@remotion/effects 4.0.522 → 4.0.523
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/dist/esm/tear.mjs +392 -0
- package/dist/tear.d.ts +13 -0
- package/package.json +11 -3
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@@ -0,0 +1,392 @@
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// src/tear.ts
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import { Internals } from "remotion";
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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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// 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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// src/tear.ts
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var { createEffect, createWebGL2ContextError } = Internals;
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var DEFAULT_PROGRESS = 0.5;
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var DEFAULT_ANGLE = 0;
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var DEFAULT_ROTATION = 20;
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var DEFAULT_JAGGEDNESS = 20;
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var MESH_ROWS = 192;
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var tearSchema = {
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progress: {
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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_PROGRESS,
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description: "Progress",
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hiddenFromList: false
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},
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angle: {
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type: "number",
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step: 1,
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default: DEFAULT_ANGLE,
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description: "Angle",
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hiddenFromList: false
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},
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rotation: {
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type: "number",
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min: 0,
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max: 90,
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step: 1,
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default: DEFAULT_ROTATION,
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description: "Rotation",
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hiddenFromList: false
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},
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jaggedness: {
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type: "number",
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min: 0,
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max: 100,
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step: 1,
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default: DEFAULT_JAGGEDNESS,
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description: "Jaggedness",
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hiddenFromList: false
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}
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};
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var resolve = (p) => ({
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progress: p.progress ?? DEFAULT_PROGRESS,
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angle: p.angle ?? DEFAULT_ANGLE,
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rotation: p.rotation ?? DEFAULT_ROTATION,
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jaggedness: p.jaggedness ?? DEFAULT_JAGGEDNESS
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});
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var validateTearParams = (params) => {
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assertEffectParamsObject(params, "Tear");
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assertOptionalFiniteNumber(params.progress, "progress");
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assertOptionalFiniteNumber(params.angle, "angle");
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assertOptionalFiniteNumber(params.rotation, "rotation");
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assertOptionalFiniteNumber(params.jaggedness, "jaggedness");
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const r = resolve(params);
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if (r.progress < 0) {
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throw new Error('"progress" must be >= 0');
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}
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if (r.rotation < 0 || r.rotation > 90) {
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throw new Error('"rotation" must be between 0 and 90');
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}
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if (r.jaggedness < 0) {
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throw new Error('"jaggedness" must be >= 0');
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}
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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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out vec2 vUv;
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uniform vec2 uResolution;
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uniform float uAngle;
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uniform float uProgress;
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uniform float uRotation;
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uniform float uJaggedness;
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uniform float uSide;
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float seam(float y, float width) {
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// Six zigzags, with matching edges on both pieces. Limit the amplitude
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// to keep the tear inside the source, even on very narrow canvases.
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float zigzag = 1.0 - 4.0 * abs(fract(y * 6.0 + 0.25) - 0.5);
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return width * 0.5 + zigzag * min(uJaggedness, width * 0.45);
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}
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void main() {
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// Work in a rectangle aligned with the rip, large enough to cover the
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// original canvas at every angle. Rotate UVs back to the source so the
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// image itself keeps its orientation.
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float direction = radians(uAngle);
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float dc = cos(direction);
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float ds = sin(direction);
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mat2 toCanvas = mat2(dc, -ds, ds, dc);
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vec2 extent = vec2(
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abs(dc) * uResolution.x + abs(ds) * uResolution.y,
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abs(ds) * uResolution.x + abs(dc) * uResolution.y
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);
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float outerEdge = uSide < 0.0 ? 0.0 : extent.x;
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vec2 source = vec2(mix(outerEdge, seam(aPos.y, extent.x), aPos.x), aPos.y * extent.y);
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vec2 sourceCanvas = toCanvas * (source - extent * 0.5) + uResolution * 0.5;
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vUv = vec2(sourceCanvas.x / uResolution.x, 1.0 - sourceCanvas.y / uResolution.y);
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float tearProgress = min(uProgress, 1.0);
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float tipY = tearProgress * extent.y;
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// Keep the motion independent of the jagged edge. Following the seam
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// with the pivot would rock the entire image at every zigzag.
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vec2 pivot = vec2(extent.x * 0.5, tipY);
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// The short bend near the tip joins the rotating portion continuously
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// to the untouched area below it. Work in pixels to preserve angles
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// at different aspect ratios.
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float fullAngle = radians(uRotation) * tearProgress;
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// Widen the bend for larger rotations / wider sheets so neighboring
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// rows cannot fold over each other at the outside edges.
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float bendHeight = max(extent.y * 0.15, fullAngle * extent.x * 1.5);
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float bend = smoothstep(0.0, bendHeight, tipY - source.y);
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float angle = uSide * fullAngle * bend;
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float c = cos(angle);
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float s = sin(angle);
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vec2 delta = source - pivot;
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vec2 position = pivot + vec2(c * delta.x - s * delta.y, s * delta.x + c * delta.y);
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// After the tear reaches the bottom, keep the rotation stable and
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// move each piece outward by half a canvas width per unit of progress.
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position.x += uSide * max(uProgress - 1.0, 0.0) * extent.x * 0.5;
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position = toCanvas * (position - extent * 0.5) + uResolution * 0.5;
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gl_Position = vec4(position.x / uResolution.x * 2.0 - 1.0, 1.0 - position.y / uResolution.y * 2.0, 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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in vec2 vUv;
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out vec4 fragColor;
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uniform sampler2D uSource;
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void main() {
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// The rotated mesh extends beyond the original image. Those parts
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// must remain transparent instead of smearing clamped border pixels.
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if (any(lessThan(vUv, vec2(0.0))) || any(greaterThan(vUv, vec2(1.0)))) {
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discard;
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}
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fragColor = texture(uSource, vUv);
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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 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(`Tear 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(`Tear 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 createTearState = (gl) => {
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const vs = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);
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const fs = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
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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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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((MESH_ROWS + 1) * 4);
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for (let row = 0;row <= MESH_ROWS; row++) {
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data.set([0, row / MESH_ROWS, 1, row / MESH_ROWS], row * 4);
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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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const aPos = gl.getAttribLocation(program, "aPos");
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gl.enableVertexAttribArray(aPos);
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gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 8, 0);
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gl.bindVertexArray(null);
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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_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
308
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
309
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
310
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
311
|
+
gl.bindTexture(gl.TEXTURE_2D, null);
|
|
312
|
+
return {
|
|
313
|
+
gl,
|
|
314
|
+
program,
|
|
315
|
+
vao,
|
|
316
|
+
vbo,
|
|
317
|
+
texture,
|
|
318
|
+
uSource: gl.getUniformLocation(program, "uSource"),
|
|
319
|
+
uResolution: gl.getUniformLocation(program, "uResolution"),
|
|
320
|
+
uAngle: gl.getUniformLocation(program, "uAngle"),
|
|
321
|
+
uProgress: gl.getUniformLocation(program, "uProgress"),
|
|
322
|
+
uRotation: gl.getUniformLocation(program, "uRotation"),
|
|
323
|
+
uJaggedness: gl.getUniformLocation(program, "uJaggedness"),
|
|
324
|
+
uSide: gl.getUniformLocation(program, "uSide")
|
|
325
|
+
};
|
|
326
|
+
};
|
|
327
|
+
var tear = createEffect({
|
|
328
|
+
type: "dev.remotion.effects.tear",
|
|
329
|
+
label: "tear()",
|
|
330
|
+
documentationLink: "https://www.remotion.dev/docs/effects/tear",
|
|
331
|
+
backend: "webgl2",
|
|
332
|
+
calculateKey: (params) => {
|
|
333
|
+
const r = resolve(params);
|
|
334
|
+
return `tear-${r.progress}-${r.rotation}-${r.jaggedness}-${r.angle}`;
|
|
335
|
+
},
|
|
336
|
+
setup: (target) => {
|
|
337
|
+
const gl = target.getContext("webgl2", {
|
|
338
|
+
premultipliedAlpha: true,
|
|
339
|
+
alpha: true,
|
|
340
|
+
preserveDrawingBuffer: true
|
|
341
|
+
});
|
|
342
|
+
if (!gl) {
|
|
343
|
+
throw createWebGL2ContextError("tear effect");
|
|
344
|
+
}
|
|
345
|
+
return createTearState(gl);
|
|
346
|
+
},
|
|
347
|
+
apply: ({ source, width, height, params, state, flipSourceY }) => {
|
|
348
|
+
const r = resolve(params);
|
|
349
|
+
state.gl.viewport(0, 0, width, height);
|
|
350
|
+
state.gl.bindFramebuffer(state.gl.FRAMEBUFFER, null);
|
|
351
|
+
state.gl.clearColor(0, 0, 0, 0);
|
|
352
|
+
state.gl.clear(state.gl.COLOR_BUFFER_BIT);
|
|
353
|
+
state.gl.useProgram(state.program);
|
|
354
|
+
state.gl.bindVertexArray(state.vao);
|
|
355
|
+
state.gl.activeTexture(state.gl.TEXTURE0);
|
|
356
|
+
state.gl.bindTexture(state.gl.TEXTURE_2D, state.texture);
|
|
357
|
+
state.gl.pixelStorei(state.gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
|
|
358
|
+
state.gl.pixelStorei(state.gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
|
|
359
|
+
state.gl.texImage2D(state.gl.TEXTURE_2D, 0, state.gl.RGBA, state.gl.RGBA, state.gl.UNSIGNED_BYTE, source);
|
|
360
|
+
if (state.uSource)
|
|
361
|
+
state.gl.uniform1i(state.uSource, 0);
|
|
362
|
+
if (state.uAngle)
|
|
363
|
+
state.gl.uniform1f(state.uAngle, r.angle % 360);
|
|
364
|
+
if (state.uProgress)
|
|
365
|
+
state.gl.uniform1f(state.uProgress, r.progress);
|
|
366
|
+
if (state.uRotation)
|
|
367
|
+
state.gl.uniform1f(state.uRotation, r.rotation);
|
|
368
|
+
if (state.uJaggedness)
|
|
369
|
+
state.gl.uniform1f(state.uJaggedness, r.jaggedness);
|
|
370
|
+
if (state.uResolution)
|
|
371
|
+
state.gl.uniform2f(state.uResolution, width, height);
|
|
372
|
+
for (const side of [-1, 1]) {
|
|
373
|
+
if (state.uSide)
|
|
374
|
+
state.gl.uniform1f(state.uSide, side);
|
|
375
|
+
state.gl.drawArrays(state.gl.TRIANGLE_STRIP, 0, (MESH_ROWS + 1) * 2);
|
|
376
|
+
}
|
|
377
|
+
state.gl.bindVertexArray(null);
|
|
378
|
+
state.gl.bindTexture(state.gl.TEXTURE_2D, null);
|
|
379
|
+
state.gl.useProgram(null);
|
|
380
|
+
},
|
|
381
|
+
cleanup: ({ gl, program, vao, vbo, texture }) => {
|
|
382
|
+
gl.deleteTexture(texture);
|
|
383
|
+
gl.deleteBuffer(vbo);
|
|
384
|
+
gl.deleteProgram(program);
|
|
385
|
+
gl.deleteVertexArray(vao);
|
|
386
|
+
},
|
|
387
|
+
schema: tearSchema,
|
|
388
|
+
validateParams: validateTearParams
|
|
389
|
+
});
|
|
390
|
+
export {
|
|
391
|
+
tear
|
|
392
|
+
};
|
package/dist/tear.d.ts
ADDED
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
export type TearParams = {
|
|
2
|
+
/** Tear progress: 0 is intact, 1 reaches the opposite edge, and values above 1 move the pieces farther apart. Defaults to 0.5. */
|
|
3
|
+
readonly progress?: number;
|
|
4
|
+
/** Rip direction in degrees: 0 top-to-bottom, 90 left-to-right. Defaults to 0. */
|
|
5
|
+
readonly angle?: number;
|
|
6
|
+
/** Maximum outward rotation in degrees, between 0 and 90. Defaults to 20. */
|
|
7
|
+
readonly rotation?: number;
|
|
8
|
+
/** Zigzag amplitude in pixels. Use 0 for a straight seam. Defaults to 20. */
|
|
9
|
+
readonly jaggedness?: number;
|
|
10
|
+
};
|
|
11
|
+
export declare const tear: (params?: (TearParams & {
|
|
12
|
+
readonly disabled?: boolean | undefined;
|
|
13
|
+
}) | undefined) => import("remotion").EffectDescriptor<unknown>;
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@remotion/effects",
|
|
3
|
-
"version": "4.0.
|
|
3
|
+
"version": "4.0.523",
|
|
4
4
|
"description": "Effects that can be applied to Remotion-based canvas components",
|
|
5
5
|
"main": "dist/index.js",
|
|
6
6
|
"types": "dist/index.d.ts",
|
|
@@ -26,7 +26,7 @@
|
|
|
26
26
|
"url": "https://github.com/remotion-dev/remotion/issues"
|
|
27
27
|
},
|
|
28
28
|
"dependencies": {
|
|
29
|
-
"remotion": "4.0.
|
|
29
|
+
"remotion": "4.0.523"
|
|
30
30
|
},
|
|
31
31
|
"exports": {
|
|
32
32
|
".": {
|
|
@@ -319,6 +319,11 @@
|
|
|
319
319
|
"module": "./dist/esm/starburst.mjs",
|
|
320
320
|
"import": "./dist/esm/starburst.mjs"
|
|
321
321
|
},
|
|
322
|
+
"./tear": {
|
|
323
|
+
"types": "./dist/tear.d.ts",
|
|
324
|
+
"module": "./dist/esm/tear.mjs",
|
|
325
|
+
"import": "./dist/esm/tear.mjs"
|
|
326
|
+
},
|
|
322
327
|
"./thermal-vision": {
|
|
323
328
|
"types": "./dist/thermal-vision.d.ts",
|
|
324
329
|
"module": "./dist/esm/thermal-vision.mjs",
|
|
@@ -564,6 +569,9 @@
|
|
|
564
569
|
"starburst": [
|
|
565
570
|
"dist/starburst.d.ts"
|
|
566
571
|
],
|
|
572
|
+
"tear": [
|
|
573
|
+
"dist/tear.d.ts"
|
|
574
|
+
],
|
|
567
575
|
"thermal-vision": [
|
|
568
576
|
"dist/thermal-vision.d.ts"
|
|
569
577
|
],
|
|
@@ -610,7 +618,7 @@
|
|
|
610
618
|
},
|
|
611
619
|
"homepage": "https://www.remotion.dev/docs/effects/api",
|
|
612
620
|
"devDependencies": {
|
|
613
|
-
"@remotion/eslint-config-internal": "4.0.
|
|
621
|
+
"@remotion/eslint-config-internal": "4.0.523",
|
|
614
622
|
"@vitest/browser-playwright": "4.0.9",
|
|
615
623
|
"eslint": "9.19.0",
|
|
616
624
|
"vitest": "4.0.9",
|