@remotion/light-leaks 4.0.461 → 4.0.463

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.
@@ -189,7 +189,8 @@ var lightLeakSchema = {
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  default: 0,
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  description: "Hue Shift"
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  },
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- ...Internals.sequenceStyleSchema
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+ ...Internals.sequenceStyleSchema,
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+ hidden: Internals.hiddenField
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  };
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  var LightLeakInner = ({
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  seed = 0,
@@ -225,6 +226,302 @@ var LightLeakInner = ({
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  var LightLeak = Internals.wrapInSchema(LightLeakInner, lightLeakSchema);
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  LightLeak.displayName = "LightLeak";
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  Internals.addSequenceStackTraces(LightLeak);
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+ // src/light-leak-internals.ts
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+ import { Internals as Internals2 } from "remotion";
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+ var { createEffect } = Internals2;
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+ var lightLeakEffectSchema = {
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+ seed: { type: "number", default: 0, description: "Seed" },
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+ hueShift: {
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+ type: "number",
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+ min: 0,
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+ max: 360,
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+ default: 0,
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+ description: "Hue Shift"
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+ },
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+ progress: {
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+ type: "number",
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+ min: 0,
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+ max: 1,
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+ step: 0.01,
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+ default: 0,
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+ description: "Progress"
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+ }
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+ };
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+ var resolve = (p) => ({
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+ seed: p.seed ?? 0,
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+ hueShift: p.hueShift ?? 0,
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+ progress: p.progress ?? 0
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+ });
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+ var LIGHT_LEAK_VS = `#version 300 es
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+ in vec2 aPos;
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+ in vec2 aUv;
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+ out vec2 vUv;
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+ void main() {
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+ vUv = aUv;
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+ gl_Position = vec4(aPos, 0.0, 1.0);
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+ }
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+ `;
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+ var LIGHT_LEAK_FS = `#version 300 es
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+ precision highp float;
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+
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+ in vec2 vUv;
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+ out vec4 fragColor;
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+
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+ uniform sampler2D uSource;
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+ uniform float evolveProgress;
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+ uniform float retractProgress;
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+ uniform float seed;
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+ uniform float retractSeed;
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+ uniform float hueShift;
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+ uniform vec2 resolution;
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+
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+ const float Pi = 3.14159;
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+
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+ vec3 computePattern(vec2 uv, float s, float t) {
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+ vec2 p = uv * 0.8;
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+ p += vec2(sin(s * 1.61803) * 5.0, cos(s * 2.71828) * 5.0);
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+
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+ for (int i = 1; i < 5; i++) {
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+ vec2 newp = p;
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+ float fi = float(i);
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+ float phase = s * 0.7 * fi;
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+ newp.x += 0.6 / fi * cos(fi * p.y + t * 0.7 + 0.3 * fi + phase) + 20.0;
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+ newp.y += 0.6 / fi * cos(fi * p.x + t * 0.7 + 0.3 * float(i + 10) + phase) - 20.0 + 15.0;
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+ p = newp;
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+ }
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+
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+ float v1 = 0.5 * sin(2.0 * p.x) + 0.5;
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+ float v2 = 0.5 * sin(2.0 * p.y) + 0.5;
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+ float blend = sin(p.x + p.y) * 0.5 + 0.5;
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+ float brightness = v1 * 0.5 + v2 * 0.5;
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+ float patternValue = brightness * 0.6 + blend * 0.4;
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+
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+ return vec3(brightness, blend, patternValue);
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+ }
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+
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+ void main() {
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+ float refScale = 1.92;
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+ vec2 uv = (gl_FragCoord.xy / resolution) * vec2(refScale, refScale * resolution.y / resolution.x);
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+
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+ vec3 patA = computePattern(uv, seed, evolveProgress * Pi);
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+ float threshA = 1.0 - evolveProgress;
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+ float revealAlpha = smoothstep(threshA, threshA + 0.3, patA.z);
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+
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+ vec2 maxUv = vec2(refScale, refScale * resolution.y / resolution.x);
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+ vec2 retractUv = maxUv - uv;
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+ vec3 patB = computePattern(retractUv, retractSeed, retractProgress * Pi);
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+ float threshB = 1.0 - retractProgress;
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+ float eraseAlpha = smoothstep(threshB, threshB + 0.3, patB.z);
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+
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+ float alpha = revealAlpha * (1.0 - eraseAlpha);
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+
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+ vec3 yellow = vec3(1.0, 0.85, 0.2);
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+ vec3 orange = vec3(1.0, 0.5, 0.05);
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+ vec3 col = mix(yellow, orange, patA.y);
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+ col *= 0.6 + 0.6 * patA.x;
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+
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+ float angle = hueShift * Pi / 180.0;
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+ float cosA = cos(angle);
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+ float sinA = sin(angle);
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+ mat3 hueRot = mat3(
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+ cosA + (1.0 - cosA) / 3.0,
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+ (1.0 - cosA) / 3.0 - sinA * 0.57735,
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+ (1.0 - cosA) / 3.0 + sinA * 0.57735,
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+ (1.0 - cosA) / 3.0 + sinA * 0.57735,
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+ cosA + (1.0 - cosA) / 3.0,
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+ (1.0 - cosA) / 3.0 - sinA * 0.57735,
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+ (1.0 - cosA) / 3.0 - sinA * 0.57735,
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+ (1.0 - cosA) / 3.0 + sinA * 0.57735,
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+ cosA + (1.0 - cosA) / 3.0
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+ );
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+ col = clamp(hueRot * col, 0.0, 1.0);
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+
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+ vec4 src = texture(uSource, vUv);
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+ vec4 leakPm = vec4(col * alpha, alpha);
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+ fragColor = leakPm + src * (1.0 - alpha);
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+ }
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+ `;
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+ var compileShader = (gl, type, source) => {
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+ const shader = gl.createShader(type);
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+ if (!shader) {
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+ throw new Error("Failed to create WebGL shader");
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+ }
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+ gl.shaderSource(shader, source);
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+ gl.compileShader(shader);
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+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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+ const log = gl.getShaderInfoLog(shader);
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+ gl.deleteShader(shader);
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+ throw new Error(`Light leak shader compile failed: ${log ?? "(no log)"}`);
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+ }
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+ return shader;
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+ };
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+ var linkProgram = (gl, vs, fs) => {
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+ const program = gl.createProgram();
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+ if (!program) {
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+ throw new Error("Failed to create WebGL program");
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+ }
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+ gl.attachShader(program, vs);
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+ gl.attachShader(program, fs);
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+ gl.linkProgram(program);
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+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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+ const log = gl.getProgramInfoLog(program);
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+ gl.deleteProgram(program);
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+ throw new Error(`Light leak program link failed: ${log ?? "(no log)"}`);
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+ }
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+ return program;
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+ };
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+ var lightLeak = createEffect({
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+ type: "remotion/light-leak",
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+ label: "Light leak",
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+ backend: "webgl2",
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+ calculateKey: (params) => {
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+ const r = resolve(params);
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+ return `light-leak-${r.seed}-${r.hueShift}-${r.progress}`;
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+ },
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+ setup: (target) => {
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+ const gl = target.getContext("webgl2", {
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+ premultipliedAlpha: true,
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+ alpha: true,
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+ preserveDrawingBuffer: true
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+ });
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+ if (!gl) {
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+ throw new Error("Failed to acquire WebGL2 context for light leak effect");
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+ }
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+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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+ const vs = compileShader(gl, gl.VERTEX_SHADER, LIGHT_LEAK_VS);
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+ const fs = compileShader(gl, gl.FRAGMENT_SHADER, LIGHT_LEAK_FS);
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+ const program = linkProgram(gl, vs, fs);
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+ gl.deleteShader(vs);
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+ gl.deleteShader(fs);
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+ const vao = gl.createVertexArray();
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+ if (!vao) {
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+ throw new Error("Failed to create WebGL vertex array");
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+ }
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+ gl.bindVertexArray(vao);
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+ const data = new Float32Array([
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+ -1,
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+ -1,
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+ 0,
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+ 0,
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+ 1,
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+ -1,
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+ 1,
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+ 0,
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+ -1,
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+ 1,
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+ 0,
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+ 1,
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+ 1,
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+ 1,
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+ 1,
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+ 1
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+ ]);
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+ const vbo = gl.createBuffer();
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+ if (!vbo) {
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+ throw new Error("Failed to create WebGL buffer");
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+ }
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+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
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+ const aPos = gl.getAttribLocation(program, "aPos");
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+ const aUv = gl.getAttribLocation(program, "aUv");
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+ gl.enableVertexAttribArray(aPos);
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+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
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+ gl.enableVertexAttribArray(aUv);
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+ gl.vertexAttribPointer(aUv, 2, gl.FLOAT, false, 16, 8);
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+ gl.bindVertexArray(null);
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+ const texture = gl.createTexture();
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+ if (!texture) {
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+ throw new Error("Failed to create WebGL texture");
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+ }
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+ gl.bindTexture(gl.TEXTURE_2D, texture);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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+ gl.bindTexture(gl.TEXTURE_2D, null);
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+ return {
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+ gl,
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+ program,
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+ vao,
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+ vbo,
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+ texture,
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+ uSource: gl.getUniformLocation(program, "uSource"),
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+ uEvolveProgress: gl.getUniformLocation(program, "evolveProgress"),
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+ uRetractProgress: gl.getUniformLocation(program, "retractProgress"),
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+ uSeed: gl.getUniformLocation(program, "seed"),
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+ uRetractSeed: gl.getUniformLocation(program, "retractSeed"),
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+ uHueShift: gl.getUniformLocation(program, "hueShift"),
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+ uResolution: gl.getUniformLocation(program, "resolution")
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+ };
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+ },
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+ apply: ({ source, width, height, params, state }) => {
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+ const r = resolve(params);
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+ if (typeof r.seed !== "number" || !Number.isFinite(r.seed)) {
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+ throw new TypeError(`"seed" must be a finite number, but got ${JSON.stringify(r.seed)}`);
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+ }
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+ if (typeof r.hueShift !== "number" || !Number.isFinite(r.hueShift)) {
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+ throw new TypeError(`"hueShift" must be a finite number, but got ${JSON.stringify(r.hueShift)}`);
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+ }
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+ if (r.hueShift < 0 || r.hueShift > 360) {
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+ throw new RangeError(`"hueShift" must be between 0 and 360, but got ${r.hueShift}`);
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+ }
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+ const normalized = Math.min(1, Math.max(0, r.progress));
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+ const evolveProgress = Math.min(1, normalized * 2);
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+ const retractProgress = Math.max(0, normalized * 2 - 1);
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+ const {
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+ gl,
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+ program,
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+ vao,
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+ texture,
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+ uSource,
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+ uEvolveProgress,
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+ uRetractProgress,
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+ uSeed,
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+ uRetractSeed,
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+ uHueShift,
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+ uResolution
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+ } = state;
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+ gl.viewport(0, 0, width, height);
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+ gl.clearColor(0, 0, 0, 0);
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+ gl.clear(gl.COLOR_BUFFER_BIT);
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+ gl.useProgram(program);
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+ gl.bindVertexArray(vao);
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+ gl.activeTexture(gl.TEXTURE0);
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+ gl.bindTexture(gl.TEXTURE_2D, texture);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
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+ if (uSource)
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+ gl.uniform1i(uSource, 0);
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+ if (uEvolveProgress)
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+ gl.uniform1f(uEvolveProgress, evolveProgress);
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+ if (uRetractProgress)
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+ gl.uniform1f(uRetractProgress, retractProgress);
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+ if (uSeed)
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+ gl.uniform1f(uSeed, r.seed);
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+ if (uRetractSeed)
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+ gl.uniform1f(uRetractSeed, r.seed + 42);
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+ if (uHueShift)
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+ gl.uniform1f(uHueShift, r.hueShift);
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+ if (uResolution)
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+ gl.uniform2f(uResolution, width, height);
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+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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+ gl.bindVertexArray(null);
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+ gl.bindTexture(gl.TEXTURE_2D, null);
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+ gl.useProgram(null);
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+ },
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+ cleanup: ({ gl, program, vao, vbo, texture }) => {
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+ gl.deleteBuffer(vbo);
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+ gl.deleteProgram(program);
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+ gl.deleteVertexArray(vao);
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+ gl.deleteTexture(texture);
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+ },
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+ schema: lightLeakEffectSchema
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+ });
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+ var LightLeakInternals = {
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+ lightLeak
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+ };
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  export {
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+ lightLeakEffectSchema,
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+ LightLeakInternals,
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  LightLeak
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  };
package/dist/index.d.ts CHANGED
@@ -1,2 +1,4 @@
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  export { LightLeak } from './LightLeak';
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  export type { LightLeakProps } from './LightLeak';
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+ export { LightLeakInternals, lightLeakEffectSchema, } from './light-leak-internals';
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+ export type { LightLeakEffectParams } from './light-leak-internals';
@@ -0,0 +1,36 @@
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+ export declare const lightLeakEffectSchema: {
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+ readonly seed: {
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+ readonly type: "number";
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+ readonly default: 0;
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+ readonly description: "Seed";
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+ };
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+ readonly hueShift: {
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+ readonly type: "number";
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+ readonly min: 0;
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+ readonly max: 360;
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+ readonly default: 0;
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+ readonly description: "Hue Shift";
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+ };
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+ readonly progress: {
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+ readonly type: "number";
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+ readonly min: 0;
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+ readonly max: 1;
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+ readonly step: 0.01;
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+ readonly default: 0;
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+ readonly description: "Progress";
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+ };
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+ };
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+ export type LightLeakEffectParams = {
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+ readonly seed?: number;
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+ readonly hueShift?: number;
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+ /** Evolve/retract phase from 0 (start) to 1 (end). */
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+ readonly progress?: number;
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+ };
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+ /**
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+ * Experimental internals for the light leak canvas effect pipeline.
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+ */
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+ export declare const LightLeakInternals: {
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+ readonly lightLeak: (params?: (LightLeakEffectParams & {
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+ readonly disabled?: boolean | undefined;
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+ }) | undefined) => import("remotion").EffectDescriptor<unknown>;
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+ };
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@remotion/light-leaks",
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- "version": "4.0.461",
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+ "version": "4.0.463",
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  "description": "Light leak effects for Remotion",
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  "main": "dist/index.js",
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  "types": "dist/index.d.ts",
@@ -8,7 +8,6 @@
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  "repository": {
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  "url": "https://github.com/remotion-dev/remotion/tree/main/packages/light-leaks"
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  },
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- "sideEffects": false,
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  "type": "module",
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  "scripts": {
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  "formatting": "oxfmt src --check",
@@ -24,7 +23,7 @@
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  "url": "https://github.com/remotion-dev/remotion/issues"
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  },
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  "dependencies": {
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- "remotion": "4.0.461",
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+ "remotion": "4.0.463",
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  "zod": "4.3.6"
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  },
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  "peerDependencies": {
@@ -42,7 +41,7 @@
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  "devDependencies": {
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  "react": "19.2.3",
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  "react-dom": "19.2.3",
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- "@remotion/eslint-config-internal": "4.0.461",
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+ "@remotion/eslint-config-internal": "4.0.463",
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  "eslint": "9.19.0",
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  "@typescript/native-preview": "7.0.0-dev.20260217.1"
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  },