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
@@ -0,0 +1,25 @@
precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_sigma;
uniform vec2 u_direction;
varying vec2 v_texCoord;
void main() {
vec2 texelSize = 1.0 / u_resolution;
vec4 color = vec4(0.0);
float totalWeight = 0.0;
// step=1 texel — scaling step size instead causes discrete ghosting artifacts
for (int i = -30; i <= 30; i++) {
float fi = float(i);
float weight = exp(-(fi * fi) / (2.0 * u_sigma * u_sigma));
color += texture2D(u_texture, v_texCoord + texelSize * u_direction * fi) * weight;
totalWeight += weight;
}
gl_FragColor = color / totalWeight;
}
@@ -0,0 +1,50 @@
import type { EffectDefinition } from "@/types/effects";
import blurFragmentShader from "./blur.frag.glsl";
export const blurEffectDefinition: EffectDefinition = {
type: "blur",
name: "Blur",
keywords: ["blur", "soft", "defocus"],
params: [
{
key: "intensity",
label: "Intensity",
type: "number",
default: 15,
min: 0,
max: 100,
step: 1,
},
],
renderer: {
type: "webgl",
passes: [
{
fragmentShader: blurFragmentShader,
uniforms: ({ effectParams }) => {
const intensity =
typeof effectParams.intensity === "number"
? effectParams.intensity
: Number.parseFloat(String(effectParams.intensity));
return {
u_sigma: Math.max(intensity / 5, 0.001),
u_direction: [1, 0],
};
},
},
{
fragmentShader: blurFragmentShader,
uniforms: ({ effectParams }) => {
const intensity =
typeof effectParams.intensity === "number"
? effectParams.intensity
: Number.parseFloat(String(effectParams.intensity));
return {
u_sigma: Math.max(intensity / 5, 0.001),
u_direction: [0, 1],
};
},
},
],
},
};
@@ -0,0 +1,13 @@
import { hasEffect, registerEffect } from "../registry";
import { blurEffectDefinition } from "./blur";
const defaultEffects = [blurEffectDefinition];
export function registerDefaultEffects(): void {
for (const definition of defaultEffects) {
if (hasEffect({ effectType: definition.type })) {
continue;
}
registerEffect({ definition });
}
}
@@ -0,0 +1,7 @@
attribute vec2 a_position;
varying vec2 v_texCoord;
void main() {
v_texCoord = a_position * 0.5 + 0.5;
gl_Position = vec4(a_position, 0.0, 1.0);
}
+34
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@@ -0,0 +1,34 @@
import { generateUUID } from "@/utils/id";
import { getEffect } from "./registry";
import type { Effect, EffectParamValues } from "@/types/effects";
import type { VisualElement } from "@/types/timeline";
export { getEffect, getAllEffects, hasEffect, registerEffect } from "./registry";
export { registerDefaultEffects } from "./definitions";
export const EFFECT_TARGET_ELEMENT_TYPES: VisualElement["type"][] = [
"video",
"image",
"text",
"sticker",
];
export function buildDefaultEffectInstance({
effectType,
}: {
effectType: string;
}): Effect {
const definition = getEffect({ effectType });
const params: EffectParamValues = {};
for (const paramDef of definition.params) {
params[paramDef.key] = paramDef.default;
}
return {
id: generateUUID(),
type: effectType,
params,
enabled: true,
};
}
+31
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@@ -0,0 +1,31 @@
import type { EffectDefinition } from "@/types/effects";
const effectDefinitions = new Map<string, EffectDefinition>();
export function registerEffect({
definition,
}: {
definition: EffectDefinition;
}): void {
effectDefinitions.set(definition.type, definition);
}
export function hasEffect({ effectType }: { effectType: string }): boolean {
return effectDefinitions.has(effectType);
}
export function getEffect({
effectType,
}: {
effectType: string;
}): EffectDefinition {
const definition = effectDefinitions.get(effectType);
if (!definition) {
throw new Error(`Unknown effect type: ${effectType}`);
}
return definition;
}
export function getAllEffects(): EffectDefinition[] {
return Array.from(effectDefinitions.values());
}