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videocontext - npm Package Compare versions

Comparing version 0.19.1 to 0.20.0

2

package.json
{
"name": "videocontext",
"version": "0.19.1",
"version": "0.20.0",
"description": "A WebGL & HTML5 graph based video composition library",

@@ -5,0 +5,0 @@ "contributors": [

@@ -930,2 +930,145 @@ //Matthew Shotton, R&D User Experience,© BBC 2015

var horizontalWipe = {
title:"Horizontal Wipe",
description: "A horizontal wipe effect. Typically used as a transistion.",
vertexShader : "\
attribute vec2 a_position;\
attribute vec2 a_texCoord;\
varying vec2 v_texCoord;\
void main() {\
gl_Position = vec4(vec2(2.0,2.0)*a_position-vec2(1.0, 1.0), 0.0, 1.0);\
v_texCoord = a_texCoord;\
}",
fragmentShader : "\
precision mediump float;\
uniform sampler2D u_image_a;\
uniform sampler2D u_image_b;\
uniform float mix;\
varying vec2 v_texCoord;\
varying float v_mix;\
void main(){\
vec4 color_a = texture2D(u_image_a, v_texCoord);\
vec4 color_b = texture2D(u_image_b, v_texCoord);\
if (v_texCoord[0] > mix){\
gl_FragColor = color_a;\
} else {\
gl_FragColor = color_b;\
}\
}",
properties:{
"mix":{type:"uniform", value:0.0}
},
inputs:["u_image_a","u_image_b"]
};
var verticalWipe = {
title:"vertical Wipe",
description: "A vertical wipe effect. Typically used as a transistion.",
vertexShader : "\
attribute vec2 a_position;\
attribute vec2 a_texCoord;\
varying vec2 v_texCoord;\
void main() {\
gl_Position = vec4(vec2(2.0,2.0)*a_position-vec2(1.0, 1.0), 0.0, 1.0);\
v_texCoord = a_texCoord;\
}",
fragmentShader : "\
precision mediump float;\
uniform sampler2D u_image_a;\
uniform sampler2D u_image_b;\
uniform float mix;\
varying vec2 v_texCoord;\
varying float v_mix;\
void main(){\
vec4 color_a = texture2D(u_image_a, v_texCoord);\
vec4 color_b = texture2D(u_image_b, v_texCoord);\
if (v_texCoord[1] > mix){\
gl_FragColor = color_a;\
} else {\
gl_FragColor = color_b;\
}\
}",
properties:{
"mix":{type:"uniform", value:0.0}
},
inputs:["u_image_a","u_image_b"]
};
var randomDissolve = {
title:"Random Dissolve",
description: "A random dissolve effect. Typically used as a transistion.",
vertexShader : "\
attribute vec2 a_position;\
attribute vec2 a_texCoord;\
varying vec2 v_texCoord;\
void main() {\
gl_Position = vec4(vec2(2.0,2.0)*a_position-vec2(1.0, 1.0), 0.0, 1.0);\
v_texCoord = a_texCoord;\
}",
fragmentShader : "\
precision mediump float;\
uniform sampler2D u_image_a;\
uniform sampler2D u_image_b;\
uniform float mix;\
varying vec2 v_texCoord;\
varying float v_mix;\
float rand(vec2 co){\
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\
}\
void main(){\
vec4 color_a = texture2D(u_image_a, v_texCoord);\
vec4 color_b = texture2D(u_image_b, v_texCoord);\
if (clamp(rand(v_texCoord), 0.01, 1.001) > mix){\
gl_FragColor = color_a;\
} else {\
gl_FragColor = color_b;\
}\
}",
properties:{
"mix":{type:"uniform", value:0.0}
},
inputs:["u_image_a","u_image_b"]
};
var toColorAndBackFade = {
title:"To Color And Back Fade",
description: "A fade to black and back effect. Setting mix to 0.5 is a fully solid color frame. Typically used as a transistion.",
vertexShader : "\
attribute vec2 a_position;\
attribute vec2 a_texCoord;\
varying vec2 v_texCoord;\
void main() {\
gl_Position = vec4(vec2(2.0,2.0)*a_position-vec2(1.0, 1.0), 0.0, 1.0);\
v_texCoord = a_texCoord;\
}",
fragmentShader : "\
precision mediump float;\
uniform sampler2D u_image_a;\
uniform sampler2D u_image_b;\
uniform float mix;\
uniform vec4 color;\
varying vec2 v_texCoord;\
varying float v_mix;\
float rand(vec2 co){\
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\
}\
void main(){\
vec4 color_a = texture2D(u_image_a, v_texCoord);\
vec4 color_b = texture2D(u_image_b, v_texCoord);\
float mix_amount = (mix *2.0) - 1.0;\
if(mix_amount < 0.0){\
gl_FragColor = abs(mix_amount) * color_a + (1.0 - abs(mix_amount)) * color;\
} else {\
gl_FragColor = mix_amount * color_b + (1.0 - mix_amount) * color;\
}\
}",
properties:{
"mix":{type:"uniform", value:0.0},
"color":{type:"uniform", value:[0.0,0.0,0.0,0.0]}
},
inputs:["u_image_a","u_image_b"]
};
var combine ={

@@ -1137,2 +1280,6 @@ title:"Combine",

CROSSFADE: crossfade,
HORIZONTAL_WIPE:horizontalWipe,
VERTICAL_WIPE:verticalWipe,
RANDOM_DISSOLVE:randomDissolve,
TO_COLOR_AND_BACK: toColorAndBackFade,
COMBINE: combine,

@@ -1139,0 +1286,0 @@ COLORTHRESHOLD: colorThreshold,

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