@remotion/effects 4.0.538 → 4.0.539

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@@ -0,0 +1,888 @@
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+ // src/shatter/index.ts
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+ import { Internals } 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 ${JSON.stringify(value)}`);
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+ }
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+ };
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+ var assertOptionalColor = (value, name) => {
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+ if (value === undefined) {
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+ return;
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+ }
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+ assertRequiredColor(value, name);
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+ };
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+ var assertOptionalBoolean = (value, name) => {
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+ if (value === undefined) {
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+ return;
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+ }
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+ if (typeof value !== "boolean") {
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+ throw new TypeError(`"${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/shatter/geometry.ts
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+ var signedTriangleArea = (a, b, c) => (b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0]);
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+ var hash = (x, y, seed) => {
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+ let h = Math.imul(x, 2376512323) ^ Math.imul(y, 3625334849) ^ Math.imul(seed, 3407524639);
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+ h ^= h >>> 13;
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+ h = Math.imul(h, 1540483477);
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+ h ^= h >>> 15;
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+ return (h & 16777215) / 16777216;
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+ };
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+ function* patternCells(pattern, cell, x0, y0, x1, y1, seed) {
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+ const i0 = Math.floor(x0 / cell) - 1;
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+ const i1 = Math.ceil(x1 / cell) + 1;
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+ const j0 = Math.floor(y0 / cell) - 1;
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+ const j1 = Math.ceil(y1 / cell) + 1;
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+ if (pattern === "bricks") {
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+ const brickHeight = cell / 2;
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+ const row0 = Math.floor(y0 / brickHeight) - 1;
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+ const row1 = Math.ceil(y1 / brickHeight) + 1;
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+ for (let row = row0;row <= row1; row++) {
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+ const shift = Math.abs(row % 2) * cell * 0.5;
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+ for (let i = i0;i <= i1; i++) {
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+ const x = i * cell + shift;
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+ const y = row * brickHeight;
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+ yield [
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+ [x, y],
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+ [x + cell * 0.5, y],
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+ [x + cell, y],
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+ [x + cell, y + brickHeight],
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+ [x + cell * 0.5, y + brickHeight],
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+ [x, y + brickHeight]
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+ ];
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+ }
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+ }
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+ return;
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+ }
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+ if (pattern === "hexagons") {
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+ const radius = cell / Math.sqrt(3);
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+ const dx = 1.5 * radius;
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+ const col0 = Math.floor(x0 / dx) - 1;
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+ const col1 = Math.ceil(x1 / dx) + 1;
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+ for (let col = col0;col <= col1; col++) {
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+ for (let row = j0;row <= j1; row++) {
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+ const cx = col * dx;
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+ const cy = (row + Math.abs(col % 2) * 0.5) * cell;
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+ yield Array.from({ length: 6 }, (_, k) => {
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+ const angle = k * Math.PI / 3;
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+ return [cx + radius * Math.cos(angle), cy + radius * Math.sin(angle)];
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+ });
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+ }
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+ }
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+ return;
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+ }
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+ const jitter = (i, j) => [
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+ i * cell + (hash(i, j + 17, seed) * 2 - 1) * cell * 0.35,
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+ j * cell + (hash(i, j + 91, seed) * 2 - 1) * cell * 0.35
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+ ];
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+ for (let j = j0;j <= j1; j++) {
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+ for (let i = i0;i <= i1; i++) {
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+ const x = i * cell;
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+ const y = j * cell;
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+ const a = pattern === "glass" ? jitter(i, j) : [x, y];
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+ const b = pattern === "glass" ? jitter(i + 1, j) : [x + cell, y];
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+ const c = pattern === "glass" ? jitter(i + 1, j + 1) : [x + cell, y + cell];
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+ const d = pattern === "glass" ? jitter(i, j + 1) : [x, y + cell];
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+ const acValid = signedTriangleArea(a, b, c) > 0 && signedTriangleArea(a, c, d) > 0;
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+ const bdValid = signedTriangleArea(a, b, d) > 0 && signedTriangleArea(b, c, d) > 0;
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+ if (pattern === "squares") {
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+ yield [a, b, c, d];
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+ } else if (pattern === "glass" ? acValid && (!bdValid || hash(i, j, seed ^ 85) < 0.5) : Math.abs((i + j) % 2) === 1) {
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+ yield [a, b, c];
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+ yield [a, c, d];
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+ } else {
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+ yield [a, b, d];
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+ yield [b, c, d];
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+ }
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+ }
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+ }
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+ }
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+ var clipPolygon = (input, width, height) => {
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+ let polygon = input;
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+ for (let boundary = 0;boundary < 4; boundary++) {
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+ const axis = boundary < 2 ? 0 : 1;
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+ const limit = boundary % 2 === 0 ? 0 : axis === 0 ? width : height;
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+ const sign = boundary % 2 === 0 ? 1 : -1;
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+ const output = [];
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+ for (let i = 0;i < polygon.length; i++) {
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+ const a = polygon[i];
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+ const b = polygon[(i + 1) % polygon.length];
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+ const aInside = (a[axis] - limit) * sign >= 0;
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+ const bInside = (b[axis] - limit) * sign >= 0;
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+ if (aInside) {
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+ output.push(a);
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+ }
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+ if (aInside !== bInside) {
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+ const fraction = (limit - a[axis]) / (b[axis] - a[axis]);
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+ const intersection = [
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+ a[0] + (b[0] - a[0]) * fraction,
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+ a[1] + (b[1] - a[1]) * fraction
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+ ];
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+ intersection[axis] = limit;
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+ output.push(intersection);
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+ }
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+ }
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+ polygon = output;
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+ }
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+ return polygon;
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+ };
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+ var createShatterGeometry = (width, height, params) => {
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+ const identity = new Float32Array([
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 1,
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+ 0,
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+ width,
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+ 0,
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+ 0,
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+ 1,
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+ 0,
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+ 1,
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+ 0,
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+ width,
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+ height,
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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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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ 1,
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+ 0,
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+ width,
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+ height,
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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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+ 0,
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+ height,
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+ 0,
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+ 0,
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+ 1,
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+ 1,
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+ 0
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+ ]);
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+ if (params.time === 0 || params.radius <= Math.abs(params.depth) || params.strength === 0 && params.randomness === 0 && params.gravity === 0) {
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+ return identity;
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+ }
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+ const direction = params.direction % 360 * Math.PI / 180;
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+ const sin = Math.sin(direction);
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+ const cos = Math.cos(direction);
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+ const originX = (Math.abs(params.origin[0]) > 1e6 ? params.origin[0] % 1 : params.origin[0]) * width;
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+ const originY = (Math.abs(params.origin[1]) > 1e6 ? params.origin[1] % 1 : params.origin[1]) * height;
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+ const corners = [
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+ [0, 0],
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+ [width, 0],
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+ [width, height],
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+ [0, height]
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+ ].map(([x, y]) => [
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+ (x - originX) * cos + (y - originY) * sin,
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+ -(x - originX) * sin + (y - originY) * cos
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+ ]);
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+ const x0 = Math.min(...corners.map((point) => point[0]));
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+ const x1 = Math.max(...corners.map((point) => point[0]));
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+ const y0 = Math.min(...corners.map((point) => point[1]));
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+ const y1 = Math.max(...corners.map((point) => point[1]));
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+ let cell = Math.max(width / params.repetitions, Math.sqrt((x1 - x0) * (y1 - y0) / 20000), Math.max(x1 - x0, y1 - y0) / 1e4);
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+ while (2 * (Math.ceil((x1 - x0) / cell) + 5) * (Math.ceil((y1 - y0) / cell) + 5) > 50000) {
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+ cell *= 1.1;
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+ }
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+ const seed = Math.imul(params.seed, 2654435761);
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+ const unit = width * 0.1;
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+ const drag = params.viscosity * 5;
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+ const { time } = params;
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+ const velocityFactor = drag < 0.000001 ? time : -Math.expm1(-drag * time) / drag;
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+ const gravityFactor = drag < 0.000001 ? time * time / 2 : drag * time < 0.001 ? time * time * (0.5 - drag * time / 6 + (drag * time) ** 2 / 24) : (time - velocityFactor) / drag;
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+ const radius = params.radius * width;
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+ const depth = params.depth * width;
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+ const centerX = params.center[0] * width;
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+ const centerY = params.center[1] * height;
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+ const extrusion = params.extrusionDepth * cell;
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+ const cameraDistance = Math.max(width, height) * 2;
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+ const faces = [];
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+ let key = 0;
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+ let anyMoving = false;
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+ for (const patternPolygon of patternCells(params.pattern, cell, x0, y0, x1, y1, seed)) {
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+ const index = key++;
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+ const sourcePolygon = patternPolygon.map(([x, y]) => [
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+ originX + x * cos - y * sin,
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+ originY + x * sin + y * cos
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+ ]);
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+ const polygon = clipPolygon(sourcePolygon, width, height);
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+ if (polygon.length < 3) {
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+ continue;
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+ }
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+ const cx = sourcePolygon.reduce((sum, point) => sum + point[0], 0) / sourcePolygon.length;
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+ const cy = sourcePolygon.reduce((sum, point) => sum + point[1], 0) / sourcePolygon.length;
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+ const dx = cx - centerX;
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+ const dy = cy - centerY;
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+ const distance = Math.hypot(dx, dy, depth);
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+ const broken = distance < radius;
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+ let px = cx;
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+ let py = cy;
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+ let pz = 0;
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+ let rotation = [1, 0, 0, 0, 1, 0, 0, 0, 1];
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+ if (broken) {
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+ const force = params.strength * (1 - distance / radius) * unit / Math.max(distance, 0.000001);
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+ const mass = Math.max(0.001, 1 + params.massVariance * (hash(index, 1, seed) * 2 - 1));
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+ const vx = dx * force / mass + params.randomness * unit * (hash(index, 2, seed) * 2 - 1) * 2;
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+ const vy = dy * force / mass + params.randomness * unit * (hash(index, 3, seed) * 2 - 1) * 2;
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+ const vz = depth * force / mass + params.randomness * unit * (hash(index, 4, seed) * 2 - 1) * 2;
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+ px += vx * velocityFactor;
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+ py += vy * velocityFactor + params.gravity * unit * gravityFactor;
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+ pz += vz * velocityFactor;
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+ const axis = [
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+ hash(index, 6, seed) * 2 - 1,
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+ hash(index, 7, seed) * 2 - 1,
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+ hash(index, 8, seed) * 2 - 1
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+ ];
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+ const axisLength = Math.hypot(...axis);
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+ const speed = Math.min(10, Math.hypot(vx, vy, vz) / unit);
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+ const angle = params.rotationSpeed * Math.PI * 2 * (0.5 + hash(index, 9, seed)) * speed * velocityFactor;
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+ if (axisLength > 0.000000000001 && angle !== 0) {
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+ const [x, y, z] = axis.map((value) => value / axisLength);
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+ const s = Math.sin(angle);
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+ const c = Math.cos(angle);
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+ const t = 1 - c;
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+ rotation = [
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+ t * x * x + c,
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+ t * x * y - s * z,
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+ t * x * z + s * y,
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+ t * x * y + s * z,
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+ t * y * y + c,
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+ t * y * z - s * x,
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+ t * x * z - s * y,
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+ t * y * z + s * x,
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+ t * z * z + c
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+ ];
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+ }
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+ }
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+ const moving = px !== cx || py !== cy || pz !== 0 || rotation.some((value, axisIndex) => value !== (axisIndex % 4 === 0 ? 1 : 0));
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+ anyMoving ||= moving;
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+ const shade = moving ? 0.25 + 0.75 * Math.abs(rotation[8]) : 1;
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+ const vertices = polygon.map(([x, y]) => [
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+ px + rotation[0] * (x - cx) + rotation[1] * (y - cy),
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+ py + rotation[3] * (x - cx) + rotation[4] * (y - cy),
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+ pz + rotation[6] * (x - cx) + rotation[7] * (y - cy),
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+ x / width,
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+ y / height,
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+ shade,
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+ 0
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+ ]);
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+ if (vertices.some((vertex) => vertex.some((value) => !Number.isFinite(value) || Math.abs(value) > 1000000000000000000000000000000))) {
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+ continue;
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+ }
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+ faces.push({
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+ depth: vertices.reduce((sum, vertex) => sum + vertex[2], 0) / vertices.length,
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+ vertices
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+ });
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+ if (!moving || extrusion === 0) {
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+ continue;
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+ }
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+ for (let edge = 0;edge < polygon.length; edge++) {
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+ const a = polygon[edge];
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+ const b = polygon[(edge + 1) % polygon.length];
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+ const edgeX = b[0] - a[0];
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+ const edgeY = b[1] - a[1];
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+ const length = Math.hypot(edgeX, edgeY);
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+ if (length < 0.000001) {
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+ continue;
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+ }
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+ const nx = (rotation[0] * edgeY - rotation[1] * edgeX) / length;
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+ const ny = (rotation[3] * edgeY - rotation[4] * edgeX) / length;
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+ const nz = (rotation[6] * edgeY - rotation[7] * edgeX) / length;
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+ const frontA = vertices[edge];
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+ const frontB = vertices[(edge + 1) % vertices.length];
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+ const mx = (frontA[0] + frontB[0] + rotation[2] * extrusion) / 2;
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+ const my = (frontA[1] + frontB[1] + rotation[5] * extrusion) / 2;
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+ const mz = (frontA[2] + frontB[2] + rotation[8] * extrusion) / 2;
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+ if (nx * (width / 2 - mx) + ny * (height / 2 - my) + nz * (-cameraDistance - mz) <= 0) {
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+ continue;
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+ }
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+ const au = a[0] / width;
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+ const av = a[1] / height;
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+ const bu = b[0] / width;
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+ const bv = b[1] / height;
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+ const sideShade = 0.25 + 0.75 * Math.abs(nz);
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+ const sideVertices = [
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+ [frontA[0], frontA[1], frontA[2], au, av, sideShade, 1],
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+ [frontB[0], frontB[1], frontB[2], bu, bv, sideShade, 1],
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+ [
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+ frontB[0] + rotation[2] * extrusion,
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+ frontB[1] + rotation[5] * extrusion,
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+ frontB[2] + rotation[8] * extrusion,
410
+ bu,
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+ bv,
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+ sideShade,
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+ 1
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+ ],
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+ [
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+ frontA[0] + rotation[2] * extrusion,
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+ frontA[1] + rotation[5] * extrusion,
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+ frontA[2] + rotation[8] * extrusion,
419
+ au,
420
+ av,
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+ sideShade,
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+ 1
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+ ]
424
+ ];
425
+ if (sideVertices.every((vertex) => vertex.every((value) => Number.isFinite(value) && Math.abs(value) < 1000000000000000000000000000000))) {
426
+ faces.push({ depth: mz, vertices: sideVertices });
427
+ }
428
+ }
429
+ }
430
+ if (!anyMoving) {
431
+ return identity;
432
+ }
433
+ faces.sort((a, b) => b.depth - a.depth);
434
+ const floatCount = faces.reduce((sum, face) => {
435
+ const centered = params.pattern === "bricks" && face.vertices[0][6] === 0;
436
+ return sum + (face.vertices.length - (centered ? 0 : 2)) * 3 * 7;
437
+ }, 0);
438
+ const output = new Float32Array(floatCount);
439
+ let offset = 0;
440
+ for (const face of faces) {
441
+ const centered = params.pattern === "bricks" && face.vertices[0][6] === 0;
442
+ const center = centered ? face.vertices[0].map((_, component) => face.vertices.reduce((sum, vertex) => sum + vertex[component], 0) / face.vertices.length) : face.vertices[0];
443
+ const triangleCount = face.vertices.length - (centered ? 0 : 2);
444
+ for (let i = 0;i < triangleCount; i++) {
445
+ const start = centered ? i : i + 1;
446
+ for (const vertex of [
447
+ center,
448
+ face.vertices[start],
449
+ face.vertices[(start + 1) % face.vertices.length]
450
+ ]) {
451
+ output.set(vertex, offset);
452
+ offset += 7;
453
+ }
454
+ }
455
+ }
456
+ return output;
457
+ };
458
+
459
+ // src/shatter/runtime.ts
460
+ var VERTEX_SHADER = `#version 300 es
461
+ layout(location = 0) in vec3 aPosition;
462
+ layout(location = 1) in vec2 aUv;
463
+ layout(location = 2) in float aShade;
464
+ layout(location = 3) in float aSide;
465
+
466
+ uniform vec2 uResolution;
467
+
468
+ out vec2 vUv;
469
+ out float vShade;
470
+ out float vSide;
471
+
472
+ void main() {
473
+ float distance = max(uResolution.x, uResolution.y) * 2.0;
474
+ float near = distance * 0.05;
475
+ float w = distance + aPosition.z;
476
+ vec2 position = vec2(
477
+ (aPosition.x - uResolution.x * 0.5) * 2.0 / uResolution.x,
478
+ (uResolution.y * 0.5 - aPosition.y) * 2.0 / uResolution.y
479
+ );
480
+ // Keep homogeneous coordinates so WebGL clips shards at the near plane
481
+ // and interpolates their texture coordinates with perspective correction.
482
+ gl_Position = vec4(position * distance, w - 2.0 * near, w);
483
+ vUv = vec2(aUv.x, 1.0 - aUv.y);
484
+ vShade = aShade;
485
+ vSide = aSide;
486
+ }
487
+ `;
488
+ var FRAGMENT_SHADER = `#version 300 es
489
+ precision highp float;
490
+
491
+ uniform sampler2D uSource;
492
+
493
+ in vec2 vUv;
494
+ in float vShade;
495
+ in float vSide;
496
+ out vec4 fragColor;
497
+
498
+ void main() {
499
+ vec4 source = texture(uSource, vUv);
500
+ // The sides inherit the source alpha at the shard edge. A transparent
501
+ // image must not acquire opaque geometry when extrusion is enabled.
502
+ vec3 color = mix(source.rgb, vec3(source.a), vSide);
503
+ fragColor = vec4(color * vShade, source.a);
504
+ }
505
+ `;
506
+ var compileShader = (gl, type, source) => {
507
+ const shader = gl.createShader(type);
508
+ if (!shader) {
509
+ throw new Error("Failed to create Shatter shader");
510
+ }
511
+ gl.shaderSource(shader, source);
512
+ gl.compileShader(shader);
513
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
514
+ const log = gl.getShaderInfoLog(shader);
515
+ gl.deleteShader(shader);
516
+ throw new Error(`Shatter shader compile failed: ${log ?? "(no log)"}`);
517
+ }
518
+ return shader;
519
+ };
520
+ var setupShatter = (gl) => {
521
+ const program = gl.createProgram();
522
+ const vao = gl.createVertexArray();
523
+ const vbo = gl.createBuffer();
524
+ const texture = gl.createTexture();
525
+ const shaders = [];
526
+ try {
527
+ if (!program || !vao || !vbo || !texture) {
528
+ throw new Error("Failed to create Shatter WebGL resources");
529
+ }
530
+ shaders.push(compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER));
531
+ shaders.push(compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER));
532
+ for (const shader of shaders) {
533
+ gl.attachShader(program, shader);
534
+ }
535
+ gl.linkProgram(program);
536
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
537
+ throw new Error(`Shatter program link failed: ${gl.getProgramInfoLog(program) ?? "(no log)"}`);
538
+ }
539
+ gl.bindVertexArray(vao);
540
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
541
+ gl.enableVertexAttribArray(0);
542
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 28, 0);
543
+ gl.enableVertexAttribArray(1);
544
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 28, 12);
545
+ gl.enableVertexAttribArray(2);
546
+ gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 28, 20);
547
+ gl.enableVertexAttribArray(3);
548
+ gl.vertexAttribPointer(3, 1, gl.FLOAT, false, 28, 24);
549
+ gl.bindVertexArray(null);
550
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
551
+ gl.bindTexture(gl.TEXTURE_2D, texture);
552
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
553
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
554
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
555
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
556
+ gl.bindTexture(gl.TEXTURE_2D, null);
557
+ return {
558
+ gl,
559
+ program,
560
+ vao,
561
+ vbo,
562
+ texture,
563
+ uSource: gl.getUniformLocation(program, "uSource"),
564
+ uResolution: gl.getUniformLocation(program, "uResolution")
565
+ };
566
+ } catch (error) {
567
+ gl.deleteTexture(texture);
568
+ gl.deleteBuffer(vbo);
569
+ gl.deleteVertexArray(vao);
570
+ gl.deleteProgram(program);
571
+ throw error;
572
+ } finally {
573
+ for (const shader of shaders) {
574
+ gl.deleteShader(shader);
575
+ }
576
+ }
577
+ };
578
+ var drawShatter = ({
579
+ state,
580
+ source,
581
+ width,
582
+ height,
583
+ flipSourceY,
584
+ vertices
585
+ }) => {
586
+ const { gl, program, vao, vbo, texture, uSource, uResolution } = state;
587
+ gl.viewport(0, 0, width, height);
588
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
589
+ gl.disable(gl.DEPTH_TEST);
590
+ gl.disable(gl.CULL_FACE);
591
+ gl.clearColor(0, 0, 0, 0);
592
+ gl.clear(gl.COLOR_BUFFER_BIT);
593
+ gl.enable(gl.BLEND);
594
+ gl.blendEquation(gl.FUNC_ADD);
595
+ gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
596
+ gl.useProgram(program);
597
+ gl.bindVertexArray(vao);
598
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
599
+ gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
600
+ gl.activeTexture(gl.TEXTURE0);
601
+ gl.bindTexture(gl.TEXTURE_2D, texture);
602
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
603
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
604
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
605
+ gl.uniform1i(uSource, 0);
606
+ gl.uniform2f(uResolution, width, height);
607
+ gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 7);
608
+ gl.bindVertexArray(null);
609
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
610
+ gl.bindTexture(gl.TEXTURE_2D, null);
611
+ gl.useProgram(null);
612
+ gl.disable(gl.BLEND);
613
+ };
614
+ var cleanupShatter = ({
615
+ gl,
616
+ program,
617
+ vao,
618
+ vbo,
619
+ texture
620
+ }) => {
621
+ gl.deleteTexture(texture);
622
+ gl.deleteBuffer(vbo);
623
+ gl.deleteVertexArray(vao);
624
+ gl.deleteProgram(program);
625
+ };
626
+
627
+ // src/shatter/index.ts
628
+ var { createEffect, createWebGL2ContextError } = Internals;
629
+ var DEFAULT_TIME = 0.5;
630
+ var DEFAULT_PATTERN = "bricks";
631
+ var DEFAULT_REPETITIONS = 10;
632
+ var DEFAULT_DIRECTION = 0;
633
+ var DEFAULT_ORIGIN = [0.5, 0.5];
634
+ var DEFAULT_CENTER = [0.5, 0.5];
635
+ var DEFAULT_RADIUS = 0.4;
636
+ var DEFAULT_DEPTH = 0.1;
637
+ var DEFAULT_STRENGTH = 5;
638
+ var DEFAULT_ROTATION_SPEED = 0.2;
639
+ var DEFAULT_RANDOMNESS = 0.1;
640
+ var DEFAULT_VISCOSITY = 0.1;
641
+ var DEFAULT_MASS_VARIANCE = 0.3;
642
+ var DEFAULT_GRAVITY = 3;
643
+ var DEFAULT_SEED = 0;
644
+ var DEFAULT_EXTRUSION_DEPTH = 0.05;
645
+ var shatterSchema = {
646
+ time: {
647
+ type: "number",
648
+ min: 0,
649
+ max: 5,
650
+ step: 0.01,
651
+ default: DEFAULT_TIME,
652
+ description: "Time",
653
+ hiddenFromList: false
654
+ },
655
+ pattern: {
656
+ type: "enum",
657
+ variants: { bricks: {}, glass: {}, hexagons: {}, squares: {}, triangles: {} },
658
+ default: DEFAULT_PATTERN,
659
+ description: "Pattern"
660
+ },
661
+ repetitions: {
662
+ type: "number",
663
+ min: 1,
664
+ max: 100,
665
+ step: 1,
666
+ default: DEFAULT_REPETITIONS,
667
+ description: "Repetitions",
668
+ hiddenFromList: false
669
+ },
670
+ direction: {
671
+ type: "rotation-degrees",
672
+ step: 1,
673
+ default: DEFAULT_DIRECTION,
674
+ description: "Pattern direction"
675
+ },
676
+ origin: {
677
+ type: "uv-coordinate",
678
+ step: 0.01,
679
+ default: DEFAULT_ORIGIN,
680
+ description: "Pattern origin"
681
+ },
682
+ center: {
683
+ type: "uv-coordinate",
684
+ step: 0.01,
685
+ default: DEFAULT_CENTER,
686
+ description: "Force center"
687
+ },
688
+ radius: {
689
+ type: "number",
690
+ min: 0,
691
+ max: 2,
692
+ step: 0.01,
693
+ default: DEFAULT_RADIUS,
694
+ description: "Force radius",
695
+ hiddenFromList: false
696
+ },
697
+ depth: {
698
+ type: "number",
699
+ min: -1,
700
+ max: 1,
701
+ step: 0.01,
702
+ default: DEFAULT_DEPTH,
703
+ description: "Force depth",
704
+ hiddenFromList: false
705
+ },
706
+ strength: {
707
+ type: "number",
708
+ min: -20,
709
+ max: 20,
710
+ step: 0.1,
711
+ default: DEFAULT_STRENGTH,
712
+ description: "Force strength",
713
+ hiddenFromList: false
714
+ },
715
+ rotationSpeed: {
716
+ type: "number",
717
+ min: 0,
718
+ max: 5,
719
+ step: 0.01,
720
+ default: DEFAULT_ROTATION_SPEED,
721
+ description: "Rotation speed",
722
+ hiddenFromList: false
723
+ },
724
+ randomness: {
725
+ type: "number",
726
+ min: 0,
727
+ max: 1,
728
+ step: 0.01,
729
+ default: DEFAULT_RANDOMNESS,
730
+ description: "Randomness",
731
+ hiddenFromList: false
732
+ },
733
+ viscosity: {
734
+ type: "number",
735
+ min: 0,
736
+ max: 1,
737
+ step: 0.01,
738
+ default: DEFAULT_VISCOSITY,
739
+ description: "Viscosity",
740
+ hiddenFromList: false
741
+ },
742
+ massVariance: {
743
+ type: "number",
744
+ min: 0,
745
+ max: 1,
746
+ step: 0.01,
747
+ default: DEFAULT_MASS_VARIANCE,
748
+ description: "Mass variance",
749
+ hiddenFromList: false
750
+ },
751
+ gravity: {
752
+ type: "number",
753
+ min: 0,
754
+ max: 10,
755
+ step: 0.1,
756
+ default: DEFAULT_GRAVITY,
757
+ description: "Gravity",
758
+ hiddenFromList: false
759
+ },
760
+ seed: {
761
+ type: "number",
762
+ integer: true,
763
+ min: 0,
764
+ max: 4294967295,
765
+ step: 1,
766
+ default: DEFAULT_SEED,
767
+ description: "Random seed",
768
+ hiddenFromList: false
769
+ },
770
+ extrusionDepth: {
771
+ type: "number",
772
+ min: 0,
773
+ max: 1,
774
+ step: 0.01,
775
+ default: DEFAULT_EXTRUSION_DEPTH,
776
+ description: "Extrusion depth",
777
+ hiddenFromList: false
778
+ }
779
+ };
780
+ var resolve = (params) => ({
781
+ time: params.time ?? DEFAULT_TIME,
782
+ pattern: params.pattern ?? DEFAULT_PATTERN,
783
+ repetitions: params.repetitions ?? DEFAULT_REPETITIONS,
784
+ direction: params.direction ?? DEFAULT_DIRECTION,
785
+ origin: params.origin ?? DEFAULT_ORIGIN,
786
+ center: params.center ?? DEFAULT_CENTER,
787
+ radius: params.radius ?? DEFAULT_RADIUS,
788
+ depth: params.depth ?? DEFAULT_DEPTH,
789
+ strength: params.strength ?? DEFAULT_STRENGTH,
790
+ rotationSpeed: params.rotationSpeed ?? DEFAULT_ROTATION_SPEED,
791
+ randomness: params.randomness ?? DEFAULT_RANDOMNESS,
792
+ viscosity: params.viscosity ?? DEFAULT_VISCOSITY,
793
+ massVariance: params.massVariance ?? DEFAULT_MASS_VARIANCE,
794
+ gravity: params.gravity ?? DEFAULT_GRAVITY,
795
+ seed: params.seed ?? DEFAULT_SEED,
796
+ extrusionDepth: params.extrusionDepth ?? DEFAULT_EXTRUSION_DEPTH
797
+ });
798
+ var shatter = createEffect({
799
+ type: "remotion/shatter",
800
+ label: "shatter()",
801
+ documentationLink: "https://www.remotion.dev/docs/effects/shatter",
802
+ backend: "webgl2",
803
+ schema: shatterSchema,
804
+ validateParams: (params) => {
805
+ assertEffectParamsObject(params, "Shatter");
806
+ for (const name of [
807
+ "time",
808
+ "repetitions",
809
+ "direction",
810
+ "radius",
811
+ "depth",
812
+ "strength",
813
+ "rotationSpeed",
814
+ "randomness",
815
+ "viscosity",
816
+ "massVariance",
817
+ "gravity",
818
+ "seed",
819
+ "extrusionDepth"
820
+ ]) {
821
+ assertOptionalFiniteNumber(params[name], name);
822
+ }
823
+ for (const name of ["origin", "center"]) {
824
+ const value = params[name];
825
+ if (value !== undefined && (!Array.isArray(value) || value.length !== 2 || !Number.isFinite(value[0]) || !Number.isFinite(value[1]))) {
826
+ throw new TypeError(`"${name}" must contain two finite numbers`);
827
+ }
828
+ }
829
+ const r = resolve(params);
830
+ if (params.pattern !== undefined && (typeof params.pattern !== "string" || !Object.hasOwn(shatterSchema.pattern.variants, params.pattern))) {
831
+ throw new TypeError('"pattern" must be "bricks", "glass", "hexagons", "squares", or "triangles"');
832
+ }
833
+ if (r.repetitions < 1 || r.repetitions > 100) {
834
+ throw new TypeError('"repetitions" must be between 1 and 100');
835
+ }
836
+ for (const name of [
837
+ "time",
838
+ "radius",
839
+ "rotationSpeed",
840
+ "gravity"
841
+ ]) {
842
+ validateNonNegative(r[name], name);
843
+ }
844
+ for (const name of [
845
+ "randomness",
846
+ "viscosity",
847
+ "massVariance",
848
+ "extrusionDepth"
849
+ ]) {
850
+ validateUnitInterval(r[name], name);
851
+ }
852
+ if (!Number.isInteger(r.seed) || r.seed < 0 || r.seed > 4294967295) {
853
+ throw new TypeError('"seed" must be an integer from 0 to 4294967295');
854
+ }
855
+ },
856
+ calculateKey: (params) => `shatter-${JSON.stringify(resolve(params))}`,
857
+ setup: (target) => {
858
+ const gl = target.getContext("webgl2", {
859
+ premultipliedAlpha: true,
860
+ alpha: true,
861
+ preserveDrawingBuffer: true
862
+ });
863
+ if (!gl) {
864
+ throw createWebGL2ContextError("shatter effect");
865
+ }
866
+ return { ...setupShatter(gl), geometryKey: null, vertices: null };
867
+ },
868
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
869
+ const r = resolve(params);
870
+ const geometryKey = `${width}:${height}:${JSON.stringify(r)}`;
871
+ if (state.geometryKey !== geometryKey || state.vertices === null) {
872
+ state.vertices = createShatterGeometry(width, height, r);
873
+ state.geometryKey = geometryKey;
874
+ }
875
+ drawShatter({
876
+ state,
877
+ source,
878
+ width,
879
+ height,
880
+ flipSourceY,
881
+ vertices: state.vertices
882
+ });
883
+ },
884
+ cleanup: cleanupShatter
885
+ });
886
+ export {
887
+ shatter
888
+ };