@remotion/effects 4.0.507 → 4.0.509

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@@ -0,0 +1,363 @@
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+ // src/vibrance.ts
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+ import { Internals } from "remotion";
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+
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+ // src/color-correction-shader-utils.ts
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+ var COLOR_SPACE_GLSL = `
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+ vec3 srgbToLinear(vec3 color) {
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+ vec3 lower = color / 12.92;
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+ vec3 upper = pow((color + 0.055) / 1.055, vec3(2.4));
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+ return mix(lower, upper, step(vec3(0.04045), color));
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+ }
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+
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+ vec3 linearToSrgb(vec3 color) {
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+ vec3 nonNegative = max(color, vec3(0.0));
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+ vec3 lower = nonNegative * 12.92;
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+ vec3 upper = 1.055 * pow(nonNegative, vec3(1.0 / 2.4)) - 0.055;
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+ return mix(lower, upper, step(vec3(0.0031308), nonNegative));
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+ }
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+ `;
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+ var WHITE_BALANCE_GLSL = `
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+ vec3 applyWhiteBalanceLinear(vec3 linear, float temperature, float tint) {
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+ vec3 temperatureOffset = vec3(0.3, 0.0, -0.3) * temperature;
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+ vec3 tintOffset = vec3(0.15, -0.3, 0.15) * tint;
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+ vec3 gains = exp2(temperatureOffset + tintOffset);
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+ float luminanceGain = dot(gains, vec3(0.2126, 0.7152, 0.0722));
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+ return linear * gains / luminanceGain;
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+ }
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+ `;
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+ var SHADOWS_HIGHLIGHTS_GLSL = `
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+ float getShadowsHighlightsStops(
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+ vec3 color,
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+ float shadows,
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+ float highlights
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+ ) {
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+ float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
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+ float shadowWeight = 1.0 - smoothstep(0.0, 0.6, luminance);
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+ float highlightWeight = smoothstep(0.4, 1.0, luminance);
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+ shadowWeight *= shadowWeight;
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+ highlightWeight *= highlightWeight;
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+ return shadows * shadowWeight + highlights * highlightWeight;
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+ }
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+ `;
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+ var VIBRANCE_GLSL = `
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+ vec3 applyVibrance(vec3 color, float amount) {
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+ float maximum = max(max(color.r, color.g), color.b);
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+ float minimum = min(min(color.r, color.g), color.b);
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+ float lightness = (maximum + minimum) * 0.5;
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+ float chroma = maximum - minimum;
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+ float saturationDenominator = 1.0 - abs(2.0 * lightness - 1.0);
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+ float saturation = saturationDenominator <= 0.0
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+ ? 0.0
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+ : chroma / saturationDenominator;
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+
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+ if (saturation <= 0.000001) {
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+ return color;
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+ }
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+
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+ float targetSaturation = amount >= 0.0
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+ ? saturation + amount * (1.0 - saturation)
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+ : saturation * (1.0 + amount);
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+ return clamp(
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+ vec3(lightness) +
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+ (color - vec3(lightness)) * (targetSaturation / saturation),
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+ 0.0,
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+ 1.0
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+ );
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+ }
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+ `;
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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 ${JSON.stringify(value)}`);
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+ }
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+ };
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+ var assertOptionalColor = (value, name) => {
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+ if (value === undefined) {
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+ return;
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+ }
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+ assertRequiredColor(value, name);
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+ };
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+ var assertOptionalBoolean = (value, name) => {
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+ if (value === undefined) {
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+ return;
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+ }
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+ if (typeof value !== "boolean") {
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+ throw new TypeError(`"${name}" must be a boolean, but got ${JSON.stringify(value)}`);
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+ }
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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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+ hiddenFromList: false
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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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+ hiddenFromList: false
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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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+ hiddenFromList: false
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+ };
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+ var hueDegreesSchema = {
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+ type: "rotation-degrees",
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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/vibrance.ts
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+ var { createEffect, createWebGL2ContextError } = Internals;
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+ var DEFAULT_AMOUNT2 = 0;
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+ var vibranceSchema = {
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+ amount: {
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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_AMOUNT2,
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+ description: "Amount",
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+ hiddenFromList: false
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+ }
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+ };
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+ var resolve = (params) => ({
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+ amount: params.amount ?? DEFAULT_AMOUNT2
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+ });
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+ var validateVibranceParams = (params) => {
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+ assertEffectParamsObject(params, "Vibrance");
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+ assertOptionalFiniteNumber(params.amount, "amount");
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+ const { amount } = resolve(params);
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+ validateSignedUnitInterval(amount, "amount");
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+ };
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+ var VERTEX_SHADER = `#version 300 es
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+ in vec2 aPos;
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+ in vec2 aUv;
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+ out vec2 vUv;
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+
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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 FRAGMENT_SHADER = `#version 300 es
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+ precision highp float;
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+
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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 float uAmount;
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+
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+ ${VIBRANCE_GLSL}
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+
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+ void main() {
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+ vec4 sourceColor = texture(uSource, vUv);
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+ float alpha = sourceColor.a;
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+
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+ if (alpha <= 0.0) {
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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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+ vec3 color = sourceColor.rgb / alpha;
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+ vec3 adjusted = applyVibrance(color, uAmount);
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+
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+ fragColor = vec4(adjusted * alpha, alpha);
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+ }
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+ `;
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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 vibrance 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(`Vibrance 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 createProgram = (gl) => {
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+ const vertexShader = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);
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+ const fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
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+ const program = gl.createProgram();
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+ if (!program) {
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+ throw new Error("Failed to create vibrance shader program");
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+ }
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+ gl.attachShader(program, vertexShader);
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+ gl.attachShader(program, fragmentShader);
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+ gl.linkProgram(program);
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+ gl.deleteShader(vertexShader);
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+ gl.deleteShader(fragmentShader);
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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(`Vibrance shader link failed: ${log ?? "(no log)"}`);
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+ }
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+ return program;
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+ };
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+ var createTexture = (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 vibrance 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 setupVibrance = (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("vibrance 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);
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+ const vao = gl.createVertexArray();
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+ if (!vao) {
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+ throw new Error("Failed to create vibrance vertex array");
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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 vibrance vertex buffer");
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+ }
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+ gl.bindVertexArray(vao);
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+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 0, 0, 1, -1, 1, 0, -1, 1, 0, 1, 1, 1, 1, 1]), gl.STATIC_DRAW);
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+ const aPos = gl.getAttribLocation(program, "aPos");
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+ const aUv = gl.getAttribLocation(program, "aUv");
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+ gl.enableVertexAttribArray(aPos);
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+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
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+ gl.enableVertexAttribArray(aUv);
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+ gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 16, 8);
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+ gl.bindVertexArray(null);
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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: createTexture(gl),
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+ uniforms: {
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+ uSource: gl.getUniformLocation(program, "uSource"),
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+ uAmount: gl.getUniformLocation(program, "uAmount")
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+ }
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+ };
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+ };
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+ var vibrance = createEffect({
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+ type: "remotion/vibrance",
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+ label: "vibrance()",
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+ documentationLink: "https://www.remotion.dev/docs/effects/vibrance",
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+ backend: "webgl2",
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+ calculateKey: (params) => {
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+ const { amount } = resolve(params);
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+ return `vibrance-${amount}`;
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+ },
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+ setup: setupVibrance,
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+ apply: ({ source, width, height, params, state, flipSourceY }) => {
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+ const { amount } = resolve(params);
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+ const { gl, program, textureSource, uniforms, vao } = state;
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+ gl.viewport(0, 0, width, height);
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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.activeTexture(gl.TEXTURE0);
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+ gl.bindTexture(gl.TEXTURE_2D, textureSource);
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+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
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+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
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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.uAmount)
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+ gl.uniform1f(uniforms.uAmount, amount);
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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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+ gl.bindTexture(gl.TEXTURE_2D, null);
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+ gl.useProgram(null);
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+ },
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+ cleanup: ({ gl, program, vao, vbo, textureSource }) => {
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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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+ schema: vibranceSchema,
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+ validateParams: validateVibranceParams
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+ });
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+ export {
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+ vibrance
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+ };