framefields 2.0.10 → 2.1.0

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.
Files changed (562) hide show
  1. package/README.md +39 -11
  2. package/dist/audio/index.d.mts +4 -4
  3. package/dist/audio/index.mjs +13 -12
  4. package/dist/{audio-BxA0sL9z.d.mts → audio-C2fLC3Tx.d.mts} +3 -3
  5. package/dist/{audio-BxA0sL9z.d.mts.map → audio-C2fLC3Tx.d.mts.map} +1 -1
  6. package/dist/{audio-TAvPwzLR.mjs → audio-DJeVoE8b.mjs} +1 -1
  7. package/dist/{audio-TAvPwzLR.mjs.map → audio-DJeVoE8b.mjs.map} +1 -1
  8. package/dist/{audio-B7Al-W_0.mjs → audio-D_4SeMRK.mjs} +4 -4
  9. package/dist/{audio-B7Al-W_0.mjs.map → audio-D_4SeMRK.mjs.map} +1 -1
  10. package/dist/{client-CwRhflHE.mjs → client-dVxUnmHz.mjs} +1 -1
  11. package/dist/{client-CwRhflHE.mjs.map → client-dVxUnmHz.mjs.map} +1 -1
  12. package/dist/{dist-C_hjvkdN.mjs → dist-0QGroRYZ.mjs} +1 -1
  13. package/dist/{dist-C_hjvkdN.mjs.map → dist-0QGroRYZ.mjs.map} +1 -1
  14. package/dist/{dist-DzUJmIHt.mjs → dist-BY0bIWgr.mjs} +10 -2
  15. package/dist/dist-BY0bIWgr.mjs.map +1 -0
  16. package/dist/{dist-B9PkqWnN.mjs → dist-Bun_TUvZ.mjs} +24046 -20774
  17. package/dist/dist-Bun_TUvZ.mjs.map +1 -0
  18. package/dist/{dist-BFjSQP7i.mjs → dist-DlzqyRar.mjs} +75 -618
  19. package/dist/dist-DlzqyRar.mjs.map +1 -0
  20. package/dist/{dist-cjs-TsA8LFXC.mjs → dist-cjs-91nR6B7Z.mjs} +3 -3
  21. package/dist/{dist-cjs-TsA8LFXC.mjs.map → dist-cjs-91nR6B7Z.mjs.map} +1 -1
  22. package/dist/{dist-cjs-DJ8fcQEe.mjs → dist-cjs-BAIenEMC.mjs} +11 -11
  23. package/dist/{dist-cjs-DJ8fcQEe.mjs.map → dist-cjs-BAIenEMC.mjs.map} +1 -1
  24. package/dist/{dist-cjs-BmyyWYWv.mjs → dist-cjs-BEQhh76X.mjs} +2 -2
  25. package/dist/{dist-cjs-BmyyWYWv.mjs.map → dist-cjs-BEQhh76X.mjs.map} +1 -1
  26. package/dist/{dist-cjs--pxyGFw2.mjs → dist-cjs-BYPq7pfw.mjs} +1 -1
  27. package/dist/{dist-cjs--pxyGFw2.mjs.map → dist-cjs-BYPq7pfw.mjs.map} +1 -1
  28. package/dist/{dist-cjs--lfMLs3U.mjs → dist-cjs-BocDqSCX.mjs} +4 -4
  29. package/dist/{dist-cjs--lfMLs3U.mjs.map → dist-cjs-BocDqSCX.mjs.map} +1 -1
  30. package/dist/{dist-cjs-CsU2sZoX.mjs → dist-cjs-CWiNggTl.mjs} +4 -4
  31. package/dist/{dist-cjs-CsU2sZoX.mjs.map → dist-cjs-CWiNggTl.mjs.map} +1 -1
  32. package/dist/{dist-cjs-DjzmP0-x.mjs → dist-cjs-CwabutT6.mjs} +13 -13
  33. package/dist/{dist-cjs-DjzmP0-x.mjs.map → dist-cjs-CwabutT6.mjs.map} +1 -1
  34. package/dist/{dist-cjs-BDpO-TH_.mjs → dist-cjs-D-EE4Ahy.mjs} +1 -1
  35. package/dist/{dist-cjs-BDpO-TH_.mjs.map → dist-cjs-D-EE4Ahy.mjs.map} +1 -1
  36. package/dist/{dist-cjs-CQwmMllY.mjs → dist-cjs-DNtDUWfk.mjs} +6 -6
  37. package/dist/{dist-cjs-CQwmMllY.mjs.map → dist-cjs-DNtDUWfk.mjs.map} +1 -1
  38. package/dist/{dist-cjs-CND_ghfH.mjs → dist-cjs-DbZhsgS0.mjs} +1 -1
  39. package/dist/{dist-cjs-CND_ghfH.mjs.map → dist-cjs-DbZhsgS0.mjs.map} +1 -1
  40. package/dist/{dist-cjs-CgFzrgj8.mjs → dist-cjs-Dh7REKcN.mjs} +1 -1
  41. package/dist/{dist-cjs-CgFzrgj8.mjs.map → dist-cjs-Dh7REKcN.mjs.map} +1 -1
  42. package/dist/{dist-cjs-DT2jJlcK.mjs → dist-cjs-Dobx0Nz-.mjs} +5 -5
  43. package/dist/{dist-cjs-DT2jJlcK.mjs.map → dist-cjs-Dobx0Nz-.mjs.map} +1 -1
  44. package/dist/{dist-cjs-DzjrlfbE.mjs → dist-cjs-Du0UpNof.mjs} +14 -14
  45. package/dist/{dist-cjs-DzjrlfbE.mjs.map → dist-cjs-Du0UpNof.mjs.map} +1 -1
  46. package/dist/dist-cjs-DyHiUfsr.mjs +6 -0
  47. package/dist/{dist-cjs-M-8QOgS_.mjs → dist-cjs-HHMfMF5a.mjs} +2 -2
  48. package/dist/{dist-cjs-M-8QOgS_.mjs.map → dist-cjs-HHMfMF5a.mjs.map} +1 -1
  49. package/dist/{dist-cjs-BiKQozdJ.mjs → dist-cjs-UJYQzLNT.mjs} +3 -3
  50. package/dist/{dist-cjs-BiKQozdJ.mjs.map → dist-cjs-UJYQzLNT.mjs.map} +1 -1
  51. package/dist/{dist-cjs-agQl9T8M.mjs → dist-cjs-UKxm5cFR.mjs} +6 -6
  52. package/dist/{dist-cjs-agQl9T8M.mjs.map → dist-cjs-UKxm5cFR.mjs.map} +1 -1
  53. package/dist/{dist-B9Afsv83.mjs → dist-fjKpBYkc.mjs} +662 -28
  54. package/dist/dist-fjKpBYkc.mjs.map +1 -0
  55. package/dist/effects/index.d.mts +4 -4
  56. package/dist/effects/index.mjs +36 -34
  57. package/dist/{effects-CREopCyP.mjs → effects-FTlu0dri.mjs} +3 -3
  58. package/dist/{effects-CREopCyP.mjs.map → effects-FTlu0dri.mjs.map} +1 -1
  59. package/dist/{event-streams-BaNGaLxh.mjs → event-streams-DnRe8uwT.mjs} +2 -2
  60. package/dist/{event-streams-BaNGaLxh.mjs.map → event-streams-DnRe8uwT.mjs.map} +1 -1
  61. package/dist/fonts/index.d.mts +2 -2
  62. package/dist/fonts/index.mjs +3 -1
  63. package/dist/{fonts-DhEQ5h6E.mjs → fonts-UM5xaBOx.mjs} +66 -6
  64. package/dist/fonts-UM5xaBOx.mjs.map +1 -0
  65. package/dist/gpu-RkpiFGOA.mjs +215 -0
  66. package/dist/gpu-RkpiFGOA.mjs.map +1 -0
  67. package/dist/{index-BXNNJVs8.d.mts → index-CHQ39_Oe.d.mts} +2 -2
  68. package/dist/{index-BXNNJVs8.d.mts.map → index-CHQ39_Oe.d.mts.map} +1 -1
  69. package/dist/{index-CvDVpaKn.d.mts → index-CzQseCtg.d.mts} +8 -8
  70. package/dist/{index-CvDVpaKn.d.mts.map → index-CzQseCtg.d.mts.map} +1 -1
  71. package/dist/{index-D1zaOwEU.d.mts → index-D67p-rHX.d.mts} +3506 -1280
  72. package/dist/index-D67p-rHX.d.mts.map +1 -0
  73. package/dist/{index-J9CIK_nu.d.mts → index-DPicEt8H.d.mts} +10 -2
  74. package/dist/index-DPicEt8H.d.mts.map +1 -0
  75. package/dist/{index-oodg5k9K.d.mts → index-Db8Z3AtX.d.mts} +3 -3
  76. package/dist/{index-oodg5k9K.d.mts.map → index-Db8Z3AtX.d.mts.map} +1 -1
  77. package/dist/{index-fo4E7A6C.d.mts → index-DsOqONsj.d.mts} +3 -3
  78. package/dist/{index-fo4E7A6C.d.mts.map → index-DsOqONsj.d.mts.map} +1 -1
  79. package/dist/{index-CQcdKyxF.d.mts → index-l03NV8JS.d.mts} +59 -2
  80. package/dist/index-l03NV8JS.d.mts.map +1 -0
  81. package/dist/index.d.mts +416 -1849
  82. package/dist/index.d.mts.map +1 -1
  83. package/dist/index.mjs +669 -79
  84. package/dist/index.mjs.map +1 -1
  85. package/dist/{package-XpCRbTOA.mjs → package-CudzAF-n.mjs} +1 -1
  86. package/dist/{package-XpCRbTOA.mjs.map → package-CudzAF-n.mjs.map} +1 -1
  87. package/dist/preview/index.d.mts +2 -2
  88. package/dist/preview/index.mjs +13 -12
  89. package/dist/{preview-9ifxywUM.mjs → preview-DwClLMlU.mjs} +3 -3
  90. package/dist/{preview-9ifxywUM.mjs.map → preview-DwClLMlU.mjs.map} +1 -1
  91. package/dist/preview-engine/audio.mjs +1 -1
  92. package/dist/preview-engine/{chunk-AW7HNZKR.mjs → chunk-3GNP7TJH.mjs} +3 -3
  93. package/dist/preview-engine/{chunk-LIHUEYI5.mjs → chunk-44CQSOYE.mjs} +2 -2
  94. package/dist/preview-engine/{chunk-6JW37VJA.mjs → chunk-5AUB4Y3L.mjs} +3 -23
  95. package/dist/preview-engine/chunk-5DOD2NVY.mjs +26 -0
  96. package/dist/preview-engine/chunk-5FC7GOWW.mjs +474 -0
  97. package/dist/preview-engine/chunk-5W4AFQP7.mjs +97 -0
  98. package/dist/preview-engine/chunk-63SFBHEH.mjs +1 -0
  99. package/dist/preview-engine/chunk-7EPIRODI.mjs +91 -0
  100. package/dist/preview-engine/{chunk-PQD5UPHG.mjs → chunk-7G3XIOP7.mjs} +1 -1
  101. package/dist/preview-engine/chunk-7J2FWGVD.mjs +1 -0
  102. package/dist/preview-engine/chunk-AXHB4J37.mjs +147 -0
  103. package/dist/preview-engine/chunk-AY7UX37L.mjs +450 -0
  104. package/dist/preview-engine/chunk-B43Z3J7J.mjs +5 -0
  105. package/dist/preview-engine/chunk-BWJS6G7R.mjs +314 -0
  106. package/dist/preview-engine/{chunk-24DXIKXL.mjs → chunk-DIGIQ5MJ.mjs} +2 -2
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  108. package/dist/preview-engine/chunk-ENKKLU7B.mjs +22 -0
  109. package/dist/preview-engine/{chunk-XLFYM7KH.mjs → chunk-EVXWDOCL.mjs} +2 -2
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  112. package/dist/preview-engine/chunk-FU7AIAMM.mjs +88 -0
  113. package/dist/preview-engine/{chunk-CBM7B7EW.mjs → chunk-GMGGDADT.mjs} +1 -1
  114. package/dist/preview-engine/chunk-GSFN4WCH.mjs +62 -0
  115. package/dist/preview-engine/chunk-HE4R7EZM.mjs +121 -0
  116. package/dist/preview-engine/chunk-IQC2I5A5.mjs +1 -0
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  118. package/dist/preview-engine/{chunk-XCYFPA34.mjs → chunk-IR5DNNWR.mjs} +3 -23
  119. package/dist/preview-engine/chunk-IUPDOATX.mjs +114 -0
  120. package/dist/preview-engine/{chunk-GHMCGTJ2.mjs → chunk-J2R5R7YY.mjs} +3 -23
  121. package/dist/preview-engine/chunk-JAJOZG5P.mjs +1 -0
  122. package/dist/preview-engine/chunk-JXNG2ACR.mjs +118 -0
  123. package/dist/preview-engine/{chunk-V6VU46ZG.mjs → chunk-L6BH5J4P.mjs} +1 -1
  124. package/dist/preview-engine/chunk-LGVEFPOG.mjs +3 -0
  125. package/dist/preview-engine/{chunk-MDDF2GCF.mjs → chunk-MLY5M7Y5.mjs} +3 -23
  126. package/dist/preview-engine/chunk-NPD6W3RP.mjs +1 -0
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  128. package/dist/preview-engine/{chunk-D3TETPLI.mjs → chunk-OG62XGCT.mjs} +1 -1
  129. package/dist/preview-engine/chunk-OJ2PKBXE.mjs +40 -0
  130. package/dist/preview-engine/chunk-OKH2VU2U.mjs +97 -0
  131. package/dist/preview-engine/chunk-PAQNDZQB.mjs +83 -0
  132. package/dist/preview-engine/chunk-PEWYB6WP.mjs +43 -0
  133. package/dist/preview-engine/chunk-PL4IH5V4.mjs +89 -0
  134. package/dist/preview-engine/chunk-PSRQA3QW.mjs +84 -0
  135. package/dist/preview-engine/{chunk-JAOXXYXG.mjs → chunk-PXT52LEH.mjs} +3 -23
  136. package/dist/preview-engine/chunk-Q22PJXFJ.mjs +69 -0
  137. package/dist/preview-engine/chunk-Q4Z54DQ7.mjs +1 -0
  138. package/dist/preview-engine/{chunk-BHFI3Y4T.mjs → chunk-QBEUICZD.mjs} +1 -1
  139. package/dist/preview-engine/chunk-RQLMW6MA.mjs +4 -0
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  143. package/dist/preview-engine/chunk-SGPRLTNF.mjs +52 -0
  144. package/dist/preview-engine/{chunk-Y6FEU4TV.mjs → chunk-SZW5J72T.mjs} +3 -23
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  148. package/dist/preview-engine/chunk-VRGREB3V.mjs +1 -0
  149. package/dist/preview-engine/{chunk-BJKH76OM.mjs → chunk-VXS5SIEC.mjs} +3 -23
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  152. package/dist/preview-engine/{chunk-YG35X5R5.mjs → chunk-WUKH7BD7.mjs} +1 -1
  153. package/dist/preview-engine/chunk-XC5WZNOY.mjs +1448 -0
  154. package/dist/preview-engine/chunk-YQZOGEPZ.mjs +186 -0
  155. package/dist/preview-engine/{chunk-VVLM6LZ3.mjs → chunk-ZDQF3OTC.mjs} +1 -1
  156. package/dist/preview-engine/chunk-ZIIFTWDH.mjs +58 -0
  157. package/dist/preview-engine/effects.mjs +1 -1
  158. package/dist/preview-engine/fonts.mjs +1 -1
  159. package/dist/preview-engine/framefields.mjs +127 -130
  160. package/dist/preview-engine/player.mjs +6 -6
  161. package/dist/preview-engine/renderers-2H7YEUTD.mjs +1 -0
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- {"version":3,"file":"renderer-CroHPOsX.mjs","names":[],"sources":["../../../nodes/node-refine-edge/dist/renderers-C6ZkOCIx.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst MIN_DECONTAMINATE = 0;\nconst MAX_DECONTAMINATE = 1;\nconst MIN_RADIUS = .5;\nconst MAX_RADIUS = 50;\nconst MIN_SMOOTH = 0;\nconst MAX_SMOOTH = 100;\nconst MIN_FEATHER = 0;\nconst MAX_FEATHER = 50;\nconst MIN_SHIFT_EDGE = -100;\nconst MAX_SHIFT_EDGE = 100;\nconst MatteChannelEnum = z.enum([\n\t\"Alpha\",\n\t\"Luminance\",\n\t\"Red\",\n\t\"Green\",\n\t\"Blue\"\n]);\nconst RefineEdgeOutputModeEnum = z.enum([\n\t\"Composite\",\n\t\"MatteOnly\",\n\t\"DecontaminatedRGB\"\n]);\nconst refineEdgeConfig = configBuilder().field(\"decontaminateAmount\", z.number().multipleOf(.01).min(MIN_DECONTAMINATE).max(MAX_DECONTAMINATE).default(.7), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Decontaminate Colors\",\n\tdescription: \"Amount of edge color spill decontamination/defringing (0.0–1.0).\"\n}).field(\"radius\", z.number().multipleOf(.1).min(MIN_RADIUS).max(MAX_RADIUS).default(2), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Edge Detection Radius (px)\",\n\tdescription: \"Radius in pixels around alpha transitions to refine and decontaminate.\"\n}).field(\"smooth\", z.number().min(MIN_SMOOTH).max(MAX_SMOOTH).default(5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Smoothness\",\n\tdescription: \"Matte edge smoothing curve intensity (0–100).\"\n}).field(\"feather\", z.number().multipleOf(.1).min(MIN_FEATHER).max(MAX_FEATHER).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Feather (px)\",\n\tdescription: \"Sub-pixel gaussian softness along the matte boundary.\"\n}).field(\"shiftEdge\", z.number().min(MIN_SHIFT_EDGE).max(MAX_SHIFT_EDGE).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shift Edge (%)\",\n\tdescription: \"Contract (<0) or expand (>0) the edge boundary (-100% to +100%).\"\n}).field(\"matteChannel\", MatteChannelEnum.default(\"Alpha\"), {\n\tlabel: \"Matte Channel\",\n\tdescription: \"Channel to extract matte from (Alpha, Luminance, Red, Green, Blue).\"\n}).field(\"outputMode\", RefineEdgeOutputModeEnum.default(\"Composite\"), {\n\tlabel: \"Output Mode\",\n\tdescription: \"Composite (decontaminated RGB + refined alpha), MatteOnly (grayscale mask), DecontaminatedRGB (clean RGB with full alpha).\"\n}).build();\nconst RefineEdgeNodeConfigSchema = refineEdgeConfig.schema;\nconst RefineEdgeResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst REFINE_EDGE_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst CHANNEL_MAP = {\n\tAlpha: 0,\n\tLuminance: 1,\n\tRed: 2,\n\tGreen: 3,\n\tBlue: 4\n};\nconst OUTPUT_MODE_MAP = {\n\tComposite: 0,\n\tMatteOnly: 1,\n\tDecontaminatedRGB: 2\n};\nconst WGSL_REFINE_EDGE = `\nstruct RefineEdgeUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tdecontaminateAmount : f32,\n\tradius : f32,\n\n\tsmoothness : f32,\n\tfeather : f32,\n\tshiftEdge : f32,\n\tmatteChannel : f32,\n\n\toutputMode : f32,\n\thasMatte : f32,\n\thasDecontamSig : f32,\n\thasRadiusSig : f32,\n\n\thasSmoothSig : f32,\n\thasFeatherSig : f32,\n\thasShiftEdgeSig : f32,\n\tisSecondPass : f32,\n\n\tpad0 : f32,\n\tpad1 : f32,\n\tpad2 : f32,\n\tpad3 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : RefineEdgeUniforms;\n\n@group(1) @binding(0) var texInput : texture_2d<f32>;\n@group(1) @binding(1) var texMatte : texture_2d<f32>;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n@group(1) @binding(3) var samp : sampler;\n\n@group(2) @binding(0) var decontamSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var smoothSigTex : texture_2d<f32>;\n@group(2) @binding(3) var featherSigTex : texture_2d<f32>;\n@group(2) @binding(4) var shiftEdgeSigTex : texture_2d<f32>;\n@group(2) @binding(5) 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 extractChannel(color : vec4<f32>, chCode : f32) -> f32 {\n\tif (chCode < 0.5) {\n\t\t// Alpha\n\t\treturn color.a;\n\t} else if (chCode < 1.5) {\n\t\t// Luminance\n\t\tlet luma = dot(color.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, luma / color.a);\n\t\t}\n\t\treturn luma;\n\t} else if (chCode < 2.5) {\n\t\t// Red\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.r / color.a);\n\t\t}\n\t\treturn color.r;\n\t} else if (chCode < 3.5) {\n\t\t// Green\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.g / color.a);\n\t\t}\n\t\treturn color.g;\n\t} else {\n\t\t// Blue\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.b / color.a);\n\t\t}\n\t\treturn color.b;\n\t}\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(texInput));\n\tlet texelSize = 1.0 / max(dimensions, vec2<f32>(1.0, 1.0));\n\n\tvar decontam = u.decontaminateAmount;\n\tif (u.hasDecontamSig > 0.5) {\n\t\tdecontam = clamp(textureSampleLevel(decontamSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 1.0);\n\t}\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = clamp(textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.5, 50.0);\n\t}\n\tvar smoothVal = u.smoothness;\n\tif (u.hasSmoothSig > 0.5) {\n\t\tsmoothVal = clamp(textureSampleLevel(smoothSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 100.0);\n\t}\n\tvar featherVal = u.feather;\n\tif (u.hasFeatherSig > 0.5) {\n\t\tfeatherVal = clamp(textureSampleLevel(featherSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 50.0);\n\t}\n\tvar shiftEdgeVal = u.shiftEdge;\n\tif (u.hasShiftEdgeSig > 0.5) {\n\t\tshiftEdgeVal = clamp(textureSampleLevel(shiftEdgeSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0);\n\t}\n\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\t// Combined sigma for smoothing & feathering\n\tlet smoothSigma = max(0.0, smoothVal * 0.15);\n\tlet featherSigma = max(0.0, featherVal);\n\tlet totalSigma = max(0.1, sqrt(smoothSigma * smoothSigma + featherSigma * featherSigma));\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// =============================================================\n\t\t// PASS 1: Horizontal Pass (Alpha filter + FG color sampling)\n\t\t// =============================================================\n\t\tlet centerInput = textureSampleLevel(texInput, samp, in.uv, 0.0);\n\t\tlet centerMatte = textureSampleLevel(texMatte, samp, in.uv, 0.0);\n\n\t\tvar centerRawAlpha = centerInput.a;\n\t\tif (u.hasMatte > 0.5) {\n\t\t\tcenterRawAlpha = extractChannel(centerMatte, u.matteChannel);\n\t\t}\n\n\t\t// 1. Horizontal Alpha Blur / Filter\n\t\tvar alphaAccum = 0.0;\n\t\tvar alphaWeightSum = 0.0;\n\n\t\tlet stepScale = max(1.0, totalSigma / 15.0);\n\t\tlet effectiveSigma = totalSigma / stepScale;\n\t\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 32);\n\n\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\t\tlet sampleInput = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\t\tvar sAlpha = sampleInput.a;\n\t\t\tif (u.hasMatte > 0.5) {\n\t\t\t\tlet sMatte = textureSampleLevel(texMatte, samp, sampleUv, 0.0);\n\t\t\t\tsAlpha = extractChannel(sMatte, u.matteChannel);\n\t\t\t}\n\n\t\t\tlet dist = f32(i) * stepScale;\n\t\t\tlet weight = exp(-0.5 * (dist / totalSigma) * (dist / totalSigma));\n\t\t\talphaAccum += sAlpha * weight;\n\t\t\talphaWeightSum += weight;\n\t\t}\n\n\t\tlet smoothedAlpha = alphaAccum / max(alphaWeightSum, 1e-5);\n\n\t\t// 2. Horizontal Foreground Color Sampling for Defringing\n\t\tvar fgColorAccum = vec3<f32>(0.0);\n\t\tvar fgWeightSum = 0.0;\n\n\t\tlet rStepScale = max(1.0, radius / 15.0);\n\t\tlet rSampleCount = min(i32(ceil(radius / rStepScale)), 32);\n\n\t\tfor (var i = -rSampleCount; i <= rSampleCount; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * rStepScale) * direction * texelSize;\n\t\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\t\tlet sampleCol = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\t\tvar sampleA = sampleCol.a;\n\t\t\tif (u.hasMatte > 0.5) {\n\t\t\t\tlet sm = textureSampleLevel(texMatte, samp, sampleUv, 0.0);\n\t\t\t\tsampleA = extractChannel(sm, u.matteChannel);\n\t\t\t}\n\n\t\t\tlet sampleRgb = select(sampleCol.rgb, sampleCol.rgb / max(sampleCol.a, 1e-4), sampleCol.a > 1e-4);\n\t\t\tlet spatialDist = f32(i) * rStepScale;\n\t\t\tlet spatialWeight = exp(-0.5 * (spatialDist / max(radius, 0.5)) * (spatialDist / max(radius, 0.5)));\n\t\t\t// Weight foreground pixels by alpha confidence\n\t\t\tlet fgConfidence = clamp((sampleA - 0.2) / 0.8, 0.0, 1.0);\n\t\t\tlet weight = fgConfidence * spatialWeight;\n\n\t\t\tfgColorAccum += sampleRgb * weight;\n\t\t\tfgWeightSum += weight;\n\t\t}\n\n\t\tlet centerUnpremult = select(centerInput.rgb, centerInput.rgb / max(centerInput.a, 1e-4), centerInput.a > 1e-4);\n\t\tlet fgColor = select(centerUnpremult, fgColorAccum / max(fgWeightSum, 1e-5), fgWeightSum > 1e-4);\n\n\t\treturn vec4<f32>(fgColor, smoothedAlpha);\n\t}\n\n\t// =============================================================\n\t// PASS 2: Vertical Pass & Final Defringe/Composite\n\t// =============================================================\n\tlet pass1Sample = textureSampleLevel(texInput, samp, in.uv, 0.0);\n\tlet origSample = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar rawMatteAlpha = origSample.a;\n\tif (u.hasMatte > 0.5) {\n\t\tlet rawMatteSample = textureSampleLevel(texMatte, samp, in.uv, 0.0);\n\t\trawMatteAlpha = extractChannel(rawMatteSample, u.matteChannel);\n\t}\n\n\t// 1. Vertical Alpha Blur / Filter\n\tvar alphaAccum = 0.0;\n\tvar alphaWeightSum = 0.0;\n\n\tlet stepScale = max(1.0, totalSigma / 15.0);\n\tlet effectiveSigma = totalSigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 32);\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\tlet sPass1 = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\tlet sAlpha = sPass1.a;\n\n\t\tlet dist = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (dist / totalSigma) * (dist / totalSigma));\n\t\talphaAccum += sAlpha * weight;\n\t\talphaWeightSum += weight;\n\t}\n\n\tvar refinedAlpha = alphaAccum / max(alphaWeightSum, 1e-5);\n\n\t// 2. Shift Edge (Choke < 0 or Expand > 0)\n\tif (abs(shiftEdgeVal) > 0.01) {\n\t\tlet shiftNorm = shiftEdgeVal / 100.0;\n\t\tif (shiftNorm < 0.0) {\n\t\t\t// Contract / Choke\n\t\t\tlet chokeLimit = abs(shiftNorm);\n\t\t\trefinedAlpha = clamp((refinedAlpha - chokeLimit) / max(1.0 - chokeLimit, 1e-4), 0.0, 1.0);\n\t\t} else {\n\t\t\t// Expand / Dilate\n\t\t\trefinedAlpha = clamp(refinedAlpha / max(1.0 - shiftNorm, 1e-4), 0.0, 1.0);\n\t\t}\n\t}\n\n\t// 3. Vertical Foreground Color Sampling for Defringing\n\tvar fgColorAccum = vec3<f32>(0.0);\n\tvar fgWeightSum = 0.0;\n\n\tlet rStepScale = max(1.0, radius / 15.0);\n\tlet rSampleCount = min(i32(ceil(radius / rStepScale)), 32);\n\n\tfor (var i = -rSampleCount; i <= rSampleCount; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * rStepScale) * direction * texelSize;\n\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\tlet sPass1 = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\tlet sRgb = sPass1.rgb;\n\t\tlet sA = sPass1.a;\n\n\t\tlet spatialDist = f32(i) * rStepScale;\n\t\tlet spatialWeight = exp(-0.5 * (spatialDist / max(radius, 0.5)) * (spatialDist / max(radius, 0.5)));\n\t\tlet fgConfidence = clamp((sA - 0.2) / 0.8, 0.0, 1.0);\n\t\tlet weight = fgConfidence * spatialWeight;\n\n\t\tfgColorAccum += sRgb * weight;\n\t\tfgWeightSum += weight;\n\t}\n\n\tlet origUnpremult = select(origSample.rgb, origSample.rgb / max(origSample.a, 1e-4), origSample.a > 1e-4);\n\tlet fgColor = select(origUnpremult, fgColorAccum / max(fgWeightSum, 1e-5), fgWeightSum > 1e-4);\n\n\t// Edge zone detection: transitions between foreground and background\n\tlet edgeWeight = clamp(4.0 * rawMatteAlpha * (1.0 - rawMatteAlpha), 0.0, 1.0);\n\tlet decontamFactor = clamp(decontam * max(edgeWeight, (1.0 - refinedAlpha) * 0.8), 0.0, 1.0);\n\n\tlet decontaminatedColor = mix(origUnpremult, fgColor, decontamFactor);\n\n\t// Format Output\n\tlet mode = u.outputMode;\n\tif (mode < 0.5) {\n\t\t// Composite: Decontaminated RGB with refined alpha (premultiplied)\n\t\treturn vec4<f32>(decontaminatedColor * refinedAlpha, refinedAlpha);\n\t} else if (mode < 1.5) {\n\t\t// MatteOnly: Grayscale refined alpha mask\n\t\treturn vec4<f32>(refinedAlpha, refinedAlpha, refinedAlpha, 1.0);\n\t} else {\n\t\t// DecontaminatedRGB: Clean defringed RGB with full alpha\n\t\treturn vec4<f32>(decontaminatedColor, 1.0);\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getRefineEdgeResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst textureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 4,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 5,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: WGSL_REFINE_EDGE });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: targetFormat }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefineEdge\" || !op) return;\n\tconst childMedia = props.virtualMedia?.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (outputItem?.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn {\n\t\t\t\t\tval: Math.max(clampMin, Math.min(clampMax, numVal)),\n\t\t\t\t\thasStaticSig: false,\n\t\t\t\t\tsd: null,\n\t\t\t\t\thandleId\n\t\t\t\t};\n\t\t\t}\n\t\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\t\tval: fallbackVal,\n\t\t\t\thasStaticSig: true,\n\t\t\t\tsd: outputItem.data,\n\t\t\t\thandleId\n\t\t\t};\n\t\t}\n\t\treturn {\n\t\t\tval: Math.max(clampMin, Math.min(clampMax, fallbackVal)),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null,\n\t\t\thandleId\n\t\t};\n\t};\n\tconst decontamRes = resolveField(op.decontaminateAmountHandleId, Number(op.decontaminateAmount ?? .7), MIN_DECONTAMINATE, MAX_DECONTAMINATE);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 2), MIN_RADIUS, MAX_RADIUS);\n\tconst smoothRes = resolveField(op.smoothHandleId, Number(op.smooth ?? 5), MIN_SMOOTH, MAX_SMOOTH);\n\tconst featherRes = resolveField(op.featherHandleId, Number(op.feather ?? .5), MIN_FEATHER, MAX_FEATHER);\n\tconst shiftEdgeRes = resolveField(op.shiftEdgeHandleId, Number(op.shiftEdge ?? 0), MIN_SHIFT_EDGE, MAX_SHIFT_EDGE);\n\tconst tmpInputTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpInputView = tmpInputTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpInputView, {\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\trenderId: `${props.renderId}-input`,\n\t\texcludeTextures: [...props.excludeTextures || [], tmpInputTex]\n\t}, tmpInputView, tmpInputTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tlet tmpMatteTex = null;\n\tif (op.matteMedia) {\n\t\ttmpMatteTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\ttmpInputTex\n\t\t]);\n\t\tconst tmpMatteView = tmpMatteTex.createView();\n\t\tctx.renderer.beginFrame(encoder, tmpMatteView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(op.matteMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: op.matteMedia,\n\t\t\trenderId: `${props.renderId}-matte`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttmpInputTex,\n\t\t\t\ttmpMatteTex\n\t\t\t]\n\t\t}, tmpMatteView, tmpMatteTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t}\n\tconst { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getRefineEdgeResources(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.hasStaticSig && res.sd) {\n\t\t\tconst cacheNodeId = res.sd.nodeId ?? res.handleId ?? `${props.renderId ?? \"refineedge\"}_${suffix}`;\n\t\t\treturn signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, cacheNodeId, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\t}\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst decontamView = getSignalView(decontamRes, \"decontam_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst smoothView = getSignalView(smoothRes, \"smooth_sig\");\n\tconst featherView = getSignalView(featherRes, \"feather_sig\");\n\tconst shiftEdgeView = getSignalView(shiftEdgeRes, \"shiftEdge_sig\");\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: decontamView\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: smoothView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: featherView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: shiftEdgeView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tconst matteChannelCode = CHANNEL_MAP[op.matteChannel ?? \"Alpha\"] ?? 0;\n\tconst outputModeCode = OUTPUT_MODE_MAP[op.outputMode ?? \"Composite\"] ?? 0;\n\tconst dummyMatteView = tmpMatteTex ? tmpMatteTex.createView() : tmpInputView;\n\tconst hUniformData = new Float32Array(20);\n\tconst vUniformData = new Float32Array(20);\n\tconst baseUniforms = [\n\t\t0,\n\t\t0,\n\t\tdecontamRes.val,\n\t\tradiusRes.val,\n\t\tsmoothRes.val,\n\t\tfeatherRes.val,\n\t\tshiftEdgeRes.val,\n\t\tmatteChannelCode,\n\t\toutputModeCode,\n\t\ttmpMatteTex ? 1 : 0,\n\t\tdecontamRes.hasStaticSig ? 1 : 0,\n\t\tradiusRes.hasStaticSig ? 1 : 0,\n\t\tsmoothRes.hasStaticSig ? 1 : 0,\n\t\tfeatherRes.hasStaticSig ? 1 : 0,\n\t\tshiftEdgeRes.hasStaticSig ? 1 : 0,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\t0\n\t];\n\thUniformData.set(baseUniforms);\n\thUniformData[0] = 1;\n\thUniformData[1] = 0;\n\thUniformData[15] = 0;\n\tvUniformData.set(baseUniforms);\n\tvUniformData[0] = 0;\n\tvUniformData[1] = 1;\n\tvUniformData[15] = 1;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpInputTex,\n\t\t...tmpMatteTex ? [tmpMatteTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpInputTex,\n\t\t...tmpMatteTex ? [tmpMatteTex] : [],\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(hUniformData);\n\tconst hPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex1.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\thPass.setPipeline(pipeline);\n\thPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: hBuffer }\n\t\t}]\n\t}));\n\thPass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: tmpInputView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: dummyMatteView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: tmpInputView\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\thPass.setBindGroup(2, sigBindGroup);\n\thPass.draw(4);\n\thPass.end();\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(vUniformData);\n\tconst vPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex2.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\tvPass.setPipeline(pipeline);\n\tvPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: vBuffer }\n\t\t}]\n\t}));\n\tvPass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: outTex1.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: dummyMatteView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: tmpInputView\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\tvPass.setBindGroup(2, sigBindGroup);\n\tvPass.draw(4);\n\tvPass.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\tconst finalOpacity = props.opacity ?? op.opacity ?? 1;\n\tctx.renderer.drawTexture(finalPass, outTex2, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: finalOpacity });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer });\n\n//#endregion\nexport { RefineEdgeResultSchema as _, MAX_RADIUS as a, MIN_DECONTAMINATE as c, MIN_SHIFT_EDGE as d, MIN_SMOOTH as f, RefineEdgeOutputModeEnum as g, RefineEdgeNodeConfigSchema as h, MAX_FEATHER as i, MIN_FEATHER as l, REFINE_EDGE_OUTPUT_TYPE_MAP as m, WebGPURenderer as n, MAX_SHIFT_EDGE as o, MatteChannelEnum as p, MAX_DECONTAMINATE as r, MAX_SMOOTH as s, renderers_default as t, MIN_RADIUS as u, refineEdgeConfig as v };\n//# 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@@ -1,44 +0,0 @@
1
- //#region ../node-sdk/dist/renderer.mjs
2
- function defineRenderer(plugin) {
3
- return Object.freeze(plugin);
4
- }
5
- const GLOBAL_WEBGPU_REGISTRY_KEY = Symbol.for("framefields.webgpuRegistry");
6
- var WebGPURegistry = class {
7
- renderers = /* @__PURE__ */ new Map();
8
- register(op, renderer) {
9
- this.renderers.set(op, renderer);
10
- }
11
- get(op) {
12
- return this.renderers.get(op);
13
- }
14
- has(op) {
15
- return this.renderers.has(op);
16
- }
17
- };
18
- const webgpuRegistry = (() => {
19
- const g = globalThis;
20
- if (!g[GLOBAL_WEBGPU_REGISTRY_KEY]) g[GLOBAL_WEBGPU_REGISTRY_KEY] = new WebGPURegistry();
21
- return g[GLOBAL_WEBGPU_REGISTRY_KEY];
22
- })();
23
- function registerWebGPURenderer(op, renderer) {
24
- webgpuRegistry.register(op, renderer);
25
- }
26
- var AudioProcessorRegistry = class {
27
- processors = /* @__PURE__ */ new Map();
28
- register(opType, processor) {
29
- this.processors.set(opType, processor);
30
- }
31
- get(opType) {
32
- return this.processors.get(opType) || null;
33
- }
34
- };
35
- const GLOBAL_AUDIO_KEY = Symbol.for("framefields.audioRegistry");
36
- const audioRegistry = (() => {
37
- const g = globalThis;
38
- if (!g[GLOBAL_AUDIO_KEY]) g[GLOBAL_AUDIO_KEY] = new AudioProcessorRegistry();
39
- return g[GLOBAL_AUDIO_KEY];
40
- })();
41
-
42
- //#endregion
43
- export { webgpuRegistry as i, defineRenderer as n, registerWebGPURenderer as r, audioRegistry as t };
44
- //# sourceMappingURL=renderer-CtVkU_GA.mjs.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"renderer-CtVkU_GA.mjs","names":[],"sources":["../../node-sdk/dist/renderer.mjs"],"sourcesContent":["import { isSignal, resolveBoolean, resolveNumber, resolveParam, resolveString } from \"@framefields/core\";\n\n//#region renderer/index.ts\nfunction defineRenderer(plugin) {\n\treturn Object.freeze(plugin);\n}\nconst GLOBAL_WEBGPU_REGISTRY_KEY = Symbol.for(\"framefields.webgpuRegistry\");\nvar WebGPURegistry = class {\n\trenderers = /* @__PURE__ */ new Map();\n\tregister(op, renderer) {\n\t\tthis.renderers.set(op, renderer);\n\t}\n\tget(op) {\n\t\treturn this.renderers.get(op);\n\t}\n\thas(op) {\n\t\treturn this.renderers.has(op);\n\t}\n};\nconst webgpuRegistry = (() => {\n\tconst g = globalThis;\n\tif (!g[GLOBAL_WEBGPU_REGISTRY_KEY]) g[GLOBAL_WEBGPU_REGISTRY_KEY] = new WebGPURegistry();\n\treturn g[GLOBAL_WEBGPU_REGISTRY_KEY];\n})();\nfunction registerWebGPURenderer(op, renderer) {\n\twebgpuRegistry.register(op, renderer);\n}\nvar AudioProcessorRegistry = class {\n\tprocessors = /* @__PURE__ */ new Map();\n\tregister(opType, processor) {\n\t\tthis.processors.set(opType, processor);\n\t}\n\tget(opType) {\n\t\treturn this.processors.get(opType) || null;\n\t}\n};\nconst GLOBAL_AUDIO_KEY = Symbol.for(\"framefields.audioRegistry\");\nconst audioRegistry = (() => {\n\tconst g = globalThis;\n\tif (!g[GLOBAL_AUDIO_KEY]) g[GLOBAL_AUDIO_KEY] = new AudioProcessorRegistry();\n\treturn g[GLOBAL_AUDIO_KEY];\n})();\n\n//#endregion\nexport { WebGPURegistry, audioRegistry, defineRenderer, isSignal, registerWebGPURenderer, resolveBoolean, resolveNumber, resolveParam, resolveString, webgpuRegistry };\n//# sourceMappingURL=renderer.mjs.map"],"mappings":";AAGA,SAAS,eAAe,QAAQ;AAC/B,QAAO,OAAO,OAAO,OAAO;;AAE7B,MAAM,6BAA6B,OAAO,IAAI,6BAA6B;AAC3E,IAAI,iBAAiB,MAAM;CAC1B,4BAA4B,IAAI,KAAK;CACrC,SAAS,IAAI,UAAU;AACtB,OAAK,UAAU,IAAI,IAAI,SAAS;;CAEjC,IAAI,IAAI;AACP,SAAO,KAAK,UAAU,IAAI,GAAG;;CAE9B,IAAI,IAAI;AACP,SAAO,KAAK,UAAU,IAAI,GAAG;;;AAG/B,MAAM,wBAAwB;CAC7B,MAAM,IAAI;AACV,KAAI,CAAC,EAAE,4BAA6B,GAAE,8BAA8B,IAAI,gBAAgB;AACxF,QAAO,EAAE;IACN;AACJ,SAAS,uBAAuB,IAAI,UAAU;AAC7C,gBAAe,SAAS,IAAI,SAAS;;AAEtC,IAAI,yBAAyB,MAAM;CAClC,6BAA6B,IAAI,KAAK;CACtC,SAAS,QAAQ,WAAW;AAC3B,OAAK,WAAW,IAAI,QAAQ,UAAU;;CAEvC,IAAI,QAAQ;AACX,SAAO,KAAK,WAAW,IAAI,OAAO,IAAI;;;AAGxC,MAAM,mBAAmB,OAAO,IAAI,4BAA4B;AAChE,MAAM,uBAAuB;CAC5B,MAAM,IAAI;AACV,KAAI,CAAC,EAAE,kBAAmB,GAAE,oBAAoB,IAAI,wBAAwB;AAC5E,QAAO,EAAE;IACN"}
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- {"version":3,"file":"renderer-CzPWB0Ss.mjs","names":[],"sources":["../../../nodes/node-crop/dist/renderers-DAzK5hqM.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst maskWgsl = `\nstruct MaskUniforms {\n\trect : vec4<f32>,\n\troundness : f32,\n\tmode : f32,\n\tnumPoints : f32,\n\tpadding : f32,\n\tpoints : array<vec2<f32>, 64>,\n};\n\n@group(0) @binding(0) var<uniform> u : MaskUniforms;\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 sdRoundedRect(p: vec2<f32>, b: vec2<f32>, r: f32) -> f32 {\n\tlet q = abs(p) - b + r;\n\treturn min(max(q.x, q.y), 0.0) + length(max(q, vec2<f32>(0.0))) - r;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet p = in.pos.xy;\n\t\n\tif (u.mode > 0.5) { // Path\n\t\tvar inside = false;\n\t\tlet count = u32(u.numPoints);\n\t\tfor (var i = 0u; i < count; i = i + 1u) {\n\t\t\tlet j = (i + 1u) % count;\n\t\t\tlet pi = u.points[i];\n\t\t\tlet pj = u.points[j];\n\t\t\tif (((pi.y > p.y) != (pj.y > p.y)) &&\n\t\t\t\t(p.x < (pj.x - pi.x) * (p.y - pi.y) / (pj.y - pi.y) + pi.x)) {\n\t\t\t\tinside = !inside;\n\t\t\t}\n\t\t}\n\t\treturn select(vec4<f32>(0.0), vec4<f32>(1.0), inside);\n\t} else { // RRect\n\t\tlet center = u.rect.xy + u.rect.zw * 0.5;\n\t\tlet size = u.rect.zw * 0.5;\n\t\tlet d = sdRoundedRect(p - center, size, u.roundness);\n\t\tlet alpha = 1.0 - smoothstep(0.0, 1.5, d);\n\t\treturn vec4<f32>(1.0, 1.0, 1.0, alpha);\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getMaskPipeline(device, format) {\n\tlet pipeline = deviceResourceCache.get(device);\n\tif (!pipeline) {\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: \"CropMaskPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tvertex: {\n\t\t\t\tmodule: device.createShaderModule({ code: maskWgsl }),\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: device.createShaderModule({ code: maskWgsl }),\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\tdeviceResourceCache.set(device, pipeline);\n\t}\n\treturn pipeline;\n}\nconst CropWebGPURenderer = async (args) => {\n\tconst { ctx, props, drawChild, targetTexture, targetView, targetWidth, targetHeight, encoder } = args;\n\tconst { virtualMedia, containerWidth: propsContainerWidth, containerHeight: propsContainerHeight, opacity = 1 } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"Crop\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst containerWidth = propsContainerWidth ?? ctx.surface.width;\n\tconst containerHeight = propsContainerHeight ?? ctx.surface.height;\n\tconst isRest = op.mode === \"rest\";\n\tconst isPath = op.cropType === \"path\";\n\tconst pathPoints = op.pathPoints || [];\n\tconst roundness = Number(op.roundness) || 0;\n\tlet finalLp = Number(op.leftPercentage) || 0;\n\tlet finalTp = Number(op.topPercentage) || 0;\n\tlet finalWp = Math.max(.01, Number(op.widthPercentage) || 100);\n\tlet finalHp = Math.max(.01, Number(op.heightPercentage) || 100);\n\tif (isPath && pathPoints.length > 0) {\n\t\tconst xs = pathPoints.map((p) => p.x);\n\t\tconst ys = pathPoints.map((p) => p.y);\n\t\tfinalLp = Math.min(...xs);\n\t\tfinalTp = Math.min(...ys);\n\t\tfinalWp = Math.max(.01, Math.max(...xs) - finalLp);\n\t\tfinalHp = Math.max(.01, Math.max(...ys) - finalTp);\n\t}\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? props.containerHeight ?? targetHeight;\n\tconst srcRect = {\n\t\tx: finalLp / 100 * sourceWidth,\n\t\ty: finalTp / 100 * sourceHeight,\n\t\twidth: finalWp / 100 * sourceWidth,\n\t\theight: finalHp / 100 * sourceHeight\n\t};\n\tconst dstRect = {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: containerWidth,\n\t\theight: containerHeight\n\t};\n\targs.pass.end();\n\tconst childTex = ctx.renderer.getTemporaryTexture(sourceWidth, sourceHeight, [...props.excludeTextures || [], targetTexture]);\n\tconst childView = childTex.createView();\n\tctx.renderer.beginFrame(encoder, childView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, sourceWidth, sourceHeight, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tcontainerWidth: sourceWidth,\n\t\tcontainerHeight: sourceHeight\n\t}, childView, childTex, sourceWidth, sourceHeight);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tif (!(roundness > 0 || isPath || isRest) && !isRest) {\n\t\tconst outPass = 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.drawTextureRegion(outPass, childTex, srcRect, dstRect, { opacity });\n\t\targs.pass = outPass;\n\t\treturn;\n\t}\n\tlet maskedSourceTex = childTex;\n\tif (!isRest) {\n\t\tconst upscaledTex = ctx.renderer.getTemporaryTexture(containerWidth, containerHeight, [\n\t\t\tchildTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tconst upscaledView = upscaledTex.createView();\n\t\tconst upscaledPass = ctx.renderer.beginFrame(encoder, upscaledView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, containerWidth, containerHeight, \"clear\");\n\t\tctx.renderer.drawTextureRegion(upscaledPass, childTex, srcRect, dstRect);\n\t\tupscaledPass.end();\n\t\tmaskedSourceTex = upscaledTex;\n\t} else if (sourceWidth !== containerWidth || sourceHeight !== containerHeight) {\n\t\tconst upscaledTex = ctx.renderer.getTemporaryTexture(containerWidth, containerHeight, [\n\t\t\tchildTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tconst upscaledView = upscaledTex.createView();\n\t\tconst upscaledPass = ctx.renderer.beginFrame(encoder, upscaledView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, containerWidth, containerHeight, \"clear\");\n\t\tctx.renderer.drawTexture(upscaledPass, childTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: containerWidth,\n\t\t\theight: containerHeight\n\t\t});\n\t\tupscaledPass.end();\n\t\tmaskedSourceTex = upscaledTex;\n\t}\n\tconst maskTex = ctx.renderer.getTemporaryTexture(containerWidth, containerHeight, [\n\t\tmaskedSourceTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst maskView = maskTex.createView();\n\tconst maskPass = ctx.renderer.beginFrame(encoder, maskView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, containerWidth, containerHeight, \"clear\");\n\tconst maskPipeline = getMaskPipeline(ctx.device, ctx.renderer.format);\n\tconst maskData = new Float32Array(136);\n\tconst rectX = isRest ? finalLp / 100 * containerWidth : 0;\n\tconst rectY = isRest ? finalTp / 100 * containerHeight : 0;\n\tconst rectW = isRest ? finalWp / 100 * containerWidth : containerWidth;\n\tconst rectH = isRest ? finalHp / 100 * containerHeight : containerHeight;\n\tconst pixelRoundness = roundness / 100 * (Math.min(rectW, rectH) / 2);\n\tmaskData[0] = rectX;\n\tmaskData[1] = rectY;\n\tmaskData[2] = rectW;\n\tmaskData[3] = rectH;\n\tmaskData[4] = pixelRoundness;\n\tmaskData[5] = isPath ? 1 : 0;\n\tmaskData[6] = pathPoints.length;\n\tif (isPath) for (let i = 0; i < Math.min(pathPoints.length, 64); i++) {\n\t\tlet px = pathPoints[i].x / 100 * containerWidth;\n\t\tlet py = pathPoints[i].y / 100 * containerHeight;\n\t\tif (!isRest) {\n\t\t\tpx = (pathPoints[i].x - finalLp) / finalWp * containerWidth;\n\t\t\tpy = (pathPoints[i].y - finalTp) / finalHp * containerHeight;\n\t\t}\n\t\tmaskData[8 + i * 2] = px;\n\t\tmaskData[8 + i * 2 + 1] = py;\n\t}\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(maskData);\n\tconst bindGroup = ctx.device.createBindGroup({\n\t\tlayout: maskPipeline.getBindGroupLayout(0),\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tmaskPass.setPipeline(maskPipeline);\n\tmaskPass.setBindGroup(0, bindGroup);\n\tmaskPass.draw(4);\n\tmaskPass.end();\n\tconst resultTex = ctx.renderer.composite(encoder, maskedSourceTex, maskTex, isRest ? \"mask-out\" : \"mask-in\", [\n\t\tmaskedSourceTex,\n\t\tmaskTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\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, resultTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: containerWidth,\n\t\theight: containerHeight\n\t}, { opacity });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: CropWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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1
- {"version":3,"file":"renderer-D-4Yh-RK.mjs","names":[],"sources":["../../../nodes/node-layer-style/dist/renderers-Cjrbbalg.mjs"],"sourcesContent":["import { ColorSchema, ImageResultSchema, VideoResultSchema } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/shared/config.ts\nconst LAYER_STYLE_BLEND_MODES = [\n\t{\n\t\tvalue: \"normal\",\n\t\tlabel: \"Normal\"\n\t},\n\t{\n\t\tvalue: \"multiply\",\n\t\tlabel: \"Multiply\"\n\t},\n\t{\n\t\tvalue: \"screen\",\n\t\tlabel: \"Screen\"\n\t},\n\t{\n\t\tvalue: \"overlay\",\n\t\tlabel: \"Overlay\"\n\t},\n\t{\n\t\tvalue: \"darken\",\n\t\tlabel: \"Darken\"\n\t},\n\t{\n\t\tvalue: \"lighten\",\n\t\tlabel: \"Lighten\"\n\t},\n\t{\n\t\tvalue: \"color-dodge\",\n\t\tlabel: \"Color Dodge\"\n\t},\n\t{\n\t\tvalue: \"color-burn\",\n\t\tlabel: \"Color Burn\"\n\t},\n\t{\n\t\tvalue: \"hard-light\",\n\t\tlabel: \"Hard Light\"\n\t},\n\t{\n\t\tvalue: \"soft-light\",\n\t\tlabel: \"Soft Light\"\n\t},\n\t{\n\t\tvalue: \"difference\",\n\t\tlabel: \"Difference\"\n\t},\n\t{\n\t\tvalue: \"exclusion\",\n\t\tlabel: \"Exclusion\"\n\t},\n\t{\n\t\tvalue: \"hue\",\n\t\tlabel: \"Hue\"\n\t},\n\t{\n\t\tvalue: \"saturation\",\n\t\tlabel: \"Saturation\"\n\t},\n\t{\n\t\tvalue: \"color\",\n\t\tlabel: \"Color\"\n\t},\n\t{\n\t\tvalue: \"luminosity\",\n\t\tlabel: \"Luminosity\"\n\t},\n\t{\n\t\tvalue: \"lighter\",\n\t\tlabel: \"Lighter (Add)\"\n\t},\n\t{\n\t\tvalue: \"copy\",\n\t\tlabel: \"Copy\"\n\t},\n\t{\n\t\tvalue: \"xor\",\n\t\tlabel: \"XOR\"\n\t},\n\t{\n\t\tvalue: \"source-over\",\n\t\tlabel: \"Source Over\"\n\t},\n\t{\n\t\tvalue: \"source-in\",\n\t\tlabel: \"Source In\"\n\t},\n\t{\n\t\tvalue: \"source-out\",\n\t\tlabel: \"Source Out\"\n\t},\n\t{\n\t\tvalue: \"source-atop\",\n\t\tlabel: \"Source Atop\"\n\t},\n\t{\n\t\tvalue: \"destination-over\",\n\t\tlabel: \"Destination Over\"\n\t},\n\t{\n\t\tvalue: \"destination-in\",\n\t\tlabel: \"Destination In\"\n\t},\n\t{\n\t\tvalue: \"destination-out\",\n\t\tlabel: \"Destination Out\"\n\t},\n\t{\n\t\tvalue: \"destination-atop\",\n\t\tlabel: \"Destination Atop\"\n\t}\n];\nconst DropShadowStyleSchema = z.object({\n\tenabled: z.boolean().default(false),\n\tcolor: ColorSchema.default(\"#000000\"),\n\topacity: z.number().min(0).max(1).default(.75),\n\tangle: z.number().min(0).max(360).default(120),\n\tdistance: z.number().min(0).max(500).default(10),\n\tspread: z.number().min(0).max(100).default(0),\n\tsize: z.number().min(0).max(250).default(10),\n\tblendMode: z.string().default(\"multiply\")\n});\nconst InnerShadowStyleSchema = z.object({\n\tenabled: z.boolean().default(false),\n\tcolor: ColorSchema.default(\"#000000\"),\n\topacity: z.number().min(0).max(1).default(.75),\n\tangle: z.number().min(0).max(360).default(120),\n\tdistance: z.number().min(0).max(500).default(5),\n\tchoke: z.number().min(0).max(100).default(0),\n\tsize: z.number().min(0).max(250).default(5),\n\tblendMode: z.string().default(\"multiply\")\n});\nconst StrokeStyleSchema = z.object({\n\tenabled: z.boolean().default(false),\n\tsize: z.number().min(0).max(100).default(2),\n\tposition: z.enum([\n\t\t\"inside\",\n\t\t\"center\",\n\t\t\"outside\"\n\t]).default(\"outside\"),\n\tcolor: ColorSchema.default(\"#ffffff\"),\n\topacity: z.number().min(0).max(1).default(1),\n\tblendMode: z.string().default(\"normal\")\n});\nconst GlowStyleSchema = z.object({\n\tenabled: z.boolean().default(false),\n\tcolor: ColorSchema.default(\"#ffffff\"),\n\topacity: z.number().min(0).max(1).default(.75),\n\tsize: z.number().min(0).max(250).default(15),\n\tspread: z.number().min(0).max(100).default(0),\n\tblendMode: z.string().default(\"screen\")\n});\nconst BevelEmbossStyleSchema = z.object({\n\tenabled: z.boolean().default(false),\n\tstyle: z.enum([\n\t\t\"InnerBevel\",\n\t\t\"OuterBevel\",\n\t\t\"Emboss\",\n\t\t\"PillowEmboss\"\n\t]).default(\"InnerBevel\"),\n\ttechnique: z.enum([\n\t\t\"Smooth\",\n\t\t\"ChiselHard\",\n\t\t\"ChiselSoft\"\n\t]).default(\"Smooth\"),\n\tdepth: z.number().min(1).max(1e3).default(100),\n\tdirection: z.enum([\"Up\", \"Down\"]).default(\"Up\"),\n\tsize: z.number().min(0).max(250).default(5),\n\tsoften: z.number().min(0).max(50).default(0),\n\tangle: z.number().min(0).max(360).default(120),\n\taltitude: z.number().min(0).max(90).default(30),\n\thighlightColor: ColorSchema.default(\"#ffffff\"),\n\thighlightOpacity: z.number().min(0).max(1).default(.75),\n\tshadowColor: ColorSchema.default(\"#000000\"),\n\tshadowOpacity: z.number().min(0).max(1).default(.75)\n});\nconst ColorOverlayStyleSchema = z.object({\n\tenabled: z.boolean().default(false),\n\tcolor: ColorSchema.default(\"#ff0000\"),\n\topacity: z.number().min(0).max(1).default(1),\n\tblendMode: z.string().default(\"normal\")\n});\nconst DEFAULT_DROP_SHADOW = {\n\tenabled: false,\n\tcolor: \"#000000\",\n\topacity: .75,\n\tangle: 120,\n\tdistance: 10,\n\tspread: 0,\n\tsize: 10,\n\tblendMode: \"multiply\"\n};\nconst DEFAULT_INNER_SHADOW = {\n\tenabled: false,\n\tcolor: \"#000000\",\n\topacity: .75,\n\tangle: 120,\n\tdistance: 5,\n\tchoke: 0,\n\tsize: 5,\n\tblendMode: \"multiply\"\n};\nconst DEFAULT_GLOW = {\n\tenabled: false,\n\tcolor: \"#ffffff\",\n\topacity: .75,\n\tsize: 15,\n\tspread: 0,\n\tblendMode: \"screen\"\n};\nconst DEFAULT_STROKE = {\n\tenabled: false,\n\tsize: 2,\n\tposition: \"outside\",\n\tcolor: \"#ffffff\",\n\topacity: 1,\n\tblendMode: \"normal\"\n};\nconst DEFAULT_BEVEL_EMBOSS = {\n\tenabled: false,\n\tstyle: \"InnerBevel\",\n\ttechnique: \"Smooth\",\n\tdepth: 100,\n\tdirection: \"Up\",\n\tsize: 5,\n\tsoften: 0,\n\tangle: 120,\n\taltitude: 30,\n\thighlightColor: \"#ffffff\",\n\thighlightOpacity: .75,\n\tshadowColor: \"#000000\",\n\tshadowOpacity: .75\n};\nconst DEFAULT_COLOR_OVERLAY = {\n\tenabled: false,\n\tcolor: \"#ff0000\",\n\topacity: 1,\n\tblendMode: \"normal\"\n};\nconst LayerStyleNodeConfigSchema = z.object({\n\tdropShadow: DropShadowStyleSchema.default(DEFAULT_DROP_SHADOW),\n\tinnerShadow: InnerShadowStyleSchema.default(DEFAULT_INNER_SHADOW),\n\touterGlow: GlowStyleSchema.default(DEFAULT_GLOW),\n\tinnerGlow: GlowStyleSchema.default(DEFAULT_GLOW),\n\tstroke: StrokeStyleSchema.default(DEFAULT_STROKE),\n\tbevelEmboss: BevelEmbossStyleSchema.default(DEFAULT_BEVEL_EMBOSS),\n\tcolorOverlay: ColorOverlayStyleSchema.default(DEFAULT_COLOR_OVERLAY),\n\tdropShadowAngleHandleId: z.string().nullable().optional(),\n\tdropShadowDistanceHandleId: z.string().nullable().optional(),\n\tdropShadowSpreadHandleId: z.string().nullable().optional(),\n\tdropShadowSizeHandleId: z.string().nullable().optional(),\n\tdropShadowOpacityHandleId: z.string().nullable().optional(),\n\tinnerShadowAngleHandleId: z.string().nullable().optional(),\n\tinnerShadowDistanceHandleId: z.string().nullable().optional(),\n\tinnerShadowChokeHandleId: z.string().nullable().optional(),\n\tinnerShadowSizeHandleId: z.string().nullable().optional(),\n\tinnerShadowOpacityHandleId: z.string().nullable().optional(),\n\touterGlowSizeHandleId: z.string().nullable().optional(),\n\touterGlowSpreadHandleId: z.string().nullable().optional(),\n\touterGlowOpacityHandleId: z.string().nullable().optional(),\n\tinnerGlowSizeHandleId: z.string().nullable().optional(),\n\tinnerGlowSpreadHandleId: z.string().nullable().optional(),\n\tinnerGlowOpacityHandleId: z.string().nullable().optional(),\n\tstrokeSizeHandleId: z.string().nullable().optional(),\n\tstrokeOpacityHandleId: z.string().nullable().optional(),\n\tbevelEmbossDepthHandleId: z.string().nullable().optional(),\n\tbevelEmbossSizeHandleId: z.string().nullable().optional(),\n\tbevelEmbossSoftenHandleId: z.string().nullable().optional(),\n\tbevelEmbossAngleHandleId: z.string().nullable().optional(),\n\tbevelEmbossAltitudeHandleId: z.string().nullable().optional(),\n\tbevelEmbossHighlightOpacityHandleId: z.string().nullable().optional(),\n\tbevelEmbossShadowOpacityHandleId: z.string().nullable().optional(),\n\tcolorOverlayOpacityHandleId: z.string().nullable().optional()\n});\nfunction computeLayerStylePadding(config) {\n\tlet padX = 0;\n\tlet padY = 0;\n\tif (config.dropShadow?.enabled) {\n\t\tconst angleRad = (config.dropShadow.angle ?? 120) * Math.PI / 180;\n\t\tconst dist = config.dropShadow.distance ?? 0;\n\t\tconst dx = Math.ceil(Math.abs(Math.cos(angleRad)) * dist);\n\t\tconst dy = Math.ceil(Math.abs(Math.sin(angleRad)) * dist);\n\t\tpadX = Math.max(padX, dx);\n\t\tpadY = Math.max(padY, dy);\n\t}\n\tif (config.stroke?.enabled && config.stroke.position !== \"inside\") {\n\t\tconst strokePad = config.stroke.position === \"outside\" ? Math.ceil(config.stroke.size ?? 2) : Math.ceil((config.stroke.size ?? 2) * .5);\n\t\tpadX = Math.max(padX, strokePad);\n\t\tpadY = Math.max(padY, strokePad);\n\t}\n\treturn {\n\t\tpadX,\n\t\tpadY\n\t};\n}\nconst LAYER_STYLE_CONFIG_HANDLES = [\n\t{\n\t\tconfigKey: \"dropShadowAngle\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Drop Shadow Angle Signal\",\n\t\tdescription: \"Light angle for drop shadow in degrees (0–360°).\"\n\t},\n\t{\n\t\tconfigKey: \"dropShadowDistance\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Drop Shadow Distance Signal\",\n\t\tdescription: \"Offset distance for drop shadow in pixels.\"\n\t},\n\t{\n\t\tconfigKey: \"dropShadowSize\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Drop Shadow Blur Signal\",\n\t\tdescription: \"Blur radius for drop shadow in pixels.\"\n\t},\n\t{\n\t\tconfigKey: \"dropShadowSpread\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Drop Shadow Spread Signal\",\n\t\tdescription: \"Edge expansion/sharpness percentage for drop shadow (0–100%).\"\n\t},\n\t{\n\t\tconfigKey: \"dropShadowOpacity\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Drop Shadow Opacity Signal\",\n\t\tdescription: \"Opacity multiplier for drop shadow (0–1).\"\n\t},\n\t{\n\t\tconfigKey: \"innerShadowAngle\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Inner Shadow Angle Signal\",\n\t\tdescription: \"Light angle for inner shadow in degrees (0–360°).\"\n\t},\n\t{\n\t\tconfigKey: \"innerShadowDistance\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Inner Shadow Distance Signal\",\n\t\tdescription: \"Offset distance for inner shadow in pixels.\"\n\t},\n\t{\n\t\tconfigKey: \"innerShadowSize\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Inner Shadow Blur Signal\",\n\t\tdescription: \"Blur radius for inner shadow in pixels.\"\n\t},\n\t{\n\t\tconfigKey: \"innerShadowChoke\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Inner Shadow Choke Signal\",\n\t\tdescription: \"Choke sharpness percentage for inner shadow (0–100%).\"\n\t},\n\t{\n\t\tconfigKey: \"innerShadowOpacity\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Inner Shadow Opacity Signal\",\n\t\tdescription: \"Opacity multiplier for inner shadow (0–1).\"\n\t},\n\t{\n\t\tconfigKey: \"outerGlowSize\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Outer Glow Size Signal\",\n\t\tdescription: \"Glow radius for outer glow in pixels.\"\n\t},\n\t{\n\t\tconfigKey: \"outerGlowSpread\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Outer Glow Spread Signal\",\n\t\tdescription: \"Spread percentage for outer glow (0–100%).\"\n\t},\n\t{\n\t\tconfigKey: \"outerGlowOpacity\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Outer Glow Opacity Signal\",\n\t\tdescription: \"Opacity multiplier for outer glow (0–1).\"\n\t},\n\t{\n\t\tconfigKey: \"innerGlowSize\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Inner Glow Size Signal\",\n\t\tdescription: \"Glow radius for inner glow in pixels.\"\n\t},\n\t{\n\t\tconfigKey: \"innerGlowSpread\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Inner Glow Spread Signal\",\n\t\tdescription: \"Spread percentage for inner glow (0–100%).\"\n\t},\n\t{\n\t\tconfigKey: \"innerGlowOpacity\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Inner Glow Opacity Signal\",\n\t\tdescription: \"Opacity multiplier for inner glow (0–1).\"\n\t},\n\t{\n\t\tconfigKey: \"strokeSize\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Stroke Width Signal\",\n\t\tdescription: \"Stroke line width in pixels.\"\n\t},\n\t{\n\t\tconfigKey: \"strokeOpacity\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Stroke Opacity Signal\",\n\t\tdescription: \"Opacity multiplier for stroke (0–1).\"\n\t},\n\t{\n\t\tconfigKey: \"bevelEmbossDepth\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Bevel Depth Signal\",\n\t\tdescription: \"Bevel depth / extrusion percentage (1–1000%).\"\n\t},\n\t{\n\t\tconfigKey: \"bevelEmbossSize\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Bevel Size Signal\",\n\t\tdescription: \"Bevel beveling size in pixels.\"\n\t},\n\t{\n\t\tconfigKey: \"bevelEmbossSoften\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Bevel Soften Signal\",\n\t\tdescription: \"Edge softening blur radius in pixels.\"\n\t},\n\t{\n\t\tconfigKey: \"bevelEmbossAngle\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Bevel Light Angle Signal\",\n\t\tdescription: \"Azimuth light direction in degrees (0–360°).\"\n\t},\n\t{\n\t\tconfigKey: \"bevelEmbossAltitude\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Bevel Light Altitude Signal\",\n\t\tdescription: \"Elevation light altitude in degrees (0–90°).\"\n\t},\n\t{\n\t\tconfigKey: \"bevelEmbossHighlightOpacity\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Bevel Highlight Opacity Signal\",\n\t\tdescription: \"Highlight specular intensity (0–1).\"\n\t},\n\t{\n\t\tconfigKey: \"bevelEmbossShadowOpacity\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Bevel Shadow Opacity Signal\",\n\t\tdescription: \"Shadow diffuse intensity (0–1).\"\n\t},\n\t{\n\t\tconfigKey: \"colorOverlayOpacity\",\n\t\tdataTypes: [\"Number\", \"Signal\"],\n\t\tlabel: \"Color Overlay Opacity Signal\",\n\t\tdescription: \"Color overlay blend opacity (0–1).\"\n\t}\n];\nconst LayerStyleResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst LAYER_STYLE_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\nconst LAYER_STYLE_PRESETS = [\n\t{\n\t\tid: \"subtle-drop-shadow\",\n\t\tname: \"Subtle Drop Shadow\",\n\t\tdescription: \"Clean modern floating shadow for UI and graphics\",\n\t\tconfig: {\n\t\t\tdropShadow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#000000\",\n\t\t\t\topacity: .35,\n\t\t\t\tangle: 120,\n\t\t\t\tdistance: 8,\n\t\t\t\tspread: 0,\n\t\t\t\tsize: 16,\n\t\t\t\tblendMode: \"multiply\"\n\t\t\t},\n\t\t\tinnerShadow: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#000000\",\n\t\t\t\topacity: .75,\n\t\t\t\tangle: 120,\n\t\t\t\tdistance: 5,\n\t\t\t\tchoke: 0,\n\t\t\t\tsize: 5,\n\t\t\t\tblendMode: \"multiply\"\n\t\t\t},\n\t\t\touterGlow: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: .75,\n\t\t\t\tsize: 15,\n\t\t\t\tspread: 0,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tinnerGlow: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: .75,\n\t\t\t\tsize: 15,\n\t\t\t\tspread: 0,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tstroke: {\n\t\t\t\tenabled: false,\n\t\t\t\tsize: 2,\n\t\t\t\tposition: \"outside\",\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: 1,\n\t\t\t\tblendMode: \"normal\"\n\t\t\t},\n\t\t\tbevelEmboss: {\n\t\t\t\tenabled: false,\n\t\t\t\tstyle: \"InnerBevel\",\n\t\t\t\ttechnique: \"Smooth\",\n\t\t\t\tdepth: 100,\n\t\t\t\tdirection: \"Up\",\n\t\t\t\tsize: 5,\n\t\t\t\tsoften: 0,\n\t\t\t\tangle: 120,\n\t\t\t\taltitude: 30,\n\t\t\t\thighlightColor: \"#ffffff\",\n\t\t\t\thighlightOpacity: .75,\n\t\t\t\tshadowColor: \"#000000\",\n\t\t\t\tshadowOpacity: .75\n\t\t\t},\n\t\t\tcolorOverlay: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ff0000\",\n\t\t\t\topacity: 1,\n\t\t\t\tblendMode: \"normal\"\n\t\t\t}\n\t\t}\n\t},\n\t{\n\t\tid: \"sticker-outline-shadow\",\n\t\tname: \"Sticker Border & Shadow\",\n\t\tdescription: \"Crisp white die-cut sticker border with contact shadow\",\n\t\tconfig: {\n\t\t\tdropShadow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#000000\",\n\t\t\t\topacity: .4,\n\t\t\t\tangle: 120,\n\t\t\t\tdistance: 6,\n\t\t\t\tspread: 0,\n\t\t\t\tsize: 10,\n\t\t\t\tblendMode: \"multiply\"\n\t\t\t},\n\t\t\tstroke: {\n\t\t\t\tenabled: true,\n\t\t\t\tsize: 6,\n\t\t\t\tposition: \"outside\",\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: 1,\n\t\t\t\tblendMode: \"normal\"\n\t\t\t},\n\t\t\tinnerShadow: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#000000\",\n\t\t\t\topacity: .75,\n\t\t\t\tangle: 120,\n\t\t\t\tdistance: 5,\n\t\t\t\tchoke: 0,\n\t\t\t\tsize: 5,\n\t\t\t\tblendMode: \"multiply\"\n\t\t\t},\n\t\t\touterGlow: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: .75,\n\t\t\t\tsize: 15,\n\t\t\t\tspread: 0,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tinnerGlow: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: .75,\n\t\t\t\tsize: 15,\n\t\t\t\tspread: 0,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tbevelEmboss: {\n\t\t\t\tenabled: false,\n\t\t\t\tstyle: \"InnerBevel\",\n\t\t\t\ttechnique: \"Smooth\",\n\t\t\t\tdepth: 100,\n\t\t\t\tdirection: \"Up\",\n\t\t\t\tsize: 5,\n\t\t\t\tsoften: 0,\n\t\t\t\tangle: 120,\n\t\t\t\taltitude: 30,\n\t\t\t\thighlightColor: \"#ffffff\",\n\t\t\t\thighlightOpacity: .75,\n\t\t\t\tshadowColor: \"#000000\",\n\t\t\t\tshadowOpacity: .75\n\t\t\t},\n\t\t\tcolorOverlay: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ff0000\",\n\t\t\t\topacity: 1,\n\t\t\t\tblendMode: \"normal\"\n\t\t\t}\n\t\t}\n\t},\n\t{\n\t\tid: \"neon-cyber-glow\",\n\t\tname: \"Neon Glow\",\n\t\tdescription: \"Vibrant outer and inner luminescence with soft cyan radiation\",\n\t\tconfig: {\n\t\t\tdropShadow: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#000000\",\n\t\t\t\topacity: .75,\n\t\t\t\tangle: 120,\n\t\t\t\tdistance: 10,\n\t\t\t\tspread: 0,\n\t\t\t\tsize: 10,\n\t\t\t\tblendMode: \"multiply\"\n\t\t\t},\n\t\t\tinnerShadow: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#000000\",\n\t\t\t\topacity: .75,\n\t\t\t\tangle: 120,\n\t\t\t\tdistance: 5,\n\t\t\t\tchoke: 0,\n\t\t\t\tsize: 5,\n\t\t\t\tblendMode: \"multiply\"\n\t\t\t},\n\t\t\touterGlow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#00f0ff\",\n\t\t\t\topacity: .9,\n\t\t\t\tsize: 28,\n\t\t\t\tspread: 12,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tinnerGlow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: .8,\n\t\t\t\tsize: 10,\n\t\t\t\tspread: 5,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tstroke: {\n\t\t\t\tenabled: true,\n\t\t\t\tsize: 2,\n\t\t\t\tposition: \"center\",\n\t\t\t\tcolor: \"#00f0ff\",\n\t\t\t\topacity: .9,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tbevelEmboss: {\n\t\t\t\tenabled: false,\n\t\t\t\tstyle: \"InnerBevel\",\n\t\t\t\ttechnique: \"Smooth\",\n\t\t\t\tdepth: 100,\n\t\t\t\tdirection: \"Up\",\n\t\t\t\tsize: 5,\n\t\t\t\tsoften: 0,\n\t\t\t\tangle: 120,\n\t\t\t\taltitude: 30,\n\t\t\t\thighlightColor: \"#ffffff\",\n\t\t\t\thighlightOpacity: .75,\n\t\t\t\tshadowColor: \"#000000\",\n\t\t\t\tshadowOpacity: .75\n\t\t\t},\n\t\t\tcolorOverlay: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ff0000\",\n\t\t\t\topacity: 1,\n\t\t\t\tblendMode: \"normal\"\n\t\t\t}\n\t\t}\n\t},\n\t{\n\t\tid: \"glass-emboss\",\n\t\tname: \"Glass & Emboss\",\n\t\tdescription: \"Pristine glass beveling with specular highlights and depth\",\n\t\tconfig: {\n\t\t\tdropShadow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#000000\",\n\t\t\t\topacity: .25,\n\t\t\t\tangle: 120,\n\t\t\t\tdistance: 6,\n\t\t\t\tspread: 0,\n\t\t\t\tsize: 12,\n\t\t\t\tblendMode: \"multiply\"\n\t\t\t},\n\t\t\tinnerShadow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#000000\",\n\t\t\t\topacity: .3,\n\t\t\t\tangle: 120,\n\t\t\t\tdistance: 4,\n\t\t\t\tchoke: 0,\n\t\t\t\tsize: 6,\n\t\t\t\tblendMode: \"multiply\"\n\t\t\t},\n\t\t\touterGlow: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: .75,\n\t\t\t\tsize: 15,\n\t\t\t\tspread: 0,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tinnerGlow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: .6,\n\t\t\t\tsize: 8,\n\t\t\t\tspread: 0,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tstroke: {\n\t\t\t\tenabled: false,\n\t\t\t\tsize: 2,\n\t\t\t\tposition: \"outside\",\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: 1,\n\t\t\t\tblendMode: \"normal\"\n\t\t\t},\n\t\t\tbevelEmboss: {\n\t\t\t\tenabled: true,\n\t\t\t\tstyle: \"InnerBevel\",\n\t\t\t\ttechnique: \"Smooth\",\n\t\t\t\tdepth: 180,\n\t\t\t\tdirection: \"Up\",\n\t\t\t\tsize: 8,\n\t\t\t\tsoften: 2,\n\t\t\t\tangle: 120,\n\t\t\t\taltitude: 35,\n\t\t\t\thighlightColor: \"#ffffff\",\n\t\t\t\thighlightOpacity: .9,\n\t\t\t\tshadowColor: \"#000000\",\n\t\t\t\tshadowOpacity: .5\n\t\t\t},\n\t\t\tcolorOverlay: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ff0000\",\n\t\t\t\topacity: 1,\n\t\t\t\tblendMode: \"normal\"\n\t\t\t}\n\t\t}\n\t},\n\t{\n\t\tid: \"letterpress-carved\",\n\t\tname: \"Letterpress / Carved\",\n\t\tdescription: \"Debossed letterpress engraving into paper surface\",\n\t\tconfig: {\n\t\t\tdropShadow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: .85,\n\t\t\t\tangle: 300,\n\t\t\t\tdistance: 2,\n\t\t\t\tspread: 0,\n\t\t\t\tsize: 1,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tinnerShadow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#000000\",\n\t\t\t\topacity: .7,\n\t\t\t\tangle: 120,\n\t\t\t\tdistance: 3,\n\t\t\t\tchoke: 10,\n\t\t\t\tsize: 4,\n\t\t\t\tblendMode: \"multiply\"\n\t\t\t},\n\t\t\touterGlow: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: .75,\n\t\t\t\tsize: 15,\n\t\t\t\tspread: 0,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tinnerGlow: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: .75,\n\t\t\t\tsize: 15,\n\t\t\t\tspread: 0,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tstroke: {\n\t\t\t\tenabled: false,\n\t\t\t\tsize: 2,\n\t\t\t\tposition: \"outside\",\n\t\t\t\tcolor: \"#ffffff\",\n\t\t\t\topacity: 1,\n\t\t\t\tblendMode: \"normal\"\n\t\t\t},\n\t\t\tbevelEmboss: {\n\t\t\t\tenabled: true,\n\t\t\t\tstyle: \"InnerBevel\",\n\t\t\t\ttechnique: \"ChiselHard\",\n\t\t\t\tdepth: 150,\n\t\t\t\tdirection: \"Down\",\n\t\t\t\tsize: 3,\n\t\t\t\tsoften: 0,\n\t\t\t\tangle: 120,\n\t\t\t\taltitude: 30,\n\t\t\t\thighlightColor: \"#ffffff\",\n\t\t\t\thighlightOpacity: .6,\n\t\t\t\tshadowColor: \"#000000\",\n\t\t\t\tshadowOpacity: .8\n\t\t\t},\n\t\t\tcolorOverlay: {\n\t\t\t\tenabled: false,\n\t\t\t\tcolor: \"#ff0000\",\n\t\t\t\topacity: 1,\n\t\t\t\tblendMode: \"normal\"\n\t\t\t}\n\t\t}\n\t},\n\t{\n\t\tid: \"gold-bevel\",\n\t\tname: \"Metallic Gold Bevel\",\n\t\tdescription: \"High-specular chisel gold badge with deep relief\",\n\t\tconfig: {\n\t\t\tdropShadow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#000000\",\n\t\t\t\topacity: .6,\n\t\t\t\tangle: 120,\n\t\t\t\tdistance: 8,\n\t\t\t\tspread: 5,\n\t\t\t\tsize: 12,\n\t\t\t\tblendMode: \"multiply\"\n\t\t\t},\n\t\t\tinnerShadow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#573a08\",\n\t\t\t\topacity: .5,\n\t\t\t\tangle: 120,\n\t\t\t\tdistance: 3,\n\t\t\t\tchoke: 0,\n\t\t\t\tsize: 5,\n\t\t\t\tblendMode: \"multiply\"\n\t\t\t},\n\t\t\touterGlow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#ffc83b\",\n\t\t\t\topacity: .4,\n\t\t\t\tsize: 20,\n\t\t\t\tspread: 5,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tinnerGlow: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#fff7d1\",\n\t\t\t\topacity: .5,\n\t\t\t\tsize: 6,\n\t\t\t\tspread: 0,\n\t\t\t\tblendMode: \"screen\"\n\t\t\t},\n\t\t\tstroke: {\n\t\t\t\tenabled: true,\n\t\t\t\tsize: 2,\n\t\t\t\tposition: \"outside\",\n\t\t\t\tcolor: \"#b38728\",\n\t\t\t\topacity: 1,\n\t\t\t\tblendMode: \"normal\"\n\t\t\t},\n\t\t\tbevelEmboss: {\n\t\t\t\tenabled: true,\n\t\t\t\tstyle: \"InnerBevel\",\n\t\t\t\ttechnique: \"ChiselHard\",\n\t\t\t\tdepth: 350,\n\t\t\t\tdirection: \"Up\",\n\t\t\t\tsize: 10,\n\t\t\t\tsoften: 1,\n\t\t\t\tangle: 120,\n\t\t\t\taltitude: 40,\n\t\t\t\thighlightColor: \"#fff4cc\",\n\t\t\t\thighlightOpacity: .95,\n\t\t\t\tshadowColor: \"#422b00\",\n\t\t\t\tshadowOpacity: .85\n\t\t\t},\n\t\t\tcolorOverlay: {\n\t\t\t\tenabled: true,\n\t\t\t\tcolor: \"#f5b324\",\n\t\t\t\topacity: .35,\n\t\t\t\tblendMode: \"overlay\"\n\t\t\t}\n\t\t}\n\t}\n];\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nfunction hexToRgba(hex) {\n\tif (!hex) return [\n\t\t1,\n\t\t1,\n\t\t1,\n\t\t1\n\t];\n\tlet cleaned = hex.trim().replace(/^#/, \"\");\n\tif (cleaned.length === 3) cleaned = cleaned.split(\"\").map((c) => c + c).join(\"\") + \"ff\";\n\telse if (cleaned.length === 6) cleaned = cleaned + \"ff\";\n\telse if (cleaned.length === 8) {} else return [\n\t\t1,\n\t\t1,\n\t\t1,\n\t\t1\n\t];\n\tconst r = parseInt(cleaned.slice(0, 2), 16) / 255;\n\tconst g = parseInt(cleaned.slice(2, 4), 16) / 255;\n\tconst b = parseInt(cleaned.slice(4, 6), 16) / 255;\n\tconst a = parseInt(cleaned.slice(6, 8), 16) / 255;\n\treturn [\n\t\tNumber.isFinite(r) ? r : 1,\n\t\tNumber.isFinite(g) ? g : 1,\n\t\tNumber.isFinite(b) ? b : 1,\n\t\tNumber.isFinite(a) ? a : 1\n\t];\n}\nconst BLEND_MODE_MAP = {\n\tnormal: 0,\n\t\"source-over\": 0,\n\tmultiply: 1,\n\tscreen: 2,\n\toverlay: 3,\n\tdarken: 4,\n\tlighten: 5,\n\t\"color-dodge\": 6,\n\t\"color-burn\": 7,\n\t\"hard-light\": 8,\n\t\"soft-light\": 9,\n\tdifference: 10,\n\texclusion: 11,\n\thue: 12,\n\tsaturation: 13,\n\tcolor: 14,\n\tluminosity: 15,\n\t\"mask-in\": 16,\n\t\"destination-in\": 16,\n\t\"mask-out\": 17,\n\t\"destination-out\": 17,\n\t\"source-in\": 18,\n\t\"source-out\": 19,\n\t\"source-atop\": 20,\n\t\"destination-over\": 21,\n\t\"destination-atop\": 22,\n\tlighter: 23,\n\tcopy: 24,\n\txor: 25\n};\nconst BEVEL_STYLE_MAP = {\n\tInnerBevel: 0,\n\tOuterBevel: 1,\n\tEmboss: 2,\n\tPillowEmboss: 3\n};\nconst BEVEL_TECHNIQUE_MAP = {\n\tSmooth: 0,\n\tChiselHard: 1,\n\tChiselSoft: 2\n};\nconst STROKE_POS_MAP = {\n\toutside: 0,\n\tcenter: 1,\n\tinside: 2\n};\nconst WGSL_LAYER_STYLE_SHADER = `\nstruct LayerStyleUniforms {\n\t// Drop Shadow (vec4 x 3)\n\tdropShadowColor : vec4<f32>,\n\tdropShadowParams : vec4<f32>, // x: enabled, y: opacity, z: angle(rad), w: distance\n\tdropShadowParams2 : vec4<f32>, // x: spread, y: size, z: blendMode, w: pad\n\n\t// Inner Shadow (vec4 x 3)\n\tinnerShadowColor : vec4<f32>,\n\tinnerShadowParams : vec4<f32>, // x: enabled, y: opacity, z: angle(rad), w: distance\n\tinnerShadowParams2 : vec4<f32>, // x: choke, y: size, z: blendMode, w: pad\n\n\t// Outer Glow (vec4 x 3)\n\touterGlowColor : vec4<f32>,\n\touterGlowParams : vec4<f32>, // x: enabled, y: opacity, z: size, w: spread\n\touterGlowParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Inner Glow (vec4 x 3)\n\tinnerGlowColor : vec4<f32>,\n\tinnerGlowParams : vec4<f32>, // x: enabled, y: opacity, z: size, w: spread\n\tinnerGlowParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Stroke (vec4 x 3)\n\tstrokeColor : vec4<f32>,\n\tstrokeParams : vec4<f32>, // x: enabled, y: size, z: position(0:out,1:center,2:in), w: opacity\n\tstrokeParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Bevel & Emboss (vec4 x 5)\n\tbevelHighlightColor : vec4<f32>,\n\tbevelShadowColor : vec4<f32>,\n\tbevelParams1 : vec4<f32>, // x: enabled, y: style, z: technique, w: depth\n\tbevelParams2 : vec4<f32>, // x: direction(1:up, -1:down), y: size, z: soften, w: angle(rad)\n\tbevelParams3 : vec4<f32>, // x: altitude(rad), y: hlOpacity, z: shOpacity, w: pad\n\n\t// Color Overlay (vec4 x 2)\n\tcolorOverlayColor : vec4<f32>,\n\tcolorOverlayParams : vec4<f32>, // x: enabled, y: opacity, z: blendMode, w: pad\n};\n\n@group(0) @binding(0) var<uniform> u : LayerStyleUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : 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 sampleAlpha(uv: vec2<f32>) -> f32 {\n\tif (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {\n\t\treturn 0.0;\n\t}\n\treturn textureSampleLevel(tex, samp, uv, 0.0).a;\n}\n\nfn lum(c: vec3<f32>) -> f32 {\n\treturn 0.3 * c.r + 0.59 * c.g + 0.11 * c.b;\n}\n\nfn clip_color(c: vec3<f32>) -> vec3<f32> {\n\tlet l = lum(c);\n\tlet n = min(min(c.r, c.g), c.b);\n\tlet x = max(max(c.r, c.g), c.b);\n\tvar res = c;\n\tif (n < 0.0) {\n\t\tres = l + (((res - l) * l) / max(l - n, 1e-5));\n\t}\n\tif (x > 1.0) {\n\t\tres = l + (((res - l) * (1.0 - l)) / max(x - l, 1e-5));\n\t}\n\treturn res;\n}\n\nfn set_lum(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet diff = l - lum(c);\n\treturn clip_color(c + vec3<f32>(diff));\n}\n\nfn sat(c: vec3<f32>) -> f32 {\n\treturn max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b);\n}\n\nfn set_sat(c: vec3<f32>, s: f32) -> vec3<f32> {\n\tlet c_min = min(min(c.r, c.g), c.b);\n\tlet c_max = max(max(c.r, c.g), c.b);\n\tif (c_max <= c_min) {\n\t\treturn vec3<f32>(0.0);\n\t}\n\treturn (c - vec3<f32>(c_min)) * s / max(c_max - c_min, 1e-5);\n}\n\nfn blendRgb(d_rgb: vec3<f32>, s_rgb: vec3<f32>, mode: u32) -> vec3<f32> {\n\tswitch (mode) {\n\t\tcase 1u: { // multiply\n\t\t\treturn d_rgb * s_rgb;\n\t\t}\n\t\tcase 2u: { // screen\n\t\t\treturn d_rgb + s_rgb - d_rgb * s_rgb;\n\t\t}\n\t\tcase 3u: { // overlay\n\t\t\treturn select(\n\t\t\t\t1.0 - 2.0 * (1.0 - d_rgb) * (1.0 - s_rgb),\n\t\t\t\t2.0 * d_rgb * s_rgb,\n\t\t\t\td_rgb < vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 4u: { // darken\n\t\t\treturn min(d_rgb, s_rgb);\n\t\t}\n\t\tcase 5u: { // lighten\n\t\t\treturn max(d_rgb, s_rgb);\n\t\t}\n\t\tcase 6u: { // color-dodge\n\t\t\treturn select(min(d_rgb / max(1.0 - s_rgb, vec3<f32>(1e-4)), vec3<f32>(1.0)), vec3<f32>(1.0), s_rgb >= vec3<f32>(0.999));\n\t\t}\n\t\tcase 7u: { // color-burn\n\t\t\treturn select(1.0 - min((1.0 - d_rgb) / max(s_rgb, vec3<f32>(1e-4)), vec3<f32>(1.0)), vec3<f32>(0.0), s_rgb <= vec3<f32>(0.001));\n\t\t}\n\t\tcase 8u: { // hard-light\n\t\t\treturn select(\n\t\t\t\t1.0 - 2.0 * (1.0 - d_rgb) * (1.0 - s_rgb),\n\t\t\t\t2.0 * d_rgb * s_rgb,\n\t\t\t\ts_rgb < vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 9u: { // soft-light\n\t\t\treturn select(\n\t\t\t\td_rgb + (2.0 * s_rgb - 1.0) * (sqrt(d_rgb) - d_rgb),\n\t\t\t\td_rgb - (1.0 - 2.0 * s_rgb) * d_rgb * (1.0 - d_rgb),\n\t\t\t\ts_rgb <= vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 10u: { // difference\n\t\t\treturn abs(d_rgb - s_rgb);\n\t\t}\n\t\tcase 11u: { // exclusion\n\t\t\treturn d_rgb + s_rgb - 2.0 * d_rgb * s_rgb;\n\t\t}\n\t\tcase 12u: { // hue\n\t\t\treturn set_lum(set_sat(s_rgb, sat(d_rgb)), lum(d_rgb));\n\t\t}\n\t\tcase 13u: { // saturation\n\t\t\treturn set_lum(set_sat(d_rgb, sat(s_rgb)), lum(d_rgb));\n\t\t}\n\t\tcase 14u: { // color\n\t\t\treturn set_lum(s_rgb, lum(d_rgb));\n\t\t}\n\t\tcase 15u: { // luminosity\n\t\t\treturn set_lum(d_rgb, lum(s_rgb));\n\t\t}\n\t\tdefault: { // normal / source-over\n\t\t\treturn s_rgb;\n\t\t}\n\t}\n}\n\nfn compositeLayer(dst: vec4<f32>, src: vec4<f32>, blendMode: u32) -> vec4<f32> {\n\tlet sa = clamp(src.a, 0.0, 1.0);\n\tif (sa <= 0.0001) {\n\t\treturn dst;\n\t}\n\tlet da = clamp(dst.a, 0.0, 1.0);\n\tif (da <= 0.0001) {\n\t\treturn src;\n\t}\n\n\tswitch (blendMode) {\n\t\tcase 16u: { return dst * sa; } // mask-in / destination-in\n\t\tcase 17u: { return dst * (1.0 - sa); } // mask-out / destination-out\n\t\tcase 18u: { return src * da; } // source-in\n\t\tcase 19u: { return src * (1.0 - da); } // source-out\n\t\tcase 20u: { return src * da + dst * (1.0 - sa); } // source-atop\n\t\tcase 21u: { return dst + src * (1.0 - da); } // destination-over\n\t\tcase 22u: { return dst * sa + src * (1.0 - da); } // destination-atop\n\t\tcase 23u: { return src + dst; } // lighter / add\n\t\tcase 24u: { return src; } // copy\n\t\tcase 25u: { return src * (1.0 - da) + dst * (1.0 - sa); } // xor\n\t\tdefault: {}\n\t}\n\n\tlet b_rgb = blendRgb(dst.rgb, src.rgb, blendMode);\n\tlet out_a = sa + da * (1.0 - sa);\n\tlet out_rgb = select(\n\t\t((1.0 - da) * src.rgb + (1.0 - sa) * dst.rgb + sa * da * b_rgb) / max(out_a, 1e-5),\n\t\tb_rgb,\n\t\tout_a <= 1e-4\n\t);\n\n\treturn vec4<f32>(out_rgb, out_a);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / max(dimensions, vec2<f32>(1.0, 1.0));\n\tlet origColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tlet origA = origColor.a;\n\n\tvar result = vec4<f32>(0.0);\n\n\t// =========================================================================\n\t// 1. DROP SHADOW (Bottom Layer)\n\t// =========================================================================\n\tif (u.dropShadowParams.x > 0.5) {\n\t\tlet opacity = u.dropShadowParams.y;\n\t\tlet angle = u.dropShadowParams.z;\n\t\tlet distance = u.dropShadowParams.w;\n\t\tlet spread = u.dropShadowParams2.x;\n\t\tlet size = u.dropShadowParams2.y;\n\t\tlet blendMode = u32(u.dropShadowParams2.z);\n\n\t\tlet shadowOffset = vec2<f32>(-cos(angle), sin(angle)) * distance * texelSize;\n\t\tlet shadowCenterUv = in.uv - shadowOffset;\n\n\t\tvar shadowAccum = 0.0;\n\t\tvar shadowWeightSum = 0.0;\n\n\t\tlet sigma = max(0.5, size * 0.4);\n\t\tlet sampleRadius = min(i32(ceil(size)), 24);\n\n\t\tif (size <= 0.5) {\n\t\t\tshadowAccum = sampleAlpha(shadowCenterUv);\n\t\t\tshadowWeightSum = 1.0;\n\t\t} else {\n\t\t\tlet stepVal = max(1, sampleRadius / 8);\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tlet weight = exp(-0.5 * distSq / (sigma * sigma));\n\t\t\t\t\tshadowAccum += sampleAlpha(shadowCenterUv + offset) * weight;\n\t\t\t\t\tshadowWeightSum += weight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet blurredShadow = shadowAccum / max(shadowWeightSum, 1e-4);\n\t\tlet spreadFactor = spread / 100.0;\n\t\tlet finalShadowAlpha = clamp(blurredShadow / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0) * opacity;\n\n\t\tif (finalShadowAlpha > 0.001) {\n\t\t\tlet shadowCol = vec4<f32>(u.dropShadowColor.rgb, finalShadowAlpha);\n\t\t\tresult = compositeLayer(result, shadowCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 2. OUTER GLOW\n\t// =========================================================================\n\tif (u.outerGlowParams.x > 0.5) {\n\t\tlet opacity = u.outerGlowParams.y;\n\t\tlet size = u.outerGlowParams.z;\n\t\tlet spread = u.outerGlowParams.w;\n\t\tlet blendMode = u32(u.outerGlowParams2.x);\n\n\t\tvar glowAccum = 0.0;\n\t\tvar glowWeightSum = 0.0;\n\t\tlet sigma = max(0.5, size * 0.4);\n\t\tlet sampleRadius = min(i32(ceil(size)), 24);\n\n\t\tif (size <= 0.5) {\n\t\t\tglowAccum = origA;\n\t\t\tglowWeightSum = 1.0;\n\t\t} else {\n\t\t\tlet stepVal = max(1, sampleRadius / 8);\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tlet weight = exp(-0.5 * distSq / (sigma * sigma));\n\t\t\t\t\tglowAccum += sampleAlpha(in.uv + offset) * weight;\n\t\t\t\t\tglowWeightSum += weight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet blurredGlow = glowAccum / max(glowWeightSum, 1e-4);\n\t\tlet spreadFactor = spread / 100.0;\n\t\tlet spreadGlow = clamp(blurredGlow / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0);\n\t\tlet finalGlowAlpha = max(0.0, spreadGlow - origA) * opacity;\n\n\t\tif (finalGlowAlpha > 0.001) {\n\t\t\tlet glowCol = vec4<f32>(u.outerGlowColor.rgb, finalGlowAlpha);\n\t\t\tresult = compositeLayer(result, glowCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 3. OUTSIDE STROKE\n\t// =========================================================================\n\tif (u.strokeParams.x > 0.5 && u.strokeParams.z < 0.5) { // position == 0: outside\n\t\tlet size = u.strokeParams.y;\n\t\tlet opacity = u.strokeParams.w;\n\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\tvar maxAlpha = 0.0;\n\t\tlet sampleRadius = min(i32(ceil(size)), 24);\n\t\tlet sizeSq = size * size;\n\n\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\tif (distSq <= sizeSq) {\n\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\tmaxAlpha = max(maxAlpha, sAlpha);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet strokeAlpha = clamp(maxAlpha - origA, 0.0, 1.0) * opacity;\n\t\tif (strokeAlpha > 0.001) {\n\t\t\tlet strokeCol = vec4<f32>(u.strokeColor.rgb, strokeAlpha);\n\t\t\tresult = compositeLayer(result, strokeCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 4. BASE IMAGE LAYER (with Color Overlay, Bevel & Emboss, Inner Glow/Shadow)\n\t// =========================================================================\n\tif (origA > 0.001) {\n\t\tvar baseRgb = origColor.rgb;\n\n\t\t// Color Overlay\n\t\tif (u.colorOverlayParams.x > 0.5) {\n\t\t\tlet overlayOpacity = u.colorOverlayParams.y;\n\t\t\tlet overlayBlendMode = u32(u.colorOverlayParams.z);\n\t\t\tlet blendedOverlay = blendRgb(baseRgb, u.colorOverlayColor.rgb, overlayBlendMode);\n\t\t\tbaseRgb = mix(baseRgb, blendedOverlay, overlayOpacity);\n\t\t}\n\n\t\t// Bevel & Emboss\n\t\tif (u.bevelParams1.x > 0.5) {\n\t\t\tlet style = u.bevelParams1.y;\n\t\t\tlet technique = u.bevelParams1.z;\n\t\t\tlet depth = u.bevelParams1.w / 100.0;\n\t\t\tlet direction = u.bevelParams2.x;\n\t\t\tlet bevelSize = max(0.5, u.bevelParams2.y);\n\t\t\tlet soften = u.bevelParams2.z;\n\t\t\tlet lightAngle = u.bevelParams2.w;\n\t\t\tlet lightAltitude = u.bevelParams3.x;\n\t\t\tlet hlOpacity = u.bevelParams3.y;\n\t\t\tlet shOpacity = u.bevelParams3.z;\n\n\t\t\tlet lightDir = normalize(vec3<f32>(\n\t\t\t\t-cos(lightAngle) * cos(lightAltitude),\n\t\t\t\tsin(lightAngle) * cos(lightAltitude),\n\t\t\t\tsin(lightAltitude)\n\t\t\t));\n\n\t\t\tlet stepSize = max(1.0, bevelSize * 0.5 + soften) * texelSize;\n\t\t\tlet aL = sampleAlpha(in.uv - vec2<f32>(stepSize.x, 0.0));\n\t\t\tlet aR = sampleAlpha(in.uv + vec2<f32>(stepSize.x, 0.0));\n\t\t\tlet aT = sampleAlpha(in.uv - vec2<f32>(0.0, stepSize.y));\n\t\t\tlet aB = sampleAlpha(in.uv + vec2<f32>(0.0, stepSize.y));\n\n\t\t\tvar dx = (aR - aL) * depth * direction;\n\t\t\tvar dy = (aB - aT) * depth * direction;\n\n\t\t\tif (technique > 0.5) { // ChiselHard or ChiselSoft\n\t\t\t\tlet rampFactor = select(2.0, 1.5, technique > 1.5);\n\t\t\t\tdx = clamp(dx * rampFactor, -1.0, 1.0);\n\t\t\t\tdy = clamp(dy * rampFactor, -1.0, 1.0);\n\t\t\t}\n\n\t\t\tlet normal = normalize(vec3<f32>(-dx, -dy, 1.0));\n\t\t\tlet nDotL = dot(normal, lightDir);\n\n\t\t\tlet highlightAmount = max(0.0, nDotL) * hlOpacity;\n\t\t\tlet shadowAmount = max(0.0, -nDotL) * shOpacity;\n\n\t\t\tlet hlColor = mix(baseRgb, u.bevelHighlightColor.rgb + baseRgb, highlightAmount);\n\t\t\tlet shColor = mix(baseRgb, baseRgb * (1.0 - shadowAmount) + u.bevelShadowColor.rgb * shadowAmount, shadowAmount);\n\t\t\tbaseRgb = mix(shColor, hlColor, clamp(nDotL * 0.5 + 0.5, 0.0, 1.0));\n\t\t}\n\n\t\t// Inner Glow\n\t\tif (u.innerGlowParams.x > 0.5) {\n\t\t\tlet igOpacity = u.innerGlowParams.y;\n\t\t\tlet igSize = u.innerGlowParams.z;\n\t\t\tlet igSpread = u.innerGlowParams.w;\n\t\t\tlet igBlendMode = u32(u.innerGlowParams2.x);\n\n\t\t\tvar innerAccum = 0.0;\n\t\t\tvar innerWeight = 0.0;\n\t\t\tlet sigma = max(0.5, igSize * 0.4);\n\t\t\tlet sampleRadius = min(i32(ceil(igSize)), 16);\n\t\t\tlet stepVal = max(1, sampleRadius / 6);\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet weight = exp(-0.5 * f32(x * x + y * y) / (sigma * sigma));\n\t\t\t\t\tinnerAccum += sampleAlpha(in.uv + offset) * weight;\n\t\t\t\t\tinnerWeight += weight;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet blurredInner = innerAccum / max(innerWeight, 1e-4);\n\t\t\tlet innerGlowMask = max(0.0, origA - blurredInner);\n\t\t\tlet spreadFactor = igSpread / 100.0;\n\t\t\tlet finalInnerGlowAlpha = clamp(innerGlowMask / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0) * igOpacity;\n\n\t\t\tif (finalInnerGlowAlpha > 0.001) {\n\t\t\t\tlet igBlended = blendRgb(baseRgb, u.innerGlowColor.rgb, igBlendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, igBlended, finalInnerGlowAlpha);\n\t\t\t}\n\t\t}\n\n\t\t// Inner Shadow\n\t\tif (u.innerShadowParams.x > 0.5) {\n\t\t\tlet isOpacity = u.innerShadowParams.y;\n\t\t\tlet isAngle = u.innerShadowParams.z;\n\t\t\tlet isDistance = u.innerShadowParams.w;\n\t\t\tlet isChoke = u.innerShadowParams2.x;\n\t\t\tlet isSize = u.innerShadowParams2.y;\n\t\t\tlet isBlendMode = u32(u.innerShadowParams2.z);\n\n\t\t\tlet isOffset = vec2<f32>(-cos(isAngle), sin(isAngle)) * isDistance * texelSize;\n\t\t\tlet shiftedA = sampleAlpha(in.uv + isOffset);\n\n\t\t\tvar isAccum = 0.0;\n\t\t\tvar isWeight = 0.0;\n\t\t\tlet sigma = max(0.5, isSize * 0.4);\n\t\t\tlet sampleRadius = min(i32(ceil(isSize)), 16);\n\t\t\tlet stepVal = max(1, sampleRadius / 6);\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet weight = exp(-0.5 * f32(x * x + y * y) / (sigma * sigma));\n\t\t\t\t\tlet sShifted = sampleAlpha(in.uv + isOffset + offset);\n\t\t\t\t\tlet sOrig = sampleAlpha(in.uv + offset);\n\t\t\t\t\tisAccum += max(0.0, sOrig - sShifted) * weight;\n\t\t\t\t\tisWeight += weight;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet blurredIS = isAccum / max(isWeight, 1e-4);\n\t\t\tlet chokeFactor = isChoke / 100.0;\n\t\t\tlet finalISAlpha = clamp(blurredIS / max(1.0 - chokeFactor * 0.95, 0.01), 0.0, 1.0) * isOpacity;\n\n\t\t\tif (finalISAlpha > 0.001) {\n\t\t\t\tlet isBlended = blendRgb(baseRgb, u.innerShadowColor.rgb, isBlendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, isBlended, finalISAlpha);\n\t\t\t}\n\t\t}\n\n\t\t// Inside Stroke\n\t\tif (u.strokeParams.x > 0.5 && u.strokeParams.z > 1.5) { // position == 2: inside\n\t\t\tlet size = u.strokeParams.y;\n\t\t\tlet opacity = u.strokeParams.w;\n\t\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\t\tvar minAlpha = 1.0;\n\t\t\tlet sampleRadius = min(i32(ceil(size)), 24);\n\t\t\tlet sizeSq = size * size;\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tif (distSq <= sizeSq) {\n\t\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\t\tminAlpha = min(minAlpha, sAlpha);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet insideStrokeAlpha = clamp(origA - minAlpha, 0.0, 1.0) * opacity;\n\t\t\tif (insideStrokeAlpha > 0.001) {\n\t\t\t\tlet sBlended = blendRgb(baseRgb, u.strokeColor.rgb, blendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, sBlended, insideStrokeAlpha);\n\t\t\t}\n\t\t}\n\n\t\tlet baseLayer = vec4<f32>(baseRgb, origA);\n\t\tresult = compositeLayer(result, baseLayer, 0u);\n\t}\n\n\t// =========================================================================\n\t// 5. CENTER STROKE\n\t// =========================================================================\n\tif (u.strokeParams.x > 0.5 && u.strokeParams.z >= 0.5 && u.strokeParams.z <= 1.5) { // position == 1: center\n\t\tlet size = u.strokeParams.y;\n\t\tlet opacity = u.strokeParams.w;\n\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\tvar maxAlpha = 0.0;\n\t\tvar minAlpha = 1.0;\n\t\tlet halfSize = max(0.5, size * 0.5);\n\t\tlet sampleRadius = min(i32(ceil(halfSize)), 24);\n\t\tlet halfSizeSq = halfSize * halfSize;\n\n\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\tif (distSq <= halfSizeSq) {\n\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\tmaxAlpha = max(maxAlpha, sAlpha);\n\t\t\t\t\tminAlpha = min(minAlpha, sAlpha);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet centerStrokeAlpha = clamp(maxAlpha - minAlpha, 0.0, 1.0) * opacity;\n\t\tif (centerStrokeAlpha > 0.001) {\n\t\t\tlet strokeCol = vec4<f32>(u.strokeColor.rgb, centerStrokeAlpha);\n\t\t\tresult = compositeLayer(result, strokeCol, blendMode);\n\t\t}\n\t}\n\n\t// Output premultiplied alpha for QuadPipeline / WebGPU rendering\n\treturn vec4<f32>(result.rgb * result.a, result.a);\n}\n`;\nconst resourcesCache = /* @__PURE__ */ new WeakMap();\nfunction getLayerStyleResources(device, format) {\n\tlet res = resourcesCache.get(device);\n\tif (res) return res;\n\tconst module = device.createShaderModule({ code: WGSL_LAYER_STYLE_SHADER });\n\tconst uniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst textureLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\ttexture: { sampleType: \"float\" }\n\t}, {\n\t\tbinding: 1,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tsampler: { type: \"filtering\" }\n\t}] });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [uniformLayout, textureLayout] });\n\tres = {\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\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: [{\n\t\t\t\t\tformat,\n\t\t\t\t\tblend: {\n\t\t\t\t\t\tcolor: {\n\t\t\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t},\n\t\t\t\t\t\talpha: {\n\t\t\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t}),\n\t\tuniformLayout,\n\t\ttextureLayout\n\t};\n\tresourcesCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(88);\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"LayerStyle\" || !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 elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : (props.frame ?? 0) / (props.fps || 30);\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (!outputItem) return Math.max(clampMin, Math.min(clampMax, fallbackVal));\n\t\t\tif (outputItem.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn Math.max(clampMin, Math.min(clampMax, numVal));\n\t\t\t}\n\t\t\tif (outputItem.type === \"Signal\") {\n\t\t\t\tconst data = outputItem.data;\n\t\t\t\tif (typeof data === \"number\") return Math.max(clampMin, Math.min(clampMax, data));\n\t\t\t\tif (data && typeof data === \"object\") {\n\t\t\t\t\tif (typeof data.value === \"number\") return Math.max(clampMin, Math.min(clampMax, data.value));\n\t\t\t\t\tconst amp = typeof data.amplitude === \"number\" ? data.amplitude : 1;\n\t\t\t\t\tconst freq = typeof data.frequency === \"number\" ? data.frequency : 1;\n\t\t\t\t\tconst phase = typeof data.phase === \"number\" ? data.phase : 0;\n\t\t\t\t\tconst offset = typeof data.offset === \"number\" ? data.offset : fallbackVal;\n\t\t\t\t\tconst t = elapsedSeconds;\n\t\t\t\t\tconst computed = offset + amp * Math.sin(2 * Math.PI * freq * t + phase);\n\t\t\t\t\treturn Math.max(clampMin, Math.min(clampMax, computed));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn Math.max(clampMin, Math.min(clampMax, fallbackVal));\n\t};\n\tconst padding = computeLayerStylePadding(op);\n\tconst padX = padding.padX;\n\tconst padY = padding.padY;\n\tconst childW = Math.max(1, width - padX * 2);\n\tconst childH = Math.max(1, height - padY * 2);\n\tconst childTex = ctx.renderer.getTemporaryTexture(childW, childH, [...props.excludeTextures || [], targetTexture]);\n\tconst childView = childTex.createView();\n\tctx.renderer.beginFrame(encoder, childView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, childW, childH, \"clear\").end();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\tcontainerWidth: childW,\n\t\tcontainerHeight: childH\n\t}, childView, childTex, childW, childH);\n\tconst inputTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst inputView = inputTex.createView();\n\tconst inputPass = ctx.renderer.beginFrame(encoder, inputView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\");\n\tctx.renderer.drawTexture(inputPass, childTex, {\n\t\tx: padX,\n\t\ty: padY,\n\t\twidth: childW,\n\t\theight: childH\n\t}, { opacity: 1 });\n\tinputPass.end();\n\tconst { pipeline, uniformLayout, textureLayout } = getLayerStyleResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst ds = op.dropShadow ?? {};\n\tconst is = op.innerShadow ?? {};\n\tconst og = op.outerGlow ?? {};\n\tconst ig = op.innerGlow ?? {};\n\tconst st = op.stroke ?? {};\n\tconst be = op.bevelEmboss ?? {};\n\tconst co = op.colorOverlay ?? {};\n\tconst dsCol = hexToRgba(ds.color ?? \"#000000\");\n\tconst dsOpacity = resolveField(op.dropShadowOpacityHandleId, ds.opacity ?? .75, 0, 1);\n\tconst dsAngle = resolveField(op.dropShadowAngleHandleId, ds.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst dsDist = resolveField(op.dropShadowDistanceHandleId, ds.distance ?? 10, 0, 500);\n\tconst dsSpread = resolveField(op.dropShadowSpreadHandleId, ds.spread ?? 0, 0, 100);\n\tconst dsSize = resolveField(op.dropShadowSizeHandleId, ds.size ?? 10, 0, 250);\n\tconst dsBlend = BLEND_MODE_MAP[ds.blendMode ?? \"multiply\"] ?? 1;\n\tconst isCol = hexToRgba(is.color ?? \"#000000\");\n\tconst isOpacity = resolveField(op.innerShadowOpacityHandleId, is.opacity ?? .75, 0, 1);\n\tconst isAngle = resolveField(op.innerShadowAngleHandleId, is.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst isDist = resolveField(op.innerShadowDistanceHandleId, is.distance ?? 5, 0, 500);\n\tconst isChoke = resolveField(op.innerShadowChokeHandleId, is.choke ?? 0, 0, 100);\n\tconst isSize = resolveField(op.innerShadowSizeHandleId, is.size ?? 5, 0, 250);\n\tconst isBlend = BLEND_MODE_MAP[is.blendMode ?? \"multiply\"] ?? 1;\n\tconst ogCol = hexToRgba(og.color ?? \"#ffffff\");\n\tconst ogOpacity = resolveField(op.outerGlowOpacityHandleId, og.opacity ?? .75, 0, 1);\n\tconst ogSize = resolveField(op.outerGlowSizeHandleId, og.size ?? 15, 0, 250);\n\tconst ogSpread = resolveField(op.outerGlowSpreadHandleId, og.spread ?? 0, 0, 100);\n\tconst ogBlend = BLEND_MODE_MAP[og.blendMode ?? \"screen\"] ?? 2;\n\tconst igCol = hexToRgba(ig.color ?? \"#ffffff\");\n\tconst igOpacity = resolveField(op.innerGlowOpacityHandleId, ig.opacity ?? .75, 0, 1);\n\tconst igSize = resolveField(op.innerGlowSizeHandleId, ig.size ?? 15, 0, 250);\n\tconst igSpread = resolveField(op.innerGlowSpreadHandleId, ig.spread ?? 0, 0, 100);\n\tconst igBlend = BLEND_MODE_MAP[ig.blendMode ?? \"screen\"] ?? 2;\n\tconst stCol = hexToRgba(st.color ?? \"#ffffff\");\n\tconst stSize = resolveField(op.strokeSizeHandleId, st.size ?? 2, 0, 100);\n\tconst stPos = STROKE_POS_MAP[st.position ?? \"outside\"] ?? 0;\n\tconst stOpacity = resolveField(op.strokeOpacityHandleId, st.opacity ?? 1, 0, 1);\n\tconst stBlend = BLEND_MODE_MAP[st.blendMode ?? \"normal\"] ?? 0;\n\tconst beHlCol = hexToRgba(be.highlightColor ?? \"#ffffff\");\n\tconst beShCol = hexToRgba(be.shadowColor ?? \"#000000\");\n\tconst beStyle = BEVEL_STYLE_MAP[be.style ?? \"InnerBevel\"] ?? 0;\n\tconst beTech = BEVEL_TECHNIQUE_MAP[be.technique ?? \"Smooth\"] ?? 0;\n\tconst beDepth = resolveField(op.bevelEmbossDepthHandleId, be.depth ?? 100, 1, 1e3);\n\tconst beDir = be.direction === \"Down\" ? -1 : 1;\n\tconst beSize = resolveField(op.bevelEmbossSizeHandleId, be.size ?? 5, 0, 250);\n\tconst beSoften = resolveField(op.bevelEmbossSoftenHandleId, be.soften ?? 0, 0, 50);\n\tconst beAngle = resolveField(op.bevelEmbossAngleHandleId, be.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst beAltitude = resolveField(op.bevelEmbossAltitudeHandleId, be.altitude ?? 30, 0, 90) * Math.PI / 180;\n\tconst beHlOpacity = resolveField(op.bevelEmbossHighlightOpacityHandleId, be.highlightOpacity ?? .75, 0, 1);\n\tconst beShOpacity = resolveField(op.bevelEmbossShadowOpacityHandleId, be.shadowOpacity ?? .75, 0, 1);\n\tconst coCol = hexToRgba(co.color ?? \"#ff0000\");\n\tconst coOpacity = resolveField(op.colorOverlayOpacityHandleId, co.opacity ?? 1, 0, 1);\n\tconst coBlend = BLEND_MODE_MAP[co.blendMode ?? \"normal\"] ?? 0;\n\tuniformBufferData.fill(0);\n\tuniformBufferData[0] = dsCol[0];\n\tuniformBufferData[1] = dsCol[1];\n\tuniformBufferData[2] = dsCol[2];\n\tuniformBufferData[3] = dsCol[3];\n\tuniformBufferData[4] = ds.enabled ? 1 : 0;\n\tuniformBufferData[5] = dsOpacity;\n\tuniformBufferData[6] = dsAngle;\n\tuniformBufferData[7] = dsDist;\n\tuniformBufferData[8] = dsSpread;\n\tuniformBufferData[9] = dsSize;\n\tuniformBufferData[10] = dsBlend;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = isCol[0];\n\tuniformBufferData[13] = isCol[1];\n\tuniformBufferData[14] = isCol[2];\n\tuniformBufferData[15] = isCol[3];\n\tuniformBufferData[16] = is.enabled ? 1 : 0;\n\tuniformBufferData[17] = isOpacity;\n\tuniformBufferData[18] = isAngle;\n\tuniformBufferData[19] = isDist;\n\tuniformBufferData[20] = isChoke;\n\tuniformBufferData[21] = isSize;\n\tuniformBufferData[22] = isBlend;\n\tuniformBufferData[23] = 0;\n\tuniformBufferData[24] = ogCol[0];\n\tuniformBufferData[25] = ogCol[1];\n\tuniformBufferData[26] = ogCol[2];\n\tuniformBufferData[27] = ogCol[3];\n\tuniformBufferData[28] = og.enabled ? 1 : 0;\n\tuniformBufferData[29] = ogOpacity;\n\tuniformBufferData[30] = ogSize;\n\tuniformBufferData[31] = ogSpread;\n\tuniformBufferData[32] = ogBlend;\n\tuniformBufferData[33] = 0;\n\tuniformBufferData[34] = 0;\n\tuniformBufferData[35] = 0;\n\tuniformBufferData[36] = igCol[0];\n\tuniformBufferData[37] = igCol[1];\n\tuniformBufferData[38] = igCol[2];\n\tuniformBufferData[39] = igCol[3];\n\tuniformBufferData[40] = ig.enabled ? 1 : 0;\n\tuniformBufferData[41] = igOpacity;\n\tuniformBufferData[42] = igSize;\n\tuniformBufferData[43] = igSpread;\n\tuniformBufferData[44] = igBlend;\n\tuniformBufferData[45] = 0;\n\tuniformBufferData[46] = 0;\n\tuniformBufferData[47] = 0;\n\tuniformBufferData[48] = stCol[0];\n\tuniformBufferData[49] = stCol[1];\n\tuniformBufferData[50] = stCol[2];\n\tuniformBufferData[51] = stCol[3];\n\tuniformBufferData[52] = st.enabled ? 1 : 0;\n\tuniformBufferData[53] = stSize;\n\tuniformBufferData[54] = stPos;\n\tuniformBufferData[55] = stOpacity;\n\tuniformBufferData[56] = stBlend;\n\tuniformBufferData[57] = 0;\n\tuniformBufferData[58] = 0;\n\tuniformBufferData[59] = 0;\n\tuniformBufferData[60] = beHlCol[0];\n\tuniformBufferData[61] = beHlCol[1];\n\tuniformBufferData[62] = beHlCol[2];\n\tuniformBufferData[63] = beHlCol[3];\n\tuniformBufferData[64] = beShCol[0];\n\tuniformBufferData[65] = beShCol[1];\n\tuniformBufferData[66] = beShCol[2];\n\tuniformBufferData[67] = beShCol[3];\n\tuniformBufferData[68] = be.enabled ? 1 : 0;\n\tuniformBufferData[69] = beStyle;\n\tuniformBufferData[70] = beTech;\n\tuniformBufferData[71] = beDepth;\n\tuniformBufferData[72] = beDir;\n\tuniformBufferData[73] = beSize;\n\tuniformBufferData[74] = beSoften;\n\tuniformBufferData[75] = beAngle;\n\tuniformBufferData[76] = beAltitude;\n\tuniformBufferData[77] = beHlOpacity;\n\tuniformBufferData[78] = beShOpacity;\n\tuniformBufferData[79] = 0;\n\tuniformBufferData[80] = coCol[0];\n\tuniformBufferData[81] = coCol[1];\n\tuniformBufferData[82] = coCol[2];\n\tuniformBufferData[83] = coCol[3];\n\tuniformBufferData[84] = co.enabled ? 1 : 0;\n\tuniformBufferData[85] = coOpacity;\n\tuniformBufferData[86] = coBlend;\n\tuniformBufferData[87] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst tBindGroup = ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: inputView\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t});\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tinputTex,\n\t\tchildTex,\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, uBindGroup);\n\trenderPass.setBindGroup(1, tBindGroup);\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 });\n\n//#endregion\nexport { LayerStyleNodeConfigSchema as _, DEFAULT_COLOR_OVERLAY as a, computeLayerStylePadding as b, DEFAULT_INNER_SHADOW as c, GlowStyleSchema as d, InnerShadowStyleSchema as f, LAYER_STYLE_PRESETS as g, LAYER_STYLE_OUTPUT_TYPE_MAP as h, DEFAULT_BEVEL_EMBOSS as i, DEFAULT_STROKE as l, LAYER_STYLE_CONFIG_HANDLES as m, BevelEmbossStyleSchema as n, DEFAULT_DROP_SHADOW as o, LAYER_STYLE_BLEND_MODES as p, ColorOverlayStyleSchema as r, DEFAULT_GLOW as s, renderers_default as t, DropShadowStyleSchema as u, LayerStyleResultSchema as v, StrokeStyleSchema as y };\n//# 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- {"version":3,"file":"renderer-D2XD4QYk.mjs","names":[],"sources":["../../../nodes/node-channel-merger/dist/renderers-DwAB8huk.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLOR_SPACE_MAP = {\n\tRGBA: 0,\n\tHSLA: 1,\n\tCMYK: 2,\n\tLAB: 3\n};\nconst WGSL_CHANNEL_MERGER = `\nstruct MergerUniforms {\n\tcolorSpace : f32, // 0=RGBA, 1=HSLA, 2=CMYK, 3=LAB\n\thasCh4 : f32, // 0 or 1\n\tdefaultCh4 : f32, // fallback value (1.0 for alpha, 0.0 for CMYK black)\n\t_pad0 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : MergerUniforms;\n@group(1) @binding(0) var tex1 : texture_2d<f32>;\n@group(1) @binding(1) var tex2 : texture_2d<f32>;\n@group(1) @binding(2) var tex3 : texture_2d<f32>;\n@group(1) @binding(3) var tex4 : texture_2d<f32>;\n@group(1) @binding(4) var samp : 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 hue2rgb(p: f32, q: f32, t_in: f32) -> f32 {\n\tvar t = t_in;\n\tif (t < 0.0) { t = t + 1.0; }\n\tif (t > 1.0) { t = t - 1.0; }\n\tif (t < 1.0 / 6.0) { return p + (q - p) * 6.0 * t; }\n\tif (t < 1.0 / 2.0) { return q; }\n\tif (t < 2.0 / 3.0) { return p + (q - p) * (2.0 / 3.0 - t) * 6.0; }\n\treturn p;\n}\n\nfn hsl2rgb(h: f32, s: f32, l: f32) -> vec3<f32> {\n\tif (s <= 0.00001) {\n\t\treturn vec3<f32>(l, l, l);\n\t}\n\tlet q = select(l + s - l * s, l * (1.0 + s), l < 0.5);\n\tlet p = 2.0 * l - q;\n\tlet r = hue2rgb(p, q, h + 1.0 / 3.0);\n\tlet g = hue2rgb(p, q, h);\n\tlet b = hue2rgb(p, q, h - 1.0 / 3.0);\n\treturn vec3<f32>(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0));\n}\n\nfn inv_lab_f(t: f32) -> f32 {\n\tlet t3 = t * t * t;\n\treturn select((t - 16.0 / 116.0) / 7.787, t3, t3 > 0.008856);\n}\n\nfn lin2srgb(v: f32) -> f32 {\n\tlet c = clamp(v, 0.0, 1.0);\n\treturn select(c * 12.92, 1.055 * pow(c, 1.0 / 2.4) - 0.055, c > 0.0031308);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet c1 = textureSample(tex1, samp, in.uv);\n\tlet c2 = textureSample(tex2, samp, in.uv);\n\tlet c3 = textureSample(tex3, samp, in.uv);\n\tlet c4 = textureSample(tex4, samp, in.uv);\n\n\tlet v1 = c1.r;\n\tlet v2 = c2.r;\n\tlet v3 = c3.r;\n\tlet v4 = select(u.defaultCh4, c4.r, u.hasCh4 > 0.5);\n\n\tlet cs = u32(u.colorSpace + 0.5);\n\n\tif (cs == 0u) { // RGBA\n\t\treturn vec4<f32>(clamp(v1, 0.0, 1.0), clamp(v2, 0.0, 1.0), clamp(v3, 0.0, 1.0), clamp(v4, 0.0, 1.0));\n\t} else if (cs == 1u) { // HSLA\n\t\tlet rgb = hsl2rgb(fract(v1), clamp(v2, 0.0, 1.0), clamp(v3, 0.0, 1.0));\n\t\treturn vec4<f32>(rgb, clamp(v4, 0.0, 1.0));\n\t} else if (cs == 2u) { // CMYK\n\t\tlet C = clamp(v1, 0.0, 1.0);\n\t\tlet M = clamp(v2, 0.0, 1.0);\n\t\tlet Y = clamp(v3, 0.0, 1.0);\n\t\tlet K = clamp(v4, 0.0, 1.0);\n\t\tlet r = (1.0 - C) * (1.0 - K);\n\t\tlet g = (1.0 - M) * (1.0 - K);\n\t\tlet b = (1.0 - Y) * (1.0 - K);\n\t\treturn vec4<f32>(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0), 1.0);\n\t} else { // LAB\n\t\tlet L_norm = clamp(v1, 0.0, 1.0);\n\t\tlet a_norm = clamp(v2, 0.0, 1.0);\n\t\tlet b_norm = clamp(v3, 0.0, 1.0);\n\n\t\tlet L_star = L_norm * 100.0;\n\t\tlet a_star = a_norm * 255.0 - 128.0;\n\t\tlet b_star = b_norm * 255.0 - 128.0;\n\n\t\tlet fy = (L_star + 16.0) / 116.0;\n\t\tlet fx = fy + a_star / 500.0;\n\t\tlet fz = fy - b_star / 200.0;\n\n\t\tlet x = inv_lab_f(fx);\n\t\tlet y = inv_lab_f(fy);\n\t\tlet z = inv_lab_f(fz);\n\n\t\tlet X = x * 0.95047;\n\t\tlet Y = y * 1.00000;\n\t\tlet Z = z * 1.08883;\n\n\t\tlet lr = 3.2404542 * X - 1.5371385 * Y - 0.4985314 * Z;\n\t\tlet lg = -0.9692660 * X + 1.8760108 * Y + 0.0415560 * Z;\n\t\tlet lb = 0.0556434 * X - 0.2040259 * Y + 1.0572252 * Z;\n\n\t\treturn vec4<f32>(lin2srgb(lr), lin2srgb(lg), lin2srgb(lb), clamp(v4, 0.0, 1.0));\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(4);\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\ttextureLayout: 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\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 getPipeline(device, format) {\n\tconst resources = getDeviceLayouts(device);\n\tconst key = `merger_${format}`;\n\tlet pipeline = resources.pipelineCache.get(key);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"ChannelMergerShader\",\n\t\t\tcode: WGSL_CHANNEL_MERGER\n\t\t});\n\t\tconst layout = device.createPipelineLayout({ bindGroupLayouts: [resources.uniformLayout, resources.textureLayout] });\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: \"ChannelMergerPipeline\",\n\t\t\tlayout,\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tresources.pipelineCache.set(key, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tresources\n\t};\n}\nconst ChannelMergerWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ChannelMerger\" || !op) return;\n\tconst ch1Media = op.channel1Media ?? props.virtualMedia.children?.[0];\n\tconst ch2Media = op.channel2Media;\n\tconst ch3Media = op.channel3Media;\n\tconst ch4Media = op.channel4Media;\n\tif (!ch1Media || !ch2Media || !ch3Media) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst tex1 = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst view1 = tex1.createView();\n\tctx.renderer.beginFrame(encoder, view1, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(ch1Media, {\n\t\t...props,\n\t\tvirtualMedia: ch1Media,\n\t\trenderId: `${props.renderId}-ch1`,\n\t\texcludeTextures: [...props.excludeTextures || [], tex1]\n\t}, view1, tex1, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst tex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t...props.excludeTextures || [],\n\t\ttargetTexture,\n\t\ttex1\n\t]);\n\tconst view2 = tex2.createView();\n\tctx.renderer.beginFrame(encoder, view2, {\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(ch2Media, {\n\t\t...props,\n\t\tvirtualMedia: ch2Media,\n\t\trenderId: `${props.renderId}-ch2`,\n\t\texcludeTextures: [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttex1,\n\t\t\ttex2\n\t\t]\n\t}, view2, tex2, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst tex3 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t...props.excludeTextures || [],\n\t\ttargetTexture,\n\t\ttex1,\n\t\ttex2\n\t]);\n\tconst view3 = tex3.createView();\n\tctx.renderer.beginFrame(encoder, view3, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(ch3Media, {\n\t\t...props,\n\t\tvirtualMedia: ch3Media,\n\t\trenderId: `${props.renderId}-ch3`,\n\t\texcludeTextures: [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttex1,\n\t\t\ttex2,\n\t\t\ttex3\n\t\t]\n\t}, view3, tex3, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst tex4 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t...props.excludeTextures || [],\n\t\ttargetTexture,\n\t\ttex1,\n\t\ttex2,\n\t\ttex3\n\t]);\n\tconst view4 = tex4.createView();\n\tctx.renderer.beginFrame(encoder, view4, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tconst hasCh4 = ch4Media ? 1 : 0;\n\tif (ch4Media) {\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(ch4Media, {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch4Media,\n\t\t\trenderId: `${props.renderId}-ch4`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttex1,\n\t\t\t\ttex2,\n\t\t\t\ttex3,\n\t\t\t\ttex4\n\t\t\t]\n\t\t}, view4, tex4, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t}\n\tconst colorSpace = op.colorSpace ?? \"RGBA\";\n\tconst defaultCh4 = op.defaultChannel4 ?? (colorSpace === \"CMYK\" ? 0 : 1);\n\tuniformData[0] = COLOR_SPACE_MAP[colorSpace] ?? 0;\n\tuniformData[1] = hasCh4;\n\tuniformData[2] = defaultCh4;\n\tuniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst { pipeline, resources } = getPipeline(ctx.device, targetTexture.format);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: resources.uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst textureBindGroup = ctx.device.createBindGroup({\n\t\tlayout: resources.textureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: view1\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: view2\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: view3\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: view4\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\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}, width, height, \"load\");\n\tfinalPass.setPipeline(pipeline);\n\tfinalPass.setBindGroup(0, uniformBindGroup);\n\tfinalPass.setBindGroup(1, textureBindGroup);\n\tfinalPass.draw(4, 1, 0, 0);\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ChannelMergerWebGPURenderer });\n\n//#endregion\nexport { ChannelMergerWebGPURenderer as n, renderers_default as t };\n//# 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@@ -1,3 +0,0 @@
1
- import { t as renderers_default } from "./renderer-DxtHmyAa.mjs";
2
-
3
- export { renderers_default as default };
@@ -1 +0,0 @@
1
- {"version":3,"file":"renderer-D7ztfQHX.mjs","names":[],"sources":["../../../nodes/node-audio-fade/dist/renderers-BvKAh3PU.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveNumber, resolveString } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\"fadeInDuration\", \"fadeOutDuration\"];\nconst FADE_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n fadeInDuration : f32,\n fadeOutDuration : f32,\n fadeInCurve : f32,\n fadeOutCurve : f32,\n clipDuration : f32,\n hasFadeInDurationSig : f32,\n hasFadeOutDurationSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n pad4 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = samplesProcessed\n@group(0) @binding(4) var<storage, read> fadeInDurationSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> fadeOutDurationSignal : array<f32>;\n\nfn applyCurve(p: f32, curve: f32) -> f32 {\n let clampedP = max(0.0f, min(p, 1.0f));\n if (curve == 1.0f) { // exponential\n return clampedP * clampedP;\n }\n if (curve == 2.0f) { // scurve\n return clampedP * clampedP * (3.0f - 2.0f * clampedP);\n }\n return clampedP; // linear\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n let t = u.baseTime + f32(index) / u.sampleRate;\n var gain = 1.0f;\n\n var effFadeIn = u.fadeInDuration;\n if (u.hasFadeInDurationSig > 0.5f) {\n effFadeIn = fadeInDurationSignal[index];\n }\n effFadeIn = clamp(effFadeIn, 0.0f, 60.0f);\n\n var effFadeOut = u.fadeOutDuration;\n if (u.hasFadeOutDurationSig > 0.5f) {\n effFadeOut = fadeOutDurationSignal[index];\n }\n effFadeOut = clamp(effFadeOut, 0.0f, 60.0f);\n\n if (effFadeIn > 0.0f && t < effFadeIn) {\n let p = t / effFadeIn;\n gain = gain * applyCurve(p, u.fadeInCurve);\n }\n\n if (effFadeOut > 0.0f && t > u.clipDuration - effFadeOut) {\n let p = (u.clipDuration - t) / effFadeOut;\n gain = gain * applyCurve(p, u.fadeOutCurve);\n }\n\n gain = clamp(gain, 0.0f, 1.0f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) {\n inVal = 0.0f;\n }\n\n var outVal = inVal * gain;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n }\n\n // Dummy reference to keep state binding active\n state[0] = state[0];\n}\n`;\nconst getCurveCode = (curve) => {\n\tif (curve === \"exponential\") return 1;\n\tif (curve === \"scurve\") return 2;\n\treturn 0;\n};\nconst fadeAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Fade.\");\n\tconst op = virtualMedia.operation || {};\n\tconst inputs = op.inputs || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst fadeInDuration = Math.max(0, resolveNumber(op.fadeInDuration, 0));\n\tconst fadeOutDuration = Math.max(0, resolveNumber(op.fadeOutDuration, 0));\n\tconst fadeInCurve = resolveString(op.fadeInCurve, \"linear\");\n\tconst fadeOutCurve = resolveString(op.fadeOutCurve, \"linear\");\n\tconst durationMs = virtualMedia.metadata?.durationMs ?? ctx?.durationMs ?? 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@@ -1 +0,0 @@
1
- {"version":3,"file":"renderer-D7zvPHKn.mjs","names":[],"sources":["../../../nodes/node-extract-frame/dist/renderers-Bz51Wdec.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/renderers/webgpu-renderer.ts\n/**\n* WebGPU renderer for the ExtractFrame operation.\n*\n* Renders the child media (Video/Lottie/GIF) at a specific frame number,\n* producing a static image output. The frame number is stored in the operation\n* and the child is rendered at the corresponding timestamp.\n*/\nconst ExtractFrameWebGPURenderer = async (args) => {\n\tconst { ctx, props, drawChild, targetView, targetTexture, targetWidth, targetHeight, encoder } = args;\n\tconst { virtualMedia, opacity = 1 } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"ExtractFrame\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst frame = op.frame ?? 0;\n\tconst childMeta = childMedia.metadata;\n\tconst childFps = childMeta?.fps ?? 24;\n\tconst timestampSec = frame / childFps;\n\targs.pass.end();\n\tconst sourceWidth = childMeta?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = childMeta?.height ?? props.containerHeight ?? targetHeight;\n\tconst containerWidth = props.containerWidth ?? ctx.surface.width;\n\tconst containerHeight = props.containerHeight ?? ctx.surface.height;\n\tconst childTex = ctx.renderer.getTemporaryTexture(sourceWidth, sourceHeight, [...props.excludeTextures || [], targetTexture]);\n\tconst childView = childTex.createView();\n\tctx.renderer.beginFrame(encoder, childView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, sourceWidth, sourceHeight, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tcontainerWidth: sourceWidth,\n\t\tcontainerHeight: sourceHeight,\n\t\tframe,\n\t\tfps: childFps,\n\t\ttimestampSec,\n\t\tforceWait: true\n\t}, childView, childTex, sourceWidth, sourceHeight);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst outPass = 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(outPass, childTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: containerWidth,\n\t\theight: containerHeight\n\t}, { opacity });\n\targs.pass = outPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ExtractFrameWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-Bz51Wdec.mjs.map"],"mappings":";;;;;;;;;;AAUA,MAAM,6BAA6B,OAAO,SAAS;CAClD,MAAM,EAAE,KAAK,OAAO,WAAW,YAAY,eAAe,aAAa,cAAc,YAAY;CACjG,MAAM,EAAE,cAAc,UAAU,MAAM;CACtC,MAAM,KAAK,cAAc;AACzB,KAAI,CAAC,MAAM,GAAG,OAAO,eAAgB;CACrC,MAAM,aAAa,aAAa,WAAW;AAC3C,KAAI,CAAC,WAAY;CACjB,MAAM,QAAQ,GAAG,SAAS;CAC1B,MAAM,YAAY,WAAW;CAC7B,MAAM,WAAW,WAAW,OAAO;CACnC,MAAM,eAAe,QAAQ;AAC7B,MAAK,KAAK,KAAK;CACf,MAAM,cAAc,WAAW,SAAS,MAAM,kBAAkB;CAChE,MAAM,eAAe,WAAW,UAAU,MAAM,mBAAmB;CACnE,MAAM,iBAAiB,MAAM,kBAAkB,IAAI,QAAQ;CAC3D,MAAM,kBAAkB,MAAM,mBAAmB,IAAI,QAAQ;CAC7D,MAAM,WAAW,IAAI,SAAS,oBAAoB,aAAa,cAAc,CAAC,GAAG,MAAM,mBAAmB,EAAE,EAAE,cAAc,CAAC;CAC7H,MAAM,YAAY,SAAS,YAAY;AACvC,KAAI,SAAS,WAAW,SAAS,WAAW;EAC3C,GAAG;EACH,GAAG;EACH,GAAG;EACH,GAAG;EACH,EAAE,aAAa,cAAc,QAAQ,CAAC,KAAK;AAC5C,KAAI,SAAS,YAAY;EACxB,GAAG;EACH,GAAG;EACH,OAAO;EACP,QAAQ;EACR,CAAC;AACF,KAAI,SAAS,cAAc;AAC3B,OAAM,UAAU,YAAY;EAC3B,GAAG;EACH,gBAAgB;EAChB,iBAAiB;EACjB;EACA,KAAK;EACL;EACA,WAAW;EACX,EAAE,WAAW,UAAU,aAAa,aAAa;AAClD,KAAI,SAAS,cAAc;AAC3B,KAAI,SAAS,YAAY;CACzB,MAAM,UAAU,IAAI,SAAS,WAAW,SAAS,YAAY;EAC5D,GAAG;EACH,GAAG;EACH,GAAG;EACH,GAAG;EACH,EAAE,aAAa,cAAc,OAAO;AACrC,KAAI,SAAS,YAAY,SAAS,UAAU;EAC3C,GAAG;EACH,GAAG;EACH,OAAO;EACP,QAAQ;EACR,EAAE,EAAE,SAAS,CAAC;AACf,MAAK,OAAO;;AAKb,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,4BAA4B,CAAC"}
@@ -1,3 +0,0 @@
1
- import { t as renderers_default } from "./renderer-CepMDQ06.mjs";
2
-
3
- export { renderers_default as default };
@@ -1 +0,0 @@
1
- {"version":3,"file":"renderer-DAMJZNtX.mjs","names":[],"sources":["../../../nodes/node-modulate/dist/renderers-Cr4S_R26.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nfunction resolveVal(val, fallback, frame, fps) {\n\tif (val === void 0 || val === null) return fallback;\n\tif (typeof val === \"object\" && val !== null) {\n\t\tif (\"get\" in val && typeof val.get === \"function\") try {\n\t\t\tconst res = val.get({\n\t\t\t\tframe,\n\t\t\t\tfps,\n\t\t\t\ttime: fps > 0 ? frame / fps : 0,\n\t\t\t\tduration: 0,\n\t\t\t\tdurationMs: 0,\n\t\t\t\tprogress: 0,\n\t\t\t\tdeltaTime: fps > 0 ? 1 / fps : 0\n\t\t\t});\n\t\t\tconst n$1 = Number(res);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t} catch {}\n\t\tif (\"value\" in val) {\n\t\t\tconst n$1 = Number(val.value);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t}\n\t} else if (typeof val === \"function\") try {\n\t\tconst res = val(frame, fps);\n\t\tconst n$1 = Number(res);\n\t\tif (Number.isFinite(n$1)) return n$1;\n\t} catch {}\n\tconst n = Number(val);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction resolveModulateField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = Number(signalInput.outputItem.data ?? defaultValue);\n\telse value = resolveVal(op[fieldName] ?? op.signals?.[fieldName], defaultValue, frame, fps);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\tvalue = Math.max(minVal, Math.min(maxVal, value));\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst STATIC_MODULATE_SHADER = `\nstruct ModulateUniforms {\n\thue : f32,\n\tbrightness : f32,\n\tcontrast : f32,\n\texposure : f32,\n\tsaturation : f32,\n\tsepia : f32,\n\n\thasSignal_hue : f32,\n\thasSignal_brightness : f32,\n\thasSignal_contrast : f32,\n\thasSignal_exposure : f32,\n\thasSignal_saturation : f32,\n\thasSignal_sepia : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ModulateUniforms;\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 hueTex : texture_2d<f32>;\n@group(2) @binding(1) var brightnessTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastTex : texture_2d<f32>;\n@group(2) @binding(3) var exposureTex : texture_2d<f32>;\n@group(2) @binding(4) var saturationTex : texture_2d<f32>;\n@group(2) @binding(5) var sepiaTex : texture_2d<f32>;\n@group(2) @binding(6) var sigSamp : 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 apply_exposure(c: vec4<f32>, exposure: f32) -> vec4<f32> {\n\tlet scale = pow(2.0, exposure);\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = scale * unpremult.r;\n\tlet g = scale * unpremult.g;\n\tlet b = scale * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_hue(c: vec4<f32>, degrees: f32) -> vec4<f32> {\n\tlet rad = (degrees * 3.1415926535) / 180.0;\n\tlet cosVal = cos(rad);\n\tlet sinVal = sin(rad);\n\n\tlet row0 = vec4<f32>(0.213 + cosVal * 0.787 - sinVal * 0.213, 0.715 - cosVal * 0.715 - sinVal * 0.715, 0.072 - cosVal * 0.072 + sinVal * 0.928, 0.0);\n\tlet row1 = vec4<f32>(0.213 - cosVal * 0.213 + sinVal * 0.143, 0.715 + cosVal * 0.285 + sinVal * 0.14, 0.072 - cosVal * 0.072 - sinVal * 0.283, 0.0);\n\tlet row2 = vec4<f32>(0.213 - cosVal * 0.213 - sinVal * 0.787, 0.715 - cosVal * 0.715 + sinVal * 0.715, 0.072 + cosVal * 0.928 + sinVal * 0.072, 0.0);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_saturation(c: vec4<f32>, sat: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(0.213 + sat * 0.787, 0.715 * (1.0 - sat), 0.072 * (1.0 - sat), 0.0);\n\tlet row1 = vec4<f32>(0.213 * (1.0 - sat), 0.715 + sat * 0.285, 0.072 * (1.0 - sat), 0.0);\n\tlet row2 = vec4<f32>(0.213 * (1.0 - sat), 0.715 * (1.0 - sat), 0.072 + sat * 0.928, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_contrast(c: vec4<f32>, contrast: f32) -> vec4<f32> {\n\tlet offset = 0.5 * (1.0 - contrast);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = contrast * unpremult.r + offset;\n\tlet g = contrast * unpremult.g + offset;\n\tlet b = contrast * unpremult.b + offset;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_brightness(c: vec4<f32>, bright: f32) -> vec4<f32> {\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = bright * unpremult.r;\n\tlet g = bright * unpremult.g;\n\tlet b = bright * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_sepia(c: vec4<f32>, s: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(1.0 - 0.607 * s, 0.769 * s, 0.189 * s, 0.0);\n\tlet row1 = vec4<f32>(0.349 * s, 1.0 - 0.314 * s, 0.168 * s, 0.0);\n\tlet row2 = vec4<f32>(0.272 * s, 0.534 * s, 1.0 - 0.869 * s, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet original = textureSample(tex, samp, in.uv);\n\tvar color = original;\n\n\t// 1. Exposure\n\tvar exposure = u.exposure;\n\tif (u.hasSignal_exposure > 0.5) {\n\t\texposure = textureSampleLevel(exposureTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_exposure(color, exposure);\n\n\t// 2. Hue\n\tvar hue = u.hue;\n\tif (u.hasSignal_hue > 0.5) {\n\t\thue = textureSampleLevel(hueTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_hue(color, hue);\n\n\t// 3. Saturation\n\tvar saturation = u.saturation;\n\tif (u.hasSignal_saturation > 0.5) {\n\t\tsaturation = textureSampleLevel(saturationTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_saturation(color, saturation);\n\n\t// 4. Contrast\n\tvar contrast = u.contrast;\n\tif (u.hasSignal_contrast > 0.5) {\n\t\tcontrast = textureSampleLevel(contrastTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_contrast(color, contrast);\n\n\t// 5. Brightness\n\tvar brightness = u.brightness;\n\tif (u.hasSignal_brightness > 0.5) {\n\t\tbrightness = textureSampleLevel(brightnessTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_brightness(color, brightness);\n\n\t// 6. Sepia\n\tvar sepia = u.sepia;\n\tif (u.hasSignal_sepia > 0.5) {\n\t\tsepia = textureSampleLevel(sepiaTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_sepia(color, sepia);\n\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst modulateData = new Float32Array(12);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tmodulateUniformLayout: 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\tmodulateSignalsLayout: 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 getModulateResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `modulate_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst modulateModule = device.createShaderModule({\n\t\t\tlabel: `modulate_static_${format}.wgsl`,\n\t\t\tcode: STATIC_MODULATE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `ModulatePipeline_static_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.modulateUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.modulateSignalsLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: modulateModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: modulateModule,\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\tmodulatePipeline: pipeline,\n\t\tmodulateUniformLayout: layouts.modulateUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tmodulateSignalsLayout: layouts.modulateSignalsLayout\n\t};\n}\nconst ModulateWebGPURenderer = 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 !== \"Modulate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst hueInfo = resolveModulateField(op, \"hue\", 0, 0, 360, compositionFrame, fps);\n\tconst brightnessInfo = resolveModulateField(op, \"brightness\", 1, 0, 2, compositionFrame, fps);\n\tconst contrastInfo = resolveModulateField(op, \"contrast\", 1, 0, 2, compositionFrame, fps);\n\tconst exposureInfo = resolveModulateField(op, \"exposure\", 0, -2, 2, compositionFrame, fps);\n\tconst saturationInfo = resolveModulateField(op, \"saturation\", 1, 0, 2, compositionFrame, fps);\n\tconst sepiaInfo = resolveModulateField(op, \"sepia\", 0, 0, 1, compositionFrame, fps);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\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, 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@@ -1,3 +0,0 @@
1
- import { n as renderers_default, t as WebGPURenderer } from "./renderer-CroHPOsX.mjs";
2
-
3
- export { WebGPURenderer, renderers_default as default };
@@ -1 +0,0 @@
1
- {"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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1
- {"version":3,"file":"renderer-DEJwPRkR.mjs","names":[],"sources":["../../../nodes/node-canvas-generator/dist/renderers-BwdJs06t.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst CANVAS_SHADER = `\nstruct CanvasUniforms {\n fillType : f32, // 0 = Solid, 1 = Linear, 2 = Radial\n angleRad : f32,\n radius : f32,\n _padding1 : f32,\n solid : vec4<f32>,\n startColor : vec4<f32>,\n endColor : vec4<f32>,\n center : vec2<f32>,\n _padding2 : vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : CanvasUniforms;\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 if (u.fillType < 0.5) {\n // Solid Color\n return u.solid;\n } else if (u.fillType < 1.5) {\n // Linear Gradient\n let dir = vec2<f32>(cos(u.angleRad), sin(u.angleRad));\n // Project uv relative to center (0.5, 0.5) onto the direction\n let t = dot(in.uv - vec2<f32>(0.5, 0.5), dir) + 0.5;\n let clampedT = clamp(t, 0.0, 1.0);\n return mix(u.startColor, u.endColor, clampedT);\n } else {\n // Radial Gradient\n let dist = distance(in.uv, u.center);\n let t = clamp(dist / max(u.radius, 1e-4), 0.0, 1.0);\n return mix(u.startColor, u.endColor, t);\n }\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst canvasUniformData = new Float32Array(20);\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\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getCanvasResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `canvas_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst canvasModule = device.createShaderModule({\n\t\t\tlabel: `canvas_${format}.wgsl`,\n\t\t\tcode: CANVAS_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `CanvasGeneratorPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [layouts.uniformLayout] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: canvasModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: canvasModule,\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\tcanvasPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst CanvasGeneratorWebGPURenderer = async (args) => {\n\tconst { ctx, pass, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"CanvasGenerator\" || !op) return;\n\tconst { canvasPipeline: pipeline, uniformLayout: uLayout } = getCanvasResources(ctx.device, ctx.renderer.format);\n\tconst fillTypeVal = op.fillType === \"radial\" ? 2 : op.fillType === \"linear\" ? 1 : 0;\n\tconst angleRadVal = (op.gradientAngle ?? 180) * Math.PI / 180;\n\tconst radialRadiusVal = op.radialRadius ?? .5;\n\tconst solidCol = hexToRgba(op.solidColor ?? \"#3b82f6\");\n\tconst startCol = hexToRgba(op.gradientStart ?? \"#3b82f6\");\n\tconst endCol = hexToRgba(op.gradientEnd ?? \"#1d4ed8\");\n\tcanvasUniformData[0] = fillTypeVal;\n\tcanvasUniformData[1] = angleRadVal;\n\tcanvasUniformData[2] = radialRadiusVal;\n\tcanvasUniformData[3] = 0;\n\tcanvasUniformData[4] = solidCol[0];\n\tcanvasUniformData[5] = solidCol[1];\n\tcanvasUniformData[6] = solidCol[2];\n\tcanvasUniformData[7] = solidCol[3];\n\tcanvasUniformData[8] = startCol[0];\n\tcanvasUniformData[9] = startCol[1];\n\tcanvasUniformData[10] = startCol[2];\n\tcanvasUniformData[11] = startCol[3];\n\tcanvasUniformData[12] = endCol[0];\n\tcanvasUniformData[13] = endCol[1];\n\tcanvasUniformData[14] = endCol[2];\n\tcanvasUniformData[15] = endCol[3];\n\tcanvasUniformData[16] = op.radialCenterX ?? .5;\n\tcanvasUniformData[17] = op.radialCenterY ?? .5;\n\tcanvasUniformData[18] = 0;\n\tcanvasUniformData[19] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(canvasUniformData);\n\tpass.setPipeline(pipeline);\n\tpass.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\tpass.draw(4);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: CanvasGeneratorWebGPURenderer });\n\n//#endregion\nexport { CanvasGeneratorWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-BwdJs06t.mjs.map"],"mappings":";;;AAGA,MAAM,gBAAgB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuDtB,MAAM,sCAAsC,IAAI,SAAS;AACzD,MAAM,oBAAoB,IAAI,aAAa,GAAG;AAC9C,SAAS,iBAAiB,QAAQ;CACjC,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,IAAK,QAAO;AAChB,OAAM;EACL,eAAe,OAAO,sBAAsB,EAAE,SAAS,CAAC;GACvD,SAAS;GACT,YAAY,eAAe;GAC3B,QAAQ,EAAE,MAAM,WAAW;GAC3B,CAAC,EAAE,CAAC;EACL,+BAA+B,IAAI,KAAK;EACxC;AACD,qBAAoB,IAAI,QAAQ,IAAI;AACpC,QAAO;;AAER,SAAS,mBAAmB,QAAQ,QAAQ;CAC3C,MAAM,UAAU,iBAAiB,OAAO;CACxC,MAAM,WAAW,UAAU;CAC3B,IAAI,WAAW,QAAQ,cAAc,IAAI,SAAS;AAClD,KAAI,CAAC,UAAU;EACd,MAAM,eAAe,OAAO,mBAAmB;GAC9C,OAAO,UAAU,OAAO;GACxB,MAAM;GACN,CAAC;AACF,aAAW,OAAO,qBAAqB;GACtC,OAAO,2BAA2B;GAClC,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,QAAQ,cAAc,EAAE,CAAC;GAClF,QAAQ;IACP,QAAQ;IACR,YAAY;IACZ;GACD,UAAU;IACT,QAAQ;IACR,YAAY;IACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;IACrB;GACD,WAAW,EAAE,UAAU,kBAAkB;GACzC,CAAC;AACF,UAAQ,cAAc,IAAI,UAAU,SAAS;;AAE9C,QAAO;EACN,gBAAgB;EAChB,eAAe,QAAQ;EACvB;;AAEF,SAAS,UAAU,KAAK;CACvB,IAAI,IAAI,IAAI,QAAQ,KAAK,GAAG;AAC5B,KAAI,EAAE,WAAW,KAAK,EAAE,WAAW,EAAG,KAAI,EAAE,MAAM,GAAG,CAAC,KAAK,MAAM,IAAI,EAAE,CAAC,KAAK,GAAG;CAChF,MAAM,IAAI,SAAS,EAAE,UAAU,GAAG,EAAE,EAAE,GAAG,GAAG;CAC5C,MAAM,IAAI,SAAS,EAAE,UAAU,GAAG,EAAE,EAAE,GAAG,GAAG;CAC5C,MAAM,IAAI,SAAS,EAAE,UAAU,GAAG,EAAE,EAAE,GAAG,GAAG;CAC5C,IAAI,IAAI;AACR,KAAI,EAAE,WAAW,EAAG,KAAI,SAAS,EAAE,UAAU,GAAG,EAAE,EAAE,GAAG,GAAG;AAC1D,QAAO;EACN;EACA;EACA;EACA;EACA;;AAEF,MAAM,gCAAgC,OAAO,SAAS;CACrD,MAAM,EAAE,KAAK,MAAM,UAAU;CAC7B,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,qBAAqB,CAAC,GAAI;CACzC,MAAM,EAAE,gBAAgB,UAAU,eAAe,YAAY,mBAAmB,IAAI,QAAQ,IAAI,SAAS,OAAO;CAChH,MAAM,cAAc,GAAG,aAAa,WAAW,IAAI,GAAG,aAAa,WAAW,IAAI;CAClF,MAAM,eAAe,GAAG,iBAAiB,OAAO,KAAK,KAAK;CAC1D,MAAM,kBAAkB,GAAG,gBAAgB;CAC3C,MAAM,WAAW,UAAU,GAAG,cAAc,UAAU;CACtD,MAAM,WAAW,UAAU,GAAG,iBAAiB,UAAU;CACzD,MAAM,SAAS,UAAU,GAAG,eAAe,UAAU;AACrD,mBAAkB,KAAK;AACvB,mBAAkB,KAAK;AACvB,mBAAkB,KAAK;AACvB,mBAAkB,KAAK;AACvB,mBAAkB,KAAK,SAAS;AAChC,mBAAkB,KAAK,SAAS;AAChC,mBAAkB,KAAK,SAAS;AAChC,mBAAkB,KAAK,SAAS;AAChC,mBAAkB,KAAK,SAAS;AAChC,mBAAkB,KAAK,SAAS;AAChC,mBAAkB,MAAM,SAAS;AACjC,mBAAkB,MAAM,SAAS;AACjC,mBAAkB,MAAM,OAAO;AAC/B,mBAAkB,MAAM,OAAO;AAC/B,mBAAkB,MAAM,OAAO;AAC/B,mBAAkB,MAAM,OAAO;AAC/B,mBAAkB,MAAM,GAAG,iBAAiB;AAC5C,mBAAkB,MAAM,GAAG,iBAAiB;AAC5C,mBAAkB,MAAM;AACxB,mBAAkB,MAAM;CACxB,MAAM,gBAAgB,IAAI,SAAS,mBAAmB,kBAAkB;AACxE,MAAK,YAAY,SAAS;AAC1B,MAAK,aAAa,GAAG,IAAI,OAAO,gBAAgB;EAC/C,QAAQ;EACR,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ,eAAe;GACnC,CAAC;EACF,CAAC,CAAC;AACH,MAAK,KAAK,EAAE;;AAKb,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,+BAA+B,CAAC"}