egaki 0.9.0 → 0.10.0

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 +1,303 @@
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+ // Zero-config dev server for egaki MDX videos.
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+ //
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+ // `egaki dev video.mdx` boots a Vite dev server with inline config
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+ // (configFile: false) — no package.json, vite.config.ts, or npm install
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+ // needed in the user's folder.
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+ //
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+ // Dependency resolution: when the folder has no usable node_modules, a
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+ // shim node_modules is created containing symlinks to egaki itself and
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+ // every egaki dependency (react, remotion, vite, ...) resolved from the
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+ // CLI's own installation. A plain fallback resolveId plugin is NOT enough
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+ // because Vite's dep optimizer resolves optimizeDeps.include entries with
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+ // an internal resolver (alias + vite:resolve only) that skips user
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+ // plugins — without real node_modules those includes fail and CJS deps
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+ // like safe-mdx break in the browser. The shim makes standard node
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+ // resolution work everywhere (vite:resolve, optimizer, tailwind scans).
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+ // The shim dir contains a .egaki-shim marker so it can be refreshed
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+ // idempotently and recognized as CLI-owned.
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+ //
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+ // Vite's cache dir is placed under ~/.cache/egaki/vite/<hash> so repeated
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+ // runs reuse the prebundle without polluting the user's folder further.
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+
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+ import fs from 'node:fs'
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+ import net from 'node:net'
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+ import os from 'node:os'
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+ import path from 'node:path'
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+ import crypto from 'node:crypto'
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+ import { createRequire } from 'node:module'
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+ import { fileURLToPath } from 'node:url'
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+ import type { ViteDevServer } from 'vite'
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+ import { video } from '../vite/vite-plugin.ts'
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+
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+ // Package root: this file runs from src/cli/ (dev) or dist/cli/ (published).
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+ // Going up 2 levels reaches the egaki package root either way.
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+ const __pkgRoot = path.resolve(fileURLToPath(new URL('.', import.meta.url)), '../..')
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+ const egakiRequire = createRequire(path.join(__pkgRoot, 'package.json'))
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+
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+ const SHIM_MARKER = '.egaki-shim'
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+
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+ export interface StartDevServerOptions {
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+ /** Path to an .mdx entry file, or a directory containing .mdx files.
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+ * Defaults to the current working directory (auto-discovers video.mdx
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+ * > index.mdx > first .mdx alphabetically). */
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+ entry?: string
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+ /** Fixed port. When omitted, a random free port is chosen. */
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+ port?: number
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+ /** Host to bind. Defaults to localhost. */
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+ host?: string
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+ }
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+
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+ export interface RunningDevServer {
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+ url: string
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+ port: number
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+ root: string
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+ server: ViteDevServer
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+ close: () => Promise<void>
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+ }
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+
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+ /** Find a random free TCP port by binding to port 0. */
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+ export async function findFreePort(host = '127.0.0.1'): Promise<number> {
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+ return new Promise((resolve, reject) => {
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+ const probe = net.createServer()
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+ probe.once('error', reject)
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+ probe.listen(0, host, () => {
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+ const address = probe.address() as net.AddressInfo
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+ probe.close(() => resolve(address.port))
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+ })
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+ })
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+ }
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+
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+ /** Locate the real directory of a package installed in egaki's own tree.
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+ * Tries pkg/package.json first (works for most packages), then falls
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+ * back to resolving the main entry and walking up to the package root
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+ * (for packages whose exports map hides ./package.json). */
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+ function packageDirFromEgaki(pkg: string): string | undefined {
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+ try {
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+ return path.dirname(fs.realpathSync(egakiRequire.resolve(`${pkg}/package.json`)))
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+ } catch {
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+ // Fall through to entry-based lookup
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+ }
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+ try {
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+ let dir = path.dirname(fs.realpathSync(egakiRequire.resolve(pkg)))
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+ while (true) {
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+ const pkgJsonPath = path.join(dir, 'package.json')
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+ if (fs.existsSync(pkgJsonPath)) {
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+ const name = JSON.parse(fs.readFileSync(pkgJsonPath, 'utf-8')).name
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+ if (name === pkg) return dir
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+ }
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+ const parent = path.dirname(dir)
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+ if (parent === dir) return undefined
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+ dir = parent
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+ }
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+ } catch {
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+ return undefined
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+ }
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+ }
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+
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+ /** All packages the shim should link: egaki itself plus every dependency
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+ * and (present) optional/peer dependency of the egaki package. */
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+ function shimPackageDirs(): Map<string, string> {
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+ const pkgJson = JSON.parse(
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+ fs.readFileSync(path.join(__pkgRoot, 'package.json'), 'utf-8'),
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+ )
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+ const names = new Set<string>([
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+ ...Object.keys(pkgJson.dependencies ?? {}),
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+ ...Object.keys(pkgJson.optionalDependencies ?? {}),
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+ ...Object.keys(pkgJson.peerDependencies ?? {}),
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+ ])
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+ const dirs = new Map<string, string>()
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+ dirs.set('egaki', fs.realpathSync(__pkgRoot))
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+ for (const name of names) {
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+ const dir = packageDirFromEgaki(name)
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+ if (dir) dirs.set(name, dir)
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+ }
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+ return dirs
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+ }
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+
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+ /** Ensure bare imports resolve from the project root.
118
+ *
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+ * - egaki already resolvable from root → real project, do nothing
120
+ * - no node_modules (or a CLI-owned shim) → (re)create the shim
121
+ * - foreign node_modules without egaki → error with guidance
122
+ */
123
+ export function ensureDependencyShim(root: string): Error | 'normal' | 'shim' {
124
+ const nodeModulesDir = path.join(root, 'node_modules')
125
+ const isShim = fs.existsSync(path.join(nodeModulesDir, SHIM_MARKER))
126
+
127
+ if (!isShim) {
128
+ // Walk up from root looking for node_modules/egaki — a plain fs walk
129
+ // instead of createRequire().resolve() because test runners (tsx,
130
+ // vitest) patch Node's resolver and make it resolve 'egaki' from the
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+ // wrong context, silently skipping shim creation.
132
+ let dir = root
133
+ while (true) {
134
+ if (fs.existsSync(path.join(dir, 'node_modules', 'egaki', 'package.json'))) {
135
+ return 'normal'
136
+ }
137
+ const parent = path.dirname(dir)
138
+ if (parent === dir) break
139
+ dir = parent
140
+ }
141
+ if (fs.existsSync(nodeModulesDir)) {
142
+ return new Error(
143
+ `${nodeModulesDir} exists but 'egaki' is not installed there.\n` +
144
+ `Either run 'npm install egaki' in ${root}, or remove node_modules ` +
145
+ `to let 'egaki dev' manage dependencies automatically.`,
146
+ )
147
+ }
148
+ }
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+
150
+ fs.mkdirSync(nodeModulesDir, { recursive: true })
151
+ fs.writeFileSync(
152
+ path.join(nodeModulesDir, SHIM_MARKER),
153
+ 'This node_modules was generated by `egaki dev`. Safe to delete.\n',
154
+ )
155
+ for (const [name, targetDir] of shimPackageDirs()) {
156
+ const linkPath = path.join(nodeModulesDir, name)
157
+ fs.mkdirSync(path.dirname(linkPath), { recursive: true })
158
+ const existing = fs.lstatSync(linkPath, { throwIfNoEntry: false })
159
+ if (existing) {
160
+ if (!existing.isSymbolicLink()) continue
161
+ if (fs.readlinkSync(linkPath) === targetDir) continue
162
+ fs.unlinkSync(linkPath)
163
+ }
164
+ fs.symlinkSync(targetDir, linkPath, 'dir')
165
+ }
166
+ return 'shim'
167
+ }
168
+
169
+ /** Walk up from a real path and collect the parent of every ancestor
170
+ * directory named node_modules. These parents are safe fs.allow roots
171
+ * that cover hoisted/pnpm-store dependency locations. */
172
+ function nodeModulesAncestorRoots(realPath: string): string[] {
173
+ const roots: string[] = []
174
+ let dir = realPath
175
+ while (true) {
176
+ const parent = path.dirname(dir)
177
+ if (parent === dir) break
178
+ if (path.basename(dir) === 'node_modules') roots.push(parent)
179
+ dir = parent
180
+ }
181
+ return roots
182
+ }
183
+
184
+ /** Compute fs.allow roots so Vite can serve framework + dependency files
185
+ * that live outside the user's project root (in the CLI's install tree). */
186
+ function computeFsAllow(root: string): string[] {
187
+ const allow = new Set<string>([root])
188
+ const probes = [path.join(__pkgRoot, 'package.json')]
189
+ for (const id of ['react', 'react-dom', 'remotion', 'vite', 'spiceflow']) {
190
+ try {
191
+ probes.push(egakiRequire.resolve(id))
192
+ } catch {
193
+ // Probe missing: skip
194
+ }
195
+ }
196
+ for (const probe of probes) {
197
+ try {
198
+ const real = fs.realpathSync(probe)
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+ allow.add(path.dirname(real))
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+ for (const ancestorRoot of nodeModulesAncestorRoots(real)) {
201
+ allow.add(ancestorRoot)
202
+ }
203
+ } catch {
204
+ // Probe missing: skip
205
+ }
206
+ }
207
+ allow.add(fs.realpathSync(__pkgRoot))
208
+ return [...allow]
209
+ }
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+
211
+ /** Resolve the entry option to { root, entryFile }.
212
+ * Accepts a file path, a directory, or nothing (cwd). */
213
+ function resolveEntry(entry: string | undefined): Error | { root: string; entryFile?: string } {
214
+ const target = path.resolve(process.cwd(), entry ?? '.')
215
+ if (!fs.existsSync(target)) {
216
+ return new Error(`entry not found: ${target}`)
217
+ }
218
+ const stat = fs.statSync(target)
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+ if (stat.isDirectory()) {
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+ const hasMdx = fs
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+ .readdirSync(target)
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+ .some((name) => name.endsWith('.mdx'))
223
+ if (!hasMdx) {
224
+ return new Error(
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+ `no .mdx files found in ${target}\nCreate a video.mdx file or pass one explicitly: egaki dev path/to/video.mdx`,
226
+ )
227
+ }
228
+ return { root: target }
229
+ }
230
+ if (!/\.mdx$/.test(target)) {
231
+ return new Error(`entry must be an .mdx file or a directory, got: ${target}`)
232
+ }
233
+ return { root: path.dirname(target), entryFile: target }
234
+ }
235
+
236
+ /** Warm up the server: the very first request can 500 transiently while
237
+ * the dep optimizer discovers new deps and reloads the ssr program (a
238
+ * browser recovers via auto-reload, but agents/tests hit the URL once).
239
+ * Retry until the page serves 200 so the returned URL is ready to use. */
240
+ async function warmUp(url: string, timeoutMs: number): Promise<void> {
241
+ const deadline = Date.now() + timeoutMs
242
+ while (Date.now() < deadline) {
243
+ try {
244
+ const response = await fetch(url)
245
+ if (response.ok) return
246
+ } catch {
247
+ // Server not accepting connections yet
248
+ }
249
+ await new Promise((resolve) => setTimeout(resolve, 300))
250
+ }
251
+ console.warn(`[egaki] dev server warmup did not reach 200 within ${timeoutMs}ms`)
252
+ }
253
+
254
+ /** Start the zero-config dev server. Returns Error | RunningDevServer. */
255
+ export async function startDevServer(
256
+ options: StartDevServerOptions = {},
257
+ ): Promise<Error | RunningDevServer> {
258
+ const entryResult = resolveEntry(options.entry)
259
+ if (entryResult instanceof Error) return entryResult
260
+ const { root, entryFile } = entryResult
261
+
262
+ const shimResult = ensureDependencyShim(root)
263
+ if (shimResult instanceof Error) return shimResult
264
+
265
+ const host = options.host ?? 'localhost'
266
+ const port = options.port ?? (await findFreePort())
267
+
268
+ const rootHash = crypto.createHash('sha256').update(root).digest('hex').slice(0, 12)
269
+ const cacheDir = path.join(os.homedir(), '.cache', 'egaki', 'vite', rootHash)
270
+
271
+ const { createServer } = await import('vite')
272
+
273
+ const server = await createServer({
274
+ configFile: false,
275
+ root,
276
+ cacheDir,
277
+ plugins: [video(entryFile ? { entry: entryFile } : undefined)],
278
+ resolve: {
279
+ dedupe: ['react', 'react-dom', 'remotion', '@remotion/player', '@remotion/media'],
280
+ },
281
+ server: {
282
+ port,
283
+ strictPort: true,
284
+ host,
285
+ fs: {
286
+ allow: computeFsAllow(root),
287
+ },
288
+ },
289
+ })
290
+
291
+ await server.listen()
292
+
293
+ const url = `http://${host}:${port}/`
294
+ await warmUp(url, 60_000)
295
+
296
+ return {
297
+ url,
298
+ port,
299
+ root,
300
+ server,
301
+ close: () => server.close(),
302
+ }
303
+ }
@@ -11,7 +11,10 @@
11
11
  * intersection → plane-local UV → sample DOM texture
12
12
  *
13
13
  * The intersection distance gives true per-pixel depth, which drives:
14
- * - bokeh blur (poisson-disc, radius grows with distance from focus)
14
+ * - bokeh blur (sparse 6-blade hex iris, radius grows with distance from
15
+ * focus — fewer taps so the aperture shape reads as hard disks instead
16
+ * of smoothing into a gaussian)
17
+ * - chromatic aberration (radial R/B split, stronger in the bokeh)
15
18
  * - fog toward backgroundColor (like the original Three.js plugin's
16
19
  * scene fog, unframer-private/plugin-angled-screen BokehPass setup)
17
20
  * - film grain (from the plugin's filmGrainShader, u_time-seeded)
@@ -113,6 +116,11 @@ export interface AngledScreenProps {
113
116
  fog?: number
114
117
  /** Film grain intensity. Default 0.02. */
115
118
  grainIntensity?: number
119
+ /** Chromatic aberration strength. RGB channels separate along the radial
120
+ * axis from frame center, scaled up by local blur so fringing reads
121
+ * strongest in the bokeh (like real lens CA on the reference photos).
122
+ * 0 = off. Default 0.45. */
123
+ chromaticAberration?: number
116
124
 
117
125
  /** Background color behind the tilted screen. Default '#000000'. */
118
126
  backgroundColor?: string
@@ -159,6 +167,7 @@ uniform float u_focusDist; // focus distance in px along the ray
159
167
  uniform float u_aspect; // width / height, for circular bokeh
160
168
  uniform float u_fog;
161
169
  uniform float u_grain;
170
+ uniform float u_ca; // chromatic aberration strength
162
171
  uniform vec4 u_background;
163
172
  uniform float u_debug;
164
173
  uniform float u_time;
@@ -170,21 +179,26 @@ float rand(vec2 co) {
170
179
  return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
171
180
  }
172
181
 
173
- // Three.js BokehShader ring kernel (Martins Upitis lens blur):
174
- // 16 taps at radius 1.0, 8 at 0.9, 8 at 0.7, 8 at 0.4, plus center = 41.
175
- const vec2 RING1[16] = vec2[](
176
- vec2(0.0, 0.4), vec2(0.15, 0.37), vec2(0.29, 0.29), vec2(-0.37, 0.15),
177
- vec2(0.40, 0.0), vec2(0.37, -0.15), vec2(0.29, -0.29), vec2(-0.15, -0.37),
178
- vec2(0.0, -0.4), vec2(-0.15, 0.37), vec2(-0.29, 0.29), vec2(0.37, 0.15),
179
- vec2(-0.4, 0.0), vec2(-0.37, -0.15), vec2(-0.29, -0.29), vec2(0.15, -0.37)
182
+ // Sparse 6-blade hexagonal iris. Far fewer taps than the 41-sample Martins
183
+ // Upitis kernel so the aperture SHAPE reads as discrete hex disks instead of
184
+ // smoothing into a gaussian. Outer ring is weighted heavier so bright points
185
+ // form hard-edged bokeh blobs (the look of real lens DOF on the refs).
186
+ // Unit circle coords at radius 1.0 / 0.55.
187
+ const vec2 HEX_OUTER[6] = vec2[](
188
+ vec2( 1.0000, 0.0000),
189
+ vec2( 0.5000, 0.8660),
190
+ vec2(-0.5000, 0.8660),
191
+ vec2(-1.0000, 0.0000),
192
+ vec2(-0.5000, -0.8660),
193
+ vec2( 0.5000, -0.8660)
180
194
  );
181
- const vec2 RING9[8] = vec2[](
182
- vec2(0.15, 0.37), vec2(-0.37, 0.15), vec2(0.37, -0.15), vec2(-0.15, -0.37),
183
- vec2(-0.15, 0.37), vec2(0.37, 0.15), vec2(-0.37, -0.15), vec2(0.15, -0.37)
184
- );
185
- const vec2 RING7[8] = vec2[](
186
- vec2(0.29, 0.29), vec2(0.40, 0.0), vec2(0.29, -0.29), vec2(0.0, -0.4),
187
- vec2(-0.29, 0.29), vec2(-0.4, 0.0), vec2(-0.29, -0.29), vec2(0.0, 0.4)
195
+ const vec2 HEX_MID[6] = vec2[](
196
+ vec2( 0.5500, 0.0000),
197
+ vec2( 0.2750, 0.4763),
198
+ vec2(-0.2750, 0.4763),
199
+ vec2(-0.5500, 0.0000),
200
+ vec2(-0.2750, -0.4763),
201
+ vec2( 0.2750, -0.4763)
188
202
  );
189
203
 
190
204
  // Intersect the camera ray through screen uv suv with the tilted plane.
@@ -219,6 +233,17 @@ vec4 sampleScene(vec2 suv) {
219
233
  return mix(u_background, c, coverage);
220
234
  }
221
235
 
236
+ // Per-channel sample with chromatic aberration: R and B pull apart along
237
+ // the radial axis from frame center (classic lens CA purple/cyan fringing).
238
+ vec4 sampleSceneCA(vec2 suv, vec2 caOffset) {
239
+ float r = sampleScene(suv + caOffset).r;
240
+ float g = sampleScene(suv).g;
241
+ float b = sampleScene(suv - caOffset).b;
242
+ // Coverage/alpha from the green (unshifted) sample keeps silhouette stable.
243
+ vec4 mid = sampleScene(suv);
244
+ return vec4(r, g, b, mid.a);
245
+ }
246
+
222
247
  void main() {
223
248
  vec4 bg = u_background;
224
249
 
@@ -243,27 +268,41 @@ void main() {
243
268
  // stays tack sharp. Background pixels (no hit) count as far away, so the
244
269
  // plane silhouette melts softly where it is out of focus.
245
270
  float factor = hit ? max(t - u_focusDist, 0.0) / u_perspective : 1.0;
246
- vec2 dofblur = vec2(clamp(factor * u_aperture, 0.0, u_maxblur)) * u_bokehEnabled;
271
+ float blurAmt = clamp(factor * u_aperture, 0.0, u_maxblur) * u_bokehEnabled;
272
+ vec2 dofblur = vec2(blurAmt);
247
273
 
248
274
  vec2 aspectcorrect = vec2(1.0, u_aspect);
249
- vec2 dofblur9 = dofblur * 0.9;
250
- vec2 dofblur7 = dofblur * 0.7;
251
- vec2 dofblur4 = dofblur * 0.4;
252
275
 
253
- vec4 col = sampleScene(v_uv);
254
- for (int i = 0; i < 16; i++) {
255
- col += sampleScene(v_uv + RING1[i] * aspectcorrect * dofblur);
256
- }
257
- for (int i = 0; i < 8; i++) {
258
- col += sampleScene(v_uv + RING9[i] * aspectcorrect * dofblur9);
259
- }
260
- for (int i = 0; i < 8; i++) {
261
- col += sampleScene(v_uv + RING7[i] * aspectcorrect * dofblur7);
276
+ // Radial CA direction from frame center. Strength grows with local blur so
277
+ // sharp regions stay clean and only the bokeh fringes with purple/cyan.
278
+ vec2 fromCenter = v_uv - 0.5;
279
+ float radial = length(fromCenter);
280
+ vec2 caDir = radial > 1e-5 ? fromCenter / radial : vec2(1.0, 0.0);
281
+ // Base fringe + blur-scaled fringe. u_ca ~0.45 reads like a real lens on
282
+ // the reference photos without turning the whole frame into a prism.
283
+ float caAmt = u_ca * (0.0015 + blurAmt * 0.55);
284
+ vec2 caOffset = caDir * caAmt * aspectcorrect;
285
+
286
+ // Sparse hex gather. Outer ring weight 2.0 so the 6-blade iris is visible
287
+ // as hard bokeh disks; mid ring 1.0 fills the disk; center 1.0 anchors.
288
+ // Total weight = 6*2 + 6*1 + 1 = 19.
289
+ const float W_OUTER = 2.0;
290
+ const float W_MID = 1.0;
291
+ const float W_CENTER = 1.0;
292
+ vec4 col = sampleSceneCA(v_uv, caOffset) * W_CENTER;
293
+ for (int i = 0; i < 6; i++) {
294
+ col += sampleSceneCA(v_uv + HEX_OUTER[i] * aspectcorrect * dofblur, caOffset) * W_OUTER;
262
295
  }
263
- for (int i = 0; i < 8; i++) {
264
- col += sampleScene(v_uv + RING7[i] * aspectcorrect * dofblur4);
296
+ for (int i = 0; i < 6; i++) {
297
+ col += sampleSceneCA(v_uv + HEX_MID[i] * aspectcorrect * dofblur, caOffset) * W_MID;
265
298
  }
266
- col /= 41.0;
299
+ col /= (6.0 * W_OUTER + 6.0 * W_MID + W_CENTER);
300
+
301
+ // Mild highlight bias: bright samples punch through more (classic optical
302
+ // bokeh where speculars form bright disks instead of averaging down).
303
+ // Applied as a soft lift so it doesn't blow whites on already-bright UI.
304
+ float luma = dot(col.rgb, vec3(0.299, 0.587, 0.114));
305
+ col.rgb += col.rgb * blurAmt * 1.8 * smoothstep(0.55, 0.95, luma);
267
306
 
268
307
  // Fog toward background with depth (plugin's THREE.Fog equivalent)
269
308
  col.rgb = mix(col.rgb, bg.rgb, u_fog * depth01 * (hit ? 1.0 : 0.0));
@@ -305,6 +344,7 @@ const UNIFORM_NAMES = [
305
344
  'u_aspect',
306
345
  'u_fog',
307
346
  'u_grain',
347
+ 'u_ca',
308
348
  'u_background',
309
349
  'u_debug',
310
350
  'u_time',
@@ -393,13 +433,19 @@ export function AngledScreen(props: AngledScreenProps) {
393
433
  step: 0.01,
394
434
  },
395
435
  fog: { value: props.fog ?? 0.35, min: 0, max: 1, step: 0.01 },
396
- grainIntensity: { value: props.grainIntensity ?? 0.02, min: 0, max: 0.2, step: 0.005 },
436
+ grainIntensity: { value: props.grainIntensity ?? 0.02, min: 0, max: 0.3, step: 0.005 },
437
+ chromaticAberration: {
438
+ value: props.chromaticAberration ?? 0.45,
439
+ min: 0,
440
+ max: 2,
441
+ step: 0.01,
442
+ },
397
443
  backgroundColor: props.backgroundColor ?? '#000000',
398
444
  debug: props.debug ?? false,
399
445
  })
400
446
 
401
447
  const { perspective, rotateX, rotateY, rotateZ, translateX, translateZ } = tp
402
- const { aperture, maxBlur, focus, fog, grainIntensity } = tp
448
+ const { aperture, maxBlur, focus, fog, grainIntensity, chromaticAberration } = tp
403
449
  const { bokeh, debug, backgroundColor } = tp
404
450
  const time = frame / fps
405
451
 
@@ -557,6 +603,7 @@ export function AngledScreen(props: AngledScreenProps) {
557
603
  if (locs.u_aspect) gl.uniform1f(locs.u_aspect, compW / compH)
558
604
  if (locs.u_fog) gl.uniform1f(locs.u_fog, fog)
559
605
  if (locs.u_grain) gl.uniform1f(locs.u_grain, grainIntensity)
606
+ if (locs.u_ca) gl.uniform1f(locs.u_ca, chromaticAberration)
560
607
  if (locs.u_background) gl.uniform4fv(locs.u_background, parseHexColor(backgroundColor))
561
608
  if (locs.u_debug) gl.uniform1f(locs.u_debug, debug ? 1 : 0)
562
609
  if (locs.u_time) gl.uniform1f(locs.u_time, time)
@@ -594,7 +641,7 @@ export function AngledScreen(props: AngledScreenProps) {
594
641
  },
595
642
  [
596
643
  compW, compH, perspective, rotateX, rotateY, rotateZ, translateX, translateZ,
597
- bokeh, aperture, maxBlur, focus, fog, grainIntensity,
644
+ bokeh, aperture, maxBlur, focus, fog, grainIntensity, chromaticAberration,
598
645
  backgroundColor, debug, time,
599
646
  ],
600
647
  )