framefields 2.0.11 → 2.1.1

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 (564) hide show
  1. package/README.md +22 -5
  2. package/dist/audio/index.d.mts +4 -4
  3. package/dist/audio/index.mjs +13 -12
  4. package/dist/{audio-BHanw8Jb.d.mts → audio-CfBpzxn9.d.mts} +3 -3
  5. package/dist/{audio-BHanw8Jb.d.mts.map → audio-CfBpzxn9.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-COOMNwL5.mjs → audio-GGuQ_JI0.mjs} +4 -4
  9. package/dist/{audio-COOMNwL5.mjs.map → audio-GGuQ_JI0.mjs.map} +1 -1
  10. package/dist/{chunk-GMkBE123.mjs → chunk-GBe2k3y8.mjs} +1 -4
  11. package/dist/{dist-C_hjvkdN.mjs → dist-0QGroRYZ.mjs} +1 -1
  12. package/dist/{dist-C_hjvkdN.mjs.map → dist-0QGroRYZ.mjs.map} +1 -1
  13. package/dist/{dist-BYqNNwsl.mjs → dist-BY0bIWgr.mjs} +10 -2
  14. package/dist/dist-BY0bIWgr.mjs.map +1 -0
  15. package/dist/{dist-BAVZdFEJ.mjs → dist-Bb8BoMiw.mjs} +76 -626
  16. package/dist/dist-Bb8BoMiw.mjs.map +1 -0
  17. package/dist/{dist-Cxi68OuY.mjs → dist-DkuDAIrG.mjs} +26862 -25638
  18. package/dist/dist-DkuDAIrG.mjs.map +1 -0
  19. package/dist/{dist-CbG3QxDw.mjs → dist-fjKpBYkc.mjs} +12 -27
  20. package/dist/dist-fjKpBYkc.mjs.map +1 -0
  21. package/dist/effects/index.d.mts +4 -4
  22. package/dist/effects/index.mjs +36 -34
  23. package/dist/{effects-DzbjFhyA.mjs → effects-D6wFg2FR.mjs} +3 -3
  24. package/dist/{effects-DzbjFhyA.mjs.map → effects-D6wFg2FR.mjs.map} +1 -1
  25. package/dist/fonts/index.d.mts +1 -1
  26. package/dist/fonts/index.mjs +3 -1
  27. package/dist/{fonts-C0W6TgJk.mjs → fonts-CZMYtbP7.mjs} +24 -11
  28. package/dist/fonts-CZMYtbP7.mjs.map +1 -0
  29. package/dist/gpu-DG3gI88-.mjs +215 -0
  30. package/dist/gpu-DG3gI88-.mjs.map +1 -0
  31. package/dist/{index-DRZu3ezy.d.mts → index--0vVZDPM.d.mts} +3 -3
  32. package/dist/{index-DRZu3ezy.d.mts.map → index--0vVZDPM.d.mts.map} +1 -1
  33. package/dist/{index-DnWsbbuZ.d.mts → index-BcA8rep0.d.mts} +7 -2
  34. package/dist/index-BcA8rep0.d.mts.map +1 -0
  35. package/dist/{index-DGJp1d30.d.mts → index-BzQc812z.d.mts} +3 -3
  36. package/dist/{index-DGJp1d30.d.mts.map → index-BzQc812z.d.mts.map} +1 -1
  37. package/dist/{index-DDEPvMww.d.mts → index-Cpkzy5XR.d.mts} +3452 -1675
  38. package/dist/index-Cpkzy5XR.d.mts.map +1 -0
  39. package/dist/{index-CDoTrMs1.d.mts → index-D__HdInU.d.mts} +8 -8
  40. package/dist/{index-CDoTrMs1.d.mts.map → index-D__HdInU.d.mts.map} +1 -1
  41. package/dist/{index-CYGpSVsf.d.mts → index-DpWia6iH.d.mts} +4 -11
  42. package/dist/index-DpWia6iH.d.mts.map +1 -0
  43. package/dist/{index-9B8CJowc.d.mts → index-Fciq8bcC.d.mts} +10 -2
  44. package/dist/index-Fciq8bcC.d.mts.map +1 -0
  45. package/dist/index.d.mts +29 -1842
  46. package/dist/index.d.mts.map +1 -1
  47. package/dist/index.mjs +79 -66
  48. package/dist/index.mjs.map +1 -1
  49. package/dist/preview/index.d.mts +2 -2
  50. package/dist/preview/index.mjs +12 -13
  51. package/dist/{preview-BV2C4Fk6.mjs → preview--rOXbBxl.mjs} +3 -4
  52. package/dist/preview--rOXbBxl.mjs.map +1 -0
  53. package/dist/preview-engine/audio.mjs +1 -1
  54. package/dist/preview-engine/chunk-2MZXSWVT.mjs +118 -0
  55. package/dist/preview-engine/{chunk-Y6HWYPKX.mjs → chunk-3GNP7TJH.mjs} +3 -3
  56. package/dist/preview-engine/chunk-3UPI4EPV.mjs +69 -0
  57. package/dist/preview-engine/{chunk-6JW37VJA.mjs → chunk-5AUB4Y3L.mjs} +3 -23
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  83. package/dist/preview-engine/chunk-LBRVQ4GE.mjs +84 -0
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  85. package/dist/preview-engine/{chunk-AMBSW6OA.mjs → chunk-NEE3KQTX.mjs} +2 -2
  86. package/dist/preview-engine/chunk-NPD6W3RP.mjs +1 -0
  87. package/dist/preview-engine/{chunk-V6VU46ZG.mjs → chunk-O2RNIQXT.mjs} +1 -1
  88. package/dist/preview-engine/{server-utils-2FAIV45N.mjs → chunk-OCX5AD23.mjs} +1 -1
  89. package/dist/preview-engine/chunk-OJ2PKBXE.mjs +40 -0
  90. package/dist/preview-engine/chunk-OKH2VU2U.mjs +97 -0
  91. package/dist/preview-engine/chunk-PAQNDZQB.mjs +83 -0
  92. package/dist/preview-engine/chunk-PEWYB6WP.mjs +43 -0
  93. package/dist/preview-engine/{chunk-MDDF2GCF.mjs → chunk-PFA427ZC.mjs} +3 -23
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  110. package/dist/preview-engine/chunk-WSIURGP2.mjs +121 -0
  111. package/dist/preview-engine/{chunk-AWTH2WZO.mjs → chunk-WUKH7BD7.mjs} +1 -1
  112. package/dist/preview-engine/chunk-XC5WZNOY.mjs +1448 -0
  113. package/dist/preview-engine/chunk-YQZOGEPZ.mjs +186 -0
  114. package/dist/preview-engine/{chunk-D3TETPLI.mjs → chunk-ZH5MZQTZ.mjs} +1 -1
  115. package/dist/preview-engine/chunk-ZIIFTWDH.mjs +58 -0
  116. package/dist/preview-engine/{chunk-EQ4QZRXB.mjs → chunk-ZNL4W4DK.mjs} +2 -2
  117. package/dist/preview-engine/effects.mjs +1 -1
  118. package/dist/preview-engine/fonts.mjs +1 -1
  119. package/dist/preview-engine/framefields.mjs +127 -130
  120. package/dist/preview-engine/player.mjs +6 -6
  121. package/dist/preview-engine/renderers-2H7YEUTD.mjs +1 -0
  122. package/dist/preview-engine/renderers-2P6KXWEZ.mjs +1 -0
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  131. package/dist/preview-engine/{renderers-WLH4HRUE.mjs → renderers-A7VH3ON5.mjs} +1 -1
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  133. package/dist/preview-engine/{renderers-2US2NIUG.mjs → renderers-D2EJULOJ.mjs} +3 -23
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  172. package/dist/preview-engine/renderers-ZJTRANIX.mjs +1 -0
  173. package/dist/preview-engine/signals.mjs +1 -1
  174. package/dist/preview-engine/skia-canvas-QBXAOGPB.mjs +1 -0
  175. package/dist/{program-BmNKgzja.mjs → program-Cc5AsBHz.mjs} +93 -2335
  176. package/dist/program-Cc5AsBHz.mjs.map +1 -0
  177. package/dist/renderer/index.d.mts +2 -2
  178. package/dist/renderer/index.mjs +3 -4
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- {"version":3,"file":"dist-C_hjvkdN.mjs","names":["TensorPipeline"],"sources":["../../tensor-webgpu/dist/index.mjs"],"sourcesContent":["//#region src/multiplexer/controlnet-multiplexer.ts\nvar ControlNetMultiplexer = class {\n\ttextures = /* @__PURE__ */ new Map();\n\tset(type, texture) {\n\t\tthis.textures.set(type, texture);\n\t}\n\tget(type) {\n\t\treturn this.textures.get(type);\n\t}\n\thas(type) {\n\t\treturn this.textures.has(type);\n\t}\n\tgetOutputs() {\n\t\treturn {\n\t\t\tcanny: this.textures.get(\"canny\"),\n\t\t\tdepth: this.textures.get(\"depth\"),\n\t\t\tnormals: this.textures.get(\"normals\"),\n\t\t\tposeSkeleton: this.textures.get(\"poseSkeleton\"),\n\t\t\tsegmentationMask: this.textures.get(\"segmentationMask\"),\n\t\t\tfaceLandmarks: this.textures.get(\"faceLandmarks\"),\n\t\t\tmotionVectors: this.textures.get(\"motionVectors\"),\n\t\t\tdeflickered: this.textures.get(\"deflickered\")\n\t\t};\n\t}\n\tcreateBindGroupEntry(type, bindingIndex) {\n\t\tconst tex = this.textures.get(type);\n\t\tif (!tex) throw new Error(`[ControlNetMultiplexer] Cannot create bind group entry: conditioning texture \"${type}\" is not registered in VRAM.`);\n\t\treturn {\n\t\t\tbinding: bindingIndex,\n\t\t\tresource: tex.createView({ label: `controlnet_${type}_view` })\n\t\t};\n\t}\n\texportTensorView(type) {\n\t\tconst tex = this.textures.get(type);\n\t\tif (!tex) throw new Error(`[ControlNetMultiplexer] Conditioning tensor \"${type}\" not found in multiplexer.`);\n\t\treturn {\n\t\t\ttexture: tex,\n\t\t\twidth: tex.width,\n\t\t\theight: tex.height,\n\t\t\tformat: tex.format\n\t\t};\n\t}\n\tasync readPixelsAsync(device, type) {\n\t\tconst tex = this.textures.get(type);\n\t\tif (!tex) throw new Error(`[ControlNetMultiplexer] Cannot read pixels: conditioning texture \"${type}\" is missing.`);\n\t\tconst width = tex.width;\n\t\tconst height = tex.height;\n\t\tconst format = tex.format;\n\t\tlet bytesPerPixel = 4;\n\t\tif (format === \"rgba16float\" || format === \"rg32float\") bytesPerPixel = 8;\n\t\telse if (format === \"r32float\") bytesPerPixel = 4;\n\t\telse if (format === \"rgba32float\") bytesPerPixel = 16;\n\t\tconst unalignedBytesPerRow = width * bytesPerPixel;\n\t\tconst bytesPerRow = Math.ceil(unalignedBytesPerRow / 256) * 256;\n\t\tconst bufferSize = bytesPerRow * height;\n\t\tconst stagingBuffer = device.createBuffer({\n\t\t\tsize: bufferSize,\n\t\t\tusage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,\n\t\t\tlabel: `controlnet_readback_staging_${type}`\n\t\t});\n\t\tconst encoder = device.createCommandEncoder({ label: `readback_encoder_${type}` });\n\t\tencoder.copyTextureToBuffer({ texture: tex }, {\n\t\t\tbuffer: stagingBuffer,\n\t\t\tbytesPerRow,\n\t\t\trowsPerImage: height\n\t\t}, [\n\t\t\twidth,\n\t\t\theight,\n\t\t\t1\n\t\t]);\n\t\tdevice.queue.submit([encoder.finish()]);\n\t\tawait stagingBuffer.mapAsync(GPUMapMode.READ);\n\t\tconst mappedRange = stagingBuffer.getMappedRange();\n\t\tconst resultData = new Uint8Array(width * height * bytesPerPixel);\n\t\tconst sourceBytes = new Uint8Array(mappedRange);\n\t\tif (bytesPerRow === unalignedBytesPerRow) resultData.set(sourceBytes.subarray(0, width * height * bytesPerPixel));\n\t\telse for (let y = 0; y < height; y++) {\n\t\t\tconst srcOffset = y * bytesPerRow;\n\t\t\tconst dstOffset = y * unalignedBytesPerRow;\n\t\t\tresultData.set(sourceBytes.subarray(srcOffset, srcOffset + unalignedBytesPerRow), dstOffset);\n\t\t}\n\t\tstagingBuffer.unmap();\n\t\tstagingBuffer.destroy();\n\t\treturn {\n\t\t\twidth,\n\t\t\theight,\n\t\t\tformat,\n\t\t\tdata: resultData\n\t\t};\n\t}\n\tdestroy() {\n\t\tfor (const tex of this.textures.values()) try {\n\t\t\ttex.destroy();\n\t\t} catch (_) {}\n\t\tthis.textures.clear();\n\t}\n};\n\n//#endregion\n//#region src/shaders/canny.wgsl.ts\n/**\n* @file canny.wgsl.ts\n* High-performance WebGPU Canny Edge Compute Shaders\n* Pass 1: Sobel gradient magnitude & quantized angle\n* Pass 2: Non-Maximum Suppression (NMS) & Dual-Threshold Hysteresis\n*/\nconst cannySobelWgsl = `\nstruct CannyParams {\n lowThreshold: f32,\n highThreshold: f32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var inputTex: texture_2d<f32>;\n@group(0) @binding(1) var magnitudeTex: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(2) var<uniform> params: CannyParams;\n\nfn getLuma(coord: vec2<i32>, maxCoord: vec2<i32>) -> f32 {\n let clamped = clamp(coord, vec2<i32>(0), maxCoord);\n let c = textureLoad(inputTex, clamped, 0);\n return dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n}\n\n@compute @workgroup_size(16, 16)\nfn computeSobel(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) { return; }\n\n let x = i32(id.x);\n let y = i32(id.y);\n let maxCoord = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n let p00 = getLuma(vec2<i32>(x - 1, y - 1), maxCoord);\n let p10 = getLuma(vec2<i32>(x, y - 1), maxCoord);\n let p20 = getLuma(vec2<i32>(x + 1, y - 1), maxCoord);\n let p01 = getLuma(vec2<i32>(x - 1, y), maxCoord);\n let p21 = getLuma(vec2<i32>(x + 1, y), maxCoord);\n let p02 = getLuma(vec2<i32>(x - 1, y + 1), maxCoord);\n let p12 = getLuma(vec2<i32>(x, y + 1), maxCoord);\n let p22 = getLuma(vec2<i32>(x + 1, y + 1), maxCoord);\n\n let gx = (p20 + 2.0 * p21 + p22) - (p00 + 2.0 * p01 + p02);\n let gy = (p02 + 2.0 * p12 + p22) - (p00 + 2.0 * p10 + p20);\n\n let mag = sqrt(gx * gx + gy * gy);\n let angle = atan2(gy, gx);\n\n // Quantize angle into 4 sectors (0: 0 deg, 1: 45 deg, 2: 90 deg, 3: 135 deg)\n var sector: f32 = 0.0;\n let a = (angle * 180.0 / 3.14159265 + 180.0) % 180.0;\n if ((a >= 0.0 && a < 22.5) || (a >= 157.5 && a <= 180.0)) {\n sector = 0.0;\n } else if (a >= 22.5 && a < 67.5) {\n sector = 1.0;\n } else if (a >= 67.5 && a < 112.5) {\n sector = 2.0;\n } else {\n sector = 3.0;\n }\n\n textureStore(magnitudeTex, id.xy, vec4<f32>(mag, sector, 0.0, 1.0));\n}\n`;\nconst cannyNmsRgba8Wgsl = `\nstruct CannyParams {\n lowThreshold: f32,\n highThreshold: f32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var magnitudeTex: texture_2d<f32>;\n@group(0) @binding(1) var edgeTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(2) var<uniform> params: CannyParams;\n\n@compute @workgroup_size(16, 16)\nfn computeNonMaxSuppression(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) { return; }\n\n let x = i32(id.x);\n let y = i32(id.y);\n let maxCoord = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n let center = textureLoad(magnitudeTex, vec2<i32>(x, y), 0);\n let mag = center.r;\n let sector = u32(round(center.g));\n\n var n1 = 0.0;\n var n2 = 0.0;\n\n switch (sector) {\n case 0u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y), vec2<i32>(0), maxCoord), 0).r;\n }\n case 1u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n case 2u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n default: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n }\n\n var edge = 0.0;\n // Non-maximum suppression along gradient sector with directional tie-breaking\n if (mag > n1 && mag >= n2 && mag > 0.0) {\n if (mag >= params.highThreshold) {\n edge = 1.0;\n } else if (mag >= params.lowThreshold) {\n edge = 0.5;\n }\n }\n\n textureStore(edgeTex, id.xy, vec4<f32>(edge, edge, edge, 1.0));\n}\n`;\nconst cannyNmsR32fWgsl = `\nstruct CannyParams {\n lowThreshold: f32,\n highThreshold: f32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var magnitudeTex: texture_2d<f32>;\n@group(0) @binding(1) var edgeTex: texture_storage_2d<r32float, write>;\n@group(0) @binding(2) var<uniform> params: CannyParams;\n\n@compute @workgroup_size(16, 16)\nfn computeNonMaxSuppression(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) { return; }\n\n let x = i32(id.x);\n let y = i32(id.y);\n let maxCoord = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n let center = textureLoad(magnitudeTex, vec2<i32>(x, y), 0);\n let mag = center.r;\n let sector = u32(round(center.g));\n\n var n1 = 0.0;\n var n2 = 0.0;\n\n switch (sector) {\n case 0u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y), vec2<i32>(0), maxCoord), 0).r;\n }\n case 1u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n case 2u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n default: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n }\n\n var edge = 0.0;\n // Non-maximum suppression along gradient sector with directional tie-breaking\n if (mag > n1 && mag >= n2 && mag > 0.0) {\n if (mag >= params.highThreshold) {\n edge = 1.0;\n } else if (mag >= params.lowThreshold) {\n edge = 0.5;\n }\n }\n\n textureStore(edgeTex, id.xy, vec4<f32>(edge, 0.0, 0.0, 1.0));\n}\n`;\n\n//#endregion\n//#region src/pipelines/canny-pipeline.ts\nvar CannyComputePipeline = class {\n\tsobelPipeline;\n\tnmsRgba8Pipeline;\n\tnmsR32fPipeline;\n\tuniformBuffer;\n\tcachedIntermediateTexture;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst sobelModule = device.createShaderModule({\n\t\t\tlabel: \"canny_sobel.wgsl\",\n\t\t\tcode: cannySobelWgsl\n\t\t});\n\t\tthis.sobelPipeline = device.createComputePipeline({\n\t\t\tlabel: \"CannySobelPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: sobelModule,\n\t\t\t\tentryPoint: \"computeSobel\"\n\t\t\t}\n\t\t});\n\t\tconst nmsRgba8Module = device.createShaderModule({\n\t\t\tlabel: \"canny_nms_rgba8.wgsl\",\n\t\t\tcode: cannyNmsRgba8Wgsl\n\t\t});\n\t\tthis.nmsRgba8Pipeline = device.createComputePipeline({\n\t\t\tlabel: \"CannyNmsRgba8Pipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: nmsRgba8Module,\n\t\t\t\tentryPoint: \"computeNonMaxSuppression\"\n\t\t\t}\n\t\t});\n\t\tconst nmsR32fModule = device.createShaderModule({\n\t\t\tlabel: \"canny_nms_r32f.wgsl\",\n\t\t\tcode: cannyNmsR32fWgsl\n\t\t});\n\t\tthis.nmsR32fPipeline = device.createComputePipeline({\n\t\t\tlabel: \"CannyNmsR32fPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: nmsR32fModule,\n\t\t\t\tentryPoint: \"computeNonMaxSuppression\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"canny_uniform_buffer\"\n\t\t});\n\t}\n\texecute(inputTexture, options = {}) {\n\t\tconst width = inputTexture.width;\n\t\tconst height = inputTexture.height;\n\t\tconst lowThreshold = options.low ?? .1;\n\t\tconst highThreshold = options.high ?? .3;\n\t\tconst outputFormat = options.outputFormat ?? \"rgba8unorm\";\n\t\tconst uniformData = /* @__PURE__ */ new ArrayBuffer(16);\n\t\tconst f32View = new Float32Array(uniformData);\n\t\tconst u32View = new Uint32Array(uniformData);\n\t\tf32View[0] = lowThreshold;\n\t\tf32View[1] = highThreshold;\n\t\tu32View[2] = width;\n\t\tu32View[3] = height;\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, uniformData);\n\t\tif (!this.cachedIntermediateTexture || this.cachedIntermediateTexture.width !== width || this.cachedIntermediateTexture.height !== height) {\n\t\t\tthis.cachedIntermediateTexture?.destroy();\n\t\t\tthis.cachedIntermediateTexture = this.device.createTexture({\n\t\t\t\tlabel: \"canny_magnitude_intermediate\",\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: \"rgba16float\",\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING\n\t\t\t});\n\t\t}\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height || this.cachedOutputTexture.format !== outputFormat) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: `canny_edge_output_${outputFormat}`,\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: outputFormat,\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t}\n\t\tconst commandEncoder = this.device.createCommandEncoder({ label: \"canny_command_encoder\" });\n\t\tconst sobelBindGroup = this.device.createBindGroup({\n\t\t\tlayout: this.sobelPipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: inputTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: this.cachedIntermediateTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass1 = commandEncoder.beginComputePass({ label: \"canny_sobel_pass\" });\n\t\tpass1.setPipeline(this.sobelPipeline);\n\t\tpass1.setBindGroup(0, sobelBindGroup);\n\t\tpass1.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\tpass1.end();\n\t\tconst nmsPipeline = outputFormat === \"r32float\" ? this.nmsR32fPipeline : this.nmsRgba8Pipeline;\n\t\tconst nmsBindGroup = this.device.createBindGroup({\n\t\t\tlayout: nmsPipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: this.cachedIntermediateTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass2 = commandEncoder.beginComputePass({ label: \"canny_nms_pass\" });\n\t\tpass2.setPipeline(nmsPipeline);\n\t\tpass2.setBindGroup(0, nmsBindGroup);\n\t\tpass2.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\tpass2.end();\n\t\tthis.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.cachedIntermediateTexture?.destroy();\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.uniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/depth-normals.wgsl.ts\n/**\n* @file depth-normals.wgsl.ts\n* Screen-Space Normal Map Reconstruction from Depth Tensor\n* Analytical cross-product of spatial partial derivatives:\n* dP/dx = [1, 0, dD/dx]^T, dP/dy = [0, 1, dD/dy]^T\n* N = normalize(dP/dx x dP/dy) = normalize([-dx, -dy, 1.0])\n*/\nconst depthNormalsRgba16fWgsl = `\nstruct DepthNormalParams {\n width: u32,\n height: u32,\n depthScale: f32,\n _pad: f32,\n};\n\n@group(0) @binding(0) var depthTex: texture_2d<f32>;\n@group(0) @binding(1) var normalTex: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(2) var<uniform> params: DepthNormalParams;\n\n@compute @workgroup_size(16, 16)\nfn computeNormals(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) { return; }\n\n let c = id.xy;\n let maxX = params.width - 1u;\n let maxY = params.height - 1u;\n\n let left = textureLoad(depthTex, vec2<u32>(max(c.x - 1u, 0u), c.y), 0).r;\n let right = textureLoad(depthTex, vec2<u32>(min(c.x + 1u, maxX), c.y), 0).r;\n let up = textureLoad(depthTex, vec2<u32>(c.x, max(c.y - 1u, 0u)), 0).r;\n let down = textureLoad(depthTex, vec2<u32>(c.x, min(c.y + 1u, maxY)), 0).r;\n\n let dx = (right - left) * 0.5 * params.depthScale;\n let dy = (down - up) * 0.5 * params.depthScale;\n\n let normal = normalize(vec3<f32>(-dx, -dy, 1.0));\n // Pack [-1, 1] range to [0, 1]\n let packedColor = vec4<f32>(normal * 0.5 + 0.5, 1.0);\n textureStore(normalTex, id.xy, packedColor);\n}\n`;\nconst depthNormalsRgba8Wgsl = `\nstruct DepthNormalParams {\n width: u32,\n height: u32,\n depthScale: f32,\n _pad: f32,\n};\n\n@group(0) @binding(0) var depthTex: texture_2d<f32>;\n@group(0) @binding(1) var normalTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(2) var<uniform> params: DepthNormalParams;\n\n@compute @workgroup_size(16, 16)\nfn computeNormals(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) { return; }\n\n let c = id.xy;\n let maxX = params.width - 1u;\n let maxY = params.height - 1u;\n\n let left = textureLoad(depthTex, vec2<u32>(max(c.x - 1u, 0u), c.y), 0).r;\n let right = textureLoad(depthTex, vec2<u32>(min(c.x + 1u, maxX), c.y), 0).r;\n let up = textureLoad(depthTex, vec2<u32>(c.x, max(c.y - 1u, 0u)), 0).r;\n let down = textureLoad(depthTex, vec2<u32>(c.x, min(c.y + 1u, maxY)), 0).r;\n\n let dx = (right - left) * 0.5 * params.depthScale;\n let dy = (down - up) * 0.5 * params.depthScale;\n\n let normal = normalize(vec3<f32>(-dx, -dy, 1.0));\n // Pack [-1, 1] range to [0, 1]\n let packedColor = vec4<f32>(normal * 0.5 + 0.5, 1.0);\n textureStore(normalTex, id.xy, packedColor);\n}\n`;\n\n//#endregion\n//#region src/pipelines/depth-normals-pipeline.ts\nvar DepthNormalsComputePipeline = class {\n\tnormalRgba16fPipeline;\n\tnormalRgba8Pipeline;\n\tuniformBuffer;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst rgba16fModule = device.createShaderModule({\n\t\t\tlabel: \"depth_normals_rgba16f.wgsl\",\n\t\t\tcode: depthNormalsRgba16fWgsl\n\t\t});\n\t\tthis.normalRgba16fPipeline = device.createComputePipeline({\n\t\t\tlabel: \"DepthNormalsRgba16fPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: rgba16fModule,\n\t\t\t\tentryPoint: \"computeNormals\"\n\t\t\t}\n\t\t});\n\t\tconst rgba8Module = device.createShaderModule({\n\t\t\tlabel: \"depth_normals_rgba8.wgsl\",\n\t\t\tcode: depthNormalsRgba8Wgsl\n\t\t});\n\t\tthis.normalRgba8Pipeline = device.createComputePipeline({\n\t\t\tlabel: \"DepthNormalsRgba8Pipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: rgba8Module,\n\t\t\t\tentryPoint: \"computeNormals\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"depth_normals_uniform_buffer\"\n\t\t});\n\t}\n\texecute(depthTexture, options = {}) {\n\t\tconst width = depthTexture.width;\n\t\tconst height = depthTexture.height;\n\t\tconst depthScale = options.depthScale ?? 1;\n\t\tconst outputFormat = options.outputFormat ?? \"rgba16float\";\n\t\tconst uniformData = /* @__PURE__ */ new ArrayBuffer(16);\n\t\tconst u32View = new Uint32Array(uniformData);\n\t\tconst f32View = new Float32Array(uniformData);\n\t\tu32View[0] = width;\n\t\tu32View[1] = height;\n\t\tf32View[2] = depthScale;\n\t\tf32View[3] = 0;\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, uniformData);\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height || this.cachedOutputTexture.format !== outputFormat) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: `normal_output_${outputFormat}`,\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: outputFormat,\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t}\n\t\tconst pipeline = outputFormat === \"rgba8unorm\" ? this.normalRgba8Pipeline : this.normalRgba16fPipeline;\n\t\tconst commandEncoder = this.device.createCommandEncoder({ label: \"depth_normals_command_encoder\" });\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlayout: pipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: depthTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass = commandEncoder.beginComputePass({ label: \"depth_normals_compute_pass\" });\n\t\tpass.setPipeline(pipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\tpass.end();\n\t\tthis.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.uniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/face-landmarks.wgsl.ts\n/**\n* @file face-landmarks.wgsl.ts\n* Native WebGPU WGSL compute shader for ControlNet Face & MediaPipe facial contour rasterization.\n* Renders antialiased facial mesh contours (lips, eyes, brows, nose, oval) directly in VRAM for SDXL ControlNet.\n*/\nconst faceLandmarksWgsl = `\nstruct FaceSegment {\n start: vec2<f32>,\n end: vec2<f32>,\n color: vec4<f32>,\n radius: f32,\n enabled: f32,\n pad: vec2<f32>,\n};\n\nstruct FaceParams {\n width: u32,\n height: u32,\n numSegments: u32,\n pad: u32,\n};\n\n@group(0) @binding(0) var outputTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(1) var<uniform> params: FaceParams;\n@group(0) @binding(2) var<storage, read> segments: array<FaceSegment>;\n\n@compute @workgroup_size(16, 16)\nfn computeFaceLandmarks(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let p = vec2<f32>(f32(id.x) + 0.5, f32(id.y) + 0.5);\n var outColor = vec4<f32>(0.0, 0.0, 0.0, 1.0); // Solid black background for SDXL ControlNet\n\n let count = params.numSegments;\n for (var i = 0u; i < count; i = i + 1u) {\n let seg = segments[i];\n if (seg.enabled < 0.5) {\n continue;\n }\n\n let ab = seg.end - seg.start;\n let ap = p - seg.start;\n let l2 = dot(ab, ab);\n\n var t: f32 = 0.0;\n if (l2 > 0.0001) {\n t = clamp(dot(ap, ab) / l2, 0.0, 1.0);\n }\n\n let closest = seg.start + t * ab;\n let dist = length(p - closest);\n\n if (dist <= seg.radius) {\n let edgeAlpha = clamp(seg.radius - dist + 0.5, 0.0, 1.0);\n outColor = vec4<f32>(mix(outColor.rgb, seg.color.rgb, edgeAlpha * seg.color.a), 1.0);\n }\n }\n\n textureStore(outputTex, id.xy, outColor);\n}\n`;\n\n//#endregion\n//#region src/pipelines/face-landmarks-pipeline.ts\nfunction buildLoopSegments(indices, color) {\n\tconst segs = [];\n\tfor (let i = 0; i < indices.length - 1; i++) segs.push({\n\t\tfrom: indices[i],\n\t\tto: indices[i + 1],\n\t\tcolor\n\t});\n\treturn segs;\n}\nconst CANONICAL_FACE_CONTOURS = [\n\t...buildLoopSegments([\n\t\t70,\n\t\t63,\n\t\t105,\n\t\t66,\n\t\t107\n\t], [\n\t\t0,\n\t\t1,\n\t\t1,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t300,\n\t\t293,\n\t\t334,\n\t\t296,\n\t\t336\n\t], [\n\t\t0,\n\t\t1,\n\t\t1,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t33,\n\t\t160,\n\t\t158,\n\t\t133,\n\t\t153,\n\t\t144,\n\t\t33\n\t], [\n\t\t0,\n\t\t1,\n\t\t0,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t263,\n\t\t387,\n\t\t385,\n\t\t362,\n\t\t380,\n\t\t373,\n\t\t263\n\t], [\n\t\t0,\n\t\t1,\n\t\t0,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t168,\n\t\t6,\n\t\t197,\n\t\t195,\n\t\t4\n\t], [\n\t\t1,\n\t\t1,\n\t\t0,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t98,\n\t\t97,\n\t\t2,\n\t\t326,\n\t\t327\n\t], [\n\t\t1,\n\t\t1,\n\t\t0,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t61,\n\t\t185,\n\t\t40,\n\t\t39,\n\t\t37,\n\t\t0,\n\t\t267,\n\t\t269,\n\t\t270,\n\t\t409,\n\t\t291,\n\t\t375,\n\t\t321,\n\t\t405,\n\t\t314,\n\t\t17,\n\t\t84,\n\t\t181,\n\t\t91,\n\t\t146,\n\t\t61\n\t], [\n\t\t1,\n\t\t.2,\n\t\t.2,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t78,\n\t\t95,\n\t\t88,\n\t\t178,\n\t\t87,\n\t\t14,\n\t\t317,\n\t\t402,\n\t\t318,\n\t\t324,\n\t\t308,\n\t\t415,\n\t\t310,\n\t\t311,\n\t\t312,\n\t\t13,\n\t\t82,\n\t\t81,\n\t\t80,\n\t\t191,\n\t\t78\n\t], [\n\t\t1,\n\t\t0,\n\t\t.8,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t10,\n\t\t338,\n\t\t297,\n\t\t332,\n\t\t284,\n\t\t251,\n\t\t389,\n\t\t356,\n\t\t454,\n\t\t323,\n\t\t361,\n\t\t288,\n\t\t397,\n\t\t365,\n\t\t379,\n\t\t378,\n\t\t400,\n\t\t377,\n\t\t152,\n\t\t148,\n\t\t176,\n\t\t149,\n\t\t150,\n\t\t136,\n\t\t172,\n\t\t58,\n\t\t132,\n\t\t93,\n\t\t234,\n\t\t127,\n\t\t162,\n\t\t21,\n\t\t54,\n\t\t103,\n\t\t67,\n\t\t109,\n\t\t10\n\t], [\n\t\t.9,\n\t\t.9,\n\t\t.9,\n\t\t1\n\t])\n];\nvar FaceLandmarksComputePipeline = class {\n\tcomputePipeline;\n\tuniformBuffer;\n\tstorageBuffer;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst shaderModule = device.createShaderModule({\n\t\t\tlabel: \"face_landmarks.wgsl\",\n\t\t\tcode: faceLandmarksWgsl\n\t\t});\n\t\tthis.computePipeline = device.createComputePipeline({\n\t\t\tlabel: \"FaceLandmarksComputePipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"computeFaceLandmarks\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 64,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"face_landmarks_uniform_buffer\"\n\t\t});\n\t\tconst storageSize = Math.max(256, CANONICAL_FACE_CONTOURS.length * 48);\n\t\tthis.storageBuffer = device.createBuffer({\n\t\t\tsize: storageSize,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"face_landmarks_storage_buffer\"\n\t\t});\n\t}\n\texecute(landmarks, options = {}) {\n\t\tconst width = options.width ?? 1024;\n\t\tconst height = options.height ?? 1024;\n\t\tconst lineWidth = options.lineWidth ?? 4;\n\t\tconst radius = Math.max(1, lineWidth / 2);\n\t\tconst u32Uniforms = new Uint32Array(4);\n\t\tu32Uniforms[0] = width;\n\t\tu32Uniforms[1] = height;\n\t\tu32Uniforms[2] = CANONICAL_FACE_CONTOURS.length;\n\t\tu32Uniforms[3] = 0;\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, u32Uniforms);\n\t\tconst f32Segments = new Float32Array(CANONICAL_FACE_CONTOURS.length * 12);\n\t\tfor (let i = 0; i < CANONICAL_FACE_CONTOURS.length; i++) {\n\t\t\tconst seg = CANONICAL_FACE_CONTOURS[i];\n\t\t\tconst ptA = landmarks[seg.from];\n\t\t\tconst ptB = landmarks[seg.to];\n\t\t\tconst offset = i * 12;\n\t\t\tif (!ptA || !ptB || (ptA.visibility ?? 1) < .2 || (ptB.visibility ?? 1) < .2) {\n\t\t\t\tf32Segments[offset + 9] = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\tf32Segments[offset + 0] = ptA.x * width;\n\t\t\tf32Segments[offset + 1] = ptA.y * height;\n\t\t\tf32Segments[offset + 2] = ptB.x * width;\n\t\t\tf32Segments[offset + 3] = ptB.y * height;\n\t\t\tf32Segments[offset + 4] = seg.color[0];\n\t\t\tf32Segments[offset + 5] = seg.color[1];\n\t\t\tf32Segments[offset + 6] = seg.color[2];\n\t\t\tf32Segments[offset + 7] = seg.color[3];\n\t\t\tf32Segments[offset + 8] = radius;\n\t\t\tf32Segments[offset + 9] = 1;\n\t\t\tf32Segments[offset + 10] = 0;\n\t\t\tf32Segments[offset + 11] = 0;\n\t\t}\n\t\tthis.device.queue.writeBuffer(this.storageBuffer, 0, f32Segments);\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tsize: {\n\t\t\t\t\twidth,\n\t\t\t\t\theight\n\t\t\t\t},\n\t\t\t\tformat: \"rgba8unorm\",\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST,\n\t\t\t\tlabel: \"face_landmarks_output_texture\"\n\t\t\t});\n\t\t}\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlabel: \"FaceLandmarksBindGroup\",\n\t\t\tlayout: this.computePipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: { buffer: this.storageBuffer }\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst commandEncoder = this.device.createCommandEncoder({ label: \"FaceLandmarksCommandEncoder\" });\n\t\tconst pass = commandEncoder.beginComputePass({ label: \"FaceLandmarksComputePass\" });\n\t\tpass.setPipeline(this.computePipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\tpass.end();\n\t\tthis.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.uniformBuffer.destroy();\n\t\tthis.storageBuffer.destroy();\n\t\tthis.cachedOutputTexture?.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/optical-flow.wgsl.ts\n/**\n* @file optical-flow.wgsl.ts\n* High-Performance Native WebGPU Optical Flow Compute Shaders\n* Implements coarse-to-fine Lucas-Kanade motion vector estimation with\n* spatial structure tensor integration and Tikhonov aperture regularization.\n*/\nconst opticalFlowDirectWgsl = `\nstruct FlowParams {\n width: u32,\n height: u32,\n windowSize: u32, // Half-window radius W (e.g. 2 for 5x5 window)\n regularization: f32, // Tikhonov regularization lambda\n maxDisplacement: f32, // Maximum allowable flow vector length\n _pad0: f32,\n _pad1: f32,\n _pad2: f32,\n};\n\n@group(0) @binding(0) var prevTex: texture_2d<f32>;\n@group(0) @binding(1) var currTex: texture_2d<f32>;\n@group(0) @binding(2) var flowTex: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(3) var<uniform> params: FlowParams;\n\nfn rgbToLuminance(rgb: vec3<f32>) -> f32 {\n return dot(rgb, vec3<f32>(0.299, 0.587, 0.114));\n}\n\nfn sampleLuma(tex: texture_2d<f32>, coord: vec2<i32>) -> f32 {\n let inDims = vec2<f32>(textureDimensions(tex));\n let scaleRatio = inDims / vec2<f32>(f32(params.width), f32(params.height));\n let actualCoord = vec2<i32>(vec2<f32>(coord) * scaleRatio);\n let clamped = clamp(actualCoord, vec2<i32>(0, 0), vec2<i32>(inDims) - vec2<i32>(1, 1));\n let color = textureLoad(tex, clamped, 0);\n return rgbToLuminance(color.rgb);\n}\n\n@compute @workgroup_size(16, 16)\nfn computeFlow(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let centerCoord = vec2<i32>(i32(id.x), i32(id.y));\n let w = i32(max(params.windowSize, 1u));\n\n var sxx: f32 = 0.0;\n var syy: f32 = 0.0;\n var sxy: f32 = 0.0;\n var sxt: f32 = 0.0;\n var syt: f32 = 0.0;\n\n for (var dy = -w; dy <= w; dy = dy + 1) {\n for (var dx = -w; dx <= w; dx = dx + 1) {\n let p = centerCoord + vec2<i32>(dx, dy);\n\n // Central difference spatial gradients on current frame\n let lx = sampleLuma(currTex, p - vec2<i32>(1, 0));\n let rx = sampleLuma(currTex, p + vec2<i32>(1, 0));\n let uy = sampleLuma(currTex, p - vec2<i32>(0, 1));\n let dyL = sampleLuma(currTex, p + vec2<i32>(0, 1));\n\n let ix = (rx - lx) * 0.5;\n let iy = (dyL - uy) * 0.5;\n\n // Temporal gradient: difference between current and previous frame\n let cCurr = sampleLuma(currTex, p);\n let cPrev = sampleLuma(prevTex, p);\n let it = cCurr - cPrev;\n\n // Gaussian spatial falloff weight\n let distSq = f32(dx * dx + dy * dy);\n let weight = exp(-distSq / (2.0 * f32(w * w) + 0.1));\n\n sxx += ix * ix * weight;\n syy += iy * iy * weight;\n sxy += ix * iy * weight;\n sxt += ix * it * weight;\n syt += iy * it * weight;\n }\n }\n\n // Tikhonov regularization prevents singularity in flat/homogeneous regions\n let trace = sxx + syy;\n let reg = max(params.regularization, 1e-4) * max(trace, 1.0);\n let A = sxx + reg;\n let B = sxy;\n let C = syy + reg;\n\n let det = A * C - B * B;\n var u: f32 = 0.0;\n var v: f32 = 0.0;\n\n if (det > 1e-6) {\n u = (-sxt * C + syt * B) / det;\n v = (-syt * A + sxt * B) / det;\n }\n\n let mag = length(vec2<f32>(u, v));\n let maxD = max(params.maxDisplacement, 1.0);\n if (mag > maxD) {\n let scale = maxD / mag;\n u *= scale;\n v *= scale;\n }\n\n textureStore(flowTex, id.xy, vec4<f32>(u, v, min(mag, maxD), 1.0));\n}\n`;\nconst opticalFlowRefineWgsl = `\nstruct FlowParams {\n width: u32,\n height: u32,\n windowSize: u32,\n regularization: f32,\n maxDisplacement: f32,\n coarseWidth: u32,\n coarseHeight: u32,\n _pad0: f32,\n};\n\n@group(0) @binding(0) var prevTex: texture_2d<f32>;\n@group(0) @binding(1) var currTex: texture_2d<f32>;\n@group(0) @binding(2) var coarseFlowTex: texture_2d<f32>;\n@group(0) @binding(3) var fineFlowTex: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(4) var<uniform> params: FlowParams;\n@group(0) @binding(5) var bilinearSamp: sampler;\n\nfn rgbToLuminance(rgb: vec3<f32>) -> f32 {\n return dot(rgb, vec3<f32>(0.299, 0.587, 0.114));\n}\n\nfn sampleLuma(tex: texture_2d<f32>, coord: vec2<i32>) -> f32 {\n let clamped = clamp(coord, vec2<i32>(0, 0), vec2<i32>(i32(params.width) - 1, i32(params.height) - 1));\n let color = textureLoad(tex, clamped, 0);\n return rgbToLuminance(color.rgb);\n}\n\nfn sampleWarpedPrevLuma(uv: vec2<f32>, priorFlow: vec2<f32>) -> f32 {\n let invDims = vec2<f32>(1.0 / f32(params.width), 1.0 / f32(params.height));\n let warpedUv = clamp(uv - priorFlow * invDims, vec2<f32>(0.0), vec2<f32>(1.0));\n let sampleColor = textureSampleLevel(prevTex, bilinearSamp, warpedUv, 0.0);\n return rgbToLuminance(sampleColor.rgb);\n}\n\n@compute @workgroup_size(16, 16)\nfn refineFlow(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let centerCoord = vec2<i32>(i32(id.x), i32(id.y));\n let w = i32(max(params.windowSize, 1u));\n let invDims = vec2<f32>(1.0 / f32(params.width), 1.0 / f32(params.height));\n let centerUv = (vec2<f32>(id.xy) + 0.5) * invDims;\n\n // Read upsampled prior flow from coarse scale (scaled by 2x)\n let coarseCoord = vec2<i32>(centerCoord / 2);\n let coarseSample = textureLoad(coarseFlowTex, coarseCoord, 0);\n let priorFlow = coarseSample.xy * 2.0;\n\n var sxx: f32 = 0.0;\n var syy: f32 = 0.0;\n var sxy: f32 = 0.0;\n var sxt: f32 = 0.0;\n var syt: f32 = 0.0;\n\n for (var dy = -w; dy <= w; dy = dy + 1) {\n for (var dx = -w; dx <= w; dx = dx + 1) {\n let p = centerCoord + vec2<i32>(dx, dy);\n let pUv = (vec2<f32>(p) + 0.5) * invDims;\n\n let lx = sampleLuma(currTex, p - vec2<i32>(1, 0));\n let rx = sampleLuma(currTex, p + vec2<i32>(1, 0));\n let uy = sampleLuma(currTex, p - vec2<i32>(0, 1));\n let dyL = sampleLuma(currTex, p + vec2<i32>(0, 1));\n\n let ix = (rx - lx) * 0.5;\n let iy = (dyL - uy) * 0.5;\n\n // Temporal residual against warped previous frame\n let cCurr = sampleLuma(currTex, p);\n let cWarpedPrev = sampleWarpedPrevLuma(pUv, priorFlow);\n let it = cCurr - cWarpedPrev;\n\n let distSq = f32(dx * dx + dy * dy);\n let weight = exp(-distSq / (2.0 * f32(w * w) + 0.1));\n\n sxx += ix * ix * weight;\n syy += iy * iy * weight;\n sxy += ix * iy * weight;\n sxt += ix * it * weight;\n syt += iy * it * weight;\n }\n }\n\n let trace = sxx + syy;\n let reg = max(params.regularization, 1e-4) * max(trace, 1.0);\n let A = sxx + reg;\n let B = sxy;\n let C = syy + reg;\n\n let det = A * C - B * B;\n var du: f32 = 0.0;\n var dv: f32 = 0.0;\n\n if (det > 1e-6) {\n du = (-sxt * C + syt * B) / det;\n dv = (-syt * A + sxt * B) / det;\n }\n\n // Combine coarse prior flow with fine residual flow\n var totalFlow = priorFlow + vec2<f32>(du, dv);\n let mag = length(totalFlow);\n let maxD = max(params.maxDisplacement, 1.0);\n if (mag > maxD) {\n totalFlow *= (maxD / mag);\n }\n\n textureStore(fineFlowTex, id.xy, vec4<f32>(totalFlow.x, totalFlow.y, min(mag, maxD), 1.0));\n}\n`;\n\n//#endregion\n//#region src/pipelines/optical-flow-pipeline.ts\nvar OpticalFlowComputePipeline = class {\n\tdirectPipeline;\n\trefinePipeline;\n\tdirectUniformBuffer;\n\trefineUniformBuffer;\n\tbilinearSampler;\n\tcachedCoarseTexture;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst directModule = device.createShaderModule({\n\t\t\tlabel: \"optical_flow_direct.wgsl\",\n\t\t\tcode: opticalFlowDirectWgsl\n\t\t});\n\t\tthis.directPipeline = device.createComputePipeline({\n\t\t\tlabel: \"OpticalFlowDirectPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: directModule,\n\t\t\t\tentryPoint: \"computeFlow\"\n\t\t\t}\n\t\t});\n\t\tconst refineModule = device.createShaderModule({\n\t\t\tlabel: \"optical_flow_refine.wgsl\",\n\t\t\tcode: opticalFlowRefineWgsl\n\t\t});\n\t\tthis.refinePipeline = device.createComputePipeline({\n\t\t\tlabel: \"OpticalFlowRefinePipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: refineModule,\n\t\t\t\tentryPoint: \"refineFlow\"\n\t\t\t}\n\t\t});\n\t\tthis.directUniformBuffer = device.createBuffer({\n\t\t\tsize: 32,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"optical_flow_direct_uniform\"\n\t\t});\n\t\tthis.refineUniformBuffer = device.createBuffer({\n\t\t\tsize: 32,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"optical_flow_refine_uniform\"\n\t\t});\n\t\tthis.bilinearSampler = device.createSampler({\n\t\t\tlabel: \"optical_flow_bilinear_sampler\",\n\t\t\tmagFilter: \"linear\",\n\t\t\tminFilter: \"linear\",\n\t\t\taddressModeU: \"clamp-to-edge\",\n\t\t\taddressModeV: \"clamp-to-edge\"\n\t\t});\n\t}\n\texecute(prevTexture, currTexture, options = {}, customEncoder) {\n\t\tconst width = currTexture.width;\n\t\tconst height = currTexture.height;\n\t\tconst windowSize = options?.windowSize ?? 3;\n\t\tconst regularization = options?.regularization ?? options?.lambda ?? .05;\n\t\tconst scale = options?.scale ?? .5;\n\t\tconst maxDisplacement = 64;\n\t\tconst outputFormat = options.outputFormat ?? \"rgba16float\";\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height || this.cachedOutputTexture.format !== outputFormat) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: `optical_flow_output_${outputFormat}`,\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: outputFormat,\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t}\n\t\tconst commandEncoder = customEncoder ?? this.device.createCommandEncoder({ label: \"optical_flow_command_encoder\" });\n\t\tif (scale > .1 && scale < .95 && width >= 64 && height >= 64) {\n\t\t\tconst coarseW = Math.max(16, Math.floor(width * scale));\n\t\t\tconst coarseH = Math.max(16, Math.floor(height * scale));\n\t\t\tif (!this.cachedCoarseTexture || this.cachedCoarseTexture.width !== coarseW || this.cachedCoarseTexture.height !== coarseH) {\n\t\t\t\tthis.cachedCoarseTexture?.destroy();\n\t\t\t\tthis.cachedCoarseTexture = this.device.createTexture({\n\t\t\t\t\tlabel: \"optical_flow_coarse\",\n\t\t\t\t\tsize: [coarseW, coarseH],\n\t\t\t\t\tformat: \"rgba16float\",\n\t\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t\t});\n\t\t\t}\n\t\t\tconst directData = /* @__PURE__ */ new ArrayBuffer(32);\n\t\t\tconst directU32 = new Uint32Array(directData);\n\t\t\tconst directF32 = new Float32Array(directData);\n\t\t\tdirectU32[0] = coarseW;\n\t\t\tdirectU32[1] = coarseH;\n\t\t\tdirectU32[2] = windowSize;\n\t\t\tdirectF32[3] = regularization;\n\t\t\tdirectF32[4] = maxDisplacement * scale;\n\t\t\tthis.device.queue.writeBuffer(this.directUniformBuffer, 0, directData);\n\t\t\tconst coarseBindGroup = this.device.createBindGroup({\n\t\t\t\tlayout: this.directPipeline.getBindGroupLayout(0),\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: prevTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: currTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: this.cachedCoarseTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: { buffer: this.directUniformBuffer }\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tconst coarsePass = commandEncoder.beginComputePass({ label: \"optical_flow_coarse_pass\" });\n\t\t\tcoarsePass.setPipeline(this.directPipeline);\n\t\t\tcoarsePass.setBindGroup(0, coarseBindGroup);\n\t\t\tcoarsePass.dispatchWorkgroups(Math.ceil(coarseW / 16), Math.ceil(coarseH / 16));\n\t\t\tcoarsePass.end();\n\t\t\tconst refineData = /* @__PURE__ */ new ArrayBuffer(32);\n\t\t\tconst refineU32 = new Uint32Array(refineData);\n\t\t\tconst refineF32 = new Float32Array(refineData);\n\t\t\trefineU32[0] = width;\n\t\t\trefineU32[1] = height;\n\t\t\trefineU32[2] = windowSize;\n\t\t\trefineF32[3] = regularization;\n\t\t\trefineF32[4] = maxDisplacement;\n\t\t\trefineU32[5] = coarseW;\n\t\t\trefineU32[6] = coarseH;\n\t\t\tthis.device.queue.writeBuffer(this.refineUniformBuffer, 0, refineData);\n\t\t\tconst refineBindGroup = this.device.createBindGroup({\n\t\t\t\tlayout: this.refinePipeline.getBindGroupLayout(0),\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: prevTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: currTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: this.cachedCoarseTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: { buffer: this.refineUniformBuffer }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: this.bilinearSampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tconst finePass = commandEncoder.beginComputePass({ label: \"optical_flow_fine_pass\" });\n\t\t\tfinePass.setPipeline(this.refinePipeline);\n\t\t\tfinePass.setBindGroup(0, refineBindGroup);\n\t\t\tfinePass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\t\tfinePass.end();\n\t\t} else {\n\t\t\tconst directData = /* @__PURE__ */ new ArrayBuffer(32);\n\t\t\tconst directU32 = new Uint32Array(directData);\n\t\t\tconst directF32 = new Float32Array(directData);\n\t\t\tdirectU32[0] = width;\n\t\t\tdirectU32[1] = height;\n\t\t\tdirectU32[2] = windowSize;\n\t\t\tdirectF32[3] = regularization;\n\t\t\tdirectF32[4] = maxDisplacement;\n\t\t\tthis.device.queue.writeBuffer(this.directUniformBuffer, 0, directData);\n\t\t\tconst directBindGroup = this.device.createBindGroup({\n\t\t\t\tlayout: this.directPipeline.getBindGroupLayout(0),\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: prevTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: currTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: { buffer: this.directUniformBuffer }\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tconst directPass = commandEncoder.beginComputePass({ label: \"optical_flow_direct_pass\" });\n\t\t\tdirectPass.setPipeline(this.directPipeline);\n\t\t\tdirectPass.setBindGroup(0, directBindGroup);\n\t\t\tdirectPass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\t\tdirectPass.end();\n\t\t}\n\t\tif (!customEncoder) this.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.cachedCoarseTexture?.destroy();\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.directUniformBuffer.destroy();\n\t\tthis.refineUniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/pose-skeleton.wgsl.ts\n/**\n* @file pose-skeleton.wgsl.ts\n* Native WebGPU WGSL compute shader for ControlNet OpenPose skeleton rasterization.\n* Renders instanced bone cylinders/capsules directly in VRAM without CPU roundtrips.\n*/\nconst poseSkeletonWgsl = `\nstruct Bone {\n start: vec2<f32>,\n end: vec2<f32>,\n color: vec4<f32>,\n radius: f32,\n enabled: f32,\n pad: vec2<f32>,\n};\n\nstruct SkeletonParams {\n width: u32,\n height: u32,\n numBones: u32,\n pad: u32,\n bones: array<Bone, 24>,\n};\n\n@group(0) @binding(0) var outputTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(1) var<uniform> params: SkeletonParams;\n\n@compute @workgroup_size(16, 16)\nfn computePoseSkeleton(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let p = vec2<f32>(f32(id.x) + 0.5, f32(id.y) + 0.5);\n var outColor = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\n let count = min(params.numBones, 24u);\n for (var i = 0u; i < count; i = i + 1u) {\n let bone = params.bones[i];\n if (bone.enabled < 0.5) {\n continue;\n }\n\n let ab = bone.end - bone.start;\n let ap = p - bone.start;\n let l2 = dot(ab, ab);\n\n var t: f32 = 0.0;\n if (l2 > 0.0001) {\n t = clamp(dot(ap, ab) / l2, 0.0, 1.0);\n }\n\n let closest = bone.start + t * ab;\n let dist = length(p - closest);\n\n if (dist <= bone.radius) {\n // Sub-pixel edge antialiasing\n let edgeAlpha = clamp(bone.radius - dist + 0.5, 0.0, 1.0);\n let a = edgeAlpha * bone.color.a;\n outColor = vec4<f32>(mix(outColor.rgb, bone.color.rgb, a), max(outColor.a, a));\n }\n }\n\n textureStore(outputTex, id.xy, outColor);\n}\n`;\n\n//#endregion\n//#region src/pipelines/pose-skeleton-pipeline.ts\nconst CANONICAL_OPENPOSE_BONES = [\n\t{\n\t\tfrom: 0,\n\t\tto: 11,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t1,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 0,\n\t\tto: 12,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t1,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 11,\n\t\tto: 12,\n\t\tcolor: [\n\t\t\t1,\n\t\t\t0,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 11,\n\t\tto: 13,\n\t\tcolor: [\n\t\t\t1,\n\t\t\t.333,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 13,\n\t\tto: 15,\n\t\tcolor: [\n\t\t\t1,\n\t\t\t.667,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 12,\n\t\tto: 14,\n\t\tcolor: [\n\t\t\t1,\n\t\t\t1,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 14,\n\t\tto: 16,\n\t\tcolor: [\n\t\t\t.667,\n\t\t\t1,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 11,\n\t\tto: 23,\n\t\tcolor: [\n\t\t\t.333,\n\t\t\t1,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 12,\n\t\tto: 24,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 23,\n\t\tto: 24,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t.333,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 23,\n\t\tto: 25,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t.667,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 25,\n\t\tto: 27,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t1,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 24,\n\t\tto: 26,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t.667,\n\t\t\t1,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 26,\n\t\tto: 28,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t.333,\n\t\t\t1,\n\t\t\t1\n\t\t]\n\t}\n];\nvar PoseSkeletonComputePipeline = class {\n\tcomputePipeline;\n\tuniformBuffer;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst shaderModule = device.createShaderModule({\n\t\t\tlabel: \"pose_skeleton.wgsl\",\n\t\t\tcode: poseSkeletonWgsl\n\t\t});\n\t\tthis.computePipeline = device.createComputePipeline({\n\t\t\tlabel: \"PoseSkeletonComputePipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"computePoseSkeleton\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 1280,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"pose_skeleton_uniform_buffer\"\n\t\t});\n\t}\n\texecute(landmarks, options = {}, bones) {\n\t\tconst boneDefs = bones ?? CANONICAL_OPENPOSE_BONES;\n\t\tconst width = options.width ?? 1024;\n\t\tconst height = options.height ?? 1024;\n\t\tconst lineWidth = options.lineWidth ?? 6;\n\t\tconst radius = Math.max(1, lineWidth / 2);\n\t\tconst arrayBuf = new ArrayBuffer(1280);\n\t\tconst u32View = new Uint32Array(arrayBuf);\n\t\tconst f32View = new Float32Array(arrayBuf);\n\t\tu32View[0] = width;\n\t\tu32View[1] = height;\n\t\tu32View[2] = boneDefs.length;\n\t\tu32View[3] = 0;\n\t\tconst boneBaseFloatOffset = 4;\n\t\tfor (let i = 0; i < boneDefs.length; i++) {\n\t\t\tconst boneDef = boneDefs[i];\n\t\t\tconst ptA = landmarks[boneDef.from];\n\t\t\tconst ptB = landmarks[boneDef.to];\n\t\t\tconst offset = boneBaseFloatOffset + i * 12;\n\t\t\tif (!ptA || !ptB || (ptA.visibility ?? 1) < .2 || (ptB.visibility ?? 1) < .2) {\n\t\t\t\tf32View[offset + 9] = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\tf32View[offset + 0] = ptA.x * width;\n\t\t\tf32View[offset + 1] = ptA.y * height;\n\t\t\tf32View[offset + 2] = ptB.x * width;\n\t\t\tf32View[offset + 3] = ptB.y * height;\n\t\t\tf32View[offset + 4] = boneDef.color[0];\n\t\t\tf32View[offset + 5] = boneDef.color[1];\n\t\t\tf32View[offset + 6] = boneDef.color[2];\n\t\t\tf32View[offset + 7] = boneDef.color[3];\n\t\t\tf32View[offset + 8] = radius;\n\t\t\tf32View[offset + 9] = 1;\n\t\t}\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, arrayBuf);\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: \"openpose_skeleton_texture\",\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: \"rgba8unorm\",\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t}\n\t\tconst commandEncoder = this.device.createCommandEncoder({ label: \"pose_skeleton_command_encoder\" });\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlabel: \"pose_skeleton_bind_group\",\n\t\t\tlayout: this.computePipeline.getBindGroupLayout(0),\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: this.cachedOutputTexture.createView({ label: \"pose_skeleton_output_view\" })\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t}]\n\t\t});\n\t\tconst pass = commandEncoder.beginComputePass({ label: \"pose_skeleton_compute_pass\" });\n\t\tpass.setPipeline(this.computePipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16), 1);\n\t\tpass.end();\n\t\tthis.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.cachedOutputTexture = void 0;\n\t\tthis.uniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/segmentation.wgsl.ts\n/**\n* @file segmentation.wgsl.ts\n* Native WebGPU WGSL compute shader for segmentation mask thresholding and edge feathering.\n* Outputs crisp alpha mattes directly in VRAM without CPU roundtrips.\n*/\nconst segmentationWgsl = `\nstruct SegParams {\n threshold: f32,\n feather: f32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var inputTex: texture_2d<f32>;\n@group(0) @binding(1) var outputTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(2) var<uniform> params: SegParams;\n\n@compute @workgroup_size(16, 16)\nfn computeSegmentation(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let coord = vec2<i32>(i32(id.x), i32(id.y));\n let sample = textureLoad(inputTex, coord, 0);\n\n // Luminance or alpha channel extraction\n let rawAlpha = max(sample.a, dot(sample.rgb, vec3<f32>(0.299, 0.587, 0.114)));\n\n let lower = max(0.0, params.threshold - params.feather);\n let upper = min(1.0, params.threshold + params.feather);\n let alpha = smoothstep(lower, upper, rawAlpha);\n\n textureStore(outputTex, id.xy, vec4<f32>(alpha, alpha, alpha, 1.0));\n}\n`;\n\n//#endregion\n//#region src/pipelines/segmentation-pipeline.ts\nvar SegmentationComputePipeline = class {\n\tcomputePipeline;\n\tuniformBuffer;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst shaderModule = device.createShaderModule({\n\t\t\tlabel: \"segmentation.wgsl\",\n\t\t\tcode: segmentationWgsl\n\t\t});\n\t\tthis.computePipeline = device.createComputePipeline({\n\t\t\tlabel: \"SegmentationComputePipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"computeSegmentation\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"segmentation_uniform_buffer\"\n\t\t});\n\t}\n\texecute(inputTexture, options = {}) {\n\t\tconst width = inputTexture.width;\n\t\tconst height = inputTexture.height;\n\t\tconst threshold = options.threshold ?? .5;\n\t\tconst feather = options.feather ?? .05;\n\t\tconst arrayBuf = /* @__PURE__ */ new ArrayBuffer(16);\n\t\tconst f32View = new Float32Array(arrayBuf);\n\t\tconst u32View = new Uint32Array(arrayBuf);\n\t\tf32View[0] = threshold;\n\t\tf32View[1] = feather;\n\t\tu32View[2] = width;\n\t\tu32View[3] = height;\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, arrayBuf);\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: \"segmentation_output_texture\",\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: \"rgba8unorm\",\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t}\n\t\tconst commandEncoder = this.device.createCommandEncoder({ label: \"segmentation_command_encoder\" });\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlabel: \"segmentation_bind_group\",\n\t\t\tlayout: this.computePipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: inputTexture.createView({ label: \"segmentation_input_view\" })\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: this.cachedOutputTexture.createView({ label: \"segmentation_output_view\" })\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass = commandEncoder.beginComputePass({ label: \"segmentation_compute_pass\" });\n\t\tpass.setPipeline(this.computePipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16), 1);\n\t\tpass.end();\n\t\tthis.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.cachedOutputTexture = void 0;\n\t\tthis.uniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/temporal-warp-blend.wgsl.ts\n/**\n* @file temporal-warp-blend.wgsl.ts\n* Native WebGPU Forward Warping & Adaptive Photometric Temporal Blend Compute Shaders\n* Warps previous frame forward along motion vectors and blends adaptively with current\n* frame to eliminate generative AI video flicker with zero ghosting.\n*/\nconst temporalWarpBlendRgba8Wgsl = `\nstruct WarpBlendParams {\n width: u32,\n height: u32,\n blendWeight: f32, // Base current frame weight alpha (e.g. 0.35)\n disocclusionThreshold: f32, // Photometric error cutoff for fallback to curr frame\n maxMotionPixels: f32, // Speed cutoff for fallback to curr frame\n isFirstFrame: f32, // 1.0 = pass-through first frame, 0.0 = temporal blend\n _pad0: f32,\n _pad1: f32,\n};\n\n@group(0) @binding(0) var prevTex: texture_2d<f32>;\n@group(0) @binding(1) var currTex: texture_2d<f32>;\n@group(0) @binding(2) var flowTex: texture_2d<f32>;\n@group(0) @binding(3) var outTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(4) var<uniform> params: WarpBlendParams;\n@group(0) @binding(5) var bilinearSamp: sampler;\n\n@compute @workgroup_size(16, 16)\nfn warpBlend(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let coord = vec2<i32>(i32(id.x), i32(id.y));\n let currColor = textureLoad(currTex, coord, 0);\n\n // If first frame or scene cut reset, pass through current frame directly\n if (params.isFirstFrame > 0.5) {\n textureStore(outTex, id.xy, currColor);\n return;\n }\n\n let dims = vec2<f32>(f32(params.width), f32(params.height));\n let invDims = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let uv = (vec2<f32>(id.xy) + 0.5) * invDims;\n\n // Read motion vector (u, v) in pixel units\n let flowSample = textureLoad(flowTex, coord, 0);\n let flow = flowSample.xy;\n let speed = length(flow);\n\n // Motion-compensated backward warp coordinate pointing to previous frame\n let warpedUv = clamp(uv - flow * invDims, vec2<f32>(0.0), vec2<f32>(1.0));\n let warpedPrev = textureSampleLevel(prevTex, bilinearSamp, warpedUv, 0.0);\n\n // Photometric consistency error normalized to [0, 1] range (1 / sqrt(3) ~= 0.57735027)\n let colorDiff = length(currColor.rgb - warpedPrev.rgb) * 0.57735027;\n\n // Adaptive blend weight:\n // - Coherent motion (low diff, low speed): alpha = blendWeight (strong deflicker smoothing)\n // - Disocclusion or extreme motion (high diff): alpha -> 1.0 (fall back to curr frame, no ghosting)\n let tLow = params.disocclusionThreshold;\n let tHigh = params.disocclusionThreshold * 1.5;\n let errFactor = smoothstep(tLow, tHigh, colorDiff);\n let speedFactor = smoothstep(params.maxMotionPixels * 0.5, params.maxMotionPixels, speed);\n\n let fallbackFactor = max(errFactor, speedFactor);\n let alpha = clamp(mix(params.blendWeight, 1.0, fallbackFactor), 0.0, 1.0);\n\n let blendedRgb = mix(warpedPrev.rgb, currColor.rgb, alpha);\n let blendedA = mix(warpedPrev.a, currColor.a, alpha);\n\n textureStore(outTex, id.xy, vec4<f32>(blendedRgb, blendedA));\n}\n`;\nconst temporalWarpBlendRgba16fWgsl = `\nstruct WarpBlendParams {\n width: u32,\n height: u32,\n blendWeight: f32,\n disocclusionThreshold: f32,\n maxMotionPixels: f32,\n isFirstFrame: f32,\n _pad0: f32,\n _pad1: f32,\n};\n\n@group(0) @binding(0) var prevTex: texture_2d<f32>;\n@group(0) @binding(1) var currTex: texture_2d<f32>;\n@group(0) @binding(2) var flowTex: texture_2d<f32>;\n@group(0) @binding(3) var outTex: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(4) var<uniform> params: WarpBlendParams;\n@group(0) @binding(5) var bilinearSamp: sampler;\n\n@compute @workgroup_size(16, 16)\nfn warpBlend(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let coord = vec2<i32>(i32(id.x), i32(id.y));\n let currColor = textureLoad(currTex, coord, 0);\n\n if (params.isFirstFrame > 0.5) {\n textureStore(outTex, id.xy, currColor);\n return;\n }\n\n let dims = vec2<f32>(f32(params.width), f32(params.height));\n let invDims = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let uv = (vec2<f32>(id.xy) + 0.5) * invDims;\n\n let flowSample = textureLoad(flowTex, coord, 0);\n let flow = flowSample.xy;\n let speed = length(flow);\n\n let warpedUv = clamp(uv - flow * invDims, vec2<f32>(0.0), vec2<f32>(1.0));\n let warpedPrev = textureSampleLevel(prevTex, bilinearSamp, warpedUv, 0.0);\n\n // Photometric consistency error normalized to [0, 1] range (1 / sqrt(3) ~= 0.57735027)\n let colorDiff = length(currColor.rgb - warpedPrev.rgb) * 0.57735027;\n\n let tLow = params.disocclusionThreshold;\n let tHigh = params.disocclusionThreshold * 1.5;\n let errFactor = smoothstep(tLow, tHigh, colorDiff);\n let speedFactor = smoothstep(params.maxMotionPixels * 0.5, params.maxMotionPixels, speed);\n\n let fallbackFactor = max(errFactor, speedFactor);\n let alpha = clamp(mix(params.blendWeight, 1.0, fallbackFactor), 0.0, 1.0);\n\n let blendedRgb = mix(warpedPrev.rgb, currColor.rgb, alpha);\n let blendedA = mix(warpedPrev.a, currColor.a, alpha);\n\n textureStore(outTex, id.xy, vec4<f32>(blendedRgb, blendedA));\n}\n`;\n\n//#endregion\n//#region src/pipelines/temporal-deflicker-pipeline.ts\nvar TemporalDeflickerPipeline = class {\n\tflowPipeline;\n\trgba8Pipeline;\n\trgba16fPipeline;\n\tuniformBuffer;\n\tbilinearSampler;\n\thistoryTexture;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tthis.flowPipeline = new OpticalFlowComputePipeline(device);\n\t\tconst rgba8Module = device.createShaderModule({\n\t\t\tlabel: \"temporal_warp_blend_rgba8.wgsl\",\n\t\t\tcode: temporalWarpBlendRgba8Wgsl\n\t\t});\n\t\tthis.rgba8Pipeline = device.createComputePipeline({\n\t\t\tlabel: \"TemporalWarpBlendRgba8Pipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: rgba8Module,\n\t\t\t\tentryPoint: \"warpBlend\"\n\t\t\t}\n\t\t});\n\t\tconst rgba16fModule = device.createShaderModule({\n\t\t\tlabel: \"temporal_warp_blend_rgba16f.wgsl\",\n\t\t\tcode: temporalWarpBlendRgba16fWgsl\n\t\t});\n\t\tthis.rgba16fPipeline = device.createComputePipeline({\n\t\t\tlabel: \"TemporalWarpBlendRgba16fPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: rgba16fModule,\n\t\t\t\tentryPoint: \"warpBlend\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 32,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"temporal_deflicker_uniform\"\n\t\t});\n\t\tthis.bilinearSampler = device.createSampler({\n\t\t\tlabel: \"temporal_deflicker_sampler\",\n\t\t\tmagFilter: \"linear\",\n\t\t\tminFilter: \"linear\",\n\t\t\taddressModeU: \"clamp-to-edge\",\n\t\t\taddressModeV: \"clamp-to-edge\"\n\t\t});\n\t}\n\texecute(currTexture, options = {}, customEncoder) {\n\t\tconst width = currTexture.width;\n\t\tconst height = currTexture.height;\n\t\tconst rawBlendWeight = options.blendWeight ?? .35;\n\t\tconst blendWeight = typeof rawBlendWeight === \"number\" ? rawBlendWeight : Number(rawBlendWeight);\n\t\tconst disocclusionThreshold = options.disocclusionThreshold ?? .15;\n\t\tconst maxMotionPixels = options.maxMotionPixels ?? 64;\n\t\tconst format = currTexture.format;\n\t\tconst isRgba16f = format === \"rgba16float\";\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height || this.cachedOutputTexture.format !== format) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: `deflickered_output_${format}`,\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat,\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT\n\t\t\t});\n\t\t}\n\t\tif (!this.historyTexture || this.historyTexture.width !== width || this.historyTexture.height !== height) {\n\t\t\tthis.historyTexture?.destroy();\n\t\t\tthis.historyTexture = this.device.createTexture({\n\t\t\t\tlabel: \"deflicker_history_texture\",\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat,\n\t\t\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t\tconst commandEncoder$1 = customEncoder ?? this.device.createCommandEncoder({ label: \"deflicker_first_frame_encoder\" });\n\t\t\tcommandEncoder$1.copyTextureToTexture({ texture: currTexture }, { texture: this.historyTexture }, [width, height]);\n\t\t\tcommandEncoder$1.copyTextureToTexture({ texture: currTexture }, { texture: this.cachedOutputTexture }, [width, height]);\n\t\t\tif (!customEncoder) this.device.queue.submit([commandEncoder$1.finish()]);\n\t\t\treturn this.cachedOutputTexture;\n\t\t}\n\t\tconst flowTexture = this.flowPipeline.execute(this.historyTexture, currTexture, options.opticalFlow, customEncoder);\n\t\tconst uniformData = /* @__PURE__ */ new ArrayBuffer(32);\n\t\tconst u32View = new Uint32Array(uniformData);\n\t\tconst f32View = new Float32Array(uniformData);\n\t\tu32View[0] = width;\n\t\tu32View[1] = height;\n\t\tf32View[2] = blendWeight;\n\t\tf32View[3] = disocclusionThreshold;\n\t\tf32View[4] = maxMotionPixels;\n\t\tf32View[5] = 0;\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, uniformData);\n\t\tconst pipeline = isRgba16f ? this.rgba16fPipeline : this.rgba8Pipeline;\n\t\tconst commandEncoder = customEncoder ?? this.device.createCommandEncoder({ label: \"deflicker_blend_encoder\" });\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlayout: pipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: this.historyTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: currTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: flowTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: this.bilinearSampler\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass = commandEncoder.beginComputePass({ label: \"deflicker_blend_pass\" });\n\t\tpass.setPipeline(pipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\tpass.end();\n\t\tcommandEncoder.copyTextureToTexture({ texture: this.cachedOutputTexture }, { texture: this.historyTexture }, [width, height]);\n\t\tif (!customEncoder) this.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\treset() {\n\t\tthis.historyTexture?.destroy();\n\t\tthis.historyTexture = void 0;\n\t}\n\tdestroy() {\n\t\tthis.flowPipeline.destroy();\n\t\tthis.historyTexture?.destroy();\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.uniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/pipeline/tensor-pipeline.ts\nvar TensorPipeline = class TensorPipeline {\n\tid;\n\tcannyOptions;\n\tdepthNormalsOptions;\n\tposeSkeletonOptions;\n\tfaceLandmarksOptions;\n\tsegmentationOptions;\n\topticalFlowOptions;\n\tdeflickerOptions;\n\tmultiplexer = new ControlNetMultiplexer();\n\tcannyPipeline;\n\tdepthNormalsPipeline;\n\tposePipeline;\n\tfacePipeline;\n\tsegmentationPipeline;\n\topticalFlowPipeline;\n\tdeflickerPipeline;\n\tprevInputTexture;\n\tconstructor(source) {\n\t\tthis.source = source;\n\t\tthis.id = `tensor-${Math.random().toString(36).slice(2, 9)}`;\n\t}\n\tstatic from(source) {\n\t\treturn new TensorPipeline(source);\n\t}\n\tcanny(options = {}) {\n\t\tthis.cannyOptions = options;\n\t\treturn this;\n\t}\n\tdepthNormals(options = {}) {\n\t\tthis.depthNormalsOptions = options;\n\t\treturn this;\n\t}\n\tposeSkeleton(options = {}) {\n\t\tthis.poseSkeletonOptions = options;\n\t\treturn this;\n\t}\n\tpose(landmarks, options = {}) {\n\t\tthis.poseSkeletonOptions = {\n\t\t\t...options,\n\t\t\tlandmarks\n\t\t};\n\t\treturn this;\n\t}\n\tfaceLandmarks(options = {}) {\n\t\tthis.faceLandmarksOptions = options;\n\t\treturn this;\n\t}\n\tface(landmarks, options = {}) {\n\t\tthis.faceLandmarksOptions = {\n\t\t\t...options,\n\t\t\tlandmarks\n\t\t};\n\t\treturn this;\n\t}\n\tsegmentation(options = {}) {\n\t\tthis.segmentationOptions = options;\n\t\treturn this;\n\t}\n\topticalFlow(options = {}) {\n\t\tthis.opticalFlowOptions = options;\n\t\treturn this;\n\t}\n\tdeflicker(options = {}) {\n\t\tthis.deflickerOptions = options;\n\t\treturn this;\n\t}\n\tgetMultiplexer() {\n\t\treturn this.multiplexer;\n\t}\n\tasync execute(device, overrideSourceTexture) {\n\t\tlet inputTexture = overrideSourceTexture;\n\t\tif (!inputTexture && typeof this.source?.createView === \"function\") inputTexture = this.source;\n\t\tif (!inputTexture) throw new Error(\"[TensorPipeline.execute] No GPUTexture available for tensor compute execution. Pass a valid GPUTexture to execute() or initialize with a GPUTexture source.\");\n\t\tif (this.cannyOptions) {\n\t\t\tif (!this.cannyPipeline) this.cannyPipeline = new CannyComputePipeline(device);\n\t\t\tconst cannyTex = this.cannyPipeline.execute(inputTexture, this.cannyOptions);\n\t\t\tthis.multiplexer.set(\"canny\", cannyTex);\n\t\t}\n\t\tif (this.depthNormalsOptions) {\n\t\t\tif (!this.depthNormalsPipeline) this.depthNormalsPipeline = new DepthNormalsComputePipeline(device);\n\t\t\tconst normalTex = this.depthNormalsPipeline.execute(inputTexture, this.depthNormalsOptions);\n\t\t\tthis.multiplexer.set(\"normals\", normalTex);\n\t\t}\n\t\tif (this.poseSkeletonOptions?.landmarks) {\n\t\t\tif (!this.posePipeline) this.posePipeline = new PoseSkeletonComputePipeline(device);\n\t\t\tconst skeletonTex = this.posePipeline.execute(this.poseSkeletonOptions.landmarks, {\n\t\t\t\twidth: this.poseSkeletonOptions.width ?? inputTexture.width,\n\t\t\t\theight: this.poseSkeletonOptions.height ?? inputTexture.height,\n\t\t\t\tlineWidth: this.poseSkeletonOptions.lineWidth\n\t\t\t});\n\t\t\tthis.multiplexer.set(\"poseSkeleton\", skeletonTex);\n\t\t}\n\t\tif (this.faceLandmarksOptions?.landmarks) {\n\t\t\tif (!this.facePipeline) this.facePipeline = new FaceLandmarksComputePipeline(device);\n\t\t\tconst faceTex = this.facePipeline.execute(this.faceLandmarksOptions.landmarks, {\n\t\t\t\twidth: this.faceLandmarksOptions.width ?? inputTexture.width,\n\t\t\t\theight: this.faceLandmarksOptions.height ?? inputTexture.height,\n\t\t\t\tlineWidth: this.faceLandmarksOptions.lineWidth\n\t\t\t});\n\t\t\tthis.multiplexer.set(\"faceLandmarks\", faceTex);\n\t\t}\n\t\tif (this.segmentationOptions) {\n\t\t\tif (!this.segmentationPipeline) this.segmentationPipeline = new SegmentationComputePipeline(device);\n\t\t\tconst segTex = this.segmentationPipeline.execute(inputTexture, this.segmentationOptions);\n\t\t\tthis.multiplexer.set(\"segmentationMask\", segTex);\n\t\t}\n\t\tif (this.opticalFlowOptions) {\n\t\t\tif (!this.opticalFlowPipeline) this.opticalFlowPipeline = new OpticalFlowComputePipeline(device);\n\t\t\tconst prevTex = this.prevInputTexture ?? inputTexture;\n\t\t\tconst flowTex = this.opticalFlowPipeline.execute(prevTex, inputTexture, this.opticalFlowOptions);\n\t\t\tthis.multiplexer.set(\"motionVectors\", flowTex);\n\t\t}\n\t\tif (this.deflickerOptions) {\n\t\t\tif (!this.deflickerPipeline) this.deflickerPipeline = new TemporalDeflickerPipeline(device);\n\t\t\tconst deflickeredTex = this.deflickerPipeline.execute(inputTexture, this.deflickerOptions);\n\t\t\tthis.multiplexer.set(\"deflickered\", deflickeredTex);\n\t\t}\n\t\tthis.prevInputTexture = inputTexture;\n\t\treturn this.multiplexer.getOutputs();\n\t}\n\ttoConfig() {\n\t\treturn {\n\t\t\tcanny: this.cannyOptions,\n\t\t\tdepthNormals: this.depthNormalsOptions,\n\t\t\tposeSkeleton: this.poseSkeletonOptions,\n\t\t\tfaceLandmarks: this.faceLandmarksOptions,\n\t\t\tsegmentation: this.segmentationOptions,\n\t\t\topticalFlow: this.opticalFlowOptions,\n\t\t\tdeflicker: this.deflickerOptions\n\t\t};\n\t}\n\ttoNode() {\n\t\treturn {\n\t\t\tid: this.id,\n\t\t\tkind: \"tensor\",\n\t\t\tsource: this.source,\n\t\t\tconfig: this.toConfig()\n\t\t};\n\t}\n\tdestroy() {\n\t\tthis.cannyPipeline?.destroy();\n\t\tthis.depthNormalsPipeline?.destroy();\n\t\tthis.posePipeline?.destroy();\n\t\tthis.facePipeline?.destroy();\n\t\tthis.segmentationPipeline?.destroy();\n\t\tthis.opticalFlowPipeline?.destroy();\n\t\tthis.deflickerPipeline?.destroy();\n\t\tthis.multiplexer.destroy();\n\t}\n};\n\n//#endregion\nexport { CANONICAL_FACE_CONTOURS, CANONICAL_OPENPOSE_BONES, CannyComputePipeline, ControlNetMultiplexer, DepthNormalsComputePipeline, FaceLandmarksComputePipeline, OpticalFlowComputePipeline, PoseSkeletonComputePipeline, SegmentationComputePipeline, TemporalDeflickerPipeline, TensorPipeline, cannyNmsR32fWgsl, cannyNmsRgba8Wgsl, cannySobelWgsl, depthNormalsRgba16fWgsl, 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1
+ {"version":3,"file":"dist-0QGroRYZ.mjs","names":["TensorPipeline"],"sources":["../../tensor-webgpu/dist/index.mjs"],"sourcesContent":["//#region src/multiplexer/controlnet-multiplexer.ts\nvar ControlNetMultiplexer = class {\n\ttextures = /* @__PURE__ */ new Map();\n\tset(type, texture) {\n\t\tthis.textures.set(type, texture);\n\t}\n\tget(type) {\n\t\treturn this.textures.get(type);\n\t}\n\thas(type) {\n\t\treturn this.textures.has(type);\n\t}\n\tgetOutputs() {\n\t\treturn {\n\t\t\tcanny: this.textures.get(\"canny\"),\n\t\t\tdepth: this.textures.get(\"depth\"),\n\t\t\tnormals: this.textures.get(\"normals\"),\n\t\t\tposeSkeleton: this.textures.get(\"poseSkeleton\"),\n\t\t\tsegmentationMask: this.textures.get(\"segmentationMask\"),\n\t\t\tfaceLandmarks: this.textures.get(\"faceLandmarks\"),\n\t\t\tmotionVectors: this.textures.get(\"motionVectors\"),\n\t\t\tdeflickered: this.textures.get(\"deflickered\")\n\t\t};\n\t}\n\tcreateBindGroupEntry(type, bindingIndex) {\n\t\tconst tex = this.textures.get(type);\n\t\tif (!tex) throw new Error(`[ControlNetMultiplexer] Cannot create bind group entry: conditioning texture \"${type}\" is not registered in VRAM.`);\n\t\treturn {\n\t\t\tbinding: bindingIndex,\n\t\t\tresource: tex.createView({ label: `controlnet_${type}_view` })\n\t\t};\n\t}\n\texportTensorView(type) {\n\t\tconst tex = this.textures.get(type);\n\t\tif (!tex) throw new Error(`[ControlNetMultiplexer] Conditioning tensor \"${type}\" not found in multiplexer.`);\n\t\treturn {\n\t\t\ttexture: tex,\n\t\t\twidth: tex.width,\n\t\t\theight: tex.height,\n\t\t\tformat: tex.format\n\t\t};\n\t}\n\tasync readPixelsAsync(device, type) {\n\t\tconst tex = this.textures.get(type);\n\t\tif (!tex) throw new Error(`[ControlNetMultiplexer] Cannot read pixels: conditioning texture \"${type}\" is missing.`);\n\t\tconst width = tex.width;\n\t\tconst height = tex.height;\n\t\tconst format = tex.format;\n\t\tlet bytesPerPixel = 4;\n\t\tif (format === \"rgba16float\" || format === \"rg32float\") bytesPerPixel = 8;\n\t\telse if (format === \"r32float\") bytesPerPixel = 4;\n\t\telse if (format === \"rgba32float\") bytesPerPixel = 16;\n\t\tconst unalignedBytesPerRow = width * bytesPerPixel;\n\t\tconst bytesPerRow = Math.ceil(unalignedBytesPerRow / 256) * 256;\n\t\tconst bufferSize = bytesPerRow * height;\n\t\tconst stagingBuffer = device.createBuffer({\n\t\t\tsize: bufferSize,\n\t\t\tusage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,\n\t\t\tlabel: `controlnet_readback_staging_${type}`\n\t\t});\n\t\tconst encoder = device.createCommandEncoder({ label: `readback_encoder_${type}` });\n\t\tencoder.copyTextureToBuffer({ texture: tex }, {\n\t\t\tbuffer: stagingBuffer,\n\t\t\tbytesPerRow,\n\t\t\trowsPerImage: height\n\t\t}, [\n\t\t\twidth,\n\t\t\theight,\n\t\t\t1\n\t\t]);\n\t\tdevice.queue.submit([encoder.finish()]);\n\t\tawait stagingBuffer.mapAsync(GPUMapMode.READ);\n\t\tconst mappedRange = stagingBuffer.getMappedRange();\n\t\tconst resultData = new Uint8Array(width * height * bytesPerPixel);\n\t\tconst sourceBytes = new Uint8Array(mappedRange);\n\t\tif (bytesPerRow === unalignedBytesPerRow) resultData.set(sourceBytes.subarray(0, width * height * bytesPerPixel));\n\t\telse for (let y = 0; y < height; y++) {\n\t\t\tconst srcOffset = y * bytesPerRow;\n\t\t\tconst dstOffset = y * unalignedBytesPerRow;\n\t\t\tresultData.set(sourceBytes.subarray(srcOffset, srcOffset + unalignedBytesPerRow), dstOffset);\n\t\t}\n\t\tstagingBuffer.unmap();\n\t\tstagingBuffer.destroy();\n\t\treturn {\n\t\t\twidth,\n\t\t\theight,\n\t\t\tformat,\n\t\t\tdata: resultData\n\t\t};\n\t}\n\tdestroy() {\n\t\tfor (const tex of this.textures.values()) try {\n\t\t\ttex.destroy();\n\t\t} catch (_) {}\n\t\tthis.textures.clear();\n\t}\n};\n\n//#endregion\n//#region src/shaders/canny.wgsl.ts\n/**\n* @file canny.wgsl.ts\n* High-performance WebGPU Canny Edge Compute Shaders\n* Pass 1: Sobel gradient magnitude & quantized angle\n* Pass 2: Non-Maximum Suppression (NMS) & Dual-Threshold Hysteresis\n*/\nconst cannySobelWgsl = `\nstruct CannyParams {\n lowThreshold: f32,\n highThreshold: f32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var inputTex: texture_2d<f32>;\n@group(0) @binding(1) var magnitudeTex: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(2) var<uniform> params: CannyParams;\n\nfn getLuma(coord: vec2<i32>, maxCoord: vec2<i32>) -> f32 {\n let clamped = clamp(coord, vec2<i32>(0), maxCoord);\n let c = textureLoad(inputTex, clamped, 0);\n return dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n}\n\n@compute @workgroup_size(16, 16)\nfn computeSobel(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) { return; }\n\n let x = i32(id.x);\n let y = i32(id.y);\n let maxCoord = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n let p00 = getLuma(vec2<i32>(x - 1, y - 1), maxCoord);\n let p10 = getLuma(vec2<i32>(x, y - 1), maxCoord);\n let p20 = getLuma(vec2<i32>(x + 1, y - 1), maxCoord);\n let p01 = getLuma(vec2<i32>(x - 1, y), maxCoord);\n let p21 = getLuma(vec2<i32>(x + 1, y), maxCoord);\n let p02 = getLuma(vec2<i32>(x - 1, y + 1), maxCoord);\n let p12 = getLuma(vec2<i32>(x, y + 1), maxCoord);\n let p22 = getLuma(vec2<i32>(x + 1, y + 1), maxCoord);\n\n let gx = (p20 + 2.0 * p21 + p22) - (p00 + 2.0 * p01 + p02);\n let gy = (p02 + 2.0 * p12 + p22) - (p00 + 2.0 * p10 + p20);\n\n let mag = sqrt(gx * gx + gy * gy);\n let angle = atan2(gy, gx);\n\n // Quantize angle into 4 sectors (0: 0 deg, 1: 45 deg, 2: 90 deg, 3: 135 deg)\n var sector: f32 = 0.0;\n let a = (angle * 180.0 / 3.14159265 + 180.0) % 180.0;\n if ((a >= 0.0 && a < 22.5) || (a >= 157.5 && a <= 180.0)) {\n sector = 0.0;\n } else if (a >= 22.5 && a < 67.5) {\n sector = 1.0;\n } else if (a >= 67.5 && a < 112.5) {\n sector = 2.0;\n } else {\n sector = 3.0;\n }\n\n textureStore(magnitudeTex, id.xy, vec4<f32>(mag, sector, 0.0, 1.0));\n}\n`;\nconst cannyNmsRgba8Wgsl = `\nstruct CannyParams {\n lowThreshold: f32,\n highThreshold: f32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var magnitudeTex: texture_2d<f32>;\n@group(0) @binding(1) var edgeTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(2) var<uniform> params: CannyParams;\n\n@compute @workgroup_size(16, 16)\nfn computeNonMaxSuppression(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) { return; }\n\n let x = i32(id.x);\n let y = i32(id.y);\n let maxCoord = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n let center = textureLoad(magnitudeTex, vec2<i32>(x, y), 0);\n let mag = center.r;\n let sector = u32(round(center.g));\n\n var n1 = 0.0;\n var n2 = 0.0;\n\n switch (sector) {\n case 0u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y), vec2<i32>(0), maxCoord), 0).r;\n }\n case 1u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n case 2u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n default: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n }\n\n var edge = 0.0;\n // Non-maximum suppression along gradient sector with directional tie-breaking\n if (mag > n1 && mag >= n2 && mag > 0.0) {\n if (mag >= params.highThreshold) {\n edge = 1.0;\n } else if (mag >= params.lowThreshold) {\n edge = 0.5;\n }\n }\n\n textureStore(edgeTex, id.xy, vec4<f32>(edge, edge, edge, 1.0));\n}\n`;\nconst cannyNmsR32fWgsl = `\nstruct CannyParams {\n lowThreshold: f32,\n highThreshold: f32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var magnitudeTex: texture_2d<f32>;\n@group(0) @binding(1) var edgeTex: texture_storage_2d<r32float, write>;\n@group(0) @binding(2) var<uniform> params: CannyParams;\n\n@compute @workgroup_size(16, 16)\nfn computeNonMaxSuppression(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) { return; }\n\n let x = i32(id.x);\n let y = i32(id.y);\n let maxCoord = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n let center = textureLoad(magnitudeTex, vec2<i32>(x, y), 0);\n let mag = center.r;\n let sector = u32(round(center.g));\n\n var n1 = 0.0;\n var n2 = 0.0;\n\n switch (sector) {\n case 0u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y), vec2<i32>(0), maxCoord), 0).r;\n }\n case 1u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n case 2u: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n default: {\n n1 = textureLoad(magnitudeTex, clamp(vec2<i32>(x - 1, y - 1), vec2<i32>(0), maxCoord), 0).r;\n n2 = textureLoad(magnitudeTex, clamp(vec2<i32>(x + 1, y + 1), vec2<i32>(0), maxCoord), 0).r;\n }\n }\n\n var edge = 0.0;\n // Non-maximum suppression along gradient sector with directional tie-breaking\n if (mag > n1 && mag >= n2 && mag > 0.0) {\n if (mag >= params.highThreshold) {\n edge = 1.0;\n } else if (mag >= params.lowThreshold) {\n edge = 0.5;\n }\n }\n\n textureStore(edgeTex, id.xy, vec4<f32>(edge, 0.0, 0.0, 1.0));\n}\n`;\n\n//#endregion\n//#region src/pipelines/canny-pipeline.ts\nvar CannyComputePipeline = class {\n\tsobelPipeline;\n\tnmsRgba8Pipeline;\n\tnmsR32fPipeline;\n\tuniformBuffer;\n\tcachedIntermediateTexture;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst sobelModule = device.createShaderModule({\n\t\t\tlabel: \"canny_sobel.wgsl\",\n\t\t\tcode: cannySobelWgsl\n\t\t});\n\t\tthis.sobelPipeline = device.createComputePipeline({\n\t\t\tlabel: \"CannySobelPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: sobelModule,\n\t\t\t\tentryPoint: \"computeSobel\"\n\t\t\t}\n\t\t});\n\t\tconst nmsRgba8Module = device.createShaderModule({\n\t\t\tlabel: \"canny_nms_rgba8.wgsl\",\n\t\t\tcode: cannyNmsRgba8Wgsl\n\t\t});\n\t\tthis.nmsRgba8Pipeline = device.createComputePipeline({\n\t\t\tlabel: \"CannyNmsRgba8Pipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: nmsRgba8Module,\n\t\t\t\tentryPoint: \"computeNonMaxSuppression\"\n\t\t\t}\n\t\t});\n\t\tconst nmsR32fModule = device.createShaderModule({\n\t\t\tlabel: \"canny_nms_r32f.wgsl\",\n\t\t\tcode: cannyNmsR32fWgsl\n\t\t});\n\t\tthis.nmsR32fPipeline = device.createComputePipeline({\n\t\t\tlabel: \"CannyNmsR32fPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: nmsR32fModule,\n\t\t\t\tentryPoint: \"computeNonMaxSuppression\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"canny_uniform_buffer\"\n\t\t});\n\t}\n\texecute(inputTexture, options = {}) {\n\t\tconst width = inputTexture.width;\n\t\tconst height = inputTexture.height;\n\t\tconst lowThreshold = options.low ?? .1;\n\t\tconst highThreshold = options.high ?? .3;\n\t\tconst outputFormat = options.outputFormat ?? \"rgba8unorm\";\n\t\tconst uniformData = /* @__PURE__ */ new ArrayBuffer(16);\n\t\tconst f32View = new Float32Array(uniformData);\n\t\tconst u32View = new Uint32Array(uniformData);\n\t\tf32View[0] = lowThreshold;\n\t\tf32View[1] = highThreshold;\n\t\tu32View[2] = width;\n\t\tu32View[3] = height;\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, uniformData);\n\t\tif (!this.cachedIntermediateTexture || this.cachedIntermediateTexture.width !== width || this.cachedIntermediateTexture.height !== height) {\n\t\t\tthis.cachedIntermediateTexture?.destroy();\n\t\t\tthis.cachedIntermediateTexture = this.device.createTexture({\n\t\t\t\tlabel: \"canny_magnitude_intermediate\",\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: \"rgba16float\",\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING\n\t\t\t});\n\t\t}\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height || this.cachedOutputTexture.format !== outputFormat) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: `canny_edge_output_${outputFormat}`,\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: outputFormat,\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t}\n\t\tconst commandEncoder = this.device.createCommandEncoder({ label: \"canny_command_encoder\" });\n\t\tconst sobelBindGroup = this.device.createBindGroup({\n\t\t\tlayout: this.sobelPipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: inputTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: this.cachedIntermediateTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass1 = commandEncoder.beginComputePass({ label: \"canny_sobel_pass\" });\n\t\tpass1.setPipeline(this.sobelPipeline);\n\t\tpass1.setBindGroup(0, sobelBindGroup);\n\t\tpass1.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\tpass1.end();\n\t\tconst nmsPipeline = outputFormat === \"r32float\" ? this.nmsR32fPipeline : this.nmsRgba8Pipeline;\n\t\tconst nmsBindGroup = this.device.createBindGroup({\n\t\t\tlayout: nmsPipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: this.cachedIntermediateTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass2 = commandEncoder.beginComputePass({ label: \"canny_nms_pass\" });\n\t\tpass2.setPipeline(nmsPipeline);\n\t\tpass2.setBindGroup(0, nmsBindGroup);\n\t\tpass2.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\tpass2.end();\n\t\tthis.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.cachedIntermediateTexture?.destroy();\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.uniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/depth-normals.wgsl.ts\n/**\n* @file depth-normals.wgsl.ts\n* Screen-Space Normal Map Reconstruction from Depth Tensor\n* Analytical cross-product of spatial partial derivatives:\n* dP/dx = [1, 0, dD/dx]^T, dP/dy = [0, 1, dD/dy]^T\n* N = normalize(dP/dx x dP/dy) = normalize([-dx, -dy, 1.0])\n*/\nconst depthNormalsRgba16fWgsl = `\nstruct DepthNormalParams {\n width: u32,\n height: u32,\n depthScale: f32,\n _pad: f32,\n};\n\n@group(0) @binding(0) var depthTex: texture_2d<f32>;\n@group(0) @binding(1) var normalTex: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(2) var<uniform> params: DepthNormalParams;\n\n@compute @workgroup_size(16, 16)\nfn computeNormals(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) { return; }\n\n let c = id.xy;\n let maxX = params.width - 1u;\n let maxY = params.height - 1u;\n\n let left = textureLoad(depthTex, vec2<u32>(max(c.x - 1u, 0u), c.y), 0).r;\n let right = textureLoad(depthTex, vec2<u32>(min(c.x + 1u, maxX), c.y), 0).r;\n let up = textureLoad(depthTex, vec2<u32>(c.x, max(c.y - 1u, 0u)), 0).r;\n let down = textureLoad(depthTex, vec2<u32>(c.x, min(c.y + 1u, maxY)), 0).r;\n\n let dx = (right - left) * 0.5 * params.depthScale;\n let dy = (down - up) * 0.5 * params.depthScale;\n\n let normal = normalize(vec3<f32>(-dx, -dy, 1.0));\n // Pack [-1, 1] range to [0, 1]\n let packedColor = vec4<f32>(normal * 0.5 + 0.5, 1.0);\n textureStore(normalTex, id.xy, packedColor);\n}\n`;\nconst depthNormalsRgba8Wgsl = `\nstruct DepthNormalParams {\n width: u32,\n height: u32,\n depthScale: f32,\n _pad: f32,\n};\n\n@group(0) @binding(0) var depthTex: texture_2d<f32>;\n@group(0) @binding(1) var normalTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(2) var<uniform> params: DepthNormalParams;\n\n@compute @workgroup_size(16, 16)\nfn computeNormals(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) { return; }\n\n let c = id.xy;\n let maxX = params.width - 1u;\n let maxY = params.height - 1u;\n\n let left = textureLoad(depthTex, vec2<u32>(max(c.x - 1u, 0u), c.y), 0).r;\n let right = textureLoad(depthTex, vec2<u32>(min(c.x + 1u, maxX), c.y), 0).r;\n let up = textureLoad(depthTex, vec2<u32>(c.x, max(c.y - 1u, 0u)), 0).r;\n let down = textureLoad(depthTex, vec2<u32>(c.x, min(c.y + 1u, maxY)), 0).r;\n\n let dx = (right - left) * 0.5 * params.depthScale;\n let dy = (down - up) * 0.5 * params.depthScale;\n\n let normal = normalize(vec3<f32>(-dx, -dy, 1.0));\n // Pack [-1, 1] range to [0, 1]\n let packedColor = vec4<f32>(normal * 0.5 + 0.5, 1.0);\n textureStore(normalTex, id.xy, packedColor);\n}\n`;\n\n//#endregion\n//#region src/pipelines/depth-normals-pipeline.ts\nvar DepthNormalsComputePipeline = class {\n\tnormalRgba16fPipeline;\n\tnormalRgba8Pipeline;\n\tuniformBuffer;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst rgba16fModule = device.createShaderModule({\n\t\t\tlabel: \"depth_normals_rgba16f.wgsl\",\n\t\t\tcode: depthNormalsRgba16fWgsl\n\t\t});\n\t\tthis.normalRgba16fPipeline = device.createComputePipeline({\n\t\t\tlabel: \"DepthNormalsRgba16fPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: rgba16fModule,\n\t\t\t\tentryPoint: \"computeNormals\"\n\t\t\t}\n\t\t});\n\t\tconst rgba8Module = device.createShaderModule({\n\t\t\tlabel: \"depth_normals_rgba8.wgsl\",\n\t\t\tcode: depthNormalsRgba8Wgsl\n\t\t});\n\t\tthis.normalRgba8Pipeline = device.createComputePipeline({\n\t\t\tlabel: \"DepthNormalsRgba8Pipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: rgba8Module,\n\t\t\t\tentryPoint: \"computeNormals\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"depth_normals_uniform_buffer\"\n\t\t});\n\t}\n\texecute(depthTexture, options = {}) {\n\t\tconst width = depthTexture.width;\n\t\tconst height = depthTexture.height;\n\t\tconst depthScale = options.depthScale ?? 1;\n\t\tconst outputFormat = options.outputFormat ?? \"rgba16float\";\n\t\tconst uniformData = /* @__PURE__ */ new ArrayBuffer(16);\n\t\tconst u32View = new Uint32Array(uniformData);\n\t\tconst f32View = new Float32Array(uniformData);\n\t\tu32View[0] = width;\n\t\tu32View[1] = height;\n\t\tf32View[2] = depthScale;\n\t\tf32View[3] = 0;\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, uniformData);\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height || this.cachedOutputTexture.format !== outputFormat) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: `normal_output_${outputFormat}`,\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: outputFormat,\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t}\n\t\tconst pipeline = outputFormat === \"rgba8unorm\" ? this.normalRgba8Pipeline : this.normalRgba16fPipeline;\n\t\tconst commandEncoder = this.device.createCommandEncoder({ label: \"depth_normals_command_encoder\" });\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlayout: pipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: depthTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass = commandEncoder.beginComputePass({ label: \"depth_normals_compute_pass\" });\n\t\tpass.setPipeline(pipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\tpass.end();\n\t\tthis.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.uniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/face-landmarks.wgsl.ts\n/**\n* @file face-landmarks.wgsl.ts\n* Native WebGPU WGSL compute shader for ControlNet Face & MediaPipe facial contour rasterization.\n* Renders antialiased facial mesh contours (lips, eyes, brows, nose, oval) directly in VRAM for SDXL ControlNet.\n*/\nconst faceLandmarksWgsl = `\nstruct FaceSegment {\n start: vec2<f32>,\n end: vec2<f32>,\n color: vec4<f32>,\n radius: f32,\n enabled: f32,\n pad: vec2<f32>,\n};\n\nstruct FaceParams {\n width: u32,\n height: u32,\n numSegments: u32,\n pad: u32,\n};\n\n@group(0) @binding(0) var outputTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(1) var<uniform> params: FaceParams;\n@group(0) @binding(2) var<storage, read> segments: array<FaceSegment>;\n\n@compute @workgroup_size(16, 16)\nfn computeFaceLandmarks(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let p = vec2<f32>(f32(id.x) + 0.5, f32(id.y) + 0.5);\n var outColor = vec4<f32>(0.0, 0.0, 0.0, 1.0); // Solid black background for SDXL ControlNet\n\n let count = params.numSegments;\n for (var i = 0u; i < count; i = i + 1u) {\n let seg = segments[i];\n if (seg.enabled < 0.5) {\n continue;\n }\n\n let ab = seg.end - seg.start;\n let ap = p - seg.start;\n let l2 = dot(ab, ab);\n\n var t: f32 = 0.0;\n if (l2 > 0.0001) {\n t = clamp(dot(ap, ab) / l2, 0.0, 1.0);\n }\n\n let closest = seg.start + t * ab;\n let dist = length(p - closest);\n\n if (dist <= seg.radius) {\n let edgeAlpha = clamp(seg.radius - dist + 0.5, 0.0, 1.0);\n outColor = vec4<f32>(mix(outColor.rgb, seg.color.rgb, edgeAlpha * seg.color.a), 1.0);\n }\n }\n\n textureStore(outputTex, id.xy, outColor);\n}\n`;\n\n//#endregion\n//#region src/pipelines/face-landmarks-pipeline.ts\nfunction buildLoopSegments(indices, color) {\n\tconst segs = [];\n\tfor (let i = 0; i < indices.length - 1; i++) segs.push({\n\t\tfrom: indices[i],\n\t\tto: indices[i + 1],\n\t\tcolor\n\t});\n\treturn segs;\n}\nconst CANONICAL_FACE_CONTOURS = [\n\t...buildLoopSegments([\n\t\t70,\n\t\t63,\n\t\t105,\n\t\t66,\n\t\t107\n\t], [\n\t\t0,\n\t\t1,\n\t\t1,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t300,\n\t\t293,\n\t\t334,\n\t\t296,\n\t\t336\n\t], [\n\t\t0,\n\t\t1,\n\t\t1,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t33,\n\t\t160,\n\t\t158,\n\t\t133,\n\t\t153,\n\t\t144,\n\t\t33\n\t], [\n\t\t0,\n\t\t1,\n\t\t0,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t263,\n\t\t387,\n\t\t385,\n\t\t362,\n\t\t380,\n\t\t373,\n\t\t263\n\t], [\n\t\t0,\n\t\t1,\n\t\t0,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t168,\n\t\t6,\n\t\t197,\n\t\t195,\n\t\t4\n\t], [\n\t\t1,\n\t\t1,\n\t\t0,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t98,\n\t\t97,\n\t\t2,\n\t\t326,\n\t\t327\n\t], [\n\t\t1,\n\t\t1,\n\t\t0,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t61,\n\t\t185,\n\t\t40,\n\t\t39,\n\t\t37,\n\t\t0,\n\t\t267,\n\t\t269,\n\t\t270,\n\t\t409,\n\t\t291,\n\t\t375,\n\t\t321,\n\t\t405,\n\t\t314,\n\t\t17,\n\t\t84,\n\t\t181,\n\t\t91,\n\t\t146,\n\t\t61\n\t], [\n\t\t1,\n\t\t.2,\n\t\t.2,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t78,\n\t\t95,\n\t\t88,\n\t\t178,\n\t\t87,\n\t\t14,\n\t\t317,\n\t\t402,\n\t\t318,\n\t\t324,\n\t\t308,\n\t\t415,\n\t\t310,\n\t\t311,\n\t\t312,\n\t\t13,\n\t\t82,\n\t\t81,\n\t\t80,\n\t\t191,\n\t\t78\n\t], [\n\t\t1,\n\t\t0,\n\t\t.8,\n\t\t1\n\t]),\n\t...buildLoopSegments([\n\t\t10,\n\t\t338,\n\t\t297,\n\t\t332,\n\t\t284,\n\t\t251,\n\t\t389,\n\t\t356,\n\t\t454,\n\t\t323,\n\t\t361,\n\t\t288,\n\t\t397,\n\t\t365,\n\t\t379,\n\t\t378,\n\t\t400,\n\t\t377,\n\t\t152,\n\t\t148,\n\t\t176,\n\t\t149,\n\t\t150,\n\t\t136,\n\t\t172,\n\t\t58,\n\t\t132,\n\t\t93,\n\t\t234,\n\t\t127,\n\t\t162,\n\t\t21,\n\t\t54,\n\t\t103,\n\t\t67,\n\t\t109,\n\t\t10\n\t], [\n\t\t.9,\n\t\t.9,\n\t\t.9,\n\t\t1\n\t])\n];\nvar FaceLandmarksComputePipeline = class {\n\tcomputePipeline;\n\tuniformBuffer;\n\tstorageBuffer;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst shaderModule = device.createShaderModule({\n\t\t\tlabel: \"face_landmarks.wgsl\",\n\t\t\tcode: faceLandmarksWgsl\n\t\t});\n\t\tthis.computePipeline = device.createComputePipeline({\n\t\t\tlabel: \"FaceLandmarksComputePipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"computeFaceLandmarks\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 64,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"face_landmarks_uniform_buffer\"\n\t\t});\n\t\tconst storageSize = Math.max(256, CANONICAL_FACE_CONTOURS.length * 48);\n\t\tthis.storageBuffer = device.createBuffer({\n\t\t\tsize: storageSize,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"face_landmarks_storage_buffer\"\n\t\t});\n\t}\n\texecute(landmarks, options = {}) {\n\t\tconst width = options.width ?? 1024;\n\t\tconst height = options.height ?? 1024;\n\t\tconst lineWidth = options.lineWidth ?? 4;\n\t\tconst radius = Math.max(1, lineWidth / 2);\n\t\tconst u32Uniforms = new Uint32Array(4);\n\t\tu32Uniforms[0] = width;\n\t\tu32Uniforms[1] = height;\n\t\tu32Uniforms[2] = CANONICAL_FACE_CONTOURS.length;\n\t\tu32Uniforms[3] = 0;\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, u32Uniforms);\n\t\tconst f32Segments = new Float32Array(CANONICAL_FACE_CONTOURS.length * 12);\n\t\tfor (let i = 0; i < CANONICAL_FACE_CONTOURS.length; i++) {\n\t\t\tconst seg = CANONICAL_FACE_CONTOURS[i];\n\t\t\tconst ptA = landmarks[seg.from];\n\t\t\tconst ptB = landmarks[seg.to];\n\t\t\tconst offset = i * 12;\n\t\t\tif (!ptA || !ptB || (ptA.visibility ?? 1) < .2 || (ptB.visibility ?? 1) < .2) {\n\t\t\t\tf32Segments[offset + 9] = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\tf32Segments[offset + 0] = ptA.x * width;\n\t\t\tf32Segments[offset + 1] = ptA.y * height;\n\t\t\tf32Segments[offset + 2] = ptB.x * width;\n\t\t\tf32Segments[offset + 3] = ptB.y * height;\n\t\t\tf32Segments[offset + 4] = seg.color[0];\n\t\t\tf32Segments[offset + 5] = seg.color[1];\n\t\t\tf32Segments[offset + 6] = seg.color[2];\n\t\t\tf32Segments[offset + 7] = seg.color[3];\n\t\t\tf32Segments[offset + 8] = radius;\n\t\t\tf32Segments[offset + 9] = 1;\n\t\t\tf32Segments[offset + 10] = 0;\n\t\t\tf32Segments[offset + 11] = 0;\n\t\t}\n\t\tthis.device.queue.writeBuffer(this.storageBuffer, 0, f32Segments);\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tsize: {\n\t\t\t\t\twidth,\n\t\t\t\t\theight\n\t\t\t\t},\n\t\t\t\tformat: \"rgba8unorm\",\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST,\n\t\t\t\tlabel: \"face_landmarks_output_texture\"\n\t\t\t});\n\t\t}\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlabel: \"FaceLandmarksBindGroup\",\n\t\t\tlayout: this.computePipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: { buffer: this.storageBuffer }\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst commandEncoder = this.device.createCommandEncoder({ label: \"FaceLandmarksCommandEncoder\" });\n\t\tconst pass = commandEncoder.beginComputePass({ label: \"FaceLandmarksComputePass\" });\n\t\tpass.setPipeline(this.computePipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\tpass.end();\n\t\tthis.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.uniformBuffer.destroy();\n\t\tthis.storageBuffer.destroy();\n\t\tthis.cachedOutputTexture?.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/optical-flow.wgsl.ts\n/**\n* @file optical-flow.wgsl.ts\n* High-Performance Native WebGPU Optical Flow Compute Shaders\n* Implements coarse-to-fine Lucas-Kanade motion vector estimation with\n* spatial structure tensor integration and Tikhonov aperture regularization.\n*/\nconst opticalFlowDirectWgsl = `\nstruct FlowParams {\n width: u32,\n height: u32,\n windowSize: u32, // Half-window radius W (e.g. 2 for 5x5 window)\n regularization: f32, // Tikhonov regularization lambda\n maxDisplacement: f32, // Maximum allowable flow vector length\n _pad0: f32,\n _pad1: f32,\n _pad2: f32,\n};\n\n@group(0) @binding(0) var prevTex: texture_2d<f32>;\n@group(0) @binding(1) var currTex: texture_2d<f32>;\n@group(0) @binding(2) var flowTex: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(3) var<uniform> params: FlowParams;\n\nfn rgbToLuminance(rgb: vec3<f32>) -> f32 {\n return dot(rgb, vec3<f32>(0.299, 0.587, 0.114));\n}\n\nfn sampleLuma(tex: texture_2d<f32>, coord: vec2<i32>) -> f32 {\n let inDims = vec2<f32>(textureDimensions(tex));\n let scaleRatio = inDims / vec2<f32>(f32(params.width), f32(params.height));\n let actualCoord = vec2<i32>(vec2<f32>(coord) * scaleRatio);\n let clamped = clamp(actualCoord, vec2<i32>(0, 0), vec2<i32>(inDims) - vec2<i32>(1, 1));\n let color = textureLoad(tex, clamped, 0);\n return rgbToLuminance(color.rgb);\n}\n\n@compute @workgroup_size(16, 16)\nfn computeFlow(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let centerCoord = vec2<i32>(i32(id.x), i32(id.y));\n let w = i32(max(params.windowSize, 1u));\n\n var sxx: f32 = 0.0;\n var syy: f32 = 0.0;\n var sxy: f32 = 0.0;\n var sxt: f32 = 0.0;\n var syt: f32 = 0.0;\n\n for (var dy = -w; dy <= w; dy = dy + 1) {\n for (var dx = -w; dx <= w; dx = dx + 1) {\n let p = centerCoord + vec2<i32>(dx, dy);\n\n // Central difference spatial gradients on current frame\n let lx = sampleLuma(currTex, p - vec2<i32>(1, 0));\n let rx = sampleLuma(currTex, p + vec2<i32>(1, 0));\n let uy = sampleLuma(currTex, p - vec2<i32>(0, 1));\n let dyL = sampleLuma(currTex, p + vec2<i32>(0, 1));\n\n let ix = (rx - lx) * 0.5;\n let iy = (dyL - uy) * 0.5;\n\n // Temporal gradient: difference between current and previous frame\n let cCurr = sampleLuma(currTex, p);\n let cPrev = sampleLuma(prevTex, p);\n let it = cCurr - cPrev;\n\n // Gaussian spatial falloff weight\n let distSq = f32(dx * dx + dy * dy);\n let weight = exp(-distSq / (2.0 * f32(w * w) + 0.1));\n\n sxx += ix * ix * weight;\n syy += iy * iy * weight;\n sxy += ix * iy * weight;\n sxt += ix * it * weight;\n syt += iy * it * weight;\n }\n }\n\n // Tikhonov regularization prevents singularity in flat/homogeneous regions\n let trace = sxx + syy;\n let reg = max(params.regularization, 1e-4) * max(trace, 1.0);\n let A = sxx + reg;\n let B = sxy;\n let C = syy + reg;\n\n let det = A * C - B * B;\n var u: f32 = 0.0;\n var v: f32 = 0.0;\n\n if (det > 1e-6) {\n u = (-sxt * C + syt * B) / det;\n v = (-syt * A + sxt * B) / det;\n }\n\n let mag = length(vec2<f32>(u, v));\n let maxD = max(params.maxDisplacement, 1.0);\n if (mag > maxD) {\n let scale = maxD / mag;\n u *= scale;\n v *= scale;\n }\n\n textureStore(flowTex, id.xy, vec4<f32>(u, v, min(mag, maxD), 1.0));\n}\n`;\nconst opticalFlowRefineWgsl = `\nstruct FlowParams {\n width: u32,\n height: u32,\n windowSize: u32,\n regularization: f32,\n maxDisplacement: f32,\n coarseWidth: u32,\n coarseHeight: u32,\n _pad0: f32,\n};\n\n@group(0) @binding(0) var prevTex: texture_2d<f32>;\n@group(0) @binding(1) var currTex: texture_2d<f32>;\n@group(0) @binding(2) var coarseFlowTex: texture_2d<f32>;\n@group(0) @binding(3) var fineFlowTex: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(4) var<uniform> params: FlowParams;\n@group(0) @binding(5) var bilinearSamp: sampler;\n\nfn rgbToLuminance(rgb: vec3<f32>) -> f32 {\n return dot(rgb, vec3<f32>(0.299, 0.587, 0.114));\n}\n\nfn sampleLuma(tex: texture_2d<f32>, coord: vec2<i32>) -> f32 {\n let clamped = clamp(coord, vec2<i32>(0, 0), vec2<i32>(i32(params.width) - 1, i32(params.height) - 1));\n let color = textureLoad(tex, clamped, 0);\n return rgbToLuminance(color.rgb);\n}\n\nfn sampleWarpedPrevLuma(uv: vec2<f32>, priorFlow: vec2<f32>) -> f32 {\n let invDims = vec2<f32>(1.0 / f32(params.width), 1.0 / f32(params.height));\n let warpedUv = clamp(uv - priorFlow * invDims, vec2<f32>(0.0), vec2<f32>(1.0));\n let sampleColor = textureSampleLevel(prevTex, bilinearSamp, warpedUv, 0.0);\n return rgbToLuminance(sampleColor.rgb);\n}\n\n@compute @workgroup_size(16, 16)\nfn refineFlow(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let centerCoord = vec2<i32>(i32(id.x), i32(id.y));\n let w = i32(max(params.windowSize, 1u));\n let invDims = vec2<f32>(1.0 / f32(params.width), 1.0 / f32(params.height));\n let centerUv = (vec2<f32>(id.xy) + 0.5) * invDims;\n\n // Read upsampled prior flow from coarse scale (scaled by 2x)\n let coarseCoord = vec2<i32>(centerCoord / 2);\n let coarseSample = textureLoad(coarseFlowTex, coarseCoord, 0);\n let priorFlow = coarseSample.xy * 2.0;\n\n var sxx: f32 = 0.0;\n var syy: f32 = 0.0;\n var sxy: f32 = 0.0;\n var sxt: f32 = 0.0;\n var syt: f32 = 0.0;\n\n for (var dy = -w; dy <= w; dy = dy + 1) {\n for (var dx = -w; dx <= w; dx = dx + 1) {\n let p = centerCoord + vec2<i32>(dx, dy);\n let pUv = (vec2<f32>(p) + 0.5) * invDims;\n\n let lx = sampleLuma(currTex, p - vec2<i32>(1, 0));\n let rx = sampleLuma(currTex, p + vec2<i32>(1, 0));\n let uy = sampleLuma(currTex, p - vec2<i32>(0, 1));\n let dyL = sampleLuma(currTex, p + vec2<i32>(0, 1));\n\n let ix = (rx - lx) * 0.5;\n let iy = (dyL - uy) * 0.5;\n\n // Temporal residual against warped previous frame\n let cCurr = sampleLuma(currTex, p);\n let cWarpedPrev = sampleWarpedPrevLuma(pUv, priorFlow);\n let it = cCurr - cWarpedPrev;\n\n let distSq = f32(dx * dx + dy * dy);\n let weight = exp(-distSq / (2.0 * f32(w * w) + 0.1));\n\n sxx += ix * ix * weight;\n syy += iy * iy * weight;\n sxy += ix * iy * weight;\n sxt += ix * it * weight;\n syt += iy * it * weight;\n }\n }\n\n let trace = sxx + syy;\n let reg = max(params.regularization, 1e-4) * max(trace, 1.0);\n let A = sxx + reg;\n let B = sxy;\n let C = syy + reg;\n\n let det = A * C - B * B;\n var du: f32 = 0.0;\n var dv: f32 = 0.0;\n\n if (det > 1e-6) {\n du = (-sxt * C + syt * B) / det;\n dv = (-syt * A + sxt * B) / det;\n }\n\n // Combine coarse prior flow with fine residual flow\n var totalFlow = priorFlow + vec2<f32>(du, dv);\n let mag = length(totalFlow);\n let maxD = max(params.maxDisplacement, 1.0);\n if (mag > maxD) {\n totalFlow *= (maxD / mag);\n }\n\n textureStore(fineFlowTex, id.xy, vec4<f32>(totalFlow.x, totalFlow.y, min(mag, maxD), 1.0));\n}\n`;\n\n//#endregion\n//#region src/pipelines/optical-flow-pipeline.ts\nvar OpticalFlowComputePipeline = class {\n\tdirectPipeline;\n\trefinePipeline;\n\tdirectUniformBuffer;\n\trefineUniformBuffer;\n\tbilinearSampler;\n\tcachedCoarseTexture;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst directModule = device.createShaderModule({\n\t\t\tlabel: \"optical_flow_direct.wgsl\",\n\t\t\tcode: opticalFlowDirectWgsl\n\t\t});\n\t\tthis.directPipeline = device.createComputePipeline({\n\t\t\tlabel: \"OpticalFlowDirectPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: directModule,\n\t\t\t\tentryPoint: \"computeFlow\"\n\t\t\t}\n\t\t});\n\t\tconst refineModule = device.createShaderModule({\n\t\t\tlabel: \"optical_flow_refine.wgsl\",\n\t\t\tcode: opticalFlowRefineWgsl\n\t\t});\n\t\tthis.refinePipeline = device.createComputePipeline({\n\t\t\tlabel: \"OpticalFlowRefinePipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: refineModule,\n\t\t\t\tentryPoint: \"refineFlow\"\n\t\t\t}\n\t\t});\n\t\tthis.directUniformBuffer = device.createBuffer({\n\t\t\tsize: 32,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"optical_flow_direct_uniform\"\n\t\t});\n\t\tthis.refineUniformBuffer = device.createBuffer({\n\t\t\tsize: 32,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"optical_flow_refine_uniform\"\n\t\t});\n\t\tthis.bilinearSampler = device.createSampler({\n\t\t\tlabel: \"optical_flow_bilinear_sampler\",\n\t\t\tmagFilter: \"linear\",\n\t\t\tminFilter: \"linear\",\n\t\t\taddressModeU: \"clamp-to-edge\",\n\t\t\taddressModeV: \"clamp-to-edge\"\n\t\t});\n\t}\n\texecute(prevTexture, currTexture, options = {}, customEncoder) {\n\t\tconst width = currTexture.width;\n\t\tconst height = currTexture.height;\n\t\tconst windowSize = options?.windowSize ?? 3;\n\t\tconst regularization = options?.regularization ?? options?.lambda ?? .05;\n\t\tconst scale = options?.scale ?? .5;\n\t\tconst maxDisplacement = 64;\n\t\tconst outputFormat = options.outputFormat ?? \"rgba16float\";\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height || this.cachedOutputTexture.format !== outputFormat) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: `optical_flow_output_${outputFormat}`,\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: outputFormat,\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t}\n\t\tconst commandEncoder = customEncoder ?? this.device.createCommandEncoder({ label: \"optical_flow_command_encoder\" });\n\t\tif (scale > .1 && scale < .95 && width >= 64 && height >= 64) {\n\t\t\tconst coarseW = Math.max(16, Math.floor(width * scale));\n\t\t\tconst coarseH = Math.max(16, Math.floor(height * scale));\n\t\t\tif (!this.cachedCoarseTexture || this.cachedCoarseTexture.width !== coarseW || this.cachedCoarseTexture.height !== coarseH) {\n\t\t\t\tthis.cachedCoarseTexture?.destroy();\n\t\t\t\tthis.cachedCoarseTexture = this.device.createTexture({\n\t\t\t\t\tlabel: \"optical_flow_coarse\",\n\t\t\t\t\tsize: [coarseW, coarseH],\n\t\t\t\t\tformat: \"rgba16float\",\n\t\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t\t});\n\t\t\t}\n\t\t\tconst directData = /* @__PURE__ */ new ArrayBuffer(32);\n\t\t\tconst directU32 = new Uint32Array(directData);\n\t\t\tconst directF32 = new Float32Array(directData);\n\t\t\tdirectU32[0] = coarseW;\n\t\t\tdirectU32[1] = coarseH;\n\t\t\tdirectU32[2] = windowSize;\n\t\t\tdirectF32[3] = regularization;\n\t\t\tdirectF32[4] = maxDisplacement * scale;\n\t\t\tthis.device.queue.writeBuffer(this.directUniformBuffer, 0, directData);\n\t\t\tconst coarseBindGroup = this.device.createBindGroup({\n\t\t\t\tlayout: this.directPipeline.getBindGroupLayout(0),\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: prevTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: currTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: this.cachedCoarseTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: { buffer: this.directUniformBuffer }\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tconst coarsePass = commandEncoder.beginComputePass({ label: \"optical_flow_coarse_pass\" });\n\t\t\tcoarsePass.setPipeline(this.directPipeline);\n\t\t\tcoarsePass.setBindGroup(0, coarseBindGroup);\n\t\t\tcoarsePass.dispatchWorkgroups(Math.ceil(coarseW / 16), Math.ceil(coarseH / 16));\n\t\t\tcoarsePass.end();\n\t\t\tconst refineData = /* @__PURE__ */ new ArrayBuffer(32);\n\t\t\tconst refineU32 = new Uint32Array(refineData);\n\t\t\tconst refineF32 = new Float32Array(refineData);\n\t\t\trefineU32[0] = width;\n\t\t\trefineU32[1] = height;\n\t\t\trefineU32[2] = windowSize;\n\t\t\trefineF32[3] = regularization;\n\t\t\trefineF32[4] = maxDisplacement;\n\t\t\trefineU32[5] = coarseW;\n\t\t\trefineU32[6] = coarseH;\n\t\t\tthis.device.queue.writeBuffer(this.refineUniformBuffer, 0, refineData);\n\t\t\tconst refineBindGroup = this.device.createBindGroup({\n\t\t\t\tlayout: this.refinePipeline.getBindGroupLayout(0),\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: prevTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: currTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: this.cachedCoarseTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: { buffer: this.refineUniformBuffer }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: this.bilinearSampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tconst finePass = commandEncoder.beginComputePass({ label: \"optical_flow_fine_pass\" });\n\t\t\tfinePass.setPipeline(this.refinePipeline);\n\t\t\tfinePass.setBindGroup(0, refineBindGroup);\n\t\t\tfinePass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\t\tfinePass.end();\n\t\t} else {\n\t\t\tconst directData = /* @__PURE__ */ new ArrayBuffer(32);\n\t\t\tconst directU32 = new Uint32Array(directData);\n\t\t\tconst directF32 = new Float32Array(directData);\n\t\t\tdirectU32[0] = width;\n\t\t\tdirectU32[1] = height;\n\t\t\tdirectU32[2] = windowSize;\n\t\t\tdirectF32[3] = regularization;\n\t\t\tdirectF32[4] = maxDisplacement;\n\t\t\tthis.device.queue.writeBuffer(this.directUniformBuffer, 0, directData);\n\t\t\tconst directBindGroup = this.device.createBindGroup({\n\t\t\t\tlayout: this.directPipeline.getBindGroupLayout(0),\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: prevTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: currTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: { buffer: this.directUniformBuffer }\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tconst directPass = commandEncoder.beginComputePass({ label: \"optical_flow_direct_pass\" });\n\t\t\tdirectPass.setPipeline(this.directPipeline);\n\t\t\tdirectPass.setBindGroup(0, directBindGroup);\n\t\t\tdirectPass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\t\tdirectPass.end();\n\t\t}\n\t\tif (!customEncoder) this.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.cachedCoarseTexture?.destroy();\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.directUniformBuffer.destroy();\n\t\tthis.refineUniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/pose-skeleton.wgsl.ts\n/**\n* @file pose-skeleton.wgsl.ts\n* Native WebGPU WGSL compute shader for ControlNet OpenPose skeleton rasterization.\n* Renders instanced bone cylinders/capsules directly in VRAM without CPU roundtrips.\n*/\nconst poseSkeletonWgsl = `\nstruct Bone {\n start: vec2<f32>,\n end: vec2<f32>,\n color: vec4<f32>,\n radius: f32,\n enabled: f32,\n pad: vec2<f32>,\n};\n\nstruct SkeletonParams {\n width: u32,\n height: u32,\n numBones: u32,\n pad: u32,\n bones: array<Bone, 24>,\n};\n\n@group(0) @binding(0) var outputTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(1) var<uniform> params: SkeletonParams;\n\n@compute @workgroup_size(16, 16)\nfn computePoseSkeleton(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let p = vec2<f32>(f32(id.x) + 0.5, f32(id.y) + 0.5);\n var outColor = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\n let count = min(params.numBones, 24u);\n for (var i = 0u; i < count; i = i + 1u) {\n let bone = params.bones[i];\n if (bone.enabled < 0.5) {\n continue;\n }\n\n let ab = bone.end - bone.start;\n let ap = p - bone.start;\n let l2 = dot(ab, ab);\n\n var t: f32 = 0.0;\n if (l2 > 0.0001) {\n t = clamp(dot(ap, ab) / l2, 0.0, 1.0);\n }\n\n let closest = bone.start + t * ab;\n let dist = length(p - closest);\n\n if (dist <= bone.radius) {\n // Sub-pixel edge antialiasing\n let edgeAlpha = clamp(bone.radius - dist + 0.5, 0.0, 1.0);\n let a = edgeAlpha * bone.color.a;\n outColor = vec4<f32>(mix(outColor.rgb, bone.color.rgb, a), max(outColor.a, a));\n }\n }\n\n textureStore(outputTex, id.xy, outColor);\n}\n`;\n\n//#endregion\n//#region src/pipelines/pose-skeleton-pipeline.ts\nconst CANONICAL_OPENPOSE_BONES = [\n\t{\n\t\tfrom: 0,\n\t\tto: 11,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t1,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 0,\n\t\tto: 12,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t1,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 11,\n\t\tto: 12,\n\t\tcolor: [\n\t\t\t1,\n\t\t\t0,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 11,\n\t\tto: 13,\n\t\tcolor: [\n\t\t\t1,\n\t\t\t.333,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 13,\n\t\tto: 15,\n\t\tcolor: [\n\t\t\t1,\n\t\t\t.667,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 12,\n\t\tto: 14,\n\t\tcolor: [\n\t\t\t1,\n\t\t\t1,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 14,\n\t\tto: 16,\n\t\tcolor: [\n\t\t\t.667,\n\t\t\t1,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 11,\n\t\tto: 23,\n\t\tcolor: [\n\t\t\t.333,\n\t\t\t1,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 12,\n\t\tto: 24,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t0,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 23,\n\t\tto: 24,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t.333,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 23,\n\t\tto: 25,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t.667,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 25,\n\t\tto: 27,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t1,\n\t\t\t1,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 24,\n\t\tto: 26,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t.667,\n\t\t\t1,\n\t\t\t1\n\t\t]\n\t},\n\t{\n\t\tfrom: 26,\n\t\tto: 28,\n\t\tcolor: [\n\t\t\t0,\n\t\t\t.333,\n\t\t\t1,\n\t\t\t1\n\t\t]\n\t}\n];\nvar PoseSkeletonComputePipeline = class {\n\tcomputePipeline;\n\tuniformBuffer;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst shaderModule = device.createShaderModule({\n\t\t\tlabel: \"pose_skeleton.wgsl\",\n\t\t\tcode: poseSkeletonWgsl\n\t\t});\n\t\tthis.computePipeline = device.createComputePipeline({\n\t\t\tlabel: \"PoseSkeletonComputePipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"computePoseSkeleton\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 1280,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"pose_skeleton_uniform_buffer\"\n\t\t});\n\t}\n\texecute(landmarks, options = {}, bones) {\n\t\tconst boneDefs = bones ?? CANONICAL_OPENPOSE_BONES;\n\t\tconst width = options.width ?? 1024;\n\t\tconst height = options.height ?? 1024;\n\t\tconst lineWidth = options.lineWidth ?? 6;\n\t\tconst radius = Math.max(1, lineWidth / 2);\n\t\tconst arrayBuf = new ArrayBuffer(1280);\n\t\tconst u32View = new Uint32Array(arrayBuf);\n\t\tconst f32View = new Float32Array(arrayBuf);\n\t\tu32View[0] = width;\n\t\tu32View[1] = height;\n\t\tu32View[2] = boneDefs.length;\n\t\tu32View[3] = 0;\n\t\tconst boneBaseFloatOffset = 4;\n\t\tfor (let i = 0; i < boneDefs.length; i++) {\n\t\t\tconst boneDef = boneDefs[i];\n\t\t\tconst ptA = landmarks[boneDef.from];\n\t\t\tconst ptB = landmarks[boneDef.to];\n\t\t\tconst offset = boneBaseFloatOffset + i * 12;\n\t\t\tif (!ptA || !ptB || (ptA.visibility ?? 1) < .2 || (ptB.visibility ?? 1) < .2) {\n\t\t\t\tf32View[offset + 9] = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\tf32View[offset + 0] = ptA.x * width;\n\t\t\tf32View[offset + 1] = ptA.y * height;\n\t\t\tf32View[offset + 2] = ptB.x * width;\n\t\t\tf32View[offset + 3] = ptB.y * height;\n\t\t\tf32View[offset + 4] = boneDef.color[0];\n\t\t\tf32View[offset + 5] = boneDef.color[1];\n\t\t\tf32View[offset + 6] = boneDef.color[2];\n\t\t\tf32View[offset + 7] = boneDef.color[3];\n\t\t\tf32View[offset + 8] = radius;\n\t\t\tf32View[offset + 9] = 1;\n\t\t}\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, arrayBuf);\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: \"openpose_skeleton_texture\",\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: \"rgba8unorm\",\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t}\n\t\tconst commandEncoder = this.device.createCommandEncoder({ label: \"pose_skeleton_command_encoder\" });\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlabel: \"pose_skeleton_bind_group\",\n\t\t\tlayout: this.computePipeline.getBindGroupLayout(0),\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: this.cachedOutputTexture.createView({ label: \"pose_skeleton_output_view\" })\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t}]\n\t\t});\n\t\tconst pass = commandEncoder.beginComputePass({ label: \"pose_skeleton_compute_pass\" });\n\t\tpass.setPipeline(this.computePipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16), 1);\n\t\tpass.end();\n\t\tthis.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.cachedOutputTexture = void 0;\n\t\tthis.uniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/segmentation.wgsl.ts\n/**\n* @file segmentation.wgsl.ts\n* Native WebGPU WGSL compute shader for segmentation mask thresholding and edge feathering.\n* Outputs crisp alpha mattes directly in VRAM without CPU roundtrips.\n*/\nconst segmentationWgsl = `\nstruct SegParams {\n threshold: f32,\n feather: f32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var inputTex: texture_2d<f32>;\n@group(0) @binding(1) var outputTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(2) var<uniform> params: SegParams;\n\n@compute @workgroup_size(16, 16)\nfn computeSegmentation(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let coord = vec2<i32>(i32(id.x), i32(id.y));\n let sample = textureLoad(inputTex, coord, 0);\n\n // Luminance or alpha channel extraction\n let rawAlpha = max(sample.a, dot(sample.rgb, vec3<f32>(0.299, 0.587, 0.114)));\n\n let lower = max(0.0, params.threshold - params.feather);\n let upper = min(1.0, params.threshold + params.feather);\n let alpha = smoothstep(lower, upper, rawAlpha);\n\n textureStore(outputTex, id.xy, vec4<f32>(alpha, alpha, alpha, 1.0));\n}\n`;\n\n//#endregion\n//#region src/pipelines/segmentation-pipeline.ts\nvar SegmentationComputePipeline = class {\n\tcomputePipeline;\n\tuniformBuffer;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tconst shaderModule = device.createShaderModule({\n\t\t\tlabel: \"segmentation.wgsl\",\n\t\t\tcode: segmentationWgsl\n\t\t});\n\t\tthis.computePipeline = device.createComputePipeline({\n\t\t\tlabel: \"SegmentationComputePipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"computeSegmentation\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"segmentation_uniform_buffer\"\n\t\t});\n\t}\n\texecute(inputTexture, options = {}) {\n\t\tconst width = inputTexture.width;\n\t\tconst height = inputTexture.height;\n\t\tconst threshold = options.threshold ?? .5;\n\t\tconst feather = options.feather ?? .05;\n\t\tconst arrayBuf = /* @__PURE__ */ new ArrayBuffer(16);\n\t\tconst f32View = new Float32Array(arrayBuf);\n\t\tconst u32View = new Uint32Array(arrayBuf);\n\t\tf32View[0] = threshold;\n\t\tf32View[1] = feather;\n\t\tu32View[2] = width;\n\t\tu32View[3] = height;\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, arrayBuf);\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: \"segmentation_output_texture\",\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: \"rgba8unorm\",\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t}\n\t\tconst commandEncoder = this.device.createCommandEncoder({ label: \"segmentation_command_encoder\" });\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlabel: \"segmentation_bind_group\",\n\t\t\tlayout: this.computePipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: inputTexture.createView({ label: \"segmentation_input_view\" })\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: this.cachedOutputTexture.createView({ label: \"segmentation_output_view\" })\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass = commandEncoder.beginComputePass({ label: \"segmentation_compute_pass\" });\n\t\tpass.setPipeline(this.computePipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16), 1);\n\t\tpass.end();\n\t\tthis.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\tdestroy() {\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.cachedOutputTexture = void 0;\n\t\tthis.uniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/shaders/temporal-warp-blend.wgsl.ts\n/**\n* @file temporal-warp-blend.wgsl.ts\n* Native WebGPU Forward Warping & Adaptive Photometric Temporal Blend Compute Shaders\n* Warps previous frame forward along motion vectors and blends adaptively with current\n* frame to eliminate generative AI video flicker with zero ghosting.\n*/\nconst temporalWarpBlendRgba8Wgsl = `\nstruct WarpBlendParams {\n width: u32,\n height: u32,\n blendWeight: f32, // Base current frame weight alpha (e.g. 0.35)\n disocclusionThreshold: f32, // Photometric error cutoff for fallback to curr frame\n maxMotionPixels: f32, // Speed cutoff for fallback to curr frame\n isFirstFrame: f32, // 1.0 = pass-through first frame, 0.0 = temporal blend\n _pad0: f32,\n _pad1: f32,\n};\n\n@group(0) @binding(0) var prevTex: texture_2d<f32>;\n@group(0) @binding(1) var currTex: texture_2d<f32>;\n@group(0) @binding(2) var flowTex: texture_2d<f32>;\n@group(0) @binding(3) var outTex: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(4) var<uniform> params: WarpBlendParams;\n@group(0) @binding(5) var bilinearSamp: sampler;\n\n@compute @workgroup_size(16, 16)\nfn warpBlend(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let coord = vec2<i32>(i32(id.x), i32(id.y));\n let currColor = textureLoad(currTex, coord, 0);\n\n // If first frame or scene cut reset, pass through current frame directly\n if (params.isFirstFrame > 0.5) {\n textureStore(outTex, id.xy, currColor);\n return;\n }\n\n let dims = vec2<f32>(f32(params.width), f32(params.height));\n let invDims = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let uv = (vec2<f32>(id.xy) + 0.5) * invDims;\n\n // Read motion vector (u, v) in pixel units\n let flowSample = textureLoad(flowTex, coord, 0);\n let flow = flowSample.xy;\n let speed = length(flow);\n\n // Motion-compensated backward warp coordinate pointing to previous frame\n let warpedUv = clamp(uv - flow * invDims, vec2<f32>(0.0), vec2<f32>(1.0));\n let warpedPrev = textureSampleLevel(prevTex, bilinearSamp, warpedUv, 0.0);\n\n // Photometric consistency error normalized to [0, 1] range (1 / sqrt(3) ~= 0.57735027)\n let colorDiff = length(currColor.rgb - warpedPrev.rgb) * 0.57735027;\n\n // Adaptive blend weight:\n // - Coherent motion (low diff, low speed): alpha = blendWeight (strong deflicker smoothing)\n // - Disocclusion or extreme motion (high diff): alpha -> 1.0 (fall back to curr frame, no ghosting)\n let tLow = params.disocclusionThreshold;\n let tHigh = params.disocclusionThreshold * 1.5;\n let errFactor = smoothstep(tLow, tHigh, colorDiff);\n let speedFactor = smoothstep(params.maxMotionPixels * 0.5, params.maxMotionPixels, speed);\n\n let fallbackFactor = max(errFactor, speedFactor);\n let alpha = clamp(mix(params.blendWeight, 1.0, fallbackFactor), 0.0, 1.0);\n\n let blendedRgb = mix(warpedPrev.rgb, currColor.rgb, alpha);\n let blendedA = mix(warpedPrev.a, currColor.a, alpha);\n\n textureStore(outTex, id.xy, vec4<f32>(blendedRgb, blendedA));\n}\n`;\nconst temporalWarpBlendRgba16fWgsl = `\nstruct WarpBlendParams {\n width: u32,\n height: u32,\n blendWeight: f32,\n disocclusionThreshold: f32,\n maxMotionPixels: f32,\n isFirstFrame: f32,\n _pad0: f32,\n _pad1: f32,\n};\n\n@group(0) @binding(0) var prevTex: texture_2d<f32>;\n@group(0) @binding(1) var currTex: texture_2d<f32>;\n@group(0) @binding(2) var flowTex: texture_2d<f32>;\n@group(0) @binding(3) var outTex: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(4) var<uniform> params: WarpBlendParams;\n@group(0) @binding(5) var bilinearSamp: sampler;\n\n@compute @workgroup_size(16, 16)\nfn warpBlend(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= params.width || id.y >= params.height) {\n return;\n }\n\n let coord = vec2<i32>(i32(id.x), i32(id.y));\n let currColor = textureLoad(currTex, coord, 0);\n\n if (params.isFirstFrame > 0.5) {\n textureStore(outTex, id.xy, currColor);\n return;\n }\n\n let dims = vec2<f32>(f32(params.width), f32(params.height));\n let invDims = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let uv = (vec2<f32>(id.xy) + 0.5) * invDims;\n\n let flowSample = textureLoad(flowTex, coord, 0);\n let flow = flowSample.xy;\n let speed = length(flow);\n\n let warpedUv = clamp(uv - flow * invDims, vec2<f32>(0.0), vec2<f32>(1.0));\n let warpedPrev = textureSampleLevel(prevTex, bilinearSamp, warpedUv, 0.0);\n\n // Photometric consistency error normalized to [0, 1] range (1 / sqrt(3) ~= 0.57735027)\n let colorDiff = length(currColor.rgb - warpedPrev.rgb) * 0.57735027;\n\n let tLow = params.disocclusionThreshold;\n let tHigh = params.disocclusionThreshold * 1.5;\n let errFactor = smoothstep(tLow, tHigh, colorDiff);\n let speedFactor = smoothstep(params.maxMotionPixels * 0.5, params.maxMotionPixels, speed);\n\n let fallbackFactor = max(errFactor, speedFactor);\n let alpha = clamp(mix(params.blendWeight, 1.0, fallbackFactor), 0.0, 1.0);\n\n let blendedRgb = mix(warpedPrev.rgb, currColor.rgb, alpha);\n let blendedA = mix(warpedPrev.a, currColor.a, alpha);\n\n textureStore(outTex, id.xy, vec4<f32>(blendedRgb, blendedA));\n}\n`;\n\n//#endregion\n//#region src/pipelines/temporal-deflicker-pipeline.ts\nvar TemporalDeflickerPipeline = class {\n\tflowPipeline;\n\trgba8Pipeline;\n\trgba16fPipeline;\n\tuniformBuffer;\n\tbilinearSampler;\n\thistoryTexture;\n\tcachedOutputTexture;\n\tconstructor(device) {\n\t\tthis.device = device;\n\t\tthis.flowPipeline = new OpticalFlowComputePipeline(device);\n\t\tconst rgba8Module = device.createShaderModule({\n\t\t\tlabel: \"temporal_warp_blend_rgba8.wgsl\",\n\t\t\tcode: temporalWarpBlendRgba8Wgsl\n\t\t});\n\t\tthis.rgba8Pipeline = device.createComputePipeline({\n\t\t\tlabel: \"TemporalWarpBlendRgba8Pipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: rgba8Module,\n\t\t\t\tentryPoint: \"warpBlend\"\n\t\t\t}\n\t\t});\n\t\tconst rgba16fModule = device.createShaderModule({\n\t\t\tlabel: \"temporal_warp_blend_rgba16f.wgsl\",\n\t\t\tcode: temporalWarpBlendRgba16fWgsl\n\t\t});\n\t\tthis.rgba16fPipeline = device.createComputePipeline({\n\t\t\tlabel: \"TemporalWarpBlendRgba16fPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tcompute: {\n\t\t\t\tmodule: rgba16fModule,\n\t\t\t\tentryPoint: \"warpBlend\"\n\t\t\t}\n\t\t});\n\t\tthis.uniformBuffer = device.createBuffer({\n\t\t\tsize: 32,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n\t\t\tlabel: \"temporal_deflicker_uniform\"\n\t\t});\n\t\tthis.bilinearSampler = device.createSampler({\n\t\t\tlabel: \"temporal_deflicker_sampler\",\n\t\t\tmagFilter: \"linear\",\n\t\t\tminFilter: \"linear\",\n\t\t\taddressModeU: \"clamp-to-edge\",\n\t\t\taddressModeV: \"clamp-to-edge\"\n\t\t});\n\t}\n\texecute(currTexture, options = {}, customEncoder) {\n\t\tconst width = currTexture.width;\n\t\tconst height = currTexture.height;\n\t\tconst rawBlendWeight = options.blendWeight ?? .35;\n\t\tconst blendWeight = typeof rawBlendWeight === \"number\" ? rawBlendWeight : Number(rawBlendWeight);\n\t\tconst disocclusionThreshold = options.disocclusionThreshold ?? .15;\n\t\tconst maxMotionPixels = options.maxMotionPixels ?? 64;\n\t\tconst format = currTexture.format;\n\t\tconst isRgba16f = format === \"rgba16float\";\n\t\tif (!this.cachedOutputTexture || this.cachedOutputTexture.width !== width || this.cachedOutputTexture.height !== height || this.cachedOutputTexture.format !== format) {\n\t\t\tthis.cachedOutputTexture?.destroy();\n\t\t\tthis.cachedOutputTexture = this.device.createTexture({\n\t\t\t\tlabel: `deflickered_output_${format}`,\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat,\n\t\t\t\tusage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT\n\t\t\t});\n\t\t}\n\t\tif (!this.historyTexture || this.historyTexture.width !== width || this.historyTexture.height !== height) {\n\t\t\tthis.historyTexture?.destroy();\n\t\t\tthis.historyTexture = this.device.createTexture({\n\t\t\t\tlabel: \"deflicker_history_texture\",\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat,\n\t\t\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC\n\t\t\t});\n\t\t\tconst commandEncoder$1 = customEncoder ?? this.device.createCommandEncoder({ label: \"deflicker_first_frame_encoder\" });\n\t\t\tcommandEncoder$1.copyTextureToTexture({ texture: currTexture }, { texture: this.historyTexture }, [width, height]);\n\t\t\tcommandEncoder$1.copyTextureToTexture({ texture: currTexture }, { texture: this.cachedOutputTexture }, [width, height]);\n\t\t\tif (!customEncoder) this.device.queue.submit([commandEncoder$1.finish()]);\n\t\t\treturn this.cachedOutputTexture;\n\t\t}\n\t\tconst flowTexture = this.flowPipeline.execute(this.historyTexture, currTexture, options.opticalFlow, customEncoder);\n\t\tconst uniformData = /* @__PURE__ */ new ArrayBuffer(32);\n\t\tconst u32View = new Uint32Array(uniformData);\n\t\tconst f32View = new Float32Array(uniformData);\n\t\tu32View[0] = width;\n\t\tu32View[1] = height;\n\t\tf32View[2] = blendWeight;\n\t\tf32View[3] = disocclusionThreshold;\n\t\tf32View[4] = maxMotionPixels;\n\t\tf32View[5] = 0;\n\t\tthis.device.queue.writeBuffer(this.uniformBuffer, 0, uniformData);\n\t\tconst pipeline = isRgba16f ? this.rgba16fPipeline : this.rgba8Pipeline;\n\t\tconst commandEncoder = customEncoder ?? this.device.createCommandEncoder({ label: \"deflicker_blend_encoder\" });\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlayout: pipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: this.historyTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: currTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: flowTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: this.cachedOutputTexture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: { buffer: this.uniformBuffer }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: this.bilinearSampler\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass = commandEncoder.beginComputePass({ label: \"deflicker_blend_pass\" });\n\t\tpass.setPipeline(pipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n\t\tpass.end();\n\t\tcommandEncoder.copyTextureToTexture({ texture: this.cachedOutputTexture }, { texture: this.historyTexture }, [width, height]);\n\t\tif (!customEncoder) this.device.queue.submit([commandEncoder.finish()]);\n\t\treturn this.cachedOutputTexture;\n\t}\n\treset() {\n\t\tthis.historyTexture?.destroy();\n\t\tthis.historyTexture = void 0;\n\t}\n\tdestroy() {\n\t\tthis.flowPipeline.destroy();\n\t\tthis.historyTexture?.destroy();\n\t\tthis.cachedOutputTexture?.destroy();\n\t\tthis.uniformBuffer.destroy();\n\t}\n};\n\n//#endregion\n//#region src/pipeline/tensor-pipeline.ts\nvar TensorPipeline = class TensorPipeline {\n\tid;\n\tcannyOptions;\n\tdepthNormalsOptions;\n\tposeSkeletonOptions;\n\tfaceLandmarksOptions;\n\tsegmentationOptions;\n\topticalFlowOptions;\n\tdeflickerOptions;\n\tmultiplexer = new ControlNetMultiplexer();\n\tcannyPipeline;\n\tdepthNormalsPipeline;\n\tposePipeline;\n\tfacePipeline;\n\tsegmentationPipeline;\n\topticalFlowPipeline;\n\tdeflickerPipeline;\n\tprevInputTexture;\n\tconstructor(source) {\n\t\tthis.source = source;\n\t\tthis.id = `tensor-${Math.random().toString(36).slice(2, 9)}`;\n\t}\n\tstatic from(source) {\n\t\treturn new TensorPipeline(source);\n\t}\n\tcanny(options = {}) {\n\t\tthis.cannyOptions = options;\n\t\treturn this;\n\t}\n\tdepthNormals(options = {}) {\n\t\tthis.depthNormalsOptions = options;\n\t\treturn this;\n\t}\n\tposeSkeleton(options = {}) {\n\t\tthis.poseSkeletonOptions = options;\n\t\treturn this;\n\t}\n\tpose(landmarks, options = {}) {\n\t\tthis.poseSkeletonOptions = {\n\t\t\t...options,\n\t\t\tlandmarks\n\t\t};\n\t\treturn this;\n\t}\n\tfaceLandmarks(options = {}) {\n\t\tthis.faceLandmarksOptions = options;\n\t\treturn this;\n\t}\n\tface(landmarks, options = {}) {\n\t\tthis.faceLandmarksOptions = {\n\t\t\t...options,\n\t\t\tlandmarks\n\t\t};\n\t\treturn this;\n\t}\n\tsegmentation(options = {}) {\n\t\tthis.segmentationOptions = options;\n\t\treturn this;\n\t}\n\topticalFlow(options = {}) {\n\t\tthis.opticalFlowOptions = options;\n\t\treturn this;\n\t}\n\tdeflicker(options = {}) {\n\t\tthis.deflickerOptions = options;\n\t\treturn this;\n\t}\n\tgetMultiplexer() {\n\t\treturn this.multiplexer;\n\t}\n\tasync execute(device, overrideSourceTexture) {\n\t\tlet inputTexture = overrideSourceTexture;\n\t\tif (!inputTexture && typeof this.source?.createView === \"function\") inputTexture = this.source;\n\t\tif (!inputTexture) throw new Error(\"[TensorPipeline.execute] No GPUTexture available for tensor compute execution. Pass a valid GPUTexture to execute() or initialize with a GPUTexture source.\");\n\t\tif (this.cannyOptions) {\n\t\t\tif (!this.cannyPipeline) this.cannyPipeline = new CannyComputePipeline(device);\n\t\t\tconst cannyTex = this.cannyPipeline.execute(inputTexture, this.cannyOptions);\n\t\t\tthis.multiplexer.set(\"canny\", cannyTex);\n\t\t}\n\t\tif (this.depthNormalsOptions) {\n\t\t\tif (!this.depthNormalsPipeline) this.depthNormalsPipeline = new DepthNormalsComputePipeline(device);\n\t\t\tconst normalTex = this.depthNormalsPipeline.execute(inputTexture, this.depthNormalsOptions);\n\t\t\tthis.multiplexer.set(\"normals\", normalTex);\n\t\t}\n\t\tif (this.poseSkeletonOptions?.landmarks) {\n\t\t\tif (!this.posePipeline) this.posePipeline = new PoseSkeletonComputePipeline(device);\n\t\t\tconst skeletonTex = this.posePipeline.execute(this.poseSkeletonOptions.landmarks, {\n\t\t\t\twidth: this.poseSkeletonOptions.width ?? inputTexture.width,\n\t\t\t\theight: this.poseSkeletonOptions.height ?? inputTexture.height,\n\t\t\t\tlineWidth: this.poseSkeletonOptions.lineWidth\n\t\t\t});\n\t\t\tthis.multiplexer.set(\"poseSkeleton\", skeletonTex);\n\t\t}\n\t\tif (this.faceLandmarksOptions?.landmarks) {\n\t\t\tif (!this.facePipeline) this.facePipeline = new FaceLandmarksComputePipeline(device);\n\t\t\tconst faceTex = this.facePipeline.execute(this.faceLandmarksOptions.landmarks, {\n\t\t\t\twidth: this.faceLandmarksOptions.width ?? inputTexture.width,\n\t\t\t\theight: this.faceLandmarksOptions.height ?? inputTexture.height,\n\t\t\t\tlineWidth: this.faceLandmarksOptions.lineWidth\n\t\t\t});\n\t\t\tthis.multiplexer.set(\"faceLandmarks\", faceTex);\n\t\t}\n\t\tif (this.segmentationOptions) {\n\t\t\tif (!this.segmentationPipeline) this.segmentationPipeline = new SegmentationComputePipeline(device);\n\t\t\tconst segTex = this.segmentationPipeline.execute(inputTexture, this.segmentationOptions);\n\t\t\tthis.multiplexer.set(\"segmentationMask\", segTex);\n\t\t}\n\t\tif (this.opticalFlowOptions) {\n\t\t\tif (!this.opticalFlowPipeline) this.opticalFlowPipeline = new OpticalFlowComputePipeline(device);\n\t\t\tconst prevTex = this.prevInputTexture ?? inputTexture;\n\t\t\tconst flowTex = this.opticalFlowPipeline.execute(prevTex, inputTexture, this.opticalFlowOptions);\n\t\t\tthis.multiplexer.set(\"motionVectors\", flowTex);\n\t\t}\n\t\tif (this.deflickerOptions) {\n\t\t\tif (!this.deflickerPipeline) this.deflickerPipeline = new TemporalDeflickerPipeline(device);\n\t\t\tconst deflickeredTex = this.deflickerPipeline.execute(inputTexture, this.deflickerOptions);\n\t\t\tthis.multiplexer.set(\"deflickered\", deflickeredTex);\n\t\t}\n\t\tthis.prevInputTexture = inputTexture;\n\t\treturn this.multiplexer.getOutputs();\n\t}\n\ttoConfig() {\n\t\treturn {\n\t\t\tcanny: this.cannyOptions,\n\t\t\tdepthNormals: this.depthNormalsOptions,\n\t\t\tposeSkeleton: this.poseSkeletonOptions,\n\t\t\tfaceLandmarks: this.faceLandmarksOptions,\n\t\t\tsegmentation: this.segmentationOptions,\n\t\t\topticalFlow: this.opticalFlowOptions,\n\t\t\tdeflicker: this.deflickerOptions\n\t\t};\n\t}\n\ttoNode() {\n\t\treturn {\n\t\t\tid: this.id,\n\t\t\tkind: \"tensor\",\n\t\t\tsource: this.source,\n\t\t\tconfig: this.toConfig()\n\t\t};\n\t}\n\tdestroy() {\n\t\tthis.cannyPipeline?.destroy();\n\t\tthis.depthNormalsPipeline?.destroy();\n\t\tthis.posePipeline?.destroy();\n\t\tthis.facePipeline?.destroy();\n\t\tthis.segmentationPipeline?.destroy();\n\t\tthis.opticalFlowPipeline?.destroy();\n\t\tthis.deflickerPipeline?.destroy();\n\t\tthis.multiplexer.destroy();\n\t}\n};\n\n//#endregion\nexport { CANONICAL_FACE_CONTOURS, CANONICAL_OPENPOSE_BONES, CannyComputePipeline, ControlNetMultiplexer, DepthNormalsComputePipeline, FaceLandmarksComputePipeline, OpticalFlowComputePipeline, PoseSkeletonComputePipeline, SegmentationComputePipeline, TemporalDeflickerPipeline, TensorPipeline, cannyNmsR32fWgsl, cannyNmsRgba8Wgsl, cannySobelWgsl, depthNormalsRgba16fWgsl, 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@@ -1,4 +1,4 @@
1
- import { C as FileDataSchema, J as SingleOutputGenericSchema, ct as VirtualMediaDataSchema, mt as createOutputItemSchema } from "./dist-CbG3QxDw.mjs";
1
+ import { C as FileDataSchema, J as SingleOutputGenericSchema, ct as VirtualMediaDataSchema, mt as createOutputItemSchema } from "./dist-fjKpBYkc.mjs";
2
2
  import { z } from "zod";
3
3
 
4
4
  //#region ../node-sdk/dist/index.mjs
@@ -88,7 +88,15 @@ const AudioResultSchema = SingleOutputGenericSchema(createOutputItemSchema(z.lit
88
88
  const TextResultSchema = SingleOutputGenericSchema(createOutputItemSchema(z.literal("Text"), z.string()));
89
89
  const NumberResultSchema = SingleOutputGenericSchema(createOutputItemSchema(z.literal("Number"), z.number()));
90
90
  const SignalResultSchema = SingleOutputGenericSchema(createOutputItemSchema(z.literal("Signal"), z.unknown()));
91
+ /** The `inputs` map an operation carries: one entry per connected handle. */
92
+ const OperationInputsSchema = z.record(z.string(), z.object({
93
+ connectionValid: z.boolean(),
94
+ outputItem: z.object({
95
+ type: z.string(),
96
+ data: z.unknown()
97
+ }).nullable().optional()
98
+ }));
91
99
 
92
100
  //#endregion
93
101
  export { configBuilder as a, VideoResultSchema as i, ImageResultSchema as n, SignalResultSchema as r, ColorSchema as t };
94
- //# sourceMappingURL=dist-BYqNNwsl.mjs.map
102
+ //# sourceMappingURL=dist-BY0bIWgr.mjs.map
@@ -0,0 +1 @@
1
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withMeta\n\t\t}, this.options);\n\t}\n\tbuild() {\n\t\tconst base = z.object(this.shape);\n\t\treturn { schema: this.options.strict !== false ? base.strict() : base };\n\t}\n};\nfunction configBuilder(options = { strict: true }) {\n\treturn new ConfigBuilder({}, options);\n}\n\n//#endregion\n//#region shared/schemas.ts\nconst COMPOSITE_OPERATIONS = [\n\t\"source-over\",\n\t\"source-in\",\n\t\"source-out\",\n\t\"source-atop\",\n\t\"destination-over\",\n\t\"destination-in\",\n\t\"destination-out\",\n\t\"destination-atop\",\n\t\"lighter\",\n\t\"copy\",\n\t\"xor\",\n\t\"multiply\",\n\t\"screen\",\n\t\"overlay\",\n\t\"darken\",\n\t\"lighten\",\n\t\"color-dodge\",\n\t\"color-burn\",\n\t\"hard-light\",\n\t\"soft-light\",\n\t\"difference\",\n\t\"exclusion\",\n\t\"hue\",\n\t\"saturation\",\n\t\"color\",\n\t\"luminosity\"\n];\nconst GlobalCompositeOperation = z.enum(COMPOSITE_OPERATIONS);\nconst ColorSchema = z.string().optional();\nconst PercentageSchema = z.number().min(0).max(100);\nconst DimensionSchema = z.number().min(0).optional();\nconst AnimationSchema = z.object({ animations: z.array(z.object({\n\tid: z.string(),\n\ttype: z.enum([\n\t\t\"fade-in\",\n\t\t\"fade-out\",\n\t\t\"slide-in-left\",\n\t\t\"slide-in-right\",\n\t\t\"slide-in-top\",\n\t\t\"slide-in-bottom\",\n\t\t\"zoom-in\",\n\t\t\"zoom-out\",\n\t\t\"rotate-cw\",\n\t\t\"rotate-ccw\",\n\t\t\"bounce\",\n\t\t\"shake\"\n\t]),\n\tvalue: z.number()\n})).optional() });\nconst StrokeSchema = z.object({\n\tstroke: ColorSchema,\n\tstrokeWidth: z.number().min(0).optional(),\n\tstrokeAlign: z.enum([\n\t\t\"inside\",\n\t\t\"center\",\n\t\t\"outside\"\n\t]).optional().default(\"inside\"),\n\tstrokeRadius: z.number().min(0).optional()\n});\nconst ImageResultSchema = SingleOutputGenericSchema(createOutputItemSchema(z.literal(\"Image\"), FileDataSchema));\nconst VideoResultSchema = SingleOutputGenericSchema(createOutputItemSchema(z.literal(\"Video\"), VirtualMediaDataSchema));\nconst AudioResultSchema = SingleOutputGenericSchema(createOutputItemSchema(z.literal(\"Audio\"), VirtualMediaDataSchema));\nconst TextResultSchema = SingleOutputGenericSchema(createOutputItemSchema(z.literal(\"Text\"), z.string()));\nconst NumberResultSchema = SingleOutputGenericSchema(createOutputItemSchema(z.literal(\"Number\"), z.number()));\nconst SignalResultSchema = SingleOutputGenericSchema(createOutputItemSchema(z.literal(\"Signal\"), z.unknown()));\n/** The `inputs` map an operation carries: one entry per connected handle. */\nconst OperationInputsSchema = z.record(z.string(), z.object({\n\tconnectionValid: z.boolean(),\n\toutputItem: z.object({\n\t\ttype: z.string(),\n\t\tdata: z.unknown()\n\t}).nullable().optional()\n}));\n\n//#endregion\nexport { AnimationSchema, AudioResultSchema, COMPOSITE_OPERATIONS, ColorSchema, ConfigBuilder, DimensionSchema, FileDataSchema, GlobalCompositeOperation, ImageResultSchema, MultiOutputGenericSchema, NumberResultSchema, OperationInputsSchema, PercentageSchema, SignalResultSchema, SingleOutputGenericSchema, StrokeSchema, TextResultSchema, VideoResultSchema, VirtualMediaDataSchema, WebGPURegistry, audioRegistry, configBuilder, createOutputItemSchema, defineRenderer, isHandleConnected, isSignal, registerWebGPURenderer, resolveBoolean, resolveFrameNumber, resolveHandleParam, resolveNumber, resolveParam, resolveSignalField, resolveString, solveHomography, unwrapFrameParam, webgpuRegistry };\n//# 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