@nodetool-ai/gpu 0.8.1

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Files changed (359) hide show
  1. package/README.md +52 -0
  2. package/dist/.nodetool-build-stamp +1 -0
  3. package/dist/blend/blendModes.d.ts +67 -0
  4. package/dist/blend/blendModes.d.ts.map +1 -0
  5. package/dist/blend/blendModes.js +80 -0
  6. package/dist/blend/blendModes.js.map +1 -0
  7. package/dist/blend/index.d.ts +10 -0
  8. package/dist/blend/index.d.ts.map +1 -0
  9. package/dist/blend/index.js +10 -0
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  11. package/dist/blend/wgsl.d.ts +16 -0
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  13. package/dist/blend/wgsl.js +85 -0
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  15. package/dist/compositor/compositor.d.ts +112 -0
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  17. package/dist/compositor/compositor.js +353 -0
  18. package/dist/compositor/compositor.js.map +1 -0
  19. package/dist/compositor/headless.d.ts +47 -0
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  21. package/dist/compositor/headless.js +158 -0
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  23. package/dist/compositor/index.d.ts +8 -0
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  25. package/dist/compositor/index.js +8 -0
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  27. package/dist/compositor/shaders.d.ts +24 -0
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  29. package/dist/compositor/shaders.js +241 -0
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  31. package/dist/compositor/transform.d.ts +49 -0
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  35. package/dist/context.d.ts +108 -0
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  37. package/dist/context.js +205 -0
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  39. package/dist/debug/premulValidator.d.ts +85 -0
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  43. package/dist/executor.d.ts +74 -0
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  47. package/dist/fullscreenQuad.d.ts +11 -0
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  51. package/dist/index.d.ts +16 -0
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  55. package/dist/module.d.ts +162 -0
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  57. package/dist/module.js +100 -0
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  59. package/dist/node.d.ts +38 -0
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  61. package/dist/node.js +140 -0
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  63. package/dist/pool.d.ts +30 -0
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  67. package/dist/recipe.d.ts +148 -0
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  71. package/dist/registry.d.ts +49 -0
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  75. package/dist/shaders/_canary/passthrough/v1/module.d.ts +13 -0
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  79. package/dist/shaders/alpha/premulToStraight/v1/module.d.ts +16 -0
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  87. package/dist/shaders/color/brightnessContrast/v1/module.d.ts +17 -0
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  95. package/dist/shaders/color/channelMerge/v1/module.d.ts +22 -0
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  103. package/dist/shaders/color/channelSplit/v1/module.d.ts +18 -0
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  107. package/dist/shaders/color/colorBalance/v1/module.d.ts +18 -0
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  111. package/dist/shaders/color/cubeLut/v1/module.d.ts +14 -0
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  115. package/dist/shaders/color/curves/v1/module.d.ts +31 -0
  116. package/dist/shaders/color/curves/v1/module.d.ts.map +1 -0
  117. package/dist/shaders/color/curves/v1/module.js +102 -0
  118. package/dist/shaders/color/curves/v1/module.js.map +1 -0
  119. package/dist/shaders/color/exposure/v1/module.d.ts +15 -0
  120. package/dist/shaders/color/exposure/v1/module.d.ts.map +1 -0
  121. package/dist/shaders/color/exposure/v1/module.js +78 -0
  122. package/dist/shaders/color/exposure/v1/module.js.map +1 -0
  123. package/dist/shaders/color/exposureTone/v1/module.d.ts +28 -0
  124. package/dist/shaders/color/exposureTone/v1/module.d.ts.map +1 -0
  125. package/dist/shaders/color/exposureTone/v1/module.js +107 -0
  126. package/dist/shaders/color/exposureTone/v1/module.js.map +1 -0
  127. package/dist/shaders/color/filmLook/v1/module.d.ts +28 -0
  128. package/dist/shaders/color/filmLook/v1/module.d.ts.map +1 -0
  129. package/dist/shaders/color/filmLook/v1/module.js +103 -0
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  131. package/dist/shaders/color/grade/v1/module.d.ts +35 -0
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  135. package/dist/shaders/color/grayscale/v1/module.d.ts +14 -0
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  139. package/dist/shaders/color/hsb/v1/module.d.ts +20 -0
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  143. package/dist/shaders/color/hslAdjust/v1/module.d.ts +30 -0
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  145. package/dist/shaders/color/hslAdjust/v1/module.js +170 -0
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  147. package/dist/shaders/color/invert/v1/module.d.ts +15 -0
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  151. package/dist/shaders/color/levels/v1/module.d.ts +33 -0
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  153. package/dist/shaders/color/levels/v1/module.js +116 -0
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  155. package/dist/shaders/color/liftGammaGain/v1/module.d.ts +40 -0
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  159. package/dist/shaders/color/posterize/v1/module.d.ts +16 -0
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  163. package/dist/shaders/color/solarize/v1/module.d.ts +15 -0
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  167. package/dist/shaders/color/splitToning/v1/module.d.ts +26 -0
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  171. package/dist/shaders/filters/blur/gaussian/v1/module.d.ts +23 -0
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  195. package/dist/shaders/filters/sharpen/unsharpMask/v1/module.d.ts +17 -0
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  299. package/dist/shaders/transform/displace/v1/module.d.ts +23 -0
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  303. package/dist/shaders/transform/mirror/v1/module.d.ts +14 -0
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  307. package/dist/shaders/transform/offset/v1/module.d.ts +21 -0
  308. package/dist/shaders/transform/offset/v1/module.d.ts.map +1 -0
  309. package/dist/shaders/transform/offset/v1/module.js +88 -0
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  311. package/dist/shaders/transform/pad/v1/module.d.ts +26 -0
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  315. package/dist/shaders/transform/polarRemap/v1/module.d.ts +20 -0
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  317. package/dist/shaders/transform/polarRemap/v1/module.js +95 -0
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  319. package/dist/shaders/transform/resize/v1/module.d.ts +20 -0
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  321. package/dist/shaders/transform/resize/v1/module.js +116 -0
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  323. package/dist/shaders/transform/rotate90/v1/module.d.ts +25 -0
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  335. package/dist/shared/lumaWgsl.d.ts +14 -0
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  337. package/dist/shared/lumaWgsl.js +18 -0
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  339. package/dist/shared/premulWgsl.d.ts +46 -0
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  343. package/dist/texture.d.ts +54 -0
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  351. package/dist/validate/wgslLinearity.d.ts +86 -0
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  355. package/dist/webgpu/index.d.ts +11 -0
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  359. package/package.json +85 -0
@@ -0,0 +1,79 @@
1
+ /**
2
+ * `color.grayscale@1` — collapse RGB to luminance.
3
+ *
4
+ * `output.rgb = vec3(luma709(rgb))`. Alpha preserved. Honours the canonical
5
+ * mask slot so workflows can grayscale a region while the rest stays colored.
6
+ */
7
+ import tgpu from "typegpu";
8
+ import * as d from "typegpu/data";
9
+ import { defineModule } from "../../../../module.js";
10
+ import { WGSL_LUMA709 } from "../../../../shared/lumaWgsl.js";
11
+ export const GrayscaleParams = d.struct({
12
+ amount: d.f32
13
+ });
14
+ const layout = tgpu.bindGroupLayout({
15
+ params: { uniform: GrayscaleParams },
16
+ source: { texture: "float" },
17
+ mask: { texture: "float" },
18
+ samp: { sampler: "filtering" }
19
+ });
20
+ const samplerDescriptor = {
21
+ magFilter: "linear",
22
+ minFilter: "linear",
23
+ addressModeU: "clamp-to-edge",
24
+ addressModeV: "clamp-to-edge"
25
+ };
26
+ export const colorGrayscaleV1 = defineModule({
27
+ id: "color.grayscale",
28
+ version: 1,
29
+ // Internal for now — promoted to `published` once a workflow node ships
30
+ // against it and the surface-promotion review is recorded. See
31
+ // `tests/surfacePromotion.test.ts` for the published-set contract.
32
+ surface: "internal",
33
+ category: "color",
34
+ linearity: "linear-in-rgb",
35
+ kind: "fragment",
36
+ params: GrayscaleParams,
37
+ paramDefaults: { amount: 1 },
38
+ paramUi: {
39
+ amount: { min: 0, max: 1, step: 0.01, label: "Amount" }
40
+ },
41
+ layout,
42
+ samplers: { samp: samplerDescriptor },
43
+ wgsl: /* wgsl */ `
44
+ ${WGSL_LUMA709}
45
+
46
+ @fragment
47
+ fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
48
+ let src = textureSample(layout.$.source, layout.$.samp, uv);
49
+ let coverage = textureSample(layout.$.mask, layout.$.samp, uv).a;
50
+ let luma = luma709(src.rgb);
51
+ let gray = vec3f(luma);
52
+ let mixed = mix(src.rgb, gray, coverage * layout.$.params.amount);
53
+ return vec4f(mixed, src.a);
54
+ }
55
+ `,
56
+ io: {
57
+ inputs: {
58
+ source: {
59
+ colorSpace: "linear",
60
+ alpha: "premultiplied",
61
+ bindingKinds: ["texture_2d"]
62
+ },
63
+ mask: {
64
+ colorSpace: "linear",
65
+ alpha: "premultiplied",
66
+ bindingKinds: ["texture_2d"],
67
+ optional: true
68
+ }
69
+ },
70
+ output: {
71
+ colorSpace: "linear",
72
+ alpha: "premultiplied",
73
+ format: "rgba8unorm",
74
+ dimensions: "same-as:source"
75
+ },
76
+ rod: "same-as:source"
77
+ }
78
+ });
79
+ //# sourceMappingURL=module.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.js","sourceRoot":"","sources":["../../../../../src/shaders/color/grayscale/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,OAAO,IAAI,MAAM,SAAS,CAAC;AAC3B,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AACrD,OAAO,EAAE,YAAY,EAAE,MAAM,gCAAgC,CAAC;AAE9D,MAAM,CAAC,MAAM,eAAe,GAAG,CAAC,CAAC,MAAM,CAAC;IACtC,MAAM,EAAE,CAAC,CAAC,GAAG;CACd,CAAC,CAAC;AAEH,MAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC;IAClC,MAAM,EAAE,EAAE,OAAO,EAAE,eAAe,EAAE;IACpC,MAAM,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC5B,IAAI,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC1B,IAAI,EAAE,EAAE,OAAO,EAAE,WAAW,EAAE;CAC/B,CAAC,CAAC;AAEH,MAAM,iBAAiB,GAAyB;IAC9C,SAAS,EAAE,QAAQ;IACnB,SAAS,EAAE,QAAQ;IACnB,YAAY,EAAE,eAAe;IAC7B,YAAY,EAAE,eAAe;CAC9B,CAAC;AAEF,MAAM,CAAC,MAAM,gBAAgB,GAAG,YAAY,CAAC;IAC3C,EAAE,EAAE,iBAAiB;IACrB,OAAO,EAAE,CAAC;IACV,wEAAwE;IACxE,+DAA+D;IAC/D,mEAAmE;IACnE,OAAO,EAAE,UAAU;IACnB,QAAQ,EAAE,OAAO;IACjB,SAAS,EAAE,eAAe;IAC1B,IAAI,EAAE,UAAU;IAChB,MAAM,EAAE,eAAe;IACvB,aAAa,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE;IAC5B,OAAO,EAAE;QACP,MAAM,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE;KACxD;IACD,MAAM;IACN,QAAQ,EAAE,EAAE,IAAI,EAAE,iBAAiB,EAAE;IACrC,IAAI,EAAE,UAAU,CAAC;EACjB,YAAY;;;;;;;;;;;CAWb;IACC,EAAE,EAAE;QACF,MAAM,EAAE;YACN,MAAM,EAAE;gBACN,UAAU,EAAE,QAAQ;gBACpB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;aAC7B;YACD,IAAI,EAAE;gBACJ,UAAU,EAAE,QAAQ;gBACpB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;gBAC5B,QAAQ,EAAE,IAAI;aACf;SACF;QACD,MAAM,EAAE;YACN,UAAU,EAAE,QAAQ;YACpB,KAAK,EAAE,eAAe;YACtB,MAAM,EAAE,YAAY;YACpB,UAAU,EAAE,gBAAgB;SAC7B;QACD,GAAG,EAAE,gBAAgB;KACtB;CACF,CAAC,CAAC"}
@@ -0,0 +1,20 @@
1
+ /**
2
+ * `color.hsb@1` — hue / saturation / brightness shift.
3
+ *
4
+ * Hue is in degrees (-180..180); saturation is multiplicative (0=grayscale,
5
+ * 1=passthrough, >1=oversaturate); brightness is multiplicative on the value
6
+ * channel. Math is the standard `rgb ↔ hsv` round-trip used by `color.grade`.
7
+ * Fragment, with the canonical mask slot.
8
+ */
9
+ import * as d from "typegpu/data";
10
+ export declare const HsbParams: d.WgslStruct<{
11
+ hue: d.F32;
12
+ saturation: d.F32;
13
+ brightness: d.F32;
14
+ }>;
15
+ export declare const colorHsbV1: import("../../../../module.js").ShaderModule<d.WgslStruct<{
16
+ hue: d.F32;
17
+ saturation: d.F32;
18
+ brightness: d.F32;
19
+ }>>;
20
+ //# sourceMappingURL=module.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.d.ts","sourceRoot":"","sources":["../../../../../src/shaders/color/hsb/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAGH,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAGlC,eAAO,MAAM,SAAS;;;;EAIpB,CAAC;AAgBH,eAAO,MAAM,UAAU;;;;GAqGrB,CAAC"}
@@ -0,0 +1,131 @@
1
+ /**
2
+ * `color.hsb@1` — hue / saturation / brightness shift.
3
+ *
4
+ * Hue is in degrees (-180..180); saturation is multiplicative (0=grayscale,
5
+ * 1=passthrough, >1=oversaturate); brightness is multiplicative on the value
6
+ * channel. Math is the standard `rgb ↔ hsv` round-trip used by `color.grade`.
7
+ * Fragment, with the canonical mask slot.
8
+ */
9
+ import tgpu from "typegpu";
10
+ import * as d from "typegpu/data";
11
+ import { defineModule } from "../../../../module.js";
12
+ export const HsbParams = d.struct({
13
+ hue: d.f32,
14
+ saturation: d.f32,
15
+ brightness: d.f32
16
+ });
17
+ const layout = tgpu.bindGroupLayout({
18
+ params: { uniform: HsbParams },
19
+ source: { texture: "float" },
20
+ mask: { texture: "float" },
21
+ samp: { sampler: "filtering" }
22
+ });
23
+ const samplerDescriptor = {
24
+ magFilter: "linear",
25
+ minFilter: "linear",
26
+ addressModeU: "clamp-to-edge",
27
+ addressModeV: "clamp-to-edge"
28
+ };
29
+ export const colorHsbV1 = defineModule({
30
+ id: "color.hsb",
31
+ version: 1,
32
+ // HSB shift is the workflow user's mental model for color adjustment; the
33
+ // schema matches that vocabulary exactly.
34
+ surface: "published",
35
+ category: "color",
36
+ linearity: "nonlinear-in-rgb",
37
+ kind: "fragment",
38
+ params: HsbParams,
39
+ paramDefaults: { hue: 0, saturation: 1, brightness: 1 },
40
+ paramUi: {
41
+ hue: { min: -180, max: 180, step: 1, label: "Hue", notes: "degrees" },
42
+ saturation: { min: 0, max: 4, step: 0.01, label: "Saturation" },
43
+ brightness: { min: 0, max: 4, step: 0.01, label: "Brightness" }
44
+ },
45
+ layout,
46
+ samplers: { samp: samplerDescriptor },
47
+ wgsl: /* wgsl */ `
48
+ fn rgb2hsv(rgb: vec3f) -> vec3f {
49
+ let maxC = max(max(rgb.r, rgb.g), rgb.b);
50
+ let minC = min(min(rgb.r, rgb.g), rgb.b);
51
+ let delta = maxC - minC;
52
+ var h: f32 = 0.0;
53
+ var s: f32 = 0.0;
54
+ let v: f32 = maxC;
55
+ if (delta > 0.00001) {
56
+ s = delta / maxC;
57
+ if (maxC == rgb.r) {
58
+ h = (rgb.g - rgb.b) / delta;
59
+ if (rgb.g < rgb.b) { h = h + 6.0; }
60
+ } else if (maxC == rgb.g) {
61
+ h = 2.0 + (rgb.b - rgb.r) / delta;
62
+ } else {
63
+ h = 4.0 + (rgb.r - rgb.g) / delta;
64
+ }
65
+ h = h / 6.0;
66
+ }
67
+ return vec3f(h, s, v);
68
+ }
69
+
70
+ fn hsv2rgb(hsv: vec3f) -> vec3f {
71
+ let h = hsv.x * 6.0;
72
+ let s = hsv.y;
73
+ let v = hsv.z;
74
+ let i = floor(h);
75
+ let f = h - i;
76
+ let p = v * (1.0 - s);
77
+ let q = v * (1.0 - s * f);
78
+ let t = v * (1.0 - s * (1.0 - f));
79
+ let idx = i32(i) % 6;
80
+ if (idx == 0) { return vec3f(v, t, p); }
81
+ if (idx == 1) { return vec3f(q, v, p); }
82
+ if (idx == 2) { return vec3f(p, v, t); }
83
+ if (idx == 3) { return vec3f(p, q, v); }
84
+ if (idx == 4) { return vec3f(t, p, v); }
85
+ return vec3f(v, p, q);
86
+ }
87
+
88
+ @fragment
89
+ fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
90
+ let src = textureSample(layout.$.source, layout.$.samp, uv);
91
+ let coverage = textureSample(layout.$.mask, layout.$.samp, uv).a;
92
+ let p = layout.$.params;
93
+ // Operate on the straight color: rgb2hsv's V channel is max(r,g,b), so a
94
+ // premultiplied input reports a*V_true and the saturation/brightness
95
+ // multipliers act against the wrong magnitude. Re-premultiply on store so
96
+ // the output stays valid premul.
97
+ let safeA = max(src.a, 1.0 / 255.0);
98
+ let straight = src.rgb / safeA;
99
+ var hsv = rgb2hsv(clamp(straight, vec3f(0.0), vec3f(1.0)));
100
+ hsv.x = fract(hsv.x + p.hue / 360.0);
101
+ hsv.y = clamp(hsv.y * p.saturation, 0.0, 1.0);
102
+ hsv.z = clamp(hsv.z * p.brightness, 0.0, 1.0);
103
+ let processed = clamp(hsv2rgb(hsv), vec3f(0.0), vec3f(1.0));
104
+ let mixedStraight = mix(straight, processed, coverage);
105
+ return vec4f(mixedStraight * src.a, src.a);
106
+ }
107
+ `,
108
+ io: {
109
+ inputs: {
110
+ source: {
111
+ colorSpace: "linear",
112
+ alpha: "premultiplied",
113
+ bindingKinds: ["texture_2d"]
114
+ },
115
+ mask: {
116
+ colorSpace: "linear",
117
+ alpha: "premultiplied",
118
+ bindingKinds: ["texture_2d"],
119
+ optional: true
120
+ }
121
+ },
122
+ output: {
123
+ colorSpace: "linear",
124
+ alpha: "premultiplied",
125
+ format: "rgba8unorm",
126
+ dimensions: "same-as:source"
127
+ },
128
+ rod: "same-as:source"
129
+ }
130
+ });
131
+ //# sourceMappingURL=module.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.js","sourceRoot":"","sources":["../../../../../src/shaders/color/hsb/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAEH,OAAO,IAAI,MAAM,SAAS,CAAC;AAC3B,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,MAAM,CAAC,MAAM,SAAS,GAAG,CAAC,CAAC,MAAM,CAAC;IAChC,GAAG,EAAE,CAAC,CAAC,GAAG;IACV,UAAU,EAAE,CAAC,CAAC,GAAG;IACjB,UAAU,EAAE,CAAC,CAAC,GAAG;CAClB,CAAC,CAAC;AAEH,MAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC;IAClC,MAAM,EAAE,EAAE,OAAO,EAAE,SAAS,EAAE;IAC9B,MAAM,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC5B,IAAI,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC1B,IAAI,EAAE,EAAE,OAAO,EAAE,WAAW,EAAE;CAC/B,CAAC,CAAC;AAEH,MAAM,iBAAiB,GAAyB;IAC9C,SAAS,EAAE,QAAQ;IACnB,SAAS,EAAE,QAAQ;IACnB,YAAY,EAAE,eAAe;IAC7B,YAAY,EAAE,eAAe;CAC9B,CAAC;AAEF,MAAM,CAAC,MAAM,UAAU,GAAG,YAAY,CAAC;IACrC,EAAE,EAAE,WAAW;IACf,OAAO,EAAE,CAAC;IACV,0EAA0E;IAC1E,0CAA0C;IAC1C,OAAO,EAAE,WAAW;IACpB,QAAQ,EAAE,OAAO;IACjB,SAAS,EAAE,kBAAkB;IAC7B,IAAI,EAAE,UAAU;IAChB,MAAM,EAAE,SAAS;IACjB,aAAa,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE;IACvD,OAAO,EAAE;QACP,GAAG,EAAE,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE;QACrE,UAAU,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,YAAY,EAAE;QAC/D,UAAU,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,YAAY,EAAE;KAChE;IACD,MAAM;IACN,QAAQ,EAAE,EAAE,IAAI,EAAE,iBAAiB,EAAE;IACrC,IAAI,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4DlB;IACC,EAAE,EAAE;QACF,MAAM,EAAE;YACN,MAAM,EAAE;gBACN,UAAU,EAAE,QAAQ;gBACpB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;aAC7B;YACD,IAAI,EAAE;gBACJ,UAAU,EAAE,QAAQ;gBACpB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;gBAC5B,QAAQ,EAAE,IAAI;aACf;SACF;QACD,MAAM,EAAE;YACN,UAAU,EAAE,QAAQ;YACpB,KAAK,EAAE,eAAe;YACtB,MAAM,EAAE,YAAY;YACpB,UAAU,EAAE,gBAAgB;SAC7B;QACD,GAAG,EAAE,gBAAgB;KACtB;CACF,CAAC,CAAC"}
@@ -0,0 +1,30 @@
1
+ /**
2
+ * `color.hslAdjust@1` — selective hue / saturation / luminance adjustment over
3
+ * an optional hue range.
4
+ *
5
+ * Ported verbatim from the CPU `lib.image.color_grading.HSLAdjust` loop. When
6
+ * `useRange = 0` the adjustment applies to every pixel (the "ALL" path: hue
7
+ * shift, saturation and luminance multipliers). When `useRange = 1` the host
8
+ * passes a normalized `[rangeLo, rangeHi]` hue window (wrapping when
9
+ * `rangeLo > rangeHi`, as for reds) and the per-pixel `blend` weight gates the
10
+ * adjustment by hue proximity to that window's centre, skipping near-grey
11
+ * pixels (`s < 0.1`). Fragment, with the canonical optional mask slot.
12
+ */
13
+ import * as d from "typegpu/data";
14
+ export declare const HslAdjustParams: d.WgslStruct<{
15
+ hueShift: d.F32;
16
+ satAdj: d.F32;
17
+ lumAdj: d.F32;
18
+ rangeLo: d.F32;
19
+ rangeHi: d.F32;
20
+ useRange: d.F32;
21
+ }>;
22
+ export declare const colorHslAdjustV1: import("../../../../module.js").ShaderModule<d.WgslStruct<{
23
+ hueShift: d.F32;
24
+ satAdj: d.F32;
25
+ lumAdj: d.F32;
26
+ rangeLo: d.F32;
27
+ rangeHi: d.F32;
28
+ useRange: d.F32;
29
+ }>>;
30
+ //# sourceMappingURL=module.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.d.ts","sourceRoot":"","sources":["../../../../../src/shaders/color/hslAdjust/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAGH,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAGlC,eAAO,MAAM,eAAe;;;;;;;EAO1B,CAAC;AAgBH,eAAO,MAAM,gBAAgB;;;;;;;GAqI3B,CAAC"}
@@ -0,0 +1,170 @@
1
+ /**
2
+ * `color.hslAdjust@1` — selective hue / saturation / luminance adjustment over
3
+ * an optional hue range.
4
+ *
5
+ * Ported verbatim from the CPU `lib.image.color_grading.HSLAdjust` loop. When
6
+ * `useRange = 0` the adjustment applies to every pixel (the "ALL" path: hue
7
+ * shift, saturation and luminance multipliers). When `useRange = 1` the host
8
+ * passes a normalized `[rangeLo, rangeHi]` hue window (wrapping when
9
+ * `rangeLo > rangeHi`, as for reds) and the per-pixel `blend` weight gates the
10
+ * adjustment by hue proximity to that window's centre, skipping near-grey
11
+ * pixels (`s < 0.1`). Fragment, with the canonical optional mask slot.
12
+ */
13
+ import tgpu from "typegpu";
14
+ import * as d from "typegpu/data";
15
+ import { defineModule } from "../../../../module.js";
16
+ export const HslAdjustParams = d.struct({
17
+ hueShift: d.f32,
18
+ satAdj: d.f32,
19
+ lumAdj: d.f32,
20
+ rangeLo: d.f32,
21
+ rangeHi: d.f32,
22
+ useRange: d.f32
23
+ });
24
+ const layout = tgpu.bindGroupLayout({
25
+ params: { uniform: HslAdjustParams },
26
+ source: { texture: "float" },
27
+ mask: { texture: "float" },
28
+ samp: { sampler: "filtering" }
29
+ });
30
+ const samplerDescriptor = {
31
+ magFilter: "linear",
32
+ minFilter: "linear",
33
+ addressModeU: "clamp-to-edge",
34
+ addressModeV: "clamp-to-edge"
35
+ };
36
+ export const colorHslAdjustV1 = defineModule({
37
+ id: "color.hslAdjust",
38
+ version: 1,
39
+ surface: "internal",
40
+ category: "color",
41
+ linearity: "nonlinear-in-rgb",
42
+ kind: "fragment",
43
+ params: HslAdjustParams,
44
+ paramDefaults: {
45
+ hueShift: 0,
46
+ satAdj: 0,
47
+ lumAdj: 0,
48
+ rangeLo: 0,
49
+ rangeHi: 1,
50
+ useRange: 0
51
+ },
52
+ paramUi: {
53
+ hueShift: { min: -1, max: 1, step: 0.01, label: "Hue shift" },
54
+ satAdj: { min: -1, max: 1, step: 0.01, label: "Saturation" },
55
+ lumAdj: { min: -1, max: 1, step: 0.01, label: "Luminance" },
56
+ rangeLo: { min: 0, max: 1, step: 0.01, label: "Range low" },
57
+ rangeHi: { min: 0, max: 1, step: 0.01, label: "Range high" },
58
+ useRange: { min: 0, max: 1, step: 1, label: "Use range" }
59
+ },
60
+ layout,
61
+ samplers: { samp: samplerDescriptor },
62
+ wgsl: /* wgsl */ `
63
+ fn rgb2hsv(rgb: vec3f) -> vec3f {
64
+ let maxC = max(max(rgb.r, rgb.g), rgb.b);
65
+ let minC = min(min(rgb.r, rgb.g), rgb.b);
66
+ let delta = maxC - minC;
67
+ var h: f32 = 0.0;
68
+ var s: f32 = 0.0;
69
+ let v: f32 = maxC;
70
+ if (delta > 0.00001) {
71
+ s = delta / maxC;
72
+ if (maxC == rgb.r) {
73
+ h = (rgb.g - rgb.b) / delta;
74
+ if (rgb.g < rgb.b) { h = h + 6.0; }
75
+ } else if (maxC == rgb.g) {
76
+ h = 2.0 + (rgb.b - rgb.r) / delta;
77
+ } else {
78
+ h = 4.0 + (rgb.r - rgb.g) / delta;
79
+ }
80
+ h = h / 6.0;
81
+ }
82
+ return vec3f(h, s, v);
83
+ }
84
+
85
+ fn hsv2rgb(hsv: vec3f) -> vec3f {
86
+ let h = hsv.x * 6.0;
87
+ let s = hsv.y;
88
+ let v = hsv.z;
89
+ let i = floor(h);
90
+ let f = h - i;
91
+ let p = v * (1.0 - s);
92
+ let q = v * (1.0 - s * f);
93
+ let t = v * (1.0 - s * (1.0 - f));
94
+ let idx = i32(i) % 6;
95
+ if (idx == 0) { return vec3f(v, t, p); }
96
+ if (idx == 1) { return vec3f(q, v, p); }
97
+ if (idx == 2) { return vec3f(p, v, t); }
98
+ if (idx == 3) { return vec3f(p, q, v); }
99
+ if (idx == 4) { return vec3f(t, p, v); }
100
+ return vec3f(v, p, q);
101
+ }
102
+
103
+ @fragment
104
+ fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
105
+ let src = textureSample(layout.$.source, layout.$.samp, uv);
106
+ let coverage = textureSample(layout.$.mask, layout.$.samp, uv).a;
107
+ let p = layout.$.params;
108
+ let safeA = max(src.a, 1.0 / 255.0);
109
+ let straight = clamp(src.rgb / safeA, vec3f(0.0), vec3f(1.0));
110
+ var hsv = rgb2hsv(straight);
111
+ var blend: f32 = 1.0;
112
+ if (p.useRange > 0.5) {
113
+ if (hsv.y < 0.1) {
114
+ blend = 0.0;
115
+ } else {
116
+ let lo = p.rangeLo;
117
+ let hi = p.rangeHi;
118
+ if (lo > hi) {
119
+ // Wrapping window (e.g. reds): in-range when above lo OR below hi.
120
+ if (hsv.x >= lo || hsv.x <= hi) {
121
+ let halfWidth = (1.0 - lo + hi) * 0.5;
122
+ let center = fract(lo + halfWidth);
123
+ var dist = abs(hsv.x - center);
124
+ if (dist > 0.5) { dist = 1.0 - dist; }
125
+ blend = clamp(1.0 - dist / halfWidth, 0.0, 1.0);
126
+ } else {
127
+ blend = 0.0;
128
+ }
129
+ } else {
130
+ let center = (lo + hi) * 0.5;
131
+ let halfWidth = (hi - lo) * 0.5;
132
+ let dist = abs(hsv.x - center);
133
+ blend = clamp(1.0 - dist / halfWidth, 0.0, 1.0);
134
+ }
135
+ }
136
+ }
137
+ if (blend > 0.0) {
138
+ hsv.x = fract(hsv.x + p.hueShift * 0.5 * blend);
139
+ hsv.y = clamp(hsv.y * (1.0 + p.satAdj * blend), 0.0, 1.0);
140
+ hsv.z = clamp(hsv.z * (1.0 + p.lumAdj * blend), 0.0, 1.0);
141
+ }
142
+ let processed = hsv2rgb(hsv);
143
+ let mixed = mix(straight, processed, coverage);
144
+ return vec4f(clamp(mixed, vec3f(0.0), vec3f(1.0)) * src.a, src.a);
145
+ }
146
+ `,
147
+ io: {
148
+ inputs: {
149
+ source: {
150
+ colorSpace: "srgb",
151
+ alpha: "premultiplied",
152
+ bindingKinds: ["texture_2d"]
153
+ },
154
+ mask: {
155
+ colorSpace: "srgb",
156
+ alpha: "premultiplied",
157
+ bindingKinds: ["texture_2d"],
158
+ optional: true
159
+ }
160
+ },
161
+ output: {
162
+ colorSpace: "srgb",
163
+ alpha: "premultiplied",
164
+ format: "rgba8unorm",
165
+ dimensions: "same-as:source"
166
+ },
167
+ rod: "same-as:source"
168
+ }
169
+ });
170
+ //# sourceMappingURL=module.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.js","sourceRoot":"","sources":["../../../../../src/shaders/color/hslAdjust/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,IAAI,MAAM,SAAS,CAAC;AAC3B,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,MAAM,CAAC,MAAM,eAAe,GAAG,CAAC,CAAC,MAAM,CAAC;IACtC,QAAQ,EAAE,CAAC,CAAC,GAAG;IACf,MAAM,EAAE,CAAC,CAAC,GAAG;IACb,MAAM,EAAE,CAAC,CAAC,GAAG;IACb,OAAO,EAAE,CAAC,CAAC,GAAG;IACd,OAAO,EAAE,CAAC,CAAC,GAAG;IACd,QAAQ,EAAE,CAAC,CAAC,GAAG;CAChB,CAAC,CAAC;AAEH,MAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC;IAClC,MAAM,EAAE,EAAE,OAAO,EAAE,eAAe,EAAE;IACpC,MAAM,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC5B,IAAI,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC1B,IAAI,EAAE,EAAE,OAAO,EAAE,WAAW,EAAE;CAC/B,CAAC,CAAC;AAEH,MAAM,iBAAiB,GAAyB;IAC9C,SAAS,EAAE,QAAQ;IACnB,SAAS,EAAE,QAAQ;IACnB,YAAY,EAAE,eAAe;IAC7B,YAAY,EAAE,eAAe;CAC9B,CAAC;AAEF,MAAM,CAAC,MAAM,gBAAgB,GAAG,YAAY,CAAC;IAC3C,EAAE,EAAE,iBAAiB;IACrB,OAAO,EAAE,CAAC;IACV,OAAO,EAAE,UAAU;IACnB,QAAQ,EAAE,OAAO;IACjB,SAAS,EAAE,kBAAkB;IAC7B,IAAI,EAAE,UAAU;IAChB,MAAM,EAAE,eAAe;IACvB,aAAa,EAAE;QACb,QAAQ,EAAE,CAAC;QACX,MAAM,EAAE,CAAC;QACT,MAAM,EAAE,CAAC;QACT,OAAO,EAAE,CAAC;QACV,OAAO,EAAE,CAAC;QACV,QAAQ,EAAE,CAAC;KACZ;IACD,OAAO,EAAE;QACP,QAAQ,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,WAAW,EAAE;QAC7D,MAAM,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,YAAY,EAAE;QAC5D,MAAM,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,WAAW,EAAE;QAC3D,OAAO,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,WAAW,EAAE;QAC3D,OAAO,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,YAAY,EAAE;QAC5D,QAAQ,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,KAAK,EAAE,WAAW,EAAE;KAC1D;IACD,MAAM;IACN,QAAQ,EAAE,EAAE,IAAI,EAAE,iBAAiB,EAAE;IACrC,IAAI,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoFlB;IACC,EAAE,EAAE;QACF,MAAM,EAAE;YACN,MAAM,EAAE;gBACN,UAAU,EAAE,MAAM;gBAClB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;aAC7B;YACD,IAAI,EAAE;gBACJ,UAAU,EAAE,MAAM;gBAClB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;gBAC5B,QAAQ,EAAE,IAAI;aACf;SACF;QACD,MAAM,EAAE;YACN,UAAU,EAAE,MAAM;YAClB,KAAK,EAAE,eAAe;YACtB,MAAM,EAAE,YAAY;YACpB,UAAU,EAAE,gBAAgB;SAC7B;QACD,GAAG,EAAE,gBAAgB;KACtB;CACF,CAAC,CAAC"}
@@ -0,0 +1,15 @@
1
+ /**
2
+ * `color.invert@1` — invert RGB (1 - rgb), preserve alpha.
3
+ *
4
+ * Fragment, mask slot honored (`output = mix(source, processed, coverage * amount)`).
5
+ * The `amount` param lets the inversion fade smoothly between 0 (passthrough) and
6
+ * 1 (full invert) — useful for animated transitions.
7
+ */
8
+ import * as d from "typegpu/data";
9
+ export declare const InvertParams: d.WgslStruct<{
10
+ amount: d.F32;
11
+ }>;
12
+ export declare const colorInvertV1: import("../../../../module.js").ShaderModule<d.WgslStruct<{
13
+ amount: d.F32;
14
+ }>>;
15
+ //# sourceMappingURL=module.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.d.ts","sourceRoot":"","sources":["../../../../../src/shaders/color/invert/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAGH,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAIlC,eAAO,MAAM,YAAY;;EAEvB,CAAC;AAgBH,eAAO,MAAM,aAAa;;GAyDxB,CAAC"}
@@ -0,0 +1,85 @@
1
+ /**
2
+ * `color.invert@1` — invert RGB (1 - rgb), preserve alpha.
3
+ *
4
+ * Fragment, mask slot honored (`output = mix(source, processed, coverage * amount)`).
5
+ * The `amount` param lets the inversion fade smoothly between 0 (passthrough) and
6
+ * 1 (full invert) — useful for animated transitions.
7
+ */
8
+ import tgpu from "typegpu";
9
+ import * as d from "typegpu/data";
10
+ import { defineModule } from "../../../../module.js";
11
+ import { WGSL_PREMUL_HELPERS } from "../../../../shared/premulWgsl.js";
12
+ export const InvertParams = d.struct({
13
+ amount: d.f32
14
+ });
15
+ const layout = tgpu.bindGroupLayout({
16
+ params: { uniform: InvertParams },
17
+ source: { texture: "float" },
18
+ mask: { texture: "float" },
19
+ samp: { sampler: "filtering" }
20
+ });
21
+ const samplerDescriptor = {
22
+ magFilter: "linear",
23
+ minFilter: "linear",
24
+ addressModeU: "clamp-to-edge",
25
+ addressModeV: "clamp-to-edge"
26
+ };
27
+ export const colorInvertV1 = defineModule({
28
+ id: "color.invert",
29
+ version: 1,
30
+ // Trivial schema (single `amount` param) and canonical mask slot; no
31
+ // near-term split or rename in sight, so the API is safe to publish.
32
+ surface: "published",
33
+ category: "color",
34
+ linearity: "nonlinear-in-rgb",
35
+ kind: "fragment",
36
+ params: InvertParams,
37
+ paramDefaults: { amount: 1 },
38
+ paramUi: {
39
+ amount: { min: 0, max: 1, step: 0.01, label: "Amount" }
40
+ },
41
+ layout,
42
+ samplers: { samp: samplerDescriptor },
43
+ wgsl: /* wgsl */ `
44
+ ${WGSL_PREMUL_HELPERS}
45
+
46
+ @fragment
47
+ fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
48
+ // Input is premultiplied. The typed helpers force us through unpremul()
49
+ // before touching channels — the prior hand-rolled "safeA = max(a, 1/255);
50
+ // straight = rgb/safeA; invert; re-premultiply" dance is now expressed as
51
+ // unpremul/premul calls that can't be skipped accidentally.
52
+ let p = samplePremul(layout.$.source, layout.$.samp, uv);
53
+ let s = unpremul(p);
54
+ let inverted = Straight(vec4f(vec3f(1.0) - s.v.rgb, s.v.a));
55
+ let invPremul = premul(inverted);
56
+ let coverage = textureSample(layout.$.mask, layout.$.samp, uv).a;
57
+ // Linear mix between two premul values is itself a premul-safe linear op,
58
+ // so it's correct to lerp src.v ↔ invPremul.v directly.
59
+ return mix(p.v, invPremul.v, coverage * layout.$.params.amount);
60
+ }
61
+ `,
62
+ io: {
63
+ inputs: {
64
+ source: {
65
+ colorSpace: "linear",
66
+ alpha: "premultiplied",
67
+ bindingKinds: ["texture_2d"]
68
+ },
69
+ mask: {
70
+ colorSpace: "linear",
71
+ alpha: "premultiplied",
72
+ bindingKinds: ["texture_2d"],
73
+ optional: true
74
+ }
75
+ },
76
+ output: {
77
+ colorSpace: "linear",
78
+ alpha: "premultiplied",
79
+ format: "rgba8unorm",
80
+ dimensions: "same-as:source"
81
+ },
82
+ rod: "same-as:source"
83
+ }
84
+ });
85
+ //# sourceMappingURL=module.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.js","sourceRoot":"","sources":["../../../../../src/shaders/color/invert/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,OAAO,IAAI,MAAM,SAAS,CAAC;AAC3B,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AACrD,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAEvE,MAAM,CAAC,MAAM,YAAY,GAAG,CAAC,CAAC,MAAM,CAAC;IACnC,MAAM,EAAE,CAAC,CAAC,GAAG;CACd,CAAC,CAAC;AAEH,MAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC;IAClC,MAAM,EAAE,EAAE,OAAO,EAAE,YAAY,EAAE;IACjC,MAAM,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC5B,IAAI,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC1B,IAAI,EAAE,EAAE,OAAO,EAAE,WAAW,EAAE;CAC/B,CAAC,CAAC;AAEH,MAAM,iBAAiB,GAAyB;IAC9C,SAAS,EAAE,QAAQ;IACnB,SAAS,EAAE,QAAQ;IACnB,YAAY,EAAE,eAAe;IAC7B,YAAY,EAAE,eAAe;CAC9B,CAAC;AAEF,MAAM,CAAC,MAAM,aAAa,GAAG,YAAY,CAAC;IACxC,EAAE,EAAE,cAAc;IAClB,OAAO,EAAE,CAAC;IACV,qEAAqE;IACrE,qEAAqE;IACrE,OAAO,EAAE,WAAW;IACpB,QAAQ,EAAE,OAAO;IACjB,SAAS,EAAE,kBAAkB;IAC7B,IAAI,EAAE,UAAU;IAChB,MAAM,EAAE,YAAY;IACpB,aAAa,EAAE,EAAE,MAAM,EAAE,CAAC,EAAE;IAC5B,OAAO,EAAE;QACP,MAAM,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE;KACxD;IACD,MAAM;IACN,QAAQ,EAAE,EAAE,IAAI,EAAE,iBAAiB,EAAE;IACrC,IAAI,EAAE,UAAU,CAAC;EACjB,mBAAmB;;;;;;;;;;;;;;;;;CAiBpB;IACC,EAAE,EAAE;QACF,MAAM,EAAE;YACN,MAAM,EAAE;gBACN,UAAU,EAAE,QAAQ;gBACpB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;aAC7B;YACD,IAAI,EAAE;gBACJ,UAAU,EAAE,QAAQ;gBACpB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;gBAC5B,QAAQ,EAAE,IAAI;aACf;SACF;QACD,MAAM,EAAE;YACN,UAAU,EAAE,QAAQ;YACpB,KAAK,EAAE,eAAe;YACtB,MAAM,EAAE,YAAY;YACpB,UAAU,EAAE,gBAAgB;SAC7B;QACD,GAAG,EAAE,gBAAgB;KACtB;CACF,CAAC,CAAC"}
@@ -0,0 +1,33 @@
1
+ /**
2
+ * `color.levels@1` — per-channel input black point, gamma, and white point.
3
+ *
4
+ * For each of R/G/B independently: remap `[black, white]` onto `[0, 1]` then
5
+ * apply gamma — `out = pow(clamp((in - black) / (white - black), 0, 1), 1/gamma)`.
6
+ * `black`/`white` are normalized to `[0, 1]` (the host divides 0–255 inputs by
7
+ * 255); `gamma` is the channel gamma. The identity is `black=0, gamma=1,
8
+ * white=1`. Alpha is untouched. Fragment, with the canonical mask slot.
9
+ */
10
+ import * as d from "typegpu/data";
11
+ export declare const LevelsParams: d.WgslStruct<{
12
+ rBlack: d.F32;
13
+ rGamma: d.F32;
14
+ rWhite: d.F32;
15
+ gBlack: d.F32;
16
+ gGamma: d.F32;
17
+ gWhite: d.F32;
18
+ bBlack: d.F32;
19
+ bGamma: d.F32;
20
+ bWhite: d.F32;
21
+ }>;
22
+ export declare const colorLevelsV1: import("../../../../module.js").ShaderModule<d.WgslStruct<{
23
+ rBlack: d.F32;
24
+ rGamma: d.F32;
25
+ rWhite: d.F32;
26
+ gBlack: d.F32;
27
+ gGamma: d.F32;
28
+ gWhite: d.F32;
29
+ bBlack: d.F32;
30
+ bGamma: d.F32;
31
+ bWhite: d.F32;
32
+ }>>;
33
+ //# sourceMappingURL=module.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.d.ts","sourceRoot":"","sources":["../../../../../src/shaders/color/levels/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAGH,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAGlC,eAAO,MAAM,YAAY;;;;;;;;;;EAUvB,CAAC;AAgBH,eAAO,MAAM,aAAa;;;;;;;;;;GA+ExB,CAAC"}