@remotion/effects 4.0.539 → 4.0.541

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