@remotion/transitions 4.0.465 → 4.0.466

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.
@@ -0,0 +1,342 @@
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+ // src/html-in-canvas-presentation.tsx
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+ import { useLayoutEffect, useMemo, useRef, useState, useCallback } from "react";
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+ import {
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+ HtmlInCanvas,
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+ HTML_IN_CANVAS_UNSUPPORTED_MESSAGE,
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+ useDelayRender
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+ } from "remotion";
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+ import { AbsoluteFill, Internals } from "remotion";
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+ import { jsx } from "react/jsx-runtime";
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+ var HtmlInCanvasPresentation = ({
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+ children,
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+ onElementImage,
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+ onUnmount,
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+ presentationProgress,
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+ presentationDirection,
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+ shader,
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+ effects,
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+ passedProps,
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+ bothEnteringAndExiting
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+ }) => {
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+ if (!HtmlInCanvas.isSupported()) {
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+ throw new Error(HTML_IN_CANVAS_UNSUPPORTED_MESSAGE);
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+ }
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+ const canvasRef = useRef(null);
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+ const canvasSubtreeStyle = useMemo(() => {
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+ return {
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+ width: "100%",
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+ height: "100%",
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+ position: "absolute",
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+ top: 0,
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+ left: 0,
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+ right: 0,
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+ bottom: 0
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+ };
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+ }, []);
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+ const [offscreenCanvas] = useState(() => new OffscreenCanvas(1, 1));
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+ const passedPropsRef = useRef(passedProps);
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+ passedPropsRef.current = passedProps;
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+ const memoizedEffects = Internals.useMemoizedEffects({
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+ effects: effects ?? [],
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+ overrideId: null
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+ });
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+ const effectsRef = useRef(memoizedEffects);
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+ effectsRef.current = memoizedEffects;
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+ const [instance] = useState(() => shader(offscreenCanvas));
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+ useLayoutEffect(() => {
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+ return () => {
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+ instance.cleanup();
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+ };
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+ }, [offscreenCanvas, instance]);
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+ const chainState = Internals.useEffectChainState();
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+ const { delayRender, continueRender } = useDelayRender();
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+ const draw = useCallback(async (prevImage, nextImage, progress) => {
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+ if (!canvasRef.current) {
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+ throw new Error("Canvas not found");
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+ }
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+ const handle = delayRender("onPaint");
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+ if (!prevImage && !nextImage) {
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+ continueRender(handle);
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+ instance.clear();
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+ return;
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+ }
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+ const width = prevImage?.width ?? nextImage?.width ?? 0;
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+ const height = prevImage?.height ?? nextImage?.height ?? 0;
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+ if (width === 0 || height === 0) {
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+ continueRender(handle);
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+ instance.clear();
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+ return;
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+ }
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+ offscreenCanvas.width = width;
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+ offscreenCanvas.height = height;
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+ instance.draw({
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+ prevImage,
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+ nextImage,
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+ width,
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+ height,
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+ time: progress,
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+ passedProps: passedPropsRef.current
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+ });
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+ await Internals.runEffectChain({
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+ state: chainState.get(width, height),
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+ source: offscreenCanvas,
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+ effects: effectsRef.current ?? [],
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+ width,
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+ height,
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+ output: canvasRef.current
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+ });
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+ continueRender(handle);
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+ }, [chainState, instance, offscreenCanvas, continueRender, delayRender]);
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+ const passThrough = bothEnteringAndExiting && presentationDirection === "exiting";
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+ useLayoutEffect(() => {
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+ if (passThrough) {
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+ return;
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+ }
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+ const canvas = canvasRef.current;
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+ if (!canvas) {
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+ throw new Error("Canvas not found");
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+ }
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+ canvas.layoutSubtree = true;
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+ const onPaint = () => {
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+ const firstChild = canvas.firstChild;
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+ if (!firstChild) {
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+ return;
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+ }
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+ const elementImage = canvas.captureElementImage(firstChild);
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+ onElementImage(elementImage, draw);
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+ };
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+ canvas.addEventListener("paint", onPaint);
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+ return () => {
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+ canvas.removeEventListener("paint", onPaint);
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+ };
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+ }, [onElementImage, presentationDirection, draw, passThrough]);
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+ useLayoutEffect(() => {
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+ if (passThrough) {
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+ return;
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+ }
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+ const canvas = canvasRef.current;
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+ if (!canvas) {
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+ throw new Error("Canvas not found");
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+ }
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+ canvas.requestPaint?.();
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+ }, [presentationProgress, passThrough, memoizedEffects]);
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+ useLayoutEffect(() => {
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+ if (passThrough) {
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+ return;
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+ }
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+ return () => {
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+ onUnmount();
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+ };
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+ }, [onUnmount, passThrough]);
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+ useLayoutEffect(() => {
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+ if (passThrough) {
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+ return;
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+ }
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+ const canvas = canvasRef.current;
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+ if (!canvas) {
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+ return;
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+ }
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+ const observer = new ResizeObserver(([entry]) => {
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+ canvas.width = entry.devicePixelContentBoxSize[0].inlineSize;
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+ canvas.height = entry.devicePixelContentBoxSize[0].blockSize;
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+ });
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+ observer.observe(canvas, { box: "device-pixel-content-box" });
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+ }, [passThrough]);
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+ if (passThrough) {
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+ return children;
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+ }
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+ return /* @__PURE__ */ jsx(AbsoluteFill, {
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+ children: /* @__PURE__ */ jsx("canvas", {
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+ ref: canvasRef,
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+ style: canvasSubtreeStyle,
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+ children
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+ })
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+ });
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+ };
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+ var makeHtmlInCanvasPresentation = (shader) => {
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+ const CompWithShader = (props) => {
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+ const { passedProps, ...otherProps } = props;
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+ const { effects, ...restPassedProps } = props.passedProps;
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+ return /* @__PURE__ */ jsx(HtmlInCanvasPresentation, {
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+ shader,
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+ passedProps: restPassedProps,
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+ effects,
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+ ...otherProps
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+ });
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+ };
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+ return (props) => {
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+ return {
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+ component: CompWithShader,
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+ props
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+ };
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+ };
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+ };
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+
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+ // src/presentations/linear-blur.tsx
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+ var VERTEX_SHADER = `#version 300 es
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+ in vec2 a_pos;
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+ out vec2 v_uv;
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+ void main() {
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+ v_uv = vec2(a_pos.x * 0.5 + 0.5, 0.5 - a_pos.y * 0.5);
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+ gl_Position = vec4(a_pos, 0.0, 1.0);
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+ }`;
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+ var FRAGMENT_SHADER = `#version 300 es
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+ precision highp float;
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+
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+ uniform sampler2D u_prev;
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+ uniform sampler2D u_next;
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+ uniform float u_time;
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+ uniform float u_intensity;
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+
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+ in vec2 v_uv;
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+ out vec4 outColor;
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+
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+ const int PASSES = 6;
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+
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+ vec4 transition(vec2 uv, float progress) {
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+ vec4 c1 = vec4(0.0);
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+ vec4 c2 = vec4(0.0);
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+
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+ float disp = u_intensity * (0.5 - distance(0.5, progress));
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+ for (int xi = 0; xi < PASSES; xi++) {
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+ float x = float(xi) / float(PASSES) - 0.5;
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+ for (int yi = 0; yi < PASSES; yi++) {
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+ float y = float(yi) / float(PASSES) - 0.5;
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+ vec2 v = vec2(x, y);
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+ c1 += texture(u_prev, uv + disp * v);
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+ c2 += texture(u_next, uv + disp * v);
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+ }
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+ }
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+
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+ c1 /= float(PASSES * PASSES);
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+ c2 /= float(PASSES * PASSES);
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+ return mix(c1, c2, progress);
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+ }
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+
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+ void main() {
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+ float progress = 1.0 - u_time;
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+ outColor = transition(v_uv, progress);
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+ }`;
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+ var compileShader = (gl, source, type) => {
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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 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(`Failed to compile shader: ${log}`);
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+ }
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+ return shader;
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+ };
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+ var createProgram = (gl) => {
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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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+ const vs = compileShader(gl, VERTEX_SHADER, gl.VERTEX_SHADER);
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+ const fs = compileShader(gl, FRAGMENT_SHADER, gl.FRAGMENT_SHADER);
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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(`Failed to link program: ${log}`);
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+ }
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+ return program;
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+ };
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+ var createTexture = (gl) => {
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+ const tex = gl.createTexture();
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+ if (!tex) {
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+ throw new Error("Failed to create texture");
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+ }
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+ gl.bindTexture(gl.TEXTURE_2D, tex);
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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.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, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 0, 0]));
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+ return tex;
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+ };
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+ var linearBlurShader = (canvas) => {
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+ const gl = canvas.getContext("webgl2", { premultipliedAlpha: true });
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+ if (!gl) {
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+ throw new Error("Failed to create WebGL2 context");
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+ }
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+ const program = createProgram(gl);
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+ const prevTex = createTexture(gl);
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+ const nextTex = createTexture(gl);
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+ const vao = gl.createVertexArray();
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+ gl.bindVertexArray(vao);
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+ const buffer = gl.createBuffer();
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+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
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+ const aPos = gl.getAttribLocation(program, "a_pos");
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+ gl.enableVertexAttribArray(aPos);
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+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0);
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+ const uTime = gl.getUniformLocation(program, "u_time");
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+ const uPrev = gl.getUniformLocation(program, "u_prev");
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+ const uNext = gl.getUniformLocation(program, "u_next");
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+ const uIntensity = gl.getUniformLocation(program, "u_intensity");
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+ const cleanup = () => {
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+ gl.deleteProgram(program);
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+ gl.deleteTexture(prevTex);
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+ gl.deleteTexture(nextTex);
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+ };
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+ const clear = () => {
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+ gl.clearColor(0, 0, 0, 0);
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+ gl.clear(gl.COLOR_BUFFER_BIT);
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+ };
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+ const draw = ({
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+ prevImage,
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+ nextImage,
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+ width,
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+ height,
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+ time,
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+ passedProps
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+ }) => {
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+ const { intensity = 0.1 } = passedProps;
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+ if (!prevImage && !nextImage) {
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+ return;
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+ }
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+ if (prevImage && (prevImage.width === 0 || prevImage.height === 0)) {
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+ return;
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+ }
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+ if (nextImage && (nextImage.width === 0 || nextImage.height === 0)) {
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+ return;
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+ }
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+ const effectiveTime = !prevImage ? 0 : !nextImage ? 1 : time;
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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.activeTexture(gl.TEXTURE0);
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+ gl.bindTexture(gl.TEXTURE_2D, prevTex);
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+ if (prevImage) {
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+ gl.texElementImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, prevImage);
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+ }
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+ gl.uniform1i(uPrev, 0);
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+ gl.activeTexture(gl.TEXTURE1);
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+ gl.bindTexture(gl.TEXTURE_2D, nextTex);
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+ if (nextImage) {
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+ gl.texElementImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, nextImage);
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+ }
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+ gl.uniform1i(uNext, 1);
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+ gl.uniform1f(uTime, effectiveTime);
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+ gl.uniform1f(uIntensity, intensity);
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+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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+ };
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+ return {
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+ clear,
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+ cleanup,
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+ draw
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+ };
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+ };
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+ var linearBlur = makeHtmlInCanvasPresentation(linearBlurShader);
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+ export {
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+ linearBlurShader,
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+ linearBlur
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+ };
@@ -0,0 +1,341 @@
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+ // src/html-in-canvas-presentation.tsx
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+ import { useLayoutEffect, useMemo, useRef, useState, useCallback } from "react";
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+ import {
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+ HtmlInCanvas,
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+ HTML_IN_CANVAS_UNSUPPORTED_MESSAGE,
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+ useDelayRender
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+ } from "remotion";
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+ import { AbsoluteFill, Internals } from "remotion";
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+ import { jsx } from "react/jsx-runtime";
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+ var HtmlInCanvasPresentation = ({
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+ children,
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+ onElementImage,
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+ onUnmount,
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+ presentationProgress,
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+ presentationDirection,
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+ shader,
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+ effects,
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+ passedProps,
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+ bothEnteringAndExiting
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+ }) => {
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+ if (!HtmlInCanvas.isSupported()) {
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+ throw new Error(HTML_IN_CANVAS_UNSUPPORTED_MESSAGE);
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+ }
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+ const canvasRef = useRef(null);
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+ const canvasSubtreeStyle = useMemo(() => {
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+ return {
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+ width: "100%",
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+ height: "100%",
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+ position: "absolute",
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+ top: 0,
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+ left: 0,
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+ right: 0,
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+ bottom: 0
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+ };
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+ }, []);
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+ const [offscreenCanvas] = useState(() => new OffscreenCanvas(1, 1));
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+ const passedPropsRef = useRef(passedProps);
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+ passedPropsRef.current = passedProps;
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+ const memoizedEffects = Internals.useMemoizedEffects({
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+ effects: effects ?? [],
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+ overrideId: null
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+ });
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+ const effectsRef = useRef(memoizedEffects);
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+ effectsRef.current = memoizedEffects;
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+ const [instance] = useState(() => shader(offscreenCanvas));
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+ useLayoutEffect(() => {
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+ return () => {
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+ instance.cleanup();
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+ };
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+ }, [offscreenCanvas, instance]);
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+ const chainState = Internals.useEffectChainState();
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+ const { delayRender, continueRender } = useDelayRender();
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+ const draw = useCallback(async (prevImage, nextImage, progress) => {
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+ if (!canvasRef.current) {
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+ throw new Error("Canvas not found");
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+ }
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+ const handle = delayRender("onPaint");
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+ if (!prevImage && !nextImage) {
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+ continueRender(handle);
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+ instance.clear();
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+ return;
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+ }
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+ const width = prevImage?.width ?? nextImage?.width ?? 0;
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+ const height = prevImage?.height ?? nextImage?.height ?? 0;
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+ if (width === 0 || height === 0) {
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+ continueRender(handle);
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+ instance.clear();
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+ return;
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+ }
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+ offscreenCanvas.width = width;
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+ offscreenCanvas.height = height;
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+ instance.draw({
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+ prevImage,
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+ nextImage,
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+ width,
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+ height,
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+ time: progress,
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+ passedProps: passedPropsRef.current
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+ });
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+ await Internals.runEffectChain({
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+ state: chainState.get(width, height),
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+ source: offscreenCanvas,
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+ effects: effectsRef.current ?? [],
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+ width,
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+ height,
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+ output: canvasRef.current
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+ });
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+ continueRender(handle);
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+ }, [chainState, instance, offscreenCanvas, continueRender, delayRender]);
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+ const passThrough = bothEnteringAndExiting && presentationDirection === "exiting";
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+ useLayoutEffect(() => {
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+ if (passThrough) {
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+ return;
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+ }
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+ const canvas = canvasRef.current;
96
+ if (!canvas) {
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+ throw new Error("Canvas not found");
98
+ }
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+ canvas.layoutSubtree = true;
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+ const onPaint = () => {
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+ const firstChild = canvas.firstChild;
102
+ if (!firstChild) {
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+ return;
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+ }
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+ const elementImage = canvas.captureElementImage(firstChild);
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+ onElementImage(elementImage, draw);
107
+ };
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+ canvas.addEventListener("paint", onPaint);
109
+ return () => {
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+ canvas.removeEventListener("paint", onPaint);
111
+ };
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+ }, [onElementImage, presentationDirection, draw, passThrough]);
113
+ useLayoutEffect(() => {
114
+ if (passThrough) {
115
+ return;
116
+ }
117
+ const canvas = canvasRef.current;
118
+ if (!canvas) {
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+ throw new Error("Canvas not found");
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+ }
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+ canvas.requestPaint?.();
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+ }, [presentationProgress, passThrough, memoizedEffects]);
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+ useLayoutEffect(() => {
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+ if (passThrough) {
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+ return;
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+ }
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+ return () => {
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+ onUnmount();
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+ };
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+ }, [onUnmount, passThrough]);
131
+ useLayoutEffect(() => {
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+ if (passThrough) {
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+ return;
134
+ }
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+ const canvas = canvasRef.current;
136
+ if (!canvas) {
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+ return;
138
+ }
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+ const observer = new ResizeObserver(([entry]) => {
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+ canvas.width = entry.devicePixelContentBoxSize[0].inlineSize;
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+ canvas.height = entry.devicePixelContentBoxSize[0].blockSize;
142
+ });
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+ observer.observe(canvas, { box: "device-pixel-content-box" });
144
+ }, [passThrough]);
145
+ if (passThrough) {
146
+ return children;
147
+ }
148
+ return /* @__PURE__ */ jsx(AbsoluteFill, {
149
+ children: /* @__PURE__ */ jsx("canvas", {
150
+ ref: canvasRef,
151
+ style: canvasSubtreeStyle,
152
+ children
153
+ })
154
+ });
155
+ };
156
+ var makeHtmlInCanvasPresentation = (shader) => {
157
+ const CompWithShader = (props) => {
158
+ const { passedProps, ...otherProps } = props;
159
+ const { effects, ...restPassedProps } = props.passedProps;
160
+ return /* @__PURE__ */ jsx(HtmlInCanvasPresentation, {
161
+ shader,
162
+ passedProps: restPassedProps,
163
+ effects,
164
+ ...otherProps
165
+ });
166
+ };
167
+ return (props) => {
168
+ return {
169
+ component: CompWithShader,
170
+ props
171
+ };
172
+ };
173
+ };
174
+
175
+ // src/presentations/ripple.tsx
176
+ var DEFAULT_AMPLITUDE = 100;
177
+ var DEFAULT_SPEED = 50;
178
+ var VERTEX_SHADER = `#version 300 es
179
+ in vec2 a_pos;
180
+ out vec2 v_uv;
181
+ void main() {
182
+ v_uv = vec2(a_pos.x * 0.5 + 0.5, 0.5 - a_pos.y * 0.5);
183
+ gl_Position = vec4(a_pos, 0.0, 1.0);
184
+ }`;
185
+ var FRAGMENT_SHADER = `#version 300 es
186
+ precision highp float;
187
+
188
+ uniform sampler2D u_prev;
189
+ uniform sampler2D u_next;
190
+ uniform float u_time;
191
+ uniform float u_amplitude;
192
+ uniform float u_speed;
193
+
194
+ in vec2 v_uv;
195
+ out vec4 outColor;
196
+
197
+ vec4 transition(vec2 uv, float progress) {
198
+ vec2 dir = uv - vec2(0.5);
199
+ float dist = length(dir);
200
+ vec2 offset = dir * (sin(progress * dist * u_amplitude - progress * u_speed) + 0.5) / 30.0 * progress;
201
+ return mix(
202
+ texture(u_next, uv + offset),
203
+ texture(u_prev, uv),
204
+ smoothstep(0.2, 1.0, progress)
205
+ );
206
+ }
207
+
208
+ void main() {
209
+ // In Remotion's HTML-in-canvas convention, u_prev is bound to the incoming
210
+ // scene and u_next is bound to the outgoing scene, so the gl-transitions
211
+ // "from" → u_next and "to" → u_prev. With this binding, progress = u_time
212
+ // (no inversion) maps to the gl-transitions convention where progress = 0
213
+ // shows the outgoing scene and progress = 1 shows the incoming one.
214
+ float progress = u_time;
215
+ outColor = transition(v_uv, progress);
216
+ }`;
217
+ var compileShader = (gl, source, type) => {
218
+ const shader = gl.createShader(type);
219
+ if (!shader) {
220
+ throw new Error("Failed to create shader");
221
+ }
222
+ gl.shaderSource(shader, source);
223
+ gl.compileShader(shader);
224
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
225
+ const log = gl.getShaderInfoLog(shader);
226
+ gl.deleteShader(shader);
227
+ throw new Error(`Failed to compile shader: ${log}`);
228
+ }
229
+ return shader;
230
+ };
231
+ var createProgram = (gl) => {
232
+ const program = gl.createProgram();
233
+ if (!program) {
234
+ throw new Error("Failed to create WebGL program");
235
+ }
236
+ const vs = compileShader(gl, VERTEX_SHADER, gl.VERTEX_SHADER);
237
+ const fs = compileShader(gl, FRAGMENT_SHADER, gl.FRAGMENT_SHADER);
238
+ gl.attachShader(program, vs);
239
+ gl.attachShader(program, fs);
240
+ gl.linkProgram(program);
241
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
242
+ const log = gl.getProgramInfoLog(program);
243
+ gl.deleteProgram(program);
244
+ throw new Error(`Failed to link program: ${log}`);
245
+ }
246
+ return program;
247
+ };
248
+ var createTexture = (gl) => {
249
+ const tex = gl.createTexture();
250
+ if (!tex) {
251
+ throw new Error("Failed to create texture");
252
+ }
253
+ gl.bindTexture(gl.TEXTURE_2D, tex);
254
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
255
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
256
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
257
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
258
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 0, 0]));
259
+ return tex;
260
+ };
261
+ var rippleShader = (canvas) => {
262
+ const gl = canvas.getContext("webgl2", { premultipliedAlpha: true });
263
+ if (!gl) {
264
+ throw new Error("Failed to create WebGL2 context");
265
+ }
266
+ const program = createProgram(gl);
267
+ const prevTex = createTexture(gl);
268
+ const nextTex = createTexture(gl);
269
+ const vao = gl.createVertexArray();
270
+ gl.bindVertexArray(vao);
271
+ const buffer = gl.createBuffer();
272
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
273
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
274
+ const aPos = gl.getAttribLocation(program, "a_pos");
275
+ gl.enableVertexAttribArray(aPos);
276
+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0);
277
+ const uTime = gl.getUniformLocation(program, "u_time");
278
+ const uPrev = gl.getUniformLocation(program, "u_prev");
279
+ const uNext = gl.getUniformLocation(program, "u_next");
280
+ const uAmplitude = gl.getUniformLocation(program, "u_amplitude");
281
+ const uSpeed = gl.getUniformLocation(program, "u_speed");
282
+ const cleanup = () => {
283
+ gl.deleteProgram(program);
284
+ gl.deleteTexture(prevTex);
285
+ gl.deleteTexture(nextTex);
286
+ };
287
+ const clear = () => {
288
+ gl.clearColor(0, 0, 0, 0);
289
+ gl.clear(gl.COLOR_BUFFER_BIT);
290
+ };
291
+ const draw = ({
292
+ prevImage,
293
+ nextImage,
294
+ width,
295
+ height,
296
+ time,
297
+ passedProps
298
+ }) => {
299
+ const { amplitude = DEFAULT_AMPLITUDE, speed = DEFAULT_SPEED } = passedProps;
300
+ if (!prevImage && !nextImage) {
301
+ return;
302
+ }
303
+ if (prevImage && (prevImage.width === 0 || prevImage.height === 0)) {
304
+ return;
305
+ }
306
+ if (nextImage && (nextImage.width === 0 || nextImage.height === 0)) {
307
+ return;
308
+ }
309
+ const effectiveTime = !prevImage ? 0 : !nextImage ? 1 : time;
310
+ gl.viewport(0, 0, width, height);
311
+ gl.clearColor(0, 0, 0, 0);
312
+ gl.clear(gl.COLOR_BUFFER_BIT);
313
+ gl.useProgram(program);
314
+ gl.activeTexture(gl.TEXTURE0);
315
+ gl.bindTexture(gl.TEXTURE_2D, prevTex);
316
+ if (prevImage) {
317
+ gl.texElementImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, prevImage);
318
+ }
319
+ gl.uniform1i(uPrev, 0);
320
+ gl.activeTexture(gl.TEXTURE1);
321
+ gl.bindTexture(gl.TEXTURE_2D, nextTex);
322
+ if (nextImage) {
323
+ gl.texElementImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, nextImage);
324
+ }
325
+ gl.uniform1i(uNext, 1);
326
+ gl.uniform1f(uTime, effectiveTime);
327
+ gl.uniform1f(uAmplitude, amplitude);
328
+ gl.uniform1f(uSpeed, speed);
329
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
330
+ };
331
+ return {
332
+ clear,
333
+ cleanup,
334
+ draw
335
+ };
336
+ };
337
+ var ripple = makeHtmlInCanvasPresentation(rippleShader);
338
+ export {
339
+ rippleShader,
340
+ ripple
341
+ };