feat: introduce WebGL effects system and Blur effect

This implements the foundational architecture for video effects, starting with a multi-pass WebGL rendering pipeline and a customizable Gaussian Blur effect.

Key changes:
- WebGL Engine: Added `raw-loader` for `.glsl` shaders, multi-pass framebuffer rendering, and live offscreen canvas previews.
- Node Architecture: Replaced hardcoded background blur with `CompositeEffectNode` and added `EffectLayerNode` to apply effects to specific visual elements.
- Timeline & DND: Added a new `effect` track type. Upgraded drag-and-drop to support dropping effects directly onto the timeline. Consolidated track constants into a cleaner `TRACK_CONFIG`.
- UI/UX: Added an Effects tab in the assets panel with live previews. Added an Effect Properties panel with sliders and inputs for fine-tuning parameters.
- Data Model: Added `sourceDuration` to video and audio elements, and wrote a v8 storage migration to update existing projects to the new schema.
- Docs: Added `CHANGELOG.md` tracking v0.1.0 and v0.2.0, plus `docs/effects-renderer.md` to document the new WebGL pipeline.
This commit is contained in:
Maze Winther
2026-02-28 18:41:22 +01:00
parent a9e93471a7
commit 216e3e0c39
55 changed files with 2510 additions and 537 deletions
@@ -173,6 +173,11 @@ export class InsertElementCommand extends Command {
return false;
}
if (element.type === "effect" && !element.effectType) {
console.error("Effect element must have effectType");
return false;
}
return true;
}
@@ -49,6 +49,7 @@ export class RetimeKeyframeCommand extends Command {
}),
update: (element) => {
const boundedTime = Math.max(0, Math.min(this.nextTime, element.duration));
if (!Number.isFinite(boundedTime)) return element;
return {
...element,
animations: retimeElementKeyframe({