@remotion/effects 4.0.538 → 4.0.540

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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
@@ -0,0 +1,411 @@
1
+ import {
2
+ assertOptionalFiniteNumber,
3
+ validateUnitInterval,
4
+ parseColorRgba
5
+ } from "./index-wxhvgv2s.mjs";
6
+ import {
7
+ WEBGPU_SINGLE_PASS_VERTEX,
8
+ setupWebGpuSinglePass,
9
+ cleanupWebGpuSinglePass,
10
+ applyWebGpuSinglePass
11
+ } from "./index-tvfexb7s.mjs";
12
+ import {
13
+ assertEffectParamsObject,
14
+ assertOptionalColor
15
+ } from "./index-4fvp93ps.mjs";
16
+
17
+ // src/linear-gradient-tint.ts
18
+ import { Internals } from "remotion";
19
+
20
+ // src/linear-gradient-tint-webgpu-shader.ts
21
+ var LINEAR_GRADIENT_TINT_WEBGPU_SHADER = `
22
+ ${WEBGPU_SINGLE_PASS_VERTEX}
23
+ struct Params { start: vec2f, end: vec2f, startColor: vec4f, endColor: vec4f, amount: f32, padding1: f32, padding2: f32, padding3: f32 }
24
+ @group(0) @binding(0) var source: texture_2d<f32>;
25
+ @group(0) @binding(1) var sourceSampler: sampler;
26
+ @group(0) @binding(2) var<uniform> params: Params;
27
+
28
+ fn gradientProgress(uv: vec2f) -> f32 {
29
+ let gradient = params.end - params.start;
30
+ let gradientLengthSq = dot(gradient, gradient);
31
+ if (gradientLengthSq <= 0.0000001) { return 0.0; }
32
+ return clamp(dot(uv - params.start, gradient) / gradientLengthSq, 0.0, 1.0);
33
+ }
34
+
35
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
36
+ let color = textureSampleLevel(source, sourceSampler, input.uv, 0.0);
37
+ let alpha = color.a;
38
+ if (alpha <= 0.001) { return vec4f(0.0); }
39
+ let tintColor = mix(params.startColor, params.endColor, gradientProgress(input.uv));
40
+ let blended = mix(color.rgb / alpha, tintColor.rgb, params.amount * tintColor.a);
41
+ return vec4f(blended * alpha, alpha);
42
+ }
43
+ `;
44
+
45
+ // src/linear-gradient-tint.ts
46
+ var { createEffect, createWebGL2ContextError } = Internals;
47
+ var DEFAULT_START = [0, 0.5];
48
+ var DEFAULT_END = [1, 0.5];
49
+ var DEFAULT_START_COLOR = "#000000";
50
+ var DEFAULT_END_COLOR = "#ffffff";
51
+ var DEFAULT_AMOUNT = 0.5;
52
+ var linearGradientTintSchema = {
53
+ start: {
54
+ type: "uv-coordinate",
55
+ min: -1,
56
+ max: 2,
57
+ step: 0.01,
58
+ default: DEFAULT_START,
59
+ description: "Start",
60
+ visual: {
61
+ type: "line",
62
+ to: "end"
63
+ }
64
+ },
65
+ end: {
66
+ type: "uv-coordinate",
67
+ min: -1,
68
+ max: 2,
69
+ step: 0.01,
70
+ default: DEFAULT_END,
71
+ description: "End"
72
+ },
73
+ startColor: {
74
+ type: "color",
75
+ default: DEFAULT_START_COLOR,
76
+ description: "Start color"
77
+ },
78
+ endColor: {
79
+ type: "color",
80
+ default: DEFAULT_END_COLOR,
81
+ description: "End color"
82
+ },
83
+ amount: {
84
+ type: "number",
85
+ min: 0,
86
+ max: 1,
87
+ step: 0.01,
88
+ default: DEFAULT_AMOUNT,
89
+ description: "Amount",
90
+ hiddenFromList: false
91
+ }
92
+ };
93
+ var resolve = (p) => ({
94
+ start: [...p.start ?? DEFAULT_START],
95
+ end: [...p.end ?? DEFAULT_END],
96
+ startColor: p.startColor ?? DEFAULT_START_COLOR,
97
+ endColor: p.endColor ?? DEFAULT_END_COLOR,
98
+ amount: p.amount ?? DEFAULT_AMOUNT
99
+ });
100
+ var assertOptionalUvCoordinate = (value, name) => {
101
+ if (value === undefined) {
102
+ return;
103
+ }
104
+ if (!Array.isArray(value) || value.length !== 2 || value.some((item) => typeof item !== "number" || !Number.isFinite(item))) {
105
+ throw new TypeError(`"${name}" must be a [number, number] tuple`);
106
+ }
107
+ };
108
+ var validateLinearGradientTintParams = (params) => {
109
+ assertEffectParamsObject(params, "Linear gradient tint");
110
+ assertOptionalUvCoordinate(params.start, "start");
111
+ assertOptionalUvCoordinate(params.end, "end");
112
+ assertOptionalColor(params.startColor, "startColor");
113
+ assertOptionalColor(params.endColor, "endColor");
114
+ assertOptionalFiniteNumber(params.amount, "amount");
115
+ validateUnitInterval(resolve(params).amount, "amount");
116
+ };
117
+ var VERTEX_SHADER = `#version 300 es
118
+ in vec2 aPos;
119
+ in vec2 aUv;
120
+ out vec2 vUv;
121
+
122
+ void main() {
123
+ vUv = aUv;
124
+ gl_Position = vec4(aPos, 0.0, 1.0);
125
+ }
126
+ `;
127
+ var FRAGMENT_SHADER = `#version 300 es
128
+ precision highp float;
129
+
130
+ in vec2 vUv;
131
+ out vec4 fragColor;
132
+
133
+ uniform sampler2D uSource;
134
+ uniform vec2 uStart;
135
+ uniform vec2 uEnd;
136
+ uniform vec4 uStartColor;
137
+ uniform vec4 uEndColor;
138
+ uniform float uAmount;
139
+
140
+ float gradientProgress(vec2 uv) {
141
+ vec2 gradient = uEnd - uStart;
142
+ float gradientLengthSq = dot(gradient, gradient);
143
+ if (gradientLengthSq <= 0.0000001) {
144
+ return 0.0;
145
+ }
146
+
147
+ return clamp(dot(uv - uStart, gradient) / gradientLengthSq, 0.0, 1.0);
148
+ }
149
+
150
+ void main() {
151
+ vec4 texColor = texture(uSource, vUv);
152
+ float alpha = texColor.a;
153
+
154
+ if (alpha <= 0.001) {
155
+ fragColor = vec4(0.0);
156
+ return;
157
+ }
158
+
159
+ vec2 publicUv = vec2(vUv.x, 1.0 - vUv.y);
160
+ vec4 tintColor = mix(uStartColor, uEndColor, gradientProgress(publicUv));
161
+ vec3 sourceRgb = texColor.rgb / alpha;
162
+ vec3 blended = mix(sourceRgb, tintColor.rgb, uAmount * tintColor.a);
163
+
164
+ fragColor = vec4(blended * alpha, alpha);
165
+ }
166
+ `;
167
+ var compileShader = (gl, type, source) => {
168
+ const shader = gl.createShader(type);
169
+ if (!shader) {
170
+ throw new Error("Failed to create WebGL shader");
171
+ }
172
+ gl.shaderSource(shader, source);
173
+ gl.compileShader(shader);
174
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
175
+ const log = gl.getShaderInfoLog(shader);
176
+ gl.deleteShader(shader);
177
+ throw new Error(`Linear gradient tint shader compile failed: ${log ?? "(no log)"}`);
178
+ }
179
+ return shader;
180
+ };
181
+ var createProgram = (gl) => {
182
+ const vs = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);
183
+ const fs = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
184
+ const program = gl.createProgram();
185
+ if (!program) {
186
+ throw new Error("Failed to create WebGL program");
187
+ }
188
+ gl.attachShader(program, vs);
189
+ gl.attachShader(program, fs);
190
+ gl.linkProgram(program);
191
+ gl.deleteShader(vs);
192
+ gl.deleteShader(fs);
193
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
194
+ const log = gl.getProgramInfoLog(program);
195
+ gl.deleteProgram(program);
196
+ throw new Error(`Linear gradient tint program link failed: ${log ?? "(no log)"}`);
197
+ }
198
+ return program;
199
+ };
200
+ var createRgbaTexture = (gl) => {
201
+ const texture = gl.createTexture();
202
+ if (!texture) {
203
+ throw new Error("Failed to create WebGL texture");
204
+ }
205
+ gl.bindTexture(gl.TEXTURE_2D, texture);
206
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
207
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
208
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
209
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
210
+ gl.bindTexture(gl.TEXTURE_2D, null);
211
+ return texture;
212
+ };
213
+ var setupLinearGradientTint = (target) => {
214
+ const gl = target.getContext("webgl2", {
215
+ premultipliedAlpha: true,
216
+ alpha: true,
217
+ preserveDrawingBuffer: true
218
+ });
219
+ if (!gl) {
220
+ throw createWebGL2ContextError("linear gradient tint effect");
221
+ }
222
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
223
+ const program = createProgram(gl);
224
+ const vao = gl.createVertexArray();
225
+ if (!vao) {
226
+ throw new Error("Failed to create WebGL vertex array");
227
+ }
228
+ gl.bindVertexArray(vao);
229
+ const data = new Float32Array([
230
+ -1,
231
+ -1,
232
+ 0,
233
+ 0,
234
+ 1,
235
+ -1,
236
+ 1,
237
+ 0,
238
+ -1,
239
+ 1,
240
+ 0,
241
+ 1,
242
+ 1,
243
+ 1,
244
+ 1,
245
+ 1
246
+ ]);
247
+ const vbo = gl.createBuffer();
248
+ if (!vbo) {
249
+ throw new Error("Failed to create WebGL buffer");
250
+ }
251
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
252
+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
253
+ const aPos = gl.getAttribLocation(program, "aPos");
254
+ const aUv = gl.getAttribLocation(program, "aUv");
255
+ gl.enableVertexAttribArray(aPos);
256
+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
257
+ gl.enableVertexAttribArray(aUv);
258
+ gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 16, 8);
259
+ gl.bindVertexArray(null);
260
+ const textureSource = createRgbaTexture(gl);
261
+ const colorCanvas = document.createElement("canvas");
262
+ colorCanvas.width = 1;
263
+ colorCanvas.height = 1;
264
+ const colorCtx = colorCanvas.getContext("2d", { willReadFrequently: true });
265
+ if (!colorCtx) {
266
+ throw new Error("Failed to acquire 2D context for color parsing");
267
+ }
268
+ return {
269
+ gl,
270
+ program,
271
+ vao,
272
+ vbo,
273
+ textureSource,
274
+ uniforms: {
275
+ uSource: gl.getUniformLocation(program, "uSource"),
276
+ uStart: gl.getUniformLocation(program, "uStart"),
277
+ uEnd: gl.getUniformLocation(program, "uEnd"),
278
+ uStartColor: gl.getUniformLocation(program, "uStartColor"),
279
+ uEndColor: gl.getUniformLocation(program, "uEndColor"),
280
+ uAmount: gl.getUniformLocation(program, "uAmount")
281
+ },
282
+ colorCtx,
283
+ cachedStartColor: "",
284
+ cachedStartColorRgba: [0, 0, 0, 255],
285
+ cachedEndColor: "",
286
+ cachedEndColorRgba: [255, 255, 255, 255]
287
+ };
288
+ };
289
+ var normalizedRgba = (color) => {
290
+ return [color[0] / 255, color[1] / 255, color[2] / 255, color[3] / 255];
291
+ };
292
+ var getParsedColors = (state, resolved) => {
293
+ if (state.cachedStartColor !== resolved.startColor) {
294
+ state.cachedStartColor = resolved.startColor;
295
+ state.cachedStartColorRgba = parseColorRgba(state.colorCtx, resolved.startColor);
296
+ }
297
+ if (state.cachedEndColor !== resolved.endColor) {
298
+ state.cachedEndColor = resolved.endColor;
299
+ state.cachedEndColorRgba = parseColorRgba(state.colorCtx, resolved.endColor);
300
+ }
301
+ return {
302
+ start: state.cachedStartColorRgba,
303
+ end: state.cachedEndColorRgba
304
+ };
305
+ };
306
+ var linearGradientTint2 = createEffect({
307
+ type: "dev.remotion.effects.linearGradientTint",
308
+ label: "linearGradientTint()",
309
+ documentationLink: "https://www.remotion.dev/docs/effects/linear-gradient-tint",
310
+ calculateKey: (params) => {
311
+ const r = resolve(params);
312
+ return `linear-gradient-tint-${r.start.join(":")}-${r.end.join(":")}-${r.startColor}-${r.endColor}-${r.amount}`;
313
+ },
314
+ implementations: {
315
+ webgl2: Internals.createEffectImplementation({
316
+ setup: (target) => setupLinearGradientTint(target),
317
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
318
+ const r = resolve(params);
319
+ const { start, end } = getParsedColors(state, r);
320
+ const [sr, sg, sb, sa] = normalizedRgba(start);
321
+ const [er, eg, eb, ea] = normalizedRgba(end);
322
+ const { gl, program, textureSource, uniforms, vao } = state;
323
+ gl.viewport(0, 0, width, height);
324
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
325
+ gl.clearColor(0, 0, 0, 0);
326
+ gl.clear(gl.COLOR_BUFFER_BIT);
327
+ gl.activeTexture(gl.TEXTURE0);
328
+ gl.bindTexture(gl.TEXTURE_2D, textureSource);
329
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
330
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
331
+ gl.useProgram(program);
332
+ if (uniforms.uSource)
333
+ gl.uniform1i(uniforms.uSource, 0);
334
+ if (uniforms.uStart)
335
+ gl.uniform2f(uniforms.uStart, r.start[0], r.start[1]);
336
+ if (uniforms.uEnd)
337
+ gl.uniform2f(uniforms.uEnd, r.end[0], r.end[1]);
338
+ if (uniforms.uStartColor) {
339
+ gl.uniform4f(uniforms.uStartColor, sr, sg, sb, sa);
340
+ }
341
+ if (uniforms.uEndColor) {
342
+ gl.uniform4f(uniforms.uEndColor, er, eg, eb, ea);
343
+ }
344
+ if (uniforms.uAmount)
345
+ gl.uniform1f(uniforms.uAmount, r.amount);
346
+ gl.bindVertexArray(vao);
347
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
348
+ gl.bindVertexArray(null);
349
+ gl.bindTexture(gl.TEXTURE_2D, null);
350
+ gl.useProgram(null);
351
+ },
352
+ cleanup: ({ gl, program, vao, vbo, textureSource }) => {
353
+ gl.deleteTexture(textureSource);
354
+ gl.deleteBuffer(vbo);
355
+ gl.deleteProgram(program);
356
+ gl.deleteVertexArray(vao);
357
+ }
358
+ }),
359
+ webgpu: Internals.createEffectImplementation({
360
+ setup: (target) => {
361
+ const colorCanvas = document.createElement("canvas");
362
+ colorCanvas.width = 1;
363
+ colorCanvas.height = 1;
364
+ const colorCtx = colorCanvas.getContext("2d", {
365
+ willReadFrequently: true
366
+ });
367
+ if (!colorCtx) {
368
+ throw new Error("Failed to acquire 2D context for color parsing");
369
+ }
370
+ return {
371
+ ...setupWebGpuSinglePass(target, "linear-gradient-tint"),
372
+ colorCtx,
373
+ cachedStartColor: "",
374
+ cachedStartColorRgba: [0, 0, 0, 255],
375
+ cachedEndColor: "",
376
+ cachedEndColorRgba: [255, 255, 255, 255]
377
+ };
378
+ },
379
+ apply: ({ source, width, height, params, state, gpuDevice }) => {
380
+ if (!gpuDevice) {
381
+ throw new Error("A WebGPU device is required for the linear-gradient-tint effect");
382
+ }
383
+ const r = resolve(params);
384
+ const { start, end } = getParsedColors(state, r);
385
+ applyWebGpuSinglePass({
386
+ state,
387
+ source,
388
+ width,
389
+ height,
390
+ device: gpuDevice,
391
+ shader: LINEAR_GRADIENT_TINT_WEBGPU_SHADER,
392
+ uniformData: new Float32Array([
393
+ ...r.start,
394
+ ...r.end,
395
+ ...normalizedRgba(start),
396
+ ...normalizedRgba(end),
397
+ r.amount,
398
+ 0,
399
+ 0,
400
+ 0
401
+ ])
402
+ });
403
+ },
404
+ cleanup: cleanupWebGpuSinglePass
405
+ })
406
+ },
407
+ schema: linearGradientTintSchema,
408
+ validateParams: validateLinearGradientTintParams
409
+ });
410
+
411
+ export { linearGradientTint2 };
@@ -0,0 +1,120 @@
1
+ // src/color-correction-shader-utils.ts
2
+ var COLOR_SPACE_GLSL = `
3
+ vec3 srgbToLinear(vec3 color) {
4
+ vec3 lower = color / 12.92;
5
+ vec3 upper = pow((color + 0.055) / 1.055, vec3(2.4));
6
+ return mix(lower, upper, step(vec3(0.04045), color));
7
+ }
8
+
9
+ vec3 linearToSrgb(vec3 color) {
10
+ vec3 nonNegative = max(color, vec3(0.0));
11
+ vec3 lower = nonNegative * 12.92;
12
+ vec3 upper = 1.055 * pow(nonNegative, vec3(1.0 / 2.4)) - 0.055;
13
+ return mix(lower, upper, step(vec3(0.0031308), nonNegative));
14
+ }
15
+ `;
16
+ var WHITE_BALANCE_GLSL = `
17
+ vec3 applyWhiteBalanceLinear(vec3 linear, float temperature, float tint) {
18
+ vec3 temperatureOffset = vec3(0.3, 0.0, -0.3) * temperature;
19
+ vec3 tintOffset = vec3(0.15, -0.3, 0.15) * tint;
20
+ vec3 gains = exp2(temperatureOffset + tintOffset);
21
+ float luminanceGain = dot(gains, vec3(0.2126, 0.7152, 0.0722));
22
+ return linear * gains / luminanceGain;
23
+ }
24
+ `;
25
+ var SHADOWS_HIGHLIGHTS_GLSL = `
26
+ float getShadowsHighlightsStops(
27
+ vec3 color,
28
+ float shadows,
29
+ float highlights
30
+ ) {
31
+ float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
32
+ float shadowWeight = 1.0 - smoothstep(0.0, 0.6, luminance);
33
+ float highlightWeight = smoothstep(0.4, 1.0, luminance);
34
+ shadowWeight *= shadowWeight;
35
+ highlightWeight *= highlightWeight;
36
+ return shadows * shadowWeight + highlights * highlightWeight;
37
+ }
38
+ `;
39
+ var VIBRANCE_GLSL = `
40
+ vec3 applyVibrance(vec3 color, float amount) {
41
+ float maximum = max(max(color.r, color.g), color.b);
42
+ float minimum = min(min(color.r, color.g), color.b);
43
+ float lightness = (maximum + minimum) * 0.5;
44
+ float chroma = maximum - minimum;
45
+ float saturationDenominator = 1.0 - abs(2.0 * lightness - 1.0);
46
+ float saturation = saturationDenominator <= 0.0
47
+ ? 0.0
48
+ : chroma / saturationDenominator;
49
+
50
+ if (saturation <= 0.000001) {
51
+ return color;
52
+ }
53
+
54
+ float targetSaturation = amount >= 0.0
55
+ ? saturation + amount * (1.0 - saturation)
56
+ : saturation * (1.0 + amount);
57
+ return clamp(
58
+ vec3(lightness) +
59
+ (color - vec3(lightness)) * (targetSaturation / saturation),
60
+ 0.0,
61
+ 1.0
62
+ );
63
+ }
64
+ `;
65
+
66
+ // src/color-correction-webgpu-shader-utils.ts
67
+ var COLOR_SPACE_WGSL = `
68
+ fn srgbToLinear(color: vec3f) -> vec3f {
69
+ let lower = color / 12.92;
70
+ let upper = pow((color + 0.055) / 1.055, vec3f(2.4));
71
+ return mix(lower, upper, step(vec3f(0.04045), color));
72
+ }
73
+
74
+ fn linearToSrgb(color: vec3f) -> vec3f {
75
+ let nonNegative = max(color, vec3f(0.0));
76
+ let lower = nonNegative * 12.92;
77
+ let upper = 1.055 * pow(nonNegative, vec3f(1.0 / 2.4)) - 0.055;
78
+ return mix(lower, upper, step(vec3f(0.0031308), nonNegative));
79
+ }
80
+ `;
81
+ var WHITE_BALANCE_WGSL = `
82
+ fn applyWhiteBalanceLinear(linear: vec3f, temperature: f32, tint: f32) -> vec3f {
83
+ let temperatureOffset = vec3f(0.3, 0.0, -0.3) * temperature;
84
+ let tintOffset = vec3f(0.15, -0.3, 0.15) * tint;
85
+ let gains = exp2(temperatureOffset + tintOffset);
86
+ let luminanceGain = dot(gains, vec3f(0.2126, 0.7152, 0.0722));
87
+ return linear * gains / luminanceGain;
88
+ }
89
+ `;
90
+ var SHADOWS_HIGHLIGHTS_WGSL = `
91
+ fn getShadowsHighlightsStops(color: vec3f, shadows: f32, highlights: f32) -> f32 {
92
+ let luminance = dot(color, vec3f(0.2126, 0.7152, 0.0722));
93
+ let shadowWeight = 1.0 - smoothstep(0.0, 0.6, luminance);
94
+ let highlightWeight = smoothstep(0.4, 1.0, luminance);
95
+ return shadows * shadowWeight * shadowWeight + highlights * highlightWeight * highlightWeight;
96
+ }
97
+ `;
98
+ var VIBRANCE_WGSL = `
99
+ fn applyVibrance(color: vec3f, amount: f32) -> vec3f {
100
+ let maximum = max(max(color.r, color.g), color.b);
101
+ let minimum = min(min(color.r, color.g), color.b);
102
+ let lightness = (maximum + minimum) * 0.5;
103
+ let chroma = maximum - minimum;
104
+ let saturationDenominator = 1.0 - abs(2.0 * lightness - 1.0);
105
+ var saturation = 0.0;
106
+ if (saturationDenominator > 0.0) {
107
+ saturation = chroma / saturationDenominator;
108
+ }
109
+ if (saturation <= 0.000001) {
110
+ return color;
111
+ }
112
+ var targetSaturation = saturation * (1.0 + amount);
113
+ if (amount >= 0.0) {
114
+ targetSaturation = saturation + amount * (1.0 - saturation);
115
+ }
116
+ return clamp(vec3f(lightness) + (color - vec3f(lightness)) * (targetSaturation / saturation), vec3f(0.0), vec3f(1.0));
117
+ }
118
+ `;
119
+
120
+ export { COLOR_SPACE_GLSL, WHITE_BALANCE_GLSL, SHADOWS_HIGHLIGHTS_GLSL, VIBRANCE_GLSL, COLOR_SPACE_WGSL, WHITE_BALANCE_WGSL, SHADOWS_HIGHLIGHTS_WGSL, VIBRANCE_WGSL };