@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 +1,123 @@
1
+ // src/single-pass-runtime.ts
2
+ import { Internals } from "remotion";
3
+ var VERTEX_SHADER = `#version 300 es
4
+ layout(location = 0) in vec2 aPos;
5
+ layout(location = 1) in vec2 aUv;
6
+ out vec2 vUv;
7
+
8
+ void main() {
9
+ vUv = aUv;
10
+ gl_Position = vec4(aPos, 0.0, 1.0);
11
+ }
12
+ `;
13
+ var setupSinglePass = (target, fragmentShader, effectName, uniformNames) => {
14
+ const gl = target.getContext("webgl2", {
15
+ premultipliedAlpha: true,
16
+ alpha: true,
17
+ preserveDrawingBuffer: true
18
+ });
19
+ if (!gl)
20
+ throw Internals.createWebGL2ContextError(`${effectName} effect`);
21
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
22
+ const shaders = [];
23
+ const program = gl.createProgram();
24
+ const vao = gl.createVertexArray();
25
+ const vbo = gl.createBuffer();
26
+ const texture = gl.createTexture();
27
+ try {
28
+ if (!program || !vao || !vbo || !texture) {
29
+ throw new Error(`Could not allocate ${effectName} WebGL resources`);
30
+ }
31
+ for (const [type, source] of [
32
+ [gl.VERTEX_SHADER, VERTEX_SHADER],
33
+ [gl.FRAGMENT_SHADER, fragmentShader]
34
+ ]) {
35
+ const shader = gl.createShader(type);
36
+ if (!shader)
37
+ throw new Error(`Could not create ${effectName} shader`);
38
+ shaders.push(shader);
39
+ gl.shaderSource(shader, source);
40
+ gl.compileShader(shader);
41
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
42
+ throw new Error(`${effectName} shader compile failed: ${gl.getShaderInfoLog(shader)}`);
43
+ }
44
+ gl.attachShader(program, shader);
45
+ }
46
+ gl.linkProgram(program);
47
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
48
+ throw new Error(`${effectName} program link failed: ${gl.getProgramInfoLog(program)}`);
49
+ }
50
+ gl.bindVertexArray(vao);
51
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
52
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 0, 0, 1, -1, 1, 0, -1, 1, 0, 1, 1, 1, 1, 1]), gl.STATIC_DRAW);
53
+ gl.enableVertexAttribArray(0);
54
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
55
+ gl.enableVertexAttribArray(1);
56
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 16, 8);
57
+ gl.bindVertexArray(null);
58
+ gl.bindTexture(gl.TEXTURE_2D, texture);
59
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
60
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
61
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
62
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
63
+ gl.bindTexture(gl.TEXTURE_2D, null);
64
+ return {
65
+ gl,
66
+ program,
67
+ vao,
68
+ vbo,
69
+ texture,
70
+ uniforms: Object.fromEntries(["uSource", ...uniformNames].map((name) => [
71
+ name,
72
+ gl.getUniformLocation(program, name)
73
+ ]))
74
+ };
75
+ } catch (error) {
76
+ gl.deleteTexture(texture);
77
+ gl.deleteBuffer(vbo);
78
+ gl.deleteVertexArray(vao);
79
+ gl.deleteProgram(program);
80
+ throw error;
81
+ } finally {
82
+ for (const shader of shaders)
83
+ gl.deleteShader(shader);
84
+ }
85
+ };
86
+ var prepareSinglePassSource = ({
87
+ state,
88
+ source,
89
+ width,
90
+ height,
91
+ flipSourceY
92
+ }) => {
93
+ const { gl, program, texture, vao, uniforms } = state;
94
+ gl.viewport(0, 0, width, height);
95
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
96
+ gl.activeTexture(gl.TEXTURE0);
97
+ gl.bindTexture(gl.TEXTURE_2D, texture);
98
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
99
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
100
+ gl.useProgram(program);
101
+ gl.uniform1i(uniforms.uSource, 0);
102
+ gl.bindVertexArray(vao);
103
+ };
104
+ var drawSinglePass = ({ gl }) => {
105
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
106
+ gl.bindVertexArray(null);
107
+ gl.bindTexture(gl.TEXTURE_2D, null);
108
+ gl.useProgram(null);
109
+ };
110
+ var cleanupSinglePass = ({
111
+ gl,
112
+ program,
113
+ vao,
114
+ vbo,
115
+ texture
116
+ }) => {
117
+ gl.deleteTexture(texture);
118
+ gl.deleteBuffer(vbo);
119
+ gl.deleteProgram(program);
120
+ gl.deleteVertexArray(vao);
121
+ };
122
+
123
+ export { setupSinglePass, prepareSinglePassSource, drawSinglePass, cleanupSinglePass };
@@ -0,0 +1,596 @@
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
+ assertRequiredColor,
17
+ assertOptionalBoolean
18
+ } from "./index-4fvp93ps.mjs";
19
+
20
+ // src/zigzag.ts
21
+ import { Internals } from "remotion";
22
+
23
+ // src/zigzag-webgpu-shader.ts
24
+ var ZIGZAG_WEBGPU_SHADER = `
25
+ ${WEBGPU_SINGLE_PASS_VERTEX}
26
+ @group(0) @binding(0) var sourceTexture: texture_2d<f32>;
27
+ @group(0) @binding(1) var sourceSampler: sampler;
28
+ @group(0) @binding(2) var<uniform> params: Params;
29
+ @group(0) @binding(3) var palette: texture_2d<f32>;
30
+ struct Params {
31
+ geometry: vec4f,
32
+ stripe: vec4f,
33
+ flags: vec4f,
34
+ wave: vec4f,
35
+ }
36
+ fn sampleSource(uv: vec2f) -> vec4f {
37
+ return textureSampleLevel(sourceTexture, sourceSampler, vec2f(uv.x, 1.0 - uv.y), 0);
38
+ }
39
+ fn glslModulo(value: f32, divisor: f32) -> f32 { return value - divisor * floor(value / divisor); }
40
+ fn paletteColor(index: f32) -> vec4f { return textureLoad(palette, vec2i(i32(index), 0), 0); }
41
+
42
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
43
+ let vUv = vec2f(input.uv.x, 1.0 - input.uv.y);
44
+
45
+ let texColor = sampleSource(vUv);
46
+ let thickness = max(params.stripe.x, 0.001);
47
+ let spacing = max(params.stripe.y, 0.001);
48
+ let cycle = spacing * params.geometry.z;
49
+ let centered = vec2f(input.position.x, params.geometry.y - input.position.y) - params.geometry.xy * 0.5;
50
+ let s = sin(params.stripe.z);
51
+ let c = cos(params.stripe.z);
52
+ let rotated = vec2f(centered.x * c - centered.y * s, centered.x * s + centered.y * c);
53
+ var axis = select(rotated.x, rotated.y, params.geometry.w == 0.0);
54
+ let waveAxis = select(rotated.y, rotated.x, params.geometry.w == 0.0);
55
+ let phase = fract(waveAxis / max(params.wave.y, 0.001));
56
+ axis += (1.0 - abs(phase * 2.0 - 1.0) * 2.0) * params.wave.x;
57
+
58
+ var position = glslModulo(axis + params.stripe.w, cycle);
59
+ if (position < 0.0) { position += cycle; }
60
+ // Snap rounding noise at exact band boundaries before choosing the palette entry.
61
+ var stripeIndex = position / spacing;
62
+ let nearestIndex = floor(stripeIndex + 0.5);
63
+ if (abs(stripeIndex - nearestIndex) < 0.00001) { stripeIndex = nearestIndex; }
64
+ let colorIndex = glslModulo(floor(stripeIndex), params.geometry.z);
65
+ let inStripe = glslModulo(position, spacing);
66
+ if (inStripe > thickness) { return texColor; }
67
+
68
+ let overlay = paletteColor(colorIndex);
69
+ let premultiplied = overlay.rgb * overlay.a;
70
+ if (params.flags.x != 0.0) {
71
+ return vec4f(premultiplied * texColor.a + texColor.rgb * (1.0 - overlay.a), texColor.a);
72
+ }
73
+ return vec4f(premultiplied + texColor.rgb * (1.0 - overlay.a), overlay.a + texColor.a * (1.0 - overlay.a));
74
+
75
+ }
76
+ `;
77
+
78
+ // src/zigzag.ts
79
+ var { createEffect, createWebGL2ContextError } = Internals;
80
+ var ZIGZAG_DIRECTIONS = ["horizontal", "vertical"];
81
+ var DEFAULT_COLORS = ["#dff4ff", "#7cc6ff"];
82
+ var DEFAULT_DIRECTION = "horizontal";
83
+ var DEFAULT_THICKNESS = 40;
84
+ var DEFAULT_GAP = 0;
85
+ var DEFAULT_ANGLE = 0;
86
+ var DEFAULT_OFFSET = 0;
87
+ var DEFAULT_AMPLITUDE = 40;
88
+ var DEFAULT_WAVELENGTH = 160;
89
+ var DEFAULT_MASK_TO_SOURCE_ALPHA = false;
90
+ var zigzagSchema2 = {
91
+ colors: {
92
+ type: "array",
93
+ item: {
94
+ type: "color"
95
+ },
96
+ default: DEFAULT_COLORS,
97
+ minLength: 2,
98
+ newItemDefault: "#ff0000",
99
+ description: "Colors",
100
+ keyframable: false
101
+ },
102
+ direction: {
103
+ type: "enum",
104
+ variants: {
105
+ horizontal: {},
106
+ vertical: {}
107
+ },
108
+ default: DEFAULT_DIRECTION,
109
+ description: "Direction"
110
+ },
111
+ thickness: {
112
+ type: "number",
113
+ min: 0.1,
114
+ max: 400,
115
+ step: 0.1,
116
+ default: DEFAULT_THICKNESS,
117
+ description: "Thickness",
118
+ hiddenFromList: false
119
+ },
120
+ gap: {
121
+ type: "number",
122
+ min: 0,
123
+ max: 400,
124
+ step: 0.1,
125
+ default: DEFAULT_GAP,
126
+ description: "Gap",
127
+ hiddenFromList: false
128
+ },
129
+ angle: {
130
+ type: "rotation-degrees",
131
+ step: 1,
132
+ default: DEFAULT_ANGLE,
133
+ description: "Angle"
134
+ },
135
+ offset: {
136
+ type: "number",
137
+ step: 0.1,
138
+ default: DEFAULT_OFFSET,
139
+ description: "Offset",
140
+ hiddenFromList: false
141
+ },
142
+ amplitude: {
143
+ type: "number",
144
+ min: 0,
145
+ max: 500,
146
+ step: 0.1,
147
+ default: DEFAULT_AMPLITUDE,
148
+ description: "Amplitude",
149
+ hiddenFromList: false
150
+ },
151
+ wavelength: {
152
+ type: "number",
153
+ min: 1,
154
+ max: 2000,
155
+ step: 1,
156
+ default: DEFAULT_WAVELENGTH,
157
+ description: "Wavelength",
158
+ hiddenFromList: false
159
+ },
160
+ maskToSourceAlpha: {
161
+ type: "boolean",
162
+ default: DEFAULT_MASK_TO_SOURCE_ALPHA,
163
+ description: "Mask to source alpha"
164
+ }
165
+ };
166
+ var resolve = (p) => {
167
+ const thickness = p.thickness ?? DEFAULT_THICKNESS;
168
+ const gap = p.gap ?? DEFAULT_GAP;
169
+ return {
170
+ colors: p.colors ?? DEFAULT_COLORS,
171
+ direction: p.direction ?? DEFAULT_DIRECTION,
172
+ thickness,
173
+ spacing: thickness + gap,
174
+ angle: p.angle ?? DEFAULT_ANGLE,
175
+ offset: p.offset ?? DEFAULT_OFFSET,
176
+ amplitude: p.amplitude ?? DEFAULT_AMPLITUDE,
177
+ wavelength: p.wavelength ?? DEFAULT_WAVELENGTH,
178
+ maskToSourceAlpha: p.maskToSourceAlpha ?? DEFAULT_MASK_TO_SOURCE_ALPHA
179
+ };
180
+ };
181
+ var formatEnum = (variants) => {
182
+ if (variants.length === 2) {
183
+ return `"${variants[0]}" or "${variants[1]}"`;
184
+ }
185
+ return `${variants.slice(0, -1).map((variant) => `"${variant}"`).join(", ")} or "${variants[variants.length - 1]}"`;
186
+ };
187
+ var validatePositive = (value, name) => {
188
+ if (value <= 0) {
189
+ throw new TypeError(`"${name}" must be greater than 0, but got ${JSON.stringify(value)}`);
190
+ }
191
+ };
192
+ var validateNonNegative = (value, name) => {
193
+ if (value < 0) {
194
+ throw new TypeError(`"${name}" must be greater than or equal to 0, but got ${JSON.stringify(value)}`);
195
+ }
196
+ };
197
+ var validateColors = (colors) => {
198
+ if (colors === undefined) {
199
+ return;
200
+ }
201
+ if (!Array.isArray(colors) || colors.length < 2) {
202
+ throw new TypeError(`"colors" must be an array with at least 2 colors, but got ${JSON.stringify(colors)}`);
203
+ }
204
+ for (let i = 0;i < colors.length; i++) {
205
+ assertRequiredColor(colors[i], `colors[${i}]`);
206
+ }
207
+ };
208
+ var validateDirection = (direction) => {
209
+ if (direction === undefined) {
210
+ return;
211
+ }
212
+ if (typeof direction !== "string" || !ZIGZAG_DIRECTIONS.includes(direction)) {
213
+ throw new TypeError(`"direction" must be ${formatEnum(ZIGZAG_DIRECTIONS)}, but got ${JSON.stringify(direction)}`);
214
+ }
215
+ };
216
+ var validateZigzagParams = (params) => {
217
+ assertEffectParamsObject(params, "Zigzag");
218
+ validateColors(params.colors);
219
+ validateDirection(params.direction);
220
+ assertOptionalFiniteNumber(params.thickness, "thickness");
221
+ assertOptionalFiniteNumber(params.gap, "gap");
222
+ assertOptionalFiniteNumber(params.angle, "angle");
223
+ assertOptionalFiniteNumber(params.offset, "offset");
224
+ assertOptionalFiniteNumber(params.amplitude, "amplitude");
225
+ assertOptionalFiniteNumber(params.wavelength, "wavelength");
226
+ assertOptionalBoolean(params.maskToSourceAlpha, "maskToSourceAlpha");
227
+ const thickness = params.thickness ?? DEFAULT_THICKNESS;
228
+ const gap = params.gap ?? DEFAULT_GAP;
229
+ const amplitude = params.amplitude ?? DEFAULT_AMPLITUDE;
230
+ const wavelength = params.wavelength ?? DEFAULT_WAVELENGTH;
231
+ validatePositive(thickness, "thickness");
232
+ validateNonNegative(gap, "gap");
233
+ validateNonNegative(amplitude, "amplitude");
234
+ validatePositive(wavelength, "wavelength");
235
+ };
236
+ var ZIGZAG_VS = `#version 300 es
237
+ in vec2 aPos;
238
+ in vec2 aUv;
239
+ out vec2 vUv;
240
+
241
+ void main() {
242
+ vUv = aUv;
243
+ gl_Position = vec4(aPos, 0.0, 1.0);
244
+ }
245
+ `;
246
+ var ZIGZAG_FS = `#version 300 es
247
+ precision highp float;
248
+
249
+ in vec2 vUv;
250
+ out vec4 fragColor;
251
+
252
+ uniform sampler2D uSource;
253
+ uniform sampler2D uPalette;
254
+ uniform vec2 uResolution;
255
+ uniform float uNumColors;
256
+ uniform int uDirection;
257
+ uniform float uThickness;
258
+ uniform float uSpacing;
259
+ uniform float uAngle;
260
+ uniform float uOffset;
261
+ uniform float uAmplitude;
262
+ uniform float uWavelength;
263
+ uniform bool uMaskToSourceAlpha;
264
+
265
+ void main() {
266
+ vec4 texColor = texture(uSource, vUv);
267
+ float thickness = max(uThickness, 0.001);
268
+ float spacing = max(uSpacing, 0.001);
269
+ float cycle = spacing * uNumColors;
270
+ vec2 centered = gl_FragCoord.xy - uResolution * 0.5;
271
+ float s = sin(uAngle);
272
+ float c = cos(uAngle);
273
+ vec2 rotated = vec2(
274
+ centered.x * c - centered.y * s,
275
+ centered.x * s + centered.y * c
276
+ );
277
+ float baseAxis = uDirection == 0 ? rotated.y : rotated.x;
278
+ float zigzagAxis = uDirection == 0 ? rotated.x : rotated.y;
279
+ float wavePhase = fract(zigzagAxis / max(uWavelength, 0.001));
280
+ float zigzagOffset = (1.0 - abs(wavePhase * 2.0 - 1.0) * 2.0) * uAmplitude;
281
+ float position = mod(baseAxis + zigzagOffset + uOffset, cycle);
282
+ if (position < 0.0) {
283
+ position += cycle;
284
+ }
285
+
286
+ // Snap rounding noise at exact band boundaries before choosing the palette entry.
287
+ float stripeIndex = position / spacing;
288
+ float nearestIndex = floor(stripeIndex + 0.5);
289
+ if (abs(stripeIndex - nearestIndex) < 0.00001) stripeIndex = nearestIndex;
290
+ float colorIndex = mod(floor(stripeIndex), uNumColors);
291
+ float inStripe = mod(position, spacing);
292
+ if (inStripe > thickness) {
293
+ fragColor = texColor;
294
+ return;
295
+ }
296
+
297
+ float texCoord = (colorIndex + 0.5) / uNumColors;
298
+ vec4 lineColor = texture(uPalette, vec2(texCoord, 0.5));
299
+ float lineAlpha = lineColor.a;
300
+ vec3 premultipliedLine = lineColor.rgb * lineAlpha;
301
+
302
+ if (uMaskToSourceAlpha) {
303
+ fragColor = vec4(
304
+ premultipliedLine * texColor.a + texColor.rgb * (1.0 - lineAlpha),
305
+ texColor.a
306
+ );
307
+ return;
308
+ }
309
+
310
+ fragColor = vec4(
311
+ premultipliedLine + texColor.rgb * (1.0 - lineAlpha),
312
+ lineAlpha + texColor.a * (1.0 - lineAlpha)
313
+ );
314
+ }
315
+ `;
316
+ var compileShader = (gl, type, source) => {
317
+ const shader = gl.createShader(type);
318
+ if (!shader) {
319
+ throw new Error("Failed to create WebGL shader");
320
+ }
321
+ gl.shaderSource(shader, source);
322
+ gl.compileShader(shader);
323
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
324
+ const log = gl.getShaderInfoLog(shader);
325
+ gl.deleteShader(shader);
326
+ throw new Error(`Zigzag shader compile failed: ${log ?? "(no log)"}`);
327
+ }
328
+ return shader;
329
+ };
330
+ var linkProgram = (gl, vs, fs) => {
331
+ const program = gl.createProgram();
332
+ if (!program) {
333
+ throw new Error("Failed to create WebGL program");
334
+ }
335
+ gl.attachShader(program, vs);
336
+ gl.attachShader(program, fs);
337
+ gl.linkProgram(program);
338
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
339
+ const log = gl.getProgramInfoLog(program);
340
+ gl.deleteProgram(program);
341
+ throw new Error(`Zigzag program link failed: ${log ?? "(no log)"}`);
342
+ }
343
+ return program;
344
+ };
345
+ var createProgram = (gl, vertexSource, fragmentSource) => {
346
+ const vs = compileShader(gl, gl.VERTEX_SHADER, vertexSource);
347
+ const fs = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
348
+ const program = linkProgram(gl, vs, fs);
349
+ gl.deleteShader(vs);
350
+ gl.deleteShader(fs);
351
+ return program;
352
+ };
353
+ var createTexture = (gl, filter) => {
354
+ const texture = gl.createTexture();
355
+ if (!texture) {
356
+ throw new Error("Failed to create WebGL texture");
357
+ }
358
+ gl.bindTexture(gl.TEXTURE_2D, texture);
359
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);
360
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);
361
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
362
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
363
+ gl.bindTexture(gl.TEXTURE_2D, null);
364
+ return texture;
365
+ };
366
+ var setupZigzag = (target) => {
367
+ const gl = target.getContext("webgl2", {
368
+ premultipliedAlpha: true,
369
+ alpha: true,
370
+ preserveDrawingBuffer: true
371
+ });
372
+ if (!gl) {
373
+ throw createWebGL2ContextError("zigzag effect");
374
+ }
375
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
376
+ const program = createProgram(gl, ZIGZAG_VS, ZIGZAG_FS);
377
+ const vao = gl.createVertexArray();
378
+ if (!vao) {
379
+ throw new Error("Failed to create WebGL vertex array");
380
+ }
381
+ gl.bindVertexArray(vao);
382
+ const data = new Float32Array([
383
+ -1,
384
+ -1,
385
+ 0,
386
+ 0,
387
+ 1,
388
+ -1,
389
+ 1,
390
+ 0,
391
+ -1,
392
+ 1,
393
+ 0,
394
+ 1,
395
+ 1,
396
+ 1,
397
+ 1,
398
+ 1
399
+ ]);
400
+ const vbo = gl.createBuffer();
401
+ if (!vbo) {
402
+ throw new Error("Failed to create WebGL buffer");
403
+ }
404
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
405
+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
406
+ const aPos = gl.getAttribLocation(program, "aPos");
407
+ const aUv = gl.getAttribLocation(program, "aUv");
408
+ gl.enableVertexAttribArray(aPos);
409
+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
410
+ gl.enableVertexAttribArray(aUv);
411
+ gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 16, 8);
412
+ gl.bindVertexArray(null);
413
+ const colorCanvas = document.createElement("canvas");
414
+ colorCanvas.width = 1;
415
+ colorCanvas.height = 1;
416
+ const colorCtx = colorCanvas.getContext("2d", { willReadFrequently: true });
417
+ if (!colorCtx) {
418
+ throw new Error("Failed to acquire 2D context for color parsing");
419
+ }
420
+ return {
421
+ gl,
422
+ program,
423
+ vao,
424
+ vbo,
425
+ sourceTexture: createTexture(gl, gl.LINEAR),
426
+ paletteTexture: createTexture(gl, gl.NEAREST),
427
+ colorCtx,
428
+ uniforms: {
429
+ uSource: gl.getUniformLocation(program, "uSource"),
430
+ uPalette: gl.getUniformLocation(program, "uPalette"),
431
+ uResolution: gl.getUniformLocation(program, "uResolution"),
432
+ uNumColors: gl.getUniformLocation(program, "uNumColors"),
433
+ uDirection: gl.getUniformLocation(program, "uDirection"),
434
+ uThickness: gl.getUniformLocation(program, "uThickness"),
435
+ uSpacing: gl.getUniformLocation(program, "uSpacing"),
436
+ uAngle: gl.getUniformLocation(program, "uAngle"),
437
+ uOffset: gl.getUniformLocation(program, "uOffset"),
438
+ uAmplitude: gl.getUniformLocation(program, "uAmplitude"),
439
+ uWavelength: gl.getUniformLocation(program, "uWavelength"),
440
+ uMaskToSourceAlpha: gl.getUniformLocation(program, "uMaskToSourceAlpha")
441
+ },
442
+ cachedPaletteKey: "",
443
+ palettePixelData: new Uint8Array(0)
444
+ };
445
+ };
446
+ var updatePalette = (state, colors) => {
447
+ const paletteKey = colors.join("|");
448
+ const paletteDirty = state.cachedPaletteKey !== paletteKey;
449
+ if (!paletteDirty) {
450
+ return false;
451
+ }
452
+ state.cachedPaletteKey = paletteKey;
453
+ const len = colors.length * 4;
454
+ if (state.palettePixelData.length !== len) {
455
+ state.palettePixelData = new Uint8Array(len);
456
+ }
457
+ const { palettePixelData } = state;
458
+ for (let i = 0;i < colors.length; i++) {
459
+ const color = parseColorRgba(state.colorCtx, colors[i]);
460
+ palettePixelData[i * 4] = color[0];
461
+ palettePixelData[i * 4 + 1] = color[1];
462
+ palettePixelData[i * 4 + 2] = color[2];
463
+ palettePixelData[i * 4 + 3] = color[3];
464
+ }
465
+ return true;
466
+ };
467
+ var zigzag2 = createEffect({
468
+ type: "dev.remotion.effects.zigzag",
469
+ label: "zigzag()",
470
+ documentationLink: "https://www.remotion.dev/docs/effects/zigzag",
471
+ calculateKey: (params) => {
472
+ const r = resolve(params);
473
+ const maskSuffix = r.maskToSourceAlpha ? "-mask-to-source-alpha" : "";
474
+ return `zigzag-${r.colors.join("|")}-${r.direction}-${r.thickness}-${r.spacing}-${r.angle}-${r.offset}-${r.amplitude}-${r.wavelength}${maskSuffix}`;
475
+ },
476
+ implementations: {
477
+ webgpu: Internals.createEffectImplementation({
478
+ setup: (target) => setupWebGpuColors(target, "zigzag"),
479
+ apply: ({ source, width, height, params, state, gpuDevice }) => {
480
+ if (!gpuDevice)
481
+ throw new Error("A WebGPU device is required for the zigzag effect");
482
+ const r = resolve(params);
483
+ const colors = getWebGpuColors(state, r.colors);
484
+ const uniformData = new Float32Array([
485
+ width,
486
+ height,
487
+ r.colors.length,
488
+ r.direction === "horizontal" ? 0 : 1,
489
+ r.thickness,
490
+ r.spacing,
491
+ r.angle * Math.PI / 180,
492
+ r.offset,
493
+ r.maskToSourceAlpha ? 1 : 0,
494
+ 0,
495
+ 0,
496
+ 0,
497
+ r.amplitude,
498
+ r.wavelength,
499
+ 0,
500
+ 0
501
+ ]);
502
+ applyWebGpuSinglePass({
503
+ state,
504
+ source,
505
+ width,
506
+ height,
507
+ device: gpuDevice,
508
+ shader: ZIGZAG_WEBGPU_SHADER,
509
+ uniformData
510
+ }, {
511
+ sourceFilter: null,
512
+ auxiliaryTexture: {
513
+ data: colors,
514
+ width: r.colors.length,
515
+ height: 1,
516
+ format: "rgba8unorm"
517
+ }
518
+ });
519
+ },
520
+ cleanup: cleanupWebGpuSinglePass
521
+ }),
522
+ webgl2: Internals.createEffectImplementation({
523
+ setup: (target) => setupZigzag(target),
524
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
525
+ const r = resolve(params);
526
+ const paletteDirty = updatePalette(state, r.colors);
527
+ const { gl, program, sourceTexture, paletteTexture, uniforms, vao } = state;
528
+ gl.viewport(0, 0, width, height);
529
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
530
+ gl.clearColor(0, 0, 0, 0);
531
+ gl.clear(gl.COLOR_BUFFER_BIT);
532
+ gl.activeTexture(gl.TEXTURE0);
533
+ gl.bindTexture(gl.TEXTURE_2D, sourceTexture);
534
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
535
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
536
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
537
+ gl.activeTexture(gl.TEXTURE1);
538
+ gl.bindTexture(gl.TEXTURE_2D, paletteTexture);
539
+ if (paletteDirty) {
540
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
541
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
542
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, r.colors.length, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, state.palettePixelData);
543
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
544
+ }
545
+ gl.useProgram(program);
546
+ if (uniforms.uSource)
547
+ gl.uniform1i(uniforms.uSource, 0);
548
+ if (uniforms.uPalette)
549
+ gl.uniform1i(uniforms.uPalette, 1);
550
+ if (uniforms.uResolution)
551
+ gl.uniform2f(uniforms.uResolution, width, height);
552
+ if (uniforms.uNumColors)
553
+ gl.uniform1f(uniforms.uNumColors, r.colors.length);
554
+ if (uniforms.uDirection)
555
+ gl.uniform1i(uniforms.uDirection, r.direction === "horizontal" ? 0 : 1);
556
+ if (uniforms.uThickness)
557
+ gl.uniform1f(uniforms.uThickness, r.thickness);
558
+ if (uniforms.uSpacing)
559
+ gl.uniform1f(uniforms.uSpacing, r.spacing);
560
+ if (uniforms.uAngle)
561
+ gl.uniform1f(uniforms.uAngle, r.angle * Math.PI / 180);
562
+ if (uniforms.uOffset)
563
+ gl.uniform1f(uniforms.uOffset, r.offset);
564
+ if (uniforms.uAmplitude)
565
+ gl.uniform1f(uniforms.uAmplitude, r.amplitude);
566
+ if (uniforms.uWavelength)
567
+ gl.uniform1f(uniforms.uWavelength, r.wavelength);
568
+ if (uniforms.uMaskToSourceAlpha)
569
+ gl.uniform1i(uniforms.uMaskToSourceAlpha, r.maskToSourceAlpha ? 1 : 0);
570
+ gl.bindVertexArray(vao);
571
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
572
+ gl.bindVertexArray(null);
573
+ gl.bindTexture(gl.TEXTURE_2D, null);
574
+ gl.useProgram(null);
575
+ },
576
+ cleanup: ({
577
+ gl,
578
+ program,
579
+ vao,
580
+ vbo,
581
+ sourceTexture,
582
+ paletteTexture
583
+ }) => {
584
+ gl.deleteTexture(sourceTexture);
585
+ gl.deleteTexture(paletteTexture);
586
+ gl.deleteBuffer(vbo);
587
+ gl.deleteProgram(program);
588
+ gl.deleteVertexArray(vao);
589
+ }
590
+ })
591
+ },
592
+ schema: zigzagSchema2,
593
+ validateParams: validateZigzagParams
594
+ });
595
+
596
+ export { zigzagSchema2, zigzag2 };