@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 +1,437 @@
1
+ import {
2
+ WEBGPU_MULTIPASS_BINDINGS,
3
+ setupWebGpuMultipass,
4
+ cleanupWebGpuMultipass,
5
+ applyWebGpuMultipass
6
+ } from "./index-kkvzt8b7.mjs";
7
+ import {
8
+ assertOptionalFiniteNumber,
9
+ validateUnitInterval,
10
+ validateNonNegative,
11
+ parseColorRgba
12
+ } from "./index-wxhvgv2s.mjs";
13
+ import {
14
+ assertEffectParamsObject,
15
+ assertOptionalColor
16
+ } from "./index-4fvp93ps.mjs";
17
+
18
+ // src/long-shadows.ts
19
+ import { Internals } from "remotion";
20
+
21
+ // src/long-shadows-webgpu-shaders.ts
22
+ var LONG_SHADOWS_EXTEND_WEBGPU_SHADER = `
23
+ ${WEBGPU_MULTIPASS_BINDINGS}
24
+ struct Params {offset: vec4f,}
25
+ fn alphaAt(pixel: vec2i) -> f32 {
26
+ let size=vec2i(textureDimensions(source));
27
+ if (any(pixel<vec2i(0)) || any(pixel>=size)) {return 0.0;}
28
+ return textureLoad(source,pixel,0).a;
29
+ }
30
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
31
+ let pixel=(input.uv-params.offset.xy)*vec2f(textureDimensions(source))-0.5;
32
+ let base=vec2i(floor(pixel));let fraction=fract(pixel);
33
+ let shifted=mix(mix(alphaAt(base),alphaAt(base+vec2i(1,0)),fraction.x),mix(alphaAt(base+vec2i(0,1)),alphaAt(base+vec2i(1,1)),fraction.x),fraction.y);
34
+ return vec4f(0,0,0,max(textureSampleLevel(source,sourceSampler,input.uv,0).a,shifted));
35
+ }
36
+ `;
37
+ var LONG_SHADOWS_COMPOSITE_WEBGPU_SHADER = `
38
+ ${WEBGPU_MULTIPASS_BINDINGS}
39
+ struct Params {color: vec4f,}
40
+ @fragment fn fragment(input: VertexOutput) -> @location(0) vec4f {
41
+ let color=textureSampleLevel(source,sourceSampler,input.uv,0);
42
+ let alpha=textureSampleLevel(secondary,sourceSampler,input.uv,0).a*params.color.a;
43
+ return color+vec4f(params.color.rgb*alpha,alpha)*(1.0-color.a);
44
+ }`;
45
+
46
+ // src/long-shadows.ts
47
+ var { createEffect, createWebGL2ContextError } = Internals;
48
+ var DEFAULT_LENGTH = 240;
49
+ var DEFAULT_ANGLE = 45;
50
+ var DEFAULT_COLOR = "#777777";
51
+ var DEFAULT_OPACITY = 1;
52
+ var longShadowsSchema = {
53
+ length: {
54
+ type: "number",
55
+ min: 0,
56
+ max: 1000,
57
+ step: 1,
58
+ default: DEFAULT_LENGTH,
59
+ description: "Length",
60
+ hiddenFromList: false
61
+ },
62
+ angle: {
63
+ type: "rotation-degrees",
64
+ step: 1,
65
+ default: DEFAULT_ANGLE,
66
+ description: "Angle"
67
+ },
68
+ color: {
69
+ type: "color",
70
+ default: DEFAULT_COLOR,
71
+ description: "Color"
72
+ },
73
+ opacity: {
74
+ type: "number",
75
+ min: 0,
76
+ max: 1,
77
+ step: 0.01,
78
+ default: DEFAULT_OPACITY,
79
+ description: "Opacity",
80
+ hiddenFromList: false
81
+ }
82
+ };
83
+ var resolve = (params) => ({
84
+ length: params.length ?? DEFAULT_LENGTH,
85
+ angle: params.angle ?? DEFAULT_ANGLE,
86
+ color: params.color ?? DEFAULT_COLOR,
87
+ opacity: params.opacity ?? DEFAULT_OPACITY
88
+ });
89
+ var validateLongShadowsParams = (params) => {
90
+ assertEffectParamsObject(params, "Long shadows");
91
+ assertOptionalFiniteNumber(params.length, "length");
92
+ assertOptionalFiniteNumber(params.angle, "angle");
93
+ assertOptionalFiniteNumber(params.opacity, "opacity");
94
+ assertOptionalColor(params.color, "color");
95
+ const resolved = resolve(params);
96
+ validateNonNegative(resolved.length, "length");
97
+ validateUnitInterval(resolved.opacity, "opacity");
98
+ };
99
+ var VERTEX_SHADER = `#version 300 es
100
+ layout(location = 0) in vec2 aPos;
101
+ layout(location = 1) in vec2 aUv;
102
+ out vec2 vUv;
103
+
104
+ void main() {
105
+ vUv = aUv;
106
+ gl_Position = vec4(aPos, 0.0, 1.0);
107
+ }
108
+ `;
109
+ var EXTEND_SHADER = `#version 300 es
110
+ precision highp float;
111
+ in vec2 vUv;
112
+ out vec4 fragColor;
113
+ uniform sampler2D uSource;
114
+ uniform vec2 uOffset;
115
+
116
+ float alphaAt(ivec2 pixel) {
117
+ ivec2 size = textureSize(uSource, 0);
118
+ if (any(lessThan(pixel, ivec2(0))) || any(greaterThanEqual(pixel, size))) {
119
+ return 0.0;
120
+ }
121
+ return texelFetch(uSource, pixel, 0).a;
122
+ }
123
+
124
+ void main() {
125
+ // Interpolate with transparent pixels outside the canvas instead of
126
+ // clamping the border, which would stretch edge pixels into the shadow.
127
+ vec2 pixel = (vUv - uOffset) * vec2(textureSize(uSource, 0)) - 0.5;
128
+ ivec2 base = ivec2(floor(pixel));
129
+ vec2 fraction = fract(pixel);
130
+ float shifted = mix(
131
+ mix(alphaAt(base), alphaAt(base + ivec2(1, 0)), fraction.x),
132
+ mix(alphaAt(base + ivec2(0, 1)), alphaAt(base + ivec2(1, 1)), fraction.x),
133
+ fraction.y
134
+ );
135
+ fragColor = vec4(0.0, 0.0, 0.0, max(texture(uSource, vUv).a, shifted));
136
+ }
137
+ `;
138
+ var COMPOSITE_SHADER = `#version 300 es
139
+ precision highp float;
140
+ in vec2 vUv;
141
+ out vec4 fragColor;
142
+ uniform sampler2D uSource;
143
+ uniform sampler2D uShadow;
144
+ uniform vec4 uColor;
145
+
146
+ void main() {
147
+ vec4 source = texture(uSource, vUv);
148
+ float alpha = texture(uShadow, vUv).a * uColor.a;
149
+ fragColor = source + vec4(uColor.rgb * alpha, alpha) * (1.0 - source.a);
150
+ }
151
+ `;
152
+ var createProgram = (gl, fragmentSource) => {
153
+ const program = gl.createProgram();
154
+ if (!program) {
155
+ throw new Error("Failed to create long shadows program");
156
+ }
157
+ for (const [type, source] of [
158
+ [gl.VERTEX_SHADER, VERTEX_SHADER],
159
+ [gl.FRAGMENT_SHADER, fragmentSource]
160
+ ]) {
161
+ const shader = gl.createShader(type);
162
+ if (!shader) {
163
+ gl.deleteProgram(program);
164
+ throw new Error("Failed to create long shadows shader");
165
+ }
166
+ gl.shaderSource(shader, source);
167
+ gl.compileShader(shader);
168
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
169
+ const log = gl.getShaderInfoLog(shader);
170
+ gl.deleteShader(shader);
171
+ gl.deleteProgram(program);
172
+ throw new Error(`Long shadows shader compile failed: ${log ?? "(no log)"}`);
173
+ }
174
+ gl.attachShader(program, shader);
175
+ gl.deleteShader(shader);
176
+ }
177
+ gl.linkProgram(program);
178
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
179
+ const log = gl.getProgramInfoLog(program);
180
+ gl.deleteProgram(program);
181
+ throw new Error(`Long shadows program link failed: ${log ?? "(no log)"}`);
182
+ }
183
+ return program;
184
+ };
185
+ var longShadows = createEffect({
186
+ type: "remotion/long-shadows",
187
+ label: "longShadows()",
188
+ documentationLink: "https://www.remotion.dev/docs/effects/long-shadows",
189
+ calculateKey: (params) => {
190
+ const { length, angle, color, opacity } = resolve(params);
191
+ return `long-shadows-${length}-${angle}-${color}-${opacity}`;
192
+ },
193
+ implementations: {
194
+ webgpu: Internals.createEffectImplementation({
195
+ setup: (target) => {
196
+ const canvas = document.createElement("canvas");
197
+ canvas.width = 1;
198
+ canvas.height = 1;
199
+ const colorCtx = canvas.getContext("2d", { willReadFrequently: true });
200
+ if (!colorCtx)
201
+ throw new Error("Could not create color parser");
202
+ return {
203
+ ...setupWebGpuMultipass(target, "long-shadows"),
204
+ colorCtx,
205
+ cachedColor: null,
206
+ cachedRgba: [0, 0, 0, 0]
207
+ };
208
+ },
209
+ apply: ({ source, width, height, params, state, gpuDevice }) => {
210
+ if (!gpuDevice)
211
+ throw new Error("A WebGPU device is required for this effect");
212
+ const r = resolve(params);
213
+ if (state.cachedColor !== r.color) {
214
+ state.cachedColor = r.color;
215
+ state.cachedRgba = parseColorRgba(state.colorCtx, r.color);
216
+ }
217
+ const color = state.cachedRgba.map((channel) => channel / 255);
218
+ const distance = r.opacity === 0 || color[3] === 0 ? 0 : Math.min(r.length, Math.hypot(width, height));
219
+ const steps = Math.ceil(distance);
220
+ const angle = r.angle % 360 * Math.PI / 180;
221
+ const stepLength = steps === 0 ? 0 : distance / steps;
222
+ const passes = [];
223
+ let covered = 0;
224
+ while (covered < steps) {
225
+ const extension = Math.min(covered + 1, steps - covered);
226
+ passes.push({
227
+ shader: LONG_SHADOWS_EXTEND_WEBGPU_SHADER,
228
+ uniforms: new Float32Array([
229
+ Math.cos(angle) * extension * stepLength / width,
230
+ Math.sin(angle) * extension * stepLength / height,
231
+ 0,
232
+ 0
233
+ ]),
234
+ source: passes.length - 1,
235
+ secondary: -1
236
+ });
237
+ covered += extension;
238
+ }
239
+ passes.push({
240
+ shader: LONG_SHADOWS_COMPOSITE_WEBGPU_SHADER,
241
+ uniforms: new Float32Array([
242
+ color[0],
243
+ color[1],
244
+ color[2],
245
+ r.length === 0 ? 0 : color[3] * r.opacity
246
+ ]),
247
+ source: -1,
248
+ secondary: passes.length - 1
249
+ });
250
+ applyWebGpuMultipass({
251
+ auxiliarySource: null,
252
+ state,
253
+ source,
254
+ width,
255
+ height,
256
+ device: gpuDevice,
257
+ passes
258
+ });
259
+ },
260
+ cleanup: cleanupWebGpuMultipass
261
+ }),
262
+ webgl2: Internals.createEffectImplementation({
263
+ setup: (target) => {
264
+ const gl = target.getContext("webgl2", {
265
+ premultipliedAlpha: true,
266
+ alpha: true,
267
+ preserveDrawingBuffer: true
268
+ });
269
+ if (!gl) {
270
+ throw createWebGL2ContextError("long shadows effect");
271
+ }
272
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
273
+ const extendProgram = createProgram(gl, EXTEND_SHADER);
274
+ const compositeProgram = createProgram(gl, COMPOSITE_SHADER);
275
+ const vao = gl.createVertexArray();
276
+ const vbo = gl.createBuffer();
277
+ const framebuffer = gl.createFramebuffer();
278
+ if (!vao || !vbo || !framebuffer) {
279
+ throw new Error("Failed to create long shadows buffers");
280
+ }
281
+ gl.bindVertexArray(vao);
282
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
283
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
284
+ -1,
285
+ -1,
286
+ 0,
287
+ 0,
288
+ 1,
289
+ -1,
290
+ 1,
291
+ 0,
292
+ -1,
293
+ 1,
294
+ 0,
295
+ 1,
296
+ 1,
297
+ 1,
298
+ 1,
299
+ 1
300
+ ]), gl.STATIC_DRAW);
301
+ gl.enableVertexAttribArray(0);
302
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
303
+ gl.enableVertexAttribArray(1);
304
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 16, 8);
305
+ gl.bindVertexArray(null);
306
+ const textures = [0, 1, 2].map(() => {
307
+ const texture = gl.createTexture();
308
+ if (!texture) {
309
+ throw new Error("Failed to create long shadows texture");
310
+ }
311
+ gl.bindTexture(gl.TEXTURE_2D, texture);
312
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
313
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
314
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
315
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
316
+ return texture;
317
+ });
318
+ gl.bindTexture(gl.TEXTURE_2D, null);
319
+ const colorCanvas = document.createElement("canvas");
320
+ colorCanvas.width = 1;
321
+ colorCanvas.height = 1;
322
+ const colorCtx = colorCanvas.getContext("2d", {
323
+ willReadFrequently: true
324
+ });
325
+ if (!colorCtx) {
326
+ throw new Error("Failed to acquire 2D context for color parsing");
327
+ }
328
+ return {
329
+ gl,
330
+ extendProgram,
331
+ compositeProgram,
332
+ vao,
333
+ vbo,
334
+ framebuffer,
335
+ sourceTexture: textures[0],
336
+ shadowTextures: [textures[1], textures[2]],
337
+ extendSource: gl.getUniformLocation(extendProgram, "uSource"),
338
+ extendOffset: gl.getUniformLocation(extendProgram, "uOffset"),
339
+ compositeSource: gl.getUniformLocation(compositeProgram, "uSource"),
340
+ compositeShadow: gl.getUniformLocation(compositeProgram, "uShadow"),
341
+ compositeColor: gl.getUniformLocation(compositeProgram, "uColor"),
342
+ colorCtx,
343
+ cachedColor: "",
344
+ cachedRgba: [0, 0, 0, 0],
345
+ width: 0,
346
+ height: 0
347
+ };
348
+ },
349
+ apply: ({ source, width, height, params, state, flipSourceY }) => {
350
+ const { length, angle, color, opacity } = resolve(params);
351
+ const { gl, sourceTexture, shadowTextures, framebuffer } = state;
352
+ if (state.cachedColor !== color) {
353
+ state.cachedRgba = parseColorRgba(state.colorCtx, color);
354
+ state.cachedColor = color;
355
+ }
356
+ gl.viewport(0, 0, width, height);
357
+ gl.activeTexture(gl.TEXTURE0);
358
+ gl.bindTexture(gl.TEXTURE_2D, sourceTexture);
359
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
360
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
361
+ if (state.width !== width || state.height !== height) {
362
+ for (const texture of shadowTextures) {
363
+ gl.bindTexture(gl.TEXTURE_2D, texture);
364
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
365
+ }
366
+ state.width = width;
367
+ state.height = height;
368
+ }
369
+ gl.bindVertexArray(state.vao);
370
+ gl.useProgram(state.extendProgram);
371
+ gl.uniform1i(state.extendSource, 0);
372
+ const distance = opacity === 0 || state.cachedRgba[3] === 0 ? 0 : Math.min(length, Math.hypot(width, height));
373
+ const steps = Math.ceil(distance);
374
+ const radians = angle % 360 * Math.PI / 180;
375
+ const stepLength = steps === 0 ? 0 : distance / steps;
376
+ let shadow = sourceTexture;
377
+ let covered = 0;
378
+ let pass = 0;
379
+ while (covered < steps) {
380
+ const extension = Math.min(covered + 1, steps - covered);
381
+ const output = shadowTextures[pass % 2];
382
+ gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
383
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, output, 0);
384
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
385
+ throw new Error("Long shadows framebuffer incomplete");
386
+ }
387
+ gl.bindTexture(gl.TEXTURE_2D, shadow);
388
+ gl.uniform2f(state.extendOffset, Math.cos(radians) * extension * stepLength / width, -Math.sin(radians) * extension * stepLength / height);
389
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
390
+ shadow = output;
391
+ covered += extension;
392
+ pass++;
393
+ }
394
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
395
+ gl.useProgram(state.compositeProgram);
396
+ gl.bindTexture(gl.TEXTURE_2D, sourceTexture);
397
+ gl.activeTexture(gl.TEXTURE1);
398
+ gl.bindTexture(gl.TEXTURE_2D, shadow);
399
+ gl.uniform1i(state.compositeSource, 0);
400
+ gl.uniform1i(state.compositeShadow, 1);
401
+ const [r, g, b, a] = state.cachedRgba;
402
+ gl.uniform4f(state.compositeColor, r / 255, g / 255, b / 255, length === 0 ? 0 : a / 255 * opacity);
403
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
404
+ gl.bindVertexArray(null);
405
+ gl.bindTexture(gl.TEXTURE_2D, null);
406
+ gl.activeTexture(gl.TEXTURE0);
407
+ gl.bindTexture(gl.TEXTURE_2D, null);
408
+ gl.useProgram(null);
409
+ },
410
+ cleanup: ({
411
+ gl,
412
+ extendProgram,
413
+ compositeProgram,
414
+ vao,
415
+ vbo,
416
+ framebuffer,
417
+ sourceTexture,
418
+ shadowTextures
419
+ }) => {
420
+ gl.deleteProgram(extendProgram);
421
+ gl.deleteProgram(compositeProgram);
422
+ gl.deleteVertexArray(vao);
423
+ gl.deleteBuffer(vbo);
424
+ gl.deleteFramebuffer(framebuffer);
425
+ gl.deleteTexture(sourceTexture);
426
+ for (const texture of shadowTextures) {
427
+ gl.deleteTexture(texture);
428
+ }
429
+ }
430
+ })
431
+ },
432
+ schema: longShadowsSchema,
433
+ validateParams: validateLongShadowsParams
434
+ });
435
+ export {
436
+ longShadows
437
+ };