@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 +1,926 @@
1
+ import {
2
+ assertOptionalFiniteNumber,
3
+ parseColorRgba
4
+ } from "./index-wxhvgv2s.mjs";
5
+ import {
6
+ WEBGPU_SINGLE_PASS_VERTEX
7
+ } from "./index-tvfexb7s.mjs";
8
+ import {
9
+ assertEffectParamsObject,
10
+ assertRequiredFiniteNumber,
11
+ assertOptionalColor,
12
+ assertOptionalBoolean
13
+ } from "./index-4fvp93ps.mjs";
14
+
15
+ // src/weather/params.ts
16
+ var COMMON_WEATHER_DEFAULTS = {
17
+ time: 0,
18
+ sceneDepth: 5000,
19
+ spread: 0,
20
+ compositeWithOriginal: true,
21
+ offset: [0.5, 0.5],
22
+ seed: 0
23
+ };
24
+ var createWeatherSchema = (defaults, maxSpeed, maxWind) => ({
25
+ time: {
26
+ type: "number",
27
+ min: 0,
28
+ max: 10,
29
+ step: 0.01,
30
+ default: defaults.time,
31
+ description: "Time",
32
+ hiddenFromList: false
33
+ },
34
+ size: {
35
+ type: "number",
36
+ min: 0,
37
+ max: 50,
38
+ step: 0.01,
39
+ default: defaults.size,
40
+ description: "Size",
41
+ hiddenFromList: false
42
+ },
43
+ sceneDepth: {
44
+ type: "number",
45
+ min: 0,
46
+ max: 20000,
47
+ step: 1,
48
+ default: defaults.sceneDepth,
49
+ description: "Scene depth",
50
+ hiddenFromList: false
51
+ },
52
+ speed: {
53
+ type: "number",
54
+ min: 0,
55
+ max: maxSpeed,
56
+ step: 1,
57
+ default: defaults.speed,
58
+ description: "Speed",
59
+ hiddenFromList: false
60
+ },
61
+ wind: {
62
+ type: "number",
63
+ min: -maxWind,
64
+ max: maxWind,
65
+ step: 1,
66
+ default: defaults.wind,
67
+ description: "Wind",
68
+ hiddenFromList: false
69
+ },
70
+ windVariation: {
71
+ type: "number",
72
+ min: 0,
73
+ max: 1,
74
+ step: 0.01,
75
+ default: defaults.windVariation,
76
+ description: "Wind variation",
77
+ hiddenFromList: false
78
+ },
79
+ spread: {
80
+ type: "number",
81
+ min: 0,
82
+ max: 1000,
83
+ step: 1,
84
+ default: defaults.spread,
85
+ description: "Spread",
86
+ hiddenFromList: false
87
+ },
88
+ opacity: {
89
+ type: "number",
90
+ min: 0,
91
+ max: 1,
92
+ step: 0.01,
93
+ default: defaults.opacity,
94
+ description: "Opacity",
95
+ hiddenFromList: false
96
+ },
97
+ color: { type: "color", default: defaults.color, description: "Color" },
98
+ transferMode: {
99
+ type: "enum",
100
+ variants: { composite: {}, lighten: {} },
101
+ default: defaults.transferMode,
102
+ description: "Transfer mode"
103
+ },
104
+ compositeWithOriginal: {
105
+ type: "boolean",
106
+ default: defaults.compositeWithOriginal,
107
+ description: "Composite with original"
108
+ },
109
+ offset: {
110
+ type: "uv-coordinate",
111
+ step: 0.01,
112
+ default: defaults.offset,
113
+ description: "Offset"
114
+ },
115
+ seed: {
116
+ type: "number",
117
+ min: 0,
118
+ max: 4294967295,
119
+ step: 1,
120
+ integer: true,
121
+ default: defaults.seed,
122
+ description: "Seed",
123
+ hiddenFromList: false
124
+ }
125
+ });
126
+ var resolveWeatherParams = (params, defaults) => ({
127
+ time: params.time ?? defaults.time,
128
+ size: params.size ?? defaults.size,
129
+ sceneDepth: params.sceneDepth ?? defaults.sceneDepth,
130
+ speed: params.speed ?? defaults.speed,
131
+ wind: params.wind ?? defaults.wind,
132
+ windVariation: params.windVariation ?? defaults.windVariation,
133
+ spread: params.spread ?? defaults.spread,
134
+ color: params.color ?? defaults.color,
135
+ opacity: params.opacity ?? defaults.opacity,
136
+ transferMode: params.transferMode ?? defaults.transferMode,
137
+ compositeWithOriginal: params.compositeWithOriginal ?? defaults.compositeWithOriginal,
138
+ offset: params.offset ?? defaults.offset,
139
+ seed: params.seed ?? defaults.seed
140
+ });
141
+ var validateWeatherRange = (value, name, min, max) => {
142
+ assertOptionalFiniteNumber(value, name);
143
+ if (value === undefined)
144
+ return;
145
+ if (value < min || max !== null && value > max) {
146
+ throw new TypeError(`"${name}" must be ${max === null ? `at least ${min}` : `between ${min} and ${max}`}, but got ${value}`);
147
+ }
148
+ };
149
+ var validateWeatherParams = (params, label, maxSpeed, maxWind) => {
150
+ assertEffectParamsObject(params, label);
151
+ validateWeatherRange(params.time, "time", 0, null);
152
+ validateWeatherRange(params.size, "size", 0, 50);
153
+ validateWeatherRange(params.sceneDepth, "sceneDepth", 0, 20000);
154
+ validateWeatherRange(params.speed, "speed", 0, maxSpeed);
155
+ validateWeatherRange(params.wind, "wind", -maxWind, maxWind);
156
+ validateWeatherRange(params.windVariation, "windVariation", 0, 1);
157
+ validateWeatherRange(params.spread, "spread", 0, 1000);
158
+ validateWeatherRange(params.opacity, "opacity", 0, 1);
159
+ assertOptionalColor(params.color, "color");
160
+ assertOptionalBoolean(params.compositeWithOriginal, "compositeWithOriginal");
161
+ assertOptionalFiniteNumber(params.seed, "seed");
162
+ if (params.seed !== undefined && (!Number.isInteger(params.seed) || params.seed < 0 || params.seed > 4294967295)) {
163
+ throw new TypeError('"seed" must be an unsigned 32-bit integer');
164
+ }
165
+ if (params.transferMode !== undefined && params.transferMode !== "composite" && params.transferMode !== "lighten") {
166
+ throw new TypeError('"transferMode" must be "composite" or "lighten"');
167
+ }
168
+ if (params.offset !== undefined) {
169
+ if (!Array.isArray(params.offset) || params.offset.length !== 2) {
170
+ throw new TypeError('"offset" must be a [number, number] tuple');
171
+ }
172
+ assertRequiredFiniteNumber(params.offset[0], "offset[0]");
173
+ assertRequiredFiniteNumber(params.offset[1], "offset[1]");
174
+ }
175
+ };
176
+
177
+ // src/weather/runtime.ts
178
+ import { Internals } from "remotion";
179
+
180
+ // src/weather/shaders.ts
181
+ var WEATHER_VERTEX_SHADER = `#version 300 es
182
+ precision highp float;
183
+ precision highp int;
184
+
185
+ uniform sampler2D uSource;
186
+ uniform vec2 uResolution;
187
+ uniform int uSnow;
188
+ uniform float uTime;
189
+ uniform uint uSeed;
190
+ uniform vec2 uOffset;
191
+ uniform float uSize;
192
+ uniform float uSizeVariation;
193
+ uniform float uSceneDepth;
194
+ uniform float uSpeed;
195
+ uniform float uSpeedVariation;
196
+ uniform float uWind;
197
+ uniform float uWindVariation;
198
+ uniform float uSpread;
199
+ uniform float uWiggleAmount;
200
+ uniform float uWiggleAmountVariation;
201
+ uniform float uWiggleFrequency;
202
+ uniform float uWiggleFrequencyVariation;
203
+ uniform vec4 uColor;
204
+ uniform float uOpacity;
205
+ uniform int uRefract;
206
+
207
+ flat out vec2 vPosition;
208
+ flat out vec2 vLine;
209
+ flat out float vRadius;
210
+ flat out vec4 vColor;
211
+
212
+ float noise(uint i, uint key) {
213
+ uint h = i * 0x8da6b343u ^ key * 0xd8163841u ^ uSeed * 0xcb1ab31fu;
214
+ h ^= h >> 13;
215
+ h *= 0x5bd1e995u;
216
+ h ^= h >> 15;
217
+ return float(h & 0x00ffffffu) / 16777216.0;
218
+ }
219
+
220
+ float signedNoise(uint i, uint key) {
221
+ return noise(i, key) * 2.0 - 1.0;
222
+ }
223
+
224
+ float wrap(float value, float margin, float size) {
225
+ return -margin + mod(value + margin, size + 2.0 * margin);
226
+ }
227
+
228
+ vec4 sourcePixel(ivec2 p) {
229
+ ivec2 size = textureSize(uSource, 0);
230
+ if (p.x < 0 || p.y < 0 || p.x >= size.x || p.y >= size.y) {
231
+ return vec4(0.0);
232
+ }
233
+ return texelFetch(uSource, ivec2(p.x, size.y - 1 - p.y), 0);
234
+ }
235
+
236
+ // Bilinear sampling with transparent borders, at pixel centers of +0.5.
237
+ vec4 sourceAt(vec2 position) {
238
+ vec2 p = position - 0.5;
239
+ ivec2 base = ivec2(floor(p));
240
+ vec2 f = fract(p);
241
+ return mix(
242
+ mix(sourcePixel(base), sourcePixel(base + ivec2(1, 0)), f.x),
243
+ mix(sourcePixel(base + ivec2(0, 1)), sourcePixel(base + ivec2(1, 1)), f.x),
244
+ f.y
245
+ );
246
+ }
247
+
248
+ void main() {
249
+ uint i = uint(gl_InstanceID);
250
+ float depth = 1.0 / (1.0 + noise(i, 1u) * uSceneDepth / 2500.0);
251
+ vec2 offset = (uOffset - 0.5) * uResolution;
252
+ vec2 position;
253
+ vec2 line = vec2(0.0);
254
+ float radius;
255
+ float alpha;
256
+ if (uSnow == 1) {
257
+ radius = max(uSize * 0.5 * depth * (1.0 + uSizeVariation * signedNoise(i, 2u)), 0.05);
258
+ float speed = uSpeed * (uResolution.y / 600.0) * depth * (1.0 + uSpeedVariation * signedNoise(i, 3u));
259
+ float wind = uWind * (uResolution.y / 1200.0) * depth * (1.0 + uWindVariation * signedNoise(i, 4u))
260
+ + uSpread * signedNoise(i, 8u) * depth;
261
+ float amplitude = uWiggleAmount * 2.0 * depth * (1.0 + uWiggleAmountVariation * signedNoise(i, 5u));
262
+ float frequency = uWiggleFrequency * (1.0 + uWiggleFrequencyVariation * signedNoise(i, 6u));
263
+ float phase = noise(i, 9u) * 6.283185307179586;
264
+ float margin = radius + abs(amplitude) + 2.0;
265
+ position.y = wrap(noise(i, 10u) * (uResolution.y + 2.0 * margin) + speed * uTime + offset.y, margin, uResolution.y);
266
+ position.x = wrap(noise(i, 11u) * (uResolution.x + 2.0 * margin) + wind * uTime + offset.x, margin, uResolution.x)
267
+ + amplitude * sin(frequency * uTime * 6.283185307179586 + phase);
268
+ alpha = uOpacity * (0.4 + 0.6 * depth);
269
+ } else {
270
+ float speed = uSpeed / 4000.0 * uResolution.y * 2.2 * depth;
271
+ float wind = uWind / 1000.0 * uResolution.y * (1.0 + uWindVariation * signedNoise(i, 2u)) * depth
272
+ + uSpread * signedNoise(i, 7u) * depth;
273
+ float length = max(speed * 0.04 * max(uSize, 0.2), 1.0);
274
+ float horizontalLength = wind * 0.04 * max(uSize, 0.2);
275
+ float margin = length + abs(horizontalLength) + 4.0;
276
+ position.y = wrap(noise(i, 3u) * (uResolution.y + 2.0 * margin) + speed * uTime + offset.y, margin, uResolution.y);
277
+ position.x = wrap(noise(i, 4u) * (uResolution.x + 2.0 * margin) + wind * uTime + offset.x, margin, uResolution.x);
278
+ line = vec2(-horizontalLength, -length);
279
+ radius = max(uSize * 0.6 * depth, 0.25);
280
+ alpha = uOpacity * (0.35 + 0.65 * depth);
281
+ }
282
+
283
+ vec3 color = uColor.rgb;
284
+ if (uSnow == 0 && uRefract == 1) {
285
+ vec4 sampleColor = sourceAt(position + vec2(2.0, 0.0));
286
+ if (sampleColor.a > 0.0) {
287
+ vec3 straight = sampleColor.a > 0.000001 ? sampleColor.rgb / sampleColor.a : vec3(0.0);
288
+ color *= straight * 0.6 + 0.5;
289
+ }
290
+ }
291
+
292
+ vPosition = position;
293
+ vLine = line;
294
+ vRadius = radius;
295
+ vColor = vec4(color, alpha * uColor.a);
296
+ float padding = max(radius, 0.5) + 1.0;
297
+ vec2 minimum = min(position, position + line) - padding;
298
+ vec2 maximum = max(position, position + line) + padding;
299
+ vec2 corner = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1));
300
+ vec2 pixel = mix(minimum, maximum, corner);
301
+ gl_Position = vec4(pixel.x / uResolution.x * 2.0 - 1.0, 1.0 - pixel.y / uResolution.y * 2.0, 0.0, 1.0);
302
+ }
303
+ `;
304
+ var WEATHER_FRAGMENT_SHADER = `#version 300 es
305
+ precision highp float;
306
+ precision highp int;
307
+
308
+ uniform vec2 uResolution;
309
+ uniform int uSnow;
310
+
311
+ flat in vec2 vPosition;
312
+ flat in vec2 vLine;
313
+ flat in float vRadius;
314
+ flat in vec4 vColor;
315
+ out vec4 fragColor;
316
+
317
+ void main() {
318
+ if (vColor.a <= 0.00001) discard;
319
+ vec2 delta = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) - vPosition;
320
+ float radius = max(vRadius, 0.5);
321
+ float fade = min(vRadius / 0.5, 1.0);
322
+ float coverage;
323
+ if (uSnow == 1) {
324
+ float distanceSquared = dot(delta, delta) / (radius * radius);
325
+ if (distanceSquared >= 1.0) discard;
326
+ float q = 1.0 - distanceSquared;
327
+ coverage = q * q;
328
+ } else {
329
+ float lengthSquared = dot(vLine, vLine);
330
+ float along = lengthSquared > 0.0 ? clamp(dot(delta, vLine) / lengthSquared, 0.0, 1.0) : 0.0;
331
+ coverage = clamp(radius - length(delta - vLine * along) + 0.5, 0.0, 1.0);
332
+ }
333
+ float alpha = coverage * vColor.a * fade;
334
+ if (alpha <= 0.000001) discard;
335
+ fragColor = vec4(vColor.rgb * alpha, alpha);
336
+ }
337
+ `;
338
+ var WEATHER_COMPOSITE_VERTEX_SHADER = `#version 300 es
339
+ out vec2 vUv;
340
+
341
+ void main() {
342
+ vUv = vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1));
343
+ gl_Position = vec4(vUv * 2.0 - 1.0, 0.0, 1.0);
344
+ }
345
+ `;
346
+ var WEATHER_COMPOSITE_FRAGMENT_SHADER = `#version 300 es
347
+ precision highp float;
348
+
349
+ uniform sampler2D uSource;
350
+ uniform sampler2D uWeather;
351
+ uniform int uCompositeWithOriginal;
352
+ uniform int uLighten;
353
+
354
+ in vec2 vUv;
355
+ out vec4 fragColor;
356
+
357
+ void main() {
358
+ vec4 weather = texture(uWeather, vUv);
359
+ if (uCompositeWithOriginal == 0) {
360
+ fragColor = weather;
361
+ return;
362
+ }
363
+ vec4 source = texture(uSource, vUv);
364
+ if (uLighten == 1) {
365
+ fragColor = vec4(max(source.rgb, weather.rgb), source.a + weather.a - source.a * weather.a);
366
+ } else {
367
+ fragColor = weather + source * (1.0 - weather.a);
368
+ }
369
+ }
370
+ `;
371
+
372
+ // src/weather/runtime.ts
373
+ var setupWeather = (target, effectName) => {
374
+ const gl = target.getContext("webgl2", {
375
+ premultipliedAlpha: true,
376
+ alpha: true,
377
+ preserveDrawingBuffer: true
378
+ });
379
+ if (!gl)
380
+ throw Internals.createWebGL2ContextError(`${effectName} effect`);
381
+ const shaders = [];
382
+ const program = gl.createProgram();
383
+ const compositeProgram = gl.createProgram();
384
+ const vao = gl.createVertexArray();
385
+ const sourceTexture = gl.createTexture();
386
+ const weatherTexture = gl.createTexture();
387
+ const framebuffer = gl.createFramebuffer();
388
+ try {
389
+ if (!program || !compositeProgram || !vao || !sourceTexture || !weatherTexture || !framebuffer) {
390
+ throw new Error(`Could not allocate ${effectName} WebGL resources`);
391
+ }
392
+ for (const [nextProgram, vertexSource, fragmentSource] of [
393
+ [program, WEATHER_VERTEX_SHADER, WEATHER_FRAGMENT_SHADER],
394
+ [
395
+ compositeProgram,
396
+ WEATHER_COMPOSITE_VERTEX_SHADER,
397
+ WEATHER_COMPOSITE_FRAGMENT_SHADER
398
+ ]
399
+ ]) {
400
+ for (const [type, source] of [
401
+ [gl.VERTEX_SHADER, vertexSource],
402
+ [gl.FRAGMENT_SHADER, fragmentSource]
403
+ ]) {
404
+ const shader = gl.createShader(type);
405
+ if (!shader)
406
+ throw new Error(`Could not create ${effectName} shader`);
407
+ shaders.push(shader);
408
+ gl.shaderSource(shader, source);
409
+ gl.compileShader(shader);
410
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
411
+ throw new Error(`${effectName} shader compile failed: ${gl.getShaderInfoLog(shader)}`);
412
+ }
413
+ gl.attachShader(nextProgram, shader);
414
+ }
415
+ gl.linkProgram(nextProgram);
416
+ if (!gl.getProgramParameter(nextProgram, gl.LINK_STATUS)) {
417
+ throw new Error(`${effectName} program link failed: ${gl.getProgramInfoLog(nextProgram)}`);
418
+ }
419
+ }
420
+ for (const texture of [sourceTexture, weatherTexture]) {
421
+ gl.bindTexture(gl.TEXTURE_2D, texture);
422
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
423
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
424
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
425
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
426
+ }
427
+ gl.bindTexture(gl.TEXTURE_2D, null);
428
+ const colorCanvas = document.createElement("canvas");
429
+ colorCanvas.width = 1;
430
+ colorCanvas.height = 1;
431
+ const colorCtx = colorCanvas.getContext("2d", { willReadFrequently: true });
432
+ if (!colorCtx) {
433
+ throw new Error(`Could not create ${effectName} color parsing context`);
434
+ }
435
+ return {
436
+ gl,
437
+ program,
438
+ compositeProgram,
439
+ vao,
440
+ sourceTexture,
441
+ weatherTexture,
442
+ framebuffer,
443
+ uniforms: Object.fromEntries([
444
+ "uSource",
445
+ "uResolution",
446
+ "uSnow",
447
+ "uTime",
448
+ "uSeed",
449
+ "uOffset",
450
+ "uSize",
451
+ "uSizeVariation",
452
+ "uSceneDepth",
453
+ "uSpeed",
454
+ "uSpeedVariation",
455
+ "uWind",
456
+ "uWindVariation",
457
+ "uSpread",
458
+ "uWiggleAmount",
459
+ "uWiggleAmountVariation",
460
+ "uWiggleFrequency",
461
+ "uWiggleFrequencyVariation",
462
+ "uColor",
463
+ "uOpacity",
464
+ "uRefract"
465
+ ].map((name) => [name, gl.getUniformLocation(program, name)])),
466
+ compositeUniforms: Object.fromEntries(["uSource", "uWeather", "uCompositeWithOriginal", "uLighten"].map((name) => [name, gl.getUniformLocation(compositeProgram, name)])),
467
+ colorCtx,
468
+ floatingPoint: gl.getExtension("EXT_color_buffer_float") !== null,
469
+ cachedColor: null,
470
+ cachedColorRgba: [0, 0, 0, 0],
471
+ width: 0,
472
+ height: 0
473
+ };
474
+ } catch (error) {
475
+ gl.deleteFramebuffer(framebuffer);
476
+ gl.deleteTexture(weatherTexture);
477
+ gl.deleteTexture(sourceTexture);
478
+ gl.deleteVertexArray(vao);
479
+ gl.deleteProgram(compositeProgram);
480
+ gl.deleteProgram(program);
481
+ throw error;
482
+ } finally {
483
+ for (const shader of shaders)
484
+ gl.deleteShader(shader);
485
+ }
486
+ };
487
+ var drawWeather = ({
488
+ state,
489
+ source,
490
+ width,
491
+ height,
492
+ flipSourceY,
493
+ params,
494
+ type
495
+ }) => {
496
+ const { gl, uniforms, compositeUniforms } = state;
497
+ if (state.cachedColor !== params.color) {
498
+ state.cachedColorRgba = parseColorRgba(state.colorCtx, params.color);
499
+ state.cachedColor = params.color;
500
+ }
501
+ const color = state.cachedColorRgba;
502
+ gl.viewport(0, 0, width, height);
503
+ gl.activeTexture(gl.TEXTURE0);
504
+ gl.bindTexture(gl.TEXTURE_2D, state.sourceTexture);
505
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
506
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
507
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
508
+ gl.activeTexture(gl.TEXTURE1);
509
+ gl.bindTexture(gl.TEXTURE_2D, state.weatherTexture);
510
+ gl.bindFramebuffer(gl.FRAMEBUFFER, state.framebuffer);
511
+ if (state.width !== width || state.height !== height) {
512
+ gl.texImage2D(gl.TEXTURE_2D, 0, state.floatingPoint ? gl.RGBA16F : gl.RGBA8, width, height, 0, gl.RGBA, state.floatingPoint ? gl.HALF_FLOAT : gl.UNSIGNED_BYTE, null);
513
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, state.weatherTexture, 0);
514
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
515
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
516
+ throw new Error("Could not allocate weather effect render target");
517
+ }
518
+ state.width = width;
519
+ state.height = height;
520
+ }
521
+ gl.bindTexture(gl.TEXTURE_2D, null);
522
+ gl.disable(gl.DEPTH_TEST);
523
+ gl.disable(gl.CULL_FACE);
524
+ gl.disable(gl.SCISSOR_TEST);
525
+ gl.clearColor(0, 0, 0, 0);
526
+ gl.clear(gl.COLOR_BUFFER_BIT);
527
+ gl.enable(gl.BLEND);
528
+ gl.blendEquation(gl.FUNC_ADD);
529
+ gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
530
+ gl.useProgram(state.program);
531
+ gl.bindVertexArray(state.vao);
532
+ gl.uniform1i(uniforms.uSource, 0);
533
+ gl.uniform2f(uniforms.uResolution, width, height);
534
+ gl.uniform1i(uniforms.uSnow, type === "snow" ? 1 : 0);
535
+ gl.uniform1f(uniforms.uTime, params.time);
536
+ gl.uniform1ui(uniforms.uSeed, params.seed);
537
+ gl.uniform2f(uniforms.uOffset, params.offset[0], params.offset[1]);
538
+ gl.uniform1f(uniforms.uSize, params.size);
539
+ gl.uniform1f(uniforms.uSizeVariation, params.sizeVariation);
540
+ gl.uniform1f(uniforms.uSceneDepth, params.sceneDepth);
541
+ gl.uniform1f(uniforms.uSpeed, params.speed);
542
+ gl.uniform1f(uniforms.uSpeedVariation, params.speedVariation);
543
+ gl.uniform1f(uniforms.uWind, params.wind);
544
+ gl.uniform1f(uniforms.uWindVariation, params.windVariation);
545
+ gl.uniform1f(uniforms.uSpread, params.spread);
546
+ gl.uniform1f(uniforms.uWiggleAmount, params.wiggleAmount);
547
+ gl.uniform1f(uniforms.uWiggleAmountVariation, params.wiggleAmountVariation);
548
+ gl.uniform1f(uniforms.uWiggleFrequency, params.wiggleFrequency);
549
+ gl.uniform1f(uniforms.uWiggleFrequencyVariation, params.wiggleFrequencyVariation);
550
+ gl.uniform4f(uniforms.uColor, color[0] / 255, color[1] / 255, color[2] / 255, color[3] / 255);
551
+ gl.uniform1f(uniforms.uOpacity, params.opacity);
552
+ gl.uniform1i(uniforms.uRefract, params.appearance === "refracting" ? 1 : 0);
553
+ gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, params.count);
554
+ gl.disable(gl.BLEND);
555
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
556
+ gl.bindTexture(gl.TEXTURE_2D, state.weatherTexture);
557
+ gl.useProgram(state.compositeProgram);
558
+ gl.uniform1i(compositeUniforms.uSource, 0);
559
+ gl.uniform1i(compositeUniforms.uWeather, 1);
560
+ gl.uniform1i(compositeUniforms.uCompositeWithOriginal, params.compositeWithOriginal ? 1 : 0);
561
+ gl.uniform1i(compositeUniforms.uLighten, params.transferMode === "lighten" ? 1 : 0);
562
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
563
+ gl.bindVertexArray(null);
564
+ gl.bindTexture(gl.TEXTURE_2D, null);
565
+ gl.activeTexture(gl.TEXTURE0);
566
+ gl.bindTexture(gl.TEXTURE_2D, null);
567
+ gl.useProgram(null);
568
+ };
569
+ var cleanupWeather = (state) => {
570
+ const { gl } = state;
571
+ gl.deleteFramebuffer(state.framebuffer);
572
+ gl.deleteTexture(state.weatherTexture);
573
+ gl.deleteTexture(state.sourceTexture);
574
+ gl.deleteVertexArray(state.vao);
575
+ gl.deleteProgram(state.compositeProgram);
576
+ gl.deleteProgram(state.program);
577
+ };
578
+
579
+ // src/weather/webgpu-shader.ts
580
+ var WEATHER_WEBGPU_SHADER = `
581
+ ${WEBGPU_SINGLE_PASS_VERTEX}
582
+ struct Params {
583
+ resolution: vec2f, offset: vec2f, color: vec4f,
584
+ snow: f32, time: f32, seed: u32, size: f32,
585
+ sizeVariation: f32, sceneDepth: f32, speed: f32, speedVariation: f32,
586
+ wind: f32, windVariation: f32, spread: f32, wiggleAmount: f32,
587
+ wiggleAmountVariation: f32, wiggleFrequency: f32, wiggleFrequencyVariation: f32, opacity: f32,
588
+ refract: f32, composite: f32, lighten: f32, padding: f32,
589
+ }
590
+ struct ParticleOutput {
591
+ @builtin(position) position: vec4f,
592
+ @location(0) @interpolate(flat) particlePosition: vec2f,
593
+ @location(1) @interpolate(flat) line: vec2f,
594
+ @location(2) @interpolate(flat) radius: f32,
595
+ @location(3) @interpolate(flat) color: vec4f,
596
+ }
597
+ @group(0) @binding(0) var source: texture_2d<f32>;
598
+ @group(0) @binding(1) var sourceSampler: sampler;
599
+ @group(0) @binding(2) var<uniform> params: Params;
600
+ @group(0) @binding(3) var weather: texture_2d<f32>;
601
+ fn noise(i: u32, key: u32) -> f32 {
602
+ var h: u32 = (i * 0x8da6b343u) ^ (key * 0xd8163841u) ^ (params.seed * 0xcb1ab31fu);
603
+ h ^= h >> 13u;
604
+ h *= 0x5bd1e995u;
605
+ h ^= h >> 15u;
606
+ return f32(h & 0x00ffffffu) / 16777216.0;
607
+ }
608
+
609
+ fn signedNoise(i: u32, key: u32) -> f32 {
610
+ return noise(i, key) * 2.0 - 1.0;
611
+ }
612
+
613
+ fn wrap(value: f32, margin: f32, size: f32) -> f32 {
614
+ return -margin + (value + margin - floor((value + margin)/(size + 2.0*margin))*(size+2.0*margin));
615
+ }
616
+
617
+ fn sourcePixel(p: vec2i) -> vec4f {
618
+ var size: vec2i = vec2i(textureDimensions(source));
619
+ if (p.x < 0 || p.y < 0 || p.x >= size.x || p.y >= size.y) {
620
+ return vec4f(0.0);
621
+ }
622
+ return textureLoad(source,p,0);
623
+ }
624
+
625
+ // Bilinear sampling with transparent borders, at pixel centers of +0.5.
626
+ fn sourceAt(position: vec2f) -> vec4f {
627
+ var p: vec2f = position - vec2f(0.5);
628
+ var base: vec2i = vec2i(floor(p));
629
+ var f: vec2f = fract(p);
630
+ return mix(
631
+ mix(sourcePixel(base), sourcePixel(base + vec2i(1, 0)), f.x),
632
+ mix(sourcePixel(base + vec2i(0, 1)), sourcePixel(base + vec2i(1, 1)), f.x),
633
+ f.y
634
+ );
635
+ }
636
+
637
+ @vertex fn particleVertex(@builtin(vertex_index) vertexIndex: u32, @builtin(instance_index) instanceIndex: u32) -> ParticleOutput {
638
+ var output: ParticleOutput;
639
+ var i: u32 = instanceIndex;
640
+ var depth: f32 = 1.0 / (1.0 + noise(i, 1u) * params.sceneDepth / 2500.0);
641
+ var offset: vec2f = (params.offset - vec2f(0.5)) * params.resolution;
642
+ var position: vec2f ;
643
+ var line: vec2f = vec2f(0.0);
644
+ var radius: f32 ;
645
+ var alpha: f32 ;
646
+ if (params.snow == 1) {
647
+ radius = max(params.size * 0.5 * depth * (1.0 + params.sizeVariation * signedNoise(i, 2u)), 0.05);
648
+ var speed: f32 = params.speed * (params.resolution.y / 600.0) * depth * (1.0 + params.speedVariation * signedNoise(i, 3u));
649
+ var wind: f32 = params.wind * (params.resolution.y / 1200.0) * depth * (1.0 + params.windVariation * signedNoise(i, 4u))
650
+ + params.spread * signedNoise(i, 8u) * depth;
651
+ var amplitude: f32 = params.wiggleAmount * 2.0 * depth * (1.0 + params.wiggleAmountVariation * signedNoise(i, 5u));
652
+ var frequency: f32 = params.wiggleFrequency * (1.0 + params.wiggleFrequencyVariation * signedNoise(i, 6u));
653
+ var phase: f32 = noise(i, 9u) * 6.283185307179586;
654
+ var margin: f32 = radius + abs(amplitude) + 2.0;
655
+ position.y = wrap(noise(i, 10u) * (params.resolution.y + 2.0 * margin) + speed * params.time + offset.y, margin, params.resolution.y);
656
+ position.x = wrap(noise(i, 11u) * (params.resolution.x + 2.0 * margin) + wind * params.time + offset.x, margin, params.resolution.x)
657
+ + amplitude * sin(frequency * params.time * 6.283185307179586 + phase);
658
+ alpha = params.opacity * (0.4 + 0.6 * depth);
659
+ } else {
660
+ var speed: f32 = params.speed / 4000.0 * params.resolution.y * 2.2 * depth;
661
+ var wind: f32 = params.wind / 1000.0 * params.resolution.y * (1.0 + params.windVariation * signedNoise(i, 2u)) * depth
662
+ + params.spread * signedNoise(i, 7u) * depth;
663
+ var length: f32 = max(speed * 0.04 * max(params.size, 0.2), 1.0);
664
+ var horizontalLength: f32 = wind * 0.04 * max(params.size, 0.2);
665
+ var margin: f32 = length + abs(horizontalLength) + 4.0;
666
+ position.y = wrap(noise(i, 3u) * (params.resolution.y + 2.0 * margin) + speed * params.time + offset.y, margin, params.resolution.y);
667
+ position.x = wrap(noise(i, 4u) * (params.resolution.x + 2.0 * margin) + wind * params.time + offset.x, margin, params.resolution.x);
668
+ line = vec2f(-horizontalLength, -length);
669
+ radius = max(params.size * 0.6 * depth, 0.25);
670
+ alpha = params.opacity * (0.35 + 0.65 * depth);
671
+ }
672
+
673
+ var color: vec3f = params.color.rgb;
674
+ if (params.snow == 0 && params.refract == 1) {
675
+ var sampleColor: vec4f = sourceAt(position + vec2f(2.0, 0.0));
676
+ if (sampleColor.a > 0.0) {
677
+ var straight: vec3f = select(vec3f(0),sampleColor.rgb/max(sampleColor.a,0.000001),sampleColor.a>0.000001);
678
+ color *= straight * 0.6 + vec3f(0.5);
679
+ }
680
+ }
681
+
682
+ output.particlePosition = position;
683
+ output.line = line;
684
+ output.radius = radius;
685
+ output.color = vec4f(color, alpha * params.color.a);
686
+ var padding: f32 = max(radius, 0.5) + 1.0;
687
+ var minimum: vec2f = min(position, position + line) - vec2f(padding);
688
+ var maximum: vec2f = max(position, position + line) + vec2f(padding);
689
+ var corner: vec2f = vec2f(f32(vertexIndex & 1u), f32(vertexIndex >> 1u));
690
+ var pixel: vec2f = mix(minimum, maximum, corner);
691
+ output.position = vec4f(pixel.x / params.resolution.x * 2.0 - 1.0, 1.0 - pixel.y / params.resolution.y * 2.0, 0.0, 1.0);
692
+ return output;
693
+ }
694
+ @fragment fn particleFragment(input: ParticleOutput) -> @location(0) vec4f {
695
+ if (input.color.a <= 0.00001) { discard; }
696
+ var delta: vec2f = input.position.xy - input.particlePosition;
697
+ var radius: f32 = max(input.radius, 0.5);
698
+ var fade: f32 = min(input.radius / 0.5, 1.0);
699
+ var coverage: f32 ;
700
+ if (params.snow == 1) {
701
+ var distanceSquared: f32 = dot(delta, delta) / (radius * radius);
702
+ if (distanceSquared >= 1.0) { discard; }
703
+ var q: f32 = 1.0 - distanceSquared;
704
+ coverage = q * q;
705
+ } else {
706
+ var lengthSquared: f32 = dot(input.line, input.line);
707
+ var along: f32 = select(0.0,clamp(dot(delta, input.line)/max(lengthSquared,0.00000001),0.0,1.0),lengthSquared>0.0);
708
+ coverage = clamp(radius - length(delta - input.line * along) + 0.5, 0.0, 1.0);
709
+ }
710
+ var alpha: f32 = coverage * input.color.a * fade;
711
+ if (alpha <= 0.000001) { discard; }
712
+ return vec4f(input.color.rgb * alpha, alpha);
713
+ }
714
+
715
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
716
+ let result=textureSampleLevel(weather,sourceSampler,input.uv,0);
717
+ if(params.composite==0.0) { return result; }
718
+ let original=textureSampleLevel(source,sourceSampler,input.uv,0);
719
+ if(params.lighten==1.0) { return vec4f(max(original.rgb,result.rgb),original.a+result.a-original.a*result.a); }
720
+ return result+original*(1.0-result.a);
721
+ }
722
+ `;
723
+
724
+ // src/weather/webgpu-runtime.ts
725
+ var setupWeatherWebGpu = (target) => {
726
+ const context = target.getContext("webgpu");
727
+ if (!context)
728
+ throw new Error("WebGPU is not available for weather effects");
729
+ const canvas = document.createElement("canvas");
730
+ canvas.width = 1;
731
+ canvas.height = 1;
732
+ const colorCtx = canvas.getContext("2d", { willReadFrequently: true });
733
+ if (!colorCtx)
734
+ throw new Error("Could not create weather color parsing context");
735
+ return {
736
+ context,
737
+ colorCtx,
738
+ cachedColor: null,
739
+ cachedColorRgba: [0, 0, 0, 0],
740
+ resources: null
741
+ };
742
+ };
743
+ var cleanupWeatherWebGpu = (state) => {
744
+ state.resources?.textures?.source.destroy();
745
+ state.resources?.textures?.weather.destroy();
746
+ state.resources?.uniforms.destroy();
747
+ state.resources = null;
748
+ state.context.unconfigure();
749
+ };
750
+ var drawWeatherWebGpu = ({
751
+ state,
752
+ source,
753
+ width,
754
+ height,
755
+ device,
756
+ params,
757
+ type
758
+ }) => {
759
+ if (state.cachedColor !== params.color) {
760
+ state.cachedColorRgba = parseColorRgba(state.colorCtx, params.color);
761
+ state.cachedColor = params.color;
762
+ }
763
+ if (state.resources && state.resources.device !== device)
764
+ cleanupWeatherWebGpu(state);
765
+ if (!state.resources) {
766
+ const format = navigator.gpu.getPreferredCanvasFormat();
767
+ state.context.configure({ device, format, alphaMode: "premultiplied" });
768
+ const module = device.createShaderModule({
769
+ code: WEATHER_WEBGPU_SHADER,
770
+ label: "weather"
771
+ });
772
+ const particles = device.createRenderPipeline({
773
+ layout: "auto",
774
+ vertex: { module, entryPoint: "particleVertex" },
775
+ fragment: {
776
+ module,
777
+ entryPoint: "particleFragment",
778
+ targets: [
779
+ {
780
+ format: "rgba16float",
781
+ blend: {
782
+ color: { srcFactor: "one", dstFactor: "one-minus-src-alpha" },
783
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha" }
784
+ }
785
+ }
786
+ ]
787
+ },
788
+ primitive: { topology: "triangle-strip" }
789
+ });
790
+ const composite = device.createRenderPipeline({
791
+ layout: "auto",
792
+ vertex: { module, entryPoint: "vertex" },
793
+ fragment: { module, entryPoint: "fragment", targets: [{ format }] },
794
+ primitive: { topology: "triangle-list" }
795
+ });
796
+ const uniforms = device.createBuffer({
797
+ size: 112,
798
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
799
+ });
800
+ const sampler = device.createSampler({
801
+ minFilter: "linear",
802
+ magFilter: "linear"
803
+ });
804
+ state.resources = {
805
+ device,
806
+ particles,
807
+ composite,
808
+ uniforms,
809
+ sampler,
810
+ textures: null
811
+ };
812
+ }
813
+ const { resources } = state;
814
+ const sourceWidth = "displayWidth" in source ? source.displayWidth : ("videoWidth" in source) ? source.videoWidth : ("naturalWidth" in source) ? source.naturalWidth : typeof source.width === "number" ? source.width : source.width.baseVal.value;
815
+ const sourceHeight = "displayHeight" in source ? source.displayHeight : ("videoHeight" in source) ? source.videoHeight : ("naturalHeight" in source) ? source.naturalHeight : typeof source.height === "number" ? source.height : source.height.baseVal.value;
816
+ if (resources.textures && (resources.textures.width !== width || resources.textures.height !== height || resources.textures.sourceWidth !== sourceWidth || resources.textures.sourceHeight !== sourceHeight)) {
817
+ resources.textures.source.destroy();
818
+ resources.textures.weather.destroy();
819
+ resources.textures = null;
820
+ }
821
+ if (!resources.textures) {
822
+ const sourceTexture = device.createTexture({
823
+ size: [sourceWidth, sourceHeight],
824
+ format: "rgba8unorm",
825
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT
826
+ });
827
+ const weather = device.createTexture({
828
+ size: [width, height],
829
+ format: "rgba16float",
830
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT
831
+ });
832
+ const particleGroup = device.createBindGroup({
833
+ layout: resources.particles.getBindGroupLayout(0),
834
+ entries: [
835
+ { binding: 0, resource: sourceTexture.createView() },
836
+ { binding: 2, resource: { buffer: resources.uniforms } }
837
+ ]
838
+ });
839
+ const compositeGroup = device.createBindGroup({
840
+ layout: resources.composite.getBindGroupLayout(0),
841
+ entries: [
842
+ { binding: 0, resource: sourceTexture.createView() },
843
+ { binding: 1, resource: resources.sampler },
844
+ { binding: 2, resource: { buffer: resources.uniforms } },
845
+ { binding: 3, resource: weather.createView() }
846
+ ]
847
+ });
848
+ resources.textures = {
849
+ source: sourceTexture,
850
+ weather,
851
+ particleGroup,
852
+ compositeGroup,
853
+ width,
854
+ height,
855
+ sourceWidth,
856
+ sourceHeight
857
+ };
858
+ }
859
+ const { textures } = resources;
860
+ const color = state.cachedColorRgba;
861
+ const uniformData = new Float32Array([
862
+ width,
863
+ height,
864
+ params.offset[0],
865
+ params.offset[1],
866
+ color[0] / 255,
867
+ color[1] / 255,
868
+ color[2] / 255,
869
+ color[3] / 255,
870
+ type === "snow" ? 1 : 0,
871
+ params.time,
872
+ 0,
873
+ params.size,
874
+ params.sizeVariation,
875
+ params.sceneDepth,
876
+ params.speed,
877
+ params.speedVariation,
878
+ params.wind,
879
+ params.windVariation,
880
+ params.spread,
881
+ params.wiggleAmount,
882
+ params.wiggleAmountVariation,
883
+ params.wiggleFrequency,
884
+ params.wiggleFrequencyVariation,
885
+ params.opacity,
886
+ params.appearance === "refracting" ? 1 : 0,
887
+ params.compositeWithOriginal ? 1 : 0,
888
+ params.transferMode === "lighten" ? 1 : 0,
889
+ 0
890
+ ]);
891
+ new Uint32Array(uniformData.buffer)[10] = params.seed;
892
+ device.queue.writeBuffer(resources.uniforms, 0, uniformData);
893
+ device.queue.copyExternalImageToTexture({ source }, { texture: textures.source, premultipliedAlpha: true }, [sourceWidth, sourceHeight]);
894
+ const encoder = device.createCommandEncoder();
895
+ const particlePass = encoder.beginRenderPass({
896
+ colorAttachments: [
897
+ {
898
+ view: textures.weather.createView(),
899
+ clearValue: { r: 0, g: 0, b: 0, a: 0 },
900
+ loadOp: "clear",
901
+ storeOp: "store"
902
+ }
903
+ ]
904
+ });
905
+ particlePass.setPipeline(resources.particles);
906
+ particlePass.setBindGroup(0, textures.particleGroup);
907
+ particlePass.draw(4, params.count);
908
+ particlePass.end();
909
+ const compositePass = encoder.beginRenderPass({
910
+ colorAttachments: [
911
+ {
912
+ view: state.context.getCurrentTexture().createView(),
913
+ clearValue: { r: 0, g: 0, b: 0, a: 0 },
914
+ loadOp: "clear",
915
+ storeOp: "store"
916
+ }
917
+ ]
918
+ });
919
+ compositePass.setPipeline(resources.composite);
920
+ compositePass.setBindGroup(0, textures.compositeGroup);
921
+ compositePass.draw(3);
922
+ compositePass.end();
923
+ device.queue.submit([encoder.finish()]);
924
+ };
925
+
926
+ export { COMMON_WEATHER_DEFAULTS, createWeatherSchema, resolveWeatherParams, validateWeatherRange, validateWeatherParams, setupWeather, drawWeather, cleanupWeather, setupWeatherWebGpu, cleanupWeatherWebGpu, drawWeatherWebGpu };