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.
- package/README.md +10 -32
- package/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-x28ZgQBP.mjs → audio-COkiXyDb.mjs} +3 -3
- package/dist/{audio-x28ZgQBP.mjs.map → audio-COkiXyDb.mjs.map} +1 -1
- package/dist/{audio-Dvwwz8xU.d.mts → audio-nmU-BWxI.d.mts} +3 -3
- package/dist/{audio-Dvwwz8xU.d.mts.map → audio-nmU-BWxI.d.mts.map} +1 -1
- package/dist/{dist-1iUYuPct.mjs → dist-55MP0aN4.mjs} +59 -16
- package/dist/dist-55MP0aN4.mjs.map +1 -0
- package/dist/{dist-gjHmorxL.mjs → dist-DgIKXWZ1.mjs} +75 -16
- package/dist/dist-DgIKXWZ1.mjs.map +1 -0
- package/dist/effects/index.d.mts +4 -4
- package/dist/effects/index.mjs +23 -23
- package/dist/{effects-CHWORCYd.mjs → effects-m3FuatqZ.mjs} +2 -2
- package/dist/{effects-CHWORCYd.mjs.map → effects-m3FuatqZ.mjs.map} +1 -1
- package/dist/fonts/index.d.mts +1 -1
- package/dist/fonts/index.mjs +1 -1
- package/dist/{fonts-DrGTBJJk.mjs → fonts-C_AWIMdb.mjs} +13 -2
- package/dist/fonts-C_AWIMdb.mjs.map +1 -0
- package/dist/{index-DKFGNyMB.d.mts → index-Bx7JBFT6.d.mts} +9 -2
- package/dist/index-Bx7JBFT6.d.mts.map +1 -0
- package/dist/{index-B0BNPEoH.d.mts → index-C8rstr3Y.d.mts} +5 -5
- package/dist/index-C8rstr3Y.d.mts.map +1 -0
- package/dist/{index-D2wJqSl5.d.mts → index-CAGDH7l6.d.mts} +3 -3
- package/dist/{index-D2wJqSl5.d.mts.map → index-CAGDH7l6.d.mts.map} +1 -1
- package/dist/{index-DiSKzDGR.d.mts → index-CbzEM_o6.d.mts} +8 -1
- package/dist/index-CbzEM_o6.d.mts.map +1 -0
- package/dist/{index-BMVVmc4G.d.mts → index-DY3mLoPO.d.mts} +2 -2
- package/dist/{index-BMVVmc4G.d.mts.map → index-DY3mLoPO.d.mts.map} +1 -1
- package/dist/{index-D1ZsMpke.d.mts → index-i0xPY4Fe.d.mts} +3 -3
- package/dist/{index-D1ZsMpke.d.mts.map → index-i0xPY4Fe.d.mts.map} +1 -1
- package/dist/{index-D2jDC7O5.d.mts → index-ogL8Y-Ng.d.mts} +9 -1
- package/dist/index-ogL8Y-Ng.d.mts.map +1 -0
- package/dist/index.d.mts +88 -70
- package/dist/index.d.mts.map +1 -1
- package/dist/index.mjs +44 -39
- package/dist/index.mjs.map +1 -1
- package/dist/preview/index.d.mts +3 -3
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview-uQM210iy.mjs → preview-BM0Zzcn1.mjs} +74 -66
- package/dist/preview-BM0Zzcn1.mjs.map +1 -0
- package/dist/preview-engine/{chunk-HAXK42HG.mjs → chunk-2RMSCL6V.mjs} +1 -1
- package/dist/preview-engine/chunk-45JOFIHE.mjs +8 -0
- package/dist/preview-engine/{chunk-MT2DZQHO.mjs → chunk-4Q7JG6WJ.mjs} +1 -1
- package/dist/preview-engine/chunk-7S6ZFYLI.mjs +418 -0
- package/dist/preview-engine/chunk-KNZU3Z2F.mjs +3 -0
- package/dist/preview-engine/{chunk-SWD76532.mjs → chunk-PCB2VB5K.mjs} +2 -2
- package/dist/preview-engine/{chunk-GYG2IIBR.mjs → chunk-RJJRPL42.mjs} +1 -1
- package/dist/preview-engine/chunk-UC7CSW2A.mjs +1 -0
- package/dist/preview-engine/{chunk-4BEJJKEU.mjs → chunk-YK4XHUP4.mjs} +7 -7
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/fonts.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +84 -76
- package/dist/preview-engine/player.mjs +5 -5
- package/dist/preview-engine/{renderers-YVN3EIOP.mjs → renderers-76MPTVZK.mjs} +1 -1
- package/dist/preview-engine/{renderers-R3XEYD5V.mjs → renderers-LFA5NW4V.mjs} +1 -1
- package/dist/{program-Dl510wmI.mjs → program-DGqyGGvj.mjs} +2 -2
- package/dist/{program-Dl510wmI.mjs.map → program-DGqyGGvj.mjs.map} +1 -1
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/renderer--fkO4O8d.mjs +3 -0
- package/dist/{renderer-D7EX8IjU.mjs → renderer-0gJC-sc8.mjs} +2 -2
- package/dist/{renderer-D7EX8IjU.mjs.map → renderer-0gJC-sc8.mjs.map} +1 -1
- package/dist/{renderer-7DOcIxFG.mjs → renderer-2r4EgfdZ.mjs} +2 -2
- package/dist/{renderer-7DOcIxFG.mjs.map → renderer-2r4EgfdZ.mjs.map} +1 -1
- package/dist/{renderer-COkcU3db.mjs → renderer-5OiVjQan.mjs} +4 -4
- package/dist/{renderer-COkcU3db.mjs.map → renderer-5OiVjQan.mjs.map} +1 -1
- package/dist/renderer-6x7CgHhJ.mjs +3 -0
- package/dist/renderer-B0RDWv1C.mjs +3 -0
- package/dist/{renderer-CMzEjdzi.mjs → renderer-B9l641o-.mjs} +2 -2
- package/dist/{renderer-CMzEjdzi.mjs.map → renderer-B9l641o-.mjs.map} +1 -1
- package/dist/renderer-BFOkGS0N.mjs +3 -0
- package/dist/{renderer-pxXf9dvk.mjs → renderer-BJiL-BQY.mjs} +2 -2
- package/dist/{renderer-pxXf9dvk.mjs.map → renderer-BJiL-BQY.mjs.map} +1 -1
- package/dist/{renderer-B1CvhW4p.mjs → renderer-BMrm2Zbz.mjs} +2 -2
- package/dist/{renderer-B1CvhW4p.mjs.map → renderer-BMrm2Zbz.mjs.map} +1 -1
- package/dist/{renderer-Cj-whdVr.mjs → renderer-BUHMkkLU.mjs} +2 -2
- package/dist/{renderer-Cj-whdVr.mjs.map → renderer-BUHMkkLU.mjs.map} +1 -1
- package/dist/{renderer-CB5aWAaf.mjs → renderer-BYsmLk63.mjs} +2 -2
- package/dist/{renderer-CB5aWAaf.mjs.map → renderer-BYsmLk63.mjs.map} +1 -1
- package/dist/renderer-BaoJiMJO.mjs +3 -0
- package/dist/{renderer-DbaQLI4z.mjs → renderer-BtkU0BT-.mjs} +2 -2
- package/dist/{renderer-DbaQLI4z.mjs.map → renderer-BtkU0BT-.mjs.map} +1 -1
- package/dist/{renderer-Dt6fzgX5.mjs → renderer-Bwsh5TUv.mjs} +2 -2
- package/dist/{renderer-Dt6fzgX5.mjs.map → renderer-Bwsh5TUv.mjs.map} +1 -1
- package/dist/{renderer-vCFTm0oe.mjs → renderer-C28Bab-M.mjs} +2 -2
- package/dist/{renderer-vCFTm0oe.mjs.map → renderer-C28Bab-M.mjs.map} +1 -1
- package/dist/{renderer-HFfcJlmR.mjs → renderer-C3L9SNRO.mjs} +2 -2
- package/dist/{renderer-HFfcJlmR.mjs.map → renderer-C3L9SNRO.mjs.map} +1 -1
- package/dist/renderer-C4O-L73n.mjs +3 -0
- package/dist/{renderer-CB7lH5K8.mjs → renderer-C9BKcHZb.mjs} +1 -1
- package/dist/renderer-CGVuhBbA.mjs +3 -0
- package/dist/renderer-CHKB-Or4.mjs +3 -0
- package/dist/renderer-CL9gPcfZ.mjs +3 -0
- package/dist/{renderer-BXMmISWG.mjs → renderer-CMM4DZ1i.mjs} +2 -2
- package/dist/{renderer-BXMmISWG.mjs.map → renderer-CMM4DZ1i.mjs.map} +1 -1
- package/dist/{renderer-C17wL9QX.mjs → renderer-COkFM1KL.mjs} +2 -2
- package/dist/{renderer-C17wL9QX.mjs.map → renderer-COkFM1KL.mjs.map} +1 -1
- package/dist/renderer-CSkFF-qe.mjs +3 -0
- package/dist/renderer-CU2c6zWc.mjs +3 -0
- package/dist/{renderer-CDOUAN7X.mjs → renderer-CXUohIJ9.mjs} +2 -2
- package/dist/{renderer-CDOUAN7X.mjs.map → renderer-CXUohIJ9.mjs.map} +1 -1
- package/dist/{renderer-ByDhfrPE.mjs → renderer-CeADvUU_.mjs} +2 -2
- package/dist/{renderer-ByDhfrPE.mjs.map → renderer-CeADvUU_.mjs.map} +1 -1
- package/dist/{renderer-CH8sdfYX.mjs → renderer-CgVdRbc-.mjs} +2 -2
- package/dist/{renderer-CH8sdfYX.mjs.map → renderer-CgVdRbc-.mjs.map} +1 -1
- package/dist/renderer-CiLiH6w_.mjs +3 -0
- package/dist/{renderer-Dp_FfvF-.mjs → renderer-CnRoblJF.mjs} +2 -2
- package/dist/{renderer-Dp_FfvF-.mjs.map → renderer-CnRoblJF.mjs.map} +1 -1
- package/dist/{renderer-BAQmR0Zo.mjs → renderer-CsQ7nY0z.mjs} +1 -1
- package/dist/{renderer-CclIvsLO.mjs → renderer-CwAjqb2o.mjs} +1 -1
- package/dist/{renderer-CszOjcRW.mjs → renderer-Cx5H41JR.mjs} +1 -1
- package/dist/{renderer-Fco4EmAu.mjs → renderer-D1Zs78PQ.mjs} +126 -105
- package/dist/{renderer-Fco4EmAu.mjs.map → renderer-D1Zs78PQ.mjs.map} +1 -1
- package/dist/{renderer-BQHbp-Sp.mjs → renderer-D1ib-wB3.mjs} +2 -2
- package/dist/{renderer-BQHbp-Sp.mjs.map → renderer-D1ib-wB3.mjs.map} +1 -1
- package/dist/{renderer-Tp6OXWNZ.mjs → renderer-D54yO_M_.mjs} +2 -2
- package/dist/{renderer-Tp6OXWNZ.mjs.map → renderer-D54yO_M_.mjs.map} +1 -1
- package/dist/{renderer-Cl1oUXMi.mjs → renderer-D5N2JO7g.mjs} +2 -2
- package/dist/{renderer-Cl1oUXMi.mjs.map → renderer-D5N2JO7g.mjs.map} +1 -1
- package/dist/{renderer-BsgIcBKH.mjs → renderer-DBp6A7tR.mjs} +2 -2
- package/dist/{renderer-BsgIcBKH.mjs.map → renderer-DBp6A7tR.mjs.map} +1 -1
- package/dist/{renderer-vvpdx1vk.mjs → renderer-DI2RcpKU.mjs} +2 -2
- package/dist/{renderer-vvpdx1vk.mjs.map → renderer-DI2RcpKU.mjs.map} +1 -1
- package/dist/renderer-DMaYsSM4.mjs +3 -0
- package/dist/renderer-DZ7t_l1d.mjs +3 -0
- package/dist/{renderer-Ryo2CEFD.mjs → renderer-D_QS6p1q.mjs} +2 -2
- package/dist/{renderer-Ryo2CEFD.mjs.map → renderer-D_QS6p1q.mjs.map} +1 -1
- package/dist/{renderer-DDp7_TUi.d.mts → renderer-DcPOsAVu.d.mts} +2 -2
- package/dist/{renderer-DDp7_TUi.d.mts.map → renderer-DcPOsAVu.d.mts.map} +1 -1
- package/dist/{renderer-B_NuVaIP.mjs → renderer-Dcd-Pkzd.mjs} +2 -2
- package/dist/{renderer-B_NuVaIP.mjs.map → renderer-Dcd-Pkzd.mjs.map} +1 -1
- package/dist/{renderer-WkVrkCVA.mjs → renderer-DjiUZ0Vs.mjs} +2 -2
- package/dist/{renderer-WkVrkCVA.mjs.map → renderer-DjiUZ0Vs.mjs.map} +1 -1
- package/dist/renderer-DkJEnKQu.mjs +3 -0
- package/dist/renderer-DlkrKqQj.mjs +3 -0
- package/dist/renderer-DxOQ5S8T.mjs +3 -0
- package/dist/renderer-Ibvw1tE_.mjs +3 -0
- package/dist/{renderer-CwQhzcUn.mjs → renderer-JjMO41Cv.mjs} +2 -2
- package/dist/{renderer-CwQhzcUn.mjs.map → renderer-JjMO41Cv.mjs.map} +1 -1
- package/dist/renderer-M0jeFo6S.mjs +4 -0
- package/dist/renderer-NhSzqWsQ.mjs +3 -0
- package/dist/renderer-OrhgkzVu.mjs +3 -0
- package/dist/{renderer-DxjVQV6f.mjs → renderer-Q7_DUcnu.mjs} +2 -2
- package/dist/{renderer-DxjVQV6f.mjs.map → renderer-Q7_DUcnu.mjs.map} +1 -1
- package/dist/{renderer-I-Sw3JBB.mjs → renderer-QfSB-cRU.mjs} +2 -2
- package/dist/{renderer-I-Sw3JBB.mjs.map → renderer-QfSB-cRU.mjs.map} +1 -1
- package/dist/{renderer-OWQmmg4Z.mjs → renderer-WXylxlu2.mjs} +2 -2
- package/dist/{renderer-OWQmmg4Z.mjs.map → renderer-WXylxlu2.mjs.map} +1 -1
- package/dist/renderer-WrFAaLxW.mjs +3 -0
- package/dist/renderer-bbOALT4F.mjs +3 -0
- package/dist/{renderer-BGXU6vcW.mjs → renderer-bebAt6Dz.mjs} +2 -2
- package/dist/{renderer-BGXU6vcW.mjs.map → renderer-bebAt6Dz.mjs.map} +1 -1
- package/dist/{renderer-B9-QSJcG.mjs → renderer-eC1gRPRo.mjs} +2 -2
- package/dist/{renderer-B9-QSJcG.mjs.map → renderer-eC1gRPRo.mjs.map} +1 -1
- package/dist/renderer-lXmyzdcx.mjs +3 -0
- package/dist/renderer-ospMsCzr.mjs +3 -0
- package/dist/{renderer-k2JL79kM.mjs → renderer-vUjNMbLq.mjs} +2 -2
- package/dist/{renderer-k2JL79kM.mjs.map → renderer-vUjNMbLq.mjs.map} +1 -1
- package/dist/renderer-xc9wkiC7.mjs +3 -0
- package/dist/{renderer-XcmYTd6P.mjs → renderer-z6Qb5Z-W.mjs} +143 -4
- package/dist/renderer-z6Qb5Z-W.mjs.map +1 -0
- package/dist/{renderers-BWg16W-V-BXG_cjhM.mjs → renderers-BWg16W-V-jhdCp6Vd.mjs} +2 -2
- package/dist/{renderers-BWg16W-V-BXG_cjhM.mjs.map → renderers-BWg16W-V-jhdCp6Vd.mjs.map} +1 -1
- package/dist/signals/index.d.mts +5 -5
- package/dist/signals/index.mjs +4 -4
- package/package.json +55 -55
- package/dist/dist-1iUYuPct.mjs.map +0 -1
- package/dist/dist-gjHmorxL.mjs.map +0 -1
- package/dist/fonts-DrGTBJJk.mjs.map +0 -1
- package/dist/index-B0BNPEoH.d.mts.map +0 -1
- package/dist/index-D2jDC7O5.d.mts.map +0 -1
- package/dist/index-DKFGNyMB.d.mts.map +0 -1
- package/dist/index-DiSKzDGR.d.mts.map +0 -1
- package/dist/preview-engine/chunk-47VT677S.mjs +0 -8
- package/dist/preview-engine/chunk-DPST2XLC.mjs +0 -418
- package/dist/preview-engine/chunk-DRLEOHN5.mjs +0 -1
- package/dist/preview-engine/chunk-SZ7YRPKO.mjs +0 -3
- package/dist/preview-uQM210iy.mjs.map +0 -1
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- package/dist/renderer-BSbTJBWc.mjs +0 -3
- package/dist/renderer-BU1rwNRT.mjs +0 -3
- package/dist/renderer-BZJm3m4f.mjs +0 -3
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- package/dist/renderer-BryTM2g7.mjs +0 -3
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- package/dist/renderer-CV2m6k1V.mjs +0 -3
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- package/dist/renderer-C_Ki91kc.mjs +0 -3
- package/dist/renderer-CmApuKjS.mjs +0 -3
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- package/dist/renderer-D4qLmox-.mjs +0 -3
- package/dist/renderer-D6cJ6MSq.mjs +0 -3
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- package/dist/renderer-DuplLRbp.mjs +0 -3
- package/dist/renderer-DvfUbZ31.mjs +0 -3
- package/dist/renderer-Q_uUQipO.mjs +0 -3
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{"version":3,"file":"renderer-vvpdx1vk.mjs","names":[],"sources":["../../../nodes/node-audio-reverb/dist/renderers-C0rJsa0R.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 = [\n\t\"roomSize\",\n\t\"damping\",\n\t\"wet\",\n\t\"dry\",\n\t\"width\"\n];\nconst REVERB_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n roomSize : f32,\n damping : f32,\n wet : f32,\n dry : f32,\n width : f32,\n hasRoomSizeSig : f32,\n hasDampingSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n hasWidthSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : 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>;\n@group(0) @binding(4) var<storage, read> roomSizeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> dampingSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n@group(0) @binding(8) var<storage, read> widthSignal : array<f32>;\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 let fixedgain: f32 = 0.015f;\n\n var bufIndices: array<u32, 24>;\n var filterStores: array<f32, 24>;\n var sizes: array<u32, 24>;\n var startOffsets: array<u32, 24>;\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n sizes[f] = u32(state[metaOffset]);\n startOffsets[f] = u32(state[metaOffset + 1u]);\n bufIndices[f] = u32(state[metaOffset + 2u]);\n var fs = state[metaOffset + 3u];\n if (is_nan_or_inf(fs)) { fs = 0.0f; }\n filterStores[f] = fs;\n }\n\n if (numChannels == 1u) {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var x = inputChannels[index];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n let inputVal = x * fixedgain;\n\n var combSum = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSum = combSum + output;\n }\n\n var revOut = combSum;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOut + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOut;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOut = output;\n }\n\n var outVal = x * effDry + revOut * effWet;\n if (is_nan_or_inf(outVal)) { outVal = 0.0f; }\n\n if (outVal > 1.0f) { outVal = 1.0f; }\n else if (outVal < -1.0f) { outVal = -1.0f; }\n else if (outVal > 0.9f) { outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f); }\n else if (outVal < -0.9f) { outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f); }\n\n outputChannels[index] = outVal;\n }\n } else {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var effWidth = u.width;\n if (u.hasWidthSig > 0.5f) { effWidth = widthSignal[index]; }\n effWidth = clamp(effWidth, 0.0f, 1.0f);\n\n let wet1 = effWet * (effWidth / 2.0f + 0.5f);\n let wet2 = effWet * ((1.0f - effWidth) / 2.0f);\n\n var inputL = inputChannels[index];\n if (is_nan_or_inf(inputL)) { inputL = 0.0f; }\n var inputR = inputChannels[numSamples + index];\n if (is_nan_or_inf(inputR)) { inputR = 0.0f; }\n\n let inputVal = (inputL + inputR) * fixedgain;\n\n // Left channel (Filters 0-11)\n var combSumL = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSumL = combSumL + output;\n }\n var revOutL = combSumL;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutL + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutL;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutL = output;\n }\n\n // Right channel (Filters 12-23)\n var combSumR = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let f = 12u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n var fs = filterStores[f];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[f] = (bufferIndex + 1u) % size;\n filterStores[f] = fs;\n combSumR = combSumR + output;\n }\n var revOutR = combSumR;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 20u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutR + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutR;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutR = output;\n }\n\n var outL = inputL * effDry + revOutL * wet1 + revOutR * wet2;\n var outR = inputR * effDry + revOutR * wet1 + revOutL * wet2;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n }\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n state[metaOffset + 2u] = f32(bufIndices[f]);\n state[metaOffset + 3u] = filterStores[f];\n }\n}\n`;\nconst leftCombLengths = [\n\t1116,\n\t1188,\n\t1277,\n\t1356,\n\t1422,\n\t1491,\n\t1557,\n\t1617\n];\nconst leftAllpassLengths = [\n\t556,\n\t441,\n\t341,\n\t225\n];\nconst reverbAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Reverb.\");\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 roomSizeInternal = Math.max(0, Math.min(typeof op.roomSize === \"number\" ? op.roomSize : .5, .98));\n\tconst dampingInternal = Math.max(0, Math.min(typeof op.damping === \"number\" ? op.damping : .5, 1));\n\tconst wetInternal = Math.max(0, Math.min(typeof op.wet === \"number\" ? op.wet : .3, 1));\n\tconst dryInternal = Math.max(0, Math.min(typeof op.dry === \"number\" ? op.dry : 1, 1));\n\tconst widthInternal = Math.max(0, Math.min(typeof op.width === \"number\" ? op.width : 1, 1));\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 hasRoomSizeSig = isHandleConnected(\"roomSizeHandleId\") ? 1 : 0;\n\tconst hasDampingSig = isHandleConnected(\"dampingHandleId\") ? 1 : 0;\n\tconst hasWetSig = isHandleConnected(\"wetHandleId\") ? 1 : 0;\n\tconst hasDrySig = isHandleConnected(\"dryHandleId\") ? 1 : 0;\n\tconst hasWidthSig = isHandleConnected(\"widthHandleId\") ? 1 : 0;\n\tconst scale = sampleRate / 44100;\n\tconst nodeId = op.id || \"audio-reverb\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst sizesL = [];\n\tconst sizesR = [];\n\tleftCombLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftCombLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tconst totalMetadataFloats = 96;\n\tlet totalDelaySamples = 0;\n\tconst filterSizes = [...sizesL, ...sizesR];\n\tfor (const size of filterSizes) totalDelaySamples += size;\n\tconst stateFloatCount = totalMetadataFloats + totalDelaySamples;\n\tconst metaData = new Float32Array(totalMetadataFloats);\n\tlet currentOffset = totalMetadataFloats;\n\tfor (let f = 0; 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{"version":3,"file":"renderer-DI2RcpKU.mjs","names":[],"sources":["../../../nodes/node-audio-reverb/dist/renderers-C0rJsa0R.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 = [\n\t\"roomSize\",\n\t\"damping\",\n\t\"wet\",\n\t\"dry\",\n\t\"width\"\n];\nconst REVERB_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n roomSize : f32,\n damping : f32,\n wet : f32,\n dry : f32,\n width : f32,\n hasRoomSizeSig : f32,\n hasDampingSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n hasWidthSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : 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>;\n@group(0) @binding(4) var<storage, read> roomSizeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> dampingSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n@group(0) @binding(8) var<storage, read> widthSignal : array<f32>;\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 let fixedgain: f32 = 0.015f;\n\n var bufIndices: array<u32, 24>;\n var filterStores: array<f32, 24>;\n var sizes: array<u32, 24>;\n var startOffsets: array<u32, 24>;\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n sizes[f] = u32(state[metaOffset]);\n startOffsets[f] = u32(state[metaOffset + 1u]);\n bufIndices[f] = u32(state[metaOffset + 2u]);\n var fs = state[metaOffset + 3u];\n if (is_nan_or_inf(fs)) { fs = 0.0f; }\n filterStores[f] = fs;\n }\n\n if (numChannels == 1u) {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var x = inputChannels[index];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n let inputVal = x * fixedgain;\n\n var combSum = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSum = combSum + output;\n }\n\n var revOut = combSum;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOut + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOut;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOut = output;\n }\n\n var outVal = x * effDry + revOut * effWet;\n if (is_nan_or_inf(outVal)) { outVal = 0.0f; }\n\n if (outVal > 1.0f) { outVal = 1.0f; }\n else if (outVal < -1.0f) { outVal = -1.0f; }\n else if (outVal > 0.9f) { outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f); }\n else if (outVal < -0.9f) { outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f); }\n\n outputChannels[index] = outVal;\n }\n } else {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var effWidth = u.width;\n if (u.hasWidthSig > 0.5f) { effWidth = widthSignal[index]; }\n effWidth = clamp(effWidth, 0.0f, 1.0f);\n\n let wet1 = effWet * (effWidth / 2.0f + 0.5f);\n let wet2 = effWet * ((1.0f - effWidth) / 2.0f);\n\n var inputL = inputChannels[index];\n if (is_nan_or_inf(inputL)) { inputL = 0.0f; }\n var inputR = inputChannels[numSamples + index];\n if (is_nan_or_inf(inputR)) { inputR = 0.0f; }\n\n let inputVal = (inputL + inputR) * fixedgain;\n\n // Left channel (Filters 0-11)\n var combSumL = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSumL = combSumL + output;\n }\n var revOutL = combSumL;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutL + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutL;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutL = output;\n }\n\n // Right channel (Filters 12-23)\n var combSumR = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let f = 12u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n var fs = filterStores[f];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[f] = (bufferIndex + 1u) % size;\n filterStores[f] = fs;\n combSumR = combSumR + output;\n }\n var revOutR = combSumR;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 20u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutR + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutR;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutR = output;\n }\n\n var outL = inputL * effDry + revOutL * wet1 + revOutR * wet2;\n var outR = inputR * effDry + revOutR * wet1 + revOutL * wet2;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n }\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n state[metaOffset + 2u] = f32(bufIndices[f]);\n state[metaOffset + 3u] = filterStores[f];\n }\n}\n`;\nconst leftCombLengths = [\n\t1116,\n\t1188,\n\t1277,\n\t1356,\n\t1422,\n\t1491,\n\t1557,\n\t1617\n];\nconst leftAllpassLengths = [\n\t556,\n\t441,\n\t341,\n\t225\n];\nconst reverbAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Reverb.\");\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 roomSizeInternal = Math.max(0, Math.min(typeof op.roomSize === \"number\" ? op.roomSize : .5, .98));\n\tconst dampingInternal = Math.max(0, Math.min(typeof op.damping === \"number\" ? op.damping : .5, 1));\n\tconst wetInternal = Math.max(0, Math.min(typeof op.wet === \"number\" ? op.wet : .3, 1));\n\tconst dryInternal = Math.max(0, Math.min(typeof op.dry === \"number\" ? op.dry : 1, 1));\n\tconst widthInternal = Math.max(0, Math.min(typeof op.width === \"number\" ? op.width : 1, 1));\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 hasRoomSizeSig = isHandleConnected(\"roomSizeHandleId\") ? 1 : 0;\n\tconst hasDampingSig = isHandleConnected(\"dampingHandleId\") ? 1 : 0;\n\tconst hasWetSig = isHandleConnected(\"wetHandleId\") ? 1 : 0;\n\tconst hasDrySig = isHandleConnected(\"dryHandleId\") ? 1 : 0;\n\tconst hasWidthSig = isHandleConnected(\"widthHandleId\") ? 1 : 0;\n\tconst scale = sampleRate / 44100;\n\tconst nodeId = op.id || \"audio-reverb\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst sizesL = [];\n\tconst sizesR = [];\n\tleftCombLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftCombLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tconst totalMetadataFloats = 96;\n\tlet totalDelaySamples = 0;\n\tconst filterSizes = [...sizesL, ...sizesR];\n\tfor (const size of filterSizes) totalDelaySamples += size;\n\tconst stateFloatCount = totalMetadataFloats + totalDelaySamples;\n\tconst metaData = new Float32Array(totalMetadataFloats);\n\tlet currentOffset = totalMetadataFloats;\n\tfor (let f = 0; f < 24; f++) {\n\t\tconst size = filterSizes[f];\n\t\tmetaData[f * 4] = size;\n\t\tmetaData[f * 4 + 1] = currentOffset;\n\t\tmetaData[f * 4 + 2] = 0;\n\t\tmetaData[f * 4 + 3] = 0;\n\t\tcurrentOffset += size;\n\t}\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, REVERB_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\troomSizeInternal,\n\t\tdampingInternal,\n\t\twetInternal,\n\t\tdryInternal,\n\t\twidthInternal,\n\t\thasRoomSizeSig,\n\t\thasDampingSig,\n\t\thasWetSig,\n\t\thasDrySig,\n\t\thasWidthSig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0\n\t], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, metaData, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: reverbAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-C0rJsa0R.mjs.map"],"mappings":";;;;AAIA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,+BAA+B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+QrC,MAAM,kBAAkB;CACvB;CACA;CACA;CACA;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,qBAAqB;CAC1B;CACA;CACA;CACA;CACA;AACD,MAAM,uBAAuB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC/E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,2CAA2C;CAC7E,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,mBAAmB,KAAK,IAAI,GAAG,KAAK,IAAI,OAAO,GAAG,aAAa,WAAW,GAAG,WAAW,IAAI,IAAI,CAAC;CACvG,MAAM,kBAAkB,KAAK,IAAI,GAAG,KAAK,IAAI,OAAO,GAAG,YAAY,WAAW,GAAG,UAAU,IAAI,EAAE,CAAC;CAClG,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,OAAO,GAAG,QAAQ,WAAW,GAAG,MAAM,IAAI,EAAE,CAAC;CACtF,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,OAAO,GAAG,QAAQ,WAAW,GAAG,MAAM,GAAG,EAAE,CAAC;CACrF,MAAM,gBAAgB,KAAK,IAAI,GAAG,KAAK,IAAI,OAAO,GAAG,UAAU,WAAW,GAAG,QAAQ,GAAG,EAAE,CAAC;CAC3F,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,iBAAiB,kBAAkB,mBAAmB,GAAG,IAAI;CACnE,MAAM,gBAAgB,kBAAkB,kBAAkB,GAAG,IAAI;CACjE,MAAM,YAAY,kBAAkB,cAAc,GAAG,IAAI;CACzD,MAAM,YAAY,kBAAkB,cAAc,GAAG,IAAI;CACzD,MAAM,cAAc,kBAAkB,gBAAgB,GAAG,IAAI;CAC7D,MAAM,QAAQ,aAAa;CAC3B,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,SAAS,EAAE;CACjB,MAAM,SAAS,EAAE;AACjB,iBAAgB,SAAS,QAAQ;AAChC,SAAO,KAAK,KAAK,MAAM,MAAM,MAAM,CAAC;GACnC;AACF,iBAAgB,SAAS,QAAQ;AAChC,SAAO,KAAK,KAAK,OAAO,MAAM,MAAM,MAAM,CAAC;GAC1C;AACF,oBAAmB,SAAS,QAAQ;AACnC,SAAO,KAAK,KAAK,MAAM,MAAM,MAAM,CAAC;GACnC;AACF,oBAAmB,SAAS,QAAQ;AACnC,SAAO,KAAK,KAAK,OAAO,MAAM,MAAM,MAAM,CAAC;GAC1C;CACF,MAAM,sBAAsB;CAC5B,IAAI,oBAAoB;CACxB,MAAM,cAAc,CAAC,GAAG,QAAQ,GAAG,OAAO;AAC1C,MAAK,MAAM,QAAQ,YAAa,sBAAqB;CACrD,MAAM,kBAAkB,sBAAsB;CAC9C,MAAM,WAAW,IAAI,aAAa,oBAAoB;CACtD,IAAI,gBAAgB;AACpB,MAAK,IAAI,IAAI,GAAG,IAAI,IAAI,KAAK;EAC5B,MAAM,OAAO,YAAY;AACzB,WAAS,IAAI,KAAK;AAClB,WAAS,IAAI,IAAI,KAAK;AACtB,WAAS,IAAI,IAAI,KAAK;AACtB,WAAS,IAAI,IAAI,KAAK;AACtB,mBAAiB;;AAElB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,8BAA8B;EACpI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,UAAU,KAAK,GAAG,YAAY;;AAK7G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,sBAAsB,CAAC"}
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//#region ../../nodes/node-halftone-screen/dist/renderers-BXneyqVY.mjs
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{"version":3,"file":"renderer-Ryo2CEFD.mjs","names":[],"sources":["../../../nodes/node-halftone-screen/dist/renderers-BXneyqVY.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HALFTONE_SHADER = `\nstruct HalftoneUniforms {\n mode : f32, // 0 = Monochrome, 1 = CMYK\n dotShape : f32, // 0 = Circle, 1 = Diamond, 2 = Line, 3 = Square\n frequency : f32,\n angle : f32,\n\n contrast : f32,\n invert : f32,\n isSmooth : f32,\n opacity : f32,\n\n dotColor : vec4<f32>,\n paperColor : vec4<f32>,\n\n cyanAngle : f32,\n magentaAngle : f32,\n yellowAngle : f32,\n blackAngle : f32,\n\n hasFreqSig : f32,\n hasAngleSig : f32,\n hasContrastSig : f32,\n hasCyanSig : f32,\n\n hasMagSig : f32,\n hasYelSig : f32,\n hasBlkSig : f32,\n hasOpacitySig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HalftoneUniforms;\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 freqSigTex : texture_2d<f32>;\n@group(2) @binding(1) var angleSigTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(3) var cyanSigTex : texture_2d<f32>;\n@group(2) @binding(4) var magSigTex : texture_2d<f32>;\n@group(2) @binding(5) var yelSigTex : texture_2d<f32>;\n@group(2) @binding(6) var blkSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nconst PI: f32 = 3.141592653589793;\n\nfn getCellCenterUV(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32\n) -> vec2<f32> {\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n let invRot = mat2x2<f32>(cosA, sinA, -sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellIndex = floor(rotPos / cellSize) + vec2<f32>(0.5);\n let cellCenterRot = cellIndex * cellSize;\n let cellCenterPixelPos = invRot * cellCenterRot;\n let cellCenterUV = (cellCenterPixelPos + center) / dimensions;\n return clamp(cellCenterUV, vec2<f32>(0.0), vec2<f32>(1.0));\n}\n\nfn evalDotCoverage(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32,\n shape: f32,\n density: f32,\n contrastMultiplier: f32,\n isSmooth: f32\n) -> f32 {\n var d = clamp((density - 0.5) * contrastMultiplier + 0.5, 0.0, 1.0);\n if (d <= 0.0001) { return 0.0; }\n if (d >= 0.9999) { return 1.0; }\n\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellUV = fract(rotPos / cellSize) - vec2<f32>(0.5);\n\n var spot: f32 = 0.0;\n\n if (shape < 0.5) {\n // 0: Euclidean Round Dot\n spot = 0.5 * (1.0 - (cos(cellUV.x * 2.0 * PI) + cos(cellUV.y * 2.0 * PI)) * 0.5);\n } else if (shape < 1.5) {\n // 1: Diamond\n spot = abs(cellUV.x) + abs(cellUV.y);\n } else if (shape < 2.5) {\n // 2: Line\n spot = abs(cellUV.y) * 2.0;\n } else {\n // 3: Square\n spot = max(abs(cellUV.x), abs(cellUV.y)) * 2.0;\n }\n\n let edgeWidth = select(0.001, max(1.5 / cellSize, 0.003), isSmooth > 0.5);\n\n return select(\n step(spot, d),\n smoothstep(d + edgeWidth, d - edgeWidth, spot),\n isSmooth > 0.5\n );\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let sourceCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n if (sourceCol.a < 1e-5) {\n return sourceCol;\n }\n\n // Resolve parameter overrides or dynamic signals\n var frequency = u.frequency;\n if (u.hasFreqSig > 0.5) {\n frequency = textureSampleLevel(freqSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var baseAngle = u.angle;\n if (u.hasAngleSig > 0.5) {\n baseAngle = textureSampleLevel(angleSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var contrast = u.contrast;\n if (u.hasContrastSig > 0.5) {\n contrast = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var cyanAngle = u.cyanAngle;\n if (u.hasCyanSig > 0.5) {\n cyanAngle = textureSampleLevel(cyanSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var magentaAngle = u.magentaAngle;\n if (u.hasMagSig > 0.5) {\n magentaAngle = textureSampleLevel(magSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var yellowAngle = u.yellowAngle;\n if (u.hasYelSig > 0.5) {\n yellowAngle = textureSampleLevel(yelSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var blackAngle = u.blackAngle;\n if (u.hasBlkSig > 0.5) {\n blackAngle = textureSampleLevel(blkSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var effectOpacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n effectOpacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dimensions = vec2<f32>(textureDimensions(tex));\n let unpremult = sourceCol.rgb / sourceCol.a;\n\n var screenedRgb: vec3<f32>;\n\n if (u.mode < 0.5) {\n // --- Monochrome Mode ---\n let cellCenterUV = getCellCenterUV(in.uv, dimensions, baseAngle, frequency);\n let cellCol = textureSampleLevel(tex, samp, cellCenterUV, 0.0);\n let cellRgb = select(cellCol.rgb, cellCol.rgb / cellCol.a, cellCol.a > 1e-5);\n let luminance = dot(cellRgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n var inkDensity = 1.0 - luminance;\n if (u.invert > 0.5) {\n inkDensity = luminance;\n }\n\n let coverage = evalDotCoverage(\n in.uv,\n dimensions,\n baseAngle,\n frequency,\n u.dotShape,\n inkDensity,\n contrast,\n u.isSmooth\n );\n\n screenedRgb = mix(u.paperColor.rgb, u.dotColor.rgb, coverage);\n } else {\n // --- CMYK Mode ---\n let cellCenterUVC = getCellCenterUV(in.uv, dimensions, baseAngle + cyanAngle, frequency);\n let colC = textureSampleLevel(tex, samp, cellCenterUVC, 0.0);\n let rgbC = select(colC.rgb, colC.rgb / colC.a, colC.a > 1e-5);\n let kC = 1.0 - max(max(rgbC.r, rgbC.g), rgbC.b);\n let invKC = 1.0 - kC;\n var densC = select(0.0, clamp((1.0 - rgbC.r - kC) / max(invKC, 0.0001), 0.0, 1.0), invKC > 0.0001);\n\n let cellCenterUVM = getCellCenterUV(in.uv, dimensions, baseAngle + magentaAngle, frequency);\n let colM = textureSampleLevel(tex, samp, cellCenterUVM, 0.0);\n let rgbM = select(colM.rgb, colM.rgb / colM.a, colM.a > 1e-5);\n let kM = 1.0 - max(max(rgbM.r, rgbM.g), rgbM.b);\n let invKM = 1.0 - kM;\n var densM = select(0.0, clamp((1.0 - rgbM.g - kM) / max(invKM, 0.0001), 0.0, 1.0), invKM > 0.0001);\n\n let cellCenterUVY = getCellCenterUV(in.uv, dimensions, baseAngle + yellowAngle, frequency);\n let colY = textureSampleLevel(tex, samp, cellCenterUVY, 0.0);\n let rgbY = select(colY.rgb, colY.rgb / colY.a, colY.a > 1e-5);\n let kY = 1.0 - max(max(rgbY.r, rgbY.g), rgbY.b);\n let invKY = 1.0 - kY;\n var densY = select(0.0, clamp((1.0 - rgbY.b - kY) / max(invKY, 0.0001), 0.0, 1.0), invKY > 0.0001);\n\n let cellCenterUVK = getCellCenterUV(in.uv, dimensions, baseAngle + blackAngle, frequency);\n let colK = textureSampleLevel(tex, samp, cellCenterUVK, 0.0);\n let rgbK = select(colK.rgb, colK.rgb / colK.a, colK.a > 1e-5);\n var densK = 1.0 - max(max(rgbK.r, rgbK.g), rgbK.b);\n\n if (u.invert > 0.5) {\n densC = 1.0 - densC;\n densM = 1.0 - densM;\n densY = 1.0 - densY;\n densK = 1.0 - densK;\n }\n\n let covC = evalDotCoverage(in.uv, dimensions, baseAngle + cyanAngle, frequency, u.dotShape, densC, contrast, u.isSmooth);\n let covM = evalDotCoverage(in.uv, dimensions, baseAngle + magentaAngle, frequency, u.dotShape, densM, contrast, u.isSmooth);\n let covY = evalDotCoverage(in.uv, dimensions, baseAngle + yellowAngle, frequency, u.dotShape, densY, contrast, u.isSmooth);\n let covK = evalDotCoverage(in.uv, dimensions, baseAngle + blackAngle, frequency, u.dotShape, densK, contrast, u.isSmooth);\n\n // Subtractive synthesis onto paper substrate\n let outR = u.paperColor.r * (1.0 - covC) * (1.0 - covK);\n let outG = u.paperColor.g * (1.0 - covM) * (1.0 - covK);\n let outB = u.paperColor.b * (1.0 - covY) * (1.0 - covK);\n\n screenedRgb = clamp(vec3<f32>(outR, outG, outB), vec3<f32>(0.0), vec3<f32>(1.0));\n }\n\n // Apply effect opacity blend\n let finalRgb = mix(unpremult, screenedRgb, clamp(effectOpacity, 0.0, 1.0));\n return vec4<f32>(finalRgb * sourceCol.a, sourceCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getHalftoneResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `halftone_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst halftoneModule = device.createShaderModule({\n\t\t\tlabel: `halftone_${format}.wgsl`,\n\t\t\tcode: WGSL_HALFTONE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `HalftonePipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: halftoneModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: halftoneModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\thalftonePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst HalftoneScreenWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HalftoneScreen\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"halftone_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && input.outputItem?.type === \"Signal\");\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse val = Math.max(minVal, Math.min(maxVal, Number(op[configKey] ?? defaultValue)));\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst freqRes = resolveBindable(\"frequency\", 30, 1, 200);\n\tconst angleRes = resolveBindable(\"angle\", 45, 0, 360);\n\tconst contrastRes = resolveBindable(\"contrast\", 1, .1, 5);\n\tconst cyanRes = resolveBindable(\"cyanAngle\", 15, 0, 360);\n\tconst magRes = resolveBindable(\"magentaAngle\", 75, 0, 360);\n\tconst yelRes = resolveBindable(\"yellowAngle\", 0, 0, 360);\n\tconst blkRes = resolveBindable(\"blackAngle\", 45, 0, 360);\n\tconst opacityRes = resolveBindable(\"opacity\", 1, 0, 1);\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { halftonePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHalftoneResources(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 freqView = getSignalView(freqRes, \"freq_sig\");\n\tconst angleView = getSignalView(angleRes, \"angle_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst cyanView = getSignalView(cyanRes, \"cyan_sig\");\n\tconst magView = getSignalView(magRes, \"mag_sig\");\n\tconst yelView = getSignalView(yelRes, \"yel_sig\");\n\tconst blkView = getSignalView(blkRes, \"blk_sig\");\n\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\tconst modeVal = op.mode === \"CMYK\" ? 1 : 0;\n\tlet dotShapeVal = 0;\n\tif (op.dotShape === \"Diamond\") dotShapeVal = 1;\n\telse if (op.dotShape === \"Line\") dotShapeVal = 2;\n\telse if (op.dotShape === \"Square\") dotShapeVal = 3;\n\tconst dotCol = parseColor(op.dotColor ?? \"#000000\");\n\tconst paperCol = parseColor(op.paperColor ?? \"#ffffff\");\n\tconst halftoneUniformData = new Float32Array(28);\n\thalftoneUniformData[0] = modeVal;\n\thalftoneUniformData[1] = dotShapeVal;\n\thalftoneUniformData[2] = freqRes.val;\n\thalftoneUniformData[3] = angleRes.val;\n\thalftoneUniformData[4] = contrastRes.val;\n\thalftoneUniformData[5] = op.invert ? 1 : 0;\n\thalftoneUniformData[6] = op.smooth !== false ? 1 : 0;\n\thalftoneUniformData[7] = opacityRes.val;\n\thalftoneUniformData[8] = dotCol.r;\n\thalftoneUniformData[9] = dotCol.g;\n\thalftoneUniformData[10] = dotCol.b;\n\thalftoneUniformData[11] = dotCol.a;\n\thalftoneUniformData[12] = paperCol.r;\n\thalftoneUniformData[13] = paperCol.g;\n\thalftoneUniformData[14] = paperCol.b;\n\thalftoneUniformData[15] = paperCol.a;\n\thalftoneUniformData[16] = cyanRes.val;\n\thalftoneUniformData[17] = magRes.val;\n\thalftoneUniformData[18] = yelRes.val;\n\thalftoneUniformData[19] = blkRes.val;\n\thalftoneUniformData[20] = freqRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[21] = angleRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[22] = contrastRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[23] = cyanRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[24] = magRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[25] = yelRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[26] = blkRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[27] = opacityRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(halftoneUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst halftonePass = 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\thalftonePass.setPipeline(pipeline);\n\thalftonePass.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\thalftonePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\thalftonePass.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: freqView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: angleView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: cyanView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: magView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: yelView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: blkView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: opacityView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\thalftonePass.draw(4);\n\thalftonePass.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, 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{"version":3,"file":"renderer-D_QS6p1q.mjs","names":[],"sources":["../../../nodes/node-halftone-screen/dist/renderers-BXneyqVY.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HALFTONE_SHADER = `\nstruct HalftoneUniforms {\n mode : f32, // 0 = Monochrome, 1 = CMYK\n dotShape : f32, // 0 = Circle, 1 = Diamond, 2 = Line, 3 = Square\n frequency : f32,\n angle : f32,\n\n contrast : f32,\n invert : f32,\n isSmooth : f32,\n opacity : f32,\n\n dotColor : vec4<f32>,\n paperColor : vec4<f32>,\n\n cyanAngle : f32,\n magentaAngle : f32,\n yellowAngle : f32,\n blackAngle : f32,\n\n hasFreqSig : f32,\n hasAngleSig : f32,\n hasContrastSig : f32,\n hasCyanSig : f32,\n\n hasMagSig : f32,\n hasYelSig : f32,\n hasBlkSig : f32,\n hasOpacitySig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HalftoneUniforms;\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 freqSigTex : texture_2d<f32>;\n@group(2) @binding(1) var angleSigTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(3) var cyanSigTex : texture_2d<f32>;\n@group(2) @binding(4) var magSigTex : texture_2d<f32>;\n@group(2) @binding(5) var yelSigTex : texture_2d<f32>;\n@group(2) @binding(6) var blkSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nconst PI: f32 = 3.141592653589793;\n\nfn getCellCenterUV(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32\n) -> vec2<f32> {\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n let invRot = mat2x2<f32>(cosA, sinA, -sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellIndex = floor(rotPos / cellSize) + vec2<f32>(0.5);\n let cellCenterRot = cellIndex * cellSize;\n let cellCenterPixelPos = invRot * cellCenterRot;\n let cellCenterUV = (cellCenterPixelPos + center) / dimensions;\n return clamp(cellCenterUV, vec2<f32>(0.0), vec2<f32>(1.0));\n}\n\nfn evalDotCoverage(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32,\n shape: f32,\n density: f32,\n contrastMultiplier: f32,\n isSmooth: f32\n) -> f32 {\n var d = clamp((density - 0.5) * contrastMultiplier + 0.5, 0.0, 1.0);\n if (d <= 0.0001) { return 0.0; }\n if (d >= 0.9999) { return 1.0; }\n\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellUV = fract(rotPos / cellSize) - vec2<f32>(0.5);\n\n var spot: f32 = 0.0;\n\n if (shape < 0.5) {\n // 0: Euclidean Round Dot\n spot = 0.5 * (1.0 - (cos(cellUV.x * 2.0 * PI) + cos(cellUV.y * 2.0 * PI)) * 0.5);\n } else if (shape < 1.5) {\n // 1: Diamond\n spot = abs(cellUV.x) + abs(cellUV.y);\n } else if (shape < 2.5) {\n // 2: Line\n spot = abs(cellUV.y) * 2.0;\n } else {\n // 3: Square\n spot = max(abs(cellUV.x), abs(cellUV.y)) * 2.0;\n }\n\n let edgeWidth = select(0.001, max(1.5 / cellSize, 0.003), isSmooth > 0.5);\n\n return select(\n step(spot, d),\n smoothstep(d + edgeWidth, d - edgeWidth, spot),\n isSmooth > 0.5\n );\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let sourceCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n if (sourceCol.a < 1e-5) {\n return sourceCol;\n }\n\n // Resolve parameter overrides or dynamic signals\n var frequency = u.frequency;\n if (u.hasFreqSig > 0.5) {\n frequency = textureSampleLevel(freqSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var baseAngle = u.angle;\n if (u.hasAngleSig > 0.5) {\n baseAngle = textureSampleLevel(angleSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var contrast = u.contrast;\n if (u.hasContrastSig > 0.5) {\n contrast = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var cyanAngle = u.cyanAngle;\n if (u.hasCyanSig > 0.5) {\n cyanAngle = textureSampleLevel(cyanSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var magentaAngle = u.magentaAngle;\n if (u.hasMagSig > 0.5) {\n magentaAngle = textureSampleLevel(magSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var yellowAngle = u.yellowAngle;\n if (u.hasYelSig > 0.5) {\n yellowAngle = textureSampleLevel(yelSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var blackAngle = u.blackAngle;\n if (u.hasBlkSig > 0.5) {\n blackAngle = textureSampleLevel(blkSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var effectOpacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n effectOpacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dimensions = vec2<f32>(textureDimensions(tex));\n let unpremult = sourceCol.rgb / sourceCol.a;\n\n var screenedRgb: vec3<f32>;\n\n if (u.mode < 0.5) {\n // --- Monochrome Mode ---\n let cellCenterUV = getCellCenterUV(in.uv, dimensions, baseAngle, frequency);\n let cellCol = textureSampleLevel(tex, samp, cellCenterUV, 0.0);\n let cellRgb = select(cellCol.rgb, cellCol.rgb / cellCol.a, cellCol.a > 1e-5);\n let luminance = dot(cellRgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n var inkDensity = 1.0 - luminance;\n if (u.invert > 0.5) {\n inkDensity = luminance;\n }\n\n let coverage = evalDotCoverage(\n in.uv,\n dimensions,\n baseAngle,\n frequency,\n u.dotShape,\n inkDensity,\n contrast,\n u.isSmooth\n );\n\n screenedRgb = mix(u.paperColor.rgb, u.dotColor.rgb, coverage);\n } else {\n // --- CMYK Mode ---\n let cellCenterUVC = getCellCenterUV(in.uv, dimensions, baseAngle + cyanAngle, frequency);\n let colC = textureSampleLevel(tex, samp, cellCenterUVC, 0.0);\n let rgbC = select(colC.rgb, colC.rgb / colC.a, colC.a > 1e-5);\n let kC = 1.0 - max(max(rgbC.r, rgbC.g), rgbC.b);\n let invKC = 1.0 - kC;\n var densC = select(0.0, clamp((1.0 - rgbC.r - kC) / max(invKC, 0.0001), 0.0, 1.0), invKC > 0.0001);\n\n let cellCenterUVM = getCellCenterUV(in.uv, dimensions, baseAngle + magentaAngle, frequency);\n let colM = textureSampleLevel(tex, samp, cellCenterUVM, 0.0);\n let rgbM = select(colM.rgb, colM.rgb / colM.a, colM.a > 1e-5);\n let kM = 1.0 - max(max(rgbM.r, rgbM.g), rgbM.b);\n let invKM = 1.0 - kM;\n var densM = select(0.0, clamp((1.0 - rgbM.g - kM) / max(invKM, 0.0001), 0.0, 1.0), invKM > 0.0001);\n\n let cellCenterUVY = getCellCenterUV(in.uv, dimensions, baseAngle + yellowAngle, frequency);\n let colY = textureSampleLevel(tex, samp, cellCenterUVY, 0.0);\n let rgbY = select(colY.rgb, colY.rgb / colY.a, colY.a > 1e-5);\n let kY = 1.0 - max(max(rgbY.r, rgbY.g), rgbY.b);\n let invKY = 1.0 - kY;\n var densY = select(0.0, clamp((1.0 - rgbY.b - kY) / max(invKY, 0.0001), 0.0, 1.0), invKY > 0.0001);\n\n let cellCenterUVK = getCellCenterUV(in.uv, dimensions, baseAngle + blackAngle, frequency);\n let colK = textureSampleLevel(tex, samp, cellCenterUVK, 0.0);\n let rgbK = select(colK.rgb, colK.rgb / colK.a, colK.a > 1e-5);\n var densK = 1.0 - max(max(rgbK.r, rgbK.g), rgbK.b);\n\n if (u.invert > 0.5) {\n densC = 1.0 - densC;\n densM = 1.0 - densM;\n densY = 1.0 - densY;\n densK = 1.0 - densK;\n }\n\n let covC = evalDotCoverage(in.uv, dimensions, baseAngle + cyanAngle, frequency, u.dotShape, densC, contrast, u.isSmooth);\n let covM = evalDotCoverage(in.uv, dimensions, baseAngle + magentaAngle, frequency, u.dotShape, densM, contrast, u.isSmooth);\n let covY = evalDotCoverage(in.uv, dimensions, baseAngle + yellowAngle, frequency, u.dotShape, densY, contrast, u.isSmooth);\n let covK = evalDotCoverage(in.uv, dimensions, baseAngle + blackAngle, frequency, u.dotShape, densK, contrast, u.isSmooth);\n\n // Subtractive synthesis onto paper substrate\n let outR = u.paperColor.r * (1.0 - covC) * (1.0 - covK);\n let outG = u.paperColor.g * (1.0 - covM) * (1.0 - covK);\n let outB = u.paperColor.b * (1.0 - covY) * (1.0 - covK);\n\n screenedRgb = clamp(vec3<f32>(outR, outG, outB), vec3<f32>(0.0), vec3<f32>(1.0));\n }\n\n // Apply effect opacity blend\n let finalRgb = mix(unpremult, screenedRgb, clamp(effectOpacity, 0.0, 1.0));\n return vec4<f32>(finalRgb * sourceCol.a, sourceCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getHalftoneResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `halftone_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst halftoneModule = device.createShaderModule({\n\t\t\tlabel: `halftone_${format}.wgsl`,\n\t\t\tcode: WGSL_HALFTONE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `HalftonePipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: halftoneModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: halftoneModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\thalftonePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst HalftoneScreenWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HalftoneScreen\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"halftone_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && input.outputItem?.type === \"Signal\");\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse val = Math.max(minVal, Math.min(maxVal, Number(op[configKey] ?? defaultValue)));\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst freqRes = resolveBindable(\"frequency\", 30, 1, 200);\n\tconst angleRes = resolveBindable(\"angle\", 45, 0, 360);\n\tconst contrastRes = resolveBindable(\"contrast\", 1, .1, 5);\n\tconst cyanRes = resolveBindable(\"cyanAngle\", 15, 0, 360);\n\tconst magRes = resolveBindable(\"magentaAngle\", 75, 0, 360);\n\tconst yelRes = resolveBindable(\"yellowAngle\", 0, 0, 360);\n\tconst blkRes = resolveBindable(\"blackAngle\", 45, 0, 360);\n\tconst opacityRes = resolveBindable(\"opacity\", 1, 0, 1);\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { halftonePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHalftoneResources(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 freqView = getSignalView(freqRes, \"freq_sig\");\n\tconst angleView = getSignalView(angleRes, \"angle_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst cyanView = getSignalView(cyanRes, \"cyan_sig\");\n\tconst magView = getSignalView(magRes, \"mag_sig\");\n\tconst yelView = getSignalView(yelRes, \"yel_sig\");\n\tconst blkView = getSignalView(blkRes, \"blk_sig\");\n\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\tconst modeVal = op.mode === \"CMYK\" ? 1 : 0;\n\tlet dotShapeVal = 0;\n\tif (op.dotShape === \"Diamond\") dotShapeVal = 1;\n\telse if (op.dotShape === \"Line\") dotShapeVal = 2;\n\telse if (op.dotShape === \"Square\") dotShapeVal = 3;\n\tconst dotCol = parseColor(op.dotColor ?? \"#000000\");\n\tconst paperCol = parseColor(op.paperColor ?? \"#ffffff\");\n\tconst halftoneUniformData = new Float32Array(28);\n\thalftoneUniformData[0] = modeVal;\n\thalftoneUniformData[1] = dotShapeVal;\n\thalftoneUniformData[2] = freqRes.val;\n\thalftoneUniformData[3] = angleRes.val;\n\thalftoneUniformData[4] = contrastRes.val;\n\thalftoneUniformData[5] = op.invert ? 1 : 0;\n\thalftoneUniformData[6] = op.smooth !== false ? 1 : 0;\n\thalftoneUniformData[7] = opacityRes.val;\n\thalftoneUniformData[8] = dotCol.r;\n\thalftoneUniformData[9] = dotCol.g;\n\thalftoneUniformData[10] = dotCol.b;\n\thalftoneUniformData[11] = dotCol.a;\n\thalftoneUniformData[12] = paperCol.r;\n\thalftoneUniformData[13] = paperCol.g;\n\thalftoneUniformData[14] = paperCol.b;\n\thalftoneUniformData[15] = paperCol.a;\n\thalftoneUniformData[16] = cyanRes.val;\n\thalftoneUniformData[17] = magRes.val;\n\thalftoneUniformData[18] = yelRes.val;\n\thalftoneUniformData[19] = blkRes.val;\n\thalftoneUniformData[20] = freqRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[21] = angleRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[22] = contrastRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[23] = cyanRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[24] = magRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[25] = yelRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[26] = blkRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[27] = opacityRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(halftoneUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst halftonePass = 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\thalftonePass.setPipeline(pipeline);\n\thalftonePass.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\thalftonePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\thalftonePass.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: freqView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: angleView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: cyanView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: magView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: yelView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: blkView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: opacityView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\thalftonePass.draw(4);\n\thalftonePass.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, 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import { n as NodeRendererPlugin } from "./index-
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import { n as NodeRendererPlugin } from "./index-DY3mLoPO.mjs";
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//#region ../../nodes/node-audio-signal-extractor/dist/renderer.d.mts
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//#region src/renderers/index.d.ts
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@@ -7,4 +7,4 @@ declare const _default: Readonly<NodeRendererPlugin>;
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//#endregion
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export { _default as t };
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-DcPOsAVu.d.mts.map
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{"version":3,"file":"renderer-
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{"version":3,"file":"renderer-DcPOsAVu.d.mts","names":["_framefields_node_sdk_renderer0","_default","NodeRendererPlugin","Readonly","default"],"sources":["../../../nodes/node-audio-signal-extractor/dist/renderer.d.mts"],"sourcesContent":["import * as _framefields_node_sdk_renderer0 from \"@framefields/node-sdk/renderer\";\n\n//#region src/renderers/index.d.ts\ndeclare const _default: Readonly<_framefields_node_sdk_renderer0.NodeRendererPlugin>;\n//#endregion\nexport { _default as default };\n//# sourceMappingURL=renderer.d.mts.map"],"mappings":";;;;AAAkF,cAGpEC,QAAsE,EAA5DE,QAASH,CAAAA,kBAAD,CAAA"}
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1
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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import { J as parseColor, tt as signalRegistry } from "./dist-
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import { J as parseColor, tt as signalRegistry } from "./dist-DgIKXWZ1.mjs";
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//#region ../../nodes/node-refraction-caustics/dist/renderers-qLDoFraM.mjs
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const REFRACTION_CAUSTICS_SHADER = `
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@@ -741,4 +741,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: RefractionCaustics3DWeb
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export { renderers_default as n, RefractionCaustics3DWebGPURenderer as t };
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-Dcd-Pkzd.mjs.map
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-
{"version":3,"file":"renderer-B_NuVaIP.mjs","names":[],"sources":["../../../nodes/node-refraction-caustics/dist/renderers-qLDoFraM.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst REFRACTION_CAUSTICS_SHADER = `\nstruct RefractionCausticsUniforms {\n // vec4 0\n _pad0 : f32,\n ior : f32,\n dispersion : f32,\n refractionScale : f32,\n\n // vec4 1\n causticBrightness : f32,\n causticScale : f32,\n fluidRipples : f32,\n rippleSpeed : f32,\n\n // vec4 2\n roughness : f32,\n specularIntensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 3\n tintStrength : f32,\n depthInvert : f32,\n depthScale : f32,\n hasDepthMap : f32,\n\n // vec4 4\n timeProgress : f32,\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n // vec4 5: signal flags\n hasSigIOR : f32,\n hasSigDispersion : f32,\n hasSigRefractScale : f32,\n hasSigCaustic : f32,\n\n // vec4 6: signal flags\n hasSigRipples : f32,\n hasSigRoughness : f32,\n hasSigLightPosX : f32,\n hasSigLightPosY : f32,\n\n // vec4 7: reserved\n _pad3 : f32,\n _pad4 : f32,\n _pad5 : f32,\n _pad6 : f32,\n\n // vec4 8: color\n tintColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RefractionCausticsUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var iorSigTex : texture_2d<f32>;\n@group(3) @binding(1) var dispersionSigTex : texture_2d<f32>;\n@group(3) @binding(2) var refractScaleSigTex : texture_2d<f32>;\n@group(3) @binding(3) var causticSigTex : texture_2d<f32>;\n@group(3) @binding(4) var ripplesSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var lightPosXSigTex : texture_2d<f32>;\n@group(3) @binding(7) var lightPosYSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\n// Analytical fluid ripple wave height and normal gradient\nfn getFluidWave(uv: vec2<f32>, time: f32, freqScale: f32) -> vec3<f32> {\n let p = uv * freqScale * 18.0;\n let t = time * 3.0;\n\n let a1 = sin(p.x * 1.4 + p.y * 1.0 + t * 1.2);\n let a2 = sin(p.x * -1.8 + p.y * 1.6 + t * 0.9);\n let a3 = cos((p.x + p.y) * 2.2 - t * 1.4);\n\n let height = (a1 + a2 + a3) * 0.333;\n\n let dx = (1.4 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n - 1.8 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n let dy = (1.0 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n + 1.6 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n return vec3<f32>(dx, dy, height);\n}\n\n// Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)\nfn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {\n let p = uv * scale * 32.0;\n let t1 = time * 0.8;\n let t2 = time * 1.1;\n\n var p1 = p;\n p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;\n p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;\n\n var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);\n p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;\n p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;\n\n let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));\n let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));\n\n // Sharp interconnected caustic web filaments\n let web = pow(k1 * k2, 3.5);\n return web;\n}\n\nfn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {\n let step = texelSize * 2.0;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n var dx = (dR - dL) * depthScaleVal * 2.0;\n var dy = (dU - dD) * depthScaleVal * 2.0;\n\n if (fluidRippleAmount > 0.001) {\n let wave = getFluidWave(uv, rippleTime, causticScaleVal);\n dx = dx + wave.x * fluidRippleAmount * 0.08;\n dy = dy + wave.y * fluidRippleAmount * 0.08;\n }\n\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n// Snell's Law ray refraction with Total Internal Reflection (TIR) fallback\nfn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {\n let cosi = dot(-I, N);\n let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);\n if (cost2 < 0.0) {\n // Total internal reflection -> reflect\n let R = reflect(I, N);\n return R.xy * thickness * 0.5;\n }\n let R = eta * I + (eta * cosi - sqrt(cost2)) * N;\n return R.xy * (thickness / max(0.2, abs(R.z)));\n}\n\nfn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle clamp for border inpainting / anti-tearing\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\nfn spectralWavelength(t: f32) -> vec3<f32> {\n let x = clamp(t, 0.0, 1.0) * 6.0;\n var r: f32 = 0.0;\n var g: f32 = 0.0;\n var b: f32 = 0.0;\n\n if (x < 1.0) {\n r = 1.0;\n g = x;\n b = 0.0;\n } else if (x < 2.0) {\n r = 2.0 - x;\n g = 1.0;\n b = 0.0;\n } else if (x < 3.0) {\n r = 0.0;\n g = 1.0;\n b = x - 2.0;\n } else if (x < 4.0) {\n r = 0.0;\n g = 4.0 - x;\n b = 1.0;\n } else if (x < 5.0) {\n r = x - 4.0;\n g = 0.0;\n b = 1.0;\n } else {\n r = 1.0;\n g = 0.0;\n b = max(0.4, 6.0 - x);\n }\n return vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var ior = u.ior;\n if (u.hasSigIOR > 0.5) {\n ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);\n }\n\n var dispersion = u.dispersion;\n if (u.hasSigDispersion > 0.5) {\n dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);\n }\n\n var refractionScale = u.refractionScale;\n if (u.hasSigRefractScale > 0.5) {\n refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var causticBrightness = u.causticBrightness;\n if (u.hasSigCaustic > 0.5) {\n causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var fluidRipples = u.fluidRipples;\n if (u.hasSigRipples > 0.5) {\n fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var roughness = u.roughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosX = u.lightPosX;\n if (u.hasSigLightPosX > 0.5) {\n lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosY = u.lightPosY;\n if (u.hasSigLightPosY > 0.5) {\n lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n let depthScaleVal = u.depthScale;\n let causticScaleVal = max(0.1, u.causticScale);\n let rippleSpeedVal = u.rippleSpeed;\n let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;\n\n // Surface Normal & Incident Vectors\n let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);\n let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface\n let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera\n\n // Base Snell's Law Refraction\n let eta = 1.0 / max(1.001, ior);\n let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);\n let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);\n\n // Multi-Spectral Chromatic Rainbow Dispersion\n var accumColor = vec3<f32>(0.0);\n var accumWeight = vec3<f32>(0.0);\n var accumAlpha: f32 = 0.0;\n\n let dispersionStrength = dispersion * refractionScale * 0.6;\n let dispDirection = vec2<f32>(N.x / aspect, N.y);\n\n // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)\n for (var s = 0; s < 7; s = s + 1) {\n let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)\n let specColor = spectralWavelength(t);\n let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);\n let sampleUV = baseUV + lambdaOffset;\n\n var sampledTex = sampleAlbedoSafe(sampleUV);\n\n // Microfacet frosted blur if roughness is enabled\n if (roughness > 0.005) {\n let blurRad = roughness * 0.018;\n let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));\n let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));\n sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;\n }\n\n accumColor = accumColor + sampledTex.rgb * specColor;\n accumWeight = accumWeight + specColor;\n accumAlpha = accumAlpha + sampledTex.a;\n }\n\n let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));\n let finalAlpha = accumAlpha / 7.0;\n\n // Incident light vector\n let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);\n let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);\n let L = normalize(lightPos3D - surfPos3D);\n\n // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)\n var fluidCaustic = 0.0;\n if (fluidRipples > 0.001) {\n let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);\n let pLight = vec2<f32>(lightPosX, lightPosY);\n let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));\n let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);\n fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;\n }\n\n // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);\n\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specShininess = mix(256.0, 32.0, roughness);\n let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;\n\n // Glass Absorption & Tinting\n let tintStrengthVal = u.tintStrength;\n let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);\n\n // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)\n let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);\n\n return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsrcTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tdepthTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getRefractionCausticsResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `refraction_caustics_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `refraction_caustics_${format}.wgsl`,\n\t\t\tcode: REFRACTION_CAUSTICS_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `RefractionCausticsPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = Number(signalInput.outputItem.data ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = Number(op[fieldName] ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = Number(sd.offset ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst RefractionCaustics3DWebGPURenderer = 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 || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefractionCaustics3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet depthView;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\tdepthTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\tsrcTex\n\t\t]);\n\t\tdepthView = depthTex.createView();\n\t\tctx.renderer.beginFrame(encoder, depthView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(depthMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: depthMedia,\n\t\t\tcontainerWidth: width,\n\t\t\tcontainerHeight: height\n\t\t}, depthView, depthTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\tdepthView = srcView;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(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 : 4;\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst iorInfo = resolveSignalField(op, \"ior\", 1.52, 1, 2.5);\n\tconst dispersionInfo = resolveSignalField(op, \"dispersion\", .04, 0, .2);\n\tconst refractScaleInfo = resolveSignalField(op, \"refractionScale\", .5, 0, 2);\n\tconst causticInfo = resolveSignalField(op, \"causticBrightness\", .6, 0, 2);\n\tconst causticScaleInfo = resolveSignalField(op, \"causticScale\", 1, .1, 5);\n\tconst ripplesInfo = resolveSignalField(op, \"fluidRipples\", 0, 0, 1);\n\tconst roughnessInfo = resolveSignalField(op, \"roughness\", 0, 0, 1);\n\tconst lightPosXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1);\n\tconst lightPosYInfo = resolveSignalField(op, \"lightPosY\", .2, 0, 1);\n\tconst specularInfo = resolveSignalField(op, \"specularIntensity\", .8, 0, 2);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 5);\n\tconst tintStrengthInfo = resolveSignalField(op, \"tintStrength\", 0, 0, 1);\n\tconst rippleSpeedInfo = resolveSignalField(op, \"rippleSpeed\", 1, 0, 5);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIORView = getSigTextureView(iorInfo, \"refr_ior_sig\");\n\tconst sigDispersionView = getSigTextureView(dispersionInfo, \"refr_disp_sig\");\n\tconst sigRefractScaleView = getSigTextureView(refractScaleInfo, \"refr_scale_sig\");\n\tconst sigCausticView = getSigTextureView(causticInfo, \"refr_caust_sig\");\n\tconst sigRipplesView = getSigTextureView(ripplesInfo, \"refr_rip_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"refr_rough_sig\");\n\tconst sigLightPosXView = getSigTextureView(lightPosXInfo, \"refr_lightx_sig\");\n\tconst sigLightPosYView = getSigTextureView(lightPosYInfo, \"refr_lighty_sig\");\n\tconst uniformData = new Float32Array(36);\n\tuniformData[0] = 0;\n\tuniformData[1] = iorInfo.value;\n\tuniformData[2] = dispersionInfo.value;\n\tuniformData[3] = refractScaleInfo.value;\n\tuniformData[4] = causticInfo.value;\n\tuniformData[5] = causticScaleInfo.value;\n\tuniformData[6] = ripplesInfo.value;\n\tuniformData[7] = rippleSpeedInfo.value;\n\tuniformData[8] = roughnessInfo.value;\n\tuniformData[9] = specularInfo.value;\n\tuniformData[10] = lightPosXInfo.value;\n\tuniformData[11] = lightPosYInfo.value;\n\tuniformData[12] = tintStrengthInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = depthScaleInfo.value;\n\tuniformData[15] = hasDepthMap ? 1 : 0;\n\tuniformData[16] = timeProgress;\n\tuniformData[17] = width / Math.max(1, height);\n\tuniformData[18] = 0;\n\tuniformData[19] = 0;\n\tuniformData[20] = iorInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = dispersionInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = refractScaleInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = causticInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = ripplesInfo.hasSignal ? 1 : 0;\n\tuniformData[25] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[26] = lightPosXInfo.hasSignal ? 1 : 0;\n\tuniformData[27] = lightPosYInfo.hasSignal ? 1 : 0;\n\tuniformData[28] = 0;\n\tuniformData[29] = 0;\n\tuniformData[30] = 0;\n\tuniformData[31] = 0;\n\tconst tintParsed = parseColor(op.tintColor ?? \"#ffffff\");\n\tuniformData[32] = tintParsed.r;\n\tuniformData[33] = tintParsed.g;\n\tuniformData[34] = tintParsed.b;\n\tuniformData[35] = tintParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sigIORView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sigDispersionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sigRefractScaleView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sigCausticView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sigRipplesView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sigRoughnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sigLightPosXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: sigLightPosYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region 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{"version":3,"file":"renderer-Dcd-Pkzd.mjs","names":[],"sources":["../../../nodes/node-refraction-caustics/dist/renderers-qLDoFraM.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst REFRACTION_CAUSTICS_SHADER = `\nstruct RefractionCausticsUniforms {\n // vec4 0\n _pad0 : f32,\n ior : f32,\n dispersion : f32,\n refractionScale : f32,\n\n // vec4 1\n causticBrightness : f32,\n causticScale : f32,\n fluidRipples : f32,\n rippleSpeed : f32,\n\n // vec4 2\n roughness : f32,\n specularIntensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 3\n tintStrength : f32,\n depthInvert : f32,\n depthScale : f32,\n hasDepthMap : f32,\n\n // vec4 4\n timeProgress : f32,\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n // vec4 5: signal flags\n hasSigIOR : f32,\n hasSigDispersion : f32,\n hasSigRefractScale : f32,\n hasSigCaustic : f32,\n\n // vec4 6: signal flags\n hasSigRipples : f32,\n hasSigRoughness : f32,\n hasSigLightPosX : f32,\n hasSigLightPosY : f32,\n\n // vec4 7: reserved\n _pad3 : f32,\n _pad4 : f32,\n _pad5 : f32,\n _pad6 : f32,\n\n // vec4 8: color\n tintColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RefractionCausticsUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var iorSigTex : texture_2d<f32>;\n@group(3) @binding(1) var dispersionSigTex : texture_2d<f32>;\n@group(3) @binding(2) var refractScaleSigTex : texture_2d<f32>;\n@group(3) @binding(3) var causticSigTex : texture_2d<f32>;\n@group(3) @binding(4) var ripplesSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var lightPosXSigTex : texture_2d<f32>;\n@group(3) @binding(7) var lightPosYSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\n// Analytical fluid ripple wave height and normal gradient\nfn getFluidWave(uv: vec2<f32>, time: f32, freqScale: f32) -> vec3<f32> {\n let p = uv * freqScale * 18.0;\n let t = time * 3.0;\n\n let a1 = sin(p.x * 1.4 + p.y * 1.0 + t * 1.2);\n let a2 = sin(p.x * -1.8 + p.y * 1.6 + t * 0.9);\n let a3 = cos((p.x + p.y) * 2.2 - t * 1.4);\n\n let height = (a1 + a2 + a3) * 0.333;\n\n let dx = (1.4 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n - 1.8 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n let dy = (1.0 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n + 1.6 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n return vec3<f32>(dx, dy, height);\n}\n\n// Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)\nfn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {\n let p = uv * scale * 32.0;\n let t1 = time * 0.8;\n let t2 = time * 1.1;\n\n var p1 = p;\n p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;\n p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;\n\n var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);\n p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;\n p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;\n\n let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));\n let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));\n\n // Sharp interconnected caustic web filaments\n let web = pow(k1 * k2, 3.5);\n return web;\n}\n\nfn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {\n let step = texelSize * 2.0;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n var dx = (dR - dL) * depthScaleVal * 2.0;\n var dy = (dU - dD) * depthScaleVal * 2.0;\n\n if (fluidRippleAmount > 0.001) {\n let wave = getFluidWave(uv, rippleTime, causticScaleVal);\n dx = dx + wave.x * fluidRippleAmount * 0.08;\n dy = dy + wave.y * fluidRippleAmount * 0.08;\n }\n\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n// Snell's Law ray refraction with Total Internal Reflection (TIR) fallback\nfn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {\n let cosi = dot(-I, N);\n let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);\n if (cost2 < 0.0) {\n // Total internal reflection -> reflect\n let R = reflect(I, N);\n return R.xy * thickness * 0.5;\n }\n let R = eta * I + (eta * cosi - sqrt(cost2)) * N;\n return R.xy * (thickness / max(0.2, abs(R.z)));\n}\n\nfn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle clamp for border inpainting / anti-tearing\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\nfn spectralWavelength(t: f32) -> vec3<f32> {\n let x = clamp(t, 0.0, 1.0) * 6.0;\n var r: f32 = 0.0;\n var g: f32 = 0.0;\n var b: f32 = 0.0;\n\n if (x < 1.0) {\n r = 1.0;\n g = x;\n b = 0.0;\n } else if (x < 2.0) {\n r = 2.0 - x;\n g = 1.0;\n b = 0.0;\n } else if (x < 3.0) {\n r = 0.0;\n g = 1.0;\n b = x - 2.0;\n } else if (x < 4.0) {\n r = 0.0;\n g = 4.0 - x;\n b = 1.0;\n } else if (x < 5.0) {\n r = x - 4.0;\n g = 0.0;\n b = 1.0;\n } else {\n r = 1.0;\n g = 0.0;\n b = max(0.4, 6.0 - x);\n }\n return vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var ior = u.ior;\n if (u.hasSigIOR > 0.5) {\n ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);\n }\n\n var dispersion = u.dispersion;\n if (u.hasSigDispersion > 0.5) {\n dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);\n }\n\n var refractionScale = u.refractionScale;\n if (u.hasSigRefractScale > 0.5) {\n refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var causticBrightness = u.causticBrightness;\n if (u.hasSigCaustic > 0.5) {\n causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var fluidRipples = u.fluidRipples;\n if (u.hasSigRipples > 0.5) {\n fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var roughness = u.roughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosX = u.lightPosX;\n if (u.hasSigLightPosX > 0.5) {\n lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosY = u.lightPosY;\n if (u.hasSigLightPosY > 0.5) {\n lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n let depthScaleVal = u.depthScale;\n let causticScaleVal = max(0.1, u.causticScale);\n let rippleSpeedVal = u.rippleSpeed;\n let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;\n\n // Surface Normal & Incident Vectors\n let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);\n let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface\n let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera\n\n // Base Snell's Law Refraction\n let eta = 1.0 / max(1.001, ior);\n let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);\n let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);\n\n // Multi-Spectral Chromatic Rainbow Dispersion\n var accumColor = vec3<f32>(0.0);\n var accumWeight = vec3<f32>(0.0);\n var accumAlpha: f32 = 0.0;\n\n let dispersionStrength = dispersion * refractionScale * 0.6;\n let dispDirection = vec2<f32>(N.x / aspect, N.y);\n\n // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)\n for (var s = 0; s < 7; s = s + 1) {\n let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)\n let specColor = spectralWavelength(t);\n let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);\n let sampleUV = baseUV + lambdaOffset;\n\n var sampledTex = sampleAlbedoSafe(sampleUV);\n\n // Microfacet frosted blur if roughness is enabled\n if (roughness > 0.005) {\n let blurRad = roughness * 0.018;\n let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));\n let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));\n sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;\n }\n\n accumColor = accumColor + sampledTex.rgb * specColor;\n accumWeight = accumWeight + specColor;\n accumAlpha = accumAlpha + sampledTex.a;\n }\n\n let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));\n let finalAlpha = accumAlpha / 7.0;\n\n // Incident light vector\n let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);\n let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);\n let L = normalize(lightPos3D - surfPos3D);\n\n // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)\n var fluidCaustic = 0.0;\n if (fluidRipples > 0.001) {\n let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);\n let pLight = vec2<f32>(lightPosX, lightPosY);\n let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));\n let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);\n fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;\n }\n\n // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);\n\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specShininess = mix(256.0, 32.0, roughness);\n let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;\n\n // Glass Absorption & Tinting\n let tintStrengthVal = u.tintStrength;\n let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);\n\n // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)\n let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);\n\n return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsrcTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tdepthTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getRefractionCausticsResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `refraction_caustics_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `refraction_caustics_${format}.wgsl`,\n\t\t\tcode: REFRACTION_CAUSTICS_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `RefractionCausticsPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = Number(signalInput.outputItem.data ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = Number(op[fieldName] ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = Number(sd.offset ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst RefractionCaustics3DWebGPURenderer = 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 || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefractionCaustics3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet depthView;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\tdepthTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\tsrcTex\n\t\t]);\n\t\tdepthView = depthTex.createView();\n\t\tctx.renderer.beginFrame(encoder, depthView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(depthMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: depthMedia,\n\t\t\tcontainerWidth: width,\n\t\t\tcontainerHeight: height\n\t\t}, depthView, depthTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\tdepthView = srcView;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(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 : 4;\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst iorInfo = resolveSignalField(op, \"ior\", 1.52, 1, 2.5);\n\tconst dispersionInfo = resolveSignalField(op, \"dispersion\", .04, 0, .2);\n\tconst refractScaleInfo = resolveSignalField(op, \"refractionScale\", .5, 0, 2);\n\tconst causticInfo = resolveSignalField(op, \"causticBrightness\", .6, 0, 2);\n\tconst causticScaleInfo = resolveSignalField(op, \"causticScale\", 1, .1, 5);\n\tconst ripplesInfo = resolveSignalField(op, \"fluidRipples\", 0, 0, 1);\n\tconst roughnessInfo = resolveSignalField(op, \"roughness\", 0, 0, 1);\n\tconst lightPosXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1);\n\tconst lightPosYInfo = resolveSignalField(op, \"lightPosY\", .2, 0, 1);\n\tconst specularInfo = resolveSignalField(op, \"specularIntensity\", .8, 0, 2);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 5);\n\tconst tintStrengthInfo = resolveSignalField(op, \"tintStrength\", 0, 0, 1);\n\tconst rippleSpeedInfo = resolveSignalField(op, \"rippleSpeed\", 1, 0, 5);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIORView = getSigTextureView(iorInfo, \"refr_ior_sig\");\n\tconst sigDispersionView = getSigTextureView(dispersionInfo, \"refr_disp_sig\");\n\tconst sigRefractScaleView = getSigTextureView(refractScaleInfo, \"refr_scale_sig\");\n\tconst sigCausticView = getSigTextureView(causticInfo, \"refr_caust_sig\");\n\tconst sigRipplesView = getSigTextureView(ripplesInfo, \"refr_rip_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"refr_rough_sig\");\n\tconst sigLightPosXView = getSigTextureView(lightPosXInfo, \"refr_lightx_sig\");\n\tconst sigLightPosYView = getSigTextureView(lightPosYInfo, \"refr_lighty_sig\");\n\tconst uniformData = new Float32Array(36);\n\tuniformData[0] = 0;\n\tuniformData[1] = iorInfo.value;\n\tuniformData[2] = dispersionInfo.value;\n\tuniformData[3] = refractScaleInfo.value;\n\tuniformData[4] = causticInfo.value;\n\tuniformData[5] = causticScaleInfo.value;\n\tuniformData[6] = ripplesInfo.value;\n\tuniformData[7] = rippleSpeedInfo.value;\n\tuniformData[8] = roughnessInfo.value;\n\tuniformData[9] = specularInfo.value;\n\tuniformData[10] = lightPosXInfo.value;\n\tuniformData[11] = lightPosYInfo.value;\n\tuniformData[12] = tintStrengthInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = depthScaleInfo.value;\n\tuniformData[15] = hasDepthMap ? 1 : 0;\n\tuniformData[16] = timeProgress;\n\tuniformData[17] = width / Math.max(1, height);\n\tuniformData[18] = 0;\n\tuniformData[19] = 0;\n\tuniformData[20] = iorInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = dispersionInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = refractScaleInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = causticInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = ripplesInfo.hasSignal ? 1 : 0;\n\tuniformData[25] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[26] = lightPosXInfo.hasSignal ? 1 : 0;\n\tuniformData[27] = lightPosYInfo.hasSignal ? 1 : 0;\n\tuniformData[28] = 0;\n\tuniformData[29] = 0;\n\tuniformData[30] = 0;\n\tuniformData[31] = 0;\n\tconst tintParsed = parseColor(op.tintColor ?? \"#ffffff\");\n\tuniformData[32] = tintParsed.r;\n\tuniformData[33] = tintParsed.g;\n\tuniformData[34] = tintParsed.b;\n\tuniformData[35] = tintParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sigIORView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: 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src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: RefractionCaustics3DWebGPURenderer });\n\n//#endregion\nexport { RefractionCaustics3DWebGPURenderer as n, renderers_default as t };\n//# 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@@ -1,5 +1,5 @@
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1
1
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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2
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-
import { C as WebGPUAudioProcessor } from "./dist-
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+
import { C as WebGPUAudioProcessor } from "./dist-DgIKXWZ1.mjs";
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3
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//#region ../../nodes/node-stereo-panning/dist/renderers-Bkftl55R.mjs
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5
5
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const PANNING_SHADER_TEMPLATE = () => `
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@@ -80,4 +80,4 @@ var renderers_default = defineRenderer({ audioProcessor: stereoPanningAudioProce
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//#endregion
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82
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export { renderers_default as t };
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-
//# sourceMappingURL=renderer-
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+
//# sourceMappingURL=renderer-DjiUZ0Vs.mjs.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"renderer-
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1
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{"version":3,"file":"renderer-DjiUZ0Vs.mjs","names":[],"sources":["../../../nodes/node-stereo-panning/dist/renderers-Bkftl55R.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PANNING_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n pan : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : 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>;\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 let clampedPan = max(-1.0f, min(1.0f, u.pan));\n var leftGain = 1.0f;\n var rightGain = 1.0f;\n\n if (clampedPan < 0.0f) {\n rightGain = 1.0f + clampedPan;\n } else if (clampedPan > 0.0f) {\n leftGain = 1.0f - clampedPan;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n if (numChannels > 1u) {\n outputChannels[index] = inputChannels[index] * leftGain;\n outputChannels[numSamples + index] = inputChannels[numSamples + index] * rightGain;\n } else {\n outputChannels[index] = inputChannels[index] * leftGain;\n }\n }\n\n // Dummy reference to prevent state binding from being optimized out\n state[0] = state[0];\n}\n`;\nconst stereoPanningAudioProcessor = async (channels, sampleRate, node, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Stereo Panning.\");\n\tconst pan = node.operation?.pan ?? 0;\n\tconst clampedPan = Math.max(-1, Math.min(1, pan));\n\tif (channels.length === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tif (channels.length === 1) {\n\t\tconst rightChannel = new Float32Array(numSamples);\n\t\trightChannel.set(channels[0]);\n\t\tchannels.push(rightChannel);\n\t}\n\tconst numChannels = channels.length;\n\tconst nodeId = node.operation?.id || \"stereo-panning\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, node, frame, fps, PANNING_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\tclampedPan,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0,\n\t\t0\n\t], 8, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: stereoPanningAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-Bkftl55R.mjs.map"],"mappings":";;;;AAIA,MAAM,gCAAgC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+CtC,MAAM,8BAA8B,OAAO,UAAU,YAAY,MAAM,QAAQ;AAC9E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,mDAAmD;CACrF,MAAM,MAAM,KAAK,WAAW,OAAO;CACnC,MAAM,aAAa,KAAK,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,CAAC;AACjD,KAAI,SAAS,WAAW,EAAG;CAC3B,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;AACtB,KAAI,SAAS,WAAW,GAAG;EAC1B,MAAM,eAAe,IAAI,aAAa,WAAW;AACjD,eAAa,IAAI,SAAS,GAAG;AAC7B,WAAS,KAAK,aAAa;;CAE5B,MAAM,cAAc,SAAS;CAC7B,MAAM,SAAS,KAAK,WAAW,MAAM;CACrC,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;AACvB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,MAAM,OAAO,KAAK,+BAA+B;EAC7H;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,WAAW;;AAK/D,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,6BAA6B,CAAC"}
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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import { J as parseColor, tt as signalRegistry } from "./dist-
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import { J as parseColor, tt as signalRegistry } from "./dist-DgIKXWZ1.mjs";
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//#region ../../nodes/node-relight-3d/dist/renderers-UlSGqro9.mjs
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const RELIGHT_SHADER = `
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//#endregion
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export { renderers_default as t };
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//# sourceMappingURL=renderer-JjMO41Cv.mjs.map
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