@remotion/effects 4.0.538 → 4.0.540

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Files changed (209) hide show
  1. package/THIRD_PARTY_LICENSES.md +19 -0
  2. package/dist/barrel-distortion/webgpu-shader.d.ts +1 -0
  3. package/dist/bevel-alpha/webgpu-shaders.d.ts +2 -0
  4. package/dist/burlap-webgpu-shader.d.ts +1 -0
  5. package/dist/checkerboard-webgpu-shader.d.ts +1 -0
  6. package/dist/chromatic-aberration/webgpu-shader.d.ts +1 -0
  7. package/dist/color-correction-webgpu-shader-utils.d.ts +4 -0
  8. package/dist/color-key-webgpu-shader.d.ts +1 -0
  9. package/dist/color-matrix-runtime.d.ts +4 -0
  10. package/dist/contour-lines-webgpu-shader.d.ts +1 -0
  11. package/dist/corner-pin/webgpu-shader.d.ts +1 -0
  12. package/dist/curves.d.ts +65 -0
  13. package/dist/cylinder/webgl-shader.d.ts +1 -0
  14. package/dist/dot-grid-webgpu-shader.d.ts +1 -0
  15. package/dist/drop-shadow/webgpu-shaders.d.ts +2 -0
  16. package/dist/emboss-webgpu-shader.d.ts +1 -0
  17. package/dist/esm/barrel-distortion.mjs +67 -118
  18. package/dist/esm/bevel-alpha.mjs +247 -196
  19. package/dist/esm/blur.mjs +101 -115
  20. package/dist/esm/brightness.mjs +65 -132
  21. package/dist/esm/burlap.mjs +178 -151
  22. package/dist/esm/checkerboard.mjs +6 -514
  23. package/dist/esm/chromatic-aberration.mjs +72 -119
  24. package/dist/esm/color-correction.mjs +186 -224
  25. package/dist/esm/color-key.mjs +149 -136
  26. package/dist/esm/contour-lines.mjs +201 -160
  27. package/dist/esm/contrast.mjs +65 -132
  28. package/dist/esm/corner-pin.mjs +4 -390
  29. package/dist/esm/curves.mjs +357 -0
  30. package/dist/esm/cylinder.mjs +108 -225
  31. package/dist/esm/dot-grid.mjs +184 -213
  32. package/dist/esm/drop-shadow.mjs +162 -180
  33. package/dist/esm/duotone.mjs +110 -143
  34. package/dist/esm/emboss.mjs +153 -151
  35. package/dist/esm/evolve.mjs +228 -154
  36. package/dist/esm/exposure.mjs +93 -201
  37. package/dist/esm/film-burn.mjs +298 -0
  38. package/dist/esm/fisheye.mjs +97 -126
  39. package/dist/esm/flannel.mjs +158 -156
  40. package/dist/esm/fractal-noise.mjs +186 -232
  41. package/dist/esm/glow.mjs +164 -179
  42. package/dist/esm/grayscale.mjs +56 -122
  43. package/dist/esm/gridlines.mjs +6 -575
  44. package/dist/esm/halftone-linear-gradient.mjs +246 -245
  45. package/dist/esm/halftone.mjs +267 -243
  46. package/dist/esm/hue.mjs +55 -122
  47. package/dist/esm/index-00v3hr66.mjs +299 -0
  48. package/dist/esm/index-0w4eqht8.mjs +351 -0
  49. package/dist/esm/index-18y0zcy2.mjs +440 -0
  50. package/dist/esm/index-1m1b1ad7.mjs +520 -0
  51. package/dist/esm/index-34fxm3ax.mjs +518 -0
  52. package/dist/esm/index-4fvp93ps.mjs +32 -0
  53. package/dist/esm/index-4scpn12x.mjs +224 -0
  54. package/dist/esm/index-4z6pt3ka.mjs +104 -0
  55. package/dist/esm/index-618ky75w.mjs +51 -0
  56. package/dist/esm/index-6agxdrvr.mjs +411 -0
  57. package/dist/esm/index-6jkps947.mjs +120 -0
  58. package/dist/esm/index-8agtsbw4.mjs +617 -0
  59. package/dist/esm/index-8jx11jyn.mjs +29 -0
  60. package/dist/esm/index-8p04sssx.mjs +123 -0
  61. package/dist/esm/index-afdtmrh2.mjs +596 -0
  62. package/dist/esm/index-b86qstcs.mjs +18 -0
  63. package/dist/esm/index-cb77qg3g.mjs +587 -0
  64. package/dist/esm/index-cdp7tr8x.mjs +122 -0
  65. package/dist/esm/index-evy8hyah.mjs +55 -0
  66. package/dist/esm/index-gnsce796.mjs +6 -0
  67. package/dist/esm/index-kkvzt8b7.mjs +199 -0
  68. package/dist/esm/index-r0v18b2n.mjs +425 -0
  69. package/dist/esm/index-rswpzmm5.mjs +926 -0
  70. package/dist/esm/index-s9mrx750.mjs +97 -0
  71. package/dist/esm/index-tvfexb7s.mjs +164 -0
  72. package/dist/esm/index-vp56k1gj.mjs +215 -0
  73. package/dist/esm/index-wxhvgv2s.mjs +79 -0
  74. package/dist/esm/index-wy95a41r.mjs +407 -0
  75. package/dist/esm/index-ysnwfc4t.mjs +306 -0
  76. package/dist/esm/index.mjs +49 -4053
  77. package/dist/esm/invert.mjs +54 -122
  78. package/dist/esm/iris-wipe.mjs +315 -0
  79. package/dist/esm/lens-blur.mjs +169 -156
  80. package/dist/esm/levels.mjs +204 -151
  81. package/dist/esm/light-leak.mjs +6 -416
  82. package/dist/esm/light-trail.mjs +124 -128
  83. package/dist/esm/linear-gradient-tint.mjs +4 -424
  84. package/dist/esm/linear-gradient.mjs +4 -370
  85. package/dist/esm/linear-progressive-blur.mjs +92 -118
  86. package/dist/esm/linear-progressive-pixelate.mjs +83 -378
  87. package/dist/esm/lines.mjs +167 -162
  88. package/dist/esm/liquid-contours.mjs +192 -153
  89. package/dist/esm/long-shadows.mjs +278 -251
  90. package/dist/esm/lut.mjs +123 -23
  91. package/dist/esm/mirror.mjs +78 -120
  92. package/dist/esm/noise-displacement.mjs +156 -151
  93. package/dist/esm/noise.mjs +107 -143
  94. package/dist/esm/outline.mjs +192 -170
  95. package/dist/esm/page-turn.mjs +141 -244
  96. package/dist/esm/paper.mjs +522 -194
  97. package/dist/esm/pattern.mjs +4 -568
  98. package/dist/esm/pixel-dissolve.mjs +158 -186
  99. package/dist/esm/pixelate.mjs +92 -149
  100. package/dist/esm/radial-progressive-blur.mjs +96 -118
  101. package/dist/esm/radial-progressive-pixelate.mjs +91 -384
  102. package/dist/esm/radial-wipe.mjs +224 -0
  103. package/dist/esm/rain-fall.mjs +114 -0
  104. package/dist/esm/region-blur.mjs +138 -192
  105. package/dist/esm/rings.mjs +6 -512
  106. package/dist/esm/roughen-edges.mjs +180 -156
  107. package/dist/esm/saturation.mjs +56 -122
  108. package/dist/esm/scale.mjs +50 -60
  109. package/dist/esm/scanlines.mjs +115 -149
  110. package/dist/esm/shadows-highlights.mjs +103 -205
  111. package/dist/esm/shatter.mjs +868 -0
  112. package/dist/esm/shine.mjs +192 -227
  113. package/dist/esm/shrinkwrap.mjs +388 -225
  114. package/dist/esm/skew.mjs +100 -145
  115. package/dist/esm/snow-fall.mjs +170 -0
  116. package/dist/esm/speckle.mjs +192 -210
  117. package/dist/esm/sphere.mjs +101 -225
  118. package/dist/esm/starburst.mjs +6 -345
  119. package/dist/esm/tear.mjs +138 -155
  120. package/dist/esm/thermal-vision.mjs +135 -152
  121. package/dist/esm/tile.mjs +5 -184
  122. package/dist/esm/tint.mjs +80 -132
  123. package/dist/esm/translate.mjs +55 -137
  124. package/dist/esm/turbulent-displace.mjs +182 -221
  125. package/dist/esm/tv-signal-off.mjs +140 -149
  126. package/dist/esm/venetian-blinds.mjs +91 -140
  127. package/dist/esm/vibrance.mjs +95 -204
  128. package/dist/esm/vignette.mjs +136 -155
  129. package/dist/esm/wave.mjs +88 -47
  130. package/dist/esm/waves.mjs +181 -169
  131. package/dist/esm/white-balance.mjs +100 -204
  132. package/dist/esm/white-noise.mjs +98 -146
  133. package/dist/esm/zigzag.mjs +6 -575
  134. package/dist/esm/zoom-blur.mjs +90 -121
  135. package/dist/evolve.d.ts +46 -10
  136. package/dist/film-burn-webgpu-shader.d.ts +1 -0
  137. package/dist/film-burn.d.ts +40 -0
  138. package/dist/fisheye/webgpu-shader.d.ts +1 -0
  139. package/dist/flannel-webgpu-shader.d.ts +1 -0
  140. package/dist/fractal-noise/shader.d.ts +1 -1
  141. package/dist/fractal-noise/webgpu-shader.d.ts +1 -0
  142. package/dist/gaussian-blur-webgpu-shader.d.ts +1 -0
  143. package/dist/glow/webgpu-shaders.d.ts +2 -0
  144. package/dist/gridlines-webgpu-shader.d.ts +1 -0
  145. package/dist/halftone-linear-gradient-webgpu-shader.d.ts +1 -0
  146. package/dist/halftone-webgpu-shader.d.ts +1 -0
  147. package/dist/iris-wipe.d.ts +78 -0
  148. package/dist/lens-blur/webgpu-shader.d.ts +1 -0
  149. package/dist/levels.d.ts +69 -2
  150. package/dist/light-leak-webgpu-shader.d.ts +1 -0
  151. package/dist/light-trail/webgpu-shader.d.ts +1 -0
  152. package/dist/linear-gradient-tint-webgpu-shader.d.ts +1 -0
  153. package/dist/linear-gradient-webgpu-shader.d.ts +1 -0
  154. package/dist/lines-webgpu-shader.d.ts +1 -0
  155. package/dist/liquid-contours-webgpu-shader.d.ts +1 -0
  156. package/dist/long-shadows-webgpu-shaders.d.ts +2 -0
  157. package/dist/lut/webgpu-shader.d.ts +1 -0
  158. package/dist/mirror/webgpu-shader.d.ts +1 -0
  159. package/dist/noise-displacement-webgpu-shader.d.ts +1 -0
  160. package/dist/noise-webgpu-shader.d.ts +1 -0
  161. package/dist/outline/webgpu-shader.d.ts +1 -0
  162. package/dist/page-turn/webgl-shader.d.ts +1 -0
  163. package/dist/paper-webgpu-shader.d.ts +2 -0
  164. package/dist/pattern-webgpu-shader.d.ts +1 -0
  165. package/dist/pixel-dissolve-webgpu-shader.d.ts +1 -0
  166. package/dist/progressive-pixelate-runtime.d.ts +1 -0
  167. package/dist/radial-wipe.d.ts +19 -0
  168. package/dist/rain-fall.d.ts +143 -0
  169. package/dist/rect-transform-runtime.d.ts +11 -0
  170. package/dist/region-blur/webgpu-shader.d.ts +1 -0
  171. package/dist/rings-webgpu-shader.d.ts +1 -0
  172. package/dist/roughen-edges-webgpu-shader.d.ts +1 -0
  173. package/dist/shatter/geometry.d.ts +19 -0
  174. package/dist/shatter/index.d.ts +39 -0
  175. package/dist/shatter/runtime.d.ts +19 -0
  176. package/dist/shatter/webgpu-shader.d.ts +1 -0
  177. package/dist/shatter.d.ts +1 -0
  178. package/dist/shine-webgpu-shader.d.ts +1 -0
  179. package/dist/shrinkwrap-webgpu-shader.d.ts +1 -0
  180. package/dist/single-pass-runtime.d.ts +18 -0
  181. package/dist/skew-webgpu-shader.d.ts +1 -0
  182. package/dist/snow-fall.d.ts +208 -0
  183. package/dist/speckle-webgpu-shader.d.ts +1 -0
  184. package/dist/sphere/webgl-shader.d.ts +1 -0
  185. package/dist/starburst-webgpu-shader.d.ts +1 -0
  186. package/dist/tear-webgpu-shader.d.ts +1 -0
  187. package/dist/thermal-vision-webgpu-shader.d.ts +1 -0
  188. package/dist/tile-gpu-runtime.d.ts +24 -0
  189. package/dist/turbulent-displace/webgpu-shader.d.ts +1 -0
  190. package/dist/value-noise-webgpu-shader.d.ts +1 -0
  191. package/dist/vignette-webgpu-shader.d.ts +1 -0
  192. package/dist/wave/wave-runtime.d.ts +2 -1
  193. package/dist/wave/webgpu-shader.d.ts +1 -0
  194. package/dist/waves-webgpu-shader.d.ts +1 -0
  195. package/dist/weather/params.d.ts +149 -0
  196. package/dist/weather/runtime.d.ts +52 -0
  197. package/dist/weather/shaders.d.ts +4 -0
  198. package/dist/weather/webgpu-runtime.d.ts +36 -0
  199. package/dist/weather/webgpu-shader.d.ts +1 -0
  200. package/dist/webgl-projection-runtime.d.ts +18 -0
  201. package/dist/webgpu-color-state.d.ts +10 -0
  202. package/dist/webgpu-mesh-runtime.d.ts +46 -0
  203. package/dist/webgpu-multipass-runtime.d.ts +50 -0
  204. package/dist/webgpu-projection-runtime.d.ts +9 -5
  205. package/dist/webgpu-single-pass-runtime.d.ts +47 -0
  206. package/dist/white-noise-webgpu-shader.d.ts +1 -0
  207. package/dist/zigzag-webgpu-shader.d.ts +1 -0
  208. package/dist/zoom-blur/webgpu-shader.d.ts +1 -0
  209. package/package.json +59 -3
@@ -7,6 +7,25 @@ adapted from the noise, distortion, blur, and perspective engines in
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  [EffectCraft](https://github.com/storytold/effectcraft), revision
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  `8f02f52a44a4b1ea807d8824b92301b96f896a06`. It is used under the MIT license.
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+ The Shatter geometry and motion are adapted from EffectCraft's simulation
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+ engine (`crates/effects/src/sim2.rs` and `crates/raster/src/lib.rs`), revision
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+ `9581b53c3f8945683252af0eb5fac79e0e43aed4`, also under the MIT license.
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+
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+ The Evolve pixel feathering, Radial Wipe, and Iris Wipe shaders are adapted from
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+ EffectCraft's transition effects (`crates/effects/src/misc.rs` and
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+ `crates/effects/src/transition.rs`), revision
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+ `eb5108786b90bf994a6abe4e6c0b2614c6aeaa29`, also under the MIT license.
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+
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+ The Film Burn shader is adapted from EffectCraft's CC Burn Film and value noise
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+ (`crates/effects/src/stylize3.rs`, `crates/effects/src/generate.rs`,
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+ `crates/effects/src/noise.rs`, and `crates/gpu/src/shaders/fx_pixel2.wgsl`),
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+ revision `eb5108786b90bf994a6abe4e6c0b2614c6aeaa29`, also under the MIT license.
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+
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+ The Rain Fall and Snow Fall particle layout, shading, and hash are adapted from
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+ EffectCraft's weather simulations (`crates/effects/src/sim.rs` and
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+ `crates/raster/src/lib.rs`), revision
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+ `eb5108786b90bf994a6abe4e6c0b2614c6aeaa29`, also under the MIT license.
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+
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  MIT License
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  Copyright (c) 2026 ArtCraft Team and the EffectCraft contributors
@@ -0,0 +1 @@
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+ export declare const BARREL_DISTORTION_WEBGPU_SHADER = "\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\nstruct Params { amount: vec4f, }\n@group(0) @binding(0) var source: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\n\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let centered = input.uv * 2.0 - 1.0;\n var warped = centered;\n warped.x *= 1.0 + params.amount.x * centered.y * centered.y;\n warped.y *= 1.0 + params.amount.x * centered.x * centered.x;\n let uv = warped * 0.5 + 0.5;\n if (any(uv < vec2f(0)) || any(uv > vec2f(1))) { return vec4f(0); }\n return textureSampleLevel(source, sourceSampler, uv, 0);\n}\n";
@@ -0,0 +1,2 @@
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+ export declare const BEVEL_ALPHA_BLUR_WEBGPU_SHADER = "\n\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\n@group(0) @binding(0) var source: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\n@group(0) @binding(3) var secondary: texture_2d<f32>;\n\n// Alpha-derived normals adapted from EffectCraft (MIT); see ../../THIRD_PARTY_LICENSES.md.\nstruct Params {resolution: vec2f, radius: f32, vertical: f32,}\nfn decodeHeight(color: vec4f) -> f32 {return dot(color.rg,vec2f(65280,255))/65535.0;}\nfn readHeight(uv: vec2f, x: f32) -> f32 {\n if (params.vertical==0.0) {return textureSampleLevel(source,sourceSampler,uv,0).a;}\n let pixel=uv*params.resolution-0.5;\n let lower=vec2i(i32(x),i32(floor(pixel.y)));\n let maximum=vec2i(params.resolution)-1;\n let a=decodeHeight(textureLoad(source,clamp(lower,vec2i(0),maximum),0));\n let b=decodeHeight(textureLoad(source,clamp(lower+vec2i(0,1),vec2i(0),maximum),0));\n return mix(a,b,fract(pixel.y));\n}\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let radius=max(params.radius,0.0001);\n let halfKernel=i32(clamp(ceil(radius),4.0,64.0));\n let sigma=radius/3.0;\n var sum=0.0;var total=0.0;\n for (var i=-64;i<=64;i++) {\n if (abs(i)>halfKernel) {continue;}\n let offset=f32(i)*radius/f32(halfKernel);\n let weight=exp(-0.5*offset*offset/(sigma*sigma));\n let direction=select(vec2f(offset,0),vec2f(0,offset),params.vertical!=0.0);\n sum+=readHeight(input.uv+direction/params.resolution,input.position.x)*weight;\n total+=weight;\n }\n let value=floor(clamp(sum/total,0.0,1.0)*65535.0+0.5);\n return vec4f(floor(value/256.0),value-floor(value/256.0)*256.0,0,255)/255.0;\n}\n";
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+ export declare const BEVEL_ALPHA_SHADE_WEBGPU_SHADER = "\n\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\n@group(0) @binding(0) var source: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\n@group(0) @binding(3) var secondary: texture_2d<f32>;\n\nstruct Params {resolution: vec2f, thickness: f32, intensity: f32, direction: vec4f, color: vec4f,}\nfn heightAt(pixel: vec2i) -> f32 {\n return dot(textureLoad(secondary,clamp(pixel,vec2i(0),vec2i(params.resolution)-1),0).rg,vec2f(65280,255))/65535.0;\n}\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let pixel=vec2i(input.position.xy);\n // The WebGL shading pass uses output pixel coordinates for texelFetch.\n // Retain that behavior for sources smaller than the output, with explicit\n // bounds because WebGPU robust texture access may clamp out-of-range loads.\n let size=vec2i(textureDimensions(source));\n let sourcePixel=vec2i(pixel.x,pixel.y+size.y-i32(params.resolution.y));\n if (any(sourcePixel<vec2i(0)) || any(sourcePixel>=size)) {return vec4f(0);}\n let color=textureLoad(source,sourcePixel,0);\n if (params.thickness==0.0 || params.intensity==0.0 || color.a==0.0) {return color;}\n let dx=(heightAt(pixel+vec2i(1,0))-heightAt(pixel-vec2i(1,0)))*0.5;\n let dy=(heightAt(pixel+vec2i(0,1))-heightAt(pixel-vec2i(0,1)))*0.5;\n let normal=normalize(vec3f(-dx*params.thickness*1.25,-dy*params.thickness*1.25,1));\n let shade=(dot(normal,params.direction.xyz)-params.direction.z)*params.intensity*2.0;\n var rgb=color.rgb;\n if (shade>0.0) {rgb+=params.color.rgb*shade*color.a;} else {rgb*=max(1.0+shade,0.0);}\n return vec4f(clamp(rgb,vec3f(0),vec3f(color.a)),color.a);\n}";
@@ -0,0 +1 @@
1
+ export declare const BURLAP_WEBGPU_SHADER = "\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\n@group(0) @binding(0) var sourceTexture: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\nstruct Params {\n geometry: vec4f,\n values: vec4f,\n color: vec4f,\n}\nfn sampleSource(uv: vec2f) -> vec4f {\n return textureSampleLevel(sourceTexture, sourceSampler, vec2f(uv.x, 1.0 - uv.y), 0);\n}\nfn glslModulo(value: f32, divisor: f32) -> f32 { return value - divisor * floor(value / divisor); }\n\nfn hash21(p: vec2f) -> f32 {\n var p3 = fract(p.xyx * vec3f(443.8975, 397.2973, 491.1871));\n p3 += vec3f(dot(p3, p3.yzx + vec3f(19.19) + vec3f(params.values.y * 0.137)));\n return fract((p3.x + p3.y) * p3.z);\n}\nfn valueNoise(p: vec2f) -> f32 {\n let i = floor(p);\n var f = fract(p);\n f = f * f * (vec2f(3.0) - 2.0 * f);\n let a = hash21(i);\n let b = hash21(i + vec2f(1, 0));\n let c = hash21(i + vec2f(0, 1));\n let d = hash21(i + vec2f(1, 1));\n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n}\nfn strand(value: f32) -> f32 {\n let centered = abs(fract(value) - 0.5);\n return 1.0 - smoothstep(0.2, 0.5, centered);\n}\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let vUv = vec2f(input.uv.x, 1.0 - input.uv.y);\n\n let texColor = sampleSource(vUv);\n let alpha = texColor.a;\n if (alpha <= 0.001) { return vec4f(0); }\n if (params.geometry.z <= 0.0) { return texColor; }\n // Match WebGL pixel centers without interpolated-UV rounding.\n let fragPos = vec2f(input.position.x, params.geometry.y - input.position.y);\n let strandSize = max(params.geometry.w, 0.001);\n let weave = fragPos / strandSize;\n let roughness = params.values.x;\n let seed = params.values.y;\n let rowJitter = (hash21(vec2f(floor(weave.y), 13.17)) - 0.5) * roughness * 0.28;\n let columnJitter = (hash21(vec2f(71.43, floor(weave.x))) - 0.5) * roughness * 0.28;\n let vertical = strand(weave.x + rowJitter);\n let horizontal = strand(weave.y + columnJitter);\n let cellParity = glslModulo(floor(weave.x) + floor(weave.y), 2.0);\n let overUnder = mix(vertical, horizontal, cellParity);\n let ridge = max(max(vertical, horizontal) * 0.45, overUnder * 0.75);\n let gaps = (1.0 - vertical) * (1.0 - horizontal);\n let coarse = valueNoise(fragPos / (strandSize * 7.0) + vec2f(seed * 1.7, seed * 0.6));\n let fine = valueNoise(fragPos / max(strandSize * 0.55, 0.5) + vec2f(seed * 3.1, 4.7));\n let dashH = smoothstep(0.64, 0.98, hash21(floor(vec2f(weave.x * 2.0, weave.y)) + vec2f(23.9))) * horizontal;\n let dashV = smoothstep(0.64, 0.98, hash21(floor(vec2f(weave.x, weave.y * 2.0)) + vec2f(91.4))) * vertical;\n var texture = 0.0;\n texture += (ridge - 0.42) * 0.22;\n texture -= gaps * 0.18;\n texture += (coarse - 0.5) * 0.18 * roughness;\n texture += (fine - 0.5) * 0.16 * roughness;\n texture -= (dashH + dashV) * 0.08 * roughness;\n var rgb = texColor.rgb / alpha;\n let darkFiber = clamp(-texture * 3.2 + gaps * 0.12 + (dashH + dashV) * 0.18, 0.0, 1.0);\n let shaded = mix(rgb, params.color.rgb, darkFiber * params.color.a);\n let textured = clamp(shaded * (1.0 + max(texture, 0.0) * 0.45), vec3f(0), vec3f(1));\n rgb = mix(rgb, textured, params.geometry.z);\n return vec4f(rgb * alpha, alpha);\n\n}\n";
@@ -0,0 +1 @@
1
+ export declare const CHECKERBOARD_WEBGPU_SHADER = "\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\n@group(0) @binding(0) var sourceTexture: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\n@group(0) @binding(3) var palette: texture_2d<f32>;\nstruct Params {\n geometry: vec4f,\n grid: vec4f,\n flags: vec4f,\n}\nfn sampleSource(uv: vec2f) -> vec4f {\n return textureSampleLevel(sourceTexture, sourceSampler, vec2f(uv.x, 1.0 - uv.y), 0);\n}\nfn glslModulo(value: f32, divisor: f32) -> f32 { return value - divisor * floor(value / divisor); }\nfn glslModulo2(value: vec2f, divisor: f32) -> vec2f { return value - divisor * floor(value / divisor); }\nfn paletteColor(index: f32) -> vec4f { return textureLoad(palette, vec2i(i32(index), 0), 0); }\n\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let vUv = vec2f(input.uv.x, 1.0 - input.uv.y);\n\n let texColor = sampleSource(vUv);\n let cellSize = max(params.geometry.w, 0.001);\n let spacing = max(params.grid.x, 0.001);\n let centered = vec2f(input.position.x, params.geometry.y - input.position.y) - params.geometry.xy * 0.5;\n let s = sin(params.grid.y);\n let c = cos(params.grid.y);\n let rotated = vec2f(centered.x * c - centered.y * s, centered.x * s + centered.y * c);\n let position = rotated + params.grid.zw;\n var localPosition = glslModulo2(position, spacing);\n if (localPosition.x < 0.0) { localPosition.x += spacing; }\n if (localPosition.y < 0.0) { localPosition.y += spacing; }\n if (localPosition.x > cellSize || localPosition.y > cellSize) { return texColor; }\n let cell = floor(position / spacing);\n var colorIndex = glslModulo(cell.x + cell.y, params.geometry.z);\n if (colorIndex < 0.0) { colorIndex += params.geometry.z; }\n\n let overlay = paletteColor(colorIndex);\n let premultiplied = overlay.rgb * overlay.a;\n if (params.flags.x != 0.0) {\n return vec4f(premultiplied * texColor.a + texColor.rgb * (1.0 - overlay.a), texColor.a);\n }\n return vec4f(premultiplied + texColor.rgb * (1.0 - overlay.a), overlay.a + texColor.a * (1.0 - overlay.a));\n\n}\n";
@@ -0,0 +1 @@
1
+ export declare const CHROMATIC_ABERRATION_WEBGPU_SHADER = "\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\n@group(0) @binding(0) var source: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\nstruct Params { offset: vec4f, }\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let red = textureSampleLevel(source, sourceSampler, input.uv - params.offset.xy, 0);\n let center = textureSampleLevel(source, sourceSampler, input.uv, 0);\n let blue = textureSampleLevel(source, sourceSampler, input.uv + params.offset.xy, 0);\n return vec4f(red.r, center.g, blue.b, center.a);\n}\n";
@@ -0,0 +1,4 @@
1
+ export declare const COLOR_SPACE_WGSL = "\nfn srgbToLinear(color: vec3f) -> vec3f {\n\tlet lower = color / 12.92;\n\tlet upper = pow((color + 0.055) / 1.055, vec3f(2.4));\n\treturn mix(lower, upper, step(vec3f(0.04045), color));\n}\n\nfn linearToSrgb(color: vec3f) -> vec3f {\n\tlet nonNegative = max(color, vec3f(0.0));\n\tlet lower = nonNegative * 12.92;\n\tlet upper = 1.055 * pow(nonNegative, vec3f(1.0 / 2.4)) - 0.055;\n\treturn mix(lower, upper, step(vec3f(0.0031308), nonNegative));\n}\n";
2
+ export declare const WHITE_BALANCE_WGSL = "\nfn applyWhiteBalanceLinear(linear: vec3f, temperature: f32, tint: f32) -> vec3f {\n\tlet temperatureOffset = vec3f(0.3, 0.0, -0.3) * temperature;\n\tlet tintOffset = vec3f(0.15, -0.3, 0.15) * tint;\n\tlet gains = exp2(temperatureOffset + tintOffset);\n\tlet luminanceGain = dot(gains, vec3f(0.2126, 0.7152, 0.0722));\n\treturn linear * gains / luminanceGain;\n}\n";
3
+ export declare const SHADOWS_HIGHLIGHTS_WGSL = "\nfn getShadowsHighlightsStops(color: vec3f, shadows: f32, highlights: f32) -> f32 {\n\tlet luminance = dot(color, vec3f(0.2126, 0.7152, 0.0722));\n\tlet shadowWeight = 1.0 - smoothstep(0.0, 0.6, luminance);\n\tlet highlightWeight = smoothstep(0.4, 1.0, luminance);\n\treturn shadows * shadowWeight * shadowWeight + highlights * highlightWeight * highlightWeight;\n}\n";
4
+ export declare const VIBRANCE_WGSL = "\nfn applyVibrance(color: vec3f, amount: f32) -> vec3f {\n\tlet maximum = max(max(color.r, color.g), color.b);\n\tlet minimum = min(min(color.r, color.g), color.b);\n\tlet lightness = (maximum + minimum) * 0.5;\n\tlet chroma = maximum - minimum;\n\tlet saturationDenominator = 1.0 - abs(2.0 * lightness - 1.0);\n\tvar saturation = 0.0;\n\tif (saturationDenominator > 0.0) {\n\t\tsaturation = chroma / saturationDenominator;\n\t}\n\tif (saturation <= 0.000001) {\n\t\treturn color;\n\t}\n\tvar targetSaturation = saturation * (1.0 + amount);\n\tif (amount >= 0.0) {\n\t\ttargetSaturation = saturation + amount * (1.0 - saturation);\n\t}\n\treturn clamp(vec3f(lightness) + (color - vec3f(lightness)) * (targetSaturation / saturation), vec3f(0.0), vec3f(1.0));\n}\n";
@@ -0,0 +1 @@
1
+ export declare const COLOR_KEY_WEBGPU_SHADER = "\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\n\nstruct Params {\n keyColor: vec3f,\n similarity: f32,\n smoothness: f32,\n spillSuppression: f32,\n}\n@group(0) @binding(0) var source: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\n\nfn suppressSpill(rgb: vec3f, keyColor: vec3f, amount: f32) -> vec3f {\n var color = rgb;\n if (keyColor.g > keyColor.r && keyColor.g > keyColor.b) {\n let limit = (color.r + color.b) * 0.5;\n color.g = mix(color.g, min(color.g, limit), amount);\n } else if (keyColor.r > keyColor.g && keyColor.r > keyColor.b) {\n let limit = (color.g + color.b) * 0.5;\n color.r = mix(color.r, min(color.r, limit), amount);\n } else if (keyColor.b > keyColor.r && keyColor.b > keyColor.g) {\n let limit = (color.r + color.g) * 0.5;\n color.b = mix(color.b, min(color.b, limit), amount);\n }\n return color;\n}\n\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let texColor = textureSampleLevel(source, sourceSampler, input.uv, 0);\n let alpha = texColor.a;\n if (alpha <= 0.001) { return vec4f(0); }\n\n let rgb = texColor.rgb / alpha;\n let distanceNormalized = distance(rgb, params.keyColor) / 1.7320508075688772;\n var keepMask: f32;\n if (params.smoothness <= 0.0001) {\n keepMask = step(params.similarity, distanceNormalized);\n } else {\n let edge0 = max(0.0, params.similarity - params.smoothness);\n let edge1 = min(1.0, params.similarity + params.smoothness);\n if (edge1 <= edge0 + 0.0001) {\n keepMask = step(params.similarity, distanceNormalized);\n } else {\n keepMask = smoothstep(edge0, edge1, distanceNormalized);\n }\n }\n\n var cleanRgb = rgb;\n if (params.spillSuppression > 0.0) {\n cleanRgb = suppressSpill(rgb, params.keyColor, params.spillSuppression);\n }\n let keyedAlpha = alpha * keepMask;\n return vec4f(cleanRgb * keyedAlpha, keyedAlpha);\n}\n";
@@ -0,0 +1,4 @@
1
+ export declare const createColorMatrixImplementations: <P>(label: string, getUniformData: (params: P) => Float32Array<ArrayBuffer>) => {
2
+ webgl2: import("remotion").EffectImplementation<P, unknown>;
3
+ webgpu: import("remotion").EffectImplementation<P, unknown>;
4
+ };
@@ -0,0 +1 @@
1
+ export declare const CONTOUR_LINES_WEBGPU_SHADER = "\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\n@group(0) @binding(0) var sourceTexture: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\nstruct Params {\n geometry: vec4f,\n noise: vec4f,\n offset: vec4f,\n lineColor: vec4f,\n}\nfn sampleSource(uv: vec2f) -> vec4f {\n return textureSampleLevel(sourceTexture, sourceSampler, vec2f(uv.x, 1.0 - uv.y), 0);\n}\n\nfn hash(p: vec2f) -> f32 {\n var p3 = fract(p.xyx * 0.1031);\n p3 += vec3f(dot(p3, p3.yzx + vec3f(33.33) + vec3f(params.noise.z * 0.013)));\n return fract((p3.x + p3.y) * p3.z);\n}\nfn valueNoise(p: vec2f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * f * (f * (f * 6.0 - vec2f(15.0)) + vec2f(10.0));\n return mix(mix(hash(i), hash(i + vec2f(1, 0)), u.x), mix(hash(i + vec2f(0, 1)), hash(i + vec2f(1)), u.x), u.y);\n}\n\nfn fbm(position: vec2f) -> f32 {\n var p = position;\n var value = 0.0;\n var amplitude = 0.5;\n var totalAmplitude = 0.0;\n let persistence = mix(0.18, 0.58, clamp(params.noise.x, 0.0, 1.0));\n let smoothness = clamp(params.noise.y, 0.0, 1.0);\n let rotate = mat2x2f(0.80, 0.60, -0.60, 0.80);\n for (var i = 0; i < 5; i++) {\n let octave = f32(i) / 4.0;\n let detailWeight = mix(1.0, 1.0 - smoothstep(0.15, 1.0, octave), smoothness);\n value += amplitude * detailWeight * valueNoise(p);\n totalAmplitude += amplitude * detailWeight;\n p = rotate * p * 2.04 + vec2f(13.17, 7.31);\n amplitude *= persistence;\n }\n return value / totalAmplitude;\n}\n\nfn contourAt(pixel: vec2f) -> f32 {\n let pixelPosition = pixel + params.offset.xy;\n let scale = max(params.geometry.w, 0.001);\n let p = pixelPosition / scale + vec2f(params.noise.z * 0.137, params.noise.z * 0.193);\n let complexity = clamp(params.noise.x, 0.0, 1.0);\n let smoothness = clamp(params.noise.y, 0.0, 1.0);\n let warp = vec2f(fbm(p + vec2f(5.2, 1.3)), fbm(p + vec2f(1.7, 9.2))) - vec2f(0.5);\n let terrain = fbm(p + warp * complexity * mix(2.8, 1.2, smoothness));\n let levels = max(max(params.geometry.x, params.geometry.y) / (max(params.geometry.z, 0.001) * 2.0), 1.0);\n return terrain * levels;\n\n}\n\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let vUv = vec2f(input.uv.x, 1.0 - input.uv.y);\n\n let texColor = sampleSource(vUv);\n let pixel = vec2f(input.position.x, params.geometry.y - input.position.y);\n let contourPosition = contourAt(pixel);\n let contourFraction = fract(contourPosition);\n let distanceToContour = min(contourFraction, 1.0 - contourFraction);\n var derivative = fwidth(contourPosition);\n if (i32(params.geometry.y) % 2 != 0) {\n // WebGL derivative quads start at the bottom edge. Odd-height targets shift\n // WebGPU's top-origin Y pairs, so evaluate the matching vertical neighbor.\n let neighborY = select(-1.0, 1.0, i32(pixel.y) % 2 == 0);\n derivative = abs(dpdx(contourPosition)) + abs(contourAt(pixel + vec2f(0, neighborY)) - contourPosition);\n }\n derivative = max(derivative, 0.0001);\n let halfLineWidth = max(params.noise.w, 0.001) * 0.5 * derivative;\n let coverage = 1.0 - smoothstep(halfLineWidth, halfLineWidth + derivative, distanceToContour);\n let lineAlpha = params.lineColor.a * params.offset.z * coverage;\n let premultipliedLine = params.lineColor.rgb * lineAlpha;\n if (params.offset.w != 0.0) { return vec4f(premultipliedLine * texColor.a + texColor.rgb * (1.0 - lineAlpha), texColor.a); }\n return vec4f(premultipliedLine + texColor.rgb * (1.0 - lineAlpha), lineAlpha + texColor.a * (1.0 - lineAlpha));\n\n}\n";
@@ -0,0 +1 @@
1
+ export declare const CORNER_PIN_WEBGPU_SHADER = "\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\n@group(0) @binding(0) var source: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\nstruct Params {top: vec4f, bottom: vec4f,}\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let p0 = params.bottom.zw; let p1 = params.bottom.xy;\n let p2 = params.top.zw; let p3 = params.top.xy;\n let dx1 = p1 - p2; let dx2 = p3 - p2; let dx3 = p0 - p1 + p2 - p3;\n var g = 0.0; var h = 0.0;\n if (abs(dx3.x) > 0.000001 || abs(dx3.y) > 0.000001) {\n let denominator = dx1.x * dx2.y - dx2.x * dx1.y;\n if (abs(denominator) < 0.000001) {return vec4f(0);}\n g = (dx3.x * dx2.y - dx2.x * dx3.y) / denominator;\n h = (dx1.x * dx3.y - dx3.x * dx1.y) / denominator;\n }\n let a = p1.x - p0.x + g * p1.x; let b = p3.x - p0.x + h * p3.x; let c = p0.x;\n let d = p1.y - p0.y + g * p1.y; let e = p3.y - p0.y + h * p3.y; let f = p0.y;\n let p = input.uv;\n let x = (e-f*h)*p.x + (c*h-b)*p.y + (b*f-c*e);\n let y = (f*g-d)*p.x + (a-c*g)*p.y + (c*d-a*f);\n let w = (d*h-e*g)*p.x + (b*g-a*h)*p.y + (a*e-b*d);\n if (abs(w) < 0.000001) {return vec4f(0);}\n let uv = vec2f(x/w, 1.0-y/w);\n if (any(uv < vec2f(0)) || any(uv > vec2f(1))) {return vec4f(0);}\n return textureSampleLevel(source, sourceSampler, uv, 0);\n}\n";
@@ -0,0 +1,65 @@
1
+ declare const CURVES_CHANNELS: readonly ['rgb', 'red', 'green', 'blue'];
2
+ declare const CURVES_INTERPOLATIONS: readonly ['smooth', 'linear'];
3
+ export type CurvesPoint = readonly [number, number];
4
+ export type CurvesChannel = (typeof CURVES_CHANNELS)[number];
5
+ export type CurvesInterpolation = (typeof CURVES_INTERPOLATIONS)[number];
6
+ export type CurvesParams = {
7
+ /** Input/output pairs in the range `0` to `1`, sorted by input. Defaults to `[[0, 0], [1, 1]]`. */
8
+ readonly points?: readonly CurvesPoint[];
9
+ /** Color channels to adjust. Defaults to `"rgb"`. */
10
+ readonly channel?: CurvesChannel;
11
+ /** How points are connected. Defaults to `"smooth"`. */
12
+ readonly interpolation?: CurvesInterpolation;
13
+ /** Blend between the original and corrected image, from `0` to `1`. Defaults to `1`. */
14
+ readonly amount?: number;
15
+ };
16
+ export declare const curvesSchema: {
17
+ readonly channel: {
18
+ readonly type: 'enum';
19
+ readonly variants: {
20
+ readonly rgb: {};
21
+ readonly red: {};
22
+ readonly green: {};
23
+ readonly blue: {};
24
+ };
25
+ readonly default: "rgb";
26
+ readonly description: 'Channel';
27
+ };
28
+ readonly points: {
29
+ readonly type: 'array';
30
+ readonly item: {
31
+ readonly type: 'uv-coordinate';
32
+ readonly min: 0;
33
+ readonly max: 1;
34
+ readonly step: 0.001;
35
+ };
36
+ readonly default: readonly [readonly [0, 0], readonly [1, 1]];
37
+ readonly minLength: 2;
38
+ readonly maxLength: 32;
39
+ readonly newItemDefault: readonly [0.5, 0.5];
40
+ readonly description: 'Points';
41
+ readonly keyframable: false;
42
+ };
43
+ readonly interpolation: {
44
+ readonly type: 'enum';
45
+ readonly variants: {
46
+ readonly smooth: {};
47
+ readonly linear: {};
48
+ };
49
+ readonly default: "smooth";
50
+ readonly description: 'Interpolation';
51
+ };
52
+ readonly amount: {
53
+ readonly type: 'number';
54
+ readonly min: 0;
55
+ readonly max: 1;
56
+ readonly step: 0.01;
57
+ readonly default: 1;
58
+ readonly description: 'Amount';
59
+ readonly hiddenFromList: false;
60
+ };
61
+ };
62
+ export declare const curves: (params?: (CurvesParams & {
63
+ readonly disabled?: boolean;
64
+ }) | undefined) => import("remotion").EffectDescriptor<unknown>;
65
+ export {};
@@ -0,0 +1 @@
1
+ export declare const CYLINDER_WEBGL_SHADER = "#version 300 es\nprecision highp float;\nuniform sampler2D uSource;\nuniform vec4 uParams[3];\nout vec4 fragColor;\nvec4 sampleFace(vec3 point, mat3 inverseRotation, mat3 rotation) {\n vec3 local = inverseRotation * point;\n vec2 uv = vec2(fract((atan(local.x, local.z) + uParams[1].y) / 6.28318530718 + 0.5), local.y / uParams[0].xy.y + 0.5);\n vec4 color = textureLod(uSource, vec2(uv.x, 1.0 - uv.y), 0.0);\n if (uv.y < 0.0 || uv.y > 1.0) { return vec4(0); }\n vec3 normal = rotation * vec3(local.x / uParams[1].x, 0, local.z / uParams[1].x);\n float shade = mix(1.0, abs(normal.z), uParams[1].z);\n return vec4(color.rgb * shade, color.a);\n}\n\nvec4 project(vec2 position) {\n vec3 s = sin(uParams[2].xyz);\n vec3 c = cos(uParams[2].xyz);\n mat3 rx = mat3(vec3(1, 0, 0), vec3(0, c.x, s.x), vec3(0, -s.x, c.x));\n mat3 ry = mat3(vec3(c.y, 0, -s.y), vec3(0, 1, 0), vec3(s.y, 0, c.y));\n mat3 rz = mat3(vec3(c.z, s.z, 0), vec3(-s.z, c.z, 0), vec3(0, 0, 1));\n mat3 rotation = rz * ry * rx;\n vec3 axis = rotation[1];\n vec2 p = position - uParams[0].zw;\n // Orthographic viewing ray intersecting the rotated, open cylinder wall.\n float a = 1.0 - axis.z * axis.z;\n float da = dot(p, axis.xy);\n float b = -da * axis.z;\n float discriminant = b * b - a * (dot(p, p) - da * da - uParams[1].x * uParams[1].x);\n if (a < 0.000001 || discriminant <= 0.0) { return vec4(0); }\n float root = sqrt(discriminant);\n mat3 inverseRotation = transpose(rotation);\n vec4 front = sampleFace(vec3(p, (-b + root) / a), inverseRotation, rotation);\n vec4 back = sampleFace(vec3(p, (-b - root) / a), inverseRotation, rotation);\n if (uParams[1].w == 1.0) { return front; }\n if (uParams[1].w == 2.0) { return back; }\n // Both the texture and output use premultiplied alpha.\n return front + back * (1.0 - front.a);\n}\n\nvoid main() { fragColor = project(vec2(gl_FragCoord.x, uParams[0].y - gl_FragCoord.y)); }\n";
@@ -0,0 +1 @@
1
+ export declare const DOT_GRID_WEBGPU_SHADER = "\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\n@group(0) @binding(0) var sourceTexture: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\nstruct Params {\n geometry: vec4f,\n flags: vec4f,\n}\nfn sampleSource(uv: vec2f) -> vec4f {\n return textureSampleLevel(sourceTexture, sourceSampler, vec2f(uv.x, 1.0 - uv.y), 0);\n}\n\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let vUv = vec2f(input.uv.x, 1.0 - input.uv.y);\n\n let gridPos = vec2f(input.position.x, params.geometry.y - input.position.y) - params.geometry.xy * 0.5;\n let gridSize = max(params.geometry.w, 0.001);\n let cellIndex = floor(gridPos / gridSize + vec2f(0.5));\n let diff = gridPos - cellIndex * gridSize;\n let radius = params.geometry.z * 0.5;\n var coverage = 0.0;\n if (radius > 0.005) { coverage = 1.0 - smoothstep(radius - 0.75, radius + 0.75, length(diff)); }\n if (params.flags.x != 0.0) { coverage = 1.0 - coverage; }\n return sampleSource(vUv) * coverage;\n\n}\n";
@@ -0,0 +1,2 @@
1
+ export declare const DROP_SHADOW_EXTRACT_WEBGPU_SHADER = "\n\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\n@group(0) @binding(0) var source: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\n@group(0) @binding(3) var secondary: texture_2d<f32>;\n\nstruct Params {color: vec4f, values: vec4f,}\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let alpha=textureSampleLevel(source,sourceSampler,input.uv,0).a*params.color.a*clamp(params.values.x,0.0,1.0);\n return vec4f(params.color.rgb*alpha,alpha);\n}\n";
2
+ export declare const DROP_SHADOW_COMPOSITE_WEBGPU_SHADER = "\n\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\n@group(0) @binding(0) var source: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\n@group(0) @binding(3) var secondary: texture_2d<f32>;\n\nstruct Params {resolution: vec2f, offset: vec2f,}\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let color=textureSampleLevel(source,sourceSampler,input.uv,0);\n let uv=input.uv-params.offset/params.resolution;\n var shadow=vec4f(0);\n if (all(uv >= vec2f(0)) && all(uv <= vec2f(1))) {shadow=textureSampleLevel(secondary,sourceSampler,uv,0);}\n return color+shadow*(1.0-color.a);\n}";
@@ -0,0 +1 @@
1
+ export declare const EMBOSS_WEBGPU_SHADER = "\n\nstruct VertexOutput {\n\t@builtin(position) position: vec4f,\n\t@location(0) uv: vec2f,\n}\n\n@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {\n\tlet positions = array<vec2f, 3>(vec2f(-1, -1), vec2f(3, -1), vec2f(-1, 3));\n\tlet position = positions[index];\n\tvar output: VertexOutput;\n\toutput.position = vec4f(position, 0, 1);\n\toutput.uv = vec2f(position.x * 0.5 + 0.5, 0.5 - position.y * 0.5);\n\treturn output;\n}\n\nstruct Params {\n resolution: vec2f, amount: f32, size: f32,\n lineWidth: f32, depth: f32, angle: f32, lightAngle: f32,\n offset: f32, padding1: f32, padding2: f32, padding3: f32,\n}\n@group(0) @binding(0) var source: texture_2d<f32>;\n@group(0) @binding(1) var sourceSampler: sampler;\n@group(0) @binding(2) var<uniform> params: Params;\n\nfn rotation(angle: f32) -> mat2x2f {\n let c = cos(angle);\n let s = sin(angle);\n return mat2x2f(vec2f(c, -s), vec2f(s, c));\n}\nfn roundedBoxSdf(p: vec2f, halfSize: vec2f, radius: f32) -> f32 {\n let q = abs(p) - halfSize + vec2f(radius);\n return length(max(q, vec2f(0.0))) + min(max(q.x, q.y), 0.0) - radius;\n}\nfn reliefHeight(fragPos: vec2f) -> f32 {\n let size = max(params.size, 0.001);\n let lineWidth = clamp(params.lineWidth, 0.001, size * 0.85);\n var pos = rotation(params.angle) * (fragPos - params.resolution * 0.5);\n pos.x += params.offset;\n let cell = floor(pos / size);\n let local = (fract(pos / size) - vec2f(0.5)) * size;\n let cellSum = cell.x + cell.y;\n let alternate = cellSum - 2.0 * floor(cellSum / 2.0);\n let dashAngle = mix(0.78539816339, -0.78539816339, step(0.5, alternate));\n let dash = rotation(dashAngle) * local;\n let sdf = roundedBoxSdf(dash, vec2f(size * 0.36, lineWidth * 0.5), lineWidth * 0.5);\n return 1.0 - smoothstep(-1.0, 1.0, sdf);\n}\n@fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {\n let color = textureSampleLevel(source, sourceSampler, input.uv, 0.0);\n let alpha = color.a;\n if (alpha <= 0.001) { return vec4f(0.0); }\n if (params.amount <= 0.0 || params.depth <= 0.0) { return color; }\n let fragPos = vec2f(input.uv.x, 1.0 - input.uv.y) * params.resolution;\n let h = reliefHeight(fragPos);\n let hLeft = reliefHeight(fragPos - vec2f(1.0, 0.0));\n let hRight = reliefHeight(fragPos + vec2f(1.0, 0.0));\n let hDown = reliefHeight(fragPos - vec2f(0.0, 1.0));\n let hUp = reliefHeight(fragPos + vec2f(0.0, 1.0));\n let normal = normalize(vec3f((hLeft - hRight) * params.depth * 3.8, (hDown - hUp) * params.depth * 3.8, 1.0));\n let light = normalize(vec3f(cos(params.lightAngle), sin(params.lightAngle), 0.7));\n let lit = dot(normal, light);\n let bevel = (lit - 0.64) * 0.72 * params.depth;\n let plateau = (h - 0.5) * 0.08 * params.depth;\n let edge = min(abs(hRight - hLeft) + abs(hUp - hDown), 1.0);\n let rgb = color.rgb / alpha;\n let shaded = clamp(rgb + vec3f(bevel + plateau - edge * 0.035 * params.depth), vec3f(0.0), vec3f(1.0));\n return vec4f(mix(rgb, shaded, params.amount) * alpha, alpha);\n}\n";
@@ -1,111 +1,20 @@
1
+ import {
2
+ assertOptionalFiniteNumber,
3
+ validateUnitInterval
4
+ } from "./index-wxhvgv2s.mjs";
5
+ import {
6
+ WEBGPU_SINGLE_PASS_VERTEX,
7
+ setupWebGpuSinglePass,
8
+ cleanupWebGpuSinglePass,
9
+ applyWebGpuSinglePass
10
+ } from "./index-tvfexb7s.mjs";
11
+ import {
12
+ assertEffectParamsObject
13
+ } from "./index-4fvp93ps.mjs";
14
+
1
15
  // src/barrel-distortion/index.ts
2
16
  import { Internals as Internals2 } from "remotion";
3
17
 
4
- // src/validate-effect-param.ts
5
- var assertEffectParamsObject = (params, effectLabel) => {
6
- if (params === null || typeof params !== "object") {
7
- throw new TypeError(`${effectLabel} effect requires a parameters object, but got ${JSON.stringify(params)}`);
8
- }
9
- };
10
- var assertRequiredFiniteNumber = (value, name) => {
11
- if (typeof value !== "number" || !Number.isFinite(value)) {
12
- throw new TypeError(`"${name}" must be a finite number, but got ${JSON.stringify(value)}`);
13
- }
14
- };
15
- var assertRequiredColor = (value, name) => {
16
- if (typeof value !== "string" || value.length === 0) {
17
- throw new TypeError(`"${name}" must be a non-empty string, but got ${JSON.stringify(value)}`);
18
- }
19
- };
20
- var assertOptionalColor = (value, name) => {
21
- if (value === undefined) {
22
- return;
23
- }
24
- assertRequiredColor(value, name);
25
- };
26
- var assertOptionalBoolean = (value, name) => {
27
- if (value === undefined) {
28
- return;
29
- }
30
- if (typeof value !== "boolean") {
31
- throw new TypeError(`"${name}" must be a boolean, but got ${JSON.stringify(value)}`);
32
- }
33
- };
34
-
35
- // src/color-utils.ts
36
- var DEFAULT_AMOUNT = 1;
37
- var DEFAULT_BRIGHTNESS_AMOUNT = 0;
38
- var DEFAULT_HUE_DEGREES = 0;
39
- var colorAmountSchema = {
40
- type: "number",
41
- min: 0,
42
- max: 1,
43
- step: 0.01,
44
- default: DEFAULT_AMOUNT,
45
- description: "Amount",
46
- hiddenFromList: false
47
- };
48
- var colorMultiplierSchema = {
49
- type: "number",
50
- min: 0,
51
- step: 0.01,
52
- default: DEFAULT_AMOUNT,
53
- description: "Amount",
54
- hiddenFromList: false
55
- };
56
- var brightnessAmountSchema = {
57
- type: "number",
58
- min: -1,
59
- max: 1,
60
- step: 0.01,
61
- default: DEFAULT_BRIGHTNESS_AMOUNT,
62
- description: "Amount",
63
- hiddenFromList: false
64
- };
65
- var hueDegreesSchema = {
66
- type: "rotation-degrees",
67
- step: 1,
68
- default: DEFAULT_HUE_DEGREES,
69
- description: "Degrees"
70
- };
71
- var assertOptionalFiniteNumber = (value, name) => {
72
- if (value === undefined) {
73
- return;
74
- }
75
- assertRequiredFiniteNumber(value, name);
76
- };
77
- var validateUnitInterval = (value, name) => {
78
- if (value < 0) {
79
- throw new TypeError(`"${name}" must be >= 0, but got ${JSON.stringify(value)}`);
80
- }
81
- if (value > 1) {
82
- throw new TypeError(`"${name}" must be <= 1, but got ${JSON.stringify(value)}`);
83
- }
84
- };
85
- var validateNonNegative = (value, name) => {
86
- if (value < 0) {
87
- throw new TypeError(`"${name}" must be >= 0, but got ${JSON.stringify(value)}`);
88
- }
89
- };
90
- var validateSignedUnitInterval = (value, name) => {
91
- if (value < -1) {
92
- throw new TypeError(`"${name}" must be >= -1, but got ${JSON.stringify(value)}`);
93
- }
94
- if (value > 1) {
95
- throw new TypeError(`"${name}" must be <= 1, but got ${JSON.stringify(value)}`);
96
- }
97
- };
98
- var clampColorChannel = (value) => {
99
- return Math.max(0, Math.min(255, value));
100
- };
101
- var parseColorRgba = (ctx, color) => {
102
- ctx.clearRect(0, 0, 1, 1);
103
- ctx.fillStyle = color;
104
- ctx.fillRect(0, 0, 1, 1);
105
- const { data } = ctx.getImageData(0, 0, 1, 1);
106
- return [data[0], data[1], data[2], data[3]];
107
- };
108
-
109
18
  // src/barrel-distortion/barrel-distortion-runtime.ts
110
19
  import { Internals } from "remotion";
111
20
 
@@ -301,6 +210,25 @@ var applyBarrelDistortion = ({
301
210
  gl.useProgram(null);
302
211
  };
303
212
 
213
+ // src/barrel-distortion/webgpu-shader.ts
214
+ var BARREL_DISTORTION_WEBGPU_SHADER = `
215
+ ${WEBGPU_SINGLE_PASS_VERTEX}
216
+ struct Params { amount: vec4f, }
217
+ @group(0) @binding(0) var source: texture_2d<f32>;
218
+ @group(0) @binding(1) var sourceSampler: sampler;
219
+ @group(0) @binding(2) var<uniform> params: Params;
220
+
221
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
222
+ let centered = input.uv * 2.0 - 1.0;
223
+ var warped = centered;
224
+ warped.x *= 1.0 + params.amount.x * centered.y * centered.y;
225
+ warped.y *= 1.0 + params.amount.x * centered.x * centered.x;
226
+ let uv = warped * 0.5 + 0.5;
227
+ if (any(uv < vec2f(0)) || any(uv > vec2f(1))) { return vec4f(0); }
228
+ return textureSampleLevel(source, sourceSampler, uv, 0);
229
+ }
230
+ `;
231
+
304
232
  // src/barrel-distortion/index.ts
305
233
  var { createEffect } = Internals2;
306
234
  var DEFAULT_BARREL_DISTORTION_AMOUNT = 0.25;
@@ -328,24 +256,45 @@ var barrelDistortion = createEffect({
328
256
  type: "dev.remotion.effects.barrelDistortion",
329
257
  label: "barrelDistortion()",
330
258
  documentationLink: "https://www.remotion.dev/docs/effects/barrel-distortion",
331
- backend: "webgl2",
332
259
  calculateKey: (params) => {
333
260
  const r = resolve(params);
334
261
  return `barrel-distortion-${r.amount}`;
335
262
  },
336
- setup: (target) => setupBarrelDistortion(target),
337
- apply: ({ source, width, height, params, state, flipSourceY }) => {
338
- const r = resolve(params);
339
- applyBarrelDistortion({
340
- state,
341
- source,
342
- width,
343
- height,
344
- amount: r.amount,
345
- flipSourceY
346
- });
263
+ implementations: {
264
+ webgpu: Internals2.createEffectImplementation({
265
+ setup: (target) => setupWebGpuSinglePass(target, "barrel-distortion"),
266
+ apply: ({ source, width, height, params, state, gpuDevice }) => {
267
+ if (!gpuDevice) {
268
+ throw new Error("A WebGPU device is required for the barrel-distortion effect");
269
+ }
270
+ applyWebGpuSinglePass({
271
+ state,
272
+ source,
273
+ width,
274
+ height,
275
+ device: gpuDevice,
276
+ shader: BARREL_DISTORTION_WEBGPU_SHADER,
277
+ uniformData: new Float32Array([resolve(params).amount, 0, 0, 0])
278
+ });
279
+ },
280
+ cleanup: cleanupWebGpuSinglePass
281
+ }),
282
+ webgl2: Internals2.createEffectImplementation({
283
+ setup: (target) => setupBarrelDistortion(target),
284
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
285
+ const r = resolve(params);
286
+ applyBarrelDistortion({
287
+ state,
288
+ source,
289
+ width,
290
+ height,
291
+ amount: r.amount,
292
+ flipSourceY
293
+ });
294
+ },
295
+ cleanup: (state) => cleanupBarrelDistortion(state)
296
+ })
347
297
  },
348
- cleanup: (state) => cleanupBarrelDistortion(state),
349
298
  schema: barrelDistortionSchema,
350
299
  validateParams: validateBarrelDistortionParams
351
300
  });