From 216e3e0c397be3719a94e1a22bc1c2ce2de3856c Mon Sep 17 00:00:00 2001 From: Maze Winther Date: Sat, 28 Feb 2026 18:41:22 +0100 Subject: 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. --- docs/effects-renderer.md | 64 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 64 insertions(+) create mode 100644 docs/effects-renderer.md (limited to 'docs/effects-renderer.md') diff --git a/docs/effects-renderer.md b/docs/effects-renderer.md new file mode 100644 index 00000000..fd41282b --- /dev/null +++ b/docs/effects-renderer.md @@ -0,0 +1,64 @@ +# Effects & WebGL Renderer + +## How to add a new effect + +1. Create a new file in `apps/web/src/lib/effects/definitions/` (e.g. `brightness.ts`) +2. Export an `EffectDefinition` — see `blur.ts` as a reference +3. Register it in `apps/web/src/lib/effects/definitions/index.ts` + +An effect definition has: +- `type` — unique string identifier +- `name` — display name +- `keywords` — for search +- `params` — user-facing controls (sliders, toggles, etc.) +- `renderer` — always `webgl` + +All effects use WebGL. Even simple single-value effects like brightness or contrast are trivial shaders — there's no reason to leave the GPU pipeline for them. + +## Single-pass vs multi-pass + +The `webgl` renderer supports a `passes` array. Single-pass effects (e.g. color grading) just have one entry. Multi-pass is needed when an effect has to process its own output — blur (H then V), bloom (extract → blur → composite), glow, etc. + +```typescript +renderer: { + type: "webgl", + passes: [ + { fragmentShader: myShader, uniforms: ({ effectParams }) => ({ ... }) }, + ], +} +``` + +All WebGL rendering — both the main renderer and the effect preview — goes through `applyMultiPassEffect` in `apps/web/src/services/renderer/webgl-utils.ts`. Don't add a new rendering path somewhere else; update that function if needed. + +## Writing fragment shaders + +Shaders live in `apps/web/src/lib/effects/definitions/`. The shared vertex shader (`effect.vert.glsl`) maps clip space to UV coordinates — don't replace it unless you have a specific reason. + +Available uniforms (automatically injected, no need to pass them manually): +- `u_texture` — the input texture (sampler2D) +- `u_resolution` — canvas size in pixels (vec2) + +Any additional uniforms come from the `uniforms()` function in the pass definition. + +**Sampling density — the most common mistake** + +Always use a step of 1 texel when sampling neighbors. Do not scale the step size with the blur radius or intensity — it creates visible discrete artifacts (ghosting/glow look) because there are large gaps between samples that the GPU fills with linear interpolation instead of your intended curve. + +```glsl +// correct — step is always 1 texel, loop count controls radius +for (int i = -30; i <= 30; i++) { + color += texture2D(u_texture, v_texCoord + texelSize * u_direction * float(i)) * weight; +} + +// wrong — stepping 6 texels at a time looks ghosty at high intensity +vec2 offset = texelSize * u_direction * u_radius; +color += texture2D(u_texture, v_texCoord + offset * 2.0) * someWeight; +``` + +If you need a large radius with a fixed kernel size, increase the number of samples rather than the step. + +## Y-flip and coordinate systems + +Source textures (uploaded from canvas) are Y-flipped via `UNPACK_FLIP_Y_WEBGL`. Intermediate FBO textures (rendered by WebGL between passes) are not. In practice this cancels out correctly as long as you use the shared vertex shader — it maps clip space Y consistently so both texture types sample correctly. + +If you write a custom vertex shader or do manual coordinate math, be aware that canvas and WebGL have opposite Y origins (canvas: top-left, WebGL: bottom-left). Getting this wrong produces an upside-down result with no obvious error. -- cgit v1.3.1