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Client-side GL Transitions v1 across all three players with never-blank degradation: shader lib + generated manifest + real-WebGL CI, transition-as-widget normalization, persistent WebGL/GLES2 compositors (web/Tizen/native Android), image↔video wipes, SSRF-hardened media proxy, decode-gated image preload, dashboard picker. Fixes the playlist change-fingerprint that dropped transition edits. Alpha + on-device soak validated.
77 lines
2.8 KiB
JavaScript
77 lines
2.8 KiB
JavaScript
// GL Transitions v1 param parser — ByteTinker, MIT
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//
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// Single source of truth for shader parameters. The `.glsl` files declare their own
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// params using the GL Transitions comment convention, extended with an optional range:
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//
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// uniform float bounce; // = 0.5 [0.0..1.5]
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//
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// This parser is consumed by:
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// - the web player renderer (uniform defaults + values from snapshot config)
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// - the Tizen player renderer (same)
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// - the dashboard picker (slider min/max/default/step)
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//
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// There is deliberately no separate param schema. If you find yourself adding one,
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// the shader and the UI have already drifted.
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const PARAM_RE =
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/uniform\s+float\s+(\w+)\s*;\s*\/\/\s*=\s*(-?[\d.]+)\s*(?:\[\s*(-?[\d.]+)\s*\.\.\s*(-?[\d.]+)\s*\])?/g;
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/**
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* Parse param declarations out of a GLSL source string.
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* @param {string} src
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* @returns {Array<{name:string, default:number, min:number, max:number, step:number}>}
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*/
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function parseParams(src) {
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const out = [];
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let m;
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PARAM_RE.lastIndex = 0;
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while ((m = PARAM_RE.exec(src))) {
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const def = parseFloat(m[2]);
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const min = m[3] !== undefined ? parseFloat(m[3]) : Math.min(0, def);
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const max = m[4] !== undefined ? parseFloat(m[4]) : (def === 0 ? 1 : def * 2);
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out.push({ name: m[1], default: def, min, max, step: (max - min) / 200 });
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}
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return out;
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}
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/**
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* Merge stored values over defaults, dropping unknown keys and clamping to range.
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* Never trust the snapshot blob — a shader may have been edited since the playlist
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* was configured, and an out-of-range uniform can produce a black frame.
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* @param {Array} params result of parseParams
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* @param {Object} stored values from snapshot.transition.params
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*/
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function resolveParams(params, stored) {
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const out = {};
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for (const p of params) {
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const v = stored && typeof stored[p.name] === 'number' ? stored[p.name] : p.default;
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out[p.name] = Math.min(p.max, Math.max(p.min, v));
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}
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return out;
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}
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// The renderer wraps each .glsl with this. Keep it identical across web, Tizen, and
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// Android — the shader sources assume exactly these names and nothing else.
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const PREAMBLE = `precision highp float;
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varying vec2 vUv;
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uniform sampler2D uFrom;
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uniform sampler2D uTo;
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uniform float progress;
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uniform float ratio;
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vec4 getFromColor(vec2 uv){ return texture2D(uFrom, uv); }
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vec4 getToColor(vec2 uv){ return texture2D(uTo, uv); }
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`;
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const EPILOGUE = `
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void main(){ gl_FragColor = transition(vUv); }`;
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const VERTEX = `attribute vec2 aPos;
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varying vec2 vUv;
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void main(){ vUv = aPos * 0.5 + 0.5; gl_Position = vec4(aPos, 0.0, 1.0); }`;
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if (typeof module !== 'undefined' && module.exports) {
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module.exports = { parseParams, resolveParams, PREAMBLE, EPILOGUE, VERTEX };
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} else if (typeof self !== 'undefined') {
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self.TransitionParams = { parseParams, resolveParams, PREAMBLE, EPILOGUE, VERTEX }; // browser (player/demo)
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}
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