@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 +1,617 @@
1
+ import {
2
+ setupWebGpuColors,
3
+ getWebGpuColors
4
+ } from "./index-8jx11jyn.mjs";
5
+ import {
6
+ assertOptionalFiniteNumber,
7
+ parseColorRgba
8
+ } from "./index-wxhvgv2s.mjs";
9
+ import {
10
+ WEBGPU_SINGLE_PASS_VERTEX,
11
+ cleanupWebGpuSinglePass,
12
+ applyWebGpuSinglePass
13
+ } from "./index-tvfexb7s.mjs";
14
+ import {
15
+ assertEffectParamsObject,
16
+ assertOptionalColor,
17
+ assertOptionalBoolean
18
+ } from "./index-4fvp93ps.mjs";
19
+
20
+ // src/gridlines.ts
21
+ import { Internals } from "remotion";
22
+
23
+ // src/gridlines-webgpu-shader.ts
24
+ var GRIDLINES_WEBGPU_SHADER = `
25
+ diagnostic(off, derivative_uniformity);
26
+ ${WEBGPU_SINGLE_PASS_VERTEX}
27
+ @group(0) @binding(0) var sourceTexture: texture_2d<f32>;
28
+ @group(0) @binding(1) var sourceSampler: sampler;
29
+ @group(0) @binding(2) var<uniform> params: Params;
30
+ struct Params {
31
+ geometry: vec4f,
32
+ rotation: vec4f,
33
+ offset: vec4f,
34
+ lineColor: vec4f,
35
+ backgroundColor: vec4f,
36
+ }
37
+ fn sampleSource(uv: vec2f) -> vec4f {
38
+ return textureSampleLevel(sourceTexture, sourceSampler, vec2f(uv.x, 1.0 - uv.y), 0);
39
+ }
40
+
41
+ fn sourceOver(backdrop: vec4f, overlay: vec4f) -> vec4f { return overlay + backdrop * (1.0 - overlay.a); }
42
+ fn sourceAtop(backdrop: vec4f, overlay: vec4f) -> vec4f { return vec4f(overlay.rgb * backdrop.a + backdrop.rgb * (1.0 - overlay.a), backdrop.a); }
43
+ fn rotationMatrix(rotationX: f32, rotationY: f32, rotationZ: f32) -> mat3x3f {
44
+ let sx = sin(rotationX); let cx = cos(rotationX);
45
+ let sy = sin(rotationY); let cy = cos(rotationY);
46
+ let sz = sin(rotationZ); let cz = cos(rotationZ);
47
+ let rx = mat3x3f(1, 0, 0, 0, cx, sx, 0, -sx, cx);
48
+ let ry = mat3x3f(cy, 0, -sy, 0, 1, 0, sy, 0, cy);
49
+ let rz = mat3x3f(cz, sz, 0, -sz, cz, 0, 0, 0, 1);
50
+ return rz * ry * rx;
51
+ }
52
+ struct GridPoint {coordinate: vec2f, valid: bool,}
53
+ fn gridAt(centered: vec2f, rotation: mat3x3f) -> GridPoint {
54
+ var gridCoord = vec2f(0);
55
+ if (params.rotation.w <= 0.0) {
56
+ let rotated = rotation * vec3f(centered, 0);
57
+ gridCoord = rotated.xy + params.offset.xy;
58
+ } else {
59
+ let camera = vec3f(0, 0, params.rotation.w);
60
+ let ray = normalize(vec3f(centered, -params.rotation.w));
61
+ let normal = rotation * vec3f(0, 0, 1);
62
+ let denominator = dot(ray, normal);
63
+ let t = -dot(camera, normal) / denominator;
64
+ if (abs(denominator) < 0.0001 || t <= 0.0) { return GridPoint(vec2f(0), false); }
65
+ let worldPosition = camera + ray * t;
66
+ let localPosition = transpose(rotation) * worldPosition;
67
+ gridCoord = localPosition.xy + params.offset.xy;
68
+ }
69
+ return GridPoint(gridCoord, true);
70
+ }
71
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
72
+ let vUv = vec2f(input.uv.x, 1.0 - input.uv.y);
73
+
74
+ let texColor = sampleSource(vUv);
75
+ let centered = vec2f(input.position.x, params.geometry.y - input.position.y) - params.geometry.xy * 0.5;
76
+ let rotation = rotationMatrix(params.rotation.y, params.rotation.z, params.rotation.x);
77
+ let gridPoint = gridAt(centered, rotation);
78
+ if (!gridPoint.valid) { return sourceOver(texColor, params.backgroundColor); }
79
+ let gridCoord = gridPoint.coordinate;
80
+ let gridSize = max(params.geometry.z, 0.001);
81
+ let cell = abs(fract(gridCoord / gridSize + vec2f(0.5)) - vec2f(0.5)) * gridSize;
82
+ let halfLineWidth = params.geometry.w * 0.5;
83
+ var derivatives = fwidth(gridCoord);
84
+ if (i32(params.geometry.y) % 2 != 0) {
85
+ // Match WebGL's bottom-origin derivative quads on odd-height targets.
86
+ let neighborY = select(-1.0, 1.0, i32(params.geometry.y - input.position.y) % 2 == 0);
87
+ let neighbor = gridAt(centered + vec2f(0, neighborY), rotation);
88
+ derivatives = abs(dpdx(gridCoord)) + abs(neighbor.coordinate - gridCoord);
89
+ }
90
+ let gridUnitsPerPixel = max(derivatives, vec2f(0.001));
91
+ let halfWidthInGridUnits = halfLineWidth * gridUnitsPerPixel;
92
+ let projectedCellSize = gridSize / gridUnitsPerPixel;
93
+ let densityFade = smoothstep(vec2f(max(params.geometry.w * 1.5, 1.0)), vec2f(max(params.geometry.w * 4.0, 2.0)), projectedCellSize);
94
+ var lineCoverage = vec2f(0);
95
+ if (halfLineWidth > 0.001) { lineCoverage = vec2f(1) - smoothstep(halfWidthInGridUnits - gridUnitsPerPixel, halfWidthInGridUnits + gridUnitsPerPixel, cell); }
96
+ lineCoverage *= densityFade;
97
+ let coverage = max(lineCoverage.x, lineCoverage.y);
98
+ let line = params.lineColor * coverage;
99
+ if (params.offset.z != 0.0) { return sourceAtop(sourceAtop(texColor, params.backgroundColor), line); }
100
+ return sourceOver(sourceOver(texColor, params.backgroundColor), line);
101
+
102
+ }
103
+ `;
104
+
105
+ // src/gridlines.ts
106
+ var { createEffect, createWebGL2ContextError } = Internals;
107
+ var DEFAULT_GRID_SIZE = 64;
108
+ var DEFAULT_LINE_WIDTH = 2;
109
+ var DEFAULT_LINE_COLOR = "#ffffff";
110
+ var DEFAULT_BACKGROUND_COLOR = "transparent";
111
+ var DEFAULT_ROTATION = 0;
112
+ var DEFAULT_ROTATION_X = 0;
113
+ var DEFAULT_ROTATION_Y = 0;
114
+ var DEFAULT_PERSPECTIVE = 0;
115
+ var DEFAULT_OFFSET_X = 0;
116
+ var DEFAULT_OFFSET_Y = 0;
117
+ var DEFAULT_MASK_TO_SOURCE_ALPHA = false;
118
+ var gridlinesSchema2 = {
119
+ gridSize: {
120
+ type: "number",
121
+ min: 1,
122
+ max: 400,
123
+ step: 1,
124
+ default: DEFAULT_GRID_SIZE,
125
+ description: "Grid size",
126
+ hiddenFromList: false
127
+ },
128
+ lineWidth: {
129
+ type: "number",
130
+ min: 0,
131
+ max: 100,
132
+ step: 0.1,
133
+ default: DEFAULT_LINE_WIDTH,
134
+ description: "Line width",
135
+ hiddenFromList: false
136
+ },
137
+ lineColor: {
138
+ type: "color",
139
+ default: DEFAULT_LINE_COLOR,
140
+ description: "Line color"
141
+ },
142
+ backgroundColor: {
143
+ type: "color",
144
+ default: DEFAULT_BACKGROUND_COLOR,
145
+ description: "Background color"
146
+ },
147
+ rotation: {
148
+ type: "rotation-degrees",
149
+ min: -180,
150
+ max: 180,
151
+ step: 1,
152
+ default: DEFAULT_ROTATION,
153
+ description: "Rotation"
154
+ },
155
+ rotationX: {
156
+ type: "rotation-degrees",
157
+ min: -180,
158
+ max: 180,
159
+ step: 0.1,
160
+ default: DEFAULT_ROTATION_X,
161
+ description: "Rotation X"
162
+ },
163
+ rotationY: {
164
+ type: "rotation-degrees",
165
+ min: -180,
166
+ max: 180,
167
+ step: 0.1,
168
+ default: DEFAULT_ROTATION_Y,
169
+ description: "Rotation Y"
170
+ },
171
+ perspective: {
172
+ type: "number",
173
+ min: 0,
174
+ max: 4000,
175
+ step: 1,
176
+ default: DEFAULT_PERSPECTIVE,
177
+ description: "Perspective",
178
+ hiddenFromList: false
179
+ },
180
+ offsetX: {
181
+ type: "number",
182
+ min: -400,
183
+ max: 400,
184
+ step: 0.1,
185
+ default: DEFAULT_OFFSET_X,
186
+ description: "Offset X",
187
+ hiddenFromList: false
188
+ },
189
+ offsetY: {
190
+ type: "number",
191
+ min: -400,
192
+ max: 400,
193
+ step: 0.1,
194
+ default: DEFAULT_OFFSET_Y,
195
+ description: "Offset Y",
196
+ hiddenFromList: false
197
+ },
198
+ maskToSourceAlpha: {
199
+ type: "boolean",
200
+ default: DEFAULT_MASK_TO_SOURCE_ALPHA,
201
+ description: "Mask to source alpha"
202
+ }
203
+ };
204
+ var resolve = (p) => ({
205
+ gridSize: p.gridSize ?? DEFAULT_GRID_SIZE,
206
+ lineWidth: p.lineWidth ?? DEFAULT_LINE_WIDTH,
207
+ lineColor: p.lineColor ?? DEFAULT_LINE_COLOR,
208
+ backgroundColor: p.backgroundColor ?? DEFAULT_BACKGROUND_COLOR,
209
+ rotation: p.rotation ?? DEFAULT_ROTATION,
210
+ rotationX: p.rotationX ?? DEFAULT_ROTATION_X,
211
+ rotationY: p.rotationY ?? DEFAULT_ROTATION_Y,
212
+ perspective: p.perspective ?? DEFAULT_PERSPECTIVE,
213
+ offsetX: p.offsetX ?? DEFAULT_OFFSET_X,
214
+ offsetY: p.offsetY ?? DEFAULT_OFFSET_Y,
215
+ maskToSourceAlpha: p.maskToSourceAlpha ?? DEFAULT_MASK_TO_SOURCE_ALPHA
216
+ });
217
+ var validatePositive = (value, name) => {
218
+ if (value <= 0) {
219
+ throw new TypeError(`"${name}" must be greater than 0, but got ${JSON.stringify(value)}`);
220
+ }
221
+ };
222
+ var validateNonNegative = (value, name) => {
223
+ if (value < 0) {
224
+ throw new TypeError(`"${name}" must be greater than or equal to 0, but got ${JSON.stringify(value)}`);
225
+ }
226
+ };
227
+ var validateGridlinesParams = (params) => {
228
+ assertEffectParamsObject(params, "Gridlines");
229
+ assertOptionalFiniteNumber(params.gridSize, "gridSize");
230
+ assertOptionalFiniteNumber(params.lineWidth, "lineWidth");
231
+ assertOptionalFiniteNumber(params.rotation, "rotation");
232
+ assertOptionalFiniteNumber(params.rotationX, "rotationX");
233
+ assertOptionalFiniteNumber(params.rotationY, "rotationY");
234
+ assertOptionalFiniteNumber(params.perspective, "perspective");
235
+ assertOptionalFiniteNumber(params.offsetX, "offsetX");
236
+ assertOptionalFiniteNumber(params.offsetY, "offsetY");
237
+ assertOptionalColor(params.lineColor, "lineColor");
238
+ assertOptionalColor(params.backgroundColor, "backgroundColor");
239
+ assertOptionalBoolean(params.maskToSourceAlpha, "maskToSourceAlpha");
240
+ validatePositive(params.gridSize ?? DEFAULT_GRID_SIZE, "gridSize");
241
+ validateNonNegative(params.lineWidth ?? DEFAULT_LINE_WIDTH, "lineWidth");
242
+ validateNonNegative(params.perspective ?? DEFAULT_PERSPECTIVE, "perspective");
243
+ };
244
+ var GRIDLINES_VS = `#version 300 es
245
+ in vec2 aPos;
246
+ in vec2 aUv;
247
+ out vec2 vUv;
248
+
249
+ void main() {
250
+ vUv = aUv;
251
+ gl_Position = vec4(aPos, 0.0, 1.0);
252
+ }
253
+ `;
254
+ var GRIDLINES_FS = `#version 300 es
255
+ precision highp float;
256
+
257
+ in vec2 vUv;
258
+ out vec4 fragColor;
259
+
260
+ uniform sampler2D uSource;
261
+ uniform vec2 uResolution;
262
+ uniform float uGridSize;
263
+ uniform float uLineWidth;
264
+ uniform vec4 uLineColor;
265
+ uniform vec4 uBackgroundColor;
266
+ uniform float uRotation;
267
+ uniform float uRotationX;
268
+ uniform float uRotationY;
269
+ uniform float uPerspective;
270
+ uniform vec2 uOffset;
271
+ uniform bool uMaskToSourceAlpha;
272
+
273
+ vec4 sourceOver(vec4 backdrop, vec4 overlay) {
274
+ return overlay + backdrop * (1.0 - overlay.a);
275
+ }
276
+
277
+ vec4 sourceAtop(vec4 backdrop, vec4 overlay) {
278
+ return vec4(
279
+ overlay.rgb * backdrop.a + backdrop.rgb * (1.0 - overlay.a),
280
+ backdrop.a
281
+ );
282
+ }
283
+
284
+ mat3 rotationMatrix(float rotationX, float rotationY, float rotationZ) {
285
+ float sx = sin(rotationX);
286
+ float cx = cos(rotationX);
287
+ float sy = sin(rotationY);
288
+ float cy = cos(rotationY);
289
+ float sz = sin(rotationZ);
290
+ float cz = cos(rotationZ);
291
+
292
+ mat3 rx = mat3(
293
+ 1.0, 0.0, 0.0,
294
+ 0.0, cx, sx,
295
+ 0.0, -sx, cx
296
+ );
297
+ mat3 ry = mat3(
298
+ cy, 0.0, -sy,
299
+ 0.0, 1.0, 0.0,
300
+ sy, 0.0, cy
301
+ );
302
+ mat3 rz = mat3(
303
+ cz, sz, 0.0,
304
+ -sz, cz, 0.0,
305
+ 0.0, 0.0, 1.0
306
+ );
307
+
308
+ return rz * ry * rx;
309
+ }
310
+
311
+ void main() {
312
+ vec4 texColor = texture(uSource, vUv);
313
+ vec2 centered = gl_FragCoord.xy - uResolution * 0.5;
314
+ mat3 rotation = rotationMatrix(uRotationX, uRotationY, uRotation);
315
+ vec2 gridCoord;
316
+
317
+ if (uPerspective <= 0.0) {
318
+ vec3 rotated = rotation * vec3(centered, 0.0);
319
+ gridCoord = rotated.xy + uOffset;
320
+ } else {
321
+ vec3 camera = vec3(0.0, 0.0, uPerspective);
322
+ vec3 ray = normalize(vec3(centered, -uPerspective));
323
+ vec3 normal = rotation * vec3(0.0, 0.0, 1.0);
324
+ float denominator = dot(ray, normal);
325
+ float t = -dot(camera, normal) / denominator;
326
+
327
+ if (abs(denominator) < 0.0001 || t <= 0.0) {
328
+ fragColor = sourceOver(texColor, uBackgroundColor);
329
+ return;
330
+ }
331
+
332
+ vec3 worldPosition = camera + ray * t;
333
+ vec3 localPosition = transpose(rotation) * worldPosition;
334
+ gridCoord = localPosition.xy + uOffset;
335
+ }
336
+
337
+ float gridSize = max(uGridSize, 0.001);
338
+ vec2 cell = abs(fract(gridCoord / gridSize + 0.5) - 0.5) * gridSize;
339
+ float halfLineWidth = uLineWidth * 0.5;
340
+ vec2 gridUnitsPerPixel = max(fwidth(gridCoord), vec2(0.001));
341
+ vec2 halfWidthInGridUnits = halfLineWidth * gridUnitsPerPixel;
342
+ vec2 antialiasInGridUnits = gridUnitsPerPixel;
343
+ vec2 projectedCellSize = gridSize / gridUnitsPerPixel;
344
+ vec2 densityFade = smoothstep(
345
+ vec2(max(uLineWidth * 1.5, 1.0)),
346
+ vec2(max(uLineWidth * 4.0, 2.0)),
347
+ projectedCellSize
348
+ );
349
+ vec2 lineCoverage = halfLineWidth <= 0.001
350
+ ? vec2(0.0)
351
+ : 1.0 - smoothstep(
352
+ halfWidthInGridUnits - antialiasInGridUnits,
353
+ halfWidthInGridUnits + antialiasInGridUnits,
354
+ cell
355
+ );
356
+ lineCoverage *= densityFade;
357
+ float coverage = max(lineCoverage.x, lineCoverage.y);
358
+
359
+ vec4 background = uBackgroundColor;
360
+ vec4 line = uLineColor * coverage;
361
+
362
+ if (uMaskToSourceAlpha) {
363
+ fragColor = sourceAtop(sourceAtop(texColor, background), line);
364
+ return;
365
+ }
366
+
367
+ fragColor = sourceOver(sourceOver(texColor, background), line);
368
+ }
369
+ `;
370
+ var compileShader = (gl, type, source) => {
371
+ const shader = gl.createShader(type);
372
+ if (!shader) {
373
+ throw new Error("Failed to create WebGL shader");
374
+ }
375
+ gl.shaderSource(shader, source);
376
+ gl.compileShader(shader);
377
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
378
+ const log = gl.getShaderInfoLog(shader);
379
+ gl.deleteShader(shader);
380
+ throw new Error(`Gridlines shader compile failed: ${log ?? "(no log)"}`);
381
+ }
382
+ return shader;
383
+ };
384
+ var linkProgram = (gl, vs, fs) => {
385
+ const program = gl.createProgram();
386
+ if (!program) {
387
+ throw new Error("Failed to create WebGL program");
388
+ }
389
+ gl.attachShader(program, vs);
390
+ gl.attachShader(program, fs);
391
+ gl.linkProgram(program);
392
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
393
+ const log = gl.getProgramInfoLog(program);
394
+ gl.deleteProgram(program);
395
+ throw new Error(`Gridlines program link failed: ${log ?? "(no log)"}`);
396
+ }
397
+ return program;
398
+ };
399
+ var rgbaToUniform = (rgba) => {
400
+ const [r, g, b, a] = rgba;
401
+ const alpha = a / 255;
402
+ return [r / 255 * alpha, g / 255 * alpha, b / 255 * alpha, alpha];
403
+ };
404
+ var gridlines2 = createEffect({
405
+ type: "remotion/gridlines",
406
+ label: "gridlines()",
407
+ documentationLink: "https://www.remotion.dev/docs/effects/gridlines",
408
+ calculateKey: (params) => {
409
+ const r = resolve(params);
410
+ const maskSuffix = r.maskToSourceAlpha ? "-mask-to-source-alpha" : "";
411
+ return `gridlines-${r.gridSize}-${r.lineWidth}-${r.lineColor}-${r.backgroundColor}-${r.rotation}-${r.rotationX}-${r.rotationY}-${r.perspective}-${r.offsetX}-${r.offsetY}${maskSuffix}`;
412
+ },
413
+ implementations: {
414
+ webgpu: Internals.createEffectImplementation({
415
+ setup: (target) => setupWebGpuColors(target, "gridlines"),
416
+ apply: ({ source, width, height, params, state, gpuDevice }) => {
417
+ if (!gpuDevice)
418
+ throw new Error("A WebGPU device is required for the gridlines effect");
419
+ const r = resolve(params);
420
+ const colors = getWebGpuColors(state, [r.lineColor, r.backgroundColor]);
421
+ const uniformData = new Float32Array([
422
+ width,
423
+ height,
424
+ r.gridSize,
425
+ r.lineWidth,
426
+ r.rotation * Math.PI / 180,
427
+ r.rotationX * Math.PI / 180,
428
+ r.rotationY * Math.PI / 180,
429
+ r.perspective,
430
+ r.offsetX,
431
+ r.offsetY,
432
+ r.maskToSourceAlpha ? 1 : 0,
433
+ 0,
434
+ colors[0] / 255 * (colors[3] / 255),
435
+ colors[1] / 255 * (colors[3] / 255),
436
+ colors[2] / 255 * (colors[3] / 255),
437
+ colors[3] / 255,
438
+ colors[4] / 255 * (colors[7] / 255),
439
+ colors[5] / 255 * (colors[7] / 255),
440
+ colors[6] / 255 * (colors[7] / 255),
441
+ colors[7] / 255
442
+ ]);
443
+ applyWebGpuSinglePass({
444
+ state,
445
+ source,
446
+ width,
447
+ height,
448
+ device: gpuDevice,
449
+ shader: GRIDLINES_WEBGPU_SHADER,
450
+ uniformData
451
+ });
452
+ },
453
+ cleanup: cleanupWebGpuSinglePass
454
+ }),
455
+ webgl2: Internals.createEffectImplementation({
456
+ setup: (target) => {
457
+ const gl = target.getContext("webgl2", {
458
+ premultipliedAlpha: true,
459
+ alpha: true,
460
+ preserveDrawingBuffer: true
461
+ });
462
+ if (!gl) {
463
+ throw createWebGL2ContextError("gridlines effect");
464
+ }
465
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
466
+ const vs = compileShader(gl, gl.VERTEX_SHADER, GRIDLINES_VS);
467
+ const fs = compileShader(gl, gl.FRAGMENT_SHADER, GRIDLINES_FS);
468
+ const program = linkProgram(gl, vs, fs);
469
+ gl.deleteShader(vs);
470
+ gl.deleteShader(fs);
471
+ const vao = gl.createVertexArray();
472
+ if (!vao) {
473
+ throw new Error("Failed to create WebGL vertex array");
474
+ }
475
+ gl.bindVertexArray(vao);
476
+ const data = new Float32Array([
477
+ -1,
478
+ -1,
479
+ 0,
480
+ 0,
481
+ 1,
482
+ -1,
483
+ 1,
484
+ 0,
485
+ -1,
486
+ 1,
487
+ 0,
488
+ 1,
489
+ 1,
490
+ 1,
491
+ 1,
492
+ 1
493
+ ]);
494
+ const vbo = gl.createBuffer();
495
+ if (!vbo) {
496
+ throw new Error("Failed to create WebGL buffer");
497
+ }
498
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
499
+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
500
+ const aPos = gl.getAttribLocation(program, "aPos");
501
+ const aUv = gl.getAttribLocation(program, "aUv");
502
+ gl.enableVertexAttribArray(aPos);
503
+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
504
+ gl.enableVertexAttribArray(aUv);
505
+ gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 16, 8);
506
+ gl.bindVertexArray(null);
507
+ const texture = gl.createTexture();
508
+ if (!texture) {
509
+ throw new Error("Failed to create WebGL texture");
510
+ }
511
+ gl.bindTexture(gl.TEXTURE_2D, texture);
512
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
513
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
514
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
515
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
516
+ gl.bindTexture(gl.TEXTURE_2D, null);
517
+ const colorCanvas = document.createElement("canvas");
518
+ colorCanvas.width = 1;
519
+ colorCanvas.height = 1;
520
+ const colorCtx = colorCanvas.getContext("2d", {
521
+ willReadFrequently: true
522
+ });
523
+ if (!colorCtx) {
524
+ throw new Error("Failed to acquire 2D context for color parsing");
525
+ }
526
+ return {
527
+ gl,
528
+ program,
529
+ vao,
530
+ vbo,
531
+ texture,
532
+ uniforms: {
533
+ uSource: gl.getUniformLocation(program, "uSource"),
534
+ uResolution: gl.getUniformLocation(program, "uResolution"),
535
+ uGridSize: gl.getUniformLocation(program, "uGridSize"),
536
+ uLineWidth: gl.getUniformLocation(program, "uLineWidth"),
537
+ uLineColor: gl.getUniformLocation(program, "uLineColor"),
538
+ uBackgroundColor: gl.getUniformLocation(program, "uBackgroundColor"),
539
+ uRotation: gl.getUniformLocation(program, "uRotation"),
540
+ uRotationX: gl.getUniformLocation(program, "uRotationX"),
541
+ uRotationY: gl.getUniformLocation(program, "uRotationY"),
542
+ uPerspective: gl.getUniformLocation(program, "uPerspective"),
543
+ uOffset: gl.getUniformLocation(program, "uOffset"),
544
+ uMaskToSourceAlpha: gl.getUniformLocation(program, "uMaskToSourceAlpha")
545
+ },
546
+ colorCtx,
547
+ cachedLineColorStr: "",
548
+ cachedLineColorRgba: [255, 255, 255, 255],
549
+ cachedBackgroundColorStr: "",
550
+ cachedBackgroundColorRgba: [0, 0, 0, 0]
551
+ };
552
+ },
553
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
554
+ const r = resolve(params);
555
+ const { gl, program, vao, texture, uniforms } = state;
556
+ if (state.cachedLineColorStr !== r.lineColor) {
557
+ state.cachedLineColorStr = r.lineColor;
558
+ state.cachedLineColorRgba = parseColorRgba(state.colorCtx, r.lineColor);
559
+ }
560
+ if (state.cachedBackgroundColorStr !== r.backgroundColor) {
561
+ state.cachedBackgroundColorStr = r.backgroundColor;
562
+ state.cachedBackgroundColorRgba = parseColorRgba(state.colorCtx, r.backgroundColor);
563
+ }
564
+ const [lineR, lineG, lineB, lineA] = rgbaToUniform(state.cachedLineColorRgba);
565
+ const [bgR, bgG, bgB, bgA] = rgbaToUniform(state.cachedBackgroundColorRgba);
566
+ gl.viewport(0, 0, width, height);
567
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
568
+ gl.clearColor(0, 0, 0, 0);
569
+ gl.clear(gl.COLOR_BUFFER_BIT);
570
+ gl.useProgram(program);
571
+ gl.bindVertexArray(vao);
572
+ gl.activeTexture(gl.TEXTURE0);
573
+ gl.bindTexture(gl.TEXTURE_2D, texture);
574
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
575
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
576
+ if (uniforms.uSource)
577
+ gl.uniform1i(uniforms.uSource, 0);
578
+ if (uniforms.uResolution)
579
+ gl.uniform2f(uniforms.uResolution, width, height);
580
+ if (uniforms.uGridSize)
581
+ gl.uniform1f(uniforms.uGridSize, r.gridSize);
582
+ if (uniforms.uLineWidth)
583
+ gl.uniform1f(uniforms.uLineWidth, r.lineWidth);
584
+ if (uniforms.uLineColor)
585
+ gl.uniform4f(uniforms.uLineColor, lineR, lineG, lineB, lineA);
586
+ if (uniforms.uBackgroundColor)
587
+ gl.uniform4f(uniforms.uBackgroundColor, bgR, bgG, bgB, bgA);
588
+ if (uniforms.uRotation)
589
+ gl.uniform1f(uniforms.uRotation, r.rotation * Math.PI / 180);
590
+ if (uniforms.uRotationX)
591
+ gl.uniform1f(uniforms.uRotationX, r.rotationX * Math.PI / 180);
592
+ if (uniforms.uRotationY)
593
+ gl.uniform1f(uniforms.uRotationY, r.rotationY * Math.PI / 180);
594
+ if (uniforms.uPerspective)
595
+ gl.uniform1f(uniforms.uPerspective, r.perspective);
596
+ if (uniforms.uOffset)
597
+ gl.uniform2f(uniforms.uOffset, r.offsetX, r.offsetY);
598
+ if (uniforms.uMaskToSourceAlpha)
599
+ gl.uniform1i(uniforms.uMaskToSourceAlpha, r.maskToSourceAlpha ? 1 : 0);
600
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
601
+ gl.bindVertexArray(null);
602
+ gl.bindTexture(gl.TEXTURE_2D, null);
603
+ gl.useProgram(null);
604
+ },
605
+ cleanup: ({ gl, program, vao, vbo, texture }) => {
606
+ gl.deleteBuffer(vbo);
607
+ gl.deleteProgram(program);
608
+ gl.deleteVertexArray(vao);
609
+ gl.deleteTexture(texture);
610
+ }
611
+ })
612
+ },
613
+ schema: gridlinesSchema2,
614
+ validateParams: validateGridlinesParams
615
+ });
616
+
617
+ export { gridlinesSchema2, gridlines2 };
@@ -0,0 +1,29 @@
1
+ import {
2
+ parseColorRgba
3
+ } from "./index-wxhvgv2s.mjs";
4
+ import {
5
+ setupWebGpuSinglePass
6
+ } from "./index-tvfexb7s.mjs";
7
+
8
+ // src/webgpu-color-state.ts
9
+ var setupWebGpuColors = (target, label) => {
10
+ const canvas = document.createElement("canvas");
11
+ canvas.width = 1;
12
+ canvas.height = 1;
13
+ const colorContext = canvas.getContext("2d", { willReadFrequently: true });
14
+ if (!colorContext)
15
+ throw new Error("Failed to acquire 2D context for color parsing");
16
+ return { ...setupWebGpuSinglePass(target, label), colorContext, colors: null };
17
+ };
18
+ var getWebGpuColors = (state, colors) => {
19
+ const key = JSON.stringify(colors);
20
+ if (state.colors?.key === key)
21
+ return state.colors.data;
22
+ const data = new Uint8Array(colors.length * 4);
23
+ for (let i = 0;i < colors.length; i++)
24
+ data.set(parseColorRgba(state.colorContext, colors[i]), i * 4);
25
+ state.colors = { key, data };
26
+ return data;
27
+ };
28
+
29
+ export { setupWebGpuColors, getWebGpuColors };