@remotion/effects 4.0.468 → 4.0.470

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@@ -0,0 +1,430 @@
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+ // src/fisheye/index.ts
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+ import { Internals as Internals2 } from "remotion";
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+
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+ // src/validate-effect-param.ts
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+ var assertEffectParamsObject = (params, effectLabel) => {
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+ if (params === null || typeof params !== "object") {
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+ throw new TypeError(`${effectLabel} effect requires a parameters object, but got ${JSON.stringify(params)}`);
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+ }
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+ };
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+ var assertRequiredFiniteNumber = (value, name) => {
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+ if (typeof value !== "number" || !Number.isFinite(value)) {
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+ throw new TypeError(`"${name}" must be a finite number, but got ${JSON.stringify(value)}`);
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+ }
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+ };
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+ var assertRequiredColor = (value, name) => {
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+ if (typeof value !== "string" || value.length === 0) {
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+ throw new TypeError(`"${name}" must be a non-empty string, but got ${JSON.stringify(value)}`);
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+ }
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+ };
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+ var assertOptionalColor = (value, name) => {
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+ if (value === undefined) {
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+ return;
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+ }
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+ assertRequiredColor(value, name);
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+ };
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+
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+ // src/color-utils.ts
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+ var DEFAULT_AMOUNT = 1;
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+ var DEFAULT_BRIGHTNESS_AMOUNT = 0;
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+ var DEFAULT_HUE_DEGREES = 0;
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+ var colorAmountSchema = {
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+ type: "number",
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+ min: 0,
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+ max: 1,
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+ step: 0.01,
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+ default: DEFAULT_AMOUNT,
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+ description: "Amount"
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+ };
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+ var colorMultiplierSchema = {
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+ type: "number",
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+ min: 0,
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+ step: 0.01,
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+ default: DEFAULT_AMOUNT,
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+ description: "Amount"
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+ };
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+ var brightnessAmountSchema = {
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+ type: "number",
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+ min: -1,
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+ max: 1,
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+ step: 0.01,
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+ default: DEFAULT_BRIGHTNESS_AMOUNT,
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+ description: "Amount"
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+ };
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+ var hueDegreesSchema = {
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+ type: "number",
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+ step: 1,
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+ default: DEFAULT_HUE_DEGREES,
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+ description: "Degrees"
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+ };
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+ var assertOptionalFiniteNumber = (value, name) => {
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+ if (value === undefined) {
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+ return;
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+ }
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+ assertRequiredFiniteNumber(value, name);
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+ };
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+ var validateUnitInterval = (value, name) => {
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+ if (value < 0) {
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+ throw new TypeError(`"${name}" must be >= 0, but got ${JSON.stringify(value)}`);
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+ }
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+ if (value > 1) {
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+ throw new TypeError(`"${name}" must be <= 1, but got ${JSON.stringify(value)}`);
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+ }
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+ };
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+ var validateNonNegative = (value, name) => {
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+ if (value < 0) {
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+ throw new TypeError(`"${name}" must be >= 0, but got ${JSON.stringify(value)}`);
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+ }
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+ };
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+ var validateSignedUnitInterval = (value, name) => {
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+ if (value < -1) {
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+ throw new TypeError(`"${name}" must be >= -1, but got ${JSON.stringify(value)}`);
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+ }
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+ if (value > 1) {
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+ throw new TypeError(`"${name}" must be <= 1, but got ${JSON.stringify(value)}`);
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+ }
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+ };
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+ var clampColorChannel = (value) => {
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+ return Math.max(0, Math.min(255, value));
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+ };
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+ var parseColorRgba = (ctx, color) => {
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+ ctx.clearRect(0, 0, 1, 1);
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+ ctx.fillStyle = color;
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+ ctx.fillRect(0, 0, 1, 1);
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+ const { data } = ctx.getImageData(0, 0, 1, 1);
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+ return [data[0], data[1], data[2], data[3]];
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+ };
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+
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+ // src/fisheye/fisheye-runtime.ts
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+ import { Internals } from "remotion";
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+
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+ // src/fisheye/fisheye-shaders.ts
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+ var FISHEYE_VS = `#version 300 es
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+ layout(location = 0) in vec2 aPos;
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+ layout(location = 1) in vec2 aUv;
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+ out vec2 vUv;
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+ void main() {
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+ vUv = aUv;
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+ gl_Position = vec4(aPos, 0.0, 1.0);
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+ }
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+ `;
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+ var FISHEYE_FS = `#version 300 es
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+ precision highp float;
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+ in vec2 vUv;
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+ out vec4 fragColor;
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+
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+ uniform sampler2D uSource;
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+ uniform vec2 uCenter;
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+ uniform float uFieldOfView;
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+ uniform float uRadius;
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+ uniform float uZoom;
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+ uniform float uAspect;
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+
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+ void main() {
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+ vec2 toCenter = vUv - uCenter;
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+ vec2 aspectCorrected = vec2(toCenter.x * uAspect, toCenter.y);
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+
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+ float dist = length(aspectCorrected);
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+ float r = dist / max(uRadius, 0.0001);
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+
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+ if (r > 1.0 || uFieldOfView <= 0.0001) {
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+ fragColor = vec4(0.0);
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+ return;
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+ }
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+
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+ float halfFov = uFieldOfView * 0.5;
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+ float warped = tan(r * halfFov) / tan(halfFov);
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+
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+ float scale = (dist > 0.00001) ? (warped * uRadius / dist) : 0.0;
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+ vec2 warpedAspect = aspectCorrected * scale;
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+ vec2 warpedOffset = vec2(warpedAspect.x / uAspect, warpedAspect.y);
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+ warpedOffset /= max(uZoom, 0.0001);
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+
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+ vec2 srcUv = uCenter + warpedOffset;
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+
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+ if (
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+ srcUv.x < 0.0 ||
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+ srcUv.x > 1.0 ||
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+ srcUv.y < 0.0 ||
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+ srcUv.y > 1.0
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+ ) {
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+ fragColor = vec4(0.0);
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+ return;
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+ }
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+
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+ fragColor = texture(uSource, srcUv);
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+ }
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+ `;
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+
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+ // src/fisheye/fisheye-runtime.ts
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+ var { createWebGL2ContextError } = Internals;
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+ var compileShader = (gl, type, source) => {
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+ const shader = gl.createShader(type);
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+ if (!shader) {
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+ throw new Error("Failed to create WebGL shader");
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+ }
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+ gl.shaderSource(shader, source);
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+ gl.compileShader(shader);
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+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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+ const log = gl.getShaderInfoLog(shader);
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+ gl.deleteShader(shader);
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+ throw new Error(`Shader compile failed: ${log ?? "(no log)"}`);
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+ }
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+ return shader;
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+ };
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+ var linkProgram = (gl, vs, fs) => {
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+ const program = gl.createProgram();
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+ if (!program) {
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+ throw new Error("Failed to create WebGL program");
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+ }
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+ gl.attachShader(program, vs);
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+ gl.attachShader(program, fs);
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+ gl.linkProgram(program);
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+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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+ const log = gl.getProgramInfoLog(program);
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+ gl.deleteProgram(program);
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+ throw new Error(`Program link failed: ${log ?? "(no log)"}`);
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+ }
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+ return program;
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+ };
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+ var createProgram = (gl, vertexSource, fragmentSource) => {
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+ const vs = compileShader(gl, gl.VERTEX_SHADER, vertexSource);
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+ const fs = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
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+ const program = linkProgram(gl, vs, fs);
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+ gl.deleteShader(vs);
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+ gl.deleteShader(fs);
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+ return program;
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+ };
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+ var createRgbaTexture = (gl) => {
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+ const texture = gl.createTexture();
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+ if (!texture) {
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+ throw new Error("Failed to create WebGL texture");
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+ }
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+ gl.bindTexture(gl.TEXTURE_2D, texture);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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+ gl.bindTexture(gl.TEXTURE_2D, null);
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+ return texture;
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+ };
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+ var setupFisheye = (target) => {
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+ const gl = target.getContext("webgl2", {
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+ premultipliedAlpha: true,
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+ alpha: true,
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+ preserveDrawingBuffer: true
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+ });
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+ if (!gl) {
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+ throw createWebGL2ContextError("fisheye effect");
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+ }
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+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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+ const program = createProgram(gl, FISHEYE_VS, FISHEYE_FS);
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+ const vao = gl.createVertexArray();
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+ if (!vao) {
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+ throw new Error("Failed to create WebGL vertex array");
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+ }
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+ gl.bindVertexArray(vao);
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+ const data = new Float32Array([
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+ -1,
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+ -1,
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+ 0,
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+ 0,
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+ 1,
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+ -1,
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+ 1,
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+ 0,
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+ -1,
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+ 1,
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+ 0,
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+ 1,
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+ 1,
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+ 1,
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+ 1,
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+ 1
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+ ]);
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+ const vbo = gl.createBuffer();
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+ if (!vbo) {
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+ throw new Error("Failed to create WebGL buffer");
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+ }
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+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
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+ gl.enableVertexAttribArray(0);
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+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
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+ gl.enableVertexAttribArray(1);
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+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 16, 8);
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+ gl.bindVertexArray(null);
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+ const textureSource = createRgbaTexture(gl);
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+ return {
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+ gl,
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+ program,
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+ vao,
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+ vbo,
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+ textureSource,
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+ uniforms: {
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+ uSource: gl.getUniformLocation(program, "uSource"),
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+ uCenter: gl.getUniformLocation(program, "uCenter"),
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+ uFieldOfView: gl.getUniformLocation(program, "uFieldOfView"),
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+ uRadius: gl.getUniformLocation(program, "uRadius"),
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+ uZoom: gl.getUniformLocation(program, "uZoom"),
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+ uAspect: gl.getUniformLocation(program, "uAspect")
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+ }
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+ };
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+ };
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+ var cleanupFisheye = (state) => {
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+ const { gl, program, vao, vbo, textureSource } = state;
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+ gl.deleteTexture(textureSource);
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+ gl.deleteBuffer(vbo);
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+ gl.deleteProgram(program);
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+ gl.deleteVertexArray(vao);
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+ };
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+ var drawFullscreenQuad = (state) => {
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+ const { gl, vao } = state;
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+ gl.bindVertexArray(vao);
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+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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+ gl.bindVertexArray(null);
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+ };
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+ var applyFisheye = ({
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+ state,
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+ source,
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+ width,
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+ height,
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+ center,
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+ fieldOfView,
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+ radius,
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+ zoom,
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+ flipSourceY
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+ }) => {
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+ const { gl, program, textureSource, uniforms } = state;
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+ gl.viewport(0, 0, width, height);
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+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
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+ gl.bindTexture(gl.TEXTURE_2D, textureSource);
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+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
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+ gl.bindTexture(gl.TEXTURE_2D, null);
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+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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+ gl.clearColor(0, 0, 0, 0);
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+ gl.clear(gl.COLOR_BUFFER_BIT);
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+ gl.useProgram(program);
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+ if (uniforms.uSource)
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+ gl.uniform1i(uniforms.uSource, 0);
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+ if (uniforms.uCenter)
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+ gl.uniform2f(uniforms.uCenter, center[0], center[1]);
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+ if (uniforms.uFieldOfView)
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+ gl.uniform1f(uniforms.uFieldOfView, fieldOfView);
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+ if (uniforms.uRadius)
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+ gl.uniform1f(uniforms.uRadius, radius);
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+ if (uniforms.uZoom)
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+ gl.uniform1f(uniforms.uZoom, zoom);
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+ if (uniforms.uAspect)
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+ gl.uniform1f(uniforms.uAspect, width / height);
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+ gl.activeTexture(gl.TEXTURE0);
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+ gl.bindTexture(gl.TEXTURE_2D, textureSource);
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+ drawFullscreenQuad(state);
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+ gl.bindTexture(gl.TEXTURE_2D, null);
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+ gl.useProgram(null);
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+ };
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+
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+ // src/fisheye/index.ts
327
+ var { createEffect } = Internals2;
328
+ var DEFAULT_FISHEYE_FIELD_OF_VIEW = 2.5;
329
+ var DEFAULT_FISHEYE_CENTER = [0.5, 0.5];
330
+ var DEFAULT_FISHEYE_RADIUS = 1;
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+ var DEFAULT_FISHEYE_ZOOM = 1;
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+ var MAX_FIELD_OF_VIEW = Math.PI;
333
+ var fisheyeSchema = {
334
+ fieldOfView: {
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+ type: "number",
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+ min: 0,
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+ max: MAX_FIELD_OF_VIEW,
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+ step: 0.01,
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+ default: DEFAULT_FISHEYE_FIELD_OF_VIEW,
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+ description: "Field of view"
341
+ },
342
+ center: {
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+ type: "uv-coordinate",
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+ min: 0,
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+ max: 1,
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+ step: 0.01,
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+ default: DEFAULT_FISHEYE_CENTER,
348
+ description: "Center"
349
+ },
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+ radius: {
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+ type: "number",
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+ min: 0.01,
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+ max: 3,
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+ step: 0.01,
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+ default: DEFAULT_FISHEYE_RADIUS,
356
+ description: "Radius"
357
+ },
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+ zoom: {
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+ type: "number",
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+ min: 0.1,
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+ max: 5,
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+ step: 0.01,
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+ default: DEFAULT_FISHEYE_ZOOM,
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+ description: "Zoom"
365
+ }
366
+ };
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+ var resolve = (p) => ({
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+ fieldOfView: p.fieldOfView ?? DEFAULT_FISHEYE_FIELD_OF_VIEW,
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+ center: [...p.center ?? DEFAULT_FISHEYE_CENTER],
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+ radius: p.radius ?? DEFAULT_FISHEYE_RADIUS,
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+ zoom: p.zoom ?? DEFAULT_FISHEYE_ZOOM
372
+ });
373
+ var assertOptionalUvCoordinate = (value, name) => {
374
+ if (value === undefined) {
375
+ return;
376
+ }
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+ if (!Array.isArray(value) || value.length !== 2 || value.some((item) => typeof item !== "number" || !Number.isFinite(item))) {
378
+ throw new TypeError(`"${name}" must be a [number, number] tuple`);
379
+ }
380
+ };
381
+ var validatePositive = (value, name) => {
382
+ if (value <= 0) {
383
+ throw new TypeError(`"${name}" must be greater than 0, but got ${JSON.stringify(value)}`);
384
+ }
385
+ };
386
+ var validateFisheyeParams = (params) => {
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+ assertEffectParamsObject(params, "Fisheye");
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+ assertOptionalFiniteNumber(params.fieldOfView, "fieldOfView");
389
+ assertOptionalUvCoordinate(params.center, "center");
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+ assertOptionalFiniteNumber(params.radius, "radius");
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+ assertOptionalFiniteNumber(params.zoom, "zoom");
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+ const resolved = resolve(params);
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+ validateNonNegative(resolved.fieldOfView, "fieldOfView");
394
+ if (resolved.fieldOfView > MAX_FIELD_OF_VIEW) {
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+ throw new TypeError(`"fieldOfView" must be <= ${MAX_FIELD_OF_VIEW}, but got ${JSON.stringify(resolved.fieldOfView)}`);
396
+ }
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+ validatePositive(resolved.radius, "radius");
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+ validatePositive(resolved.zoom, "zoom");
399
+ };
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+ var fisheye = createEffect({
401
+ type: "remotion/fisheye",
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+ label: "fisheye()",
403
+ documentationLink: "https://www.remotion.dev/docs/effects/fisheye",
404
+ backend: "webgl2",
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+ calculateKey: (params) => {
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+ const r = resolve(params);
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+ return `fisheye-${r.fieldOfView}-${r.center.join(":")}-${r.radius}-${r.zoom}`;
408
+ },
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+ setup: (target) => setupFisheye(target),
410
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
411
+ const r = resolve(params);
412
+ applyFisheye({
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+ state,
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+ source,
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+ width,
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+ height,
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+ center: r.center,
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+ fieldOfView: r.fieldOfView,
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+ radius: r.radius,
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+ zoom: r.zoom,
421
+ flipSourceY
422
+ });
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+ },
424
+ cleanup: (state) => cleanupFisheye(state),
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+ schema: fisheyeSchema,
426
+ validateParams: validateFisheyeParams
427
+ });
428
+ export {
429
+ fisheye
430
+ };
package/dist/esm/glow.mjs CHANGED
@@ -98,6 +98,60 @@ var parseColorRgba = (ctx, color) => {
98
98
  // src/glow/glow-runtime.ts
99
99
  import { Internals } from "remotion";
100
100
 
101
+ // src/gaussian-blur-shader.ts
102
+ var buildGaussianBlurFs = (direction) => {
103
+ const dirVec = direction === "horizontal" ? "vec2(1.0, 0.0)" : "vec2(0.0, 1.0)";
104
+ return `#version 300 es
105
+ precision highp float;
106
+
107
+ in vec2 vUv;
108
+ out vec4 fragColor;
109
+
110
+ uniform sampler2D uSource;
111
+ uniform float uRadius;
112
+ uniform vec2 uTexelSize;
113
+
114
+ const int MIN_KERNEL_HALF = 4;
115
+ const int MAX_KERNEL_HALF = 32;
116
+ const float TARGET_SAMPLE_DISTANCE_PX = 2.0;
117
+ const vec2 DIRECTION = ${dirVec};
118
+
119
+ void main() {
120
+ if (uRadius <= 0.0) {
121
+ fragColor = texture(uSource, vUv);
122
+ return;
123
+ }
124
+
125
+ int kernelHalf = int(
126
+ min(
127
+ float(MAX_KERNEL_HALF),
128
+ max(float(MIN_KERNEL_HALF), ceil(uRadius / TARGET_SAMPLE_DISTANCE_PX))
129
+ )
130
+ );
131
+ float pixelStride = uRadius / float(kernelHalf);
132
+ float sigma = uRadius / 3.0;
133
+ float twoSigmaSq = 2.0 * sigma * sigma;
134
+
135
+ vec4 sum = vec4(0.0);
136
+ float weightSum = 0.0;
137
+
138
+ for (int i = -MAX_KERNEL_HALF; i <= MAX_KERNEL_HALF; ++i) {
139
+ if (abs(i) > kernelHalf) {
140
+ continue;
141
+ }
142
+
143
+ float offsetPx = float(i) * pixelStride;
144
+ float w = exp(-(offsetPx * offsetPx) / twoSigmaSq);
145
+ vec2 uv = vUv + DIRECTION * uTexelSize * offsetPx;
146
+ sum += texture(uSource, uv) * w;
147
+ weightSum += w;
148
+ }
149
+
150
+ fragColor = sum / weightSum;
151
+ }
152
+ `;
153
+ };
154
+
101
155
  // src/glow/glow-shaders.ts
102
156
  var GLOW_VS = `#version 300 es
103
157
  layout(location = 0) in vec2 aPos;
@@ -139,48 +193,8 @@ void main() {
139
193
  fragColor = vec4(uColor.rgb * glowAlpha, glowAlpha);
140
194
  }
141
195
  `;
142
- var buildBlurFs = (direction) => {
143
- const dirVec = direction === "horizontal" ? "vec2(1.0, 0.0)" : "vec2(0.0, 1.0)";
144
- return `#version 300 es
145
- precision highp float;
146
-
147
- in vec2 vUv;
148
- out vec4 fragColor;
149
-
150
- uniform sampler2D uSource;
151
- uniform float uRadius;
152
- uniform vec2 uTexelSize;
153
-
154
- const int KERNEL_HALF = 4;
155
- const vec2 DIRECTION = ${dirVec};
156
-
157
- void main() {
158
- if (uRadius <= 0.0) {
159
- fragColor = texture(uSource, vUv);
160
- return;
161
- }
162
-
163
- float pixelStride = uRadius / float(KERNEL_HALF);
164
- float sigma = uRadius / 3.0;
165
- float twoSigmaSq = 2.0 * sigma * sigma;
166
-
167
- vec4 sum = vec4(0.0);
168
- float weightSum = 0.0;
169
-
170
- for (int i = -KERNEL_HALF; i <= KERNEL_HALF; ++i) {
171
- float offsetPx = float(i) * pixelStride;
172
- float w = exp(-(offsetPx * offsetPx) / twoSigmaSq);
173
- vec2 uv = vUv + DIRECTION * uTexelSize * offsetPx;
174
- sum += texture(uSource, uv) * w;
175
- weightSum += w;
176
- }
177
-
178
- fragColor = sum / weightSum;
179
- }
180
- `;
181
- };
182
- var GLOW_BLUR_FS_HORIZONTAL = buildBlurFs("horizontal");
183
- var GLOW_BLUR_FS_VERTICAL = buildBlurFs("vertical");
196
+ var GLOW_BLUR_FS_HORIZONTAL = buildGaussianBlurFs("horizontal");
197
+ var GLOW_BLUR_FS_VERTICAL = buildGaussianBlurFs("vertical");
184
198
  var GLOW_COMPOSITE_FS = `#version 300 es
185
199
  precision highp float;
186
200