n | 'hardLight'\n | 'linearLight'\n | 'vividLight'\n | 'pinLight'\n | 'hardMix'\n | 'difference'\n | 'classicDifference'\n | 'exclusion'\n | 'subtract'\n | 'divide'\n | 'hue'\n | 'saturation'\n | 'color'\n | 'luminosity'\n | 'stencilAlpha'\n | 'stencilLuma'\n | 'silhouetteAlpha'\n | 'silhouetteLuma'\n | 'alphaAdd'\n | 'luminescentPremul';\n\nexport const ALL_BLEND_MODES: readonly BlendMode[] = [\n 'normal',\n 'dissolve',\n 'dancingDissolve',\n 'darken',\n 'multiply',\n 'colorBurn',\n 'classicColorBurn',\n 'linearBurn',\n 'darkerColor',\n 'add',\n 'lighten',\n 'screen',\n 'colorDodge',\n 'classicColorDodge',\n 'linearDodge',\n 'lighterColor',\n 'overlay',\n 'softLight',\n 'hardLight',\n 'linearLight',\n 'vividLight',\n 'pinLight',\n 'hardMix',\n 'difference',\n 'classicDifference',\n 'exclusion',\n 'subtract',\n 'divide',\n 'hue',\n 'saturation',\n 'color',\n 'luminosity',\n 'stencilAlpha',\n 'stencilLuma',\n 'silhouetteAlpha',\n 'silhouetteLuma',\n 'alphaAdd',\n 'luminescentPremul',\n];\n\nexport type ColorRgba = [number, number, number, number];\n\nfunction lum(r: number, g: number, b: number): number {\n return 0.3 * r + 0.59 * g + 0.11 * b;\n}\n\nfunction sat(r: number, g: number, b: number): number {\n return Math.max(r, g, b) - Math.min(r, g, b);\n}\n\nfunction clipColor(r: number, g: number, b: number): [number, number, number] {\n const l = lum(r, g, b);\n const n = Math.min(r, g, b);\n const x = Math.max(r, g, b);\n let cr = r;\n let cg = g;\n let cb = b;\n if (n < 0.0) {\n const denom = Math.max(1e-9, l - n);\n cr = l + ((cr - l) * l) / denom;\n cg = l + ((cg - l) * l) / denom;\n cb = l + ((cb - l) * l) / denom;\n }\n if (x > 1.0) {\n const denom = Math.max(1e-9, x - l);\n cr = l + ((cr - l) * (1.0 - l)) / denom;\n cg = l + ((cg - l) * (1.0 - l)) / denom;\n cb = l + ((cb - l) * (1.0 - l)) / denom;\n }\n return [cr, cg, cb];\n}\n\nfunction setLum(r: number, g: number, b: number, l: number): [number, number, number] {\n const d = l - lum(r, g, b);\n return clipColor(r + d, g + d, b + d);\n}\n\nfunction setSat(r: number, g: number, b: number, s: number): [number, number, number] {\n const mx = Math.max(r, g, b);\n const mn = Math.min(r, g, b);\n if (mx - mn <= 1e-9) return [0, 0, 0];\n const f = (v: number) => ((v - mn) * s) / (mx - mn);\n return [f(r), f(g), f(b)];\n}\n\nfunction burn(cb: number, cs: number): number {\n if (cb >= 1.0) return 1.0;\n if (cs <= 0.0) return 0.0;\n return 1.0 - Math.min(1.0, (1.0 - cb) / cs);\n}\n\nfunction dodge(cb: number, cs: number): number {\n if (cb <= 0.0) return 0.0;\n if (cs >= 1.0) return 1.0;\n return Math.min(1.0, cb / (1.0 - cs));\n}\n\nfunction hardLight(cb: number, cs: number): number {\n if (cs <= 0.5) {\n return cb * 2.0 * cs;\n }\n const s = 2.0 * cs - 1.0;\n return cb + s - cb * s;\n}\n\nfunction softLight(cb: number, cs: number): number {\n if (cs <= 0.5) {\n return cb - (1.0 - 2.0 * cs) * cb * (1.0 - cb);\n }\n const d = cb <= 0.25 ? ((16.0 * cb - 12.0) * cb + 4.0) * cb : Math.sqrt(Math.max(0.0, cb));\n return cb + (2.0 * cs - 1.0) * (d - cb);\n}\n\nfunction vividLight(cb: number, cs: number): number {\n return cs <= 0.5 ? burn(cb, 2.0 * cs) : dodge(cb, 2.0 * (cs - 0.5));\n}\n\nfunction separableBlend(mode: BlendMode, cb: number, cs: number): number {\n switch (mode) {\n case 'darken':\n return Math.min(cb, cs);\n case 'multiply':\n return cb * cs;\n case 'colorBurn':\n return burn(cb, cs);\n case 'classicColorBurn':\n return cs <= 0.0 ? 0.0 : 1.0 - (1.0 - cb) / cs;\n case 'linearBurn':\n return Math.max(0.0, cb + cs - 1.0);\n case 'add':\n case 'linearDodge':\n return cb + cs;\n case 'lighten':\n return Math.max(cb, cs);\n case 'screen':\n return cb + cs - cb * cs;\n case 'colorDodge':\n return dodge(cb, cs);\n case 'classicColorDodge':\n return cs >= 1.0 ? 1.0 : Math.min(1.0, cb / (1.0 - cs));\n case 'overlay':\n return hardLight(cs, cb);\n case 'softLight':\n return softLight(cb, cs);\n case 'hardLight':\n return hardLight(cb, cs);\n case 'linearLight':\n return Math.min(1.0, Math.max(0.0, cb + 2.0 * cs - 1.0));\n case 'vividLight':\n return vividLight(cb, cs);\n case 'pinLight':\n return cs <= 0.5 ? Math.min(cb, 2.0 * cs) : Math.max(cb, 2.0 * cs - 1.0);\n case 'hardMix':\n return cb + cs >= 1.0 ? 1.0 : 0.0;\n case 'difference':\n case 'classicDifference':\n return Math.abs(cb - cs);\n case 'exclusion':\n return cb + cs - 2.0 * cb * cs;\n case 'subtract':\n return Math.max(0.0, cb - cs);\n case 'divide':\n return cs <= 0.0 ? (cb > 0.0 ? 1.0 : 0.0) : cb / cs;\n default:\n return cs;\n }\n}\n\n/**\n * Evaluates CPU compositing of premultiplied RGBA source onto premultiplied RGBA destination.\n *\n * @param mode Blend mode to apply.\n * @param dst Destination premultiplied RGBA [r, g, b, a] in [0, 1].\n * @param src Source premultiplied RGBA [r, g, b, a] in [0, 1].\n * @param noise Per-pixel noise parameter in [0, 1] for Dissolve modes (default: 0).\n */\nexport function blendRgba(\n mode: BlendMode,\n dst: ColorRgba,\n src: ColorRgba,\n noise = 0,\n): ColorRgba {\n const sa = src[3];\n const da = dst[3];\n\n switch (mode) {\n case 'normal': {\n const k = 1.0 - sa;\n return [src[0] + dst[0] * k, src[1] + dst[1] * k, src[2] + dst[2] * k, sa + da * k];\n }\n case 'dissolve':\n case 'dancingDissolve': {\n if (sa <= 0.0 || noise >= sa) return [...dst];\n const inv = 1.0 / sa;\n return [src[0] * inv, src[1] * inv, src[2] * inv, 1.0];\n }\n case 'stencilAlpha':\n return [dst[0] * sa, dst[1] * sa, dst[2] * sa, dst[3] * sa];\n case 'silhouetteAlpha': {\n const k = 1.0 - sa;\n return [dst[0] * k, dst[1] * k, dst[2] * k, dst[3] * k];\n }\n case 'stencilLuma':\n case 'silhouetteLuma': {\n const l = lum(src[0], src[1], src[2]);\n const k = mode === 'stencilLuma' ? l : 1.0 - l;\n return [dst[0] * k, dst[1] * k, dst[2] * k, dst[3] * k];\n }\n case 'alphaAdd': {\n const k = 1.0 - sa;\n return [src[0] + dst[0] * k, src[1] + dst[1] * k, src[2] + dst[2] * k, Math.min(1.0, sa + da)];\n }\n case 'luminescentPremul': {\n const k = 1.0 - sa;\n return [src[0] + dst[0] * k, src[1] + dst[1] * k, src[2] + dst[2] * k, sa + da - sa * da];\n }\n }\n\n if (sa <= 0.0) return [...dst];\n if (da <= 0.0) return [...src];\n\n const cs: [number, number, number] = [src[0] / sa, src[1] / sa, src[2] / sa];\n const cb: [number, number, number] = [dst[0] / da, dst[1] / da, dst[2] / da];\n\n let b: [number, number, number];\n switch (mode) {\n case 'hue':\n b = setLum(...setSat(cs[0], cs[1], cs[2], sat(...cb)), lum(...cb));\n break;\n case 'saturation':\n b = setLum(...setSat(cb[0], cb[1], cb[2], sat(...cs)), lum(...cb));\n break;\n case 'color':\n b = setLum(cs[0], cs[1], cs[2], lum(...cb));\n break;\n case 'luminosity':\n b = setLum(cb[0], cb[1], cb[2], lum(...cs));\n break;\n case 'darkerColor':\n b = lum(...cs) < lum(...cb) ? cs : cb;\n break;\n case 'lighterColor':\n b = lum(...cs) > lum(...cb) ? cs : cb;\n break;\n default:\n b = [\n separableBlend(mode, cb[0], cs[0]),\n separableBlend(mode, cb[1], cs[1]),\n separableBlend(mode, cb[2], cs[2]),\n ];\n break;\n }\n\n const ao = sa + da - sa * da;\n return [\n (1.0 - da) * src[0] + (1.0 - sa) * dst[0] + sa * da * b[0],\n (1.0 - da) * src[1] + (1.0 - sa) * dst[1] + sa * da * b[1],\n (1.0 - da) * src[2] + (1.0 - sa) * dst[2] + sa * da * b[2],\n ao,\n ];\n}\n\n/**\n * Returns a self-contained GLSL shader function for blending two vec4 colors.\n * Useful for runtime GPU compositing across multiple shader layers or passes.\n */\nexport function getGlslBlendFunction(mode: BlendMode): string {\n switch (mode) {\n case 'multiply':\n return `vec4 blend(vec4 dst, vec4 src) {\n return vec4(src.rgb * dst.rgb * src.a + dst.rgb * (1.0 - src.a), src.a + dst.a * (1.0 - src.a));\n}`;\n case 'screen':\n return `vec4 blend(vec4 dst, vec4 src) {\n vec3 res = src.rgb + dst.rgb - src.rgb * dst.rgb;\n return vec4(mix(dst.rgb, res, src.a), src.a + dst.a * (1.0 - src.a));\n}`;\n case 'add':\n case 'linearDodge':\n return `vec4 blend(vec4 dst, vec4 src) {\n return vec4(min(vec3(1.0), dst.rgb + src.rgb * src.a), min(1.0, dst.a + src.a));\n}`;\n case 'overlay':\n return `vec4 blend(vec4 dst, vec4 src) {\n vec3 res = mix(2.0 * dst.rgb * src.rgb, 1.0 - 2.0 * (1.0 - dst.rgb) * (1.0 - src.rgb), step(vec3(0.5), dst.rgb));\n return vec4(mix(dst.rgb, res, src.a), src.a + dst.a * (1.0 - src.a));\n}`;\n case 'difference':\n return `vec4 blend(vec4 dst, vec4 src) {\n return vec4(mix(dst.rgb, abs(dst.rgb - src.rgb), src.a), src.a + dst.a * (1.0 - src.a));\n}`;\n case 'normal':\n default:\n return `vec4 blend(vec4 dst, vec4 src) {\n return src + dst * (1.0 - src.a);\n}`;\n }\n}\n","import { MAX_TILT } from './camera.js';\nimport type { Scene, Shot } from './types.js';\nimport { EFFECT_TYPES } from './effects.js';\n\nexport interface SceneIssue {\n /** 1-based shot index (0 indicates whole scene level). */\n shot: number;\n message: string;\n}\n\nconst LONG_CAPTION = 120;\nconst LONG_TITLE = 60;\nconst MAX_EFFECTS_PER_SHOT = 5;\n\n/** Validates a Scene before running or rendering it. */\nexport function validateScene(scene: Scene): SceneIssue[] {\n const issues: SceneIssue[] = [];\n const say = (shot: number, message: string) => issues.push({ shot, message });\n\n if (!scene.name || typeof scene.name !== 'string') {\n say(0, 'Scene needs a string name.');\n } else if (!/^[a-z0-9]+(?:-[a-z0-9]+)*$/.test(scene.name)) {\n say(0, `Scene name \"${scene.name}\" should be lowercase words and dashes.`);\n }\n\n if (!Array.isArray(scene.shots) || scene.shots.length === 0) {\n say(0, 'Scene needs at least one shot.');\n return issues;\n }\n\n const mediaKeys = new Set(Object.keys(scene.media ?? {}));\n const effectIds = new Set<string>();\n\n // Check media\n if (scene.media) {\n for (const [id, m] of Object.entries(scene.media)) {\n if (!m || typeof m !== 'object') {\n say(0, `Media \"${id}\" must be an object.`);\n } else if (!m.type) {\n say(0, `Media \"${id}\" needs a type.`);\n } else if (m.type === 'shader' && !m.source) {\n say(0, `Shader media \"${id}\" needs a source string.`);\n }\n }\n }\n\n for (const [idx, shot] of scene.shots.entries()) {\n const shotNum = idx + 1;\n\n // Check camera\n if (shot.camera) {\n if ('frame' in shot.camera) {\n if (!Array.isArray(shot.camera.frame) || shot.camera.frame.length === 0) {\n say(shotNum, 'Dynamic camera framing requires a non-empty frame array of element IDs.');\n }\n } else if ('width' in shot.camera && (shot.camera.width <= 0 || shot.camera.height <= 0)) {\n say(shotNum, 'Camera rectangle width and height must be positive.');\n }\n const cam = shot.camera;\n const angle = (name: 'tilt' | 'turn' | 'roll', max: number) => {\n const v = cam[name];\n if (v !== undefined && !(typeof v === 'number' && Math.abs(v) <= max))\n say(shotNum, `Camera ${name} is degrees between -${max} and ${max}.`);\n };\n angle('tilt', MAX_TILT);\n angle('turn', MAX_TILT);\n angle('roll', 180);\n if (cam.perspective !== undefined && !(typeof cam.perspective === 'number' && cam.perspective >= 0.3))\n say(shotNum, 'Camera perspective is the lens distance as a multiple of the stage width, 0.3 or more (1.2 by default).');\n if (cam.motionBlur !== undefined && !(typeof cam.motionBlur === 'number' && cam.motionBlur >= 0 && cam.motionBlur <= 3))\n say(shotNum, 'Camera motionBlur is 0 (none) to 3 (a whip); 1 is natural.');\n }\n\n // Check hold\n if (shot.hold !== undefined && shot.hold < 0) {\n say(shotNum, 'Shot hold cannot be negative.');\n }\n\n // Check text lengths\n if (shot.caption && shot.caption.length > LONG_CAPTION) {\n say(shotNum, `Caption is long (${shot.caption.length} chars); consider breaking into multiple shots.`);\n }\n if (shot.title && shot.title.length > LONG_TITLE) {\n say(shotNum, `Title is long (${shot.title.length} chars); titles should be concise headings.`);\n }\n\n // Check effects\n const effects = shot.effects ?? [];\n if (effects.length > MAX_EFFECTS_PER_SHOT) {\n say(shotNum, `Shot starts ${effects.length} effects at once; consider keeping effects focused.`);\n }\n\n for (const eff of effects) {\n if (!eff.id || typeof eff.id !== 'string') {\n say(shotNum, 'Every effect needs a unique string id.');\n continue;\n }\n if (effectIds.has(eff.id)) {\n say(shotNum, `Duplicate effect id \"${eff.id}\".`);\n }\n effectIds.add(eff.id);\n\n if (!EFFECT_TYPES.includes(eff.type as any)) {\n say(shotNum, `Unknown effect type \"${(eff as any).type}\".`);\n }\n\n if (eff.type === 'media') {\n if (!eff.media) {\n say(shotNum, `Media effect \"${eff.id}\" needs a media id.`);\n } else if (!mediaKeys.has(eff.media)) {\n say(shotNum, `Media effect \"${eff.id}\" references \"${eff.media}\" which is not defined in scene.media.`);\n }\n }\n\n if (eff.type === 'flow' && !eff.along) {\n say(shotNum, `Flow effect \"${eff.id}\" needs an \"along\" element id.`);\n }\n\n if (['glow', 'ripple', 'spotlight', 'shimmer', 'timer', 'blur', 'burst'].includes(eff.type)) {\n const withIds = eff as { ids?: string[] };\n if (!Array.isArray(withIds.ids) || withIds.ids.length === 0) {\n say(shotNum, `${eff.type} effect \"${eff.id}\" needs a non-empty ids array.`);\n }\n }\n }\n }\n\n return issues;\n}\n","import { CAMERA_MS, type Stage, type View } from './camera.js';\nimport { CAMERA_STEP_MS, cameraAt, cameraTrack, sceneStage } from './cameratrack.js';\nimport type { SceneElement } from './geometry.js';\nimport type { Scene } from './types.js';\n\n/** What the standalone player shows for one shot: the camera's move into it and the elements on stage. */\ninterface ShotPlan {\n /** The camera at each step of its move into the shot (one view when it does not move). */\n move: View[];\n elements: SceneElement[];\n}\n\n/** Each shot's camera move and elements, worked out the way `playScene` plays them. */\nfunction planShots(scene: Scene, stage: Stage): ShotPlan[] {\n return cameraTrack(scene).map((entry) => {\n // The player's steps: the last one lands on the shot's view, with no blur.\n const steps = Math.round(entry.moveMs / CAMERA_STEP_MS);\n const move = Array.from({ length: Math.max(0, steps - 1) }, (_, i) => cameraAt(entry, (i + 1) * CAMERA_STEP_MS, stage));\n move.push(entry.to);\n return { move, elements: entry.elements };\n });\n}\n\n/**\n * Generates a self-contained, standalone HTML player for an animated scene.\n * Includes interactive playback controls, camera moves (panning, zooming,\n * 3D angles and motion blur), title and caption rendering, and embedded\n * WebGL fragment shaders for bespoke motion graphics.\n */\nexport function standaloneSceneHtml(scene: Scene): string {\n const stage = sceneStage(scene);\n const serializedScene = JSON.stringify(scene).replace(/</g, '\\\\u003c');\n const serializedPlan = JSON.stringify({ stage, cameraMs: CAMERA_MS, shots: planShots(scene, stage) }).replace(/</g, '\\\\u003c');\n const title = scene.title || scene.name;\n\n return `<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n <meta charset=\"utf-8\">\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\">\n <title>${escapeHtml(title)} - Flair</title>\n <style>\n * { box-sizing: border-box; margin: 0; padding: 0; }\n body {\n background: #0f1117;\n color: #e2e8f0;\n font-family: -apple-system, BlinkMacSystemFont, \"Segoe UI\", Roboto, sans-serif;\n min-height: 100vh;\n display: flex;\n flex-direction: column;\n align-items: center;\n justify-content: center;\n padding: 16px;\n user-select: none;\n }\n .player-container {\n position: relative;\n width: 100%;\n max-width: 1200px;\n aspect-ratio: ${stage.width} / ${stage.height};\n background: #000;\n border-radius: 12px;\n overflow: hidden;\n box-shadow: 0 20px 50px rgba(0, 0, 0, 0.7), 0 0 0 1px rgba(255, 255, 255, 0.1);\n display: flex;\n flex-direction: column;\n }\n .viewport {\n position: relative;\n flex: 1;\n width: 100%;\n height: 100%;\n overflow: hidden;\n }\n .board {\n position: absolute;\n inset: 0;\n transform-origin: 50% 50%;\n will-change: transform, filter;\n }\n canvas.layer {\n position: absolute;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n }\n .overlay-title {\n position: absolute;\n top: 24px;\n left: 50%;\n transform: translateX(-50%);\n background: rgba(15, 17, 23, 0.85);\n backdrop-filter: blur(8px);\n border: 1px solid rgba(255, 255, 255, 0.15);\n padding: 8px 24px;\n border-radius: 9999px;\n font-size: 1.15rem;\n font-weight: 600;\n letter-spacing: 0.02em;\n color: #fff;\n pointer-events: none;\n transition: opacity 0.3s ease;\n opacity: 0;\n }\n .overlay-caption {\n position: absolute;\n bottom: 64px;\n left: 50%;\n transform: translateX(-50%);\n background: rgba(15, 17, 23, 0.88);\n backdrop-filter: blur(8px);\n border: 1px solid rgba(255, 255, 255, 0.15);\n padding: 10px 20px;\n border-radius: 8px;\n font-size: 1.1rem;\n color: #f1f5f9;\n max-width: 80%;\n text-align: center;\n pointer-events: none;\n transition: opacity 0.3s ease;\n opacity: 0;\n }\n .controls-bar {\n position: absolute;\n bottom: 0;\n left: 0;\n right: 0;\n height: 52px;\n background: linear-gradient(to top, rgba(0, 0, 0, 0.9), transparent);\n display: flex;\n align-items: center;\n padding: 0 16px;\n gap: 12px;\n z-index: 10;\n }\n .btn {\n background: rgba(255, 255, 255, 0.15);\n border: none;\n color: #fff;\n padding: 6px 14px;\n border-radius: 6px;\n cursor: pointer;\n font-size: 0.9rem;\n font-weight: 500;\n transition: background 0.15s;\n }\n .btn:hover { background: rgba(255, 255, 255, 0.25); }\n .timeline {\n flex: 1;\n height: 6px;\n background: rgba(255, 255, 255, 0.2);\n border-radius: 3px;\n cursor: pointer;\n position: relative;\n }\n .timeline-progress {\n position: absolute;\n top: 0;\n left: 0;\n height: 100%;\n background: #3b82f6;\n border-radius: 3px;\n width: 0%;\n }\n .shot-badge {\n font-size: 0.85rem;\n color: #94a3b8;\n font-variant-numeric: tabular-nums;\n }\n </style>\n</head>\n<body>\n <div class=\"player-container\">\n <div class=\"viewport\" id=\"viewport\">\n <canvas id=\"shaderCanvas\" class=\"layer\"></canvas>\n <div id=\"board\" class=\"board\"><canvas id=\"sceneCanvas\" class=\"layer\"></canvas></div>\n <svg width=\"0\" height=\"0\" style=\"position:absolute\" aria-hidden=\"true\"><filter id=\"motionBlur\" x=\"-10%\" y=\"-10%\" width=\"120%\" height=\"120%\"><feGaussianBlur id=\"motionBlurAmount\" stdDeviation=\"0 0\"/></filter></svg>\n <div id=\"titleEl\" class=\"overlay-title\"></div>\n <div id=\"captionEl\" class=\"overlay-caption\"></div>\n </div>\n <div class=\"controls-bar\">\n <button id=\"playBtn\" class=\"btn\">Play</button>\n <button id=\"prevBtn\" class=\"btn\">⏮</button>\n <button id=\"nextBtn\" class=\"btn\">⏭</button>\n <div id=\"timeline\" class=\"timeline\">\n <div id=\"progress\" class=\"timeline-progress\"></div>\n </div>\n <div id=\"shotBadge\" class=\"shot-badge\">Shot 1 / 1</div>\n </div>\n </div>\n\n <script>\n const scene = ${serializedScene};\n // Each shot's camera move (zoom, scroll, 3D angle and blur at each step) and elements, worked out in advance.\n const plan = ${serializedPlan};\n const boardEl = document.getElementById('board');\n const sceneCanvas = document.getElementById('sceneCanvas');\n const shaderCanvas = document.getElementById('shaderCanvas');\n const ctx = sceneCanvas.getContext('2d');\n const titleEl = document.getElementById('titleEl');\n const captionEl = document.getElementById('captionEl');\n const playBtn = document.getElementById('playBtn');\n const prevBtn = document.getElementById('prevBtn');\n const nextBtn = document.getElementById('nextBtn');\n const progressEl = document.getElementById('progress');\n const shotBadge = document.getElementById('shotBadge');\n\n let currentShotIdx = 0;\n let isPlaying = false;\n let shotStartTime = performance.now();\n let moveFrom = performance.now();\n let gl = null;\n let shaderProgram = null;\n\n function resize() {\n const rect = sceneCanvas.parentElement.getBoundingClientRect();\n const dpr = window.devicePixelRatio || 1;\n sceneCanvas.width = rect.width * dpr;\n sceneCanvas.height = rect.height * dpr;\n shaderCanvas.width = rect.width * dpr;\n shaderCanvas.height = rect.height * dpr;\n }\n window.addEventListener('resize', resize);\n resize();\n\n // Setup WebGL if shader media is present\n const firstShaderKey = Object.keys(scene.media || {}).find(k => scene.media[k].type === 'shader');\n if (firstShaderKey && scene.media[firstShaderKey].source) {\n try {\n gl = shaderCanvas.getContext('webgl2');\n if (gl) {\n const vs = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vs, '#version 300 es\\\\nin vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); }');\n gl.compileShader(vs);\n\n const fs = gl.createShader(gl.FRAGMENT_SHADER);\n const fullFrag = '#version 300 es\\\\nprecision highp float;\\\\nout vec4 fragColor;\\\\nuniform vec2 u_resolution;\\\\nuniform float u_time;\\\\n' + scene.media[firstShaderKey].source + '\\\\nvoid main() { mainImage(fragColor, gl_FragCoord.xy); }';\n gl.shaderSource(fs, fullFrag);\n gl.compileShader(fs);\n\n shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vs);\n gl.attachShader(shaderProgram, fs);\n gl.linkProgram(shaderProgram);\n\n const quad = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, quad);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,-1, 3,-1, -1,3]), gl.STATIC_DRAW);\n const pos = gl.getAttribLocation(shaderProgram, 'position');\n gl.enableVertexAttribArray(pos);\n gl.vertexAttribPointer(pos, 2, gl.FLOAT, false, 0, 0);\n }\n } catch (e) {\n console.warn('Shader setup failed:', e);\n }\n }\n\n function renderShader(timeSeconds) {\n if (!gl || !shaderProgram) return;\n gl.viewport(0, 0, shaderCanvas.width, shaderCanvas.height);\n gl.useProgram(shaderProgram);\n const resLoc = gl.getUniformLocation(shaderProgram, 'u_resolution');\n const timeLoc = gl.getUniformLocation(shaderProgram, 'u_time');\n if (resLoc) gl.uniform2f(resLoc, shaderCanvas.width, shaderCanvas.height);\n if (timeLoc) gl.uniform1f(timeLoc, timeSeconds);\n gl.drawArrays(gl.TRIANGLES, 0, 3);\n }\n\n function updateShotUI() {\n const shot = scene.shots[currentShotIdx];\n if (!shot) return;\n\n shotBadge.textContent = 'Shot ' + (currentShotIdx + 1) + ' / ' + scene.shots.length;\n\n if (shot.title) {\n titleEl.textContent = shot.title;\n titleEl.style.opacity = '1';\n } else {\n titleEl.style.opacity = '0';\n }\n\n if (shot.caption) {\n captionEl.textContent = shot.caption;\n captionEl.style.opacity = '1';\n } else {\n captionEl.style.opacity = '0';\n }\n\n const pct = (currentShotIdx / scene.shots.length) * 100;\n progressEl.style.width = pct + '%';\n }\n\n // The camera at time 'now': a step of the current shot's move, or where it settled.\n function cameraNow(now) {\n const move = plan.shots[currentShotIdx].move;\n const u = Math.min(1, (now - moveFrom) / plan.cameraMs);\n return move[Math.min(move.length - 1, Math.floor(u * move.length))];\n }\n\n function applyCamera(view) {\n const w = boardEl.clientWidth || plan.stage.width;\n const angled = view.tilt || view.turn || view.roll;\n boardEl.style.transform = angled\n ? 'perspective(' + (view.perspective || 1.2) * w + 'px) rotateX(' + (view.tilt || 0) + 'deg) rotateY(' + (view.turn || 0) + 'deg) rotateZ(' + (view.roll || 0) + 'deg)'\n : 'none';\n // Motion blur streaks along a pan (taken back through the roll, as the board is blurred before it turns).\n const blur = (view.blur || 0) * w / plan.stage.width;\n if (blur >= 0.05) {\n let sx = blur, sy = blur;\n if (view.blurAngle !== undefined) {\n const a = (view.blurAngle - (view.roll || 0)) * Math.PI / 180;\n sx = Math.max(blur * 0.15, blur * Math.abs(Math.cos(a)));\n sy = Math.max(blur * 0.15, blur * Math.abs(Math.sin(a)));\n }\n document.getElementById('motionBlurAmount').setAttribute('stdDeviation', sx.toFixed(2) + ' ' + sy.toFixed(2));\n boardEl.style.filter = 'url(#motionBlur)';\n } else {\n boardEl.style.filter = 'none';\n }\n }\n\n function draw() {\n const now = performance.now();\n renderShader(now / 1000);\n\n const view = cameraNow(now);\n applyCamera(view);\n ctx.setTransform(1, 0, 0, 1, 0, 0);\n ctx.clearRect(0, 0, sceneCanvas.width, sceneCanvas.height);\n const k = (sceneCanvas.width / plan.stage.width) * view.zoom;\n ctx.setTransform(k, 0, 0, k, k * view.scrollX, k * view.scrollY);\n\n for (const el of plan.shots[currentShotIdx].elements) {\n ctx.fillStyle = el.backgroundColor || 'rgba(59, 130, 246, 0.4)';\n ctx.strokeStyle = el.strokeColor || '#3b82f6';\n ctx.lineWidth = 3;\n ctx.fillRect(el.x, el.y, el.width, el.height);\n ctx.strokeRect(el.x, el.y, el.width, el.height);\n if (el.text) {\n ctx.fillStyle = '#fff';\n ctx.font = '24px sans-serif';\n ctx.fillText(el.text, el.x + 16, el.y + 40);\n }\n }\n\n // Playing moves on to the next shot once this one's move and hold are over.\n const shot = scene.shots[currentShotIdx];\n if (isPlaying && now - shotStartTime > plan.cameraMs + (shot.hold ?? 800) && currentShotIdx < scene.shots.length - 1) {\n goTo(currentShotIdx + 1, true);\n }\n if (isPlaying || now - moveFrom < plan.cameraMs) {\n requestAnimationFrame(draw);\n }\n }\n\n // Shows a shot: forwards it plays the camera's move into it, otherwise it cuts.\n function goTo(idx, animate) {\n currentShotIdx = idx;\n shotStartTime = performance.now();\n moveFrom = animate ? shotStartTime : shotStartTime - plan.cameraMs;\n updateShotUI();\n requestAnimationFrame(draw);\n }\n\n playBtn.addEventListener('click', () => {\n isPlaying = !isPlaying;\n playBtn.textContent = isPlaying ? 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@@ -239,7 +239,7 @@ var EPILOGUE = `
239
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  void main() {
240
240
  vec4 flair_color = vec4(0.0, 0.0, 0.0, 1.0);
241
241
  mainImage(flair_color, gl_FragCoord.xy);
242
- flair_FragColor = vec4(flair_color.rgb, 1.0);
242
+ flair_FragColor = vec4(flair_color.rgb, clamp(flair_color.a, 0.0, 1.0));
243
243
  }
244
244
  `;
245
245
  var VERTEX_SOURCE = `#version 300 es
@@ -398,9 +398,9 @@ function drawFrame(gl, shader, controls, values, state, textures) {
398
398
  }
399
399
  gl.drawArrays(gl.TRIANGLES, 0, 3);
400
400
  }
401
- function createContext(canvas, preserveDrawingBuffer = false) {
401
+ function createContext(canvas, preserveDrawingBuffer = false, alpha = false) {
402
402
  return canvas.getContext("webgl2", {
403
- alpha: false,
403
+ alpha,
404
404
  antialias: false,
405
405
  depth: false,
406
406
  stencil: false,
@@ -760,4 +760,4 @@ export {
760
760
  getOklabGLSL,
761
761
  getColorGradingGLSL
762
762
  };
763
- //# sourceMappingURL=chunk-VA74HBPK.js.map
763
+ //# sourceMappingURL=chunk-EZRRKQFV.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/shader/textures.ts","../src/shader/program.ts","../src/shader/color.ts"],"sourcesContent":["import type { TextureSettings } from \"./controls.js\";\n\n/** Why an image control's URL could not be shown. */\nexport class ImageLoadError extends Error {\n readonly url: string;\n\n constructor(url: string, cause?: unknown) {\n super(\n `Could not load the image at ${shortUrl(url)}. If it is on another site, that site must allow cross-origin use (CORS).`,\n { cause },\n );\n this.name = \"ImageLoadError\";\n this.url = url;\n }\n}\n\n/** A URL short enough for a message: a data URL is cut after its type. */\nexport function shortUrl(url: string): string {\n if (url.startsWith(\"data:\")) return `${url.slice(0, Math.min(url.indexOf(\",\") + 1 || 40, 40))}…`;\n return url.length > 120 ? `${url.slice(0, 119)}…` : url;\n}\n\n/**\n * The long edge, in pixels, SVG images are rasterised at. WebGL2 guarantees\n * textures this large on every device.\n */\nexport const SVG_EDGE = 2048;\n\nconst SVG_TYPE = \"image/svg+xml\";\n\n/** Whether `url` is an SVG: a `data:image/svg+xml` URL, or a path ending in `.svg`. */\nexport function isSvgUrl(url: string): boolean {\n return /^data:image\\/svg\\+xml[;,]/i.test(url) || /^(?!data:)[^?#]*\\.svg([?#]|$)/i.test(url);\n}\n\n/** A length attribute in user units, or undefined for a percentage, `auto` or nothing. */\nfunction svgLength(value: string | null): number | undefined {\n const match = value?.trim().match(/^([\\d.]+)(px)?$/);\n const n = match ? Number(match[1]) : NaN;\n return n > 0 ? n : undefined;\n}\n\n/**\n * An SVG's markup with `width` and `height` set so its long edge is `edge`\n * pixels, keeping its aspect ratio. An image decodes an SVG at its own size\n * (often icon-sized, or 300 × 150 when it has none), so it would make a\n * small, blurry texture; at this size it is rasterised crisply. A `viewBox`\n * is added where missing, so the drawing scales with the new size rather\n * than staying in the corner. Throws for markup that is not an SVG.\n */\nexport function sizeSvg(markup: string, edge: number): string {\n const doc = new DOMParser().parseFromString(markup, SVG_TYPE);\n const svg = doc.documentElement;\n if (svg.localName !== \"svg\" || doc.getElementsByTagName(\"parsererror\").length) {\n throw new Error(\"Not an SVG document.\");\n }\n const box = (svg.getAttribute(\"viewBox\") ?? \"\")\n .trim()\n .split(/[\\s,]+/)\n .map(Number);\n const hasBox = box.length === 4 && box[2]! > 0 && box[3]! > 0;\n const width = svgLength(svg.getAttribute(\"width\")) ?? (hasBox ? box[2]! : 300);\n const height = svgLength(svg.getAttribute(\"height\")) ?? (hasBox ? box[3]! : 150);\n if (!hasBox) svg.setAttribute(\"viewBox\", `0 0 ${width} ${height}`);\n const scale = edge / Math.max(width, height);\n svg.setAttribute(\"width\", String(Math.max(1, Math.round(width * scale))));\n svg.setAttribute(\"height\", String(Math.max(1, Math.round(height * scale))));\n return new XMLSerializer().serializeToString(svg);\n}\n\n/**\n * Loads and decodes an image for WebGL. Images from other origins are\n * requested with CORS (`crossOrigin = \"anonymous\"`): WebGL refuses pixels a\n * page is not allowed to read. SVGs (see {@link isSvgUrl}) are fetched, also\n * with CORS, and sized to {@link SVG_EDGE} pixels on their long edge before\n * they are decoded, so they stay sharp however small they were drawn.\n */\nexport async function loadImage(url: string): Promise<HTMLImageElement> {\n if (isSvgUrl(url)) return loadSvg(url);\n return decode(url, url, !/^(data|blob):/i.test(url));\n}\n\nasync function loadSvg(url: string): Promise<HTMLImageElement> {\n let markup: string;\n try {\n const response = await fetch(url);\n if (!response.ok) throw new Error(`HTTP ${response.status}`);\n markup = sizeSvg(await response.text(), SVG_EDGE);\n } catch (e) {\n throw new ImageLoadError(url, e);\n }\n const sized = URL.createObjectURL(new Blob([markup], { type: SVG_TYPE }));\n try {\n return await decode(sized, url, false);\n } finally {\n URL.revokeObjectURL(sized);\n }\n}\n\nasync function decode(src: string, url: string, cors: boolean): Promise<HTMLImageElement> {\n const image = new Image();\n if (cors) image.crossOrigin = \"anonymous\";\n image.src = src;\n try {\n await image.decode();\n } catch (e) {\n throw new ImageLoadError(url, e);\n }\n return image;\n}\n\n/** Images decoded by {@link preloadImages}, by URL, for every context on the page. */\nconst preloaded = new Map<string, Promise<HTMLImageElement>>();\nconst decoded = new Map<string, HTMLImageElement>();\n\n/**\n * Loads and decodes images ahead of time, for every WebGL context on the\n * page: a texture cache that meets one of them afterwards (in a\n * `ShaderRenderer`, `ShaderFrames` or thumbnail) uploads it at once, so even\n * its first frame shows the image. Otherwise an image arrives a moment after\n * the first frame, which is black where it goes. Use it before drawing frames\n * that cannot wait, such as a video player asking a new `ShaderFrames` for\n * frame _n_.\n *\n * Each URL loads once, however often it is preloaded. Rejects with the first\n * {@link ImageLoadError}; the other images still load. Preloaded images stay\n * in memory until {@link releaseImages}.\n */\nexport async function preloadImages(urls: Iterable<string>): Promise<void> {\n const loads = [...new Set(urls)].filter(Boolean).map((url) => {\n let load = preloaded.get(url);\n if (!load) {\n load = loadImage(url).then(\n (image) => {\n if (preloaded.get(url) === load) decoded.set(url, image);\n return image;\n },\n (e: unknown) => {\n if (preloaded.get(url) === load) preloaded.delete(url);\n throw e;\n },\n );\n preloaded.set(url, load);\n }\n return load;\n });\n const results = await Promise.allSettled(loads);\n const failed = results.find((r) => r.status === \"rejected\");\n if (failed) throw failed.reason;\n}\n\n/** Forgets preloaded images (all of them without `urls`). Textures already made from them stay. */\nexport function releaseImages(urls?: Iterable<string>) {\n for (const url of urls ?? [...preloaded.keys()]) {\n preloaded.delete(url);\n decoded.delete(url);\n }\n}\n\n/** Something that hands `drawFrame` a texture for an image URL. */\nexport interface TextureSource {\n /** The texture for `url`: the image once loaded, a 1 × 1 opaque black placeholder until then. */\n texture(url: string): WebGLTexture | null;\n}\n\ninterface Entry {\n texture: WebGLTexture | null;\n /** Settles when the image is uploaded or has failed. */\n loaded: Promise<void>;\n error: ImageLoadError | null;\n}\n\n/**\n * The textures of one WebGL context, by image URL. A URL starts loading the\n * first time it is asked for; until it arrives the placeholder is drawn, and\n * `onLoad` hears when it does (or fails) so the owner can redraw. An image\n * already decoded by {@link preloadImages} is uploaded at once instead. Images are\n * uploaded upright (`fragCoord / iResolution` samples them the right way up)\n * with mipmaps.\n */\nexport class TextureCache implements TextureSource {\n private readonly gl: WebGL2RenderingContext;\n private readonly entries = new Map<string, Entry>();\n private readonly onLoad: (url: string, error: ImageLoadError | null) => void;\n private readonly load: (url: string) => Promise<TexImageSource>;\n private placeholder: WebGLTexture | null = null;\n private disposed = false;\n\n constructor(\n gl: WebGL2RenderingContext,\n onLoad: (url: string, error: ImageLoadError | null) => void = () => {},\n load: (url: string) => Promise<TexImageSource> = loadImage,\n ) {\n this.gl = gl;\n this.onLoad = onLoad;\n this.load = load;\n }\n\n texture(url: string): WebGLTexture | null {\n return (url && this.entry(url).texture) || this.blank();\n }\n\n /** Starts loading `url` if it is new. */\n request(url: string) {\n if (url) this.entry(url);\n }\n\n private entry(url: string): Entry {\n const existing = this.entries.get(url);\n if (existing) return existing;\n const created: Entry = { texture: null, loaded: Promise.resolve(), error: null };\n const ready = decoded.get(url);\n if (ready && !this.gl.isContextLost()) {\n created.texture = this.upload(ready);\n this.entries.set(url, created);\n return created;\n }\n created.loaded = this.load(url).then(\n (image) => {\n if (this.entries.get(url) !== created || this.disposed || this.gl.isContextLost()) return;\n created.texture = this.upload(image);\n this.onLoad(url, null);\n },\n (e: unknown) => {\n if (this.entries.get(url) !== created || this.disposed) return;\n created.error = e instanceof ImageLoadError ? e : new ImageLoadError(url, e);\n this.onLoad(url, created.error);\n },\n );\n this.entries.set(url, created);\n return created;\n }\n\n /** The error for `url`, if it failed to load. */\n error(url: string): ImageLoadError | null {\n return this.entries.get(url)?.error ?? null;\n }\n\n /**\n * Settles once every one of `urls` has loaded or failed (starting any that\n * are new). Rejects with the first {@link ImageLoadError}.\n */\n async ready(urls: Iterable<string>): Promise<void> {\n const entries = [...urls].filter(Boolean).map((url) => this.entry(url));\n await Promise.all(entries.map((e) => e.loaded));\n const failed = entries.find((e) => e.error);\n if (failed) throw failed.error;\n }\n\n /** Deletes the textures of every URL not in `urls`; a later request loads them again. */\n retain(urls: Iterable<string>) {\n const keep = new Set(urls);\n for (const [url, entry] of this.entries) {\n if (keep.has(url)) continue;\n if (entry.texture) this.gl.deleteTexture(entry.texture);\n this.entries.delete(url);\n }\n }\n\n /** Deletes every texture; loads still in flight are dropped. */\n dispose() {\n this.retain([]);\n if (this.placeholder) this.gl.deleteTexture(this.placeholder);\n this.placeholder = null;\n this.disposed = true;\n }\n\n private blank(): WebGLTexture | null {\n if (this.placeholder) return this.placeholder;\n const gl = this.gl;\n this.placeholder = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, this.placeholder);\n const black = new Uint8Array([0, 0, 0, 255]);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, black);\n return this.placeholder;\n }\n\n private upload(image: TexImageSource): WebGLTexture | null {\n const gl = this.gl;\n const texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);\n gl.generateMipmap(gl.TEXTURE_2D);\n return texture;\n }\n}\n\n/** Sets the bound `TEXTURE_2D`'s filter and wrap. */\nexport function applyTextureSettings(gl: WebGL2RenderingContext, settings: TextureSettings) {\n const min = { mipmap: gl.LINEAR_MIPMAP_LINEAR, linear: gl.LINEAR, nearest: gl.NEAREST }[\n settings.filter\n ];\n const wrap = { repeat: gl.REPEAT, clamp: gl.CLAMP_TO_EDGE, mirror: gl.MIRRORED_REPEAT }[\n settings.wrap\n ];\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, min);\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MAG_FILTER,\n settings.filter === \"nearest\" ? gl.NEAREST : gl.LINEAR,\n );\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrap);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrap);\n}\n","import { controlValue, type ControlDef, type ControlValue } from \"./controls.js\";\nimport { applyTextureSettings, type TextureSource } from \"./textures.js\";\n\n/**\n * Shaders are written Shadertoy-style: the source defines\n * `void mainImage(out vec4 fragColor, in vec2 fragCoord)` and may use the\n * built-in uniforms below. It is compiled as GLSL ES 3.00 (WebGL2) inside a\n * small wrapper; `#line 1` keeps compiler line numbers matching the source.\n */\nexport const BUILTIN_UNIFORMS = [\n { name: \"iResolution\", type: \"vec3\", doc: \"viewport size in pixels (z = 1)\" },\n { name: \"iTime\", type: \"float\", doc: \"seconds since the shader started\" },\n { name: \"iTimeDelta\", type: \"float\", doc: \"seconds since the previous frame\" },\n { name: \"iFrame\", type: \"int\", doc: \"frame number\" },\n {\n name: \"iMouse\",\n type: \"vec4\",\n doc: \"xy = pointer while pressed (pixels), zw = press position (negative once released)\",\n },\n] as const;\n\nconst PRELUDE = `#version 300 es\nprecision highp float;\nprecision highp int;\nuniform vec3 iResolution;\nuniform float iTime;\nuniform float iTimeDelta;\nuniform int iFrame;\nuniform vec4 iMouse;\nout vec4 flair_FragColor;\n`;\n\nconst EPILOGUE = `\nvoid main() {\n vec4 flair_color = vec4(0.0, 0.0, 0.0, 1.0);\n mainImage(flair_color, gl_FragCoord.xy);\n flair_FragColor = vec4(flair_color.rgb, clamp(flair_color.a, 0.0, 1.0));\n}\n`;\n\n/** A full-screen triangle from `gl_VertexID` alone: no buffers or attributes. */\nexport const VERTEX_SOURCE = `#version 300 es\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}\n`;\n\n/** One compiler message, mapped back to the user's source. */\nexport interface CompileError {\n /** 1-based line in the user's source (0 when the driver gave none, or it is outside the source). */\n line: number;\n message: string;\n}\n\n/** A linked program and the uniform locations `drawFrame` sets. */\nexport interface CompiledShader {\n program: WebGLProgram;\n builtins: Record<string, WebGLUniformLocation | null>;\n uniforms: Map<string, WebGLUniformLocation | null>;\n}\n\nexport type CompileResult =\n { ok: true; shader: CompiledShader } | { ok: false; errors: CompileError[] };\n\n/** Thrown by the APIs that cannot carry on without a program (`ShaderFrames`, `recordGif`). */\nexport class ShaderCompileError extends Error {\n readonly errors: CompileError[];\n\n constructor(errors: CompileError[]) {\n super(formatCompileError(errors));\n this.name = \"ShaderCompileError\";\n this.errors = errors;\n }\n}\n\n/** \"The shader does not compile (line 3): 'x' : undeclared identifier\", from the first error. */\nexport function formatCompileError(errors: CompileError[]): string {\n const first = errors[0];\n return `The shader does not compile${first?.line ? ` (line ${first.line})` : \"\"}: ${first?.message ?? \"unknown error\"}`;\n}\n\n/** The complete GLSL ES 3.00 fragment shader for a `mainImage` source. */\nexport function wrapSource(source: string): string {\n // `#line 1` must follow the prelude; drop a user `#version` (the wrapper owns it).\n return `${PRELUDE}#line 1\\n${source.replace(/^\\s*#version[^\\n]*/m, \"\")}\\n${EPILOGUE}`;\n}\n\n/** Turns a driver log (\"ERROR: 0:12: 'foo' : undeclared identifier\") into line-numbered errors. */\nexport function parseCompileLog(log: string, lineCount: number): CompileError[] {\n const errors: CompileError[] = [];\n for (const raw of log.split(\"\\n\")) {\n const text = raw.trim();\n if (!text) continue;\n const m = /^(?:ERROR|WARNING):\\s*\\d+:(\\d+):\\s*(.*)$/.exec(text);\n if (m) {\n const line = Number(m[1]);\n errors.push({ line: line >= 1 && line <= lineCount ? line : 0, message: m[2]!.trim() });\n } else if (!/^\\W*$/.test(text)) {\n errors.push({ line: 0, message: text.replace(/^ERROR:\\s*/, \"\") });\n }\n }\n if (!errors.length) errors.push({ line: 0, message: \"The shader did not compile.\" });\n // Drivers often repeat the same error.\n const seen = new Set<string>();\n return errors.filter((e) => {\n const key = `${e.line}:${e.message}`;\n if (seen.has(key)) return false;\n seen.add(key);\n return true;\n });\n}\n\nlet vertexCache = new WeakMap<WebGL2RenderingContext, WebGLShader>();\n\nfunction vertexShader(gl: WebGL2RenderingContext): WebGLShader {\n let vs = vertexCache.get(gl);\n if (!vs) {\n vs = gl.createShader(gl.VERTEX_SHADER)!;\n gl.shaderSource(vs, VERTEX_SOURCE);\n gl.compileShader(vs);\n vertexCache.set(gl, vs);\n }\n return vs;\n}\n\n/** Forgets cached GL objects. Call it after a context loss, before compiling on the restored context. */\nexport function resetGlCaches() {\n vertexCache = new WeakMap();\n}\n\n/**\n * Compiles and links a `mainImage` source. Errors come back with lines in\n * the user's source, never thrown. `controls` (from `parseControls`) says\n * which uniform locations to look up.\n */\nexport function compileShader(\n gl: WebGL2RenderingContext,\n source: string,\n controls: ControlDef[],\n): CompileResult {\n const lineCount = source.split(\"\\n\").length;\n if (gl.isContextLost()) {\n return {\n ok: false,\n errors: [\n {\n line: 0,\n message:\n \"The graphics context was lost; reload the page if the preview does not come back.\",\n },\n ],\n };\n }\n if (!/\\bmainImage\\s*\\(/.test(source)) {\n return {\n ok: false,\n errors: [\n { line: 0, message: \"Define void mainImage(out vec4 fragColor, in vec2 fragCoord).\" },\n ],\n };\n }\n const fs = gl.createShader(gl.FRAGMENT_SHADER);\n if (!fs) {\n return {\n ok: false,\n errors: [{ line: 0, message: \"WebGL could not create a shader (the context may be lost).\" }],\n };\n }\n gl.shaderSource(fs, wrapSource(source));\n gl.compileShader(fs);\n if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {\n const errors = parseCompileLog(gl.getShaderInfoLog(fs) ?? \"\", lineCount);\n gl.deleteShader(fs);\n return { ok: false, errors };\n }\n const program = gl.createProgram()!;\n gl.attachShader(program, vertexShader(gl));\n gl.attachShader(program, fs);\n gl.linkProgram(program);\n gl.deleteShader(fs);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const errors = parseCompileLog(gl.getProgramInfoLog(program) ?? \"\", lineCount);\n gl.deleteProgram(program);\n return { ok: false, errors };\n }\n const builtins: CompiledShader[\"builtins\"] = {};\n for (const u of BUILTIN_UNIFORMS) builtins[u.name] = gl.getUniformLocation(program, u.name);\n const uniforms = new Map(\n controls.map((c) => [c.name, gl.getUniformLocation(program, c.name)] as const),\n );\n return { ok: true, shader: { program, builtins, uniforms } };\n}\n\n/** What one frame shows: its size in pixels, its time and the pointer. */\nexport interface FrameState {\n width: number;\n height: number;\n /** `iTime`, in seconds. */\n time: number;\n /** `iTimeDelta`, in seconds. */\n delta: number;\n /** `iFrame`. */\n frame: number;\n /** `iMouse`, Shadertoy semantics. */\n mouse: [number, number, number, number];\n}\n\n/**\n * Draws one frame of a compiled shader into the bound framebuffer, from (0, 0).\n * Image controls are bound to texture units 0, 1, … in source order, with\n * textures from `textures` (a {@link TextureCache} for the same context);\n * without it they sample nothing.\n */\nexport function drawFrame(\n gl: WebGL2RenderingContext,\n shader: CompiledShader,\n controls: ControlDef[],\n values: Record<string, ControlValue> | undefined,\n state: FrameState,\n textures?: TextureSource,\n) {\n gl.viewport(0, 0, state.width, state.height);\n gl.useProgram(shader.program);\n const b = shader.builtins;\n if (b.iResolution) gl.uniform3f(b.iResolution, state.width, state.height, 1);\n if (b.iTime) gl.uniform1f(b.iTime, state.time);\n if (b.iTimeDelta) gl.uniform1f(b.iTimeDelta, state.delta);\n if (b.iFrame) gl.uniform1i(b.iFrame, state.frame);\n if (b.iMouse) gl.uniform4f(b.iMouse, ...state.mouse);\n let unit = 0;\n for (const control of controls) {\n const loc = shader.uniforms.get(control.name);\n if (!loc) continue;\n const v = controlValue(control, values);\n switch (control.type) {\n case \"float\":\n gl.uniform1f(loc, v as number);\n break;\n case \"int\":\n gl.uniform1i(loc, Math.round(v as number));\n break;\n case \"bool\":\n gl.uniform1i(loc, v ? 1 : 0);\n break;\n case \"vec2\":\n gl.uniform2fv(loc, v as number[]);\n break;\n case \"vec3\":\n gl.uniform3fv(loc, v as number[]);\n break;\n case \"vec4\":\n gl.uniform4fv(loc, v as number[]);\n break;\n case \"sampler2D\": {\n gl.activeTexture(gl.TEXTURE0 + unit);\n const texture = textures?.texture(v as string) ?? null;\n gl.bindTexture(gl.TEXTURE_2D, texture);\n if (texture && control.texture) applyTextureSettings(gl, control.texture);\n gl.uniform1i(loc, unit++);\n break;\n }\n }\n }\n gl.drawArrays(gl.TRIANGLES, 0, 3);\n}\n\n/**\n * A WebGL2 context set up for full-screen fragment shaders: opaque by default,\n * no depth, stencil or antialiasing. `preserveDrawingBuffer` keeps the last\n * frame readable after the task that drew it (for captures). `alpha` enables a\n * transparent drawing buffer for overlay shaders. Null without WebGL2.\n */\nexport function createContext(\n canvas: HTMLCanvasElement | OffscreenCanvas,\n preserveDrawingBuffer = false,\n alpha = false,\n): WebGL2RenderingContext | null {\n return canvas.getContext(\"webgl2\", {\n alpha,\n antialias: false,\n depth: false,\n stencil: false,\n premultipliedAlpha: false,\n preserveDrawingBuffer,\n powerPreference: \"high-performance\",\n }) as WebGL2RenderingContext | null;\n}\n","/**\n * Perceptual Color Science & Film Grading Engine.\n *\n * Implements:\n * - Oklab & Oklch: Perceptually uniform color spaces that eliminate hue shifts and gray dead zones.\n * - Standard Color Spaces: sRGB, Linear sRGB, Rec.709, Display P3, and ACEScg.\n * - Film Color Grading: ASC CDL (Slope, Offset, Power), Lift/Gamma/Gain, Vibrance (skin tone protection),\n * and White Balance (Kelvin color temperature & tint).\n * - GLSL code generators for real-time WebGL fragment shader execution.\n */\n\nexport type ColorRGB = [number, number, number];\nexport type ColorRGBA = [number, number, number, number];\n\n// -----------------------------------------------------------------------------\n// sRGB <-> Linear Transfer Curves\n// -----------------------------------------------------------------------------\n\nexport function srgbToLinear(c: number): number {\n const v = Math.max(0, c);\n return v <= 0.04045 ? v / 12.92 : Math.pow((v + 0.055) / 1.055, 2.4);\n}\n\nexport function linearToSrgb(c: number): number {\n const v = Math.max(0, c);\n return v <= 0.0031308 ? v * 12.92 : 1.055 * Math.pow(v, 1.0 / 2.4) - 0.055;\n}\n\nexport function srgbToLinearRgb(rgb: ColorRGB): ColorRGB {\n return [srgbToLinear(rgb[0]), srgbToLinear(rgb[1]), srgbToLinear(rgb[2])];\n}\n\nexport function linearRgbToSrgb(rgb: ColorRGB): ColorRGB {\n return [linearToSrgb(rgb[0]), linearToSrgb(rgb[1]), linearToSrgb(rgb[2])];\n}\n\n// -----------------------------------------------------------------------------\n// Oklab & Oklch Perceptual Color Spaces (Björn Ottosson, 2020)\n// -----------------------------------------------------------------------------\n\nexport function linearSrgbToOklab(rgb: ColorRGB): [number, number, number] {\n const [r, g, b] = rgb;\n\n // Linear sRGB to LMS cone response\n const l = Math.cbrt(0.4122214708 * r + 0.5363325363 * g + 0.0514459929 * b);\n const m = Math.cbrt(0.2119034982 * r + 0.6806995451 * g + 0.1073969566 * b);\n const s = Math.cbrt(0.0883024619 * r + 0.2817188376 * g + 0.6299787005 * b);\n\n // LMS to Oklab (L: lightness [0..1], a: green-red, b: blue-yellow)\n const L = 0.2104542553 * l + 0.793617785 * m - 0.0040720468 * s;\n const a = 1.9779984951 * l - 2.428592205 * m + 0.4505937099 * s;\n const bVal = 0.0259040371 * l + 0.7827717662 * m - 0.808675766 * s;\n\n return [L, a, bVal];\n}\n\nexport function oklabToLinearSrgb(lab: [number, number, number]): ColorRGB {\n const [L, a, b] = lab;\n\n const l_ = L + 0.3963377774 * a + 0.2158037573 * b;\n const m_ = L - 0.1055613458 * a - 0.0638541728 * b;\n const s_ = L - 0.0894841775 * a - 1.291485548 * b;\n\n const l = l_ * l_ * l_;\n const m = m_ * m_ * m_;\n const s = s_ * s_ * s_;\n\n const r = +4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s;\n const g = -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s;\n const bVal = -0.0041960863 * l - 0.7034186147 * m + 1.707614701 * s;\n\n return [r, g, bVal];\n}\n\nexport function srgbToOklab(rgb: ColorRGB): [number, number, number] {\n return linearSrgbToOklab(srgbToLinearRgb(rgb));\n}\n\nexport function oklabToSrgb(lab: [number, number, number]): ColorRGB {\n const linear = oklabToLinearSrgb(lab);\n return linearRgbToSrgb(linear);\n}\n\nexport function oklabToOklch(lab: [number, number, number]): [number, number, number] {\n const [L, a, b] = lab;\n const C = Math.sqrt(a * a + b * b);\n let h = Math.atan2(b, a);\n if (h < 0) h += 2 * Math.PI;\n return [L, C, h];\n}\n\nexport function oklchToOklab(lch: [number, number, number]): [number, number, number] {\n const [L, C, h] = lch;\n return [L, C * Math.cos(h), C * Math.sin(h)];\n}\n\n/**\n * Perceptually uniform color interpolation using Oklab space.\n * Prevents intermediate grayish dead spots.\n */\nexport function interpolateOklab(c1: ColorRGB, c2: ColorRGB, t: number): ColorRGB {\n const lab1 = srgbToOklab(c1);\n const lab2 = srgbToOklab(c2);\n const clampedT = Math.max(0, Math.min(1, t));\n\n const lab: [number, number, number] = [\n lab1[0] + (lab2[0] - lab1[0]) * clampedT,\n lab1[1] + (lab2[1] - lab1[1]) * clampedT,\n lab1[2] + (lab2[2] - lab1[2]) * clampedT,\n ];\n\n const res = oklabToSrgb(lab);\n return [\n Math.max(0, Math.min(1, res[0])),\n Math.max(0, Math.min(1, res[1])),\n Math.max(0, Math.min(1, res[2])),\n ];\n}\n\n/**\n * Perceptually uniform color interpolation using Oklch cylindrical space.\n * Interpolates along the shortest hue arc for vibrant gradients.\n */\nexport function interpolateOklch(c1: ColorRGB, c2: ColorRGB, t: number): ColorRGB {\n const lch1 = oklabToOklch(srgbToOklab(c1));\n const lch2 = oklabToOklch(srgbToOklab(c2));\n const clampedT = Math.max(0, Math.min(1, t));\n\n const L = lch1[0] + (lch2[0] - lch1[0]) * clampedT;\n const C = lch1[1] + (lch2[1] - lch1[1]) * clampedT;\n\n // Shortest arc hue interpolation\n let dHue = lch2[2] - lch1[2];\n if (dHue > Math.PI) dHue -= 2 * Math.PI;\n if (dHue < -Math.PI) dHue += 2 * Math.PI;\n let h = lch1[2] + dHue * clampedT;\n if (h < 0) h += 2 * Math.PI;\n if (h >= 2 * Math.PI) h -= 2 * Math.PI;\n\n const res = oklabToSrgb(oklchToOklab([L, C, h]));\n return [\n Math.max(0, Math.min(1, res[0])),\n Math.max(0, Math.min(1, res[1])),\n Math.max(0, Math.min(1, res[2])),\n ];\n}\n\n// -----------------------------------------------------------------------------\n// Color Space Transformations (sRGB, Rec.709, Display P3, ACEScg)\n// -----------------------------------------------------------------------------\n\nexport type ColorSpace = 'srgb' | 'linear-srgb' | 'rec709' | 'display-p3' | 'acescg';\n\ntype Matrix3x3 = [\n number, number, number,\n number, number, number,\n number, number, number\n];\n\nfunction mulMat3(m: Matrix3x3, v: ColorRGB): ColorRGB {\n return [\n m[0] * v[0] + m[1] * v[1] + m[2] * v[2],\n m[3] * v[0] + m[4] * v[1] + m[5] * v[2],\n m[6] * v[0] + m[7] * v[1] + m[8] * v[2],\n ];\n}\n\n// Linear sRGB to Display P3 (linear)\nconst MAT_LINEAR_SRGB_TO_P3: Matrix3x3 = [\n 0.822462, 0.177538, 0.000000,\n 0.033194, 0.966806, 0.000000,\n 0.017083, 0.072397, 0.910520,\n];\n\n// Display P3 (linear) to Linear sRGB\nconst MAT_P3_TO_LINEAR_SRGB: Matrix3x3 = [\n 1.224940, -0.224940, 0.000000,\n -0.042057, 1.042057, 0.000000,\n -0.019638, -0.078636, 1.098274,\n];\n\n// Linear sRGB to ACEScg (AP1 primaries with Bradford adaptation to ACES white)\nconst MAT_LINEAR_SRGB_TO_ACESCG: Matrix3x3 = [\n 0.613097, 0.339523, 0.047379,\n 0.070194, 0.916354, 0.013452,\n 0.020616, 0.109570, 0.869815,\n];\n\n// ACEScg to Linear sRGB\nconst MAT_ACESCG_TO_LINEAR_SRGB: Matrix3x3 = [\n 1.704859, -0.621714, -0.083299,\n -0.130078, 1.140735, -0.010560,\n -0.023964, -0.128975, 1.153014,\n];\n\n/**\n * Converts a color between standard imaging color spaces.\n */\nexport function convertColorSpace(color: ColorRGB, from: ColorSpace, to: ColorSpace): ColorRGB {\n if (from === to) return [...color];\n\n // First convert `from` to Linear sRGB\n let lin: ColorRGB;\n switch (from) {\n case 'srgb':\n lin = srgbToLinearRgb(color);\n break;\n case 'linear-srgb':\n lin = [...color];\n break;\n case 'rec709':\n // BT.709 gamma 2.4 EOTF\n lin = [\n Math.pow(Math.max(0, color[0]), 2.4),\n Math.pow(Math.max(0, color[1]), 2.4),\n Math.pow(Math.max(0, color[2]), 2.4),\n ];\n break;\n case 'display-p3': {\n // P3 sRGB transfer to linear P3, then matrix to linear sRGB\n const p3Lin = srgbToLinearRgb(color);\n lin = mulMat3(MAT_P3_TO_LINEAR_SRGB, p3Lin);\n break;\n }\n case 'acescg':\n lin = mulMat3(MAT_ACESCG_TO_LINEAR_SRGB, color);\n break;\n }\n\n // Then convert from Linear sRGB to `to`\n switch (to) {\n case 'linear-srgb':\n return lin;\n case 'srgb':\n return linearRgbToSrgb(lin);\n case 'rec709':\n // BT.709 gamma 1/2.4\n return [\n Math.pow(Math.max(0, lin[0]), 1 / 2.4),\n Math.pow(Math.max(0, lin[1]), 1 / 2.4),\n Math.pow(Math.max(0, lin[2]), 1 / 2.4),\n ];\n case 'display-p3': {\n const p3Lin = mulMat3(MAT_LINEAR_SRGB_TO_P3, lin);\n return linearRgbToSrgb(p3Lin);\n }\n case 'acescg':\n return mulMat3(MAT_LINEAR_SRGB_TO_ACESCG, lin);\n }\n}\n\n// -----------------------------------------------------------------------------\n// Film Color Grading: ASC CDL, Lift/Gamma/Gain, Vibrance, White Balance\n// -----------------------------------------------------------------------------\n\nexport interface AscCdl {\n /** Multiplicative scaling (default [1, 1, 1]) */\n slope?: ColorRGB;\n /** Additive offset (default [0, 0, 0]) */\n offset?: ColorRGB;\n /** Exponential power (default [1, 1, 1]) */\n power?: ColorRGB;\n /** Master saturation (default 1.0) */\n saturation?: number;\n}\n\n/**\n * Standard ASC CDL (American Society of Cinematographers Color Decision List).\n * Formula: out = (in * slope + offset)^power, followed by Rec.709 luma-weighted saturation.\n */\nexport function applyAscCdl(color: ColorRGB, cdl: AscCdl): ColorRGB {\n const slope = cdl.slope ?? [1, 1, 1];\n const offset = cdl.offset ?? [0, 0, 0];\n const power = cdl.power ?? [1, 1, 1];\n const sat = cdl.saturation ?? 1.0;\n\n let r = Math.pow(Math.max(0, color[0] * slope[0] + offset[0]), power[0]);\n let g = Math.pow(Math.max(0, color[1] * slope[1] + offset[1]), power[1]);\n let b = Math.pow(Math.max(0, color[2] * slope[2] + offset[2]), power[2]);\n\n if (sat !== 1.0) {\n const luma = 0.2126 * r + 0.7152 * g + 0.0722 * b;\n r = luma + sat * (r - luma);\n g = luma + sat * (g - luma);\n b = luma + sat * (b - luma);\n }\n\n return [Math.max(0, r), Math.max(0, g), Math.max(0, b)];\n}\n\nexport interface LiftGammaGain {\n /** Shadows adjustment (default [0, 0, 0]) */\n lift?: ColorRGB;\n /** Midtones gamma adjustment (default [1, 1, 1]) */\n gamma?: ColorRGB;\n /** Highlights gain adjustment (default [1, 1, 1]) */\n gain?: ColorRGB;\n}\n\n/**\n * Three-way Lift / Gamma / Gain film color grading.\n * Formula: out = (gain * (in + lift * (1 - in)))^(1 / gamma)\n */\nexport function applyLiftGammaGain(color: ColorRGB, lgg: LiftGammaGain): ColorRGB {\n const lift = lgg.lift ?? [0, 0, 0];\n const gamma = lgg.gamma ?? [1, 1, 1];\n const gain = lgg.gain ?? [1, 1, 1];\n\n const processChannel = (val: number, l: number, gm: number, gn: number): number => {\n const lifted = val + l * (1.0 - val);\n const gained = Math.max(0, lifted * gn);\n const safeGamma = Math.max(1e-4, gm);\n return Math.pow(gained, 1.0 / safeGamma);\n };\n\n return [\n processChannel(color[0], lift[0], gamma[0], gain[0]),\n processChannel(color[1], lift[1], gamma[1], gain[1]),\n processChannel(color[2], lift[2], gamma[2], gain[2]),\n ];\n}\n\n/**\n * Vibrance adjustment with skin tone protection.\n * Selectively boosts muted colors while preventing already saturated colors and skin tones\n * from clipping.\n * @param amount Vibrance delta in [-1..1]\n */\nexport function applyVibrance(color: ColorRGB, amount: number): ColorRGB {\n if (Math.abs(amount) < 1e-4) return [...color];\n\n const [r, g, b] = color;\n const maxC = Math.max(r, g, b);\n const minC = Math.min(r, g, b);\n const sat = maxC > 1e-5 ? (maxC - minC) / maxC : 0;\n\n // Protect warm skin tones (hue around red/orange/yellow: r > g > b)\n let skinProtection = 1.0;\n if (r > g && g > b) {\n const skinFactor = (g - b) / (r - b + 1e-5);\n skinProtection = Math.max(0.2, 1.0 - skinFactor * 0.5);\n }\n\n // Weight inversely proportional to current saturation\n const boost = amount * (1.0 - sat) * skinProtection;\n const luma = 0.2126 * r + 0.7152 * g + 0.0722 * b;\n\n const newR = Math.max(0, Math.min(1, luma + (1 + boost) * (r - luma)));\n const newG = Math.max(0, Math.min(1, luma + (1 + boost) * (g - luma)));\n const newB = Math.max(0, Math.min(1, luma + (1 + boost) * (b - luma)));\n\n return [newR, newG, newB];\n}\n\n/**\n * Calculates RGB multiplier from Kelvin blackbody color temperature and green/magenta tint.\n * @param kelvin Temperature in Kelvin [2000..12000], D65 neutral is 6500K.\n * @param tint Green/magenta shift in [-100..100] (0 = neutral).\n */\nexport function getWhiteBalanceGains(kelvin: number, tint = 0): ColorRGB {\n const k = Math.max(2000, Math.min(12000, kelvin)) / 100.0;\n\n let r: number;\n let g: number;\n let b: number;\n\n if (k <= 66) {\n r = 255;\n g = 99.4708025861 * Math.log(k) - 161.1195681661;\n b = k <= 19 ? 0 : 138.5177312231 * Math.log(k - 10) - 305.0447927307;\n } else {\n r = 329.698727446 * Math.pow(k - 60, -0.1332047592);\n g = 288.1221695283 * Math.pow(k - 60, -0.0755148492);\n b = 255;\n }\n\n // Normalize D65 (6500K) to [1, 1, 1]\n const d65R = 255;\n const d65G = 250.7;\n const d65B = 255;\n\n let gainR = r / d65R;\n let gainG = g / d65G;\n let gainB = b / d65B;\n\n // Tint adjustment (green vs magenta)\n const tintFactor = tint / 100.0;\n gainG *= 1.0 - tintFactor * 0.15;\n gainR *= 1.0 + tintFactor * 0.05;\n gainB *= 1.0 + tintFactor * 0.05;\n\n return [gainR, gainG, gainB];\n}\n\n// -----------------------------------------------------------------------------\n// GLSL Shaders\n// -----------------------------------------------------------------------------\n\n/**\n * Self-contained GLSL functions for fast Oklab <-> Linear sRGB transforms.\n */\nexport function getOklabGLSL(): string {\n return `\n// Oklab <-> Linear sRGB (Björn Ottosson)\nvec3 flair_linear_to_oklab(vec3 c) {\n float l = pow(0.4122214708 * c.r + 0.5363325363 * c.g + 0.0514459929 * c.b, 1.0 / 3.0);\n float m = pow(0.2119034982 * c.r + 0.6806995451 * c.g + 0.1073969566 * c.b, 1.0 / 3.0);\n float s = pow(0.0883024619 * c.r + 0.2817188376 * c.g + 0.6299787005 * c.b, 1.0 / 3.0);\n return vec3(\n 0.2104542553 * l + 0.7936177850 * m - 0.0040720468 * s,\n 1.9779984951 * l - 2.4285922050 * m + 0.4505937099 * s,\n 0.0259040371 * l + 0.7827717662 * m - 0.8086757660 * s\n );\n}\n\nvec3 flair_oklab_to_linear(vec3 lab) {\n float l_ = lab.x + 0.3963377774 * lab.y + 0.2158037573 * lab.z;\n float m_ = lab.x - 0.1055613458 * lab.y - 0.0638541728 * lab.z;\n float s_ = lab.x - 0.0894841775 * lab.y - 1.2914855480 * lab.z;\n float l = l_ * l_ * l_;\n float m = m_ * m_ * m_;\n float s = s_ * s_ * s_;\n return vec3(\n +4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,\n -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,\n -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s\n );\n}\n`.trim();\n}\n\n/**\n * Self-contained GLSL functions for ASC CDL and Lift/Gamma/Gain grading.\n */\nexport function getColorGradingGLSL(): string {\n return `\n// ASC CDL Grading\nvec3 flair_cdl(vec3 color, vec3 slope, vec3 offset, vec3 power, float sat) {\n vec3 c = pow(max(color * slope + offset, vec3(0.0)), power);\n float luma = dot(c, vec3(0.2126, 0.7152, 0.0722));\n return mix(vec3(luma), c, sat);\n}\n\n// 3-Way Lift / Gamma / Gain Grading\nvec3 flair_lift_gamma_gain(vec3 color, vec3 lift, vec3 gamma, vec3 gain) {\n vec3 lifted = color + lift * (vec3(1.0) - color);\n vec3 gained = max(lifted * gain, vec3(0.0));\n return pow(gained, 1.0 / max(gamma, 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