framefields 2.0.2 → 2.0.5

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 (206) hide show
  1. package/README.md +10 -32
  2. package/dist/audio/index.d.mts +4 -4
  3. package/dist/audio/index.mjs +10 -10
  4. package/dist/{audio-x28ZgQBP.mjs → audio-COkiXyDb.mjs} +3 -3
  5. package/dist/{audio-x28ZgQBP.mjs.map → audio-COkiXyDb.mjs.map} +1 -1
  6. package/dist/{audio-Dvwwz8xU.d.mts → audio-nmU-BWxI.d.mts} +3 -3
  7. package/dist/{audio-Dvwwz8xU.d.mts.map → audio-nmU-BWxI.d.mts.map} +1 -1
  8. package/dist/{dist-1iUYuPct.mjs → dist-55MP0aN4.mjs} +59 -16
  9. package/dist/dist-55MP0aN4.mjs.map +1 -0
  10. package/dist/{dist-gjHmorxL.mjs → dist-DgIKXWZ1.mjs} +75 -16
  11. package/dist/dist-DgIKXWZ1.mjs.map +1 -0
  12. package/dist/effects/index.d.mts +4 -4
  13. package/dist/effects/index.mjs +23 -23
  14. package/dist/{effects-CHWORCYd.mjs → effects-m3FuatqZ.mjs} +2 -2
  15. package/dist/{effects-CHWORCYd.mjs.map → effects-m3FuatqZ.mjs.map} +1 -1
  16. package/dist/fonts/index.d.mts +1 -1
  17. package/dist/fonts/index.mjs +1 -1
  18. package/dist/{fonts-DrGTBJJk.mjs → fonts-C_AWIMdb.mjs} +13 -2
  19. package/dist/fonts-C_AWIMdb.mjs.map +1 -0
  20. package/dist/{index-DKFGNyMB.d.mts → index-Bx7JBFT6.d.mts} +9 -2
  21. package/dist/index-Bx7JBFT6.d.mts.map +1 -0
  22. package/dist/{index-B0BNPEoH.d.mts → index-C8rstr3Y.d.mts} +5 -5
  23. package/dist/index-C8rstr3Y.d.mts.map +1 -0
  24. package/dist/{index-D2wJqSl5.d.mts → index-CAGDH7l6.d.mts} +3 -3
  25. package/dist/{index-D2wJqSl5.d.mts.map → index-CAGDH7l6.d.mts.map} +1 -1
  26. package/dist/{index-DiSKzDGR.d.mts → index-CbzEM_o6.d.mts} +8 -1
  27. package/dist/index-CbzEM_o6.d.mts.map +1 -0
  28. package/dist/{index-BMVVmc4G.d.mts → index-DY3mLoPO.d.mts} +2 -2
  29. package/dist/{index-BMVVmc4G.d.mts.map → index-DY3mLoPO.d.mts.map} +1 -1
  30. package/dist/{index-D1ZsMpke.d.mts → index-i0xPY4Fe.d.mts} +3 -3
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  32. package/dist/{index-D2jDC7O5.d.mts → index-ogL8Y-Ng.d.mts} +9 -1
  33. package/dist/index-ogL8Y-Ng.d.mts.map +1 -0
  34. package/dist/index.d.mts +88 -70
  35. package/dist/index.d.mts.map +1 -1
  36. package/dist/index.mjs +44 -39
  37. package/dist/index.mjs.map +1 -1
  38. package/dist/preview/index.d.mts +3 -3
  39. package/dist/preview/index.mjs +10 -10
  40. package/dist/{preview-uQM210iy.mjs → preview-BM0Zzcn1.mjs} +74 -66
  41. package/dist/preview-BM0Zzcn1.mjs.map +1 -0
  42. package/dist/preview-engine/{chunk-HAXK42HG.mjs → chunk-2RMSCL6V.mjs} +1 -1
  43. package/dist/preview-engine/chunk-45JOFIHE.mjs +8 -0
  44. package/dist/preview-engine/{chunk-MT2DZQHO.mjs → chunk-4Q7JG6WJ.mjs} +1 -1
  45. package/dist/preview-engine/chunk-7S6ZFYLI.mjs +418 -0
  46. package/dist/preview-engine/chunk-KNZU3Z2F.mjs +3 -0
  47. package/dist/preview-engine/{chunk-SWD76532.mjs → chunk-PCB2VB5K.mjs} +2 -2
  48. package/dist/preview-engine/{chunk-GYG2IIBR.mjs → chunk-RJJRPL42.mjs} +1 -1
  49. package/dist/preview-engine/chunk-UC7CSW2A.mjs +1 -0
  50. package/dist/preview-engine/{chunk-4BEJJKEU.mjs → chunk-YK4XHUP4.mjs} +7 -7
  51. package/dist/preview-engine/effects.mjs +1 -1
  52. package/dist/preview-engine/fonts.mjs +1 -1
  53. package/dist/preview-engine/framefields.mjs +84 -76
  54. package/dist/preview-engine/player.mjs +5 -5
  55. package/dist/preview-engine/{renderers-YVN3EIOP.mjs → renderers-76MPTVZK.mjs} +1 -1
  56. package/dist/preview-engine/{renderers-R3XEYD5V.mjs → renderers-LFA5NW4V.mjs} +1 -1
  57. package/dist/{program-Dl510wmI.mjs → program-DGqyGGvj.mjs} +2 -2
  58. package/dist/{program-Dl510wmI.mjs.map → program-DGqyGGvj.mjs.map} +1 -1
  59. package/dist/renderer/index.d.mts +2 -2
  60. package/dist/renderer/index.mjs +2 -2
  61. package/dist/renderer--fkO4O8d.mjs +3 -0
  62. package/dist/{renderer-D7EX8IjU.mjs → renderer-0gJC-sc8.mjs} +2 -2
  63. package/dist/{renderer-D7EX8IjU.mjs.map → renderer-0gJC-sc8.mjs.map} +1 -1
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  81. package/dist/renderer-BaoJiMJO.mjs +3 -0
  82. package/dist/{renderer-DbaQLI4z.mjs → renderer-BtkU0BT-.mjs} +2 -2
  83. package/dist/{renderer-DbaQLI4z.mjs.map → renderer-BtkU0BT-.mjs.map} +1 -1
  84. package/dist/{renderer-Dt6fzgX5.mjs → renderer-Bwsh5TUv.mjs} +2 -2
  85. package/dist/{renderer-Dt6fzgX5.mjs.map → renderer-Bwsh5TUv.mjs.map} +1 -1
  86. package/dist/{renderer-vCFTm0oe.mjs → renderer-C28Bab-M.mjs} +2 -2
  87. package/dist/{renderer-vCFTm0oe.mjs.map → renderer-C28Bab-M.mjs.map} +1 -1
  88. package/dist/{renderer-HFfcJlmR.mjs → renderer-C3L9SNRO.mjs} +2 -2
  89. package/dist/{renderer-HFfcJlmR.mjs.map → renderer-C3L9SNRO.mjs.map} +1 -1
  90. package/dist/renderer-C4O-L73n.mjs +3 -0
  91. package/dist/{renderer-CB7lH5K8.mjs → renderer-C9BKcHZb.mjs} +1 -1
  92. package/dist/renderer-CGVuhBbA.mjs +3 -0
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  95. package/dist/{renderer-BXMmISWG.mjs → renderer-CMM4DZ1i.mjs} +2 -2
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  102. package/dist/{renderer-CDOUAN7X.mjs.map → renderer-CXUohIJ9.mjs.map} +1 -1
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  106. package/dist/{renderer-CH8sdfYX.mjs.map → renderer-CgVdRbc-.mjs.map} +1 -1
  107. package/dist/renderer-CiLiH6w_.mjs +3 -0
  108. package/dist/{renderer-Dp_FfvF-.mjs → renderer-CnRoblJF.mjs} +2 -2
  109. package/dist/{renderer-Dp_FfvF-.mjs.map → renderer-CnRoblJF.mjs.map} +1 -1
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  129. package/dist/{renderer-DDp7_TUi.d.mts → renderer-DcPOsAVu.d.mts} +2 -2
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  131. package/dist/{renderer-B_NuVaIP.mjs → renderer-Dcd-Pkzd.mjs} +2 -2
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- {"version":3,"file":"renderer-BXMmISWG.mjs","names":[],"sources":["../../../nodes/node-modulate/dist/renderers-DT_XEk_B.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nfunction resolveVal(val, fallback, frame, fps) {\n\tif (val === void 0 || val === null) return fallback;\n\tif (typeof val === \"object\" && val !== null) {\n\t\tif (\"get\" in val && typeof val.get === \"function\") try {\n\t\t\tconst res = val.get({\n\t\t\t\tframe,\n\t\t\t\tfps,\n\t\t\t\ttime: fps > 0 ? frame / fps : 0,\n\t\t\t\tduration: 0,\n\t\t\t\tdurationMs: 0,\n\t\t\t\tprogress: 0,\n\t\t\t\tdeltaTime: fps > 0 ? 1 / fps : 0\n\t\t\t});\n\t\t\tconst n$1 = Number(res);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t} catch {}\n\t\tif (\"value\" in val) {\n\t\t\tconst n$1 = Number(val.value);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t}\n\t} else if (typeof val === \"function\") try {\n\t\tconst res = val(frame, fps);\n\t\tconst n$1 = Number(res);\n\t\tif (Number.isFinite(n$1)) return n$1;\n\t} catch {}\n\tconst n = Number(val);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction resolveModulateField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = Number(signalInput.outputItem.data ?? defaultValue);\n\telse value = resolveVal(op[fieldName] ?? op.signals?.[fieldName], defaultValue, frame, fps);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\tvalue = Math.max(minVal, Math.min(maxVal, value));\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst STATIC_MODULATE_SHADER = `\nstruct ModulateUniforms {\n\thue : f32,\n\tbrightness : f32,\n\tcontrast : f32,\n\texposure : f32,\n\tsaturation : f32,\n\tsepia : f32,\n\n\thasSignal_hue : f32,\n\thasSignal_brightness : f32,\n\thasSignal_contrast : f32,\n\thasSignal_exposure : f32,\n\thasSignal_saturation : f32,\n\thasSignal_sepia : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ModulateUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var hueTex : texture_2d<f32>;\n@group(2) @binding(1) var brightnessTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastTex : texture_2d<f32>;\n@group(2) @binding(3) var exposureTex : texture_2d<f32>;\n@group(2) @binding(4) var saturationTex : texture_2d<f32>;\n@group(2) @binding(5) var sepiaTex : texture_2d<f32>;\n@group(2) @binding(6) var sigSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn apply_exposure(c: vec4<f32>, exposure: f32) -> vec4<f32> {\n\tlet scale = pow(2.0, exposure);\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = scale * unpremult.r;\n\tlet g = scale * unpremult.g;\n\tlet b = scale * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_hue(c: vec4<f32>, degrees: f32) -> vec4<f32> {\n\tlet rad = (degrees * 3.1415926535) / 180.0;\n\tlet cosVal = cos(rad);\n\tlet sinVal = sin(rad);\n\n\tlet row0 = vec4<f32>(0.213 + cosVal * 0.787 - sinVal * 0.213, 0.715 - cosVal * 0.715 - sinVal * 0.715, 0.072 - cosVal * 0.072 + sinVal * 0.928, 0.0);\n\tlet row1 = vec4<f32>(0.213 - cosVal * 0.213 + sinVal * 0.143, 0.715 + cosVal * 0.285 + sinVal * 0.14, 0.072 - cosVal * 0.072 - sinVal * 0.283, 0.0);\n\tlet row2 = vec4<f32>(0.213 - cosVal * 0.213 - sinVal * 0.787, 0.715 - cosVal * 0.715 + sinVal * 0.715, 0.072 + cosVal * 0.928 + sinVal * 0.072, 0.0);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_saturation(c: vec4<f32>, sat: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(0.213 + sat * 0.787, 0.715 * (1.0 - sat), 0.072 * (1.0 - sat), 0.0);\n\tlet row1 = vec4<f32>(0.213 * (1.0 - sat), 0.715 + sat * 0.285, 0.072 * (1.0 - sat), 0.0);\n\tlet row2 = vec4<f32>(0.213 * (1.0 - sat), 0.715 * (1.0 - sat), 0.072 + sat * 0.928, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_contrast(c: vec4<f32>, contrast: f32) -> vec4<f32> {\n\tlet offset = 0.5 * (1.0 - contrast);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = contrast * unpremult.r + offset;\n\tlet g = contrast * unpremult.g + offset;\n\tlet b = contrast * unpremult.b + offset;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_brightness(c: vec4<f32>, bright: f32) -> vec4<f32> {\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = bright * unpremult.r;\n\tlet g = bright * unpremult.g;\n\tlet b = bright * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_sepia(c: vec4<f32>, s: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(1.0 - 0.607 * s, 0.769 * s, 0.189 * s, 0.0);\n\tlet row1 = vec4<f32>(0.349 * s, 1.0 - 0.314 * s, 0.168 * s, 0.0);\n\tlet row2 = vec4<f32>(0.272 * s, 0.534 * s, 1.0 - 0.869 * s, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet original = textureSample(tex, samp, in.uv);\n\tvar color = original;\n\n\t// 1. Exposure\n\tvar exposure = u.exposure;\n\tif (u.hasSignal_exposure > 0.5) {\n\t\texposure = textureSampleLevel(exposureTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_exposure(color, exposure);\n\n\t// 2. Hue\n\tvar hue = u.hue;\n\tif (u.hasSignal_hue > 0.5) {\n\t\thue = textureSampleLevel(hueTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_hue(color, hue);\n\n\t// 3. Saturation\n\tvar saturation = u.saturation;\n\tif (u.hasSignal_saturation > 0.5) {\n\t\tsaturation = textureSampleLevel(saturationTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_saturation(color, saturation);\n\n\t// 4. Contrast\n\tvar contrast = u.contrast;\n\tif (u.hasSignal_contrast > 0.5) {\n\t\tcontrast = textureSampleLevel(contrastTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_contrast(color, contrast);\n\n\t// 5. Brightness\n\tvar brightness = u.brightness;\n\tif (u.hasSignal_brightness > 0.5) {\n\t\tbrightness = textureSampleLevel(brightnessTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_brightness(color, brightness);\n\n\t// 6. Sepia\n\tvar sepia = u.sepia;\n\tif (u.hasSignal_sepia > 0.5) {\n\t\tsepia = textureSampleLevel(sepiaTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_sepia(color, sepia);\n\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst modulateData = new Float32Array(12);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tmodulateUniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tmodulateSignalsLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getModulateResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `modulate_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst modulateModule = device.createShaderModule({\n\t\t\tlabel: `modulate_static_${format}.wgsl`,\n\t\t\tcode: STATIC_MODULATE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `ModulatePipeline_static_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.modulateUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.modulateSignalsLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: modulateModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: modulateModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tmodulatePipeline: pipeline,\n\t\tmodulateUniformLayout: layouts.modulateUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tmodulateSignalsLayout: layouts.modulateSignalsLayout\n\t};\n}\nconst ModulateWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Modulate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst hueInfo = resolveModulateField(op, \"hue\", 0, 0, 360, frame, fps);\n\tconst brightnessInfo = resolveModulateField(op, \"brightness\", 1, 0, 2, frame, fps);\n\tconst contrastInfo = resolveModulateField(op, \"contrast\", 1, 0, 2, frame, fps);\n\tconst exposureInfo = resolveModulateField(op, \"exposure\", 0, -2, 2, frame, fps);\n\tconst saturationInfo = resolveModulateField(op, \"saturation\", 1, 0, 2, frame, fps);\n\tconst sepiaInfo = resolveModulateField(op, \"sepia\", 0, 0, 1, frame, fps);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { modulatePipeline: pipeline, modulateUniformLayout: uLayout, singleTextureLayout: tLayout, modulateSignalsLayout: sigLayout } = getModulateResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tmodulateData[0] = hueInfo.value;\n\tmodulateData[1] = brightnessInfo.value;\n\tmodulateData[2] = contrastInfo.value;\n\tmodulateData[3] = exposureInfo.value;\n\tmodulateData[4] = saturationInfo.value;\n\tmodulateData[5] = sepiaInfo.value;\n\tconst fields = [\n\t\t{\n\t\t\tname: \"hue\",\n\t\t\tinfo: hueInfo,\n\t\t\tidx: 6\n\t\t},\n\t\t{\n\t\t\tname: \"brightness\",\n\t\t\tinfo: brightnessInfo,\n\t\t\tidx: 7\n\t\t},\n\t\t{\n\t\t\tname: \"contrast\",\n\t\t\tinfo: contrastInfo,\n\t\t\tidx: 8\n\t\t},\n\t\t{\n\t\t\tname: \"exposure\",\n\t\t\tinfo: exposureInfo,\n\t\t\tidx: 9\n\t\t},\n\t\t{\n\t\t\tname: \"saturation\",\n\t\t\tinfo: saturationInfo,\n\t\t\tidx: 10\n\t\t},\n\t\t{\n\t\t\tname: \"sepia\",\n\t\t\tinfo: sepiaInfo,\n\t\t\tidx: 11\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tfor (const f of fields) {\n\t\tconst isGenerator = !!(f.info.hasSignal && f.info.sd);\n\t\tmodulateData[f.idx] = isGenerator ? 1 : 0;\n\t\tif (isGenerator) {\n\t\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd.nodeId ?? `modulate_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, width, height, props.renderId, frame, fps);\n\t\t\tsignalViews.push(view);\n\t\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\t}\n\tconst buffer = ctx.renderer.getTemporaryBuffer(modulateData);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\trenderPass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: signalViews[5]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ModulateWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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}\n\tlet r = scale * unpremult.r;\n\tlet g = scale * unpremult.g;\n\tlet b = scale * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_hue(c: vec4<f32>, degrees: f32) -> vec4<f32> {\n\tlet rad = (degrees * 3.1415926535) / 180.0;\n\tlet cosVal = cos(rad);\n\tlet sinVal = sin(rad);\n\n\tlet row0 = vec4<f32>(0.213 + cosVal * 0.787 - sinVal * 0.213, 0.715 - cosVal * 0.715 - sinVal * 0.715, 0.072 - cosVal * 0.072 + sinVal * 0.928, 0.0);\n\tlet row1 = vec4<f32>(0.213 - cosVal * 0.213 + sinVal * 0.143, 0.715 + cosVal * 0.285 + sinVal * 0.14, 0.072 - cosVal * 0.072 - sinVal * 0.283, 0.0);\n\tlet row2 = vec4<f32>(0.213 - cosVal * 0.213 - sinVal * 0.787, 0.715 - cosVal * 0.715 + sinVal * 0.715, 0.072 + cosVal * 0.928 + sinVal * 0.072, 0.0);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_saturation(c: vec4<f32>, sat: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(0.213 + sat * 0.787, 0.715 * (1.0 - sat), 0.072 * (1.0 - sat), 0.0);\n\tlet row1 = vec4<f32>(0.213 * (1.0 - sat), 0.715 + sat * 0.285, 0.072 * (1.0 - sat), 0.0);\n\tlet row2 = vec4<f32>(0.213 * (1.0 - sat), 0.715 * (1.0 - sat), 0.072 + sat * 0.928, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_contrast(c: vec4<f32>, contrast: f32) -> vec4<f32> {\n\tlet offset = 0.5 * (1.0 - contrast);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = contrast * unpremult.r + offset;\n\tlet g = contrast * unpremult.g + offset;\n\tlet b = contrast * unpremult.b + offset;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_brightness(c: vec4<f32>, bright: f32) -> vec4<f32> {\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = bright * unpremult.r;\n\tlet g = bright * unpremult.g;\n\tlet b = bright * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_sepia(c: vec4<f32>, s: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(1.0 - 0.607 * s, 0.769 * s, 0.189 * s, 0.0);\n\tlet row1 = vec4<f32>(0.349 * s, 1.0 - 0.314 * s, 0.168 * s, 0.0);\n\tlet row2 = vec4<f32>(0.272 * s, 0.534 * s, 1.0 - 0.869 * s, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet original = textureSample(tex, samp, in.uv);\n\tvar color = original;\n\n\t// 1. Exposure\n\tvar exposure = u.exposure;\n\tif (u.hasSignal_exposure > 0.5) {\n\t\texposure = textureSampleLevel(exposureTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_exposure(color, exposure);\n\n\t// 2. Hue\n\tvar hue = u.hue;\n\tif (u.hasSignal_hue > 0.5) {\n\t\thue = textureSampleLevel(hueTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_hue(color, hue);\n\n\t// 3. Saturation\n\tvar saturation = u.saturation;\n\tif (u.hasSignal_saturation > 0.5) {\n\t\tsaturation = textureSampleLevel(saturationTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_saturation(color, saturation);\n\n\t// 4. Contrast\n\tvar contrast = u.contrast;\n\tif (u.hasSignal_contrast > 0.5) {\n\t\tcontrast = textureSampleLevel(contrastTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_contrast(color, contrast);\n\n\t// 5. Brightness\n\tvar brightness = u.brightness;\n\tif (u.hasSignal_brightness > 0.5) {\n\t\tbrightness = textureSampleLevel(brightnessTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_brightness(color, brightness);\n\n\t// 6. Sepia\n\tvar sepia = u.sepia;\n\tif (u.hasSignal_sepia > 0.5) {\n\t\tsepia = textureSampleLevel(sepiaTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_sepia(color, sepia);\n\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst modulateData = new Float32Array(12);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tmodulateUniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tmodulateSignalsLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getModulateResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `modulate_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst modulateModule = device.createShaderModule({\n\t\t\tlabel: `modulate_static_${format}.wgsl`,\n\t\t\tcode: STATIC_MODULATE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `ModulatePipeline_static_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.modulateUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.modulateSignalsLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: modulateModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: modulateModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tmodulatePipeline: pipeline,\n\t\tmodulateUniformLayout: layouts.modulateUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tmodulateSignalsLayout: layouts.modulateSignalsLayout\n\t};\n}\nconst ModulateWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Modulate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst hueInfo = resolveModulateField(op, \"hue\", 0, 0, 360, frame, fps);\n\tconst brightnessInfo = resolveModulateField(op, \"brightness\", 1, 0, 2, frame, fps);\n\tconst contrastInfo = resolveModulateField(op, \"contrast\", 1, 0, 2, frame, fps);\n\tconst exposureInfo = resolveModulateField(op, \"exposure\", 0, -2, 2, frame, fps);\n\tconst saturationInfo = resolveModulateField(op, \"saturation\", 1, 0, 2, frame, fps);\n\tconst sepiaInfo = resolveModulateField(op, \"sepia\", 0, 0, 1, frame, fps);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { modulatePipeline: pipeline, modulateUniformLayout: uLayout, singleTextureLayout: tLayout, modulateSignalsLayout: sigLayout } = getModulateResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tmodulateData[0] = hueInfo.value;\n\tmodulateData[1] = brightnessInfo.value;\n\tmodulateData[2] = contrastInfo.value;\n\tmodulateData[3] = exposureInfo.value;\n\tmodulateData[4] = saturationInfo.value;\n\tmodulateData[5] = sepiaInfo.value;\n\tconst fields = [\n\t\t{\n\t\t\tname: \"hue\",\n\t\t\tinfo: hueInfo,\n\t\t\tidx: 6\n\t\t},\n\t\t{\n\t\t\tname: \"brightness\",\n\t\t\tinfo: brightnessInfo,\n\t\t\tidx: 7\n\t\t},\n\t\t{\n\t\t\tname: \"contrast\",\n\t\t\tinfo: contrastInfo,\n\t\t\tidx: 8\n\t\t},\n\t\t{\n\t\t\tname: \"exposure\",\n\t\t\tinfo: exposureInfo,\n\t\t\tidx: 9\n\t\t},\n\t\t{\n\t\t\tname: \"saturation\",\n\t\t\tinfo: saturationInfo,\n\t\t\tidx: 10\n\t\t},\n\t\t{\n\t\t\tname: \"sepia\",\n\t\t\tinfo: sepiaInfo,\n\t\t\tidx: 11\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tfor (const f of fields) {\n\t\tconst isGenerator = !!(f.info.hasSignal && f.info.sd);\n\t\tmodulateData[f.idx] = isGenerator ? 1 : 0;\n\t\tif (isGenerator) {\n\t\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd.nodeId ?? `modulate_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, width, height, props.renderId, frame, fps);\n\t\t\tsignalViews.push(view);\n\t\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\t}\n\tconst buffer = ctx.renderer.getTemporaryBuffer(modulateData);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\trenderPass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: signalViews[5]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ModulateWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -1,5 +1,5 @@
1
1
  import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
- import { C as WebGPUAudioProcessor } from "./dist-gjHmorxL.mjs";
2
+ import { C as WebGPUAudioProcessor } from "./dist-DgIKXWZ1.mjs";
3
3
 
4
4
  //#region ../../nodes/node-audio-fade/dist/renderers-DS-8zgxJ.mjs
5
5
  const PARAM_ORDER = ["fadeInDuration", "fadeOutDuration"];
@@ -178,4 +178,4 @@ var renderers_default = defineRenderer({ audioProcessor: fadeAudioProcessor });
178
178
 
179
179
  //#endregion
180
180
  export { renderers_default as t };
181
- //# sourceMappingURL=renderer-C17wL9QX.mjs.map
181
+ //# sourceMappingURL=renderer-COkFM1KL.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-C17wL9QX.mjs","names":[],"sources":["../../../nodes/node-audio-fade/dist/renderers-DS-8zgxJ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\"fadeInDuration\", \"fadeOutDuration\"];\nconst FADE_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n fadeInDuration : f32,\n fadeOutDuration : f32,\n fadeInCurve : f32,\n fadeOutCurve : f32,\n clipDuration : f32,\n hasFadeInDurationSig : f32,\n hasFadeOutDurationSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n pad4 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = samplesProcessed\n@group(0) @binding(4) var<storage, read> fadeInDurationSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> fadeOutDurationSignal : array<f32>;\n\nfn applyCurve(p: f32, curve: f32) -> f32 {\n let clampedP = max(0.0f, min(p, 1.0f));\n if (curve == 1.0f) { // exponential\n return clampedP * clampedP;\n }\n if (curve == 2.0f) { // scurve\n return clampedP * clampedP * (3.0f - 2.0f * clampedP);\n }\n return clampedP; // linear\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n let t = u.baseTime + f32(index) / u.sampleRate;\n var gain = 1.0f;\n\n var effFadeIn = u.fadeInDuration;\n if (u.hasFadeInDurationSig > 0.5f) {\n effFadeIn = fadeInDurationSignal[index];\n }\n effFadeIn = clamp(effFadeIn, 0.0f, 60.0f);\n\n var effFadeOut = u.fadeOutDuration;\n if (u.hasFadeOutDurationSig > 0.5f) {\n effFadeOut = fadeOutDurationSignal[index];\n }\n effFadeOut = clamp(effFadeOut, 0.0f, 60.0f);\n\n if (effFadeIn > 0.0f && t < effFadeIn) {\n let p = t / effFadeIn;\n gain = gain * applyCurve(p, u.fadeInCurve);\n }\n\n if (effFadeOut > 0.0f && t > u.clipDuration - effFadeOut) {\n let p = (u.clipDuration - t) / effFadeOut;\n gain = gain * applyCurve(p, u.fadeOutCurve);\n }\n\n gain = clamp(gain, 0.0f, 1.0f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) {\n inVal = 0.0f;\n }\n\n var outVal = inVal * gain;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n }\n\n // Dummy reference to keep state binding active\n state[0] = state[0];\n}\n`;\nconst getCurveCode = (curve) => {\n\tif (curve === \"exponential\") return 1;\n\tif (curve === \"scurve\") return 2;\n\treturn 0;\n};\nconst fadeAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Fade.\");\n\tconst op = virtualMedia.operation || {};\n\tconst inputs = op.inputs || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst fadeInDuration = Math.max(0, typeof op.fadeInDuration === \"number\" ? 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1 : 0;\n\tconst hasFadeOutDurationSig = isHandleConnected(\"fadeOutDurationHandleId\") ? 1 : 0;\n\tconst nodeId = op.id || \"audio-fade\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, FADE_SHADER_TEMPLATE, (chunkTimeSec) => {\n\t\tconst startFrame = typeof op.startFrame === \"number\" ? op.startFrame : frame;\n\t\tconst localTimeSec = ctx.elapsedMs !== void 0 ? ctx.elapsedMs / 1e3 + (chunkTimeSec - frame / fps) : Math.max(0, chunkTimeSec - startFrame / fps);\n\t\treturn [\n\t\t\tsampleRate,\n\t\t\tfadeIn,\n\t\t\tfadeOut,\n\t\t\tgetCurveCode(fadeInCurve),\n\t\t\tgetCurveCode(fadeOutCurve),\n\t\t\tclipDuration,\n\t\t\thasFadeInDurationSig,\n\t\t\thasFadeOutDurationSig,\n\t\t\tlocalTimeSec,\n\t\t\tframe,\n\t\t\tnumSamples,\n\t\t\tnumChannels,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t];\n\t}, 16, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: fadeAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-DS-8zgxJ.mjs.map"],"mappings":";;;;AAIA,MAAM,cAAc,CAAC,kBAAkB,kBAAkB;AACzD,MAAM,6BAA6B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgHnC,MAAM,gBAAgB,UAAU;AAC/B,KAAI,UAAU,cAAe,QAAO;AACpC,KAAI,UAAU,SAAU,QAAO;AAC/B,QAAO;;AAER,MAAM,qBAAqB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC7E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,+CAA+C;CACjF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,SAAS,GAAG,UAAU,EAAE;CAC9B,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,iBAAiB,KAAK,IAAI,GAAG,OAAO,GAAG,mBAAmB,WAAW,GAAG,iBAAiB,EAAE;CACjG,MAAM,kBAAkB,KAAK,IAAI,GAAG,OAAO,GAAG,oBAAoB,WAAW,GAAG,kBAAkB,EAAE;CACpG,MAAM,cAAc,OAAO,GAAG,gBAAgB,WAAW,GAAG,cAAc;CAC1E,MAAM,eAAe,OAAO,GAAG,iBAAiB,WAAW,GAAG,eAAe;CAC7E,MAAM,gBAAgB,aAAa,UAAU,cAAc,KAAK;CAChE,IAAI,SAAS;CACb,IAAI,UAAU;AACd,KAAI,SAAS,UAAU,cAAc;EACpC,MAAM,OAAO,eAAe;AAC5B,WAAS,KAAK,IAAI,QAAQ,KAAK;AAC/B,YAAU,KAAK,IAAI,SAAS,KAAK;;CAElC,MAAM,qBAAqB,gBAAgB;EAC1C,MAAM,WAAW,GAAG;AACpB,MAAI,OAAO,aAAa,YAAY,CAAC,SAAU,QAAO;EACtD,MAAM,QAAQ,OAAO;AACrB,SAAO,QAAQ,OAAO,mBAAmB,MAAM,eAAe,MAAM,WAAW,SAAS,YAAY,MAAM,WAAW,SAAS,UAAU;;CAEzI,MAAM,uBAAuB,kBAAkB,yBAAyB,GAAG,IAAI;CAC/E,MAAM,wBAAwB,kBAAkB,0BAA0B,GAAG,IAAI;CACjF,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;AACvB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,uBAAuB,iBAAiB;EAC9I,MAAM,aAAa,OAAO,GAAG,eAAe,WAAW,GAAG,aAAa;EACvE,MAAM,eAAe,IAAI,cAAc,KAAK,IAAI,IAAI,YAAY,OAAO,eAAe,QAAQ,OAAO,KAAK,IAAI,GAAG,eAAe,aAAa,IAAI;AACjJ,SAAO;GACN;GACA;GACA;GACA,aAAa,YAAY;GACzB,aAAa,aAAa;GAC1B;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;IACC,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,oBAAoB,CAAC"}
1
+ {"version":3,"file":"renderer-COkFM1KL.mjs","names":[],"sources":["../../../nodes/node-audio-fade/dist/renderers-DS-8zgxJ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\"fadeInDuration\", \"fadeOutDuration\"];\nconst FADE_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n fadeInDuration : f32,\n fadeOutDuration : f32,\n fadeInCurve : f32,\n fadeOutCurve : f32,\n clipDuration : f32,\n hasFadeInDurationSig : f32,\n hasFadeOutDurationSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n pad4 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = samplesProcessed\n@group(0) @binding(4) var<storage, read> fadeInDurationSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> fadeOutDurationSignal : array<f32>;\n\nfn applyCurve(p: f32, curve: f32) -> f32 {\n let clampedP = max(0.0f, min(p, 1.0f));\n if (curve == 1.0f) { // exponential\n return clampedP * clampedP;\n }\n if (curve == 2.0f) { // scurve\n return clampedP * clampedP * (3.0f - 2.0f * clampedP);\n }\n return clampedP; // linear\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n let t = u.baseTime + f32(index) / u.sampleRate;\n var gain = 1.0f;\n\n var effFadeIn = u.fadeInDuration;\n if (u.hasFadeInDurationSig > 0.5f) {\n effFadeIn = fadeInDurationSignal[index];\n }\n effFadeIn = clamp(effFadeIn, 0.0f, 60.0f);\n\n var effFadeOut = u.fadeOutDuration;\n if (u.hasFadeOutDurationSig > 0.5f) {\n effFadeOut = fadeOutDurationSignal[index];\n }\n effFadeOut = clamp(effFadeOut, 0.0f, 60.0f);\n\n if (effFadeIn > 0.0f && t < effFadeIn) {\n let p = t / effFadeIn;\n gain = gain * applyCurve(p, u.fadeInCurve);\n }\n\n if (effFadeOut > 0.0f && t > u.clipDuration - effFadeOut) {\n let p = (u.clipDuration - t) / effFadeOut;\n gain = gain * applyCurve(p, u.fadeOutCurve);\n }\n\n gain = clamp(gain, 0.0f, 1.0f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) {\n inVal = 0.0f;\n }\n\n var outVal = inVal * gain;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n }\n\n // Dummy reference to keep state binding active\n state[0] = state[0];\n}\n`;\nconst getCurveCode = (curve) => {\n\tif (curve === \"exponential\") return 1;\n\tif (curve === \"scurve\") return 2;\n\treturn 0;\n};\nconst fadeAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Fade.\");\n\tconst op = virtualMedia.operation || {};\n\tconst inputs = op.inputs || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst fadeInDuration = Math.max(0, typeof op.fadeInDuration === \"number\" ? op.fadeInDuration : 0);\n\tconst fadeOutDuration = Math.max(0, typeof op.fadeOutDuration === \"number\" ? op.fadeOutDuration : 0);\n\tconst fadeInCurve = typeof op.fadeInCurve === \"string\" ? op.fadeInCurve : \"linear\";\n\tconst fadeOutCurve = typeof op.fadeOutCurve === \"string\" ? op.fadeOutCurve : \"linear\";\n\tconst clipDuration = (virtualMedia.metadata?.durationMs ?? 0) / 1e3;\n\tlet fadeIn = fadeInDuration;\n\tlet fadeOut = fadeOutDuration;\n\tif (fadeIn + fadeOut > clipDuration) {\n\t\tconst half = clipDuration / 2;\n\t\tfadeIn = Math.min(fadeIn, half);\n\t\tfadeOut = Math.min(fadeOut, half);\n\t}\n\tconst isHandleConnected = (handleIdKey) => {\n\t\tconst handleId = op[handleIdKey];\n\t\tif (typeof handleId !== \"string\" || !handleId) return false;\n\t\tconst input = inputs[handleId];\n\t\treturn Boolean(input?.connectionValid && input.outputItem && (input.outputItem.type === \"Signal\" || input.outputItem.type === \"Number\"));\n\t};\n\tconst hasFadeInDurationSig = isHandleConnected(\"fadeInDurationHandleId\") ? 1 : 0;\n\tconst hasFadeOutDurationSig = isHandleConnected(\"fadeOutDurationHandleId\") ? 1 : 0;\n\tconst nodeId = op.id || \"audio-fade\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, FADE_SHADER_TEMPLATE, (chunkTimeSec) => {\n\t\tconst startFrame = typeof op.startFrame === \"number\" ? op.startFrame : frame;\n\t\tconst localTimeSec = ctx.elapsedMs !== void 0 ? ctx.elapsedMs / 1e3 + (chunkTimeSec - frame / fps) : Math.max(0, chunkTimeSec - startFrame / fps);\n\t\treturn [\n\t\t\tsampleRate,\n\t\t\tfadeIn,\n\t\t\tfadeOut,\n\t\t\tgetCurveCode(fadeInCurve),\n\t\t\tgetCurveCode(fadeOutCurve),\n\t\t\tclipDuration,\n\t\t\thasFadeInDurationSig,\n\t\t\thasFadeOutDurationSig,\n\t\t\tlocalTimeSec,\n\t\t\tframe,\n\t\t\tnumSamples,\n\t\t\tnumChannels,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t];\n\t}, 16, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: fadeAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-DS-8zgxJ.mjs.map"],"mappings":";;;;AAIA,MAAM,cAAc,CAAC,kBAAkB,kBAAkB;AACzD,MAAM,6BAA6B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgHnC,MAAM,gBAAgB,UAAU;AAC/B,KAAI,UAAU,cAAe,QAAO;AACpC,KAAI,UAAU,SAAU,QAAO;AAC/B,QAAO;;AAER,MAAM,qBAAqB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC7E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,+CAA+C;CACjF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,SAAS,GAAG,UAAU,EAAE;CAC9B,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,iBAAiB,KAAK,IAAI,GAAG,OAAO,GAAG,mBAAmB,WAAW,GAAG,iBAAiB,EAAE;CACjG,MAAM,kBAAkB,KAAK,IAAI,GAAG,OAAO,GAAG,oBAAoB,WAAW,GAAG,kBAAkB,EAAE;CACpG,MAAM,cAAc,OAAO,GAAG,gBAAgB,WAAW,GAAG,cAAc;CAC1E,MAAM,eAAe,OAAO,GAAG,iBAAiB,WAAW,GAAG,eAAe;CAC7E,MAAM,gBAAgB,aAAa,UAAU,cAAc,KAAK;CAChE,IAAI,SAAS;CACb,IAAI,UAAU;AACd,KAAI,SAAS,UAAU,cAAc;EACpC,MAAM,OAAO,eAAe;AAC5B,WAAS,KAAK,IAAI,QAAQ,KAAK;AAC/B,YAAU,KAAK,IAAI,SAAS,KAAK;;CAElC,MAAM,qBAAqB,gBAAgB;EAC1C,MAAM,WAAW,GAAG;AACpB,MAAI,OAAO,aAAa,YAAY,CAAC,SAAU,QAAO;EACtD,MAAM,QAAQ,OAAO;AACrB,SAAO,QAAQ,OAAO,mBAAmB,MAAM,eAAe,MAAM,WAAW,SAAS,YAAY,MAAM,WAAW,SAAS,UAAU;;CAEzI,MAAM,uBAAuB,kBAAkB,yBAAyB,GAAG,IAAI;CAC/E,MAAM,wBAAwB,kBAAkB,0BAA0B,GAAG,IAAI;CACjF,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;AACvB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,uBAAuB,iBAAiB;EAC9I,MAAM,aAAa,OAAO,GAAG,eAAe,WAAW,GAAG,aAAa;EACvE,MAAM,eAAe,IAAI,cAAc,KAAK,IAAI,IAAI,YAAY,OAAO,eAAe,QAAQ,OAAO,KAAK,IAAI,GAAG,eAAe,aAAa,IAAI;AACjJ,SAAO;GACN;GACA;GACA;GACA,aAAa,YAAY;GACzB,aAAa,aAAa;GAC1B;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;IACC,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,oBAAoB,CAAC"}
@@ -0,0 +1,3 @@
1
+ import { t as renderers_default } from "./renderer-JjMO41Cv.mjs";
2
+
3
+ export { renderers_default as default };
@@ -0,0 +1,3 @@
1
+ import { t as renderers_default } from "./renderer-CeADvUU_.mjs";
2
+
3
+ export { renderers_default as default };
@@ -1,4 +1,4 @@
1
- import { tt as signalRegistry } from "./dist-gjHmorxL.mjs";
1
+ import { tt as signalRegistry } from "./dist-DgIKXWZ1.mjs";
2
2
 
3
3
  //#region ../../nodes/node-color-balance/dist/renderers-BKmY8EZo.mjs
4
4
  const deviceResourceCache = /* @__PURE__ */ new WeakMap();
@@ -451,4 +451,4 @@ var renderers_default = { WebGPURenderer: ColorBalanceWebGPURenderer };
451
451
 
452
452
  //#endregion
453
453
  export { renderers_default as n, ColorBalanceWebGPURenderer as t };
454
- //# sourceMappingURL=renderer-CDOUAN7X.mjs.map
454
+ //# sourceMappingURL=renderer-CXUohIJ9.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-CDOUAN7X.mjs","names":[],"sources":["../../../nodes/node-color-balance/dist/renderers-BKmY8EZo.mjs"],"sourcesContent":["import { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst WGSL_COLOR_BALANCE_SHADER = `\nstruct ColorBalanceUniforms {\n\tshadows : vec4<f32>,\n\tmidtones : vec4<f32>,\n\thighlights : vec4<f32>,\n\tpreserveLuminosity : f32,\n\thasShadowsCyanRedSig : f32,\n\thasShadowsMagentaGreenSig : f32,\n\thasShadowsYellowBlueSig : f32,\n\n\thasMidtonesCyanRedSig : f32,\n\thasMidtonesMagentaGreenSig : f32,\n\thasMidtonesYellowBlueSig : f32,\n\thasHighlightsCyanRedSig : f32,\n\n\thasHighlightsMagentaGreenSig : f32,\n\thasHighlightsYellowBlueSig : f32,\n\t_pad0 : f32,\n\t_pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorBalanceUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var shadowsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowsMagentaGreenSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowsYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(3) var midtonesCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(4) var midtonesMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(5) var midtonesYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(6) var highlightsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(7) var highlightsMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(8) var highlightsYellowBlueSigTex: texture_2d<f32>;\n@group(2) @binding(9) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\nfn set_luminance(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet d = l - get_luminance(c);\n\tvar res = c + vec3<f32>(d);\n\tlet min_c = min(res.r, min(res.g, res.b));\n\tlet max_c = max(res.r, max(res.g, res.b));\n\tif (min_c < 0.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * l) / max(l - min_c, 1e-5);\n\t}\n\tif (max_c > 1.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * (1.0 - l)) / max(max_c - l, 1e-5);\n\t}\n\treturn clamp(res, vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (color.a <= 0.00001) {\n\t\treturn color;\n\t}\n\n\tlet alpha = color.a;\n\tlet rgb = color.rgb / max(alpha, 0.0001);\n\n\tvar sShift = u.shadows.rgb;\n\tif (u.hasShadowsCyanRedSig > 0.5) {\n\t\tsShift.r = clamp(textureSampleLevel(shadowsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsMagentaGreenSig > 0.5) {\n\t\tsShift.g = clamp(textureSampleLevel(shadowsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsYellowBlueSig > 0.5) {\n\t\tsShift.b = clamp(textureSampleLevel(shadowsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar mShift = u.midtones.rgb;\n\tif (u.hasMidtonesCyanRedSig > 0.5) {\n\t\tmShift.r = clamp(textureSampleLevel(midtonesCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesMagentaGreenSig > 0.5) {\n\t\tmShift.g = clamp(textureSampleLevel(midtonesMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesYellowBlueSig > 0.5) {\n\t\tmShift.b = clamp(textureSampleLevel(midtonesYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar hShift = u.highlights.rgb;\n\tif (u.hasHighlightsCyanRedSig > 0.5) {\n\t\thShift.r = clamp(textureSampleLevel(highlightsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsMagentaGreenSig > 0.5) {\n\t\thShift.g = clamp(textureSampleLevel(highlightsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsYellowBlueSig > 0.5) {\n\t\thShift.b = clamp(textureSampleLevel(highlightsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tlet origLum = get_luminance(rgb);\n\n\t// Tonal range weighting curves\n\tlet wShadows = clamp((1.0 - origLum) * (1.0 - origLum * 1.5), 0.0, 1.0);\n\tlet wMidtones = clamp(1.0 - 4.0 * (origLum - 0.5) * (origLum - 0.5), 0.0, 1.0);\n\tlet wHighlights = clamp(origLum * (origLum * 1.5 - 0.5), 0.0, 1.0);\n\n\tlet delta = wShadows * sShift + wMidtones * mShift + wHighlights * hShift;\n\tvar adjustedRgb = clamp(rgb + delta, vec3<f32>(0.0), vec3<f32>(1.0));\n\n\tif (u.preserveLuminosity > 0.5) {\n\t\tadjustedRgb = set_luminance(adjustedRgb, origLum);\n\t}\n\n\treturn vec4<f32>(adjustedRgb * alpha, alpha);\n}\n`;\nfunction getColorBalanceResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst uniformLayout = device.createBindGroupLayout({\n\t\tlabel: \"ColorBalanceUniformLayout\",\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}]\n\t});\n\tconst textureLayout = device.createBindGroupLayout({\n\t\tlabel: \"ColorBalanceTextureLayout\",\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}]\n\t});\n\tconst signalTextureLayout = device.createBindGroupLayout({\n\t\tlabel: \"ColorBalanceSignalTextureLayout\",\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 9,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t]\n\t});\n\tconst module = device.createShaderModule({\n\t\tlabel: \"ColorBalanceShaderModule\",\n\t\tcode: WGSL_COLOR_BALANCE_SHADER\n\t});\n\tres = {\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlabel: \"ColorBalancePipeline\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t}),\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(24);\nconst ColorBalanceWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorBalance\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"colorbalance_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = -100, clampMax = 100) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (outputItem?.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn {\n\t\t\t\t\tval: Math.max(clampMin, Math.min(clampMax, numVal)),\n\t\t\t\t\thasStaticSig: false,\n\t\t\t\t\tsd: null\n\t\t\t\t};\n\t\t\t}\n\t\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\t\tval: fallbackVal,\n\t\t\t\thasStaticSig: true,\n\t\t\t\tsd: outputItem.data\n\t\t\t};\n\t\t}\n\t\treturn {\n\t\t\tval: Math.max(clampMin, Math.min(clampMax, fallbackVal)),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t};\n\tconst resolveVal = (val) => {\n\t\tif (val !== void 0 && val !== null) {\n\t\t\tif (typeof val === \"object\" && \"value\" in val) val = val.value;\n\t\t\telse if (typeof val === \"function\") val = val(frame, fps);\n\t\t}\n\t\tconst n = Number(val ?? 0);\n\t\treturn isNaN(n) ? 0 : n;\n\t};\n\tconst sCR = resolveField(op.shadows_cyanRedHandleId, resolveVal(op.shadows?.cyanRed));\n\tconst sMG = resolveField(op.shadows_magentaGreenHandleId, resolveVal(op.shadows?.magentaGreen));\n\tconst sYB = resolveField(op.shadows_yellowBlueHandleId, resolveVal(op.shadows?.yellowBlue));\n\tconst mCR = resolveField(op.midtones_cyanRedHandleId, resolveVal(op.midtones?.cyanRed));\n\tconst mMG = resolveField(op.midtones_magentaGreenHandleId, resolveVal(op.midtones?.magentaGreen));\n\tconst mYB = resolveField(op.midtones_yellowBlueHandleId, resolveVal(op.midtones?.yellowBlue));\n\tconst hCR = resolveField(op.highlights_cyanRedHandleId, resolveVal(op.highlights?.cyanRed));\n\tconst hMG = resolveField(op.highlights_magentaGreenHandleId, resolveVal(op.highlights?.magentaGreen));\n\tconst hYB = resolveField(op.highlights_yellowBlueHandleId, resolveVal(op.highlights?.yellowBlue));\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getColorBalanceResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sCRView = getSignalView(sCR, \"shadows_cyanRed_sig\");\n\tconst sMGView = getSignalView(sMG, \"shadows_magentaGreen_sig\");\n\tconst sYBView = getSignalView(sYB, \"shadows_yellowBlue_sig\");\n\tconst mCRView = getSignalView(mCR, \"midtones_cyanRed_sig\");\n\tconst mMGView = getSignalView(mMG, \"midtones_magentaGreen_sig\");\n\tconst mYBView = getSignalView(mYB, \"midtones_yellowBlue_sig\");\n\tconst hCRView = getSignalView(hCR, \"highlights_cyanRed_sig\");\n\tconst hMGView = getSignalView(hMG, \"highlights_magentaGreen_sig\");\n\tconst hYBView = getSignalView(hYB, \"highlights_yellowBlue_sig\");\n\tconst preserveLum = op.preserveLuminosity === false ? 0 : 1;\n\tuniformBufferData[0] = sCR.val / 100;\n\tuniformBufferData[1] = sMG.val / 100;\n\tuniformBufferData[2] = sYB.val / 100;\n\tuniformBufferData[3] = 0;\n\tuniformBufferData[4] = mCR.val / 100;\n\tuniformBufferData[5] = mMG.val / 100;\n\tuniformBufferData[6] = mYB.val / 100;\n\tuniformBufferData[7] = 0;\n\tuniformBufferData[8] = hCR.val / 100;\n\tuniformBufferData[9] = hMG.val / 100;\n\tuniformBufferData[10] = hYB.val / 100;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = preserveLum;\n\tuniformBufferData[13] = sCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[14] = sMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[15] = sYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[16] = mCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[17] = mMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[18] = mYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[19] = hCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[20] = hMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[21] = hYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[22] = 0;\n\tuniformBufferData[23] = 0;\n\tconst buffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: mCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: mMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: mYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: hCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: hMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: hYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 9,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, textureLayout, tmpTex, sampler));\n\trenderPass.setBindGroup(2, sigBindGroup);\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: props.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer: ColorBalanceWebGPURenderer };\n\n//#endregion\nexport { ColorBalanceWebGPURenderer as n, renderers_default as t };\n//# 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+ {"version":3,"file":"renderer-CXUohIJ9.mjs","names":[],"sources":["../../../nodes/node-color-balance/dist/renderers-BKmY8EZo.mjs"],"sourcesContent":["import { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst WGSL_COLOR_BALANCE_SHADER = `\nstruct ColorBalanceUniforms {\n\tshadows : vec4<f32>,\n\tmidtones : vec4<f32>,\n\thighlights : vec4<f32>,\n\tpreserveLuminosity : f32,\n\thasShadowsCyanRedSig : f32,\n\thasShadowsMagentaGreenSig : f32,\n\thasShadowsYellowBlueSig : f32,\n\n\thasMidtonesCyanRedSig : f32,\n\thasMidtonesMagentaGreenSig : f32,\n\thasMidtonesYellowBlueSig : f32,\n\thasHighlightsCyanRedSig : f32,\n\n\thasHighlightsMagentaGreenSig : f32,\n\thasHighlightsYellowBlueSig : f32,\n\t_pad0 : f32,\n\t_pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorBalanceUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var shadowsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowsMagentaGreenSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowsYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(3) var midtonesCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(4) var midtonesMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(5) var midtonesYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(6) var highlightsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(7) var highlightsMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(8) var highlightsYellowBlueSigTex: texture_2d<f32>;\n@group(2) @binding(9) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\nfn set_luminance(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet d = l - get_luminance(c);\n\tvar res = c + vec3<f32>(d);\n\tlet min_c = min(res.r, min(res.g, res.b));\n\tlet max_c = max(res.r, max(res.g, res.b));\n\tif (min_c < 0.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * l) / max(l - min_c, 1e-5);\n\t}\n\tif (max_c > 1.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * (1.0 - l)) / max(max_c - l, 1e-5);\n\t}\n\treturn clamp(res, vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (color.a <= 0.00001) {\n\t\treturn color;\n\t}\n\n\tlet alpha = color.a;\n\tlet rgb = color.rgb / max(alpha, 0.0001);\n\n\tvar sShift = u.shadows.rgb;\n\tif (u.hasShadowsCyanRedSig > 0.5) {\n\t\tsShift.r = clamp(textureSampleLevel(shadowsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsMagentaGreenSig > 0.5) {\n\t\tsShift.g = clamp(textureSampleLevel(shadowsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsYellowBlueSig > 0.5) {\n\t\tsShift.b = clamp(textureSampleLevel(shadowsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar mShift = u.midtones.rgb;\n\tif (u.hasMidtonesCyanRedSig > 0.5) {\n\t\tmShift.r = clamp(textureSampleLevel(midtonesCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesMagentaGreenSig > 0.5) {\n\t\tmShift.g = clamp(textureSampleLevel(midtonesMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesYellowBlueSig > 0.5) {\n\t\tmShift.b = clamp(textureSampleLevel(midtonesYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar hShift = u.highlights.rgb;\n\tif (u.hasHighlightsCyanRedSig > 0.5) {\n\t\thShift.r = clamp(textureSampleLevel(highlightsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsMagentaGreenSig > 0.5) {\n\t\thShift.g = clamp(textureSampleLevel(highlightsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsYellowBlueSig > 0.5) {\n\t\thShift.b = clamp(textureSampleLevel(highlightsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tlet origLum = get_luminance(rgb);\n\n\t// Tonal range weighting curves\n\tlet wShadows = clamp((1.0 - origLum) * (1.0 - origLum * 1.5), 0.0, 1.0);\n\tlet wMidtones = clamp(1.0 - 4.0 * (origLum - 0.5) * (origLum - 0.5), 0.0, 1.0);\n\tlet wHighlights = clamp(origLum * (origLum * 1.5 - 0.5), 0.0, 1.0);\n\n\tlet delta = wShadows * sShift + wMidtones * mShift + wHighlights * hShift;\n\tvar adjustedRgb = clamp(rgb + delta, vec3<f32>(0.0), vec3<f32>(1.0));\n\n\tif (u.preserveLuminosity > 0.5) {\n\t\tadjustedRgb = set_luminance(adjustedRgb, origLum);\n\t}\n\n\treturn vec4<f32>(adjustedRgb * alpha, alpha);\n}\n`;\nfunction getColorBalanceResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst uniformLayout = device.createBindGroupLayout({\n\t\tlabel: \"ColorBalanceUniformLayout\",\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}]\n\t});\n\tconst textureLayout = device.createBindGroupLayout({\n\t\tlabel: \"ColorBalanceTextureLayout\",\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}]\n\t});\n\tconst signalTextureLayout = device.createBindGroupLayout({\n\t\tlabel: \"ColorBalanceSignalTextureLayout\",\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 9,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t]\n\t});\n\tconst module = device.createShaderModule({\n\t\tlabel: \"ColorBalanceShaderModule\",\n\t\tcode: WGSL_COLOR_BALANCE_SHADER\n\t});\n\tres = {\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlabel: \"ColorBalancePipeline\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t}),\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(24);\nconst ColorBalanceWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorBalance\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"colorbalance_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = -100, clampMax = 100) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (outputItem?.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn {\n\t\t\t\t\tval: Math.max(clampMin, Math.min(clampMax, numVal)),\n\t\t\t\t\thasStaticSig: false,\n\t\t\t\t\tsd: null\n\t\t\t\t};\n\t\t\t}\n\t\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\t\tval: fallbackVal,\n\t\t\t\thasStaticSig: true,\n\t\t\t\tsd: outputItem.data\n\t\t\t};\n\t\t}\n\t\treturn {\n\t\t\tval: Math.max(clampMin, Math.min(clampMax, fallbackVal)),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t};\n\tconst resolveVal = (val) => {\n\t\tif (val !== void 0 && val !== null) {\n\t\t\tif (typeof val === \"object\" && \"value\" in val) val = val.value;\n\t\t\telse if (typeof val === \"function\") val = val(frame, fps);\n\t\t}\n\t\tconst n = Number(val ?? 0);\n\t\treturn isNaN(n) ? 0 : n;\n\t};\n\tconst sCR = resolveField(op.shadows_cyanRedHandleId, resolveVal(op.shadows?.cyanRed));\n\tconst sMG = resolveField(op.shadows_magentaGreenHandleId, resolveVal(op.shadows?.magentaGreen));\n\tconst sYB = resolveField(op.shadows_yellowBlueHandleId, resolveVal(op.shadows?.yellowBlue));\n\tconst mCR = resolveField(op.midtones_cyanRedHandleId, resolveVal(op.midtones?.cyanRed));\n\tconst mMG = resolveField(op.midtones_magentaGreenHandleId, resolveVal(op.midtones?.magentaGreen));\n\tconst mYB = resolveField(op.midtones_yellowBlueHandleId, resolveVal(op.midtones?.yellowBlue));\n\tconst hCR = resolveField(op.highlights_cyanRedHandleId, resolveVal(op.highlights?.cyanRed));\n\tconst hMG = resolveField(op.highlights_magentaGreenHandleId, resolveVal(op.highlights?.magentaGreen));\n\tconst hYB = resolveField(op.highlights_yellowBlueHandleId, resolveVal(op.highlights?.yellowBlue));\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getColorBalanceResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sCRView = getSignalView(sCR, \"shadows_cyanRed_sig\");\n\tconst sMGView = getSignalView(sMG, \"shadows_magentaGreen_sig\");\n\tconst sYBView = getSignalView(sYB, \"shadows_yellowBlue_sig\");\n\tconst mCRView = getSignalView(mCR, \"midtones_cyanRed_sig\");\n\tconst mMGView = getSignalView(mMG, \"midtones_magentaGreen_sig\");\n\tconst mYBView = getSignalView(mYB, \"midtones_yellowBlue_sig\");\n\tconst hCRView = getSignalView(hCR, \"highlights_cyanRed_sig\");\n\tconst hMGView = getSignalView(hMG, \"highlights_magentaGreen_sig\");\n\tconst hYBView = getSignalView(hYB, \"highlights_yellowBlue_sig\");\n\tconst preserveLum = op.preserveLuminosity === false ? 0 : 1;\n\tuniformBufferData[0] = sCR.val / 100;\n\tuniformBufferData[1] = sMG.val / 100;\n\tuniformBufferData[2] = sYB.val / 100;\n\tuniformBufferData[3] = 0;\n\tuniformBufferData[4] = mCR.val / 100;\n\tuniformBufferData[5] = mMG.val / 100;\n\tuniformBufferData[6] = mYB.val / 100;\n\tuniformBufferData[7] = 0;\n\tuniformBufferData[8] = hCR.val / 100;\n\tuniformBufferData[9] = hMG.val / 100;\n\tuniformBufferData[10] = hYB.val / 100;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = preserveLum;\n\tuniformBufferData[13] = sCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[14] = sMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[15] = sYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[16] = mCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[17] = mMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[18] = mYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[19] = hCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[20] = hMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[21] = hYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[22] = 0;\n\tuniformBufferData[23] = 0;\n\tconst buffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: mCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: mMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: mYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: hCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: hMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: hYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 9,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, textureLayout, tmpTex, sampler));\n\trenderPass.setBindGroup(2, sigBindGroup);\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: props.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer: ColorBalanceWebGPURenderer };\n\n//#endregion\nexport { ColorBalanceWebGPURenderer as n, renderers_default as t };\n//# 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@@ -1,5 +1,5 @@
1
1
  import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
- import { tt as signalRegistry } from "./dist-gjHmorxL.mjs";
2
+ import { tt as signalRegistry } from "./dist-DgIKXWZ1.mjs";
3
3
  import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-DKm2IyEJ.mjs";
4
4
  import { z } from "zod";
5
5
 
@@ -419,4 +419,4 @@ var renderers_default = defineRenderer({ WebGPURenderer });
419
419
 
420
420
  //#endregion
421
421
  export { renderers_default as t };
422
- //# sourceMappingURL=renderer-ByDhfrPE.mjs.map
422
+ //# sourceMappingURL=renderer-CeADvUU_.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-ByDhfrPE.mjs","names":[],"sources":["../../../nodes/node-unsharp-mask/dist/renderers-BZ-VddIF.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 50;\nconst MAX_AMOUNT = 500;\nconst MAX_THRESHOLD = 255;\nconst unsharpMaskConfig = configBuilder().field(\"amount\", z.number().min(0).max(MAX_AMOUNT).default(100), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Amount Signal\",\n\tdescription: \"Sharpening intensity percentage (0–500%).\"\n}).field(\"radius\", z.number().min(.1).max(MAX_RADIUS).default(1.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius Signal\",\n\tdescription: \"The Gaussian blur radius in pixels used to detect edge contrast.\"\n}).field(\"threshold\", z.number().int().min(0).max(MAX_THRESHOLD).default(3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Threshold Signal\",\n\tdescription: \"Minimum tonal level difference (0–255) required before sharpening is applied to avoid amplifying noise.\"\n}).build();\nconst UnsharpMaskNodeConfigSchema = unsharpMaskConfig.schema;\nconst UnsharpMaskResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst UNSHARP_MASK_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_UNSHARPMASK_UNIFORMS = `\nstruct UnsharpMaskUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tamount : f32,\n\n\tthreshold : f32,\n\thasRadiusSig : f32,\n\thasAmountSig : f32,\n\thasThresholdSig: f32,\n\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\t_pad1 : f32,\n\t_pad2 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : UnsharpMaskUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(1) var amountSigTex : texture_2d<f32>;\n@group(2) @binding(2) var thresholdSigTex : texture_2d<f32>;\n@group(2) @binding(3) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar amount = u.amount;\n\tif (u.hasAmountSig > 0.5) {\n\t\tamount = textureSampleLevel(amountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar threshold = u.threshold;\n\tif (u.hasThresholdSig > 0.5) {\n\t\tthreshold = textureSampleLevel(thresholdSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\tif (radius <= 0.0 || amount <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn textureSampleLevel(tex, samp, in.uv, 0.0);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet spatial_sigma = radius;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar blurred = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tblurred += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurResult = blurred / max(totalWeight, 1e-5);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// Pass 1: Intermediate horizontal blur\n\t\treturn blurResult;\n\t}\n\n\t// Pass 2: Vertical blur complete -> Calculate Precision Unsharp Mask\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tlet delta = origCol.rgb - blurResult.rgb;\n\tlet lumaDiff = abs(dot(delta, vec3<f32>(0.2126, 0.7152, 0.0722)));\n\tlet threshNorm = (max(0.0, threshold) / 255.0) * origCol.a;\n\n\tvar factor = 1.0;\n\tif (threshold > 0.0) {\n\t\tlet ramp = (2.0 / 255.0) * origCol.a;\n\t\tfactor = smoothstep(threshNorm, threshNorm + ramp, lumaDiff);\n\t}\n\n\tlet sharpRgb = origCol.rgb + (amount / 100.0) * delta * factor;\n\tlet clampedRgb = clamp(sharpRgb, vec3<f32>(0.0), vec3<f32>(origCol.a));\n\treturn vec4<f32>(clampedRgb, origCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst unsharpMaskUniformData = new Float32Array(12);\nfunction getUnsharpMaskResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst textureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: WGSL_UNSHARPMASK_UNIFORMS });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: targetFormat }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"UnsharpMask\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"unsharpmask_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (outputItem?.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn {\n\t\t\t\t\tval: Math.max(clampMin, Math.min(clampMax, numVal)),\n\t\t\t\t\thasStaticSig: false,\n\t\t\t\t\tsd: null\n\t\t\t\t};\n\t\t\t}\n\t\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\t\tval: fallbackVal,\n\t\t\t\thasStaticSig: true,\n\t\t\t\tsd: outputItem.data\n\t\t\t};\n\t\t}\n\t\treturn {\n\t\t\tval: Math.max(clampMin, Math.min(clampMax, fallbackVal)),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t};\n\tconst amountRes = resolveField(op.amountHandleId, Number(op.amount ?? 100), 0, MAX_AMOUNT);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 1.5), .1, MAX_RADIUS);\n\tconst thresholdRes = resolveField(op.thresholdHandleId, Number(op.threshold ?? 3), 0, MAX_THRESHOLD);\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getUnsharpMaskResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst amountView = getSignalView(amountRes, \"amount_sig\");\n\tconst thresholdView = getSignalView(thresholdRes, \"threshold_sig\");\n\tconst createUnsharpMaskBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tunsharpMaskUniformData[2] = radiusRes.val;\n\tunsharpMaskUniformData[3] = amountRes.val;\n\tunsharpMaskUniformData[4] = thresholdRes.val;\n\tunsharpMaskUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;\n\tunsharpMaskUniformData[6] = amountRes.hasStaticSig ? 1 : 0;\n\tunsharpMaskUniformData[7] = thresholdRes.hasStaticSig ? 1 : 0;\n\tunsharpMaskUniformData[8] = 0;\n\tunsharpMaskUniformData[9] = 0;\n\tunsharpMaskUniformData[10] = 0;\n\tunsharpMaskUniformData[11] = 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: amountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: thresholdView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tunsharpMaskUniformData[0] = 1;\n\tunsharpMaskUniformData[1] = 0;\n\tunsharpMaskUniformData[8] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(unsharpMaskUniformData);\n\tconst hPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex1.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\thPass.setPipeline(pipeline);\n\thPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: hBuffer }\n\t\t}]\n\t}));\n\thPass.setBindGroup(1, createUnsharpMaskBindGroup(tmpTex, tmpTex));\n\thPass.setBindGroup(2, sigBindGroup);\n\thPass.draw(4);\n\thPass.end();\n\tunsharpMaskUniformData[0] = 0;\n\tunsharpMaskUniformData[1] = 1;\n\tunsharpMaskUniformData[8] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(unsharpMaskUniformData);\n\tconst vPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex2.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\tvPass.setPipeline(pipeline);\n\tvPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: vBuffer }\n\t\t}]\n\t}));\n\tvPass.setBindGroup(1, createUnsharpMaskBindGroup(outTex1, tmpTex));\n\tvPass.setBindGroup(2, sigBindGroup);\n\tvPass.draw(4);\n\tvPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex2, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer });\n\n//#endregion\nexport { UNSHARP_MASK_OUTPUT_TYPE_MAP as a, unsharpMaskConfig as c, MAX_THRESHOLD as i, MAX_AMOUNT as n, UnsharpMaskNodeConfigSchema as o, MAX_RADIUS as r, UnsharpMaskResultSchema as s, renderers_default as t };\n//# 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1
+ {"version":3,"file":"renderer-CeADvUU_.mjs","names":[],"sources":["../../../nodes/node-unsharp-mask/dist/renderers-BZ-VddIF.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 50;\nconst MAX_AMOUNT = 500;\nconst MAX_THRESHOLD = 255;\nconst unsharpMaskConfig = configBuilder().field(\"amount\", z.number().min(0).max(MAX_AMOUNT).default(100), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Amount Signal\",\n\tdescription: \"Sharpening intensity percentage (0–500%).\"\n}).field(\"radius\", z.number().min(.1).max(MAX_RADIUS).default(1.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius Signal\",\n\tdescription: \"The Gaussian blur radius in pixels used to detect edge contrast.\"\n}).field(\"threshold\", z.number().int().min(0).max(MAX_THRESHOLD).default(3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Threshold Signal\",\n\tdescription: \"Minimum tonal level difference (0–255) required before sharpening is applied to avoid amplifying noise.\"\n}).build();\nconst UnsharpMaskNodeConfigSchema = unsharpMaskConfig.schema;\nconst UnsharpMaskResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst UNSHARP_MASK_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_UNSHARPMASK_UNIFORMS = `\nstruct UnsharpMaskUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tamount : f32,\n\n\tthreshold : f32,\n\thasRadiusSig : f32,\n\thasAmountSig : f32,\n\thasThresholdSig: f32,\n\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\t_pad1 : f32,\n\t_pad2 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : UnsharpMaskUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(1) var amountSigTex : texture_2d<f32>;\n@group(2) @binding(2) var thresholdSigTex : texture_2d<f32>;\n@group(2) @binding(3) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar amount = u.amount;\n\tif (u.hasAmountSig > 0.5) {\n\t\tamount = textureSampleLevel(amountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar threshold = u.threshold;\n\tif (u.hasThresholdSig > 0.5) {\n\t\tthreshold = textureSampleLevel(thresholdSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\tif (radius <= 0.0 || amount <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn textureSampleLevel(tex, samp, in.uv, 0.0);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet spatial_sigma = radius;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar blurred = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tblurred += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurResult = blurred / max(totalWeight, 1e-5);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// Pass 1: Intermediate horizontal blur\n\t\treturn blurResult;\n\t}\n\n\t// Pass 2: Vertical blur complete -> Calculate Precision Unsharp Mask\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tlet delta = origCol.rgb - blurResult.rgb;\n\tlet lumaDiff = abs(dot(delta, vec3<f32>(0.2126, 0.7152, 0.0722)));\n\tlet threshNorm = (max(0.0, threshold) / 255.0) * origCol.a;\n\n\tvar factor = 1.0;\n\tif (threshold > 0.0) {\n\t\tlet ramp = (2.0 / 255.0) * origCol.a;\n\t\tfactor = smoothstep(threshNorm, threshNorm + ramp, lumaDiff);\n\t}\n\n\tlet sharpRgb = origCol.rgb + (amount / 100.0) * delta * factor;\n\tlet clampedRgb = clamp(sharpRgb, vec3<f32>(0.0), vec3<f32>(origCol.a));\n\treturn vec4<f32>(clampedRgb, origCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst unsharpMaskUniformData = new Float32Array(12);\nfunction getUnsharpMaskResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst textureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: WGSL_UNSHARPMASK_UNIFORMS });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: targetFormat }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"UnsharpMask\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"unsharpmask_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (outputItem?.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn {\n\t\t\t\t\tval: Math.max(clampMin, Math.min(clampMax, numVal)),\n\t\t\t\t\thasStaticSig: false,\n\t\t\t\t\tsd: null\n\t\t\t\t};\n\t\t\t}\n\t\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\t\tval: fallbackVal,\n\t\t\t\thasStaticSig: true,\n\t\t\t\tsd: outputItem.data\n\t\t\t};\n\t\t}\n\t\treturn {\n\t\t\tval: Math.max(clampMin, Math.min(clampMax, fallbackVal)),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t};\n\tconst amountRes = resolveField(op.amountHandleId, Number(op.amount ?? 100), 0, MAX_AMOUNT);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 1.5), .1, MAX_RADIUS);\n\tconst thresholdRes = resolveField(op.thresholdHandleId, Number(op.threshold ?? 3), 0, MAX_THRESHOLD);\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getUnsharpMaskResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst amountView = getSignalView(amountRes, \"amount_sig\");\n\tconst thresholdView = getSignalView(thresholdRes, \"threshold_sig\");\n\tconst createUnsharpMaskBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tunsharpMaskUniformData[2] = radiusRes.val;\n\tunsharpMaskUniformData[3] = amountRes.val;\n\tunsharpMaskUniformData[4] = thresholdRes.val;\n\tunsharpMaskUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;\n\tunsharpMaskUniformData[6] = amountRes.hasStaticSig ? 1 : 0;\n\tunsharpMaskUniformData[7] = thresholdRes.hasStaticSig ? 1 : 0;\n\tunsharpMaskUniformData[8] = 0;\n\tunsharpMaskUniformData[9] = 0;\n\tunsharpMaskUniformData[10] = 0;\n\tunsharpMaskUniformData[11] = 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: amountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: thresholdView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tunsharpMaskUniformData[0] = 1;\n\tunsharpMaskUniformData[1] = 0;\n\tunsharpMaskUniformData[8] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(unsharpMaskUniformData);\n\tconst hPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex1.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\thPass.setPipeline(pipeline);\n\thPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: hBuffer }\n\t\t}]\n\t}));\n\thPass.setBindGroup(1, createUnsharpMaskBindGroup(tmpTex, tmpTex));\n\thPass.setBindGroup(2, sigBindGroup);\n\thPass.draw(4);\n\thPass.end();\n\tunsharpMaskUniformData[0] = 0;\n\tunsharpMaskUniformData[1] = 1;\n\tunsharpMaskUniformData[8] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(unsharpMaskUniformData);\n\tconst vPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex2.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\tvPass.setPipeline(pipeline);\n\tvPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: vBuffer }\n\t\t}]\n\t}));\n\tvPass.setBindGroup(1, createUnsharpMaskBindGroup(outTex1, tmpTex));\n\tvPass.setBindGroup(2, sigBindGroup);\n\tvPass.draw(4);\n\tvPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex2, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer });\n\n//#endregion\nexport { UNSHARP_MASK_OUTPUT_TYPE_MAP as a, unsharpMaskConfig as c, MAX_THRESHOLD as i, MAX_AMOUNT as n, UnsharpMaskNodeConfigSchema as o, MAX_RADIUS as r, UnsharpMaskResultSchema as s, renderers_default as t };\n//# 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@@ -1,5 +1,5 @@
1
1
  import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
- import { tt as signalRegistry } from "./dist-gjHmorxL.mjs";
2
+ import { tt as signalRegistry } from "./dist-DgIKXWZ1.mjs";
3
3
 
4
4
  //#region ../../nodes/node-displacement-map/dist/renderers-Dm9Btn8h.mjs
5
5
  const STRENGTH_MIN = 0;
@@ -384,4 +384,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: DisplacementMapWebGPURe
384
384
 
385
385
  //#endregion
386
386
  export { renderers_default as t };
387
- //# sourceMappingURL=renderer-CH8sdfYX.mjs.map
387
+ //# sourceMappingURL=renderer-CgVdRbc-.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-CH8sdfYX.mjs","names":[],"sources":["../../../nodes/node-displacement-map/dist/renderers-Dm9Btn8h.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst STRENGTH_MIN = 0;\nconst STRENGTH_MAX = 500;\nfunction clamp(value, min, max) {\n\treturn Math.min(max, Math.max(min, value));\n}\nconst DISPLACEMENT_MAP_SHADER = `\nstruct DisplacementUniforms {\n strengthX : f32,\n strengthY : f32,\n xChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma\n yChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma\n\n wrapMode : f32, // 0=Clamp, 1=Repeat, 2=Mirror\n hasSignalX : f32,\n hasSignalY : f32,\n _pad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : DisplacementUniforms;\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n@group(2) @binding(0) var mapTex : texture_2d<f32>;\n@group(2) @binding(1) var mapSamp : sampler;\n@group(3) @binding(0) var sigXTex : texture_2d<f32>;\n@group(3) @binding(1) var sigYTex : texture_2d<f32>;\n@group(3) @binding(2) var sigSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn extractChannel(color: vec4<f32>, channel: f32) -> f32 {\n if (channel < 0.5) { return color.r; }\n if (channel < 1.5) { return color.g; }\n if (channel < 2.5) { return color.b; }\n if (channel < 3.5) { return color.a; }\n // Luminance\n return dot(color.rgb, vec3<f32>(0.299, 0.587, 0.114));\n}\n\nfn applyWrap(coord: f32, mode: f32) -> f32 {\n if (mode < 0.5) {\n // Clamp\n return clamp(coord, 0.0, 1.0);\n }\n if (mode < 1.5) {\n // Repeat\n return fract(coord);\n }\n // Mirror\n let t = fract(coord * 0.5) * 2.0;\n if (t > 1.0) {\n return 2.0 - t;\n }\n return t;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let mapColor = textureSampleLevel(mapTex, mapSamp, in.uv, 0.0);\n\n // Extract displacement values from chosen channels, centered around 0.5 and gated by alpha\n // NOTE (P3, not changed here): this yields a max offset of strength/2 px at\n // either extreme (peak-to-peak swing == strength). 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entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getDisplacementResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `displacement_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `displacement_${format}.wgsl`,\n\t\t\tcode: DISPLACEMENT_MAP_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `DisplacementMapPipeline_${format}`,\n\t\t\tlayout: 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\"Repeat\": return 1;\n\t\tcase \"Mirror\": return 2;\n\t\tdefault: return 0;\n\t}\n}\nfunction resolveSignalField(op, fieldName, defaultValue) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = clamp(Number(signalInput.outputItem.data ?? defaultValue), STRENGTH_MIN, STRENGTH_MAX);\n\telse value = Number(op[fieldName] ?? defaultValue);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst DisplacementMapWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, 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{\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\trenderId: `${props.renderId}-c0`,\n\t\texcludeTextures: [...props.excludeTextures || [], srcTex]\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst mapTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t...props.excludeTextures || [],\n\t\ttargetTexture,\n\t\tsrcTex\n\t]);\n\tconst mapView = mapTex.createView();\n\tctx.renderer.beginFrame(encoder, mapView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(mapMedia, {\n\t\t...props,\n\t\tvirtualMedia: mapMedia,\n\t\trenderId: `${props.renderId}-c1`,\n\t\texcludeTextures: [\n\t\t\t...props.excludeTextures || [],\n\t\t\tsrcTex,\n\t\t\tmapTex\n\t\t]\n\t}, mapView, mapTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, mapTextureLayout: mapLayout, signalTextureLayout: sigLayout } = getDisplacementResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tlet sigXView;\n\tlet sigYView;\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tif (strengthXInfo.hasSignal && strengthXInfo.sd) sigXView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthXInfo.sd.nodeId ?? \"displace_sx_sig\", elapsedSeconds, durationSeconds, strengthXInfo.sd, width, height, props.renderId, frame, fps);\n\telse sigXView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tif (strengthYInfo.hasSignal && strengthYInfo.sd) sigYView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthYInfo.sd.nodeId ?? \"displace_sy_sig\", elapsedSeconds, durationSeconds, strengthYInfo.sd, width, height, props.renderId, frame, fps);\n\telse sigYView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tuniformData[0] = strengthXInfo.value;\n\tuniformData[1] = strengthYInfo.value;\n\tuniformData[2] = channelToFloat(op.xChannel);\n\tuniformData[3] = channelToFloat(op.yChannel);\n\tuniformData[4] = wrapModeToFloat(op.wrapMode);\n\tuniformData[5] = strengthXInfo.hasSignal ? 1 : 0;\n\tuniformData[6] = strengthYInfo.hasSignal ? 1 : 0;\n\tuniformData[7] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tmapTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, mapLayout, mapTex, sampler));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sigXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sigYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: DisplacementMapWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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+ {"version":3,"file":"renderer-CgVdRbc-.mjs","names":[],"sources":["../../../nodes/node-displacement-map/dist/renderers-Dm9Btn8h.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst STRENGTH_MIN = 0;\nconst STRENGTH_MAX = 500;\nfunction clamp(value, min, max) {\n\treturn Math.min(max, Math.max(min, value));\n}\nconst DISPLACEMENT_MAP_SHADER = `\nstruct DisplacementUniforms {\n strengthX : f32,\n strengthY : f32,\n xChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma\n yChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma\n\n wrapMode : f32, // 0=Clamp, 1=Repeat, 2=Mirror\n hasSignalX : f32,\n hasSignalY : f32,\n _pad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : DisplacementUniforms;\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n@group(2) @binding(0) var mapTex : texture_2d<f32>;\n@group(2) @binding(1) var mapSamp : sampler;\n@group(3) @binding(0) var sigXTex : texture_2d<f32>;\n@group(3) @binding(1) var sigYTex : texture_2d<f32>;\n@group(3) @binding(2) var sigSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn extractChannel(color: vec4<f32>, channel: f32) -> f32 {\n if (channel < 0.5) { return color.r; }\n if (channel < 1.5) { return color.g; }\n if (channel < 2.5) { return color.b; }\n if (channel < 3.5) { return color.a; }\n // Luminance\n return dot(color.rgb, vec3<f32>(0.299, 0.587, 0.114));\n}\n\nfn applyWrap(coord: f32, mode: f32) -> f32 {\n if (mode < 0.5) {\n // Clamp\n return clamp(coord, 0.0, 1.0);\n }\n if (mode < 1.5) {\n // Repeat\n return fract(coord);\n }\n // Mirror\n let t = fract(coord * 0.5) * 2.0;\n if (t > 1.0) {\n return 2.0 - t;\n }\n return t;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let mapColor = textureSampleLevel(mapTex, mapSamp, in.uv, 0.0);\n\n // Extract displacement values from chosen channels, centered around 0.5 and gated by alpha\n // NOTE (P3, not changed here): this yields a max offset of strength/2 px at\n // either extreme (peak-to-peak swing == strength). Confirm with design whether\n // \"strength in pixels\" should mean peak amplitude instead — see review doc.\n let dispX = (extractChannel(mapColor, u.xChannel) - 0.5) * mapColor.a;\n let dispY = (extractChannel(mapColor, u.yChannel) - 0.5) * mapColor.a;\n\n // Get strength, potentially from signal textures\n var sX = u.strengthX;\n var sY = u.strengthY;\n if (u.hasSignalX > 0.5) {\n sX = textureSampleLevel(sigXTex, sigSamp, in.uv, 0.0).r;\n }\n if (u.hasSignalY > 0.5) {\n sY = textureSampleLevel(sigYTex, sigSamp, in.uv, 0.0).r;\n }\n\n // Compute displacement in UV space (strength is in pixels, convert to UV)\n let srcDims = vec2<f32>(textureDimensions(srcTex));\n let offset = vec2<f32>(\n dispX * sX / srcDims.x,\n dispY * sY / srcDims.y,\n );\n\n let displaced = vec2<f32>(\n applyWrap(in.uv.x + offset.x, u.wrapMode),\n applyWrap(in.uv.y + offset.y, u.wrapMode),\n );\n\n return textureSampleLevel(srcTex, srcSamp, displaced, 0.0);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(8);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsrcTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tmapTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getDisplacementResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `displacement_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `displacement_${format}.wgsl`,\n\t\t\tcode: DISPLACEMENT_MAP_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `DisplacementMapPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.mapTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tmapTextureLayout: layouts.mapTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction channelToFloat(ch) {\n\tswitch (ch) {\n\t\tcase \"Green\": return 1;\n\t\tcase \"Blue\": return 2;\n\t\tcase \"Alpha\": return 3;\n\t\tcase \"Luminance\": return 4;\n\t\tdefault: return 0;\n\t}\n}\nfunction wrapModeToFloat(mode) {\n\tswitch (mode) {\n\t\tcase \"Repeat\": return 1;\n\t\tcase \"Mirror\": return 2;\n\t\tdefault: return 0;\n\t}\n}\nfunction resolveSignalField(op, fieldName, defaultValue) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = clamp(Number(signalInput.outputItem.data ?? defaultValue), STRENGTH_MIN, STRENGTH_MAX);\n\telse value = Number(op[fieldName] ?? defaultValue);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst DisplacementMapWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"DisplacementMap\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tconst mapMedia = op.mapMedia;\n\tif (!sourceMedia || !mapMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst strengthXInfo = resolveSignalField(op, \"strengthX\", 50);\n\tconst strengthYInfo = resolveSignalField(op, \"strengthY\", 50);\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\trenderId: `${props.renderId}-c0`,\n\t\texcludeTextures: [...props.excludeTextures || [], srcTex]\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst mapTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t...props.excludeTextures || [],\n\t\ttargetTexture,\n\t\tsrcTex\n\t]);\n\tconst mapView = mapTex.createView();\n\tctx.renderer.beginFrame(encoder, mapView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(mapMedia, {\n\t\t...props,\n\t\tvirtualMedia: mapMedia,\n\t\trenderId: `${props.renderId}-c1`,\n\t\texcludeTextures: [\n\t\t\t...props.excludeTextures || [],\n\t\t\tsrcTex,\n\t\t\tmapTex\n\t\t]\n\t}, mapView, mapTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, mapTextureLayout: mapLayout, signalTextureLayout: sigLayout } = getDisplacementResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tlet sigXView;\n\tlet sigYView;\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tif (strengthXInfo.hasSignal && strengthXInfo.sd) sigXView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthXInfo.sd.nodeId ?? \"displace_sx_sig\", elapsedSeconds, durationSeconds, strengthXInfo.sd, width, height, props.renderId, frame, fps);\n\telse sigXView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tif (strengthYInfo.hasSignal && strengthYInfo.sd) sigYView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthYInfo.sd.nodeId ?? \"displace_sy_sig\", elapsedSeconds, durationSeconds, strengthYInfo.sd, width, height, props.renderId, frame, fps);\n\telse sigYView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tuniformData[0] = strengthXInfo.value;\n\tuniformData[1] = strengthYInfo.value;\n\tuniformData[2] = channelToFloat(op.xChannel);\n\tuniformData[3] = channelToFloat(op.yChannel);\n\tuniformData[4] = wrapModeToFloat(op.wrapMode);\n\tuniformData[5] = strengthXInfo.hasSignal ? 1 : 0;\n\tuniformData[6] = strengthYInfo.hasSignal ? 1 : 0;\n\tuniformData[7] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tmapTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, mapLayout, mapTex, sampler));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sigXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sigYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: DisplacementMapWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -0,0 +1,3 @@
1
+ import { t as renderers_default } from "./renderer-DBp6A7tR.mjs";
2
+
3
+ export { renderers_default as default };
@@ -1,5 +1,5 @@
1
1
  import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
- import { tt as signalRegistry } from "./dist-gjHmorxL.mjs";
2
+ import { tt as signalRegistry } from "./dist-DgIKXWZ1.mjs";
3
3
 
4
4
  //#region ../../nodes/node-vignette/dist/renderers-BgSXYX3i.mjs
5
5
  const VIGNETTE_SHADER = `
@@ -398,4 +398,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: VignetteWebGPURenderer
398
398
 
399
399
  //#endregion
400
400
  export { renderers_default as t };
401
- //# sourceMappingURL=renderer-Dp_FfvF-.mjs.map
401
+ //# sourceMappingURL=renderer-CnRoblJF.mjs.map