@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 +1,407 @@
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
+
15
+ // src/light-leak.ts
16
+ import { Internals } from "remotion";
17
+
18
+ // src/light-leak-webgpu-shader.ts
19
+ var LIGHT_LEAK_WEBGPU_SHADER = `
20
+ ${WEBGPU_SINGLE_PASS_VERTEX}
21
+ @group(0) @binding(0) var source: texture_2d<f32>;
22
+ @group(0) @binding(1) var sourceSampler: sampler;
23
+ @group(0) @binding(2) var<uniform> params: Params;
24
+
25
+ struct Params { size: vec2f, progress: f32, seed: f32, hue: f32, }
26
+ fn computePattern(uv: vec2f, s: f32, t: f32) -> vec3f {
27
+ var p = uv * 0.8 + vec2f(sin(s * 1.61803) * 5.0, cos(s * 2.71828) * 5.0);
28
+ for (var i = 1; i < 5; i++) {
29
+ var newp = p;
30
+ let fi = f32(i);
31
+ let phase = s * 0.7 * fi;
32
+ newp.x += 0.6 / fi * cos(fi * p.y + t * 0.7 + 0.3 * fi + phase) + 20.0;
33
+ newp.y += 0.6 / fi * cos(fi * p.x + t * 0.7 + 0.3 * f32(i + 10) + phase) - 20.0 + 15.0;
34
+ p = newp;
35
+ }
36
+ let v1 = 0.5 * sin(2.0 * p.x) + 0.5;
37
+ let v2 = 0.5 * sin(2.0 * p.y) + 0.5;
38
+ let blend = sin(p.x + p.y) * 0.5 + 0.5;
39
+ let brightness = v1 * 0.5 + v2 * 0.5;
40
+ return vec3f(brightness, blend, brightness * 0.6 + blend * 0.4);
41
+ }
42
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
43
+ let evolveProgress = min(1.0, params.progress * 2.0);
44
+ let retractProgress = max(0.0, params.progress * 2.0 - 1.0);
45
+ let refScale = 1.92;
46
+ let uv = (vec2f(input.position.x, params.size.y - input.position.y) / params.size) * vec2f(refScale, refScale * params.size.y / params.size.x);
47
+ let patA = computePattern(uv, params.seed, evolveProgress * 3.14159);
48
+ let threshA = 1.0 - evolveProgress;
49
+ let revealAlpha = smoothstep(threshA, threshA + 0.3, patA.z);
50
+ let maxUv = vec2f(refScale, refScale * params.size.y / params.size.x);
51
+ let patB = computePattern(maxUv - uv, params.seed + 42.0, retractProgress * 3.14159);
52
+ let threshB = 1.0 - retractProgress;
53
+ let eraseAlpha = smoothstep(threshB, threshB + 0.3, patB.z);
54
+ let alpha = revealAlpha * (1.0 - eraseAlpha);
55
+ var col = mix(vec3f(1.0, 0.85, 0.2), vec3f(1.0, 0.5, 0.05), patA.y) * (0.6 + 0.6 * patA.x);
56
+ let angle = params.hue * 3.14159 / 180.0;
57
+ let a = cos(angle);
58
+ let b = sin(angle) * 0.57735;
59
+ let c = (1.0 - a) / 3.0;
60
+ let hueRot = mat3x3f(vec3f(a+c,c-b,c+b),vec3f(c+b,a+c,c-b),vec3f(c-b,c+b,a+c));
61
+ col = clamp(hueRot * col, vec3f(0), vec3f(1));
62
+ let color = textureSampleLevel(source, sourceSampler, input.uv, 0);
63
+ return vec4f(col * alpha, alpha) + color * (1.0 - alpha);
64
+ }
65
+
66
+ `;
67
+
68
+ // src/light-leak.ts
69
+ var { createEffect, createWebGL2ContextError } = Internals;
70
+ var DEFAULT_SEED = 0;
71
+ var DEFAULT_HUE_SHIFT = 0;
72
+ var DEFAULT_PROGRESS = 0.5;
73
+ var lightLeakEffectSchema2 = {
74
+ seed: {
75
+ type: "number",
76
+ default: DEFAULT_SEED,
77
+ description: "Seed",
78
+ hiddenFromList: false
79
+ },
80
+ hueShift: {
81
+ type: "number",
82
+ min: 0,
83
+ max: 360,
84
+ default: DEFAULT_HUE_SHIFT,
85
+ description: "Hue Shift",
86
+ hiddenFromList: false
87
+ },
88
+ progress: {
89
+ type: "number",
90
+ min: 0,
91
+ max: 1,
92
+ step: 0.01,
93
+ default: DEFAULT_PROGRESS,
94
+ description: "Progress",
95
+ hiddenFromList: false
96
+ }
97
+ };
98
+ var resolve = (p) => ({
99
+ seed: p.seed ?? DEFAULT_SEED,
100
+ hueShift: p.hueShift ?? DEFAULT_HUE_SHIFT,
101
+ progress: p.progress ?? DEFAULT_PROGRESS
102
+ });
103
+ var validateLightLeakParams = (params) => {
104
+ assertEffectParamsObject(params, "lightLeak()");
105
+ assertOptionalFiniteNumber(params.seed, "seed");
106
+ assertOptionalFiniteNumber(params.hueShift, "hueShift");
107
+ assertOptionalFiniteNumber(params.progress, "progress");
108
+ const { hueShift, progress } = resolve(params);
109
+ if (hueShift < 0) {
110
+ throw new TypeError(`"hueShift" must be >= 0, but got ${hueShift}`);
111
+ }
112
+ if (hueShift > 360) {
113
+ throw new TypeError(`"hueShift" must be <= 360, but got ${hueShift}`);
114
+ }
115
+ validateUnitInterval(progress, "progress");
116
+ };
117
+ var LIGHT_LEAK_VS = `#version 300 es
118
+ in vec2 aPos;
119
+ in vec2 aUv;
120
+ out vec2 vUv;
121
+ void main() {
122
+ vUv = aUv;
123
+ gl_Position = vec4(aPos, 0.0, 1.0);
124
+ }
125
+ `;
126
+ var LIGHT_LEAK_FS = `#version 300 es
127
+ precision highp float;
128
+
129
+ in vec2 vUv;
130
+ out vec4 fragColor;
131
+
132
+ uniform sampler2D uSource;
133
+ uniform float evolveProgress;
134
+ uniform float retractProgress;
135
+ uniform float seed;
136
+ uniform float retractSeed;
137
+ uniform float hueShift;
138
+ uniform vec2 resolution;
139
+
140
+ const float Pi = 3.14159;
141
+
142
+ vec3 computePattern(vec2 uv, float s, float t) {
143
+ vec2 p = uv * 0.8;
144
+ p += vec2(sin(s * 1.61803) * 5.0, cos(s * 2.71828) * 5.0);
145
+
146
+ for (int i = 1; i < 5; i++) {
147
+ vec2 newp = p;
148
+ float fi = float(i);
149
+ float phase = s * 0.7 * fi;
150
+ newp.x += 0.6 / fi * cos(fi * p.y + t * 0.7 + 0.3 * fi + phase) + 20.0;
151
+ newp.y += 0.6 / fi * cos(fi * p.x + t * 0.7 + 0.3 * float(i + 10) + phase) - 20.0 + 15.0;
152
+ p = newp;
153
+ }
154
+
155
+ float v1 = 0.5 * sin(2.0 * p.x) + 0.5;
156
+ float v2 = 0.5 * sin(2.0 * p.y) + 0.5;
157
+ float blend = sin(p.x + p.y) * 0.5 + 0.5;
158
+ float brightness = v1 * 0.5 + v2 * 0.5;
159
+ float patternValue = brightness * 0.6 + blend * 0.4;
160
+
161
+ return vec3(brightness, blend, patternValue);
162
+ }
163
+
164
+ void main() {
165
+ float refScale = 1.92;
166
+ vec2 uv = (gl_FragCoord.xy / resolution) * vec2(refScale, refScale * resolution.y / resolution.x);
167
+
168
+ vec3 patA = computePattern(uv, seed, evolveProgress * Pi);
169
+ float threshA = 1.0 - evolveProgress;
170
+ float revealAlpha = smoothstep(threshA, threshA + 0.3, patA.z);
171
+
172
+ vec2 maxUv = vec2(refScale, refScale * resolution.y / resolution.x);
173
+ vec2 retractUv = maxUv - uv;
174
+ vec3 patB = computePattern(retractUv, retractSeed, retractProgress * Pi);
175
+ float threshB = 1.0 - retractProgress;
176
+ float eraseAlpha = smoothstep(threshB, threshB + 0.3, patB.z);
177
+
178
+ float alpha = revealAlpha * (1.0 - eraseAlpha);
179
+
180
+ vec3 yellow = vec3(1.0, 0.85, 0.2);
181
+ vec3 orange = vec3(1.0, 0.5, 0.05);
182
+ vec3 col = mix(yellow, orange, patA.y);
183
+ col *= 0.6 + 0.6 * patA.x;
184
+
185
+ float angle = hueShift * Pi / 180.0;
186
+ float cosA = cos(angle);
187
+ float sinA = sin(angle);
188
+ mat3 hueRot = mat3(
189
+ cosA + (1.0 - cosA) / 3.0,
190
+ (1.0 - cosA) / 3.0 - sinA * 0.57735,
191
+ (1.0 - cosA) / 3.0 + sinA * 0.57735,
192
+ (1.0 - cosA) / 3.0 + sinA * 0.57735,
193
+ cosA + (1.0 - cosA) / 3.0,
194
+ (1.0 - cosA) / 3.0 - sinA * 0.57735,
195
+ (1.0 - cosA) / 3.0 - sinA * 0.57735,
196
+ (1.0 - cosA) / 3.0 + sinA * 0.57735,
197
+ cosA + (1.0 - cosA) / 3.0
198
+ );
199
+ col = clamp(hueRot * col, 0.0, 1.0);
200
+
201
+ vec4 src = texture(uSource, vUv);
202
+ vec4 leakPm = vec4(col * alpha, alpha);
203
+ fragColor = leakPm + src * (1.0 - alpha);
204
+ }
205
+ `;
206
+ var compileShader = (gl, type, source) => {
207
+ const shader = gl.createShader(type);
208
+ if (!shader) {
209
+ throw new Error("Failed to create WebGL shader");
210
+ }
211
+ gl.shaderSource(shader, source);
212
+ gl.compileShader(shader);
213
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
214
+ const log = gl.getShaderInfoLog(shader);
215
+ gl.deleteShader(shader);
216
+ throw new Error(`Light leak shader compile failed: ${log ?? "(no log)"}`);
217
+ }
218
+ return shader;
219
+ };
220
+ var linkProgram = (gl, vs, fs) => {
221
+ const program = gl.createProgram();
222
+ if (!program) {
223
+ throw new Error("Failed to create WebGL program");
224
+ }
225
+ gl.attachShader(program, vs);
226
+ gl.attachShader(program, fs);
227
+ gl.linkProgram(program);
228
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
229
+ const log = gl.getProgramInfoLog(program);
230
+ gl.deleteProgram(program);
231
+ throw new Error(`Light leak program link failed: ${log ?? "(no log)"}`);
232
+ }
233
+ return program;
234
+ };
235
+ var lightLeak2 = createEffect({
236
+ type: "remotion/light-leak",
237
+ label: "lightLeak()",
238
+ documentationLink: "https://www.remotion.dev/docs/effects/light-leak",
239
+ calculateKey: (params) => {
240
+ const r = resolve(params);
241
+ return `light-leak-${r.seed}-${r.hueShift}-${r.progress}`;
242
+ },
243
+ implementations: {
244
+ webgpu: Internals.createEffectImplementation({
245
+ setup: (target) => setupWebGpuSinglePass(target, "light-leak"),
246
+ apply: ({ source, width, height, params, state, gpuDevice }) => {
247
+ if (!gpuDevice)
248
+ throw new Error("A WebGPU device is required for the light-leak effect");
249
+ const r = resolve(params);
250
+ const uniformData = new Float32Array([
251
+ width,
252
+ height,
253
+ r.progress,
254
+ r.seed,
255
+ r.hueShift,
256
+ 0,
257
+ 0,
258
+ 0
259
+ ]);
260
+ applyWebGpuSinglePass({
261
+ state,
262
+ source,
263
+ width,
264
+ height,
265
+ device: gpuDevice,
266
+ shader: LIGHT_LEAK_WEBGPU_SHADER,
267
+ uniformData
268
+ });
269
+ },
270
+ cleanup: cleanupWebGpuSinglePass
271
+ }),
272
+ webgl2: Internals.createEffectImplementation({
273
+ setup: (target) => {
274
+ const gl = target.getContext("webgl2", {
275
+ premultipliedAlpha: true,
276
+ alpha: true,
277
+ preserveDrawingBuffer: true
278
+ });
279
+ if (!gl) {
280
+ throw createWebGL2ContextError("light leak effect");
281
+ }
282
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
283
+ const vs = compileShader(gl, gl.VERTEX_SHADER, LIGHT_LEAK_VS);
284
+ const fs = compileShader(gl, gl.FRAGMENT_SHADER, LIGHT_LEAK_FS);
285
+ const program = linkProgram(gl, vs, fs);
286
+ gl.deleteShader(vs);
287
+ gl.deleteShader(fs);
288
+ const vao = gl.createVertexArray();
289
+ if (!vao) {
290
+ throw new Error("Failed to create WebGL vertex array");
291
+ }
292
+ gl.bindVertexArray(vao);
293
+ const data = new Float32Array([
294
+ -1,
295
+ -1,
296
+ 0,
297
+ 0,
298
+ 1,
299
+ -1,
300
+ 1,
301
+ 0,
302
+ -1,
303
+ 1,
304
+ 0,
305
+ 1,
306
+ 1,
307
+ 1,
308
+ 1,
309
+ 1
310
+ ]);
311
+ const vbo = gl.createBuffer();
312
+ if (!vbo) {
313
+ throw new Error("Failed to create WebGL buffer");
314
+ }
315
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
316
+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
317
+ const aPos = gl.getAttribLocation(program, "aPos");
318
+ const aUv = gl.getAttribLocation(program, "aUv");
319
+ gl.enableVertexAttribArray(aPos);
320
+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
321
+ gl.enableVertexAttribArray(aUv);
322
+ gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 16, 8);
323
+ gl.bindVertexArray(null);
324
+ const texture = gl.createTexture();
325
+ if (!texture) {
326
+ throw new Error("Failed to create WebGL texture");
327
+ }
328
+ gl.bindTexture(gl.TEXTURE_2D, texture);
329
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
330
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
331
+ gl.bindTexture(gl.TEXTURE_2D, null);
332
+ return {
333
+ gl,
334
+ program,
335
+ vao,
336
+ vbo,
337
+ texture,
338
+ uSource: gl.getUniformLocation(program, "uSource"),
339
+ uEvolveProgress: gl.getUniformLocation(program, "evolveProgress"),
340
+ uRetractProgress: gl.getUniformLocation(program, "retractProgress"),
341
+ uSeed: gl.getUniformLocation(program, "seed"),
342
+ uRetractSeed: gl.getUniformLocation(program, "retractSeed"),
343
+ uHueShift: gl.getUniformLocation(program, "hueShift"),
344
+ uResolution: gl.getUniformLocation(program, "resolution")
345
+ };
346
+ },
347
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
348
+ const r = resolve(params);
349
+ const evolveProgress = Math.min(1, r.progress * 2);
350
+ const retractProgress = Math.max(0, r.progress * 2 - 1);
351
+ const {
352
+ gl,
353
+ program,
354
+ vao,
355
+ texture,
356
+ uSource,
357
+ uEvolveProgress,
358
+ uRetractProgress,
359
+ uSeed,
360
+ uRetractSeed,
361
+ uHueShift,
362
+ uResolution
363
+ } = state;
364
+ gl.viewport(0, 0, width, height);
365
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
366
+ gl.clearColor(0, 0, 0, 0);
367
+ gl.clear(gl.COLOR_BUFFER_BIT);
368
+ gl.useProgram(program);
369
+ gl.bindVertexArray(vao);
370
+ gl.activeTexture(gl.TEXTURE0);
371
+ gl.bindTexture(gl.TEXTURE_2D, texture);
372
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
373
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
374
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
375
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
376
+ if (uSource)
377
+ gl.uniform1i(uSource, 0);
378
+ if (uEvolveProgress)
379
+ gl.uniform1f(uEvolveProgress, evolveProgress);
380
+ if (uRetractProgress)
381
+ gl.uniform1f(uRetractProgress, retractProgress);
382
+ if (uSeed)
383
+ gl.uniform1f(uSeed, r.seed);
384
+ if (uRetractSeed)
385
+ gl.uniform1f(uRetractSeed, r.seed + 42);
386
+ if (uHueShift)
387
+ gl.uniform1f(uHueShift, r.hueShift);
388
+ if (uResolution)
389
+ gl.uniform2f(uResolution, width, height);
390
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
391
+ gl.bindVertexArray(null);
392
+ gl.bindTexture(gl.TEXTURE_2D, null);
393
+ gl.useProgram(null);
394
+ },
395
+ cleanup: ({ gl, program, vao, vbo, texture }) => {
396
+ gl.deleteBuffer(vbo);
397
+ gl.deleteProgram(program);
398
+ gl.deleteVertexArray(vao);
399
+ gl.deleteTexture(texture);
400
+ }
401
+ })
402
+ },
403
+ schema: lightLeakEffectSchema2,
404
+ validateParams: validateLightLeakParams
405
+ });
406
+
407
+ export { lightLeakEffectSchema2, lightLeak2 };
@@ -0,0 +1,306 @@
1
+ import {
2
+ setupSinglePass,
3
+ prepareSinglePassSource,
4
+ drawSinglePass,
5
+ cleanupSinglePass
6
+ } from "./index-8p04sssx.mjs";
7
+ import {
8
+ WEBGPU_SINGLE_PASS_VERTEX,
9
+ setupWebGpuSinglePass,
10
+ cleanupWebGpuSinglePass,
11
+ applyWebGpuSinglePass
12
+ } from "./index-tvfexb7s.mjs";
13
+ import {
14
+ assertEffectParamsObject,
15
+ assertOptionalBoolean
16
+ } from "./index-4fvp93ps.mjs";
17
+
18
+ // src/tile.ts
19
+ import { Internals as Internals2 } from "remotion";
20
+
21
+ // src/tile-gpu-runtime.ts
22
+ import { Internals } from "remotion";
23
+ var WEBGL_SHADER = `#version 300 es
24
+ precision highp float;
25
+ in vec2 vUv;
26
+ out vec4 fragColor;
27
+ uniform sampler2D uSource;
28
+ uniform vec4 uBounds;
29
+ uniform vec4 uOptions;
30
+ void main() {
31
+ vec2 p = vec2(gl_FragCoord.x, uOptions.y - gl_FragCoord.y);
32
+ if (uOptions.z == 0.0 && uOptions.w == 0.0) {
33
+ fragColor = texture(uSource, vUv);
34
+ return;
35
+ }
36
+ if (uBounds.z <= 0.0 || uBounds.w <= 0.0) { fragColor = vec4(0.0); return; }
37
+ vec2 q = (p - uBounds.xy) / uBounds.zw;
38
+ if ((uOptions.z == 0.0 && (q.x < 0.0 || q.x >= 1.0)) || (uOptions.w == 0.0 && (q.y < 0.0 || q.y >= 1.0))) { fragColor = vec4(0.0); return; }
39
+ vec2 local = mix(fract(q), 1.0 - fract(q), mod(floor(q), 2.0));
40
+ vec2 samplePosition = uBounds.xy + local * uBounds.zw;
41
+ vec2 sourceSize = vec2(textureSize(uSource, 0));
42
+ if (any(lessThan(samplePosition, vec2(0.0))) || any(greaterThanEqual(samplePosition, sourceSize))) { fragColor = vec4(0.0); return; }
43
+ vec2 uv = samplePosition / sourceSize;
44
+ fragColor = texture(uSource, vec2(uv.x, 1.0 - uv.y));
45
+ }
46
+ `;
47
+ var WEBGPU_SHADER = `
48
+ ${WEBGPU_SINGLE_PASS_VERTEX}
49
+ struct Params { bounds: vec4f, options: vec4f }
50
+ @group(0) @binding(0) var source: texture_2d<f32>;
51
+ @group(0) @binding(1) var sourceSampler: sampler;
52
+ @group(0) @binding(2) var<uniform> params: Params;
53
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
54
+ let p = input.position.xy;
55
+ if (params.options.z == 0.0 && params.options.w == 0.0) {
56
+ return textureSampleLevel(source, sourceSampler, input.uv, 0);
57
+ }
58
+ if (params.bounds.z <= 0.0 || params.bounds.w <= 0.0) { return vec4f(0); }
59
+ let q = (p - params.bounds.xy) / params.bounds.zw;
60
+ if ((params.options.z == 0.0 && (q.x < 0.0 || q.x >= 1.0)) || (params.options.w == 0.0 && (q.y < 0.0 || q.y >= 1.0))) { return vec4f(0); }
61
+ let tile = floor(q);
62
+ let mirror = tile - 2.0 * floor(tile / 2.0);
63
+ let local = mix(fract(q), vec2f(1) - fract(q), mirror);
64
+ let samplePosition = params.bounds.xy + local * params.bounds.zw;
65
+ let sourceSize = vec2f(textureDimensions(source));
66
+ if (any(samplePosition < vec2f(0)) || any(samplePosition >= sourceSize)) { return vec4f(0); }
67
+ return textureSampleLevel(source, sourceSampler, samplePosition / sourceSize, 0);
68
+ }
69
+ `;
70
+ var createTileGpuImplementations = ({
71
+ setupBounds,
72
+ getBounds,
73
+ resolve
74
+ }) => ({
75
+ webgl2: Internals.createEffectImplementation({
76
+ setup: (target) => ({
77
+ bounds: setupBounds(target),
78
+ render: setupSinglePass(target, WEBGL_SHADER, "tile", [
79
+ "uBounds",
80
+ "uOptions"
81
+ ])
82
+ }),
83
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
84
+ const r = resolve(params);
85
+ const bounds = r.horizontal || r.vertical ? getBounds({ source, width, height, params, state: state.bounds }) : null;
86
+ prepareSinglePassSource({
87
+ state: state.render,
88
+ source,
89
+ width,
90
+ height,
91
+ flipSourceY
92
+ });
93
+ const { gl, uniforms } = state.render;
94
+ gl.uniform4f(uniforms.uBounds, bounds?.left ?? 0, bounds?.top ?? 0, bounds?.width ?? 0, bounds?.height ?? 0);
95
+ gl.uniform4f(uniforms.uOptions, width, height, Number(r.horizontal), Number(r.vertical));
96
+ drawSinglePass(state.render);
97
+ },
98
+ cleanup: (state) => cleanupSinglePass(state.render)
99
+ }),
100
+ webgpu: Internals.createEffectImplementation({
101
+ setup: (target) => ({
102
+ bounds: setupBounds(target),
103
+ render: setupWebGpuSinglePass(target, "tile")
104
+ }),
105
+ apply: ({ source, width, height, params, state, gpuDevice }) => {
106
+ if (!gpuDevice) {
107
+ throw new Error("A WebGPU device is required for the tile effect");
108
+ }
109
+ const r = resolve(params);
110
+ const bounds = r.horizontal || r.vertical ? getBounds({ source, width, height, params, state: state.bounds }) : null;
111
+ applyWebGpuSinglePass({
112
+ state: state.render,
113
+ source,
114
+ width,
115
+ height,
116
+ device: gpuDevice,
117
+ shader: WEBGPU_SHADER,
118
+ uniformData: new Float32Array([
119
+ bounds?.left ?? 0,
120
+ bounds?.top ?? 0,
121
+ bounds?.width ?? 0,
122
+ bounds?.height ?? 0,
123
+ width,
124
+ height,
125
+ Number(r.horizontal),
126
+ Number(r.vertical)
127
+ ])
128
+ });
129
+ },
130
+ cleanup: (state) => cleanupWebGpuSinglePass(state.render)
131
+ })
132
+ });
133
+
134
+ // src/tile.ts
135
+ var { createEffect } = Internals2;
136
+ var DEFAULT_HORIZONTAL = true;
137
+ var DEFAULT_VERTICAL = true;
138
+ var tileSchema = {
139
+ horizontal: {
140
+ type: "boolean",
141
+ default: DEFAULT_HORIZONTAL,
142
+ description: "Horizontal"
143
+ },
144
+ vertical: {
145
+ type: "boolean",
146
+ default: DEFAULT_VERTICAL,
147
+ description: "Vertical"
148
+ }
149
+ };
150
+ var resolve = (params) => ({
151
+ horizontal: params.horizontal ?? DEFAULT_HORIZONTAL,
152
+ vertical: params.vertical ?? DEFAULT_VERTICAL
153
+ });
154
+ var validateTileParams = (params) => {
155
+ assertEffectParamsObject(params, "Tile");
156
+ assertOptionalBoolean(params.horizontal, "horizontal");
157
+ assertOptionalBoolean(params.vertical, "vertical");
158
+ };
159
+ var setupTile = (target) => {
160
+ const boundsCanvas = target.ownerDocument.createElement("canvas");
161
+ const boundsContext = boundsCanvas.getContext("2d", {
162
+ colorSpace: "srgb",
163
+ willReadFrequently: true
164
+ });
165
+ if (!boundsContext) {
166
+ throw new Error("Failed to acquire 2D context for tile effect.");
167
+ }
168
+ const tileCanvas = target.ownerDocument.createElement("canvas");
169
+ const tileContext = tileCanvas.getContext("2d");
170
+ if (!tileContext) {
171
+ throw new Error("Failed to acquire 2D context for tile effect.");
172
+ }
173
+ return { boundsCanvas, boundsContext, tileCanvas, tileContext };
174
+ };
175
+ var getTileBounds = ({
176
+ source,
177
+ width,
178
+ height,
179
+ params,
180
+ state
181
+ }) => {
182
+ const r = resolve(params);
183
+ if (state.boundsCanvas.width !== width || state.boundsCanvas.height !== height) {
184
+ state.boundsCanvas.width = width;
185
+ state.boundsCanvas.height = height;
186
+ }
187
+ state.boundsContext.clearRect(0, 0, width, height);
188
+ state.boundsContext.drawImage(source, 0, 0, width, height);
189
+ const pixels = state.boundsContext.getImageData(0, 0, width, height).data;
190
+ const rowMaximumAlpha = (y) => {
191
+ let maximumAlpha = 0;
192
+ for (let x = 0;x < width; x++) {
193
+ maximumAlpha = Math.max(maximumAlpha, pixels[(y * width + x) * 4 + 3]);
194
+ }
195
+ return maximumAlpha;
196
+ };
197
+ const columnMaximumAlpha = (x, visibleTop, visibleBottom) => {
198
+ let maximumAlpha = 0;
199
+ for (let y = visibleTop;y <= visibleBottom; y++) {
200
+ maximumAlpha = Math.max(maximumAlpha, pixels[(y * width + x) * 4 + 3]);
201
+ }
202
+ return maximumAlpha;
203
+ };
204
+ let top = 0;
205
+ while (top < height && rowMaximumAlpha(top) === 0) {
206
+ top++;
207
+ }
208
+ if (top === height) {
209
+ return null;
210
+ }
211
+ let bottom = height - 1;
212
+ while (bottom > top && rowMaximumAlpha(bottom) === 0) {
213
+ bottom--;
214
+ }
215
+ let left = 0;
216
+ while (left < width && columnMaximumAlpha(left, top, bottom) === 0) {
217
+ left++;
218
+ }
219
+ let right = width - 1;
220
+ while (right > left && columnMaximumAlpha(right, top, bottom) === 0) {
221
+ right--;
222
+ }
223
+ if (r.vertical && top < bottom) {
224
+ if (rowMaximumAlpha(top) < rowMaximumAlpha(top + 1)) {
225
+ top++;
226
+ }
227
+ if (rowMaximumAlpha(bottom) < rowMaximumAlpha(bottom - 1)) {
228
+ bottom--;
229
+ }
230
+ }
231
+ if (r.horizontal && left < right) {
232
+ if (columnMaximumAlpha(left, top, bottom) < columnMaximumAlpha(left + 1, top, bottom)) {
233
+ left++;
234
+ }
235
+ if (columnMaximumAlpha(right, top, bottom) < columnMaximumAlpha(right - 1, top, bottom)) {
236
+ right--;
237
+ }
238
+ }
239
+ return { left, top, width: right - left + 1, height: bottom - top + 1 };
240
+ };
241
+ var tile2 = createEffect({
242
+ type: "dev.remotion.effects.tile",
243
+ label: "tile()",
244
+ documentationLink: "https://www.remotion.dev/docs/effects/tile",
245
+ calculateKey: (params) => {
246
+ const r = resolve(params);
247
+ return `tile-${r.horizontal}-${r.vertical}`;
248
+ },
249
+ implementations: {
250
+ ...createTileGpuImplementations({
251
+ setupBounds: setupTile,
252
+ getBounds: getTileBounds,
253
+ resolve
254
+ }),
255
+ "2d": Internals2.createEffectImplementation({
256
+ setup: setupTile,
257
+ apply: ({ source, target, width, height, params, state }) => {
258
+ const context = target.getContext("2d");
259
+ if (!context) {
260
+ throw new Error("Failed to acquire 2D context for tile effect. The canvas may have been assigned a different context type.");
261
+ }
262
+ const r = resolve(params);
263
+ context.clearRect(0, 0, width, height);
264
+ if (!r.horizontal && !r.vertical) {
265
+ context.drawImage(source, 0, 0, width, height);
266
+ return;
267
+ }
268
+ const bounds = getTileBounds({ source, width, height, params, state });
269
+ if (!bounds)
270
+ return;
271
+ const { left, top } = bounds;
272
+ const tileWidth = bounds.width;
273
+ const tileHeight = bounds.height;
274
+ state.tileCanvas.width = tileWidth;
275
+ state.tileCanvas.height = tileHeight;
276
+ state.tileContext.clearRect(0, 0, tileWidth, tileHeight);
277
+ state.tileContext.drawImage(source, left, top, tileWidth, tileHeight, 0, 0, tileWidth, tileHeight);
278
+ context.clearRect(0, 0, width, height);
279
+ const startX = r.horizontal ? left - Math.ceil(left / tileWidth) * tileWidth : left;
280
+ const startY = r.vertical ? top - Math.ceil(top / tileHeight) * tileHeight : top;
281
+ const endX = r.horizontal ? width : left + tileWidth;
282
+ const endY = r.vertical ? height : top + tileHeight;
283
+ for (let y = startY;y < endY; y += tileHeight) {
284
+ const tileY = Math.round((y - top) / tileHeight);
285
+ const mirrorY = r.vertical && Math.abs(tileY) % 2 === 1;
286
+ for (let x = startX;x < endX; x += tileWidth) {
287
+ const tileX = Math.round((x - left) / tileWidth);
288
+ const mirrorX = r.horizontal && Math.abs(tileX) % 2 === 1;
289
+ context.save();
290
+ context.translate(mirrorX ? x + tileWidth : x, mirrorY ? y + tileHeight : y);
291
+ context.scale(mirrorX ? -1 : 1, mirrorY ? -1 : 1);
292
+ context.drawImage(state.tileCanvas, 0, 0);
293
+ context.restore();
294
+ }
295
+ }
296
+ },
297
+ cleanup: () => {
298
+ return;
299
+ }
300
+ })
301
+ },
302
+ schema: tileSchema,
303
+ validateParams: validateTileParams
304
+ });
305
+
306
+ export { tile2 };