feat: masks, properties refactor, shaders, storage migrations, and more

This commit is contained in:
Maze Winther
2026-03-29 15:48:22 +02:00
parent 39ea298a9c
commit 8db3bead13
690 changed files with 35618 additions and 7337 deletions
@@ -3,6 +3,7 @@ precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_sigma;
uniform float u_step;
uniform vec2 u_direction;
varying vec2 v_texCoord;
@@ -13,13 +14,12 @@ void main() {
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;
float pos = float(i) * u_step;
float weight = exp(-(pos * pos) / (2.0 * u_sigma * u_sigma));
color += texture2D(u_texture, v_texCoord + texelSize * u_direction * pos) * weight;
totalWeight += weight;
}
gl_FragColor = color / totalWeight;
}
}
+86 -23
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@@ -1,6 +1,72 @@
import type { EffectDefinition } from "@/types/effects";
import type { EffectDefinition, ResolvedEffectPass } from "@/lib/effects/types";
import blurFragmentShader from "./blur.frag.glsl";
const MAX_SINGLE_PASS_SIGMA = 10;
const MAX_STEP = 4;
const MAX_EFFECTIVE_SIGMA = MAX_SINGLE_PASS_SIGMA * MAX_STEP;
const MAX_ITERATIONS = 8;
/**
* Builds multi-pass gaussian blur passes for a given sigma.
* Shared by the blur effect and background blur — they each
* compute their own sigma from their own intensity scale.
*/
export function buildGaussianBlurPasses({
sigmaX,
sigmaY,
}: {
sigmaX: number;
sigmaY: number;
}): ResolvedEffectPass[] {
const maxSigma = Math.max(sigmaX, sigmaY);
if (maxSigma < 0.001) return [];
const iterations = Math.min(
MAX_ITERATIONS,
Math.max(
1,
Math.ceil(
(maxSigma * maxSigma) /
(MAX_EFFECTIVE_SIGMA * MAX_EFFECTIVE_SIGMA),
),
),
);
const perPassSigmaX = sigmaX / Math.sqrt(iterations);
const perPassSigmaY = sigmaY / Math.sqrt(iterations);
const stepX = Math.max(1, perPassSigmaX / MAX_SINGLE_PASS_SIGMA);
const stepY = Math.max(1, perPassSigmaY / MAX_SINGLE_PASS_SIGMA);
const passes: ResolvedEffectPass[] = [];
for (let i = 0; i < iterations; i++) {
passes.push({
fragmentShader: blurFragmentShader,
uniforms: {
u_sigma: perPassSigmaX,
u_step: stepX,
u_direction: [1, 0],
},
});
passes.push({
fragmentShader: blurFragmentShader,
uniforms: {
u_sigma: perPassSigmaY,
u_step: stepY,
u_direction: [0, 1],
},
});
}
return passes;
}
function intensityToSigma(intensity: number, resolution: number, reference: number): number {
return (intensity / 5) * (resolution / reference);
}
function parseIntensity(effectParams: Record<string, unknown>): number {
const raw = effectParams.intensity;
return typeof raw === "number" ? raw : Number.parseFloat(String(raw));
}
export const blurEffectDefinition: EffectDefinition = {
type: "blur",
name: "Blur",
@@ -19,32 +85,29 @@ export const blurEffectDefinition: EffectDefinition = {
renderer: {
type: "webgl",
passes: [
{
fragmentShader: blurFragmentShader,
uniforms: ({ effectParams, width }) => {
const intensity =
typeof effectParams.intensity === "number"
? effectParams.intensity
: Number.parseFloat(String(effectParams.intensity));
return {
u_sigma: Math.max((intensity / 5) * (width / 1920), 0.001),
{
fragmentShader: blurFragmentShader,
uniforms: ({ effectParams, width }) => ({
u_sigma: Math.max(intensityToSigma(parseIntensity(effectParams), width, 1920), 0.001),
u_step: 1,
u_direction: [1, 0],
};
}),
},
},
{
fragmentShader: blurFragmentShader,
uniforms: ({ effectParams, height }) => {
const intensity =
typeof effectParams.intensity === "number"
? effectParams.intensity
: Number.parseFloat(String(effectParams.intensity));
return {
u_sigma: Math.max((intensity / 5) * (height / 1080), 0.001),
{
fragmentShader: blurFragmentShader,
uniforms: ({ effectParams, height }) => ({
u_sigma: Math.max(intensityToSigma(parseIntensity(effectParams), height, 1080), 0.001),
u_step: 1,
u_direction: [0, 1],
};
}),
},
},
],
buildPasses: ({ effectParams, width, height }) => {
const intensity = parseIntensity(effectParams);
return buildGaussianBlurPasses({
sigmaX: intensityToSigma(intensity, width, 1920),
sigmaY: intensityToSigma(intensity, height, 1080),
});
},
},
};
@@ -1,13 +1,13 @@
import { hasEffect, registerEffect } from "../registry";
import { effectsRegistry } from "../registry";
import { blurEffectDefinition } from "./blur";
const defaultEffects = [blurEffectDefinition];
export function registerDefaultEffects(): void {
for (const definition of defaultEffects) {
if (hasEffect({ effectType: definition.type })) {
if (effectsRegistry.has(definition.type)) {
continue;
}
registerEffect({ definition });
effectsRegistry.register(definition.type, definition);
}
}
+29 -16
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@@ -1,29 +1,42 @@
import { generateUUID } from "@/utils/id";
import { getEffect } from "./registry";
import type { Effect, EffectParamValues } from "@/types/effects";
import type { VisualElement } from "@/types/timeline";
import { buildDefaultParamValues } from "@/lib/registry";
import { effectsRegistry } from "./registry";
import type { ParamValues } from "@/lib/params";
import type { Effect, EffectDefinition, ResolvedEffectPass } from "@/lib/effects/types";
import { VISUAL_ELEMENT_TYPES } from "@/lib/timeline";
export { getEffect, getAllEffects, hasEffect, registerEffect } from "./registry";
export { effectsRegistry } from "./registry";
export { registerDefaultEffects } from "./definitions";
export const EFFECT_TARGET_ELEMENT_TYPES: VisualElement["type"][] = [
"video",
"image",
"text",
"sticker",
];
export function resolveEffectPasses({
definition,
effectParams,
width,
height,
}: {
definition: EffectDefinition;
effectParams: ParamValues;
width: number;
height: number;
}): ResolvedEffectPass[] {
if (definition.renderer.buildPasses) {
return definition.renderer.buildPasses({ effectParams, width, height });
}
return definition.renderer.passes.map((pass) => ({
fragmentShader: pass.fragmentShader,
uniforms: pass.uniforms({ effectParams, width, height }),
}));
}
export const EFFECT_TARGET_ELEMENT_TYPES = VISUAL_ELEMENT_TYPES;
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;
}
const definition = effectsRegistry.get(effectType);
const params: ParamValues = buildDefaultParamValues(definition.params);
return {
id: generateUUID(),
+6 -27
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@@ -1,31 +1,10 @@
import type { EffectDefinition } from "@/types/effects";
import { DefinitionRegistry } from "@/lib/registry";
import type { EffectDefinition } from "@/lib/effects/types";
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}`);
export class EffectsRegistry extends DefinitionRegistry<string, EffectDefinition> {
constructor() {
super("effect");
}
return definition;
}
export function getAllEffects(): EffectDefinition[] {
return Array.from(effectDefinitions.values());
}
export const effectsRegistry = new EffectsRegistry();
+42
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@@ -0,0 +1,42 @@
import type { ParamDefinition, ParamValues } from "@/lib/params";
export interface Effect {
id: string;
type: string;
params: ParamValues;
enabled: boolean;
}
export interface ResolvedEffectPass {
fragmentShader: string;
uniforms: Record<string, number | number[]>;
}
export interface WebGLEffectPass {
fragmentShader: string;
uniforms(params: {
effectParams: ParamValues;
width: number;
height: number;
}): Record<string, number | number[]>;
}
export interface WebGLEffectRenderer {
type: "webgl";
passes: WebGLEffectPass[];
buildPasses?: (params: {
effectParams: ParamValues;
width: number;
height: number;
}) => ResolvedEffectPass[];
}
export type EffectRenderer = WebGLEffectRenderer;
export interface EffectDefinition {
type: string;
name: string;
keywords: string[];
params: ParamDefinition[];
renderer: EffectRenderer;
}