@remotion/effects 4.0.539 → 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 (203) hide show
  1. package/THIRD_PARTY_LICENSES.md +15 -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/cylinder/webgl-shader.d.ts +1 -0
  13. package/dist/dot-grid-webgpu-shader.d.ts +1 -0
  14. package/dist/drop-shadow/webgpu-shaders.d.ts +2 -0
  15. package/dist/emboss-webgpu-shader.d.ts +1 -0
  16. package/dist/esm/barrel-distortion.mjs +67 -118
  17. package/dist/esm/bevel-alpha.mjs +247 -196
  18. package/dist/esm/blur.mjs +101 -115
  19. package/dist/esm/brightness.mjs +65 -132
  20. package/dist/esm/burlap.mjs +178 -151
  21. package/dist/esm/checkerboard.mjs +6 -514
  22. package/dist/esm/chromatic-aberration.mjs +72 -119
  23. package/dist/esm/color-correction.mjs +186 -224
  24. package/dist/esm/color-key.mjs +149 -136
  25. package/dist/esm/contour-lines.mjs +201 -160
  26. package/dist/esm/contrast.mjs +65 -132
  27. package/dist/esm/corner-pin.mjs +4 -390
  28. package/dist/esm/curves.mjs +195 -211
  29. package/dist/esm/cylinder.mjs +108 -225
  30. package/dist/esm/dot-grid.mjs +184 -213
  31. package/dist/esm/drop-shadow.mjs +162 -180
  32. package/dist/esm/duotone.mjs +110 -143
  33. package/dist/esm/emboss.mjs +153 -151
  34. package/dist/esm/evolve.mjs +228 -154
  35. package/dist/esm/exposure.mjs +93 -201
  36. package/dist/esm/film-burn.mjs +298 -0
  37. package/dist/esm/fisheye.mjs +97 -126
  38. package/dist/esm/flannel.mjs +158 -156
  39. package/dist/esm/fractal-noise.mjs +186 -232
  40. package/dist/esm/glow.mjs +164 -179
  41. package/dist/esm/grayscale.mjs +56 -122
  42. package/dist/esm/gridlines.mjs +6 -575
  43. package/dist/esm/halftone-linear-gradient.mjs +246 -245
  44. package/dist/esm/halftone.mjs +267 -243
  45. package/dist/esm/hue.mjs +55 -122
  46. package/dist/esm/index-00v3hr66.mjs +299 -0
  47. package/dist/esm/index-0w4eqht8.mjs +351 -0
  48. package/dist/esm/index-18y0zcy2.mjs +440 -0
  49. package/dist/esm/index-1m1b1ad7.mjs +520 -0
  50. package/dist/esm/index-34fxm3ax.mjs +518 -0
  51. package/dist/esm/index-4fvp93ps.mjs +32 -0
  52. package/dist/esm/index-4scpn12x.mjs +224 -0
  53. package/dist/esm/index-4z6pt3ka.mjs +104 -0
  54. package/dist/esm/index-618ky75w.mjs +51 -0
  55. package/dist/esm/index-6agxdrvr.mjs +411 -0
  56. package/dist/esm/index-6jkps947.mjs +120 -0
  57. package/dist/esm/index-8agtsbw4.mjs +617 -0
  58. package/dist/esm/index-8jx11jyn.mjs +29 -0
  59. package/dist/esm/index-8p04sssx.mjs +123 -0
  60. package/dist/esm/index-afdtmrh2.mjs +596 -0
  61. package/dist/esm/index-b86qstcs.mjs +18 -0
  62. package/dist/esm/index-cb77qg3g.mjs +587 -0
  63. package/dist/esm/index-cdp7tr8x.mjs +122 -0
  64. package/dist/esm/index-evy8hyah.mjs +55 -0
  65. package/dist/esm/index-gnsce796.mjs +6 -0
  66. package/dist/esm/index-kkvzt8b7.mjs +199 -0
  67. package/dist/esm/index-r0v18b2n.mjs +425 -0
  68. package/dist/esm/index-rswpzmm5.mjs +926 -0
  69. package/dist/esm/index-s9mrx750.mjs +97 -0
  70. package/dist/esm/index-tvfexb7s.mjs +164 -0
  71. package/dist/esm/index-vp56k1gj.mjs +215 -0
  72. package/dist/esm/index-wxhvgv2s.mjs +79 -0
  73. package/dist/esm/index-wy95a41r.mjs +407 -0
  74. package/dist/esm/index-ysnwfc4t.mjs +306 -0
  75. package/dist/esm/index.mjs +49 -4053
  76. package/dist/esm/invert.mjs +54 -122
  77. package/dist/esm/iris-wipe.mjs +315 -0
  78. package/dist/esm/lens-blur.mjs +169 -156
  79. package/dist/esm/levels.mjs +134 -151
  80. package/dist/esm/light-leak.mjs +6 -416
  81. package/dist/esm/light-trail.mjs +124 -128
  82. package/dist/esm/linear-gradient-tint.mjs +4 -424
  83. package/dist/esm/linear-gradient.mjs +4 -370
  84. package/dist/esm/linear-progressive-blur.mjs +92 -118
  85. package/dist/esm/linear-progressive-pixelate.mjs +83 -378
  86. package/dist/esm/lines.mjs +167 -162
  87. package/dist/esm/liquid-contours.mjs +192 -153
  88. package/dist/esm/long-shadows.mjs +278 -251
  89. package/dist/esm/lut.mjs +123 -23
  90. package/dist/esm/mirror.mjs +78 -120
  91. package/dist/esm/noise-displacement.mjs +156 -151
  92. package/dist/esm/noise.mjs +107 -143
  93. package/dist/esm/outline.mjs +192 -170
  94. package/dist/esm/page-turn.mjs +141 -244
  95. package/dist/esm/paper.mjs +522 -194
  96. package/dist/esm/pattern.mjs +4 -568
  97. package/dist/esm/pixel-dissolve.mjs +158 -186
  98. package/dist/esm/pixelate.mjs +92 -149
  99. package/dist/esm/radial-progressive-blur.mjs +96 -118
  100. package/dist/esm/radial-progressive-pixelate.mjs +91 -384
  101. package/dist/esm/radial-wipe.mjs +224 -0
  102. package/dist/esm/rain-fall.mjs +114 -0
  103. package/dist/esm/region-blur.mjs +138 -192
  104. package/dist/esm/rings.mjs +6 -512
  105. package/dist/esm/roughen-edges.mjs +180 -156
  106. package/dist/esm/saturation.mjs +56 -122
  107. package/dist/esm/scale.mjs +50 -60
  108. package/dist/esm/scanlines.mjs +115 -149
  109. package/dist/esm/shadows-highlights.mjs +103 -205
  110. package/dist/esm/shatter.mjs +133 -153
  111. package/dist/esm/shine.mjs +192 -227
  112. package/dist/esm/shrinkwrap.mjs +388 -225
  113. package/dist/esm/skew.mjs +100 -145
  114. package/dist/esm/snow-fall.mjs +170 -0
  115. package/dist/esm/speckle.mjs +192 -210
  116. package/dist/esm/sphere.mjs +101 -225
  117. package/dist/esm/starburst.mjs +6 -345
  118. package/dist/esm/tear.mjs +138 -155
  119. package/dist/esm/thermal-vision.mjs +135 -152
  120. package/dist/esm/tile.mjs +5 -184
  121. package/dist/esm/tint.mjs +80 -132
  122. package/dist/esm/translate.mjs +55 -137
  123. package/dist/esm/turbulent-displace.mjs +182 -221
  124. package/dist/esm/tv-signal-off.mjs +140 -149
  125. package/dist/esm/venetian-blinds.mjs +91 -140
  126. package/dist/esm/vibrance.mjs +95 -204
  127. package/dist/esm/vignette.mjs +136 -155
  128. package/dist/esm/wave.mjs +88 -47
  129. package/dist/esm/waves.mjs +181 -169
  130. package/dist/esm/white-balance.mjs +100 -204
  131. package/dist/esm/white-noise.mjs +98 -146
  132. package/dist/esm/zigzag.mjs +6 -575
  133. package/dist/esm/zoom-blur.mjs +90 -121
  134. package/dist/evolve.d.ts +46 -10
  135. package/dist/film-burn-webgpu-shader.d.ts +1 -0
  136. package/dist/film-burn.d.ts +40 -0
  137. package/dist/fisheye/webgpu-shader.d.ts +1 -0
  138. package/dist/flannel-webgpu-shader.d.ts +1 -0
  139. package/dist/fractal-noise/shader.d.ts +1 -1
  140. package/dist/fractal-noise/webgpu-shader.d.ts +1 -0
  141. package/dist/gaussian-blur-webgpu-shader.d.ts +1 -0
  142. package/dist/glow/webgpu-shaders.d.ts +2 -0
  143. package/dist/gridlines-webgpu-shader.d.ts +1 -0
  144. package/dist/halftone-linear-gradient-webgpu-shader.d.ts +1 -0
  145. package/dist/halftone-webgpu-shader.d.ts +1 -0
  146. package/dist/iris-wipe.d.ts +78 -0
  147. package/dist/lens-blur/webgpu-shader.d.ts +1 -0
  148. package/dist/light-leak-webgpu-shader.d.ts +1 -0
  149. package/dist/light-trail/webgpu-shader.d.ts +1 -0
  150. package/dist/linear-gradient-tint-webgpu-shader.d.ts +1 -0
  151. package/dist/linear-gradient-webgpu-shader.d.ts +1 -0
  152. package/dist/lines-webgpu-shader.d.ts +1 -0
  153. package/dist/liquid-contours-webgpu-shader.d.ts +1 -0
  154. package/dist/long-shadows-webgpu-shaders.d.ts +2 -0
  155. package/dist/lut/webgpu-shader.d.ts +1 -0
  156. package/dist/mirror/webgpu-shader.d.ts +1 -0
  157. package/dist/noise-displacement-webgpu-shader.d.ts +1 -0
  158. package/dist/noise-webgpu-shader.d.ts +1 -0
  159. package/dist/outline/webgpu-shader.d.ts +1 -0
  160. package/dist/page-turn/webgl-shader.d.ts +1 -0
  161. package/dist/paper-webgpu-shader.d.ts +2 -0
  162. package/dist/pattern-webgpu-shader.d.ts +1 -0
  163. package/dist/pixel-dissolve-webgpu-shader.d.ts +1 -0
  164. package/dist/progressive-pixelate-runtime.d.ts +1 -0
  165. package/dist/radial-wipe.d.ts +19 -0
  166. package/dist/rain-fall.d.ts +143 -0
  167. package/dist/rect-transform-runtime.d.ts +11 -0
  168. package/dist/region-blur/webgpu-shader.d.ts +1 -0
  169. package/dist/rings-webgpu-shader.d.ts +1 -0
  170. package/dist/roughen-edges-webgpu-shader.d.ts +1 -0
  171. package/dist/shatter/webgpu-shader.d.ts +1 -0
  172. package/dist/shine-webgpu-shader.d.ts +1 -0
  173. package/dist/shrinkwrap-webgpu-shader.d.ts +1 -0
  174. package/dist/single-pass-runtime.d.ts +18 -0
  175. package/dist/skew-webgpu-shader.d.ts +1 -0
  176. package/dist/snow-fall.d.ts +208 -0
  177. package/dist/speckle-webgpu-shader.d.ts +1 -0
  178. package/dist/sphere/webgl-shader.d.ts +1 -0
  179. package/dist/starburst-webgpu-shader.d.ts +1 -0
  180. package/dist/tear-webgpu-shader.d.ts +1 -0
  181. package/dist/thermal-vision-webgpu-shader.d.ts +1 -0
  182. package/dist/tile-gpu-runtime.d.ts +24 -0
  183. package/dist/turbulent-displace/webgpu-shader.d.ts +1 -0
  184. package/dist/value-noise-webgpu-shader.d.ts +1 -0
  185. package/dist/vignette-webgpu-shader.d.ts +1 -0
  186. package/dist/wave/wave-runtime.d.ts +2 -1
  187. package/dist/wave/webgpu-shader.d.ts +1 -0
  188. package/dist/waves-webgpu-shader.d.ts +1 -0
  189. package/dist/weather/params.d.ts +149 -0
  190. package/dist/weather/runtime.d.ts +52 -0
  191. package/dist/weather/shaders.d.ts +4 -0
  192. package/dist/weather/webgpu-runtime.d.ts +36 -0
  193. package/dist/weather/webgpu-shader.d.ts +1 -0
  194. package/dist/webgl-projection-runtime.d.ts +18 -0
  195. package/dist/webgpu-color-state.d.ts +10 -0
  196. package/dist/webgpu-mesh-runtime.d.ts +46 -0
  197. package/dist/webgpu-multipass-runtime.d.ts +50 -0
  198. package/dist/webgpu-projection-runtime.d.ts +9 -5
  199. package/dist/webgpu-single-pass-runtime.d.ts +47 -0
  200. package/dist/white-noise-webgpu-shader.d.ts +1 -0
  201. package/dist/zigzag-webgpu-shader.d.ts +1 -0
  202. package/dist/zoom-blur/webgpu-shader.d.ts +1 -0
  203. package/package.json +43 -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 };