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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.
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@@ -70,7 +70,7 @@ export function getElementBounds({
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mediaAsset?: MediaAsset | null;
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localTime: number;
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}): ElementBounds | null {
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if (element.type === "audio") return null;
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if (element.type === "audio" || element.type === "effect") return null;
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if ("hidden" in element && element.hidden) return null;
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const { width: canvasWidth, height: canvasHeight } = canvasSize;
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