@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 +1,407 @@
1
+ import {
2
+ assertOptionalFiniteNumber,
3
+ validateUnitInterval
4
+ } from "./index-wxhvgv2s.mjs";
5
+ import {
6
+ WEBGPU_SINGLE_PASS_VERTEX,
7
+ setupWebGpuSinglePass,
8
+ cleanupWebGpuSinglePass,
9
+ applyWebGpuSinglePass
10
+ } from "./index-tvfexb7s.mjs";
11
+ import {
12
+ assertEffectParamsObject
13
+ } from "./index-4fvp93ps.mjs";
14
+
15
+ // src/light-leak.ts
16
+ import { Internals } from "remotion";
17
+
18
+ // src/light-leak-webgpu-shader.ts
19
+ var LIGHT_LEAK_WEBGPU_SHADER = `
20
+ ${WEBGPU_SINGLE_PASS_VERTEX}
21
+ @group(0) @binding(0) var source: texture_2d<f32>;
22
+ @group(0) @binding(1) var sourceSampler: sampler;
23
+ @group(0) @binding(2) var<uniform> params: Params;
24
+
25
+ struct Params { size: vec2f, progress: f32, seed: f32, hue: f32, }
26
+ fn computePattern(uv: vec2f, s: f32, t: f32) -> vec3f {
27
+ var p = uv * 0.8 + vec2f(sin(s * 1.61803) * 5.0, cos(s * 2.71828) * 5.0);
28
+ for (var i = 1; i < 5; i++) {
29
+ var newp = p;
30
+ let fi = f32(i);
31
+ let phase = s * 0.7 * fi;
32
+ newp.x += 0.6 / fi * cos(fi * p.y + t * 0.7 + 0.3 * fi + phase) + 20.0;
33
+ newp.y += 0.6 / fi * cos(fi * p.x + t * 0.7 + 0.3 * f32(i + 10) + phase) - 20.0 + 15.0;
34
+ p = newp;
35
+ }
36
+ let v1 = 0.5 * sin(2.0 * p.x) + 0.5;
37
+ let v2 = 0.5 * sin(2.0 * p.y) + 0.5;
38
+ let blend = sin(p.x + p.y) * 0.5 + 0.5;
39
+ let brightness = v1 * 0.5 + v2 * 0.5;
40
+ return vec3f(brightness, blend, brightness * 0.6 + blend * 0.4);
41
+ }
42
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
43
+ let evolveProgress = min(1.0, params.progress * 2.0);
44
+ let retractProgress = max(0.0, params.progress * 2.0 - 1.0);
45
+ let refScale = 1.92;
46
+ let uv = (vec2f(input.position.x, params.size.y - input.position.y) / params.size) * vec2f(refScale, refScale * params.size.y / params.size.x);
47
+ let patA = computePattern(uv, params.seed, evolveProgress * 3.14159);
48
+ let threshA = 1.0 - evolveProgress;
49
+ let revealAlpha = smoothstep(threshA, threshA + 0.3, patA.z);
50
+ let maxUv = vec2f(refScale, refScale * params.size.y / params.size.x);
51
+ let patB = computePattern(maxUv - uv, params.seed + 42.0, retractProgress * 3.14159);
52
+ let threshB = 1.0 - retractProgress;
53
+ let eraseAlpha = smoothstep(threshB, threshB + 0.3, patB.z);
54
+ let alpha = revealAlpha * (1.0 - eraseAlpha);
55
+ var col = mix(vec3f(1.0, 0.85, 0.2), vec3f(1.0, 0.5, 0.05), patA.y) * (0.6 + 0.6 * patA.x);
56
+ let angle = params.hue * 3.14159 / 180.0;
57
+ let a = cos(angle);
58
+ let b = sin(angle) * 0.57735;
59
+ let c = (1.0 - a) / 3.0;
60
+ let hueRot = mat3x3f(vec3f(a+c,c-b,c+b),vec3f(c+b,a+c,c-b),vec3f(c-b,c+b,a+c));
61
+ col = clamp(hueRot * col, vec3f(0), vec3f(1));
62
+ let color = textureSampleLevel(source, sourceSampler, input.uv, 0);
63
+ return vec4f(col * alpha, alpha) + color * (1.0 - alpha);
64
+ }
65
+
66
+ `;
67
+
68
+ // src/light-leak.ts
69
+ var { createEffect, createWebGL2ContextError } = Internals;
70
+ var DEFAULT_SEED = 0;
71
+ var DEFAULT_HUE_SHIFT = 0;
72
+ var DEFAULT_PROGRESS = 0.5;
73
+ var lightLeakEffectSchema2 = {
74
+ seed: {
75
+ type: "number",
76
+ default: DEFAULT_SEED,
77
+ description: "Seed",
78
+ hiddenFromList: false
79
+ },
80
+ hueShift: {
81
+ type: "number",
82
+ min: 0,
83
+ max: 360,
84
+ default: DEFAULT_HUE_SHIFT,
85
+ description: "Hue Shift",
86
+ hiddenFromList: false
87
+ },
88
+ progress: {
89
+ type: "number",
90
+ min: 0,
91
+ max: 1,
92
+ step: 0.01,
93
+ default: DEFAULT_PROGRESS,
94
+ description: "Progress",
95
+ hiddenFromList: false
96
+ }
97
+ };
98
+ var resolve = (p) => ({
99
+ seed: p.seed ?? DEFAULT_SEED,
100
+ hueShift: p.hueShift ?? DEFAULT_HUE_SHIFT,
101
+ progress: p.progress ?? DEFAULT_PROGRESS
102
+ });
103
+ var validateLightLeakParams = (params) => {
104
+ assertEffectParamsObject(params, "lightLeak()");
105
+ assertOptionalFiniteNumber(params.seed, "seed");
106
+ assertOptionalFiniteNumber(params.hueShift, "hueShift");
107
+ assertOptionalFiniteNumber(params.progress, "progress");
108
+ const { hueShift, progress } = resolve(params);
109
+ if (hueShift < 0) {
110
+ throw new TypeError(`"hueShift" must be >= 0, but got ${hueShift}`);
111
+ }
112
+ if (hueShift > 360) {
113
+ throw new TypeError(`"hueShift" must be <= 360, but got ${hueShift}`);
114
+ }
115
+ validateUnitInterval(progress, "progress");
116
+ };
117
+ var LIGHT_LEAK_VS = `#version 300 es
118
+ in vec2 aPos;
119
+ in vec2 aUv;
120
+ out vec2 vUv;
121
+ void main() {
122
+ vUv = aUv;
123
+ gl_Position = vec4(aPos, 0.0, 1.0);
124
+ }
125
+ `;
126
+ var LIGHT_LEAK_FS = `#version 300 es
127
+ precision highp float;
128
+
129
+ in vec2 vUv;
130
+ out vec4 fragColor;
131
+
132
+ uniform sampler2D uSource;
133
+ uniform float evolveProgress;
134
+ uniform float retractProgress;
135
+ uniform float seed;
136
+ uniform float retractSeed;
137
+ uniform float hueShift;
138
+ uniform vec2 resolution;
139
+
140
+ const float Pi = 3.14159;
141
+
142
+ vec3 computePattern(vec2 uv, float s, float t) {
143
+ vec2 p = uv * 0.8;
144
+ p += vec2(sin(s * 1.61803) * 5.0, cos(s * 2.71828) * 5.0);
145
+
146
+ for (int i = 1; i < 5; i++) {
147
+ vec2 newp = p;
148
+ float fi = float(i);
149
+ float phase = s * 0.7 * fi;
150
+ newp.x += 0.6 / fi * cos(fi * p.y + t * 0.7 + 0.3 * fi + phase) + 20.0;
151
+ newp.y += 0.6 / fi * cos(fi * p.x + t * 0.7 + 0.3 * float(i + 10) + phase) - 20.0 + 15.0;
152
+ p = newp;
153
+ }
154
+
155
+ float v1 = 0.5 * sin(2.0 * p.x) + 0.5;
156
+ float v2 = 0.5 * sin(2.0 * p.y) + 0.5;
157
+ float blend = sin(p.x + p.y) * 0.5 + 0.5;
158
+ float brightness = v1 * 0.5 + v2 * 0.5;
159
+ float patternValue = brightness * 0.6 + blend * 0.4;
160
+
161
+ return vec3(brightness, blend, patternValue);
162
+ }
163
+
164
+ void main() {
165
+ float refScale = 1.92;
166
+ vec2 uv = (gl_FragCoord.xy / resolution) * vec2(refScale, refScale * resolution.y / resolution.x);
167
+
168
+ vec3 patA = computePattern(uv, seed, evolveProgress * Pi);
169
+ float threshA = 1.0 - evolveProgress;
170
+ float revealAlpha = smoothstep(threshA, threshA + 0.3, patA.z);
171
+
172
+ vec2 maxUv = vec2(refScale, refScale * resolution.y / resolution.x);
173
+ vec2 retractUv = maxUv - uv;
174
+ vec3 patB = computePattern(retractUv, retractSeed, retractProgress * Pi);
175
+ float threshB = 1.0 - retractProgress;
176
+ float eraseAlpha = smoothstep(threshB, threshB + 0.3, patB.z);
177
+
178
+ float alpha = revealAlpha * (1.0 - eraseAlpha);
179
+
180
+ vec3 yellow = vec3(1.0, 0.85, 0.2);
181
+ vec3 orange = vec3(1.0, 0.5, 0.05);
182
+ vec3 col = mix(yellow, orange, patA.y);
183
+ col *= 0.6 + 0.6 * patA.x;
184
+
185
+ float angle = hueShift * Pi / 180.0;
186
+ float cosA = cos(angle);
187
+ float sinA = sin(angle);
188
+ mat3 hueRot = mat3(
189
+ cosA + (1.0 - cosA) / 3.0,
190
+ (1.0 - cosA) / 3.0 - sinA * 0.57735,
191
+ (1.0 - cosA) / 3.0 + sinA * 0.57735,
192
+ (1.0 - cosA) / 3.0 + sinA * 0.57735,
193
+ cosA + (1.0 - cosA) / 3.0,
194
+ (1.0 - cosA) / 3.0 - sinA * 0.57735,
195
+ (1.0 - cosA) / 3.0 - sinA * 0.57735,
196
+ (1.0 - cosA) / 3.0 + sinA * 0.57735,
197
+ cosA + (1.0 - cosA) / 3.0
198
+ );
199
+ col = clamp(hueRot * col, 0.0, 1.0);
200
+
201
+ vec4 src = texture(uSource, vUv);
202
+ vec4 leakPm = vec4(col * alpha, alpha);
203
+ fragColor = leakPm + src * (1.0 - alpha);
204
+ }
205
+ `;
206
+ var compileShader = (gl, type, source) => {
207
+ const shader = gl.createShader(type);
208
+ if (!shader) {
209
+ throw new Error("Failed to create WebGL shader");
210
+ }
211
+ gl.shaderSource(shader, source);
212
+ gl.compileShader(shader);
213
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
214
+ const log = gl.getShaderInfoLog(shader);
215
+ gl.deleteShader(shader);
216
+ throw new Error(`Light leak shader compile failed: ${log ?? "(no log)"}`);
217
+ }
218
+ return shader;
219
+ };
220
+ var linkProgram = (gl, vs, fs) => {
221
+ const program = gl.createProgram();
222
+ if (!program) {
223
+ throw new Error("Failed to create WebGL program");
224
+ }
225
+ gl.attachShader(program, vs);
226
+ gl.attachShader(program, fs);
227
+ gl.linkProgram(program);
228
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
229
+ const log = gl.getProgramInfoLog(program);
230
+ gl.deleteProgram(program);
231
+ throw new Error(`Light leak program link failed: ${log ?? "(no log)"}`);
232
+ }
233
+ return program;
234
+ };
235
+ var lightLeak2 = createEffect({
236
+ type: "remotion/light-leak",
237
+ label: "lightLeak()",
238
+ documentationLink: "https://www.remotion.dev/docs/effects/light-leak",
239
+ calculateKey: (params) => {
240
+ const r = resolve(params);
241
+ return `light-leak-${r.seed}-${r.hueShift}-${r.progress}`;
242
+ },
243
+ implementations: {
244
+ webgpu: Internals.createEffectImplementation({
245
+ setup: (target) => setupWebGpuSinglePass(target, "light-leak"),
246
+ apply: ({ source, width, height, params, state, gpuDevice }) => {
247
+ if (!gpuDevice)
248
+ throw new Error("A WebGPU device is required for the light-leak effect");
249
+ const r = resolve(params);
250
+ const uniformData = new Float32Array([
251
+ width,
252
+ height,
253
+ r.progress,
254
+ r.seed,
255
+ r.hueShift,
256
+ 0,
257
+ 0,
258
+ 0
259
+ ]);
260
+ applyWebGpuSinglePass({
261
+ state,
262
+ source,
263
+ width,
264
+ height,
265
+ device: gpuDevice,
266
+ shader: LIGHT_LEAK_WEBGPU_SHADER,
267
+ uniformData
268
+ });
269
+ },
270
+ cleanup: cleanupWebGpuSinglePass
271
+ }),
272
+ webgl2: Internals.createEffectImplementation({
273
+ setup: (target) => {
274
+ const gl = target.getContext("webgl2", {
275
+ premultipliedAlpha: true,
276
+ alpha: true,
277
+ preserveDrawingBuffer: true
278
+ });
279
+ if (!gl) {
280
+ throw createWebGL2ContextError("light leak effect");
281
+ }
282
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
283
+ const vs = compileShader(gl, gl.VERTEX_SHADER, LIGHT_LEAK_VS);
284
+ const fs = compileShader(gl, gl.FRAGMENT_SHADER, LIGHT_LEAK_FS);
285
+ const program = linkProgram(gl, vs, fs);
286
+ gl.deleteShader(vs);
287
+ gl.deleteShader(fs);
288
+ const vao = gl.createVertexArray();
289
+ if (!vao) {
290
+ throw new Error("Failed to create WebGL vertex array");
291
+ }
292
+ gl.bindVertexArray(vao);
293
+ const data = new Float32Array([
294
+ -1,
295
+ -1,
296
+ 0,
297
+ 0,
298
+ 1,
299
+ -1,
300
+ 1,
301
+ 0,
302
+ -1,
303
+ 1,
304
+ 0,
305
+ 1,
306
+ 1,
307
+ 1,
308
+ 1,
309
+ 1
310
+ ]);
311
+ const vbo = gl.createBuffer();
312
+ if (!vbo) {
313
+ throw new Error("Failed to create WebGL buffer");
314
+ }
315
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
316
+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
317
+ const aPos = gl.getAttribLocation(program, "aPos");
318
+ const aUv = gl.getAttribLocation(program, "aUv");
319
+ gl.enableVertexAttribArray(aPos);
320
+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
321
+ gl.enableVertexAttribArray(aUv);
322
+ gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 16, 8);
323
+ gl.bindVertexArray(null);
324
+ const texture = gl.createTexture();
325
+ if (!texture) {
326
+ throw new Error("Failed to create WebGL texture");
327
+ }
328
+ gl.bindTexture(gl.TEXTURE_2D, texture);
329
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
330
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
331
+ gl.bindTexture(gl.TEXTURE_2D, null);
332
+ return {
333
+ gl,
334
+ program,
335
+ vao,
336
+ vbo,
337
+ texture,
338
+ uSource: gl.getUniformLocation(program, "uSource"),
339
+ uEvolveProgress: gl.getUniformLocation(program, "evolveProgress"),
340
+ uRetractProgress: gl.getUniformLocation(program, "retractProgress"),
341
+ uSeed: gl.getUniformLocation(program, "seed"),
342
+ uRetractSeed: gl.getUniformLocation(program, "retractSeed"),
343
+ uHueShift: gl.getUniformLocation(program, "hueShift"),
344
+ uResolution: gl.getUniformLocation(program, "resolution")
345
+ };
346
+ },
347
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
348
+ const r = resolve(params);
349
+ const evolveProgress = Math.min(1, r.progress * 2);
350
+ const retractProgress = Math.max(0, r.progress * 2 - 1);
351
+ const {
352
+ gl,
353
+ program,
354
+ vao,
355
+ texture,
356
+ uSource,
357
+ uEvolveProgress,
358
+ uRetractProgress,
359
+ uSeed,
360
+ uRetractSeed,
361
+ uHueShift,
362
+ uResolution
363
+ } = state;
364
+ gl.viewport(0, 0, width, height);
365
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
366
+ gl.clearColor(0, 0, 0, 0);
367
+ gl.clear(gl.COLOR_BUFFER_BIT);
368
+ gl.useProgram(program);
369
+ gl.bindVertexArray(vao);
370
+ gl.activeTexture(gl.TEXTURE0);
371
+ gl.bindTexture(gl.TEXTURE_2D, texture);
372
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
373
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
374
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
375
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
376
+ if (uSource)
377
+ gl.uniform1i(uSource, 0);
378
+ if (uEvolveProgress)
379
+ gl.uniform1f(uEvolveProgress, evolveProgress);
380
+ if (uRetractProgress)
381
+ gl.uniform1f(uRetractProgress, retractProgress);
382
+ if (uSeed)
383
+ gl.uniform1f(uSeed, r.seed);
384
+ if (uRetractSeed)
385
+ gl.uniform1f(uRetractSeed, r.seed + 42);
386
+ if (uHueShift)
387
+ gl.uniform1f(uHueShift, r.hueShift);
388
+ if (uResolution)
389
+ gl.uniform2f(uResolution, width, height);
390
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
391
+ gl.bindVertexArray(null);
392
+ gl.bindTexture(gl.TEXTURE_2D, null);
393
+ gl.useProgram(null);
394
+ },
395
+ cleanup: ({ gl, program, vao, vbo, texture }) => {
396
+ gl.deleteBuffer(vbo);
397
+ gl.deleteProgram(program);
398
+ gl.deleteVertexArray(vao);
399
+ gl.deleteTexture(texture);
400
+ }
401
+ })
402
+ },
403
+ schema: lightLeakEffectSchema2,
404
+ validateParams: validateLightLeakParams
405
+ });
406
+
407
+ export { lightLeakEffectSchema2, lightLeak2 };
@@ -0,0 +1,306 @@
1
+ import {
2
+ setupSinglePass,
3
+ prepareSinglePassSource,
4
+ drawSinglePass,
5
+ cleanupSinglePass
6
+ } from "./index-8p04sssx.mjs";
7
+ import {
8
+ WEBGPU_SINGLE_PASS_VERTEX,
9
+ setupWebGpuSinglePass,
10
+ cleanupWebGpuSinglePass,
11
+ applyWebGpuSinglePass
12
+ } from "./index-tvfexb7s.mjs";
13
+ import {
14
+ assertEffectParamsObject,
15
+ assertOptionalBoolean
16
+ } from "./index-4fvp93ps.mjs";
17
+
18
+ // src/tile.ts
19
+ import { Internals as Internals2 } from "remotion";
20
+
21
+ // src/tile-gpu-runtime.ts
22
+ import { Internals } from "remotion";
23
+ var WEBGL_SHADER = `#version 300 es
24
+ precision highp float;
25
+ in vec2 vUv;
26
+ out vec4 fragColor;
27
+ uniform sampler2D uSource;
28
+ uniform vec4 uBounds;
29
+ uniform vec4 uOptions;
30
+ void main() {
31
+ vec2 p = vec2(gl_FragCoord.x, uOptions.y - gl_FragCoord.y);
32
+ if (uOptions.z == 0.0 && uOptions.w == 0.0) {
33
+ fragColor = texture(uSource, vUv);
34
+ return;
35
+ }
36
+ if (uBounds.z <= 0.0 || uBounds.w <= 0.0) { fragColor = vec4(0.0); return; }
37
+ vec2 q = (p - uBounds.xy) / uBounds.zw;
38
+ if ((uOptions.z == 0.0 && (q.x < 0.0 || q.x >= 1.0)) || (uOptions.w == 0.0 && (q.y < 0.0 || q.y >= 1.0))) { fragColor = vec4(0.0); return; }
39
+ vec2 local = mix(fract(q), 1.0 - fract(q), mod(floor(q), 2.0));
40
+ vec2 samplePosition = uBounds.xy + local * uBounds.zw;
41
+ vec2 sourceSize = vec2(textureSize(uSource, 0));
42
+ if (any(lessThan(samplePosition, vec2(0.0))) || any(greaterThanEqual(samplePosition, sourceSize))) { fragColor = vec4(0.0); return; }
43
+ vec2 uv = samplePosition / sourceSize;
44
+ fragColor = texture(uSource, vec2(uv.x, 1.0 - uv.y));
45
+ }
46
+ `;
47
+ var WEBGPU_SHADER = `
48
+ ${WEBGPU_SINGLE_PASS_VERTEX}
49
+ struct Params { bounds: vec4f, options: vec4f }
50
+ @group(0) @binding(0) var source: texture_2d<f32>;
51
+ @group(0) @binding(1) var sourceSampler: sampler;
52
+ @group(0) @binding(2) var<uniform> params: Params;
53
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
54
+ let p = input.position.xy;
55
+ if (params.options.z == 0.0 && params.options.w == 0.0) {
56
+ return textureSampleLevel(source, sourceSampler, input.uv, 0);
57
+ }
58
+ if (params.bounds.z <= 0.0 || params.bounds.w <= 0.0) { return vec4f(0); }
59
+ let q = (p - params.bounds.xy) / params.bounds.zw;
60
+ if ((params.options.z == 0.0 && (q.x < 0.0 || q.x >= 1.0)) || (params.options.w == 0.0 && (q.y < 0.0 || q.y >= 1.0))) { return vec4f(0); }
61
+ let tile = floor(q);
62
+ let mirror = tile - 2.0 * floor(tile / 2.0);
63
+ let local = mix(fract(q), vec2f(1) - fract(q), mirror);
64
+ let samplePosition = params.bounds.xy + local * params.bounds.zw;
65
+ let sourceSize = vec2f(textureDimensions(source));
66
+ if (any(samplePosition < vec2f(0)) || any(samplePosition >= sourceSize)) { return vec4f(0); }
67
+ return textureSampleLevel(source, sourceSampler, samplePosition / sourceSize, 0);
68
+ }
69
+ `;
70
+ var createTileGpuImplementations = ({
71
+ setupBounds,
72
+ getBounds,
73
+ resolve
74
+ }) => ({
75
+ webgl2: Internals.createEffectImplementation({
76
+ setup: (target) => ({
77
+ bounds: setupBounds(target),
78
+ render: setupSinglePass(target, WEBGL_SHADER, "tile", [
79
+ "uBounds",
80
+ "uOptions"
81
+ ])
82
+ }),
83
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
84
+ const r = resolve(params);
85
+ const bounds = r.horizontal || r.vertical ? getBounds({ source, width, height, params, state: state.bounds }) : null;
86
+ prepareSinglePassSource({
87
+ state: state.render,
88
+ source,
89
+ width,
90
+ height,
91
+ flipSourceY
92
+ });
93
+ const { gl, uniforms } = state.render;
94
+ gl.uniform4f(uniforms.uBounds, bounds?.left ?? 0, bounds?.top ?? 0, bounds?.width ?? 0, bounds?.height ?? 0);
95
+ gl.uniform4f(uniforms.uOptions, width, height, Number(r.horizontal), Number(r.vertical));
96
+ drawSinglePass(state.render);
97
+ },
98
+ cleanup: (state) => cleanupSinglePass(state.render)
99
+ }),
100
+ webgpu: Internals.createEffectImplementation({
101
+ setup: (target) => ({
102
+ bounds: setupBounds(target),
103
+ render: setupWebGpuSinglePass(target, "tile")
104
+ }),
105
+ apply: ({ source, width, height, params, state, gpuDevice }) => {
106
+ if (!gpuDevice) {
107
+ throw new Error("A WebGPU device is required for the tile effect");
108
+ }
109
+ const r = resolve(params);
110
+ const bounds = r.horizontal || r.vertical ? getBounds({ source, width, height, params, state: state.bounds }) : null;
111
+ applyWebGpuSinglePass({
112
+ state: state.render,
113
+ source,
114
+ width,
115
+ height,
116
+ device: gpuDevice,
117
+ shader: WEBGPU_SHADER,
118
+ uniformData: new Float32Array([
119
+ bounds?.left ?? 0,
120
+ bounds?.top ?? 0,
121
+ bounds?.width ?? 0,
122
+ bounds?.height ?? 0,
123
+ width,
124
+ height,
125
+ Number(r.horizontal),
126
+ Number(r.vertical)
127
+ ])
128
+ });
129
+ },
130
+ cleanup: (state) => cleanupWebGpuSinglePass(state.render)
131
+ })
132
+ });
133
+
134
+ // src/tile.ts
135
+ var { createEffect } = Internals2;
136
+ var DEFAULT_HORIZONTAL = true;
137
+ var DEFAULT_VERTICAL = true;
138
+ var tileSchema = {
139
+ horizontal: {
140
+ type: "boolean",
141
+ default: DEFAULT_HORIZONTAL,
142
+ description: "Horizontal"
143
+ },
144
+ vertical: {
145
+ type: "boolean",
146
+ default: DEFAULT_VERTICAL,
147
+ description: "Vertical"
148
+ }
149
+ };
150
+ var resolve = (params) => ({
151
+ horizontal: params.horizontal ?? DEFAULT_HORIZONTAL,
152
+ vertical: params.vertical ?? DEFAULT_VERTICAL
153
+ });
154
+ var validateTileParams = (params) => {
155
+ assertEffectParamsObject(params, "Tile");
156
+ assertOptionalBoolean(params.horizontal, "horizontal");
157
+ assertOptionalBoolean(params.vertical, "vertical");
158
+ };
159
+ var setupTile = (target) => {
160
+ const boundsCanvas = target.ownerDocument.createElement("canvas");
161
+ const boundsContext = boundsCanvas.getContext("2d", {
162
+ colorSpace: "srgb",
163
+ willReadFrequently: true
164
+ });
165
+ if (!boundsContext) {
166
+ throw new Error("Failed to acquire 2D context for tile effect.");
167
+ }
168
+ const tileCanvas = target.ownerDocument.createElement("canvas");
169
+ const tileContext = tileCanvas.getContext("2d");
170
+ if (!tileContext) {
171
+ throw new Error("Failed to acquire 2D context for tile effect.");
172
+ }
173
+ return { boundsCanvas, boundsContext, tileCanvas, tileContext };
174
+ };
175
+ var getTileBounds = ({
176
+ source,
177
+ width,
178
+ height,
179
+ params,
180
+ state
181
+ }) => {
182
+ const r = resolve(params);
183
+ if (state.boundsCanvas.width !== width || state.boundsCanvas.height !== height) {
184
+ state.boundsCanvas.width = width;
185
+ state.boundsCanvas.height = height;
186
+ }
187
+ state.boundsContext.clearRect(0, 0, width, height);
188
+ state.boundsContext.drawImage(source, 0, 0, width, height);
189
+ const pixels = state.boundsContext.getImageData(0, 0, width, height).data;
190
+ const rowMaximumAlpha = (y) => {
191
+ let maximumAlpha = 0;
192
+ for (let x = 0;x < width; x++) {
193
+ maximumAlpha = Math.max(maximumAlpha, pixels[(y * width + x) * 4 + 3]);
194
+ }
195
+ return maximumAlpha;
196
+ };
197
+ const columnMaximumAlpha = (x, visibleTop, visibleBottom) => {
198
+ let maximumAlpha = 0;
199
+ for (let y = visibleTop;y <= visibleBottom; y++) {
200
+ maximumAlpha = Math.max(maximumAlpha, pixels[(y * width + x) * 4 + 3]);
201
+ }
202
+ return maximumAlpha;
203
+ };
204
+ let top = 0;
205
+ while (top < height && rowMaximumAlpha(top) === 0) {
206
+ top++;
207
+ }
208
+ if (top === height) {
209
+ return null;
210
+ }
211
+ let bottom = height - 1;
212
+ while (bottom > top && rowMaximumAlpha(bottom) === 0) {
213
+ bottom--;
214
+ }
215
+ let left = 0;
216
+ while (left < width && columnMaximumAlpha(left, top, bottom) === 0) {
217
+ left++;
218
+ }
219
+ let right = width - 1;
220
+ while (right > left && columnMaximumAlpha(right, top, bottom) === 0) {
221
+ right--;
222
+ }
223
+ if (r.vertical && top < bottom) {
224
+ if (rowMaximumAlpha(top) < rowMaximumAlpha(top + 1)) {
225
+ top++;
226
+ }
227
+ if (rowMaximumAlpha(bottom) < rowMaximumAlpha(bottom - 1)) {
228
+ bottom--;
229
+ }
230
+ }
231
+ if (r.horizontal && left < right) {
232
+ if (columnMaximumAlpha(left, top, bottom) < columnMaximumAlpha(left + 1, top, bottom)) {
233
+ left++;
234
+ }
235
+ if (columnMaximumAlpha(right, top, bottom) < columnMaximumAlpha(right - 1, top, bottom)) {
236
+ right--;
237
+ }
238
+ }
239
+ return { left, top, width: right - left + 1, height: bottom - top + 1 };
240
+ };
241
+ var tile2 = createEffect({
242
+ type: "dev.remotion.effects.tile",
243
+ label: "tile()",
244
+ documentationLink: "https://www.remotion.dev/docs/effects/tile",
245
+ calculateKey: (params) => {
246
+ const r = resolve(params);
247
+ return `tile-${r.horizontal}-${r.vertical}`;
248
+ },
249
+ implementations: {
250
+ ...createTileGpuImplementations({
251
+ setupBounds: setupTile,
252
+ getBounds: getTileBounds,
253
+ resolve
254
+ }),
255
+ "2d": Internals2.createEffectImplementation({
256
+ setup: setupTile,
257
+ apply: ({ source, target, width, height, params, state }) => {
258
+ const context = target.getContext("2d");
259
+ if (!context) {
260
+ throw new Error("Failed to acquire 2D context for tile effect. The canvas may have been assigned a different context type.");
261
+ }
262
+ const r = resolve(params);
263
+ context.clearRect(0, 0, width, height);
264
+ if (!r.horizontal && !r.vertical) {
265
+ context.drawImage(source, 0, 0, width, height);
266
+ return;
267
+ }
268
+ const bounds = getTileBounds({ source, width, height, params, state });
269
+ if (!bounds)
270
+ return;
271
+ const { left, top } = bounds;
272
+ const tileWidth = bounds.width;
273
+ const tileHeight = bounds.height;
274
+ state.tileCanvas.width = tileWidth;
275
+ state.tileCanvas.height = tileHeight;
276
+ state.tileContext.clearRect(0, 0, tileWidth, tileHeight);
277
+ state.tileContext.drawImage(source, left, top, tileWidth, tileHeight, 0, 0, tileWidth, tileHeight);
278
+ context.clearRect(0, 0, width, height);
279
+ const startX = r.horizontal ? left - Math.ceil(left / tileWidth) * tileWidth : left;
280
+ const startY = r.vertical ? top - Math.ceil(top / tileHeight) * tileHeight : top;
281
+ const endX = r.horizontal ? width : left + tileWidth;
282
+ const endY = r.vertical ? height : top + tileHeight;
283
+ for (let y = startY;y < endY; y += tileHeight) {
284
+ const tileY = Math.round((y - top) / tileHeight);
285
+ const mirrorY = r.vertical && Math.abs(tileY) % 2 === 1;
286
+ for (let x = startX;x < endX; x += tileWidth) {
287
+ const tileX = Math.round((x - left) / tileWidth);
288
+ const mirrorX = r.horizontal && Math.abs(tileX) % 2 === 1;
289
+ context.save();
290
+ context.translate(mirrorX ? x + tileWidth : x, mirrorY ? y + tileHeight : y);
291
+ context.scale(mirrorX ? -1 : 1, mirrorY ? -1 : 1);
292
+ context.drawImage(state.tileCanvas, 0, 0);
293
+ context.restore();
294
+ }
295
+ }
296
+ },
297
+ cleanup: () => {
298
+ return;
299
+ }
300
+ })
301
+ },
302
+ schema: tileSchema,
303
+ validateParams: validateTileParams
304
+ });
305
+
306
+ export { tile2 };