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authorMaze Winther <mazewinther@gmail.com>2026-02-28 18:41:22 +0100
committerMaze Winther <mazewinther@gmail.com>2026-02-28 18:41:22 +0100
commit216e3e0c397be3719a94e1a22bc1c2ce2de3856c (patch)
tree883bdda1539f11ccf5d6fe50a994e4e6dbee0d75 /apps/web/src/lib/effects/definitions/blur.frag.glsl
parenta9e93471a74a3d1978278f09f35632d4f6588a76 (diff)
downloadopencut-216e3e0c397be3719a94e1a22bc1c2ce2de3856c.tar.gz
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.
Diffstat (limited to 'apps/web/src/lib/effects/definitions/blur.frag.glsl')
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diff --git a/apps/web/src/lib/effects/definitions/blur.frag.glsl b/apps/web/src/lib/effects/definitions/blur.frag.glsl
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+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;
+}