@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 +1,479 @@
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/emboss.ts
16
+ import { Internals } from "remotion";
17
+
18
+ // src/emboss-webgpu-shader.ts
19
+ var EMBOSS_WEBGPU_SHADER = `
20
+ ${WEBGPU_SINGLE_PASS_VERTEX}
21
+ struct Params {
22
+ resolution: vec2f, amount: f32, size: f32,
23
+ lineWidth: f32, depth: f32, angle: f32, lightAngle: f32,
24
+ offset: f32, padding1: f32, padding2: f32, padding3: f32,
25
+ }
26
+ @group(0) @binding(0) var source: texture_2d<f32>;
27
+ @group(0) @binding(1) var sourceSampler: sampler;
28
+ @group(0) @binding(2) var<uniform> params: Params;
29
+
30
+ fn rotation(angle: f32) -> mat2x2f {
31
+ let c = cos(angle);
32
+ let s = sin(angle);
33
+ return mat2x2f(vec2f(c, -s), vec2f(s, c));
34
+ }
35
+ fn roundedBoxSdf(p: vec2f, halfSize: vec2f, radius: f32) -> f32 {
36
+ let q = abs(p) - halfSize + vec2f(radius);
37
+ return length(max(q, vec2f(0.0))) + min(max(q.x, q.y), 0.0) - radius;
38
+ }
39
+ fn reliefHeight(fragPos: vec2f) -> f32 {
40
+ let size = max(params.size, 0.001);
41
+ let lineWidth = clamp(params.lineWidth, 0.001, size * 0.85);
42
+ var pos = rotation(params.angle) * (fragPos - params.resolution * 0.5);
43
+ pos.x += params.offset;
44
+ let cell = floor(pos / size);
45
+ let local = (fract(pos / size) - vec2f(0.5)) * size;
46
+ let cellSum = cell.x + cell.y;
47
+ let alternate = cellSum - 2.0 * floor(cellSum / 2.0);
48
+ let dashAngle = mix(0.78539816339, -0.78539816339, step(0.5, alternate));
49
+ let dash = rotation(dashAngle) * local;
50
+ let sdf = roundedBoxSdf(dash, vec2f(size * 0.36, lineWidth * 0.5), lineWidth * 0.5);
51
+ return 1.0 - smoothstep(-1.0, 1.0, sdf);
52
+ }
53
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
54
+ let color = textureSampleLevel(source, sourceSampler, input.uv, 0.0);
55
+ let alpha = color.a;
56
+ if (alpha <= 0.001) { return vec4f(0.0); }
57
+ if (params.amount <= 0.0 || params.depth <= 0.0) { return color; }
58
+ let fragPos = vec2f(input.uv.x, 1.0 - input.uv.y) * params.resolution;
59
+ let h = reliefHeight(fragPos);
60
+ let hLeft = reliefHeight(fragPos - vec2f(1.0, 0.0));
61
+ let hRight = reliefHeight(fragPos + vec2f(1.0, 0.0));
62
+ let hDown = reliefHeight(fragPos - vec2f(0.0, 1.0));
63
+ let hUp = reliefHeight(fragPos + vec2f(0.0, 1.0));
64
+ let normal = normalize(vec3f((hLeft - hRight) * params.depth * 3.8, (hDown - hUp) * params.depth * 3.8, 1.0));
65
+ let light = normalize(vec3f(cos(params.lightAngle), sin(params.lightAngle), 0.7));
66
+ let lit = dot(normal, light);
67
+ let bevel = (lit - 0.64) * 0.72 * params.depth;
68
+ let plateau = (h - 0.5) * 0.08 * params.depth;
69
+ let edge = min(abs(hRight - hLeft) + abs(hUp - hDown), 1.0);
70
+ let rgb = color.rgb / alpha;
71
+ let shaded = clamp(rgb + vec3f(bevel + plateau - edge * 0.035 * params.depth), vec3f(0.0), vec3f(1.0));
72
+ return vec4f(mix(rgb, shaded, params.amount) * alpha, alpha);
73
+ }
74
+ `;
75
+
76
+ // src/emboss.ts
77
+ var { createEffect, createWebGL2ContextError } = Internals;
78
+ var DEFAULT_AMOUNT = 0.7;
79
+ var DEFAULT_SIZE = 26;
80
+ var DEFAULT_LINE_WIDTH = 7;
81
+ var DEFAULT_DEPTH = 0.75;
82
+ var DEFAULT_ANGLE = 0;
83
+ var DEFAULT_LIGHT_ANGLE = 135;
84
+ var DEFAULT_OFFSET = 0;
85
+ var embossSchema = {
86
+ amount: {
87
+ type: "number",
88
+ min: 0,
89
+ max: 1,
90
+ step: 0.01,
91
+ default: DEFAULT_AMOUNT,
92
+ description: "Amount",
93
+ hiddenFromList: false
94
+ },
95
+ size: {
96
+ type: "number",
97
+ min: 1,
98
+ max: 200,
99
+ step: 1,
100
+ default: DEFAULT_SIZE,
101
+ description: "Size",
102
+ hiddenFromList: false
103
+ },
104
+ lineWidth: {
105
+ type: "number",
106
+ min: 0.1,
107
+ max: 100,
108
+ step: 0.1,
109
+ default: DEFAULT_LINE_WIDTH,
110
+ description: "Line width",
111
+ hiddenFromList: false
112
+ },
113
+ depth: {
114
+ type: "number",
115
+ min: 0,
116
+ max: 1,
117
+ step: 0.01,
118
+ default: DEFAULT_DEPTH,
119
+ description: "Depth",
120
+ hiddenFromList: false
121
+ },
122
+ angle: {
123
+ type: "rotation-degrees",
124
+ step: 1,
125
+ default: DEFAULT_ANGLE,
126
+ description: "Angle"
127
+ },
128
+ lightAngle: {
129
+ type: "rotation-degrees",
130
+ step: 1,
131
+ default: DEFAULT_LIGHT_ANGLE,
132
+ description: "Light angle"
133
+ },
134
+ offset: {
135
+ type: "number",
136
+ step: 0.1,
137
+ default: DEFAULT_OFFSET,
138
+ description: "Offset",
139
+ hiddenFromList: false
140
+ }
141
+ };
142
+ var resolve = (p) => ({
143
+ amount: p.amount ?? DEFAULT_AMOUNT,
144
+ size: p.size ?? DEFAULT_SIZE,
145
+ lineWidth: p.lineWidth ?? DEFAULT_LINE_WIDTH,
146
+ depth: p.depth ?? DEFAULT_DEPTH,
147
+ angle: p.angle ?? DEFAULT_ANGLE,
148
+ lightAngle: p.lightAngle ?? DEFAULT_LIGHT_ANGLE,
149
+ offset: p.offset ?? DEFAULT_OFFSET
150
+ });
151
+ var validatePositive = (value, name) => {
152
+ if (value <= 0) {
153
+ throw new TypeError(`"${name}" must be greater than 0, but got ${JSON.stringify(value)}`);
154
+ }
155
+ };
156
+ var validateEmbossParams = (params) => {
157
+ assertEffectParamsObject(params, "Emboss");
158
+ assertOptionalFiniteNumber(params.amount, "amount");
159
+ assertOptionalFiniteNumber(params.size, "size");
160
+ assertOptionalFiniteNumber(params.lineWidth, "lineWidth");
161
+ assertOptionalFiniteNumber(params.depth, "depth");
162
+ assertOptionalFiniteNumber(params.angle, "angle");
163
+ assertOptionalFiniteNumber(params.lightAngle, "lightAngle");
164
+ assertOptionalFiniteNumber(params.offset, "offset");
165
+ const r = resolve(params);
166
+ validateUnitInterval(r.amount, "amount");
167
+ validatePositive(r.size, "size");
168
+ validatePositive(r.lineWidth, "lineWidth");
169
+ validateUnitInterval(r.depth, "depth");
170
+ };
171
+ var EMBOSS_VS = `#version 300 es
172
+ in vec2 aPos;
173
+ in vec2 aUv;
174
+ out vec2 vUv;
175
+
176
+ void main() {
177
+ vUv = aUv;
178
+ gl_Position = vec4(aPos, 0.0, 1.0);
179
+ }
180
+ `;
181
+ var EMBOSS_FS = `#version 300 es
182
+ precision highp float;
183
+
184
+ in vec2 vUv;
185
+ out vec4 fragColor;
186
+
187
+ uniform sampler2D uSource;
188
+ uniform vec2 uResolution;
189
+ uniform float uAmount;
190
+ uniform float uSize;
191
+ uniform float uLineWidth;
192
+ uniform float uDepth;
193
+ uniform float uAngle;
194
+ uniform float uLightAngle;
195
+ uniform float uOffset;
196
+
197
+ mat2 rotation(float angle) {
198
+ float c = cos(angle);
199
+ float s = sin(angle);
200
+ return mat2(c, -s, s, c);
201
+ }
202
+
203
+ float roundedBoxSdf(vec2 p, vec2 halfSize, float radius) {
204
+ vec2 q = abs(p) - halfSize + vec2(radius);
205
+ return length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - radius;
206
+ }
207
+
208
+ float reliefHeight(vec2 fragPos) {
209
+ float size = max(uSize, 0.001);
210
+ float lineWidth = clamp(uLineWidth, 0.001, size * 0.85);
211
+ vec2 pos = rotation(uAngle) * (fragPos - uResolution * 0.5);
212
+ pos.x += uOffset;
213
+
214
+ vec2 cell = floor(pos / size);
215
+ vec2 local = (fract(pos / size) - 0.5) * size;
216
+ float alternate = mod(cell.x + cell.y, 2.0);
217
+ float dashAngle = mix(0.78539816339, -0.78539816339, step(0.5, alternate));
218
+ vec2 dash = rotation(dashAngle) * local;
219
+
220
+ float sdf = roundedBoxSdf(
221
+ dash,
222
+ vec2(size * 0.36, lineWidth * 0.5),
223
+ lineWidth * 0.5
224
+ );
225
+
226
+ return 1.0 - smoothstep(-1.0, 1.0, sdf);
227
+ }
228
+
229
+ void main() {
230
+ vec4 texColor = texture(uSource, vUv);
231
+ float alpha = texColor.a;
232
+
233
+ if (alpha <= 0.001) {
234
+ fragColor = vec4(0.0);
235
+ return;
236
+ }
237
+
238
+ if (uAmount <= 0.0 || uDepth <= 0.0) {
239
+ fragColor = texColor;
240
+ return;
241
+ }
242
+
243
+ vec2 fragPos = vUv * uResolution;
244
+ float h = reliefHeight(fragPos);
245
+ float hLeft = reliefHeight(fragPos - vec2(1.0, 0.0));
246
+ float hRight = reliefHeight(fragPos + vec2(1.0, 0.0));
247
+ float hDown = reliefHeight(fragPos - vec2(0.0, 1.0));
248
+ float hUp = reliefHeight(fragPos + vec2(0.0, 1.0));
249
+
250
+ vec3 normal = normalize(vec3(
251
+ (hLeft - hRight) * uDepth * 3.8,
252
+ (hDown - hUp) * uDepth * 3.8,
253
+ 1.0
254
+ ));
255
+ vec3 light = normalize(vec3(cos(uLightAngle), sin(uLightAngle), 0.7));
256
+ float lit = dot(normal, light);
257
+
258
+ float bevel = (lit - 0.64) * 0.72 * uDepth;
259
+ float plateau = (h - 0.5) * 0.08 * uDepth;
260
+ float edge = min(
261
+ abs(hRight - hLeft) + abs(hUp - hDown),
262
+ 1.0
263
+ );
264
+
265
+ vec3 rgb = texColor.rgb / alpha;
266
+ vec3 shaded = clamp(rgb + bevel + plateau - edge * 0.035 * uDepth, 0.0, 1.0);
267
+ rgb = mix(rgb, shaded, uAmount);
268
+
269
+ fragColor = vec4(rgb * alpha, alpha);
270
+ }
271
+ `;
272
+ var compileShader = (gl, type, source) => {
273
+ const shader = gl.createShader(type);
274
+ if (!shader) {
275
+ throw new Error("Failed to create WebGL shader");
276
+ }
277
+ gl.shaderSource(shader, source);
278
+ gl.compileShader(shader);
279
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
280
+ const log = gl.getShaderInfoLog(shader);
281
+ gl.deleteShader(shader);
282
+ throw new Error(`Emboss shader compile failed: ${log ?? "(no log)"}`);
283
+ }
284
+ return shader;
285
+ };
286
+ var linkProgram = (gl, vs, fs) => {
287
+ const program = gl.createProgram();
288
+ if (!program) {
289
+ throw new Error("Failed to create WebGL program");
290
+ }
291
+ gl.attachShader(program, vs);
292
+ gl.attachShader(program, fs);
293
+ gl.linkProgram(program);
294
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
295
+ const log = gl.getProgramInfoLog(program);
296
+ gl.deleteProgram(program);
297
+ throw new Error(`Emboss program link failed: ${log ?? "(no log)"}`);
298
+ }
299
+ return program;
300
+ };
301
+ var setupEmboss = (target) => {
302
+ const gl = target.getContext("webgl2", {
303
+ premultipliedAlpha: true,
304
+ alpha: true,
305
+ preserveDrawingBuffer: true
306
+ });
307
+ if (!gl) {
308
+ throw createWebGL2ContextError("emboss effect");
309
+ }
310
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
311
+ const vs = compileShader(gl, gl.VERTEX_SHADER, EMBOSS_VS);
312
+ const fs = compileShader(gl, gl.FRAGMENT_SHADER, EMBOSS_FS);
313
+ const program = linkProgram(gl, vs, fs);
314
+ gl.deleteShader(vs);
315
+ gl.deleteShader(fs);
316
+ const vao = gl.createVertexArray();
317
+ if (!vao) {
318
+ throw new Error("Failed to create WebGL vertex array");
319
+ }
320
+ gl.bindVertexArray(vao);
321
+ const data = new Float32Array([
322
+ -1,
323
+ -1,
324
+ 0,
325
+ 0,
326
+ 1,
327
+ -1,
328
+ 1,
329
+ 0,
330
+ -1,
331
+ 1,
332
+ 0,
333
+ 1,
334
+ 1,
335
+ 1,
336
+ 1,
337
+ 1
338
+ ]);
339
+ const vbo = gl.createBuffer();
340
+ if (!vbo) {
341
+ throw new Error("Failed to create WebGL buffer");
342
+ }
343
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
344
+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
345
+ const aPos = gl.getAttribLocation(program, "aPos");
346
+ const aUv = gl.getAttribLocation(program, "aUv");
347
+ gl.enableVertexAttribArray(aPos);
348
+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
349
+ gl.enableVertexAttribArray(aUv);
350
+ gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 16, 8);
351
+ gl.bindVertexArray(null);
352
+ const texture = gl.createTexture();
353
+ if (!texture) {
354
+ throw new Error("Failed to create WebGL texture");
355
+ }
356
+ gl.bindTexture(gl.TEXTURE_2D, texture);
357
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
358
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
359
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
360
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
361
+ gl.bindTexture(gl.TEXTURE_2D, null);
362
+ return {
363
+ gl,
364
+ program,
365
+ vao,
366
+ vbo,
367
+ texture,
368
+ uniforms: {
369
+ uSource: gl.getUniformLocation(program, "uSource"),
370
+ uResolution: gl.getUniformLocation(program, "uResolution"),
371
+ uAmount: gl.getUniformLocation(program, "uAmount"),
372
+ uSize: gl.getUniformLocation(program, "uSize"),
373
+ uLineWidth: gl.getUniformLocation(program, "uLineWidth"),
374
+ uDepth: gl.getUniformLocation(program, "uDepth"),
375
+ uAngle: gl.getUniformLocation(program, "uAngle"),
376
+ uLightAngle: gl.getUniformLocation(program, "uLightAngle"),
377
+ uOffset: gl.getUniformLocation(program, "uOffset")
378
+ }
379
+ };
380
+ };
381
+ var degreesToRadians = (degrees) => {
382
+ return degrees * Math.PI / 180;
383
+ };
384
+ var emboss = createEffect({
385
+ type: "dev.remotion.effects.emboss",
386
+ label: "emboss()",
387
+ documentationLink: "https://www.remotion.dev/docs/effects/emboss",
388
+ calculateKey: (params) => {
389
+ const r = resolve(params);
390
+ return `emboss-${r.amount}-${r.size}-${r.lineWidth}-${r.depth}-${r.angle}-${r.lightAngle}-${r.offset}`;
391
+ },
392
+ implementations: {
393
+ webgl2: Internals.createEffectImplementation({
394
+ setup: (target) => setupEmboss(target),
395
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
396
+ const r = resolve(params);
397
+ const { gl, program, vao, texture, uniforms } = state;
398
+ gl.viewport(0, 0, width, height);
399
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
400
+ gl.clearColor(0, 0, 0, 0);
401
+ gl.clear(gl.COLOR_BUFFER_BIT);
402
+ gl.useProgram(program);
403
+ gl.bindVertexArray(vao);
404
+ gl.activeTexture(gl.TEXTURE0);
405
+ gl.bindTexture(gl.TEXTURE_2D, texture);
406
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
407
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
408
+ if (uniforms.uSource)
409
+ gl.uniform1i(uniforms.uSource, 0);
410
+ if (uniforms.uResolution)
411
+ gl.uniform2f(uniforms.uResolution, width, height);
412
+ if (uniforms.uAmount)
413
+ gl.uniform1f(uniforms.uAmount, r.amount);
414
+ if (uniforms.uSize)
415
+ gl.uniform1f(uniforms.uSize, r.size);
416
+ if (uniforms.uLineWidth)
417
+ gl.uniform1f(uniforms.uLineWidth, r.lineWidth);
418
+ if (uniforms.uDepth)
419
+ gl.uniform1f(uniforms.uDepth, r.depth);
420
+ if (uniforms.uAngle) {
421
+ gl.uniform1f(uniforms.uAngle, degreesToRadians(r.angle));
422
+ }
423
+ if (uniforms.uLightAngle) {
424
+ gl.uniform1f(uniforms.uLightAngle, degreesToRadians(r.lightAngle));
425
+ }
426
+ if (uniforms.uOffset)
427
+ gl.uniform1f(uniforms.uOffset, r.offset);
428
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
429
+ gl.bindVertexArray(null);
430
+ gl.bindTexture(gl.TEXTURE_2D, null);
431
+ gl.useProgram(null);
432
+ },
433
+ cleanup: ({ gl, program, vao, vbo, texture }) => {
434
+ gl.deleteTexture(texture);
435
+ gl.deleteBuffer(vbo);
436
+ gl.deleteProgram(program);
437
+ gl.deleteVertexArray(vao);
438
+ }
439
+ }),
440
+ webgpu: Internals.createEffectImplementation({
441
+ setup: (target) => setupWebGpuSinglePass(target, "emboss"),
442
+ apply: ({ source, width, height, params, state, gpuDevice }) => {
443
+ if (!gpuDevice) {
444
+ throw new Error("A WebGPU device is required for the emboss effect");
445
+ }
446
+ const r = resolve(params);
447
+ applyWebGpuSinglePass({
448
+ state,
449
+ source,
450
+ width,
451
+ height,
452
+ device: gpuDevice,
453
+ shader: EMBOSS_WEBGPU_SHADER,
454
+ uniformData: new Float32Array([
455
+ width,
456
+ height,
457
+ r.amount,
458
+ r.size,
459
+ r.lineWidth,
460
+ r.depth,
461
+ degreesToRadians(r.angle),
462
+ degreesToRadians(r.lightAngle),
463
+ r.offset,
464
+ 0,
465
+ 0,
466
+ 0
467
+ ])
468
+ });
469
+ },
470
+ cleanup: cleanupWebGpuSinglePass
471
+ })
472
+ },
473
+ schema: embossSchema,
474
+ validateParams: validateEmbossParams
475
+ });
476
+ export {
477
+ emboss,
478
+ embossSchema
479
+ };