framefields 2.0.10 → 2.0.11
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +17 -6
- package/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-BxA0sL9z.d.mts → audio-BHanw8Jb.d.mts} +3 -3
- package/dist/{audio-BxA0sL9z.d.mts.map → audio-BHanw8Jb.d.mts.map} +1 -1
- package/dist/{audio-B7Al-W_0.mjs → audio-COOMNwL5.mjs} +4 -4
- package/dist/{audio-B7Al-W_0.mjs.map → audio-COOMNwL5.mjs.map} +1 -1
- package/dist/{dist-BFjSQP7i.mjs → dist-BAVZdFEJ.mjs} +3 -3
- package/dist/{dist-BFjSQP7i.mjs.map → dist-BAVZdFEJ.mjs.map} +1 -1
- package/dist/{dist-DzUJmIHt.mjs → dist-BYqNNwsl.mjs} +2 -2
- package/dist/{dist-DzUJmIHt.mjs.map → dist-BYqNNwsl.mjs.map} +1 -1
- package/dist/{dist-B9Afsv83.mjs → dist-CbG3QxDw.mjs} +651 -2
- package/dist/dist-CbG3QxDw.mjs.map +1 -0
- package/dist/{dist-B9PkqWnN.mjs → dist-Cxi68OuY.mjs} +5322 -3274
- package/dist/dist-Cxi68OuY.mjs.map +1 -0
- package/dist/effects/index.d.mts +4 -4
- package/dist/effects/index.mjs +25 -25
- package/dist/{effects-CREopCyP.mjs → effects-DzbjFhyA.mjs} +3 -3
- package/dist/{effects-CREopCyP.mjs.map → effects-DzbjFhyA.mjs.map} +1 -1
- package/dist/fonts/index.d.mts +2 -2
- package/dist/fonts/index.mjs +1 -1
- package/dist/{fonts-DhEQ5h6E.mjs → fonts-C0W6TgJk.mjs} +52 -5
- package/dist/fonts-C0W6TgJk.mjs.map +1 -0
- package/dist/{index-J9CIK_nu.d.mts → index-9B8CJowc.d.mts} +2 -2
- package/dist/{index-J9CIK_nu.d.mts.map → index-9B8CJowc.d.mts.map} +1 -1
- package/dist/{index-CvDVpaKn.d.mts → index-CDoTrMs1.d.mts} +4 -4
- package/dist/{index-CvDVpaKn.d.mts.map → index-CDoTrMs1.d.mts.map} +1 -1
- package/dist/{index-BXNNJVs8.d.mts → index-CYGpSVsf.d.mts} +2 -2
- package/dist/{index-BXNNJVs8.d.mts.map → index-CYGpSVsf.d.mts.map} +1 -1
- package/dist/{index-D1zaOwEU.d.mts → index-DDEPvMww.d.mts} +520 -71
- package/dist/index-DDEPvMww.d.mts.map +1 -0
- package/dist/{index-oodg5k9K.d.mts → index-DGJp1d30.d.mts} +3 -3
- package/dist/{index-oodg5k9K.d.mts.map → index-DGJp1d30.d.mts.map} +1 -1
- package/dist/{index-fo4E7A6C.d.mts → index-DRZu3ezy.d.mts} +3 -3
- package/dist/{index-fo4E7A6C.d.mts.map → index-DRZu3ezy.d.mts.map} +1 -1
- package/dist/{index-CQcdKyxF.d.mts → index-DnWsbbuZ.d.mts} +54 -2
- package/dist/index-DnWsbbuZ.d.mts.map +1 -0
- package/dist/index.d.mts +398 -18
- package/dist/index.d.mts.map +1 -1
- package/dist/index.mjs +633 -57
- package/dist/index.mjs.map +1 -1
- package/dist/preview/index.d.mts +2 -2
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview-9ifxywUM.mjs → preview-BV2C4Fk6.mjs} +2 -2
- package/dist/{preview-9ifxywUM.mjs.map → preview-BV2C4Fk6.mjs.map} +1 -1
- package/dist/preview-engine/{chunk-VVLM6LZ3.mjs → chunk-6256GQFP.mjs} +1 -1
- package/dist/preview-engine/{chunk-YG35X5R5.mjs → chunk-AWTH2WZO.mjs} +1 -1
- package/dist/preview-engine/{chunk-7DIAFPQP.mjs → chunk-ECPP3UG6.mjs} +1 -1
- package/dist/preview-engine/{chunk-5JD65JSJ.mjs → chunk-FGHOHCFG.mjs} +1 -1
- package/dist/preview-engine/chunk-IMV5SBQV.mjs +1 -0
- package/dist/preview-engine/chunk-IQKIHFNZ.mjs +1 -0
- package/dist/preview-engine/chunk-L3IEJZ5S.mjs +474 -0
- package/dist/preview-engine/chunk-M7NMFDJ3.mjs +3 -0
- package/dist/preview-engine/chunk-NFAGEP43.mjs +1448 -0
- package/dist/preview-engine/{chunk-AG5JNZYQ.mjs → chunk-Q66QQI6N.mjs} +1 -1
- package/dist/preview-engine/{chunk-JAOXXYXG.mjs → chunk-QYRDQMNB.mjs} +1 -1
- package/dist/preview-engine/{chunk-XCYFPA34.mjs → chunk-RJUAM52F.mjs} +1 -1
- package/dist/preview-engine/chunk-VRGREB3V.mjs +1 -0
- package/dist/preview-engine/{chunk-AW7HNZKR.mjs → chunk-Y6HWYPKX.mjs} +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/fonts.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +27 -27
- package/dist/preview-engine/player.mjs +1 -1
- package/dist/preview-engine/renderers-5BV6JGTU.mjs +248 -0
- package/dist/preview-engine/renderers-7X2W6QWX.mjs +1 -0
- package/dist/preview-engine/renderers-EOJMPPAQ.mjs +1 -0
- package/dist/preview-engine/renderers-G5KQISVL.mjs +1 -0
- package/dist/preview-engine/renderers-GMX2ZQDG.mjs +1 -0
- package/dist/preview-engine/renderers-TVTQ2R74.mjs +1 -0
- package/dist/preview-engine/renderers-ZIMBODX6.mjs +1 -0
- package/dist/{program-xRfFoPxe.mjs → program-BmNKgzja.mjs} +281 -23
- package/dist/program-BmNKgzja.mjs.map +1 -0
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/{renderer-D-4Yh-RK.mjs → renderer-1VuQTY1Z.mjs} +2 -2
- package/dist/{renderer-D-4Yh-RK.mjs.map → renderer-1VuQTY1Z.mjs.map} +1 -1
- package/dist/renderer-6oMSare3.mjs +3 -0
- package/dist/renderer-B1ComPb2.mjs +3 -0
- package/dist/{renderer-CgmFh6MY.mjs → renderer-B1YMwl2B.mjs} +1 -1
- package/dist/{renderer-BtRfKx5N.mjs → renderer-B2ieylQ3.mjs} +2 -2
- package/dist/{renderer-BtRfKx5N.mjs.map → renderer-B2ieylQ3.mjs.map} +1 -1
- package/dist/{renderer-DYm4duFr.mjs → renderer-B8-kzZdP.mjs} +2 -2
- package/dist/{renderer-DYm4duFr.mjs.map → renderer-B8-kzZdP.mjs.map} +1 -1
- package/dist/{renderer-Dju9CaeL.mjs → renderer-B8UaFNqb.mjs} +3 -3
- package/dist/{renderer-Dju9CaeL.mjs.map → renderer-B8UaFNqb.mjs.map} +1 -1
- package/dist/{renderer-BA8YwBRQ.mjs → renderer-BDbTWSpP.mjs} +3 -3
- package/dist/{renderer-BA8YwBRQ.mjs.map → renderer-BDbTWSpP.mjs.map} +1 -1
- package/dist/{renderer-DxtHmyAa.mjs → renderer-BIIWCg_J.mjs} +3 -3
- package/dist/{renderer-DxtHmyAa.mjs.map → renderer-BIIWCg_J.mjs.map} +1 -1
- package/dist/{renderer-CJNyhr_S.mjs → renderer-BJ1aTkZf.mjs} +3 -3
- package/dist/{renderer-CJNyhr_S.mjs.map → renderer-BJ1aTkZf.mjs.map} +1 -1
- package/dist/renderer-BQ5Bz5D0.mjs +3 -0
- package/dist/{renderer-DBlPbsgi.mjs → renderer-BSaYG8aw.mjs} +1 -1
- package/dist/{renderer-2NQWaZd7.d.mts → renderer-BTdOMMEx.d.mts} +2 -2
- package/dist/{renderer-2NQWaZd7.d.mts.map → renderer-BTdOMMEx.d.mts.map} +1 -1
- package/dist/renderer-BZcn_iBl.mjs +3 -0
- package/dist/{renderer-CroHPOsX.mjs → renderer-Bc04fivZ.mjs} +3 -3
- package/dist/{renderer-CroHPOsX.mjs.map → renderer-Bc04fivZ.mjs.map} +1 -1
- package/dist/{renderer-xKOVmd2O.mjs → renderer-BfAWZziM.mjs} +193 -12
- package/dist/renderer-BfAWZziM.mjs.map +1 -0
- package/dist/{renderer-DTvfYkI9.mjs → renderer-Bfgd4N0O.mjs} +3 -3
- package/dist/{renderer-DTvfYkI9.mjs.map → renderer-Bfgd4N0O.mjs.map} +1 -1
- package/dist/{renderer-b6sZN90h.mjs → renderer-BhZZEyFX.mjs} +2 -2
- package/dist/{renderer-b6sZN90h.mjs.map → renderer-BhZZEyFX.mjs.map} +1 -1
- package/dist/{renderer-wVldKtFU.mjs → renderer-Bhdf90Zq.mjs} +2 -2
- package/dist/{renderer-wVldKtFU.mjs.map → renderer-Bhdf90Zq.mjs.map} +1 -1
- package/dist/renderer-Bp6sDMa6.mjs +3 -0
- package/dist/renderer-Bt7_sb_Y.mjs +3 -0
- package/dist/{renderer-BiSALMQy.mjs → renderer-Bv21DbWy.mjs} +1 -1
- package/dist/{renderer-CoZKST2Y.mjs → renderer-Bv6q84TU.mjs} +2 -2
- package/dist/{renderer-CoZKST2Y.mjs.map → renderer-Bv6q84TU.mjs.map} +1 -1
- package/dist/renderer-C606ZPUn.mjs +3 -0
- package/dist/renderer-C9jyKn1i.mjs +3 -0
- package/dist/renderer-CERfcxgv.mjs +3 -0
- package/dist/renderer-CG5PzNkv.mjs +3 -0
- package/dist/{renderer-BGXbGqY4.mjs → renderer-CI7sG_cv.mjs} +2 -2
- package/dist/{renderer-BGXbGqY4.mjs.map → renderer-CI7sG_cv.mjs.map} +1 -1
- package/dist/renderer-CPoIMVdk.mjs +3 -0
- package/dist/{renderer-DCkSR2Ne.mjs → renderer-CWTpc4ff.mjs} +2 -2
- package/dist/{renderer-DCkSR2Ne.mjs.map → renderer-CWTpc4ff.mjs.map} +1 -1
- package/dist/{renderer-D7ztfQHX.mjs → renderer-CXn5HAnK.mjs} +3 -3
- package/dist/{renderer-D7ztfQHX.mjs.map → renderer-CXn5HAnK.mjs.map} +1 -1
- package/dist/{renderer-DjTiNeAp.mjs → renderer-C_TPMHiH.mjs} +2 -2
- package/dist/{renderer-DjTiNeAp.mjs.map → renderer-C_TPMHiH.mjs.map} +1 -1
- package/dist/renderer-Ca7L1EOp.mjs +3 -0
- package/dist/{renderer-DAMJZNtX.mjs → renderer-CaaOKMSd.mjs} +2 -2
- package/dist/{renderer-DAMJZNtX.mjs.map → renderer-CaaOKMSd.mjs.map} +1 -1
- package/dist/{renderer-CIYcdZuZ.mjs → renderer-CdciwwMI.mjs} +3 -3
- package/dist/{renderer-CIYcdZuZ.mjs.map → renderer-CdciwwMI.mjs.map} +1 -1
- package/dist/{renderer-BZmfKIom.mjs → renderer-CfC_aiew.mjs} +3 -3
- package/dist/{renderer-BZmfKIom.mjs.map → renderer-CfC_aiew.mjs.map} +1 -1
- package/dist/{renderer-8qpGxSSO.mjs → renderer-ChdLYS-G.mjs} +3 -3
- package/dist/{renderer-8qpGxSSO.mjs.map → renderer-ChdLYS-G.mjs.map} +1 -1
- package/dist/renderer-Cl6GkeHx.mjs +3 -0
- package/dist/renderer-ClcjrFyo.mjs +3 -0
- package/dist/{renderer-BgdkEFmv.mjs → renderer-CnXW28b9.mjs} +2 -2
- package/dist/{renderer-BgdkEFmv.mjs.map → renderer-CnXW28b9.mjs.map} +1 -1
- package/dist/{renderer-6GeDT4Mx.mjs → renderer-Ctk2zzfy.mjs} +3 -3
- package/dist/{renderer-6GeDT4Mx.mjs.map → renderer-Ctk2zzfy.mjs.map} +1 -1
- package/dist/{renderer-But0u-xi.mjs → renderer-CtyD_Xju.mjs} +2 -2
- package/dist/{renderer-But0u-xi.mjs.map → renderer-CtyD_Xju.mjs.map} +1 -1
- package/dist/renderer-CySUP_wk.mjs +3 -0
- package/dist/renderer-D2l_Odyg.mjs +3 -0
- package/dist/{renderer-BJ6Y-7ke.mjs → renderer-D2nCGcjv.mjs} +2 -2
- package/dist/{renderer-BJ6Y-7ke.mjs.map → renderer-D2nCGcjv.mjs.map} +1 -1
- package/dist/renderer-DCPCYySt.mjs +3 -0
- package/dist/{renderer-BnvqEqvE.mjs → renderer-DIgsilTw.mjs} +3 -3
- package/dist/{renderer-BnvqEqvE.mjs.map → renderer-DIgsilTw.mjs.map} +1 -1
- package/dist/renderer-DIkpJEOZ.mjs +3 -0
- package/dist/{renderer-BpCxKWQm.mjs → renderer-DML9qpmS.mjs} +2 -2
- package/dist/{renderer-BpCxKWQm.mjs.map → renderer-DML9qpmS.mjs.map} +1 -1
- package/dist/renderer-DNSXPkf_.mjs +3 -0
- package/dist/renderer-DP-CvZ_Z.mjs +3 -0
- package/dist/renderer-DeXb8R6h.mjs +3 -0
- package/dist/renderer-DezO-ZaP.mjs +4 -0
- package/dist/renderer-DhXe04fC.mjs +3 -0
- package/dist/{renderer-jkZ_IQnW.mjs → renderer-DirxsOjq.mjs} +2 -2
- package/dist/{renderer-jkZ_IQnW.mjs.map → renderer-DirxsOjq.mjs.map} +1 -1
- package/dist/{renderer-CfeoxM_3.mjs → renderer-Djlb4TLO.mjs} +3 -3
- package/dist/{renderer-CfeoxM_3.mjs.map → renderer-Djlb4TLO.mjs.map} +1 -1
- package/dist/renderer-DnH3SI7w.mjs +3 -0
- package/dist/{renderer-DdVBt8Rz.mjs → renderer-DpGc-N3G.mjs} +3 -3
- package/dist/{renderer-DdVBt8Rz.mjs.map → renderer-DpGc-N3G.mjs.map} +1 -1
- package/dist/renderer-Dpw4oi33.mjs +3 -0
- package/dist/{renderer-CcU7dVn9.mjs → renderer-DxTs4Iyi.mjs} +2 -2
- package/dist/{renderer-CcU7dVn9.mjs.map → renderer-DxTs4Iyi.mjs.map} +1 -1
- package/dist/{renderer-CNF10fCq.mjs → renderer-Dy0utCl7.mjs} +3 -3
- package/dist/{renderer-CNF10fCq.mjs.map → renderer-Dy0utCl7.mjs.map} +1 -1
- package/dist/renderer-Md-ytU0v.mjs +3 -0
- package/dist/{renderer-CStktK20.mjs → renderer-RKsXlF_0.mjs} +43 -43
- package/dist/{renderer-CStktK20.mjs.map → renderer-RKsXlF_0.mjs.map} +1 -1
- package/dist/renderer-U-bhWO9Q.mjs +3 -0
- package/dist/{renderer-5h0llpx7.mjs → renderer-WSGuj_V6.mjs} +2 -2
- package/dist/{renderer-5h0llpx7.mjs.map → renderer-WSGuj_V6.mjs.map} +1 -1
- package/dist/{renderer-_bygZSKk.mjs → renderer-bsWnRNpJ.mjs} +2 -2
- package/dist/{renderer-_bygZSKk.mjs.map → renderer-bsWnRNpJ.mjs.map} +1 -1
- package/dist/{renderer-DNNqpK7t.mjs → renderer-cgxO2xN6.mjs} +3 -3
- package/dist/{renderer-DNNqpK7t.mjs.map → renderer-cgxO2xN6.mjs.map} +1 -1
- package/dist/{renderer-DryPrxYc.mjs → renderer-dncoIVdd.mjs} +1 -1
- package/dist/{renderer-DffynBHa.mjs → renderer-kwmlLQOO.mjs} +3 -3
- package/dist/{renderer-DffynBHa.mjs.map → renderer-kwmlLQOO.mjs.map} +1 -1
- package/dist/{renderer-9wp5R7PL.mjs → renderer-vqkKWqa5.mjs} +2 -2
- package/dist/{renderer-9wp5R7PL.mjs.map → renderer-vqkKWqa5.mjs.map} +1 -1
- package/dist/renderer-zA5okHds.mjs +3 -0
- package/dist/{renderers-CP8CFWDs-BLgwUYX2.mjs → renderers-CP8CFWDs-DwQTx8S7.mjs} +3 -3
- package/dist/{renderers-CP8CFWDs-BLgwUYX2.mjs.map → renderers-CP8CFWDs-DwQTx8S7.mjs.map} +1 -1
- package/dist/signals/index.d.mts +5 -5
- package/dist/signals/index.mjs +6 -6
- package/dist/{signals-CsxqD2AA.mjs → signals-Bv1OweKd.mjs} +3 -3
- package/dist/{signals-CsxqD2AA.mjs.map → signals-Bv1OweKd.mjs.map} +1 -1
- package/package.json +55 -55
- package/dist/dist-B9Afsv83.mjs.map +0 -1
- package/dist/dist-B9PkqWnN.mjs.map +0 -1
- package/dist/fonts-DhEQ5h6E.mjs.map +0 -1
- package/dist/index-CQcdKyxF.d.mts.map +0 -1
- package/dist/index-D1zaOwEU.d.mts.map +0 -1
- package/dist/preview-engine/chunk-CNSHAFEA.mjs +0 -1
- package/dist/preview-engine/chunk-QTKJXDIW.mjs +0 -997
- package/dist/preview-engine/chunk-RNOO4UR5.mjs +0 -3
- package/dist/preview-engine/chunk-T6CC2KCZ.mjs +0 -418
- package/dist/preview-engine/chunk-UC7CSW2A.mjs +0 -1
- package/dist/preview-engine/renderers-32PIFHPS.mjs +0 -1
- package/dist/preview-engine/renderers-3Y3EMRDJ.mjs +0 -1
- package/dist/preview-engine/renderers-7HNVXNAI.mjs +0 -248
- package/dist/preview-engine/renderers-CHJWUJVI.mjs +0 -1
- package/dist/preview-engine/renderers-CI2GXWLP.mjs +0 -1
- package/dist/preview-engine/renderers-EE2GFG7J.mjs +0 -1
- package/dist/preview-engine/renderers-UGZUPONY.mjs +0 -1
- package/dist/program-xRfFoPxe.mjs.map +0 -1
- package/dist/renderer-B4F6wL68.mjs +0 -3
- package/dist/renderer-B4i1jmiT.mjs +0 -3
- package/dist/renderer-B5ylY3uM.mjs +0 -3
- package/dist/renderer-BPw23wiR.mjs +0 -3
- package/dist/renderer-BghW-bSZ.mjs +0 -3
- package/dist/renderer-Bw3oZ9YT.mjs +0 -3
- package/dist/renderer-C2009W-_.mjs +0 -3
- package/dist/renderer-C36yoGXG.mjs +0 -3
- package/dist/renderer-CL3evUmF.mjs +0 -3
- package/dist/renderer-CM1_2ZWA.mjs +0 -3
- package/dist/renderer-CWlzudP8.mjs +0 -3
- package/dist/renderer-Cd5vzrGs.mjs +0 -3
- package/dist/renderer-CeJ_vDXI.mjs +0 -3
- package/dist/renderer-CjY77sB_.mjs +0 -3
- package/dist/renderer-D5Z6mda5.mjs +0 -3
- package/dist/renderer-DCJa7OGk.mjs +0 -3
- package/dist/renderer-DGwSl7g1.mjs +0 -3
- package/dist/renderer-DNoRNfMm.mjs +0 -3
- package/dist/renderer-DOZ8bpyY.mjs +0 -3
- package/dist/renderer-DRHyRNU8.mjs +0 -3
- package/dist/renderer-DlD85Xoi.mjs +0 -3
- package/dist/renderer-Dr0bgOrW.mjs +0 -3
- package/dist/renderer-DurtG-Hc.mjs +0 -3
- package/dist/renderer-eFv9HBmL.mjs +0 -3
- package/dist/renderer-iuV6wQoL.mjs +0 -4
- package/dist/renderer-n-uuWPF4.mjs +0 -3
- package/dist/renderer-rzccTFuY.mjs +0 -3
- package/dist/renderer-xKOVmd2O.mjs.map +0 -1
- package/dist/renderer-y9eGFPFL.mjs +0 -3
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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//#region ../../nodes/node-colorkey/dist/renderers-C8TKYjha.mjs
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{"version":3,"file":"renderer-wVldKtFU.mjs","names":[],"sources":["../../../nodes/node-colorkey/dist/renderers-C8TKYjha.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLORKEY_SHADER = `\nstruct ColorKeyUniforms {\n\tsimilarity : f32,\n\tsmoothness : f32,\n\tspillSuppression : f32,\n\tcolorSpace : f32, // 0 for YUV, 1 for RGB\n\tspillSuppressionType : f32, // 0 for Desaturate, 1 for Neutralize, 2 for None\n\tkeyR : f32,\n\tkeyG : f32,\n\tkeyB : f32,\n\thasSimilaritySig : f32,\n\thasSmoothnessSig : f32,\n\thasSpillSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorKeyUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var similaritySigTex : texture_2d<f32>;\n@group(2) @binding(1) var smoothnessSigTex : texture_2d<f32>;\n@group(2) @binding(2) var spillSigTex : texture_2d<f32>;\n@group(2) @binding(3) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn rgb2yuv(rgb: vec3<f32>) -> vec3<f32> {\n\tlet y = 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b;\n\tlet u = -0.169 * rgb.r - 0.331 * rgb.g + 0.500 * rgb.b;\n\tlet v = 0.500 * rgb.r - 0.419 * rgb.g - 0.081 * rgb.b;\n\treturn vec3<f32>(y, u, v);\n}\n\nfn yuv2rgb(yuv: vec3<f32>) -> vec3<f32> {\n\tlet r = yuv.x + 1.402 * yuv.z;\n\tlet g = yuv.x - 0.344 * yuv.y - 0.714 * yuv.z;\n\tlet b = yuv.x + 1.772 * yuv.y;\n\treturn vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet src_color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (src_color.a < 1e-5) {\n\t\treturn src_color;\n\t}\n\n\t// Unpremultiply alpha for keying and grading\n\tlet unpremult_rgb = src_color.rgb / src_color.a;\n\n\t// Resolve dynamic signals if connected, otherwise use static uniform values\n\tvar similarity = u.similarity;\n\tif (u.hasSimilaritySig > 0.5) {\n\t\tsimilarity = textureSampleLevel(similaritySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar smoothness = u.smoothness;\n\tif (u.hasSmoothnessSig > 0.5) {\n\t\tsmoothness = textureSampleLevel(smoothnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar spillSuppression = u.spillSuppression;\n\tif (u.hasSpillSig > 0.5) {\n\t\tspillSuppression = textureSampleLevel(spillSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet keyColor = vec3<f32>(u.keyR, u.keyG, u.keyB);\n\n\t// 1. Calculate similarity distance\n\tvar dist = 0.0;\n\tif (u.colorSpace < 0.5) {\n\t\t// YUV (Chroma Distance)\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tdist = distance(C_yuv.yz, K_yuv.yz);\n\t} else {\n\t\t// RGB (Exact Distance)\n\t\tdist = distance(unpremult_rgb, keyColor);\n\t}\n\n\t// 2. Calculate transparency mask\n\tvar mask = 0.0;\n\tif (smoothness < 0.0001) {\n\t\tmask = select(0.0, 1.0, dist >= similarity);\n\t} else {\n\t\tmask = smoothstep(similarity, similarity + smoothness, dist);\n\t}\n\n\t// 3. Apply spill suppression\n\tvar final_rgb = unpremult_rgb;\n\tif (u.spillSuppressionType < 2.5) { // 0 for Desaturate, 1 for Neutralize, 2 for None\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tlet K_chroma = K_yuv.yz;\n\t\tlet K_len_sq = dot(K_chroma, K_chroma);\n\n\t\tif (K_len_sq > 1e-6) {\n\t\t\tlet C_chroma = C_yuv.yz;\n\t\t\tlet proj = dot(C_chroma, K_chroma) / K_len_sq;\n\t\t\tif (proj > 0.0) {\n\t\t\t\tlet C_para = proj * K_chroma;\n\t\t\t\tvar C_chroma_suppressed = C_chroma;\n\n\t\t\t\tif (u.spillSuppressionType < 0.5) {\n\t\t\t\t\t// Desaturate\n\t\t\t\t\tC_chroma_suppressed = C_chroma - spillSuppression * C_para;\n\t\t\t\t} else {\n\t\t\t\t\t// Neutralize (completely shift to neutral gray chroma)\n\t\t\t\t\tC_chroma_suppressed = C_chroma - C_para;\n\t\t\t\t}\n\n\t\t\t\tfinal_rgb = yuv2rgb(vec3<f32>(C_yuv.x, C_chroma_suppressed.x, C_chroma_suppressed.y));\n\t\t\t}\n\t\t}\n\t}\n\n\tlet final_alpha = src_color.a * mask;\n\treturn vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * final_alpha, final_alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst colorKeyData = new Float32Array(12);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getColorKeyResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `colorkey_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst colorKeyModule = device.createShaderModule({\n\t\t\tlabel: `colorkey_${format}.wgsl`,\n\t\t\tcode: COLORKEY_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `ColorKeyPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: colorKeyModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: colorKeyModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tcolorKeyPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction hexToRgb(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3) h = h.split(\"\").map((c) => c + c).join(\"\");\n\treturn [\n\t\tparseInt(h.substring(0, 2), 16) / 255,\n\t\tparseInt(h.substring(2, 4), 16) / 255,\n\t\tparseInt(h.substring(4, 6), 16) / 255\n\t];\n}\nconst ColorKeyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorKey\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"colorkey_node\";\n\tconst similarityInput = op.similarityHandleId ? op.inputs?.[op.similarityHandleId] : null;\n\tconst hasSimilaritySig = !!(similarityInput?.connectionValid && (similarityInput.outputItem?.type === \"Signal\" || similarityInput.outputItem?.type === \"Numeric\"));\n\tconst similaritySd = hasSimilaritySig && similarityInput?.outputItem?.data ? similarityInput.outputItem.data : null;\n\tlet similarity = .4;\n\tlet hasStaticSimilaritySig = false;\n\tif (!hasSimilaritySig) if (similarityInput?.connectionValid && similarityInput.outputItem?.type === \"Number\") similarity = Math.max(0, Math.min(1, Number(similarityInput.outputItem.data ?? .4)));\n\telse similarity = Math.max(0, Math.min(1, Number(op.similarity ?? .4)));\n\telse if (similaritySd) {\n\t\tsimilarity = Math.max(0, Math.min(1, Number(similaritySd.offset ?? 0)));\n\t\thasStaticSimilaritySig = true;\n\t}\n\tconst smoothnessInput = op.smoothnessHandleId ? op.inputs?.[op.smoothnessHandleId] : null;\n\tconst hasSmoothnessSig = !!(smoothnessInput?.connectionValid && (smoothnessInput.outputItem?.type === \"Signal\" || smoothnessInput.outputItem?.type === \"Numeric\"));\n\tconst smoothnessSd = hasSmoothnessSig && smoothnessInput?.outputItem?.data ? smoothnessInput.outputItem.data : null;\n\tlet smoothness = .1;\n\tlet hasStaticSmoothnessSig = false;\n\tif (!hasSmoothnessSig) if (smoothnessInput?.connectionValid && smoothnessInput.outputItem?.type === \"Number\") smoothness = Math.max(0, Math.min(1, Number(smoothnessInput.outputItem.data ?? .1)));\n\telse smoothness = Math.max(0, Math.min(1, Number(op.smoothness ?? .1)));\n\telse if (smoothnessSd) {\n\t\tsmoothness = Math.max(0, Math.min(1, Number(smoothnessSd.offset ?? 0)));\n\t\thasStaticSmoothnessSig = true;\n\t}\n\tconst spillInput = op.spillSuppressionHandleId ? op.inputs?.[op.spillSuppressionHandleId] : null;\n\tconst hasSpillSig = !!(spillInput?.connectionValid && (spillInput.outputItem?.type === \"Signal\" || spillInput.outputItem?.type === \"Numeric\"));\n\tconst spillSd = hasSpillSig && spillInput?.outputItem?.data ? spillInput.outputItem.data : null;\n\tlet spillSuppression = .2;\n\tlet hasStaticSpillSig = false;\n\tif (!hasSpillSig) if (spillInput?.connectionValid && spillInput.outputItem?.type === \"Number\") spillSuppression = Math.max(0, Math.min(1, Number(spillInput.outputItem.data ?? .2)));\n\telse spillSuppression = Math.max(0, Math.min(1, Number(op.spillSuppression ?? .2)));\n\telse if (spillSd) {\n\t\tspillSuppression = Math.max(0, Math.min(1, Number(spillSd.offset ?? 0)));\n\t\thasStaticSpillSig = true;\n\t}\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { colorKeyPipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getColorKeyResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tlet similarityView;\n\tif (hasStaticSimilaritySig && similaritySd) similarityView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, similaritySd.nodeId ?? `${nodeId}_similarity_sig`, elapsedSeconds, durationSeconds, similaritySd, width, height, props.renderId, frame, fps);\n\telse similarityView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet smoothnessView;\n\tif (hasStaticSmoothnessSig && smoothnessSd) smoothnessView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, smoothnessSd.nodeId ?? `${nodeId}_smoothness_sig`, elapsedSeconds, durationSeconds, smoothnessSd, width, height, props.renderId, frame, fps);\n\telse smoothnessView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet spillView;\n\tif (hasStaticSpillSig && spillSd) spillView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, spillSd.nodeId ?? `${nodeId}_spill_sig`, elapsedSeconds, durationSeconds, spillSd, width, height, props.renderId, frame, fps);\n\telse spillView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tconst [keyR, keyG, keyB] = hexToRgb(op.keyColor ?? \"#00ff00\");\n\tcolorKeyData[0] = similarity;\n\tcolorKeyData[1] = smoothness;\n\tcolorKeyData[2] = spillSuppression;\n\tcolorKeyData[3] = op.colorSpace === \"RGB\" ? 1 : 0;\n\tcolorKeyData[4] = op.spillSuppressionType === \"None\" ? 2 : op.spillSuppressionType === \"Neutralize\" ? 1 : 0;\n\tcolorKeyData[5] = keyR;\n\tcolorKeyData[6] = keyG;\n\tcolorKeyData[7] = keyB;\n\tcolorKeyData[8] = hasStaticSimilaritySig ? 1 : 0;\n\tcolorKeyData[9] = hasStaticSmoothnessSig ? 1 : 0;\n\tcolorKeyData[10] = hasStaticSpillSig ? 1 : 0;\n\tcolorKeyData[11] = 0;\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(colorKeyData);\n\tconst singlePass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\tsinglePass.setPipeline(pipeline);\n\tsinglePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: singleBuffer }\n\t\t}]\n\t}));\n\tsinglePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\tsinglePass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: similarityView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: smoothnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: spillView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tsinglePass.draw(4);\n\tsinglePass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ColorKeyWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-Bhdf90Zq.mjs","names":[],"sources":["../../../nodes/node-colorkey/dist/renderers-C8TKYjha.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLORKEY_SHADER = `\nstruct ColorKeyUniforms {\n\tsimilarity : f32,\n\tsmoothness : f32,\n\tspillSuppression : f32,\n\tcolorSpace : f32, // 0 for YUV, 1 for RGB\n\tspillSuppressionType : f32, // 0 for Desaturate, 1 for Neutralize, 2 for None\n\tkeyR : f32,\n\tkeyG : f32,\n\tkeyB : f32,\n\thasSimilaritySig : f32,\n\thasSmoothnessSig : f32,\n\thasSpillSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorKeyUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var similaritySigTex : texture_2d<f32>;\n@group(2) @binding(1) var smoothnessSigTex : texture_2d<f32>;\n@group(2) @binding(2) var spillSigTex : texture_2d<f32>;\n@group(2) @binding(3) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn rgb2yuv(rgb: vec3<f32>) -> vec3<f32> {\n\tlet y = 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b;\n\tlet u = -0.169 * rgb.r - 0.331 * rgb.g + 0.500 * rgb.b;\n\tlet v = 0.500 * rgb.r - 0.419 * rgb.g - 0.081 * rgb.b;\n\treturn vec3<f32>(y, u, v);\n}\n\nfn yuv2rgb(yuv: vec3<f32>) -> vec3<f32> {\n\tlet r = yuv.x + 1.402 * yuv.z;\n\tlet g = yuv.x - 0.344 * yuv.y - 0.714 * yuv.z;\n\tlet b = yuv.x + 1.772 * yuv.y;\n\treturn vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet src_color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (src_color.a < 1e-5) {\n\t\treturn src_color;\n\t}\n\n\t// Unpremultiply alpha for keying and grading\n\tlet unpremult_rgb = src_color.rgb / src_color.a;\n\n\t// Resolve dynamic signals if connected, otherwise use static uniform values\n\tvar similarity = u.similarity;\n\tif (u.hasSimilaritySig > 0.5) {\n\t\tsimilarity = textureSampleLevel(similaritySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar smoothness = u.smoothness;\n\tif (u.hasSmoothnessSig > 0.5) {\n\t\tsmoothness = textureSampleLevel(smoothnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar spillSuppression = u.spillSuppression;\n\tif (u.hasSpillSig > 0.5) {\n\t\tspillSuppression = textureSampleLevel(spillSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet keyColor = vec3<f32>(u.keyR, u.keyG, u.keyB);\n\n\t// 1. Calculate similarity distance\n\tvar dist = 0.0;\n\tif (u.colorSpace < 0.5) {\n\t\t// YUV (Chroma Distance)\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tdist = distance(C_yuv.yz, K_yuv.yz);\n\t} else {\n\t\t// RGB (Exact Distance)\n\t\tdist = distance(unpremult_rgb, keyColor);\n\t}\n\n\t// 2. Calculate transparency mask\n\tvar mask = 0.0;\n\tif (smoothness < 0.0001) {\n\t\tmask = select(0.0, 1.0, dist >= similarity);\n\t} else {\n\t\tmask = smoothstep(similarity, similarity + smoothness, dist);\n\t}\n\n\t// 3. Apply spill suppression\n\tvar final_rgb = unpremult_rgb;\n\tif (u.spillSuppressionType < 2.5) { // 0 for Desaturate, 1 for Neutralize, 2 for None\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tlet K_chroma = K_yuv.yz;\n\t\tlet K_len_sq = dot(K_chroma, K_chroma);\n\n\t\tif (K_len_sq > 1e-6) {\n\t\t\tlet C_chroma = C_yuv.yz;\n\t\t\tlet proj = dot(C_chroma, K_chroma) / K_len_sq;\n\t\t\tif (proj > 0.0) {\n\t\t\t\tlet C_para = proj * K_chroma;\n\t\t\t\tvar C_chroma_suppressed = C_chroma;\n\n\t\t\t\tif (u.spillSuppressionType < 0.5) {\n\t\t\t\t\t// Desaturate\n\t\t\t\t\tC_chroma_suppressed = C_chroma - spillSuppression * C_para;\n\t\t\t\t} else {\n\t\t\t\t\t// Neutralize (completely shift to neutral gray chroma)\n\t\t\t\t\tC_chroma_suppressed = C_chroma - C_para;\n\t\t\t\t}\n\n\t\t\t\tfinal_rgb = yuv2rgb(vec3<f32>(C_yuv.x, C_chroma_suppressed.x, C_chroma_suppressed.y));\n\t\t\t}\n\t\t}\n\t}\n\n\tlet final_alpha = src_color.a * mask;\n\treturn vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * final_alpha, final_alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst colorKeyData = new Float32Array(12);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getColorKeyResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `colorkey_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst colorKeyModule = device.createShaderModule({\n\t\t\tlabel: `colorkey_${format}.wgsl`,\n\t\t\tcode: COLORKEY_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `ColorKeyPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: colorKeyModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: colorKeyModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tcolorKeyPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction hexToRgb(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3) h = h.split(\"\").map((c) => c + c).join(\"\");\n\treturn [\n\t\tparseInt(h.substring(0, 2), 16) / 255,\n\t\tparseInt(h.substring(2, 4), 16) / 255,\n\t\tparseInt(h.substring(4, 6), 16) / 255\n\t];\n}\nconst ColorKeyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorKey\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"colorkey_node\";\n\tconst similarityInput = op.similarityHandleId ? op.inputs?.[op.similarityHandleId] : null;\n\tconst hasSimilaritySig = !!(similarityInput?.connectionValid && (similarityInput.outputItem?.type === \"Signal\" || similarityInput.outputItem?.type === \"Numeric\"));\n\tconst similaritySd = hasSimilaritySig && similarityInput?.outputItem?.data ? similarityInput.outputItem.data : null;\n\tlet similarity = .4;\n\tlet hasStaticSimilaritySig = false;\n\tif (!hasSimilaritySig) if (similarityInput?.connectionValid && similarityInput.outputItem?.type === \"Number\") similarity = Math.max(0, Math.min(1, Number(similarityInput.outputItem.data ?? .4)));\n\telse similarity = Math.max(0, Math.min(1, Number(op.similarity ?? .4)));\n\telse if (similaritySd) {\n\t\tsimilarity = Math.max(0, Math.min(1, Number(similaritySd.offset ?? 0)));\n\t\thasStaticSimilaritySig = true;\n\t}\n\tconst smoothnessInput = op.smoothnessHandleId ? op.inputs?.[op.smoothnessHandleId] : null;\n\tconst hasSmoothnessSig = !!(smoothnessInput?.connectionValid && (smoothnessInput.outputItem?.type === \"Signal\" || smoothnessInput.outputItem?.type === \"Numeric\"));\n\tconst smoothnessSd = hasSmoothnessSig && smoothnessInput?.outputItem?.data ? smoothnessInput.outputItem.data : null;\n\tlet smoothness = .1;\n\tlet hasStaticSmoothnessSig = false;\n\tif (!hasSmoothnessSig) if (smoothnessInput?.connectionValid && smoothnessInput.outputItem?.type === \"Number\") smoothness = Math.max(0, Math.min(1, Number(smoothnessInput.outputItem.data ?? .1)));\n\telse smoothness = Math.max(0, Math.min(1, Number(op.smoothness ?? .1)));\n\telse if (smoothnessSd) {\n\t\tsmoothness = Math.max(0, Math.min(1, Number(smoothnessSd.offset ?? 0)));\n\t\thasStaticSmoothnessSig = true;\n\t}\n\tconst spillInput = op.spillSuppressionHandleId ? op.inputs?.[op.spillSuppressionHandleId] : null;\n\tconst hasSpillSig = !!(spillInput?.connectionValid && (spillInput.outputItem?.type === \"Signal\" || spillInput.outputItem?.type === \"Numeric\"));\n\tconst spillSd = hasSpillSig && spillInput?.outputItem?.data ? spillInput.outputItem.data : null;\n\tlet spillSuppression = .2;\n\tlet hasStaticSpillSig = false;\n\tif (!hasSpillSig) if (spillInput?.connectionValid && spillInput.outputItem?.type === \"Number\") spillSuppression = Math.max(0, Math.min(1, Number(spillInput.outputItem.data ?? .2)));\n\telse spillSuppression = Math.max(0, Math.min(1, Number(op.spillSuppression ?? .2)));\n\telse if (spillSd) {\n\t\tspillSuppression = Math.max(0, Math.min(1, Number(spillSd.offset ?? 0)));\n\t\thasStaticSpillSig = true;\n\t}\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { colorKeyPipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getColorKeyResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tlet similarityView;\n\tif (hasStaticSimilaritySig && similaritySd) similarityView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, similaritySd.nodeId ?? `${nodeId}_similarity_sig`, elapsedSeconds, durationSeconds, similaritySd, width, height, props.renderId, frame, fps);\n\telse similarityView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet smoothnessView;\n\tif (hasStaticSmoothnessSig && smoothnessSd) smoothnessView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, smoothnessSd.nodeId ?? `${nodeId}_smoothness_sig`, elapsedSeconds, durationSeconds, smoothnessSd, width, height, props.renderId, frame, fps);\n\telse smoothnessView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet spillView;\n\tif (hasStaticSpillSig && spillSd) spillView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, spillSd.nodeId ?? `${nodeId}_spill_sig`, elapsedSeconds, durationSeconds, spillSd, width, height, props.renderId, frame, fps);\n\telse spillView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tconst [keyR, keyG, keyB] = hexToRgb(op.keyColor ?? \"#00ff00\");\n\tcolorKeyData[0] = similarity;\n\tcolorKeyData[1] = smoothness;\n\tcolorKeyData[2] = spillSuppression;\n\tcolorKeyData[3] = op.colorSpace === \"RGB\" ? 1 : 0;\n\tcolorKeyData[4] = op.spillSuppressionType === \"None\" ? 2 : op.spillSuppressionType === \"Neutralize\" ? 1 : 0;\n\tcolorKeyData[5] = keyR;\n\tcolorKeyData[6] = keyG;\n\tcolorKeyData[7] = keyB;\n\tcolorKeyData[8] = hasStaticSimilaritySig ? 1 : 0;\n\tcolorKeyData[9] = hasStaticSmoothnessSig ? 1 : 0;\n\tcolorKeyData[10] = hasStaticSpillSig ? 1 : 0;\n\tcolorKeyData[11] = 0;\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(colorKeyData);\n\tconst singlePass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\tsinglePass.setPipeline(pipeline);\n\tsinglePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: singleBuffer }\n\t\t}]\n\t}));\n\tsinglePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\tsinglePass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: similarityView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: smoothnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: spillView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tsinglePass.draw(4);\n\tsinglePass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ColorKeyWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -1,5 +1,5 @@
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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import {
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import { K as lutStore, rt as signalRegistry } from "./dist-Cxi68OuY.mjs";
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//#region ../../nodes/node-apply-lut/dist/renderers-kmnMKizc.mjs
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const LUT_3D_SHADER = `
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-Bv6q84TU.mjs.map
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{"version":3,"file":"renderer-CoZKST2Y.mjs","names":[],"sources":["../../../nodes/node-apply-lut/dist/renderers-kmnMKizc.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { lutStore, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_3D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_3d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\t// Coordinate adjustment to sample from texel centers\n\tlet uvw = inputColor.rgb * ((u.lutSize - 1.0) / u.lutSize) + vec3<f32>(0.5 / u.lutSize);\n\tlet mappedColor = textureSampleLevel(lutTex, lutSamp, uvw, 0.0);\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (mappedColor.rgb - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst LUT_1D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_1d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\tlet rCoord = inputColor.r * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet gCoord = inputColor.g * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet bCoord = inputColor.b * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\t\n\tlet mappedR = textureSampleLevel(lutTex, lutSamp, rCoord, 0.0).r;\n\tlet mappedG = textureSampleLevel(lutTex, lutSamp, gCoord, 0.0).g;\n\tlet mappedB = textureSampleLevel(lutTex, lutSamp, bCoord, 0.0).b;\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (vec3<f32>(mappedR, mappedG, mappedB) - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst lutUniformData = new Float32Array(4);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tlutUniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tlutTextureLayout3D: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: {\n\t\t\t\tviewDimension: \"3d\",\n\t\t\t\tsampleType: \"float\"\n\t\t\t}\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tlutTextureLayout1D: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: {\n\t\t\t\tviewDimension: \"1d\",\n\t\t\t\tsampleType: \"float\"\n\t\t\t}\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getLutResources(device, format, type) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `lut_${type}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst shaderCode = type === \"3D\" ? LUT_3D_SHADER : LUT_1D_SHADER;\n\t\tconst lutModule = device.createShaderModule({\n\t\t\tlabel: `lut_${type.toLowerCase()}_${format}.wgsl`,\n\t\t\tcode: shaderCode\n\t\t});\n\t\tconst currentLutLayout = type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D;\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `LutPipeline_${type}_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.lutUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tcurrentLutLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: lutModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: lutModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tlutPipeline: pipeline,\n\t\tlutUniformLayout: layouts.lutUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tlutTextureLayout: type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst LutWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ApplyLUT\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst lutUrl = op.lutUrl;\n\tif (!lutUrl) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intensityInput = op.intensityHandleId ? op.inputs?.[op.intensityHandleId] : null;\n\tconst hasSignal = !!(intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? intensityInput?.outputItem?.data : null;\n\tlet intensity = 1;\n\tlet hasStaticSignal = false;\n\tif (!hasSignal) if (intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Number\") intensity = Number(intensityInput.outputItem.data ?? 1);\n\telse intensity = Number(op.intensity ?? 1);\n\telse if (sd && typeof sd === \"object\") {\n\t\tintensity = Number(sd.offset ?? 1);\n\t\thasStaticSignal = true;\n\t}\n\tintensity = Math.max(0, Math.min(10, intensity));\n\tlet lut = lutStore.get(lutUrl, ctx.device);\n\tif (!lut) {\n\t\tif ((props.isHeadless ?? (typeof window === \"undefined\" || globalThis.__IS_HEADLESS_RENDERER__)) || props.forceWait) try {\n\t\t\tlut = await lutStore.getOrLoad(lutUrl, ctx.device);\n\t\t} catch (err) {\n\t\t\tif (!(err instanceof DOMException && err.name === \"AbortError\") && !(err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\")) console.error(\"[ApplyLUT] Failed to load LUT synchronously:\", err);\n\t\t}\n\t\telse lutStore.getOrLoad(lutUrl, ctx.device).catch((err) => {\n\t\t\tif (err instanceof DOMException && err.name === \"AbortError\" || err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\") return;\n\t\t\tconsole.error(\"[ApplyLUT] Failed to load LUT in background:\", err);\n\t\t});\n\t\tif (!lut && lutUrl.startsWith(\"runtime://lut/\")) {\n\t\t\tconst prefix = lutUrl.substring(0, lutUrl.lastIndexOf(\"-\") + 1);\n\t\t\tif (prefix) lut = lutStore.getAnyMatching(prefix, ctx.device);\n\t\t}\n\t}\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tif (!lut) {\n\t\tconst finalPass$1 = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"load\");\n\t\tctx.renderer.drawTexture(finalPass$1, tmpTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: targetWidth,\n\t\t\theight: targetHeight\n\t\t}, { opacity: op.opacity ?? 1 });\n\t\targs.pass = finalPass$1;\n\t\treturn;\n\t}\n\tconst { lutPipeline: pipeline, lutUniformLayout: uLayout, singleTextureLayout: tLayout, lutTextureLayout: lLayout, signalTextureLayout: sigLayout } = getLutResources(ctx.device, ctx.renderer.format, lut.type);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tlet signalView;\n\tif (hasStaticSignal) {\n\t\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\t\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\t\tsignalView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, sd.nodeId ?? \"lut_intensity_sig\", elapsedSeconds, durationSeconds, sd, width, height, props.renderId, frame, fps);\n\t} else signalView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlutUniformData[0] = intensity;\n\tlutUniformData[1] = lut.size;\n\tlutUniformData[2] = hasStaticSignal ? 1 : 0;\n\tlutUniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(lutUniformData);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\trenderPass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: lLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: lut.texture.createView()\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: signalView\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: LutWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-Bv6q84TU.mjs","names":[],"sources":["../../../nodes/node-apply-lut/dist/renderers-kmnMKizc.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { lutStore, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_3D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_3d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\t// Coordinate adjustment to sample from texel centers\n\tlet uvw = inputColor.rgb * ((u.lutSize - 1.0) / u.lutSize) + vec3<f32>(0.5 / u.lutSize);\n\tlet mappedColor = textureSampleLevel(lutTex, lutSamp, uvw, 0.0);\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (mappedColor.rgb - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst LUT_1D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_1d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\tlet rCoord = inputColor.r * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet gCoord = inputColor.g * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet bCoord = inputColor.b * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\t\n\tlet mappedR = textureSampleLevel(lutTex, lutSamp, rCoord, 0.0).r;\n\tlet mappedG = textureSampleLevel(lutTex, lutSamp, gCoord, 0.0).g;\n\tlet mappedB = textureSampleLevel(lutTex, lutSamp, bCoord, 0.0).b;\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (vec3<f32>(mappedR, mappedG, mappedB) - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst lutUniformData = new Float32Array(4);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tlutUniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tlutTextureLayout3D: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: {\n\t\t\t\tviewDimension: \"3d\",\n\t\t\t\tsampleType: \"float\"\n\t\t\t}\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tlutTextureLayout1D: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: {\n\t\t\t\tviewDimension: \"1d\",\n\t\t\t\tsampleType: \"float\"\n\t\t\t}\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getLutResources(device, format, type) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `lut_${type}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst shaderCode = type === \"3D\" ? LUT_3D_SHADER : LUT_1D_SHADER;\n\t\tconst lutModule = device.createShaderModule({\n\t\t\tlabel: `lut_${type.toLowerCase()}_${format}.wgsl`,\n\t\t\tcode: shaderCode\n\t\t});\n\t\tconst currentLutLayout = type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D;\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `LutPipeline_${type}_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.lutUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tcurrentLutLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: lutModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: lutModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tlutPipeline: pipeline,\n\t\tlutUniformLayout: layouts.lutUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tlutTextureLayout: type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst LutWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ApplyLUT\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst lutUrl = op.lutUrl;\n\tif (!lutUrl) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intensityInput = op.intensityHandleId ? op.inputs?.[op.intensityHandleId] : null;\n\tconst hasSignal = !!(intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? intensityInput?.outputItem?.data : null;\n\tlet intensity = 1;\n\tlet hasStaticSignal = false;\n\tif (!hasSignal) if (intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Number\") intensity = Number(intensityInput.outputItem.data ?? 1);\n\telse intensity = Number(op.intensity ?? 1);\n\telse if (sd && typeof sd === \"object\") {\n\t\tintensity = Number(sd.offset ?? 1);\n\t\thasStaticSignal = true;\n\t}\n\tintensity = Math.max(0, Math.min(10, intensity));\n\tlet lut = lutStore.get(lutUrl, ctx.device);\n\tif (!lut) {\n\t\tif ((props.isHeadless ?? (typeof window === \"undefined\" || globalThis.__IS_HEADLESS_RENDERER__)) || props.forceWait) try {\n\t\t\tlut = await lutStore.getOrLoad(lutUrl, ctx.device);\n\t\t} catch (err) {\n\t\t\tif (!(err instanceof DOMException && err.name === \"AbortError\") && !(err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\")) console.error(\"[ApplyLUT] Failed to load LUT synchronously:\", err);\n\t\t}\n\t\telse lutStore.getOrLoad(lutUrl, ctx.device).catch((err) => {\n\t\t\tif (err instanceof DOMException && err.name === \"AbortError\" || err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\") return;\n\t\t\tconsole.error(\"[ApplyLUT] Failed to load LUT in background:\", err);\n\t\t});\n\t\tif (!lut && lutUrl.startsWith(\"runtime://lut/\")) {\n\t\t\tconst prefix = lutUrl.substring(0, lutUrl.lastIndexOf(\"-\") + 1);\n\t\t\tif (prefix) lut = lutStore.getAnyMatching(prefix, ctx.device);\n\t\t}\n\t}\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tif (!lut) {\n\t\tconst finalPass$1 = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"load\");\n\t\tctx.renderer.drawTexture(finalPass$1, tmpTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: targetWidth,\n\t\t\theight: targetHeight\n\t\t}, { opacity: op.opacity ?? 1 });\n\t\targs.pass = finalPass$1;\n\t\treturn;\n\t}\n\tconst { lutPipeline: pipeline, lutUniformLayout: uLayout, singleTextureLayout: tLayout, lutTextureLayout: lLayout, signalTextureLayout: sigLayout } = getLutResources(ctx.device, ctx.renderer.format, lut.type);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tlet signalView;\n\tif (hasStaticSignal) {\n\t\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\t\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\t\tsignalView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, sd.nodeId ?? \"lut_intensity_sig\", elapsedSeconds, durationSeconds, sd, width, height, props.renderId, frame, fps);\n\t} else signalView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlutUniformData[0] = intensity;\n\tlutUniformData[1] = lut.size;\n\tlutUniformData[2] = hasStaticSignal ? 1 : 0;\n\tlutUniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(lutUniformData);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\trenderPass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: lLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: lut.texture.createView()\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: signalView\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: LutWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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import {
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import { rt as signalRegistry } from "./dist-Cxi68OuY.mjs";
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//#region ../../nodes/node-camera-parallax-3d/dist/renderers-D1luyzrZ.mjs
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const CAMERA_PARALLAX_SHADER = `
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{"version":3,"file":"renderer-BGXbGqY4.mjs","names":[],"sources":["../../../nodes/node-camera-parallax-3d/dist/renderers-D1luyzrZ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst CAMERA_PARALLAX_SHADER = `\nstruct CameraParallaxUniforms {\n // vec4 0\n motionPreset : f32, // 0=Custom, 1=DollyZoom, 2=Orbit, 3=FlyThrough, 4=HandheldShake, 5=RackFocus\n panX : f32,\n panY : f32,\n dollyZ : f32,\n\n // vec4 1\n fov : f32,\n parallaxAmount : f32,\n dofAperture : f32,\n focusPlane : f32,\n\n // vec4 2\n edgeDilation : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n timeProgress : f32, // normalized 0.0 - 1.0 (or continuous)\n\n // vec4 3\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n _pad3 : f32,\n\n // vec4 4: signal flags\n hasSigPanX : f32,\n hasSigPanY : f32,\n hasSigDollyZ : f32,\n hasSigFocusPlane : f32,\n\n // vec4 5: signal flags\n hasSigParallax : f32,\n hasSigAperture : f32,\n hasSigFOV : f32,\n hasSigEdgeDilation : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : CameraParallaxUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var panXSigTex : texture_2d<f32>;\n@group(3) @binding(1) var panYSigTex : texture_2d<f32>;\n@group(3) @binding(2) var dollyZSigTex : texture_2d<f32>;\n@group(3) @binding(3) var focusPlaneSigTex : texture_2d<f32>;\n@group(3) @binding(4) var parallaxSigTex : texture_2d<f32>;\n@group(3) @binding(5) var apertureSigTex : texture_2d<f32>;\n@group(3) @binding(6) var fovSigTex : texture_2d<f32>;\n@group(3) @binding(7) var edgeDilationSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleAlbedo(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle fade for border inpainting\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var panX = u.panX;\n if (u.hasSigPanX > 0.5) {\n panX = textureSampleLevel(panXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var panY = u.panY;\n if (u.hasSigPanY > 0.5) {\n panY = textureSampleLevel(panYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var dollyZ = u.dollyZ;\n if (u.hasSigDollyZ > 0.5) {\n dollyZ = textureSampleLevel(dollyZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var focusPlane = u.focusPlane;\n if (u.hasSigFocusPlane > 0.5) {\n focusPlane = clamp(textureSampleLevel(focusPlaneSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var parallaxAmount = u.parallaxAmount;\n if (u.hasSigParallax > 0.5) {\n parallaxAmount = max(0.0, textureSampleLevel(parallaxSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var dofAperture = u.dofAperture;\n if (u.hasSigAperture > 0.5) {\n dofAperture = clamp(textureSampleLevel(apertureSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var fov = u.fov;\n if (u.hasSigFOV > 0.5) {\n fov = clamp(textureSampleLevel(fovSigTex, sigSamp, in.uv, 0.0).r, 15.0, 120.0);\n }\n\n var edgeDilation = u.edgeDilation;\n if (u.hasSigEdgeDilation > 0.5) {\n edgeDilation = clamp(textureSampleLevel(edgeDilationSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Motion Presets Computation\n let t = u.timeProgress;\n let twoPi = 6.2831853;\n let pi = 3.14159265;\n\n var motionPanX: f32 = 0.0;\n var motionPanY: f32 = 0.0;\n var motionDollyZ: f32 = 0.0;\n var motionFocus: f32 = 0.0;\n\n let preset = u.motionPreset;\n\n if (preset > 0.5 && preset < 1.5) {\n // DollyZoom (Vertigo effect)\n let s = sin(t * pi);\n motionDollyZ = (s * 2.0 - 1.0) * 0.45;\n motionPanX = sin(t * twoPi) * 0.06;\n motionPanY = cos(t * twoPi) * 0.03;\n } else if (preset > 1.5 && preset < 2.5) {\n // Orbit\n let angle = t * twoPi;\n motionPanX = cos(angle) * 0.32;\n motionPanY = sin(angle) * 0.18;\n motionDollyZ = sin(angle * 2.0) * 0.12;\n } else if (preset > 2.5 && preset < 3.5) {\n // FlyThrough\n let phase = sin(t * pi);\n motionDollyZ = phase * 0.65;\n motionPanX = sin(t * twoPi) * 0.12;\n motionPanY = cos(t * pi) * 0.08;\n motionFocus = (phase - 0.5) * 0.6;\n } else if (preset > 3.5 && preset < 4.5) {\n // HandheldShake\n motionPanX = (sin(t * twoPi * 1.6) * 0.06 + sin(t * twoPi * 3.7) * 0.03);\n motionPanY = (cos(t * twoPi * 1.3) * 0.05 + sin(t * twoPi * 4.2) * 0.025);\n motionDollyZ = sin(t * twoPi * 0.8) * 0.04;\n } else if (preset > 4.5) {\n // RackFocus\n let focusWave = sin(t * pi);\n motionFocus = (focusWave - 0.5) * 0.8;\n motionPanX = sin(t * twoPi) * 0.04;\n motionPanY = cos(t * twoPi) * 0.02;\n motionDollyZ = sin(t * pi) * 0.06;\n }\n\n // Cumulative camera parameters\n let effectivePanX = clamp(panX + motionPanX, -1.0, 1.0);\n let effectivePanY = clamp(panY + motionPanY, -1.0, 1.0);\n let effectiveDollyZ = clamp(dollyZ + motionDollyZ, -1.0, 1.0);\n let effectiveFocusPlane = clamp(focusPlane + motionFocus, 0.0, 1.0);\n\n // FOV & perspective distortion factor\n let fovRad = (fov * pi) / 180.0;\n let fovScale = tan(fovRad * 0.5) / tan(50.0 * pi / 360.0);\n\n // 3D Camera Raymarch Offset\n let camOffset = vec2<f32>(effectivePanX * aspect, -effectivePanY) * (parallaxAmount * 0.15 * fovScale);\n let zoomFactor = max(0.5, 1.0 + effectiveDollyZ * 0.4);\n\n let centeredUV = (in.uv - 0.5) / zoomFactor + 0.5;\n\n // Steep Relief Raymarching (16 linear steps + 4 binary refinement steps)\n let numSteps = 16.0;\n let stepSize = 1.0 / numSteps;\n var currentRayZ: f32 = 1.0;\n var currentUV = centeredUV;\n var lastUV = centeredUV;\n var lastRayZ: f32 = 1.0;\n var lastDepth: f32 = sampleDepth(centeredUV);\n var foundHit = false;\n\n for (var i = 0; i < 16; i = i + 1) {\n let sampleUV = centeredUV + camOffset * (currentRayZ - effectiveFocusPlane);\n let sceneDepth = sampleDepth(sampleUV);\n\n if (sceneDepth >= currentRayZ) {\n foundHit = true;\n lastUV = sampleUV;\n break;\n }\n\n lastRayZ = currentRayZ;\n lastDepth = sceneDepth;\n currentRayZ = currentRayZ - stepSize;\n }\n\n // Binary refinement search for sub-pixel surface accuracy\n var hitUV = lastUV;\n var hitDepth = lastDepth;\n var minZ = currentRayZ;\n var maxZ = lastRayZ;\n\n for (var b = 0; b < 4; b = b + 1) {\n let midZ = (minZ + maxZ) * 0.5;\n let testUV = centeredUV + camOffset * (midZ - effectiveFocusPlane);\n let testDepth = sampleDepth(testUV);\n if (testDepth >= midZ) {\n minZ = midZ;\n hitUV = testUV;\n hitDepth = testDepth;\n } else {\n maxZ = midZ;\n }\n }\n\n // Edge inpainting / dilation clamping\n var finalUV = hitUV;\n if (hitUV.x < 0.0 || hitUV.x > 1.0 || hitUV.y < 0.0 || hitUV.y > 1.0) {\n let clampedBorderUV = clamp(hitUV, vec2<f32>(0.0), vec2<f32>(1.0));\n finalUV = mix(hitUV, clampedBorderUV, edgeDilation);\n }\n\n // Circle of Confusion (Physical Bokeh Blur)\n let coc = abs(hitDepth - effectiveFocusPlane) * dofAperture * 0.04;\n\n if (coc < 0.0008) {\n return sampleAlbedo(finalUV);\n }\n\n // Multi-tap Golden Spiral Bokeh Disk Blur (16 taps)\n var accumColor = vec4<f32>(0.0);\n var totalWeight: f32 = 0.0;\n let goldenAngle = 2.39996323;\n\n for (var tap = 0; tap < 16; tap = tap + 1) {\n let fTap = f32(tap);\n let r = sqrt((fTap + 0.5) / 16.0);\n let theta = fTap * goldenAngle;\n let offset = vec2<f32>(cos(theta), sin(theta) * aspect) * (r * coc);\n\n let tapUV = finalUV + offset;\n let tapColor = sampleAlbedo(tapUV);\n let tapDepth = sampleDepth(tapUV);\n\n // Bokeh depth weighting: prevents foreground blur from bleeding into background\n let depthDelta = tapDepth - hitDepth;\n let bokehWeight = select(1.0, smoothstep(-0.08, 0.04, depthDelta), depthDelta < 0.0) / (1.0 + r * r * 0.5);\n\n accumColor = accumColor + tapColor * bokehWeight;\n totalWeight = totalWeight + bokehWeight;\n }\n\n let finalColor = accumColor / max(totalWeight, 0.0001);\n return vec4<f32>(clamp(finalColor.rgb, vec3<f32>(0.0), vec3<f32>(1.0)), finalColor.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsrcTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tdepthTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getCameraParallaxResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `camera_parallax_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `camera_parallax_${format}.wgsl`,\n\t\t\tcode: CAMERA_PARALLAX_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `CameraParallaxPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = Number(signalInput.outputItem.data ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = Number(op[fieldName] ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = Number(sd.offset ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst CameraParallax3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"CameraParallax3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet depthView;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\tdepthTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\tsrcTex\n\t\t]);\n\t\tdepthView = depthTex.createView();\n\t\tctx.renderer.beginFrame(encoder, depthView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(depthMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: depthMedia,\n\t\t\tcontainerWidth: width,\n\t\t\tcontainerHeight: height\n\t\t}, depthView, depthTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\tdepthView = srcView;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getCameraParallaxResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst panXInfo = resolveSignalField(op, \"panX\", 0, -1, 1);\n\tconst panYInfo = resolveSignalField(op, \"panY\", 0, -1, 1);\n\tconst dollyZInfo = resolveSignalField(op, \"dollyZ\", 0, -1, 1);\n\tconst fovInfo = resolveSignalField(op, \"fov\", 50, 15, 120);\n\tconst parallaxInfo = resolveSignalField(op, \"parallaxAmount\", .6, 0, 2);\n\tconst apertureInfo = resolveSignalField(op, \"dofAperture\", .3, 0, 1);\n\tconst focusPlaneInfo = resolveSignalField(op, \"focusPlane\", .4, 0, 1);\n\tconst edgeDilationInfo = resolveSignalField(op, \"edgeDilation\", .5, 0, 1);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigPanXView = getSigTextureView(panXInfo, \"cam_panx_sig\");\n\tconst sigPanYView = getSigTextureView(panYInfo, \"cam_pany_sig\");\n\tconst sigDollyZView = getSigTextureView(dollyZInfo, \"cam_dollyz_sig\");\n\tconst sigFocusPlaneView = getSigTextureView(focusPlaneInfo, \"cam_focus_sig\");\n\tconst sigParallaxView = getSigTextureView(parallaxInfo, \"cam_plax_sig\");\n\tconst sigApertureView = getSigTextureView(apertureInfo, \"cam_ap_sig\");\n\tconst sigFOVView = getSigTextureView(fovInfo, \"cam_fov_sig\");\n\tconst sigEdgeDilationView = getSigTextureView(edgeDilationInfo, \"cam_edge_sig\");\n\tconst uniformData = new Float32Array(24);\n\tuniformData[0] = op.motionPreset === \"DollyZoom\" ? 1 : op.motionPreset === \"Orbit\" ? 2 : op.motionPreset === \"FlyThrough\" ? 3 : op.motionPreset === \"HandheldShake\" ? 4 : op.motionPreset === \"RackFocus\" ? 5 : 0;\n\tuniformData[1] = panXInfo.value;\n\tuniformData[2] = panYInfo.value;\n\tuniformData[3] = dollyZInfo.value;\n\tuniformData[4] = fovInfo.value;\n\tuniformData[5] = parallaxInfo.value;\n\tuniformData[6] = apertureInfo.value;\n\tuniformData[7] = focusPlaneInfo.value;\n\tuniformData[8] = edgeDilationInfo.value;\n\tuniformData[9] = op.depthInvert ? 1 : 0;\n\tuniformData[10] = hasDepthMap ? 1 : 0;\n\tuniformData[11] = timeProgress;\n\tuniformData[12] = width / Math.max(1, height);\n\tuniformData[13] = 0;\n\tuniformData[14] = 0;\n\tuniformData[15] = 0;\n\tuniformData[16] = panXInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = panYInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = dollyZInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = focusPlaneInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = parallaxInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = apertureInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = fovInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = edgeDilationInfo.hasSignal ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sigPanXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sigPanYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sigDollyZView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sigFocusPlaneView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sigParallaxView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sigApertureView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sigFOVView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: sigEdgeDilationView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: CameraParallax3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-CI7sG_cv.mjs","names":[],"sources":["../../../nodes/node-camera-parallax-3d/dist/renderers-D1luyzrZ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst CAMERA_PARALLAX_SHADER = `\nstruct CameraParallaxUniforms {\n // vec4 0\n motionPreset : f32, // 0=Custom, 1=DollyZoom, 2=Orbit, 3=FlyThrough, 4=HandheldShake, 5=RackFocus\n panX : f32,\n panY : f32,\n dollyZ : f32,\n\n // vec4 1\n fov : f32,\n parallaxAmount : f32,\n dofAperture : f32,\n focusPlane : f32,\n\n // vec4 2\n edgeDilation : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n timeProgress : f32, // normalized 0.0 - 1.0 (or continuous)\n\n // vec4 3\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n _pad3 : f32,\n\n // vec4 4: signal flags\n hasSigPanX : f32,\n hasSigPanY : f32,\n hasSigDollyZ : f32,\n hasSigFocusPlane : f32,\n\n // vec4 5: signal flags\n hasSigParallax : f32,\n hasSigAperture : f32,\n hasSigFOV : f32,\n hasSigEdgeDilation : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : CameraParallaxUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var panXSigTex : texture_2d<f32>;\n@group(3) @binding(1) var panYSigTex : texture_2d<f32>;\n@group(3) @binding(2) var dollyZSigTex : texture_2d<f32>;\n@group(3) @binding(3) var focusPlaneSigTex : texture_2d<f32>;\n@group(3) @binding(4) var parallaxSigTex : texture_2d<f32>;\n@group(3) @binding(5) var apertureSigTex : texture_2d<f32>;\n@group(3) @binding(6) var fovSigTex : texture_2d<f32>;\n@group(3) @binding(7) var edgeDilationSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleAlbedo(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle fade for border inpainting\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var panX = u.panX;\n if (u.hasSigPanX > 0.5) {\n panX = textureSampleLevel(panXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var panY = u.panY;\n if (u.hasSigPanY > 0.5) {\n panY = textureSampleLevel(panYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var dollyZ = u.dollyZ;\n if (u.hasSigDollyZ > 0.5) {\n dollyZ = textureSampleLevel(dollyZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var focusPlane = u.focusPlane;\n if (u.hasSigFocusPlane > 0.5) {\n focusPlane = clamp(textureSampleLevel(focusPlaneSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var parallaxAmount = u.parallaxAmount;\n if (u.hasSigParallax > 0.5) {\n parallaxAmount = max(0.0, textureSampleLevel(parallaxSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var dofAperture = u.dofAperture;\n if (u.hasSigAperture > 0.5) {\n dofAperture = clamp(textureSampleLevel(apertureSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var fov = u.fov;\n if (u.hasSigFOV > 0.5) {\n fov = clamp(textureSampleLevel(fovSigTex, sigSamp, in.uv, 0.0).r, 15.0, 120.0);\n }\n\n var edgeDilation = u.edgeDilation;\n if (u.hasSigEdgeDilation > 0.5) {\n edgeDilation = clamp(textureSampleLevel(edgeDilationSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Motion Presets Computation\n let t = u.timeProgress;\n let twoPi = 6.2831853;\n let pi = 3.14159265;\n\n var motionPanX: f32 = 0.0;\n var motionPanY: f32 = 0.0;\n var motionDollyZ: f32 = 0.0;\n var motionFocus: f32 = 0.0;\n\n let preset = u.motionPreset;\n\n if (preset > 0.5 && preset < 1.5) {\n // DollyZoom (Vertigo effect)\n let s = sin(t * pi);\n motionDollyZ = (s * 2.0 - 1.0) * 0.45;\n motionPanX = sin(t * twoPi) * 0.06;\n motionPanY = cos(t * twoPi) * 0.03;\n } else if (preset > 1.5 && preset < 2.5) {\n // Orbit\n let angle = t * twoPi;\n motionPanX = cos(angle) * 0.32;\n motionPanY = sin(angle) * 0.18;\n motionDollyZ = sin(angle * 2.0) * 0.12;\n } else if (preset > 2.5 && preset < 3.5) {\n // FlyThrough\n let phase = sin(t * pi);\n motionDollyZ = phase * 0.65;\n motionPanX = sin(t * twoPi) * 0.12;\n motionPanY = cos(t * pi) * 0.08;\n motionFocus = (phase - 0.5) * 0.6;\n } else if (preset > 3.5 && preset < 4.5) {\n // HandheldShake\n motionPanX = (sin(t * twoPi * 1.6) * 0.06 + sin(t * twoPi * 3.7) * 0.03);\n motionPanY = (cos(t * twoPi * 1.3) * 0.05 + sin(t * twoPi * 4.2) * 0.025);\n motionDollyZ = sin(t * twoPi * 0.8) * 0.04;\n } else if (preset > 4.5) {\n // RackFocus\n let focusWave = sin(t * pi);\n motionFocus = (focusWave - 0.5) * 0.8;\n motionPanX = sin(t * twoPi) * 0.04;\n motionPanY = cos(t * twoPi) * 0.02;\n motionDollyZ = sin(t * pi) * 0.06;\n }\n\n // Cumulative camera parameters\n let effectivePanX = clamp(panX + motionPanX, -1.0, 1.0);\n let effectivePanY = clamp(panY + motionPanY, -1.0, 1.0);\n let effectiveDollyZ = clamp(dollyZ + motionDollyZ, -1.0, 1.0);\n let effectiveFocusPlane = clamp(focusPlane + motionFocus, 0.0, 1.0);\n\n // FOV & perspective distortion factor\n let fovRad = (fov * pi) / 180.0;\n let fovScale = tan(fovRad * 0.5) / tan(50.0 * pi / 360.0);\n\n // 3D Camera Raymarch Offset\n let camOffset = vec2<f32>(effectivePanX * aspect, -effectivePanY) * (parallaxAmount * 0.15 * fovScale);\n let zoomFactor = max(0.5, 1.0 + effectiveDollyZ * 0.4);\n\n let centeredUV = (in.uv - 0.5) / zoomFactor + 0.5;\n\n // Steep Relief Raymarching (16 linear steps + 4 binary refinement steps)\n let numSteps = 16.0;\n let stepSize = 1.0 / numSteps;\n var currentRayZ: f32 = 1.0;\n var currentUV = centeredUV;\n var lastUV = centeredUV;\n var lastRayZ: f32 = 1.0;\n var lastDepth: f32 = sampleDepth(centeredUV);\n var foundHit = false;\n\n for (var i = 0; i < 16; i = i + 1) {\n let sampleUV = centeredUV + camOffset * (currentRayZ - effectiveFocusPlane);\n let sceneDepth = sampleDepth(sampleUV);\n\n if (sceneDepth >= currentRayZ) {\n foundHit = true;\n lastUV = sampleUV;\n break;\n }\n\n lastRayZ = currentRayZ;\n lastDepth = sceneDepth;\n currentRayZ = currentRayZ - stepSize;\n }\n\n // Binary refinement search for sub-pixel surface accuracy\n var hitUV = lastUV;\n var hitDepth = lastDepth;\n var minZ = currentRayZ;\n var maxZ = lastRayZ;\n\n for (var b = 0; b < 4; b = b + 1) {\n let midZ = (minZ + maxZ) * 0.5;\n let testUV = centeredUV + camOffset * (midZ - effectiveFocusPlane);\n let testDepth = sampleDepth(testUV);\n if (testDepth >= midZ) {\n minZ = midZ;\n hitUV = testUV;\n hitDepth = testDepth;\n } else {\n maxZ = midZ;\n }\n }\n\n // Edge inpainting / dilation clamping\n var finalUV = hitUV;\n if (hitUV.x < 0.0 || hitUV.x > 1.0 || hitUV.y < 0.0 || hitUV.y > 1.0) {\n let clampedBorderUV = clamp(hitUV, vec2<f32>(0.0), vec2<f32>(1.0));\n finalUV = mix(hitUV, clampedBorderUV, edgeDilation);\n }\n\n // Circle of Confusion (Physical Bokeh Blur)\n let coc = abs(hitDepth - effectiveFocusPlane) * dofAperture * 0.04;\n\n if (coc < 0.0008) {\n return sampleAlbedo(finalUV);\n }\n\n // Multi-tap Golden Spiral Bokeh Disk Blur (16 taps)\n var accumColor = vec4<f32>(0.0);\n var totalWeight: f32 = 0.0;\n let goldenAngle = 2.39996323;\n\n for (var tap = 0; tap < 16; tap = tap + 1) {\n let fTap = f32(tap);\n let r = sqrt((fTap + 0.5) / 16.0);\n let theta = fTap * goldenAngle;\n let offset = vec2<f32>(cos(theta), sin(theta) * aspect) * (r * coc);\n\n let tapUV = finalUV + offset;\n let tapColor = sampleAlbedo(tapUV);\n let tapDepth = sampleDepth(tapUV);\n\n // Bokeh depth weighting: prevents foreground blur from bleeding into background\n let depthDelta = tapDepth - hitDepth;\n let bokehWeight = select(1.0, smoothstep(-0.08, 0.04, depthDelta), depthDelta < 0.0) / (1.0 + r * r * 0.5);\n\n accumColor = accumColor + tapColor * bokehWeight;\n totalWeight = totalWeight + bokehWeight;\n }\n\n let finalColor = accumColor / max(totalWeight, 0.0001);\n return vec4<f32>(clamp(finalColor.rgb, vec3<f32>(0.0), vec3<f32>(1.0)), finalColor.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsrcTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tdepthTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getCameraParallaxResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `camera_parallax_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `camera_parallax_${format}.wgsl`,\n\t\t\tcode: CAMERA_PARALLAX_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `CameraParallaxPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = Number(signalInput.outputItem.data ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = Number(op[fieldName] ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = Number(sd.offset ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst CameraParallax3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"CameraParallax3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet depthView;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\tdepthTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\tsrcTex\n\t\t]);\n\t\tdepthView = depthTex.createView();\n\t\tctx.renderer.beginFrame(encoder, depthView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(depthMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: depthMedia,\n\t\t\tcontainerWidth: width,\n\t\t\tcontainerHeight: height\n\t\t}, depthView, depthTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\tdepthView = srcView;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getCameraParallaxResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst panXInfo = resolveSignalField(op, \"panX\", 0, -1, 1);\n\tconst panYInfo = resolveSignalField(op, \"panY\", 0, -1, 1);\n\tconst dollyZInfo = resolveSignalField(op, \"dollyZ\", 0, -1, 1);\n\tconst fovInfo = resolveSignalField(op, \"fov\", 50, 15, 120);\n\tconst parallaxInfo = resolveSignalField(op, \"parallaxAmount\", .6, 0, 2);\n\tconst apertureInfo = resolveSignalField(op, \"dofAperture\", .3, 0, 1);\n\tconst focusPlaneInfo = resolveSignalField(op, \"focusPlane\", .4, 0, 1);\n\tconst edgeDilationInfo = resolveSignalField(op, \"edgeDilation\", .5, 0, 1);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigPanXView = getSigTextureView(panXInfo, \"cam_panx_sig\");\n\tconst sigPanYView = getSigTextureView(panYInfo, \"cam_pany_sig\");\n\tconst sigDollyZView = getSigTextureView(dollyZInfo, \"cam_dollyz_sig\");\n\tconst sigFocusPlaneView = getSigTextureView(focusPlaneInfo, \"cam_focus_sig\");\n\tconst sigParallaxView = getSigTextureView(parallaxInfo, \"cam_plax_sig\");\n\tconst sigApertureView = getSigTextureView(apertureInfo, \"cam_ap_sig\");\n\tconst sigFOVView = getSigTextureView(fovInfo, \"cam_fov_sig\");\n\tconst sigEdgeDilationView = getSigTextureView(edgeDilationInfo, \"cam_edge_sig\");\n\tconst uniformData = new Float32Array(24);\n\tuniformData[0] = op.motionPreset === \"DollyZoom\" ? 1 : op.motionPreset === \"Orbit\" ? 2 : op.motionPreset === \"FlyThrough\" ? 3 : op.motionPreset === \"HandheldShake\" ? 4 : op.motionPreset === \"RackFocus\" ? 5 : 0;\n\tuniformData[1] = panXInfo.value;\n\tuniformData[2] = panYInfo.value;\n\tuniformData[3] = dollyZInfo.value;\n\tuniformData[4] = fovInfo.value;\n\tuniformData[5] = parallaxInfo.value;\n\tuniformData[6] = apertureInfo.value;\n\tuniformData[7] = focusPlaneInfo.value;\n\tuniformData[8] = edgeDilationInfo.value;\n\tuniformData[9] = op.depthInvert ? 1 : 0;\n\tuniformData[10] = hasDepthMap ? 1 : 0;\n\tuniformData[11] = timeProgress;\n\tuniformData[12] = width / Math.max(1, height);\n\tuniformData[13] = 0;\n\tuniformData[14] = 0;\n\tuniformData[15] = 0;\n\tuniformData[16] = panXInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = panYInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = dollyZInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = focusPlaneInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = parallaxInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = apertureInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = fovInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = edgeDilationInfo.hasSignal ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sigPanXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sigPanYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sigDollyZView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sigFocusPlaneView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sigParallaxView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sigApertureView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sigFOVView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: sigEdgeDilationView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: CameraParallax3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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import {
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import { rt as signalRegistry } from "./dist-Cxi68OuY.mjs";
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//#region ../../nodes/node-vignette/dist/renderers-DFNtcQvm.mjs
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{"version":3,"file":"renderer-DCkSR2Ne.mjs","names":[],"sources":["../../../nodes/node-vignette/dist/renderers-DFNtcQvm.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VIGNETTE_SHADER = `\nstruct VignetteUniforms {\n strength : f32,\n radius : f32,\n softness : f32,\n roundness : f32,\n\n centerX : f32,\n centerY : f32,\n hasStrengthSig : f32,\n hasRadiusSig : f32,\n\n hasSoftnessSig : f32,\n hasRoundnessSig: f32,\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : VignetteUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var softnessSigTex : texture_2d<f32>;\n@group(2) @binding(3) var roundnessSigTex : texture_2d<f32>;\n@group(2) @binding(4) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(5) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(6) var signalSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\n if (color.a < 1e-5) {\n return color;\n }\n\n // Resolve parameter overrides or dynamic signals\n var strength = u.strength;\n if (u.hasStrengthSig > 0.5) {\n strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var softness = u.softness;\n if (u.hasSoftnessSig > 0.5) {\n softness = textureSampleLevel(softnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var roundness = u.roundness;\n if (u.hasRoundnessSig > 0.5) {\n roundness = textureSampleLevel(roundnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let center = vec2<f32>(centerX, centerY);\n let dimensions = vec2<f32>(textureDimensions(tex));\n let aspect = dimensions.x / dimensions.y;\n let uvOffset = in.uv - center;\n\n // Calculate aspect ratio corrected coordinate for circle\n let correctedOffset = vec2<f32>(\n uvOffset.x * mix(1.0, aspect, roundness),\n uvOffset.y\n );\n let dist = length(correctedOffset);\n\n // Calculate vignette edge falloff\n let edge0 = radius;\n let edge1 = max(0.0, radius - softness);\n let vignetteFactor = smoothstep(edge0, edge1, dist);\n\n // Blend based on strength\n let intensity = strength / 100.0;\n let finalVignette = mix(1.0, vignetteFactor, intensity);\n\n // Unpremultiply, apply vignette, and repremultiply\n let unpremult_rgb = color.rgb / color.a;\n let final_rgb = unpremult_rgb * finalVignette;\n\n return vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * color.a, color.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst vignetteUniformData = new Float32Array(12);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getVignetteResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `vignette_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vignetteModule = device.createShaderModule({\n\t\t\tlabel: `vignette_${format}.wgsl`,\n\t\t\tcode: VIGNETTE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `VignettePipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: vignetteModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: vignetteModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvignettePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst VignetteWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Vignette\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"vignette_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tlet rawVal = op[configKey];\n\t\t\tif (rawVal !== void 0 && rawVal !== null) {\n\t\t\t\tif (typeof rawVal === \"object\") {\n\t\t\t\t\tif (\"get\" in rawVal && typeof rawVal.get === \"function\") rawVal = rawVal.get({\n\t\t\t\t\t\tframe: compositionFrame,\n\t\t\t\t\t\tfps\n\t\t\t\t\t});\n\t\t\t\t\telse if (\"value\" in rawVal) {\n\t\t\t\t\t\tconst sig = rawVal;\n\t\t\t\t\t\tif (sig.gpuBinding?.textureView) {\n\t\t\t\t\t\t\tgpuTextureView = sig.gpuBinding.textureView;\n\t\t\t\t\t\t\thasStaticSig = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\trawVal = sig.value;\n\t\t\t\t\t}\n\t\t\t\t} else if (typeof rawVal === \"function\") rawVal = rawVal(compositionFrame, fps);\n\t\t\t}\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 50, 0, 100);\n\tconst radiusRes = resolveBindable(\"radius\", 1, .1, 2);\n\tconst softnessRes = resolveBindable(\"softness\", .5, 0, 1);\n\tconst roundnessRes = resolveBindable(\"roundness\", .5, 0, 1);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1);\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst { vignettePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getVignetteResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.gpuTextureView) return res.gpuTextureView;\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst softnessView = getSignalView(softnessRes, \"softness_sig\");\n\tconst roundnessView = getSignalView(roundnessRes, \"roundness_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\tvignetteUniformData[0] = strengthRes.val;\n\tvignetteUniformData[1] = radiusRes.val;\n\tvignetteUniformData[2] = softnessRes.val;\n\tvignetteUniformData[3] = roundnessRes.val;\n\tvignetteUniformData[4] = centerXRes.val;\n\tvignetteUniformData[5] = centerYRes.val;\n\tvignetteUniformData[6] = strengthRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[7] = radiusRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[8] = softnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[9] = roundnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[10] = centerXRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[11] = centerYRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vignetteUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst vignettePass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\tvignettePass.setPipeline(pipeline);\n\tvignettePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tvignettePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\tvignettePass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: strengthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: softnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: roundnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: centerXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: centerYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tvignettePass.draw(4);\n\tvignettePass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: VignetteWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-CWTpc4ff.mjs","names":[],"sources":["../../../nodes/node-vignette/dist/renderers-DFNtcQvm.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VIGNETTE_SHADER = `\nstruct VignetteUniforms {\n strength : f32,\n radius : f32,\n softness : f32,\n roundness : f32,\n\n centerX : f32,\n centerY : f32,\n hasStrengthSig : f32,\n hasRadiusSig : f32,\n\n hasSoftnessSig : f32,\n hasRoundnessSig: f32,\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : VignetteUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var softnessSigTex : texture_2d<f32>;\n@group(2) @binding(3) var roundnessSigTex : texture_2d<f32>;\n@group(2) @binding(4) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(5) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(6) var signalSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\n if (color.a < 1e-5) {\n return color;\n }\n\n // Resolve parameter overrides or dynamic signals\n var strength = u.strength;\n if (u.hasStrengthSig > 0.5) {\n strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var softness = u.softness;\n if (u.hasSoftnessSig > 0.5) {\n softness = textureSampleLevel(softnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var roundness = u.roundness;\n if (u.hasRoundnessSig > 0.5) {\n roundness = textureSampleLevel(roundnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let center = vec2<f32>(centerX, centerY);\n let dimensions = vec2<f32>(textureDimensions(tex));\n let aspect = dimensions.x / dimensions.y;\n let uvOffset = in.uv - center;\n\n // Calculate aspect ratio corrected coordinate for circle\n let correctedOffset = vec2<f32>(\n uvOffset.x * mix(1.0, aspect, roundness),\n uvOffset.y\n );\n let dist = length(correctedOffset);\n\n // Calculate vignette edge falloff\n let edge0 = radius;\n let edge1 = max(0.0, radius - softness);\n let vignetteFactor = smoothstep(edge0, edge1, dist);\n\n // Blend based on strength\n let intensity = strength / 100.0;\n let finalVignette = mix(1.0, vignetteFactor, intensity);\n\n // Unpremultiply, apply vignette, and repremultiply\n let unpremult_rgb = color.rgb / color.a;\n let final_rgb = unpremult_rgb * finalVignette;\n\n return vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * color.a, color.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst vignetteUniformData = new Float32Array(12);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getVignetteResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `vignette_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vignetteModule = device.createShaderModule({\n\t\t\tlabel: `vignette_${format}.wgsl`,\n\t\t\tcode: VIGNETTE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `VignettePipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: vignetteModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: vignetteModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvignettePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst VignetteWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Vignette\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"vignette_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tlet rawVal = op[configKey];\n\t\t\tif (rawVal !== void 0 && rawVal !== null) {\n\t\t\t\tif (typeof rawVal === \"object\") {\n\t\t\t\t\tif (\"get\" in rawVal && typeof rawVal.get === \"function\") rawVal = rawVal.get({\n\t\t\t\t\t\tframe: compositionFrame,\n\t\t\t\t\t\tfps\n\t\t\t\t\t});\n\t\t\t\t\telse if (\"value\" in rawVal) {\n\t\t\t\t\t\tconst sig = rawVal;\n\t\t\t\t\t\tif (sig.gpuBinding?.textureView) {\n\t\t\t\t\t\t\tgpuTextureView = sig.gpuBinding.textureView;\n\t\t\t\t\t\t\thasStaticSig = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\trawVal = sig.value;\n\t\t\t\t\t}\n\t\t\t\t} else if (typeof rawVal === \"function\") rawVal = rawVal(compositionFrame, fps);\n\t\t\t}\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 50, 0, 100);\n\tconst radiusRes = resolveBindable(\"radius\", 1, .1, 2);\n\tconst softnessRes = resolveBindable(\"softness\", .5, 0, 1);\n\tconst roundnessRes = resolveBindable(\"roundness\", .5, 0, 1);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1);\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst { vignettePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getVignetteResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.gpuTextureView) return res.gpuTextureView;\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst softnessView = getSignalView(softnessRes, \"softness_sig\");\n\tconst roundnessView = getSignalView(roundnessRes, \"roundness_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\tvignetteUniformData[0] = strengthRes.val;\n\tvignetteUniformData[1] = radiusRes.val;\n\tvignetteUniformData[2] = softnessRes.val;\n\tvignetteUniformData[3] = roundnessRes.val;\n\tvignetteUniformData[4] = centerXRes.val;\n\tvignetteUniformData[5] = centerYRes.val;\n\tvignetteUniformData[6] = strengthRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[7] = radiusRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[8] = softnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[9] = roundnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[10] = centerXRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[11] = centerYRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vignetteUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst vignettePass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\tvignettePass.setPipeline(pipeline);\n\tvignettePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tvignettePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\tvignettePass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: strengthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: softnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: roundnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: centerXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: centerYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tvignettePass.draw(4);\n\tvignettePass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: VignetteWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -1,6 +1,6 @@
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import {
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import { Jt as resolveNumber, Xt as resolveString } from "./dist-CbG3QxDw.mjs";
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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import { C as WebGPUAudioProcessor } from "./dist-
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import { C as WebGPUAudioProcessor } from "./dist-Cxi68OuY.mjs";
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//#region ../../nodes/node-audio-fade/dist/renderers-BvKAh3PU.mjs
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const PARAM_ORDER = ["fadeInDuration", "fadeOutDuration"];
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@@ -179,4 +179,4 @@ var renderers_default = defineRenderer({ audioProcessor: fadeAudioProcessor });
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//# sourceMappingURL=renderer-CXn5HAnK.mjs.map
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