@remotion/effects 4.0.540 → 4.0.542

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 (133) hide show
  1. package/THIRD_PARTY_LICENSES.md +10 -0
  2. package/dist/esm/lightning.mjs +603 -0
  3. package/dist/esm/magnify.mjs +403 -0
  4. package/dist/esm/preview/barrel-distortion.mjs +303 -0
  5. package/dist/esm/preview/bevel-alpha.mjs +525 -0
  6. package/dist/esm/preview/blur.mjs +435 -0
  7. package/dist/esm/preview/brightness.mjs +95 -0
  8. package/dist/esm/preview/burlap.mjs +481 -0
  9. package/dist/esm/preview/checkerboard.mjs +8 -0
  10. package/dist/esm/preview/chromatic-aberration.mjs +308 -0
  11. package/dist/esm/preview/color-correction.mjs +522 -0
  12. package/dist/esm/preview/color-key.mjs +440 -0
  13. package/dist/esm/preview/contour-lines.mjs +608 -0
  14. package/dist/esm/preview/contrast.mjs +95 -0
  15. package/dist/esm/preview/corner-pin.mjs +6 -0
  16. package/dist/esm/preview/curves.mjs +357 -0
  17. package/dist/esm/preview/cylinder.mjs +273 -0
  18. package/dist/esm/preview/dot-grid.mjs +333 -0
  19. package/dist/esm/preview/drop-shadow.mjs +607 -0
  20. package/dist/esm/preview/duotone.mjs +344 -0
  21. package/dist/esm/preview/emboss.mjs +479 -0
  22. package/dist/esm/preview/evolve.mjs +485 -0
  23. package/dist/esm/preview/exposure.mjs +264 -0
  24. package/dist/esm/preview/film-burn.mjs +298 -0
  25. package/dist/esm/preview/fisheye.mjs +422 -0
  26. package/dist/esm/preview/flannel.mjs +401 -0
  27. package/dist/esm/preview/fractal-noise.mjs +642 -0
  28. package/dist/esm/preview/glow.mjs +598 -0
  29. package/dist/esm/preview/grayscale.mjs +86 -0
  30. package/dist/esm/preview/gridlines.mjs +8 -0
  31. package/dist/esm/preview/halftone-linear-gradient.mjs +523 -0
  32. package/dist/esm/preview/halftone.mjs +552 -0
  33. package/dist/esm/preview/hue.mjs +83 -0
  34. package/dist/esm/preview/index-00v3hr66.mjs +299 -0
  35. package/dist/esm/preview/index-0w4eqht8.mjs +351 -0
  36. package/dist/esm/preview/index-18y0zcy2.mjs +440 -0
  37. package/dist/esm/preview/index-1m1b1ad7.mjs +520 -0
  38. package/dist/esm/preview/index-34fxm3ax.mjs +518 -0
  39. package/dist/esm/preview/index-4fvp93ps.mjs +32 -0
  40. package/dist/esm/preview/index-4scpn12x.mjs +224 -0
  41. package/dist/esm/preview/index-4z6pt3ka.mjs +104 -0
  42. package/dist/esm/preview/index-618ky75w.mjs +51 -0
  43. package/dist/esm/preview/index-6agxdrvr.mjs +411 -0
  44. package/dist/esm/preview/index-6jkps947.mjs +120 -0
  45. package/dist/esm/preview/index-8agtsbw4.mjs +617 -0
  46. package/dist/esm/preview/index-8jx11jyn.mjs +29 -0
  47. package/dist/esm/preview/index-8p04sssx.mjs +123 -0
  48. package/dist/esm/preview/index-afdtmrh2.mjs +596 -0
  49. package/dist/esm/preview/index-b86qstcs.mjs +18 -0
  50. package/dist/esm/preview/index-cb77qg3g.mjs +587 -0
  51. package/dist/esm/preview/index-cdp7tr8x.mjs +122 -0
  52. package/dist/esm/preview/index-evy8hyah.mjs +55 -0
  53. package/dist/esm/preview/index-gnsce796.mjs +6 -0
  54. package/dist/esm/preview/index-kkvzt8b7.mjs +199 -0
  55. package/dist/esm/preview/index-r0v18b2n.mjs +425 -0
  56. package/dist/esm/preview/index-rswpzmm5.mjs +926 -0
  57. package/dist/esm/preview/index-s9mrx750.mjs +97 -0
  58. package/dist/esm/preview/index-tvfexb7s.mjs +164 -0
  59. package/dist/esm/preview/index-vp56k1gj.mjs +215 -0
  60. package/dist/esm/preview/index-wxhvgv2s.mjs +79 -0
  61. package/dist/esm/preview/index-wy95a41r.mjs +407 -0
  62. package/dist/esm/preview/index-ysnwfc4t.mjs +306 -0
  63. package/dist/esm/preview/index.mjs +51 -0
  64. package/dist/esm/preview/invert.mjs +84 -0
  65. package/dist/esm/preview/iris-wipe.mjs +315 -0
  66. package/dist/esm/preview/lens-blur.mjs +563 -0
  67. package/dist/esm/preview/levels.mjs +400 -0
  68. package/dist/esm/preview/light-leak.mjs +8 -0
  69. package/dist/esm/preview/light-trail.mjs +516 -0
  70. package/dist/esm/preview/lightning.mjs +603 -0
  71. package/dist/esm/preview/linear-gradient-tint.mjs +6 -0
  72. package/dist/esm/preview/linear-gradient.mjs +6 -0
  73. package/dist/esm/preview/linear-progressive-blur.mjs +516 -0
  74. package/dist/esm/preview/linear-progressive-pixelate.mjs +176 -0
  75. package/dist/esm/preview/lines.mjs +536 -0
  76. package/dist/esm/preview/liquid-contours.mjs +512 -0
  77. package/dist/esm/preview/long-shadows.mjs +437 -0
  78. package/dist/esm/preview/lut.mjs +601 -0
  79. package/dist/esm/preview/magnify.mjs +403 -0
  80. package/dist/esm/preview/mirror.mjs +341 -0
  81. package/dist/esm/preview/noise-displacement.mjs +584 -0
  82. package/dist/esm/preview/noise.mjs +318 -0
  83. package/dist/esm/preview/outline.mjs +725 -0
  84. package/dist/esm/preview/page-turn.mjs +302 -0
  85. package/dist/esm/preview/paper.mjs +1249 -0
  86. package/dist/esm/preview/pattern.mjs +6 -0
  87. package/dist/esm/preview/pixel-dissolve.mjs +360 -0
  88. package/dist/esm/preview/pixelate.mjs +249 -0
  89. package/dist/esm/preview/radial-progressive-blur.mjs +582 -0
  90. package/dist/esm/preview/radial-progressive-pixelate.mjs +220 -0
  91. package/dist/esm/preview/radial-wipe.mjs +224 -0
  92. package/dist/esm/preview/rain-fall.mjs +114 -0
  93. package/dist/esm/preview/region-blur.mjs +500 -0
  94. package/dist/esm/preview/rings.mjs +8 -0
  95. package/dist/esm/preview/roughen-edges.mjs +590 -0
  96. package/dist/esm/preview/saturation.mjs +86 -0
  97. package/dist/esm/preview/scale.mjs +109 -0
  98. package/dist/esm/preview/scanlines.mjs +362 -0
  99. package/dist/esm/preview/shadows-highlights.mjs +284 -0
  100. package/dist/esm/preview/shatter.mjs +868 -0
  101. package/dist/esm/preview/shine.mjs +368 -0
  102. package/dist/esm/preview/shrinkwrap.mjs +769 -0
  103. package/dist/esm/preview/skew.mjs +300 -0
  104. package/dist/esm/preview/snow-fall.mjs +170 -0
  105. package/dist/esm/preview/speckle.mjs +356 -0
  106. package/dist/esm/preview/sphere.mjs +252 -0
  107. package/dist/esm/preview/starburst.mjs +8 -0
  108. package/dist/esm/preview/tear.mjs +375 -0
  109. package/dist/esm/preview/thermal-vision.mjs +387 -0
  110. package/dist/esm/preview/tile.mjs +7 -0
  111. package/dist/esm/preview/tint.mjs +125 -0
  112. package/dist/esm/preview/translate.mjs +151 -0
  113. package/dist/esm/preview/turbulent-displace.mjs +613 -0
  114. package/dist/esm/preview/tv-signal-off.mjs +308 -0
  115. package/dist/esm/preview/venetian-blinds.mjs +341 -0
  116. package/dist/esm/preview/vibrance.mjs +254 -0
  117. package/dist/esm/preview/vignette.mjs +458 -0
  118. package/dist/esm/preview/wave.mjs +384 -0
  119. package/dist/esm/preview/waves.mjs +599 -0
  120. package/dist/esm/preview/white-balance.mjs +280 -0
  121. package/dist/esm/preview/white-noise.mjs +244 -0
  122. package/dist/esm/preview/zigzag.mjs +8 -0
  123. package/dist/esm/preview/zoom-blur.mjs +389 -0
  124. package/dist/lightning/geometry.d.ts +10 -0
  125. package/dist/lightning/index.d.ts +4 -0
  126. package/dist/lightning/mask.d.ts +2 -0
  127. package/dist/lightning/params.d.ts +259 -0
  128. package/dist/lightning/shaders.d.ts +2 -0
  129. package/dist/lightning.d.ts +2 -0
  130. package/dist/magnify/shader.d.ts +1 -0
  131. package/dist/magnify/webgpu-shader.d.ts +1 -0
  132. package/dist/magnify.d.ts +28 -0
  133. package/package.json +30 -6
@@ -0,0 +1,607 @@
1
+ import {
2
+ WEBGPU_MULTIPASS_BINDINGS,
3
+ setupWebGpuMultipass,
4
+ cleanupWebGpuMultipass,
5
+ applyWebGpuMultipass
6
+ } from "./index-kkvzt8b7.mjs";
7
+ import {
8
+ GAUSSIAN_BLUR_WEBGPU_SHADER
9
+ } from "./index-618ky75w.mjs";
10
+ import {
11
+ buildGaussianBlurFs
12
+ } from "./index-evy8hyah.mjs";
13
+ import {
14
+ assertOptionalFiniteNumber,
15
+ validateUnitInterval,
16
+ validateNonNegative,
17
+ parseColorRgba
18
+ } from "./index-wxhvgv2s.mjs";
19
+ import {
20
+ assertEffectParamsObject,
21
+ assertOptionalColor
22
+ } from "./index-4fvp93ps.mjs";
23
+
24
+ // src/drop-shadow/index.ts
25
+ import { Internals as Internals2 } from "remotion";
26
+
27
+ // src/drop-shadow/drop-shadow-runtime.ts
28
+ import { Internals } from "remotion";
29
+
30
+ // src/drop-shadow/drop-shadow-shaders.ts
31
+ var DROP_SHADOW_VS = `#version 300 es
32
+ layout(location = 0) in vec2 aPos;
33
+ layout(location = 1) in vec2 aUv;
34
+ out vec2 vUv;
35
+
36
+ void main() {
37
+ vUv = aUv;
38
+ gl_Position = vec4(aPos, 0.0, 1.0);
39
+ }
40
+ `;
41
+ var DROP_SHADOW_EXTRACT_FS = `#version 300 es
42
+ precision highp float;
43
+
44
+ in vec2 vUv;
45
+ out vec4 fragColor;
46
+
47
+ uniform sampler2D uSource;
48
+ uniform vec4 uColor;
49
+ uniform float uOpacity;
50
+
51
+ void main() {
52
+ vec4 source = texture(uSource, vUv);
53
+ float shadowAlpha = source.a * uColor.a * clamp(uOpacity, 0.0, 1.0);
54
+
55
+ fragColor = vec4(uColor.rgb * shadowAlpha, shadowAlpha);
56
+ }
57
+ `;
58
+ var DROP_SHADOW_BLUR_FS_HORIZONTAL = buildGaussianBlurFs("horizontal");
59
+ var DROP_SHADOW_BLUR_FS_VERTICAL = buildGaussianBlurFs("vertical");
60
+ var DROP_SHADOW_COMPOSITE_FS = `#version 300 es
61
+ precision highp float;
62
+
63
+ in vec2 vUv;
64
+ out vec4 fragColor;
65
+
66
+ uniform sampler2D uSource;
67
+ uniform sampler2D uShadow;
68
+ uniform vec2 uOffset;
69
+ uniform vec2 uTexelSize;
70
+
71
+ void main() {
72
+ vec4 source = texture(uSource, vUv);
73
+ vec2 shadowUv = vUv - vec2(uOffset.x, -uOffset.y) * uTexelSize;
74
+ vec4 shadow = vec4(0.0);
75
+
76
+ if (
77
+ shadowUv.x >= 0.0 &&
78
+ shadowUv.x <= 1.0 &&
79
+ shadowUv.y >= 0.0 &&
80
+ shadowUv.y <= 1.0
81
+ ) {
82
+ shadow = texture(uShadow, shadowUv);
83
+ }
84
+
85
+ fragColor = source + shadow * (1.0 - source.a);
86
+ }
87
+ `;
88
+
89
+ // src/drop-shadow/drop-shadow-runtime.ts
90
+ var { createWebGL2ContextError } = Internals;
91
+ var compileShader = (gl, type, source) => {
92
+ const shader = gl.createShader(type);
93
+ if (!shader) {
94
+ throw new Error("Failed to create WebGL shader");
95
+ }
96
+ gl.shaderSource(shader, source);
97
+ gl.compileShader(shader);
98
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
99
+ const log = gl.getShaderInfoLog(shader);
100
+ gl.deleteShader(shader);
101
+ throw new Error(`Drop shadow shader compile failed: ${log ?? "(no log)"}`);
102
+ }
103
+ return shader;
104
+ };
105
+ var linkProgram = (gl, vs, fs) => {
106
+ const program = gl.createProgram();
107
+ if (!program) {
108
+ throw new Error("Failed to create WebGL program");
109
+ }
110
+ gl.attachShader(program, vs);
111
+ gl.attachShader(program, fs);
112
+ gl.linkProgram(program);
113
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
114
+ const log = gl.getProgramInfoLog(program);
115
+ gl.deleteProgram(program);
116
+ throw new Error(`Drop shadow program link failed: ${log ?? "(no log)"}`);
117
+ }
118
+ return program;
119
+ };
120
+ var createProgram = (gl, vertexSource, fragmentSource) => {
121
+ const vs = compileShader(gl, gl.VERTEX_SHADER, vertexSource);
122
+ const fs = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
123
+ const program = linkProgram(gl, vs, fs);
124
+ gl.deleteShader(vs);
125
+ gl.deleteShader(fs);
126
+ return program;
127
+ };
128
+ var createRgbaTexture = (gl) => {
129
+ const texture = gl.createTexture();
130
+ if (!texture) {
131
+ throw new Error("Failed to create WebGL texture");
132
+ }
133
+ gl.bindTexture(gl.TEXTURE_2D, texture);
134
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
135
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
136
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
137
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
138
+ gl.bindTexture(gl.TEXTURE_2D, null);
139
+ return texture;
140
+ };
141
+ var getBlurUniforms = (gl, program) => ({
142
+ uRadius: gl.getUniformLocation(program, "uRadius"),
143
+ uTexelSize: gl.getUniformLocation(program, "uTexelSize"),
144
+ uSource: gl.getUniformLocation(program, "uSource")
145
+ });
146
+ var setupDropShadow = (target) => {
147
+ const gl = target.getContext("webgl2", {
148
+ premultipliedAlpha: true,
149
+ alpha: true,
150
+ preserveDrawingBuffer: true
151
+ });
152
+ if (!gl) {
153
+ throw createWebGL2ContextError("drop shadow effect");
154
+ }
155
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
156
+ const programExtract = createProgram(gl, DROP_SHADOW_VS, DROP_SHADOW_EXTRACT_FS);
157
+ const programHorizontal = createProgram(gl, DROP_SHADOW_VS, DROP_SHADOW_BLUR_FS_HORIZONTAL);
158
+ const programVertical = createProgram(gl, DROP_SHADOW_VS, DROP_SHADOW_BLUR_FS_VERTICAL);
159
+ const programComposite = createProgram(gl, DROP_SHADOW_VS, DROP_SHADOW_COMPOSITE_FS);
160
+ const vao = gl.createVertexArray();
161
+ if (!vao) {
162
+ throw new Error("Failed to create WebGL vertex array");
163
+ }
164
+ gl.bindVertexArray(vao);
165
+ const data = new Float32Array([
166
+ -1,
167
+ -1,
168
+ 0,
169
+ 0,
170
+ 1,
171
+ -1,
172
+ 1,
173
+ 0,
174
+ -1,
175
+ 1,
176
+ 0,
177
+ 1,
178
+ 1,
179
+ 1,
180
+ 1,
181
+ 1
182
+ ]);
183
+ const vbo = gl.createBuffer();
184
+ if (!vbo) {
185
+ throw new Error("Failed to create WebGL buffer");
186
+ }
187
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
188
+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
189
+ gl.enableVertexAttribArray(0);
190
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
191
+ gl.enableVertexAttribArray(1);
192
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 16, 8);
193
+ gl.bindVertexArray(null);
194
+ const textureSource = createRgbaTexture(gl);
195
+ const textureShadowA = createRgbaTexture(gl);
196
+ const textureShadowB = createRgbaTexture(gl);
197
+ const framebuffer = gl.createFramebuffer();
198
+ if (!framebuffer) {
199
+ throw new Error("Failed to create WebGL framebuffer");
200
+ }
201
+ const colorCanvas = document.createElement("canvas");
202
+ colorCanvas.width = 1;
203
+ colorCanvas.height = 1;
204
+ const colorCtx = colorCanvas.getContext("2d", { willReadFrequently: true });
205
+ if (!colorCtx) {
206
+ throw new Error("Failed to acquire 2D context for color parsing");
207
+ }
208
+ return {
209
+ gl,
210
+ programExtract,
211
+ programHorizontal,
212
+ programVertical,
213
+ programComposite,
214
+ vao,
215
+ vbo,
216
+ textureSource,
217
+ textureShadowA,
218
+ textureShadowB,
219
+ framebuffer,
220
+ extract: {
221
+ uSource: gl.getUniformLocation(programExtract, "uSource"),
222
+ uColor: gl.getUniformLocation(programExtract, "uColor"),
223
+ uOpacity: gl.getUniformLocation(programExtract, "uOpacity")
224
+ },
225
+ horizontal: getBlurUniforms(gl, programHorizontal),
226
+ vertical: getBlurUniforms(gl, programVertical),
227
+ composite: {
228
+ uSource: gl.getUniformLocation(programComposite, "uSource"),
229
+ uShadow: gl.getUniformLocation(programComposite, "uShadow"),
230
+ uOffset: gl.getUniformLocation(programComposite, "uOffset"),
231
+ uTexelSize: gl.getUniformLocation(programComposite, "uTexelSize")
232
+ },
233
+ colorCtx,
234
+ cachedColorStr: "",
235
+ cachedColorRgba: [0, 0, 0, 255]
236
+ };
237
+ };
238
+ var cleanupDropShadow = ({
239
+ gl,
240
+ programExtract,
241
+ programHorizontal,
242
+ programVertical,
243
+ programComposite,
244
+ vao,
245
+ vbo,
246
+ textureSource,
247
+ textureShadowA,
248
+ textureShadowB,
249
+ framebuffer
250
+ }) => {
251
+ gl.deleteFramebuffer(framebuffer);
252
+ gl.deleteTexture(textureSource);
253
+ gl.deleteTexture(textureShadowA);
254
+ gl.deleteTexture(textureShadowB);
255
+ gl.deleteBuffer(vbo);
256
+ gl.deleteProgram(programExtract);
257
+ gl.deleteProgram(programHorizontal);
258
+ gl.deleteProgram(programVertical);
259
+ gl.deleteProgram(programComposite);
260
+ gl.deleteVertexArray(vao);
261
+ };
262
+ var drawFullscreenQuad = (state) => {
263
+ const { gl, vao } = state;
264
+ gl.bindVertexArray(vao);
265
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
266
+ gl.bindVertexArray(null);
267
+ };
268
+ var setTextureSize = (gl, texture, width, height) => {
269
+ gl.bindTexture(gl.TEXTURE_2D, texture);
270
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
271
+ };
272
+ var setFramebufferTexture = (gl, framebuffer, texture) => {
273
+ gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
274
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
275
+ const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
276
+ if (status !== gl.FRAMEBUFFER_COMPLETE) {
277
+ throw new Error(`Drop shadow framebuffer incomplete: 0x${status.toString(16)}`);
278
+ }
279
+ };
280
+ var setBlurUniforms = ({
281
+ gl,
282
+ uniforms,
283
+ radius,
284
+ width,
285
+ height
286
+ }) => {
287
+ if (uniforms.uSource)
288
+ gl.uniform1i(uniforms.uSource, 0);
289
+ if (uniforms.uRadius)
290
+ gl.uniform1f(uniforms.uRadius, radius);
291
+ if (uniforms.uTexelSize) {
292
+ gl.uniform2f(uniforms.uTexelSize, 1 / width, 1 / height);
293
+ }
294
+ };
295
+ var normalizedColor = (color) => {
296
+ return [color[0] / 255, color[1] / 255, color[2] / 255, color[3] / 255];
297
+ };
298
+ var applyDropShadow = ({
299
+ state,
300
+ source,
301
+ width,
302
+ height,
303
+ radius,
304
+ offsetX,
305
+ offsetY,
306
+ opacity,
307
+ color,
308
+ flipSourceY
309
+ }) => {
310
+ const {
311
+ gl,
312
+ textureSource,
313
+ textureShadowA,
314
+ textureShadowB,
315
+ framebuffer,
316
+ programExtract,
317
+ programHorizontal,
318
+ programVertical,
319
+ programComposite
320
+ } = state;
321
+ gl.viewport(0, 0, width, height);
322
+ gl.clearColor(0, 0, 0, 0);
323
+ gl.activeTexture(gl.TEXTURE0);
324
+ gl.bindTexture(gl.TEXTURE_2D, textureSource);
325
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
326
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
327
+ setTextureSize(gl, textureShadowA, width, height);
328
+ setTextureSize(gl, textureShadowB, width, height);
329
+ const [r, g, b, a] = normalizedColor(color);
330
+ setFramebufferTexture(gl, framebuffer, textureShadowA);
331
+ gl.clear(gl.COLOR_BUFFER_BIT);
332
+ gl.useProgram(programExtract);
333
+ gl.activeTexture(gl.TEXTURE0);
334
+ gl.bindTexture(gl.TEXTURE_2D, textureSource);
335
+ if (state.extract.uSource)
336
+ gl.uniform1i(state.extract.uSource, 0);
337
+ if (state.extract.uColor)
338
+ gl.uniform4f(state.extract.uColor, r, g, b, a);
339
+ if (state.extract.uOpacity)
340
+ gl.uniform1f(state.extract.uOpacity, opacity);
341
+ drawFullscreenQuad(state);
342
+ setFramebufferTexture(gl, framebuffer, textureShadowB);
343
+ gl.clear(gl.COLOR_BUFFER_BIT);
344
+ gl.useProgram(programHorizontal);
345
+ gl.activeTexture(gl.TEXTURE0);
346
+ gl.bindTexture(gl.TEXTURE_2D, textureShadowA);
347
+ setBlurUniforms({
348
+ gl,
349
+ uniforms: state.horizontal,
350
+ radius,
351
+ width,
352
+ height
353
+ });
354
+ drawFullscreenQuad(state);
355
+ setFramebufferTexture(gl, framebuffer, textureShadowA);
356
+ gl.clear(gl.COLOR_BUFFER_BIT);
357
+ gl.useProgram(programVertical);
358
+ gl.activeTexture(gl.TEXTURE0);
359
+ gl.bindTexture(gl.TEXTURE_2D, textureShadowB);
360
+ setBlurUniforms({
361
+ gl,
362
+ uniforms: state.vertical,
363
+ radius,
364
+ width,
365
+ height
366
+ });
367
+ drawFullscreenQuad(state);
368
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
369
+ gl.clear(gl.COLOR_BUFFER_BIT);
370
+ gl.useProgram(programComposite);
371
+ gl.activeTexture(gl.TEXTURE0);
372
+ gl.bindTexture(gl.TEXTURE_2D, textureSource);
373
+ gl.activeTexture(gl.TEXTURE1);
374
+ gl.bindTexture(gl.TEXTURE_2D, textureShadowA);
375
+ if (state.composite.uSource)
376
+ gl.uniform1i(state.composite.uSource, 0);
377
+ if (state.composite.uShadow)
378
+ gl.uniform1i(state.composite.uShadow, 1);
379
+ if (state.composite.uOffset) {
380
+ gl.uniform2f(state.composite.uOffset, offsetX, offsetY);
381
+ }
382
+ if (state.composite.uTexelSize) {
383
+ gl.uniform2f(state.composite.uTexelSize, 1 / width, 1 / height);
384
+ }
385
+ drawFullscreenQuad(state);
386
+ gl.bindTexture(gl.TEXTURE_2D, null);
387
+ gl.useProgram(null);
388
+ };
389
+
390
+ // src/drop-shadow/webgpu-shaders.ts
391
+ var DROP_SHADOW_EXTRACT_WEBGPU_SHADER = `
392
+ ${WEBGPU_MULTIPASS_BINDINGS}
393
+ struct Params {color: vec4f, values: vec4f,}
394
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
395
+ let alpha=textureSampleLevel(source,sourceSampler,input.uv,0).a*params.color.a*clamp(params.values.x,0.0,1.0);
396
+ return vec4f(params.color.rgb*alpha,alpha);
397
+ }
398
+ `;
399
+ var DROP_SHADOW_COMPOSITE_WEBGPU_SHADER = `
400
+ ${WEBGPU_MULTIPASS_BINDINGS}
401
+ struct Params {resolution: vec2f, offset: vec2f,}
402
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
403
+ let color=textureSampleLevel(source,sourceSampler,input.uv,0);
404
+ let uv=input.uv-params.offset/params.resolution;
405
+ var shadow=vec4f(0);
406
+ if (all(uv >= vec2f(0)) && all(uv <= vec2f(1))) {shadow=textureSampleLevel(secondary,sourceSampler,uv,0);}
407
+ return color+shadow*(1.0-color.a);
408
+ }`;
409
+
410
+ // src/drop-shadow/index.ts
411
+ var { createEffect } = Internals2;
412
+ var DEFAULT_RADIUS = 12;
413
+ var DEFAULT_OFFSET_X = 8;
414
+ var DEFAULT_OFFSET_Y = 8;
415
+ var DEFAULT_OPACITY = 0.5;
416
+ var DEFAULT_COLOR = "#000000";
417
+ var dropShadowSchema = {
418
+ radius: {
419
+ type: "number",
420
+ min: 0,
421
+ max: 100,
422
+ step: 1,
423
+ default: DEFAULT_RADIUS,
424
+ description: "Radius",
425
+ hiddenFromList: false
426
+ },
427
+ offsetX: {
428
+ type: "number",
429
+ step: 1,
430
+ default: DEFAULT_OFFSET_X,
431
+ description: "Offset X",
432
+ hiddenFromList: false
433
+ },
434
+ offsetY: {
435
+ type: "number",
436
+ step: 1,
437
+ default: DEFAULT_OFFSET_Y,
438
+ description: "Offset Y",
439
+ hiddenFromList: false
440
+ },
441
+ opacity: {
442
+ type: "number",
443
+ min: 0,
444
+ max: 1,
445
+ step: 0.01,
446
+ default: DEFAULT_OPACITY,
447
+ description: "Opacity",
448
+ hiddenFromList: false
449
+ },
450
+ color: {
451
+ type: "color",
452
+ default: DEFAULT_COLOR,
453
+ description: "Color"
454
+ }
455
+ };
456
+ var resolve = (p) => ({
457
+ radius: p.radius ?? DEFAULT_RADIUS,
458
+ offsetX: p.offsetX ?? DEFAULT_OFFSET_X,
459
+ offsetY: p.offsetY ?? DEFAULT_OFFSET_Y,
460
+ opacity: p.opacity ?? DEFAULT_OPACITY,
461
+ color: p.color ?? DEFAULT_COLOR
462
+ });
463
+ var validateDropShadowParams = (params) => {
464
+ assertEffectParamsObject(params, "Drop shadow");
465
+ assertOptionalFiniteNumber(params.radius, "radius");
466
+ assertOptionalFiniteNumber(params.offsetX, "offsetX");
467
+ assertOptionalFiniteNumber(params.offsetY, "offsetY");
468
+ assertOptionalFiniteNumber(params.opacity, "opacity");
469
+ assertOptionalColor(params.color, "color");
470
+ const r = resolve(params);
471
+ validateNonNegative(r.radius, "radius");
472
+ validateUnitInterval(r.opacity, "opacity");
473
+ };
474
+ var dropShadow = createEffect({
475
+ type: "dev.remotion.effects.dropShadow",
476
+ label: "dropShadow()",
477
+ documentationLink: "https://www.remotion.dev/docs/effects/drop-shadow",
478
+ calculateKey: (params) => {
479
+ const r = resolve(params);
480
+ return `drop-shadow-${r.radius}-${r.offsetX}-${r.offsetY}-${r.opacity}-${r.color}`;
481
+ },
482
+ implementations: {
483
+ webgpu: Internals2.createEffectImplementation({
484
+ setup: (target) => {
485
+ const canvas = document.createElement("canvas");
486
+ canvas.width = 1;
487
+ canvas.height = 1;
488
+ const colorCtx = canvas.getContext("2d", { willReadFrequently: true });
489
+ if (!colorCtx)
490
+ throw new Error("Could not create color parser");
491
+ return {
492
+ ...setupWebGpuMultipass(target, "drop-shadow"),
493
+ colorCtx,
494
+ cachedColor: null,
495
+ cachedRgba: [0, 0, 0, 0]
496
+ };
497
+ },
498
+ apply: ({ source, width, height, params, state, gpuDevice }) => {
499
+ if (!gpuDevice)
500
+ throw new Error("A WebGPU device is required for this effect");
501
+ const r = resolve(params);
502
+ if (state.cachedColor !== r.color) {
503
+ state.cachedColor = r.color;
504
+ state.cachedRgba = parseColorRgba(state.colorCtx, r.color);
505
+ }
506
+ const color = state.cachedRgba.map((channel) => channel / 255);
507
+ applyWebGpuMultipass({
508
+ auxiliarySource: null,
509
+ state,
510
+ source,
511
+ width,
512
+ height,
513
+ device: gpuDevice,
514
+ passes: [
515
+ {
516
+ shader: DROP_SHADOW_EXTRACT_WEBGPU_SHADER,
517
+ uniforms: new Float32Array([...color, r.opacity, 0, 0, 0]),
518
+ source: -1,
519
+ secondary: -1
520
+ },
521
+ {
522
+ shader: GAUSSIAN_BLUR_WEBGPU_SHADER,
523
+ uniforms: new Float32Array([
524
+ width,
525
+ height,
526
+ 1,
527
+ 0,
528
+ r.radius,
529
+ 0,
530
+ 0,
531
+ 0,
532
+ 0,
533
+ 0,
534
+ 0,
535
+ 0,
536
+ 0,
537
+ 0,
538
+ 0,
539
+ 0
540
+ ]),
541
+ source: 0,
542
+ secondary: -1
543
+ },
544
+ {
545
+ shader: GAUSSIAN_BLUR_WEBGPU_SHADER,
546
+ uniforms: new Float32Array([
547
+ width,
548
+ height,
549
+ 0,
550
+ 1,
551
+ r.radius,
552
+ 0,
553
+ 0,
554
+ 0,
555
+ 0,
556
+ 0,
557
+ 0,
558
+ 0,
559
+ 0,
560
+ 0,
561
+ 0,
562
+ 0
563
+ ]),
564
+ source: 1,
565
+ secondary: -1
566
+ },
567
+ {
568
+ shader: DROP_SHADOW_COMPOSITE_WEBGPU_SHADER,
569
+ uniforms: new Float32Array([width, height, r.offsetX, r.offsetY]),
570
+ source: -1,
571
+ secondary: 2
572
+ }
573
+ ]
574
+ });
575
+ },
576
+ cleanup: cleanupWebGpuMultipass
577
+ }),
578
+ webgl2: Internals2.createEffectImplementation({
579
+ setup: (target) => setupDropShadow(target),
580
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
581
+ const r = resolve(params);
582
+ if (state.cachedColorStr !== r.color) {
583
+ state.cachedColorStr = r.color;
584
+ state.cachedColorRgba = parseColorRgba(state.colorCtx, r.color);
585
+ }
586
+ applyDropShadow({
587
+ state,
588
+ source,
589
+ width,
590
+ height,
591
+ radius: r.radius,
592
+ offsetX: r.offsetX,
593
+ offsetY: r.offsetY,
594
+ opacity: r.opacity,
595
+ color: state.cachedColorRgba,
596
+ flipSourceY
597
+ });
598
+ },
599
+ cleanup: (state) => cleanupDropShadow(state)
600
+ })
601
+ },
602
+ schema: dropShadowSchema,
603
+ validateParams: validateDropShadowParams
604
+ });
605
+ export {
606
+ dropShadow
607
+ };