framefields 2.0.2

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Files changed (408) hide show
  1. package/LICENCE +202 -0
  2. package/README.md +740 -0
  3. package/dist/audio/index.d.mts +5 -0
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+ {"version":3,"file":"renderer-OWQmmg4Z.mjs","names":[],"sources":["../../../nodes/node-patch-heal/dist/renderers-DpBE6Ptn.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 500;\nconst MAX_FEATHER = 100;\nconst MAX_OFFSET = 4096;\nconst PatchItemSchema = z.object({\n\tid: z.string().default(() => Math.random().toString(36).substring(7)),\n\tcenterX: z.number().min(0).max(1).default(.5),\n\tcenterY: z.number().min(0).max(1).default(.5),\n\toffsetX: z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(50),\n\toffsetY: z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(0),\n\tradius: z.number().min(1).max(MAX_RADIUS).default(25),\n\tsourceRadius: z.number().min(1).max(MAX_RADIUS).default(25),\n\tfeather: z.number().min(0).max(MAX_FEATHER).default(50),\n\topacity: z.number().min(0).max(1).default(1),\n\tmode: z.enum([\n\t\t\"Clone\",\n\t\t\"SeamlessHeal\",\n\t\t\"TextureTransfer\"\n\t]).default(\"SeamlessHeal\")\n});\nconst patchHealConfig = configBuilder().field(\"patches\", z.array(PatchItemSchema).optional(), {\n\tlabel: \"Patches\",\n\tdescription: \"List of patch healing operations applied sequentially.\"\n}).field(\"centerX\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center X Signal\",\n\tdescription: \"Horizontal normalized position of destination patch (0.0 to 1.0).\"\n}).field(\"centerY\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center Y Signal\",\n\tdescription: \"Vertical normalized position of destination patch (0.0 to 1.0).\"\n}).field(\"offsetX\", z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Offset X Signal\",\n\tdescription: \"Horizontal pixel distance from destination to sample source patch.\"\n}).field(\"offsetY\", z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Offset Y Signal\",\n\tdescription: \"Vertical pixel distance from destination to sample source patch.\"\n}).field(\"radius\", z.number().min(1).max(MAX_RADIUS).default(25), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Target Radius Signal\",\n\tdescription: \"Radius of the destination circular patch in pixels (used when no explicit Mask input is connected).\"\n}).field(\"sourceRadius\", z.number().min(1).max(MAX_RADIUS).default(25), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Radius Signal\",\n\tdescription: \"Radius of the source sample circular patch in pixels.\"\n}).field(\"feather\", z.number().min(0).max(MAX_FEATHER).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Feather Signal\",\n\tdescription: \"Softness edge falloff percentage (0–100%).\"\n}).field(\"opacity\", z.number().min(0).max(1).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Opacity Signal\",\n\tdescription: \"Blending opacity of the healed patch (0.0–1.0).\"\n}).field(\"mode\", z.enum([\n\t\"Clone\",\n\t\"SeamlessHeal\",\n\t\"TextureTransfer\"\n]).default(\"SeamlessHeal\"), {\n\tlabel: \"Healing Mode\",\n\tdescription: \"Healing algorithm: Clone (direct stamp), SeamlessHeal (Poisson color/lighting blend), TextureTransfer (luminance structure matching).\"\n}).build();\nconst PatchHealNodeConfigSchema = patchHealConfig.schema;\nfunction normalizePatches(config) {\n\tif (config?.patches && config.patches.length > 0) return config.patches.map((p, idx) => ({\n\t\tid: p.id || `patch-${idx + 1}`,\n\t\tcenterX: p.centerX ?? .5,\n\t\tcenterY: p.centerY ?? .5,\n\t\toffsetX: p.offsetX ?? 50,\n\t\toffsetY: p.offsetY ?? 0,\n\t\tradius: p.radius ?? 25,\n\t\tsourceRadius: p.sourceRadius ?? p.radius ?? 25,\n\t\tfeather: p.feather ?? 50,\n\t\topacity: p.opacity ?? 1,\n\t\tmode: p.mode ?? \"SeamlessHeal\"\n\t}));\n\tconst fallbackRadius = config?.radius ?? 25;\n\treturn [{\n\t\tid: \"patch-1\",\n\t\tcenterX: config?.centerX ?? .5,\n\t\tcenterY: config?.centerY ?? .5,\n\t\toffsetX: config?.offsetX ?? 50,\n\t\toffsetY: config?.offsetY ?? 0,\n\t\tradius: fallbackRadius,\n\t\tsourceRadius: config?.sourceRadius ?? fallbackRadius,\n\t\tfeather: config?.feather ?? 50,\n\t\topacity: config?.opacity ?? 1,\n\t\tmode: config?.mode ?? \"SeamlessHeal\"\n\t}];\n}\nconst PatchHealResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst PATCH_HEAL_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_FULLSCREEN_VS = `\nstruct VertexOutput {\n @builtin(position) position : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex\nfn vs_main(@builtin(vertex_index) vertexIndex : u32) -> VertexOutput {\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 uvs = 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 var output : VertexOutput;\n output.position = vec4<f32>(pos[vertexIndex], 0.0, 1.0);\n output.uv = uvs[vertexIndex];\n return output;\n}\n`;\nconst WGSL_PATCHHEAL_FS = `\n\nstruct PatchHealUniforms {\n offsetX : f32,\n offsetY : f32,\n centerX : f32,\n centerY : f32,\n\n radius : f32,\n sourceRadius : f32,\n feather : f32,\n opacity : f32,\n\n mode : f32,\n hasMask : f32,\n hasOffsetXSig : f32,\n hasOffsetYSig : f32,\n\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n hasRadiusSig : f32,\n hasSourceRadSig : f32,\n\n hasFeatherSig : f32,\n hasOpacitySig : f32,\n pad0 : f32,\n pad1 : f32,\n};\n\n\n@group(0) @binding(0) var<uniform> u : PatchHealUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var maskTex : texture_2d<f32>;\n@group(1) @binding(2) var samp : sampler;\n\n@group(2) @binding(0) var offsetXSigTex : texture_2d<f32>;\n@group(2) @binding(1) var offsetYSigTex : texture_2d<f32>;\n@group(2) @binding(2) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(3) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(5) var sourceRadSigTex : texture_2d<f32>;\n@group(2) @binding(6) var featherSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n\nfn getLuminance(c : vec3<f32>) -> f32 {\n return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\nfn sampleBoxBlur(tex : texture_2d<f32>, smp : sampler, centerUv : vec2<f32>, blurPx : f32, dims : vec2<f32>) -> vec4<f32> {\n let texel = 1.0 / dims;\n let stepSize = max(1.0, blurPx / 3.0);\n var accum = vec4<f32>(0.0);\n var count = 0.0;\n\n for (var y = -2; y <= 2; y++) {\n for (var x = -2; x <= 2; x++) {\n let offset = vec2<f32>(f32(x) * stepSize, f32(y) * stepSize) * texel;\n let sampleUv = clamp(centerUv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n accum += textureSampleLevel(tex, smp, sampleUv, 0.0);\n count += 1.0;\n }\n }\n return accum / count;\n}\n\n@fragment\nfn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {\n let dimensions = vec2<f32>(textureDimensions(srcTex));\n\n var offsetX = u.offsetX;\n if (u.hasOffsetXSig > 0.5) {\n offsetX = textureSampleLevel(offsetXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var offsetY = u.offsetY;\n if (u.hasOffsetYSig > 0.5) {\n offsetY = textureSampleLevel(offsetYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var sourceRadius = u.sourceRadius;\n if (u.hasSourceRadSig > 0.5) {\n sourceRadius = textureSampleLevel(sourceRadSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var feather = u.feather;\n if (u.hasFeatherSig > 0.5) {\n feather = textureSampleLevel(featherSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var opacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n opacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dstCol = textureSampleLevel(srcTex, samp, in.uv, 0.0);\n\n // Calculate mask weight (either from explicit mask or procedural circular patch)\n var maskWeight = 0.0;\n let targetCenterUV = vec2<f32>(centerX, centerY);\n\n if (u.hasMask > 0.5) {\n let maskCol = textureSampleLevel(maskTex, samp, in.uv, 0.0);\n maskWeight = max(maskCol.a, max(maskCol.r, max(maskCol.g, maskCol.b)));\n } else {\n let distPx = length((in.uv - targetCenterUV) * dimensions);\n let innerRadius = radius * max(0.0, 1.0 - feather / 100.0);\n maskWeight = 1.0 - smoothstep(innerRadius, max(innerRadius + 0.001, radius), distPx);\n }\n\n let blendWeight = clamp(maskWeight * opacity, 0.0, 1.0);\n if (blendWeight < 1e-4) {\n return dstCol;\n }\n\n // Compute source sample coordinate (scaling from sourceRadius to target radius if different)\n let sourceCenterUV = targetCenterUV + vec2<f32>(offsetX, offsetY) / dimensions;\n let srcScale = max(1.0, sourceRadius) / max(1.0, radius);\n let uvFromTargetCenter = in.uv - targetCenterUV;\n let srcUV = clamp(sourceCenterUV + uvFromTargetCenter * srcScale, vec2<f32>(0.0), vec2<f32>(1.0));\n let srcCol = textureSampleLevel(srcTex, samp, srcUV, 0.0);\n\n var healedCol = srcCol;\n\n if (u.mode > 0.5 && u.mode < 1.5) {\n // Mode 1: Seamless Heal (Poisson gradient / local illumination matching)\n let blurRadius = max(4.0, radius * 0.4);\n let srcBlur = sampleBoxBlur(srcTex, samp, srcUV, blurRadius, dimensions);\n let dstBlur = sampleBoxBlur(srcTex, samp, in.uv, blurRadius, dimensions);\n\n let srcDetail = srcCol.rgb - srcBlur.rgb;\n let healedRgb = dstBlur.rgb + srcDetail;\n let clampedRgb = clamp(healedRgb, vec3<f32>(0.0), vec3<f32>(srcCol.a));\n healedCol = vec4<f32>(clampedRgb, srcCol.a);\n } else if (u.mode >= 1.5) {\n // Mode 2: Texture Transfer (Luminance structure matching)\n let blurRadius = max(4.0, radius * 0.4);\n let srcBlur = sampleBoxBlur(srcTex, samp, srcUV, blurRadius, dimensions);\n\n let lumaSrc = getLuminance(srcCol.rgb);\n let lumaSrcBlur = getLuminance(srcBlur.rgb);\n let lumaDelta = lumaSrc - lumaSrcBlur;\n\n let healedRgb = dstCol.rgb + vec3<f32>(lumaDelta);\n let clampedRgb = clamp(healedRgb, vec3<f32>(0.0), vec3<f32>(dstCol.a));\n healedCol = vec4<f32>(clampedRgb, dstCol.a);\n }\n\n return mix(dstCol, healedCol, blendWeight);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst uniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst textureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 4,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 5,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 6,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 7,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 8,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: `${WGSL_FULLSCREEN_VS}\\n${WGSL_PATCHHEAL_FS}` });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tres = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs_main\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs_main\",\n\t\t\t\ttargets: [{\n\t\t\t\t\tformat,\n\t\t\t\t\tblend: {\n\t\t\t\t\t\tcolor: {\n\t\t\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\t\t\tdstFactor: \"zero\",\n\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t},\n\t\t\t\t\t\talpha: {\n\t\t\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\t\t\tdstFactor: \"zero\",\n\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst PatchHealWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"PatchHeal\" || !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 frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"patch_heal_node\";\n\tconst signalRegistry$1 = signalRegistry;\n\tconst tmpSrcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpSrcView = tmpSrcTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpSrcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\trenderId: `${props.renderId}-src`,\n\t\texcludeTextures: [...props.excludeTextures || [], tmpSrcTex]\n\t}, tmpSrcView, tmpSrcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tlet maskTex = null;\n\tif (op.maskMedia) {\n\t\tmaskTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\ttmpSrcTex\n\t\t]);\n\t\tconst maskView = maskTex.createView();\n\t\tctx.renderer.beginFrame(encoder, maskView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(op.maskMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: op.maskMedia,\n\t\t\trenderId: `${props.renderId}-mask`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttmpSrcTex,\n\t\t\t\tmaskTex\n\t\t\t]\n\t\t}, maskView, maskTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getDeviceResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst patches = normalizePatches(op);\n\tconst resolveBindable = (configKey, fallbackVal, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = fallbackVal;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") {\n\t\t\tconst numVal = typeof input.outputItem.data === \"number\" ? input.outputItem.data : input.outputItem.data?.value ?? fallbackVal;\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(numVal)));\n\t\t} else val = Math.max(minVal, Math.min(maxVal, fallbackVal));\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 dummyMaskView = maskTex ? maskTex.createView() : tmpSrcView;\n\tlet currentInputTex = tmpSrcTex;\n\tconst pingTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpSrcTex,\n\t\t...maskTex ? [maskTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst pongTex = patches.length > 1 ? ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpSrcTex,\n\t\tpingTex,\n\t\t...maskTex ? [maskTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]) : pingTex;\n\tfor (let i = 0; i < patches.length; i++) {\n\t\tconst patch = patches[i];\n\t\tconst isFirstPatch = i === 0;\n\t\tconst centerXRes = isFirstPatch ? resolveBindable(\"centerX\", patch.centerX, 0, 1) : {\n\t\t\tval: patch.centerX,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst centerYRes = isFirstPatch ? resolveBindable(\"centerY\", patch.centerY, 0, 1) : {\n\t\t\tval: patch.centerY,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst offsetXRes = isFirstPatch ? resolveBindable(\"offsetX\", patch.offsetX, -MAX_OFFSET, MAX_OFFSET) : {\n\t\t\tval: patch.offsetX,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst offsetYRes = isFirstPatch ? resolveBindable(\"offsetY\", patch.offsetY, -MAX_OFFSET, MAX_OFFSET) : {\n\t\t\tval: patch.offsetY,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst radiusRes = isFirstPatch ? resolveBindable(\"radius\", patch.radius, 1, MAX_RADIUS) : {\n\t\t\tval: patch.radius,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst sourceRadiusRes = isFirstPatch ? resolveBindable(\"sourceRadius\", patch.sourceRadius ?? patch.radius, 1, MAX_RADIUS) : {\n\t\t\tval: patch.sourceRadius ?? patch.radius,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst featherRes = isFirstPatch ? resolveBindable(\"feather\", patch.feather, 0, MAX_FEATHER) : {\n\t\t\tval: patch.feather,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst opacityRes = isFirstPatch ? resolveBindable(\"opacity\", patch.opacity, 0, 1) : {\n\t\t\tval: patch.opacity,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst getSignalView = (res, suffix) => {\n\t\t\tif (res.hasStaticSig && res.sd && signalRegistry$1) return signalRegistry$1.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\t\treturn signalRegistry$1 ? signalRegistry$1.getDummy1x1TextureView(ctx.device) : tmpSrcView;\n\t\t};\n\t\tconst offsetXView = getSignalView(offsetXRes, \"offsetX_sig\");\n\t\tconst offsetYView = getSignalView(offsetYRes, \"offsetY_sig\");\n\t\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\t\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\t\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\t\tconst sourceRadiusView = getSignalView(sourceRadiusRes, \"sourceRadius_sig\");\n\t\tconst featherView = getSignalView(featherRes, \"feather_sig\");\n\t\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\t\tconst modeNum = patch.mode === \"Clone\" ? 0 : patch.mode === \"TextureTransfer\" ? 2 : 1;\n\t\tconst patchData = new Float32Array(20);\n\t\tpatchData[0] = offsetXRes.val;\n\t\tpatchData[1] = offsetYRes.val;\n\t\tpatchData[2] = centerXRes.val;\n\t\tpatchData[3] = centerYRes.val;\n\t\tpatchData[4] = radiusRes.val;\n\t\tpatchData[5] = sourceRadiusRes.val;\n\t\tpatchData[6] = featherRes.val;\n\t\tpatchData[7] = opacityRes.val;\n\t\tpatchData[8] = modeNum;\n\t\tpatchData[9] = maskTex ? 1 : 0;\n\t\tpatchData[10] = offsetXRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[11] = offsetYRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[12] = centerXRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[13] = centerYRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[14] = radiusRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[15] = sourceRadiusRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[16] = featherRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[17] = opacityRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[18] = 0;\n\t\tpatchData[19] = 0;\n\t\tconst uBuffer = ctx.renderer.getTemporaryBuffer(patchData);\n\t\tconst destinationTex = i % 2 === 0 ? pingTex : pongTex;\n\t\tconst texBindGroup = ctx.device.createBindGroup({\n\t\t\tlayout: tLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: currentInputTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: dummyMaskView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: offsetXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: offsetYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: centerXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: centerYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: radiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sourceRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: featherView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: opacityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst healPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\t\tview: destinationTex.createView(),\n\t\t\tloadOp: \"clear\",\n\t\t\tstoreOp: \"store\",\n\t\t\tclearValue: {\n\t\t\t\tr: 0,\n\t\t\t\tg: 0,\n\t\t\t\tb: 0,\n\t\t\t\ta: 0\n\t\t\t}\n\t\t}] });\n\t\thealPass.setPipeline(pipeline);\n\t\thealPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uBuffer }\n\t\t\t}]\n\t\t}));\n\t\thealPass.setBindGroup(1, texBindGroup);\n\t\thealPass.setBindGroup(2, sigBindGroup);\n\t\thealPass.draw(4);\n\t\thealPass.end();\n\t\tcurrentInputTex = destinationTex;\n\t}\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"load\");\n\tctx.renderer.drawTexture(finalPass, currentInputTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t}, { opacity: 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: PatchHealWebGPURenderer });\n\n//#endregion\nexport { MAX_RADIUS as a, PatchHealResultSchema as c, patchHealConfig as d, MAX_OFFSET as i, PatchItemSchema as l, PatchHealWebGPURenderer as n, PATCH_HEAL_OUTPUT_TYPE_MAP as o, MAX_FEATHER as r, PatchHealNodeConfigSchema as s, renderers_default as t, normalizePatches as u };\n//# 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@@ -0,0 +1,3 @@
1
+ import { t as renderers_default } from "./renderer-7DOcIxFG.mjs";
2
+
3
+ export { renderers_default as default };
@@ -0,0 +1,586 @@
1
+ import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
+ import { J as parseColor, tt as signalRegistry } from "./dist-gjHmorxL.mjs";
3
+
4
+ //#region ../../nodes/node-halftone-screen/dist/renderers-BXneyqVY.mjs
5
+ const WGSL_HALFTONE_SHADER = `
6
+ struct HalftoneUniforms {
7
+ mode : f32, // 0 = Monochrome, 1 = CMYK
8
+ dotShape : f32, // 0 = Circle, 1 = Diamond, 2 = Line, 3 = Square
9
+ frequency : f32,
10
+ angle : f32,
11
+
12
+ contrast : f32,
13
+ invert : f32,
14
+ isSmooth : f32,
15
+ opacity : f32,
16
+
17
+ dotColor : vec4<f32>,
18
+ paperColor : vec4<f32>,
19
+
20
+ cyanAngle : f32,
21
+ magentaAngle : f32,
22
+ yellowAngle : f32,
23
+ blackAngle : f32,
24
+
25
+ hasFreqSig : f32,
26
+ hasAngleSig : f32,
27
+ hasContrastSig : f32,
28
+ hasCyanSig : f32,
29
+
30
+ hasMagSig : f32,
31
+ hasYelSig : f32,
32
+ hasBlkSig : f32,
33
+ hasOpacitySig : f32,
34
+ };
35
+
36
+ @group(0) @binding(0) var<uniform> u : HalftoneUniforms;
37
+ @group(1) @binding(0) var tex : texture_2d<f32>;
38
+ @group(1) @binding(1) var samp : sampler;
39
+
40
+ @group(2) @binding(0) var freqSigTex : texture_2d<f32>;
41
+ @group(2) @binding(1) var angleSigTex : texture_2d<f32>;
42
+ @group(2) @binding(2) var contrastSigTex : texture_2d<f32>;
43
+ @group(2) @binding(3) var cyanSigTex : texture_2d<f32>;
44
+ @group(2) @binding(4) var magSigTex : texture_2d<f32>;
45
+ @group(2) @binding(5) var yelSigTex : texture_2d<f32>;
46
+ @group(2) @binding(6) var blkSigTex : texture_2d<f32>;
47
+ @group(2) @binding(7) var opacitySigTex : texture_2d<f32>;
48
+ @group(2) @binding(8) var signalSamp : sampler;
49
+
50
+ struct VSOut {
51
+ @builtin(position) pos : vec4<f32>,
52
+ @location(0) uv : vec2<f32>,
53
+ };
54
+
55
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
56
+ var pos = array<vec2<f32>, 4>(
57
+ vec2<f32>(-1.0, 1.0),
58
+ vec2<f32>(1.0, 1.0),
59
+ vec2<f32>(-1.0, -1.0),
60
+ vec2<f32>(1.0, -1.0)
61
+ );
62
+ var uv = array<vec2<f32>, 4>(
63
+ vec2<f32>(0.0, 0.0),
64
+ vec2<f32>(1.0, 0.0),
65
+ vec2<f32>(0.0, 1.0),
66
+ vec2<f32>(1.0, 1.0)
67
+ );
68
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
69
+ }
70
+
71
+ const PI: f32 = 3.141592653589793;
72
+
73
+ fn getCellCenterUV(
74
+ uv: vec2<f32>,
75
+ dimensions: vec2<f32>,
76
+ screenAngleDeg: f32,
77
+ freq: f32
78
+ ) -> vec2<f32> {
79
+ let rad = screenAngleDeg * PI / 180.0;
80
+ let cosA = cos(rad);
81
+ let sinA = sin(rad);
82
+ let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);
83
+ let invRot = mat2x2<f32>(cosA, sinA, -sinA, cosA);
84
+
85
+ let minDim = min(dimensions.x, dimensions.y);
86
+ let cellSize = max(minDim / max(freq, 1.0), 1.0);
87
+
88
+ let center = dimensions * 0.5;
89
+ let pixelPos = (uv * dimensions) - center;
90
+ let rotPos = rot * pixelPos;
91
+
92
+ let cellIndex = floor(rotPos / cellSize) + vec2<f32>(0.5);
93
+ let cellCenterRot = cellIndex * cellSize;
94
+ let cellCenterPixelPos = invRot * cellCenterRot;
95
+ let cellCenterUV = (cellCenterPixelPos + center) / dimensions;
96
+ return clamp(cellCenterUV, vec2<f32>(0.0), vec2<f32>(1.0));
97
+ }
98
+
99
+ fn evalDotCoverage(
100
+ uv: vec2<f32>,
101
+ dimensions: vec2<f32>,
102
+ screenAngleDeg: f32,
103
+ freq: f32,
104
+ shape: f32,
105
+ density: f32,
106
+ contrastMultiplier: f32,
107
+ isSmooth: f32
108
+ ) -> f32 {
109
+ var d = clamp((density - 0.5) * contrastMultiplier + 0.5, 0.0, 1.0);
110
+ if (d <= 0.0001) { return 0.0; }
111
+ if (d >= 0.9999) { return 1.0; }
112
+
113
+ let rad = screenAngleDeg * PI / 180.0;
114
+ let cosA = cos(rad);
115
+ let sinA = sin(rad);
116
+ let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);
117
+
118
+ let minDim = min(dimensions.x, dimensions.y);
119
+ let cellSize = max(minDim / max(freq, 1.0), 1.0);
120
+
121
+ let center = dimensions * 0.5;
122
+ let pixelPos = (uv * dimensions) - center;
123
+ let rotPos = rot * pixelPos;
124
+
125
+ let cellUV = fract(rotPos / cellSize) - vec2<f32>(0.5);
126
+
127
+ var spot: f32 = 0.0;
128
+
129
+ if (shape < 0.5) {
130
+ // 0: Euclidean Round Dot
131
+ spot = 0.5 * (1.0 - (cos(cellUV.x * 2.0 * PI) + cos(cellUV.y * 2.0 * PI)) * 0.5);
132
+ } else if (shape < 1.5) {
133
+ // 1: Diamond
134
+ spot = abs(cellUV.x) + abs(cellUV.y);
135
+ } else if (shape < 2.5) {
136
+ // 2: Line
137
+ spot = abs(cellUV.y) * 2.0;
138
+ } else {
139
+ // 3: Square
140
+ spot = max(abs(cellUV.x), abs(cellUV.y)) * 2.0;
141
+ }
142
+
143
+ let edgeWidth = select(0.001, max(1.5 / cellSize, 0.003), isSmooth > 0.5);
144
+
145
+ return select(
146
+ step(spot, d),
147
+ smoothstep(d + edgeWidth, d - edgeWidth, spot),
148
+ isSmooth > 0.5
149
+ );
150
+ }
151
+
152
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
153
+ let sourceCol = textureSampleLevel(tex, samp, in.uv, 0.0);
154
+ if (sourceCol.a < 1e-5) {
155
+ return sourceCol;
156
+ }
157
+
158
+ // Resolve parameter overrides or dynamic signals
159
+ var frequency = u.frequency;
160
+ if (u.hasFreqSig > 0.5) {
161
+ frequency = textureSampleLevel(freqSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
162
+ }
163
+
164
+ var baseAngle = u.angle;
165
+ if (u.hasAngleSig > 0.5) {
166
+ baseAngle = textureSampleLevel(angleSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
167
+ }
168
+
169
+ var contrast = u.contrast;
170
+ if (u.hasContrastSig > 0.5) {
171
+ contrast = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
172
+ }
173
+
174
+ var cyanAngle = u.cyanAngle;
175
+ if (u.hasCyanSig > 0.5) {
176
+ cyanAngle = textureSampleLevel(cyanSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
177
+ }
178
+
179
+ var magentaAngle = u.magentaAngle;
180
+ if (u.hasMagSig > 0.5) {
181
+ magentaAngle = textureSampleLevel(magSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
182
+ }
183
+
184
+ var yellowAngle = u.yellowAngle;
185
+ if (u.hasYelSig > 0.5) {
186
+ yellowAngle = textureSampleLevel(yelSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
187
+ }
188
+
189
+ var blackAngle = u.blackAngle;
190
+ if (u.hasBlkSig > 0.5) {
191
+ blackAngle = textureSampleLevel(blkSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
192
+ }
193
+
194
+ var effectOpacity = u.opacity;
195
+ if (u.hasOpacitySig > 0.5) {
196
+ effectOpacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
197
+ }
198
+
199
+ let dimensions = vec2<f32>(textureDimensions(tex));
200
+ let unpremult = sourceCol.rgb / sourceCol.a;
201
+
202
+ var screenedRgb: vec3<f32>;
203
+
204
+ if (u.mode < 0.5) {
205
+ // --- Monochrome Mode ---
206
+ let cellCenterUV = getCellCenterUV(in.uv, dimensions, baseAngle, frequency);
207
+ let cellCol = textureSampleLevel(tex, samp, cellCenterUV, 0.0);
208
+ let cellRgb = select(cellCol.rgb, cellCol.rgb / cellCol.a, cellCol.a > 1e-5);
209
+ let luminance = dot(cellRgb, vec3<f32>(0.2126, 0.7152, 0.0722));
210
+ var inkDensity = 1.0 - luminance;
211
+ if (u.invert > 0.5) {
212
+ inkDensity = luminance;
213
+ }
214
+
215
+ let coverage = evalDotCoverage(
216
+ in.uv,
217
+ dimensions,
218
+ baseAngle,
219
+ frequency,
220
+ u.dotShape,
221
+ inkDensity,
222
+ contrast,
223
+ u.isSmooth
224
+ );
225
+
226
+ screenedRgb = mix(u.paperColor.rgb, u.dotColor.rgb, coverage);
227
+ } else {
228
+ // --- CMYK Mode ---
229
+ let cellCenterUVC = getCellCenterUV(in.uv, dimensions, baseAngle + cyanAngle, frequency);
230
+ let colC = textureSampleLevel(tex, samp, cellCenterUVC, 0.0);
231
+ let rgbC = select(colC.rgb, colC.rgb / colC.a, colC.a > 1e-5);
232
+ let kC = 1.0 - max(max(rgbC.r, rgbC.g), rgbC.b);
233
+ let invKC = 1.0 - kC;
234
+ var densC = select(0.0, clamp((1.0 - rgbC.r - kC) / max(invKC, 0.0001), 0.0, 1.0), invKC > 0.0001);
235
+
236
+ let cellCenterUVM = getCellCenterUV(in.uv, dimensions, baseAngle + magentaAngle, frequency);
237
+ let colM = textureSampleLevel(tex, samp, cellCenterUVM, 0.0);
238
+ let rgbM = select(colM.rgb, colM.rgb / colM.a, colM.a > 1e-5);
239
+ let kM = 1.0 - max(max(rgbM.r, rgbM.g), rgbM.b);
240
+ let invKM = 1.0 - kM;
241
+ var densM = select(0.0, clamp((1.0 - rgbM.g - kM) / max(invKM, 0.0001), 0.0, 1.0), invKM > 0.0001);
242
+
243
+ let cellCenterUVY = getCellCenterUV(in.uv, dimensions, baseAngle + yellowAngle, frequency);
244
+ let colY = textureSampleLevel(tex, samp, cellCenterUVY, 0.0);
245
+ let rgbY = select(colY.rgb, colY.rgb / colY.a, colY.a > 1e-5);
246
+ let kY = 1.0 - max(max(rgbY.r, rgbY.g), rgbY.b);
247
+ let invKY = 1.0 - kY;
248
+ var densY = select(0.0, clamp((1.0 - rgbY.b - kY) / max(invKY, 0.0001), 0.0, 1.0), invKY > 0.0001);
249
+
250
+ let cellCenterUVK = getCellCenterUV(in.uv, dimensions, baseAngle + blackAngle, frequency);
251
+ let colK = textureSampleLevel(tex, samp, cellCenterUVK, 0.0);
252
+ let rgbK = select(colK.rgb, colK.rgb / colK.a, colK.a > 1e-5);
253
+ var densK = 1.0 - max(max(rgbK.r, rgbK.g), rgbK.b);
254
+
255
+ if (u.invert > 0.5) {
256
+ densC = 1.0 - densC;
257
+ densM = 1.0 - densM;
258
+ densY = 1.0 - densY;
259
+ densK = 1.0 - densK;
260
+ }
261
+
262
+ let covC = evalDotCoverage(in.uv, dimensions, baseAngle + cyanAngle, frequency, u.dotShape, densC, contrast, u.isSmooth);
263
+ let covM = evalDotCoverage(in.uv, dimensions, baseAngle + magentaAngle, frequency, u.dotShape, densM, contrast, u.isSmooth);
264
+ let covY = evalDotCoverage(in.uv, dimensions, baseAngle + yellowAngle, frequency, u.dotShape, densY, contrast, u.isSmooth);
265
+ let covK = evalDotCoverage(in.uv, dimensions, baseAngle + blackAngle, frequency, u.dotShape, densK, contrast, u.isSmooth);
266
+
267
+ // Subtractive synthesis onto paper substrate
268
+ let outR = u.paperColor.r * (1.0 - covC) * (1.0 - covK);
269
+ let outG = u.paperColor.g * (1.0 - covM) * (1.0 - covK);
270
+ let outB = u.paperColor.b * (1.0 - covY) * (1.0 - covK);
271
+
272
+ screenedRgb = clamp(vec3<f32>(outR, outG, outB), vec3<f32>(0.0), vec3<f32>(1.0));
273
+ }
274
+
275
+ // Apply effect opacity blend
276
+ let finalRgb = mix(unpremult, screenedRgb, clamp(effectOpacity, 0.0, 1.0));
277
+ return vec4<f32>(finalRgb * sourceCol.a, sourceCol.a);
278
+ }
279
+ `;
280
+ const deviceResourceCache = /* @__PURE__ */ new WeakMap();
281
+ function getDeviceLayouts(device) {
282
+ let res = deviceResourceCache.get(device);
283
+ if (res) return res;
284
+ res = {
285
+ uniformLayout: device.createBindGroupLayout({ entries: [{
286
+ binding: 0,
287
+ visibility: GPUShaderStage.FRAGMENT,
288
+ buffer: { type: "uniform" }
289
+ }] }),
290
+ singleTextureLayout: device.createBindGroupLayout({ entries: [{
291
+ binding: 0,
292
+ visibility: GPUShaderStage.FRAGMENT,
293
+ texture: { sampleType: "float" }
294
+ }, {
295
+ binding: 1,
296
+ visibility: GPUShaderStage.FRAGMENT,
297
+ sampler: { type: "filtering" }
298
+ }] }),
299
+ signalTextureLayout: device.createBindGroupLayout({ entries: [
300
+ {
301
+ binding: 0,
302
+ visibility: GPUShaderStage.FRAGMENT,
303
+ texture: { sampleType: "float" }
304
+ },
305
+ {
306
+ binding: 1,
307
+ visibility: GPUShaderStage.FRAGMENT,
308
+ texture: { sampleType: "float" }
309
+ },
310
+ {
311
+ binding: 2,
312
+ visibility: GPUShaderStage.FRAGMENT,
313
+ texture: { sampleType: "float" }
314
+ },
315
+ {
316
+ binding: 3,
317
+ visibility: GPUShaderStage.FRAGMENT,
318
+ texture: { sampleType: "float" }
319
+ },
320
+ {
321
+ binding: 4,
322
+ visibility: GPUShaderStage.FRAGMENT,
323
+ texture: { sampleType: "float" }
324
+ },
325
+ {
326
+ binding: 5,
327
+ visibility: GPUShaderStage.FRAGMENT,
328
+ texture: { sampleType: "float" }
329
+ },
330
+ {
331
+ binding: 6,
332
+ visibility: GPUShaderStage.FRAGMENT,
333
+ texture: { sampleType: "float" }
334
+ },
335
+ {
336
+ binding: 7,
337
+ visibility: GPUShaderStage.FRAGMENT,
338
+ texture: { sampleType: "float" }
339
+ },
340
+ {
341
+ binding: 8,
342
+ visibility: GPUShaderStage.FRAGMENT,
343
+ sampler: { type: "filtering" }
344
+ }
345
+ ] }),
346
+ pipelineCache: /* @__PURE__ */ new Map()
347
+ };
348
+ deviceResourceCache.set(device, res);
349
+ return res;
350
+ }
351
+ function getHalftoneResources(device, format) {
352
+ const layouts = getDeviceLayouts(device);
353
+ const cacheKey = `halftone_${format}`;
354
+ let pipeline = layouts.pipelineCache.get(cacheKey);
355
+ if (!pipeline) {
356
+ const halftoneModule = device.createShaderModule({
357
+ label: `halftone_${format}.wgsl`,
358
+ code: WGSL_HALFTONE_SHADER
359
+ });
360
+ pipeline = device.createRenderPipeline({
361
+ label: `HalftonePipeline_${format}`,
362
+ layout: device.createPipelineLayout({ bindGroupLayouts: [
363
+ layouts.uniformLayout,
364
+ layouts.singleTextureLayout,
365
+ layouts.signalTextureLayout
366
+ ] }),
367
+ vertex: {
368
+ module: halftoneModule,
369
+ entryPoint: "vs"
370
+ },
371
+ fragment: {
372
+ module: halftoneModule,
373
+ entryPoint: "fs",
374
+ targets: [{ format }]
375
+ },
376
+ primitive: { topology: "triangle-strip" }
377
+ });
378
+ layouts.pipelineCache.set(cacheKey, pipeline);
379
+ }
380
+ return {
381
+ halftonePipeline: pipeline,
382
+ uniformLayout: layouts.uniformLayout,
383
+ singleTextureLayout: layouts.singleTextureLayout,
384
+ signalTextureLayout: layouts.signalTextureLayout
385
+ };
386
+ }
387
+ const HalftoneScreenWebGPURenderer = async (args) => {
388
+ const { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;
389
+ const frame = props.frame ?? 0;
390
+ const fps = props.fps || 30;
391
+ const op = props.virtualMedia?.operation;
392
+ if (op?.op !== "HalftoneScreen" || !op) return;
393
+ const childMedia = props.virtualMedia.children?.[0];
394
+ if (!childMedia) return;
395
+ pass.end();
396
+ const width = targetWidth;
397
+ const height = targetHeight;
398
+ const nodeId = op.inputs ? Object.keys(op.inputs)[0] : "halftone_node";
399
+ const resolveBindable = (configKey, defaultValue, minVal, maxVal) => {
400
+ const handleId = op[`${configKey}HandleId`];
401
+ const input = handleId ? op.inputs?.[handleId] : null;
402
+ const hasSignal = !!(input?.connectionValid && input.outputItem?.type === "Signal");
403
+ const sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;
404
+ let val = defaultValue;
405
+ let hasStaticSig = false;
406
+ if (!hasSignal) if (input?.connectionValid && input.outputItem?.type === "Number") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));
407
+ else val = Math.max(minVal, Math.min(maxVal, Number(op[configKey] ?? defaultValue)));
408
+ else if (sd) {
409
+ val = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));
410
+ hasStaticSig = true;
411
+ }
412
+ return {
413
+ val,
414
+ hasStaticSig,
415
+ sd
416
+ };
417
+ };
418
+ const freqRes = resolveBindable("frequency", 30, 1, 200);
419
+ const angleRes = resolveBindable("angle", 45, 0, 360);
420
+ const contrastRes = resolveBindable("contrast", 1, .1, 5);
421
+ const cyanRes = resolveBindable("cyanAngle", 15, 0, 360);
422
+ const magRes = resolveBindable("magentaAngle", 75, 0, 360);
423
+ const yelRes = resolveBindable("yellowAngle", 0, 0, 360);
424
+ const blkRes = resolveBindable("blackAngle", 45, 0, 360);
425
+ const opacityRes = resolveBindable("opacity", 1, 0, 1);
426
+ const tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);
427
+ const tmpView = tmpTex.createView();
428
+ ctx.renderer.beginFrame(encoder, tmpView, {
429
+ r: 0,
430
+ g: 0,
431
+ b: 0,
432
+ a: 0
433
+ }, width, height, "clear").end();
434
+ ctx.renderer.pushScissor({
435
+ x: 0,
436
+ y: 0,
437
+ width,
438
+ height
439
+ });
440
+ ctx.renderer.pushIdentity();
441
+ await drawChild(childMedia, {
442
+ ...props,
443
+ virtualMedia: childMedia
444
+ }, tmpView, tmpTex, width, height);
445
+ ctx.renderer.popTransform();
446
+ ctx.renderer.popScissor();
447
+ const { halftonePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHalftoneResources(ctx.device, ctx.renderer.format);
448
+ const sampler = ctx.renderer.samplerCache.getSampler(ctx.device);
449
+ const elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;
450
+ const durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;
451
+ const getSignalView = (res, suffix) => {
452
+ if (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);
453
+ return signalRegistry.getDummy1x1TextureView(ctx.device);
454
+ };
455
+ const freqView = getSignalView(freqRes, "freq_sig");
456
+ const angleView = getSignalView(angleRes, "angle_sig");
457
+ const contrastView = getSignalView(contrastRes, "contrast_sig");
458
+ const cyanView = getSignalView(cyanRes, "cyan_sig");
459
+ const magView = getSignalView(magRes, "mag_sig");
460
+ const yelView = getSignalView(yelRes, "yel_sig");
461
+ const blkView = getSignalView(blkRes, "blk_sig");
462
+ const opacityView = getSignalView(opacityRes, "opacity_sig");
463
+ const modeVal = op.mode === "CMYK" ? 1 : 0;
464
+ let dotShapeVal = 0;
465
+ if (op.dotShape === "Diamond") dotShapeVal = 1;
466
+ else if (op.dotShape === "Line") dotShapeVal = 2;
467
+ else if (op.dotShape === "Square") dotShapeVal = 3;
468
+ const dotCol = parseColor(op.dotColor ?? "#000000");
469
+ const paperCol = parseColor(op.paperColor ?? "#ffffff");
470
+ const halftoneUniformData = new Float32Array(28);
471
+ halftoneUniformData[0] = modeVal;
472
+ halftoneUniformData[1] = dotShapeVal;
473
+ halftoneUniformData[2] = freqRes.val;
474
+ halftoneUniformData[3] = angleRes.val;
475
+ halftoneUniformData[4] = contrastRes.val;
476
+ halftoneUniformData[5] = op.invert ? 1 : 0;
477
+ halftoneUniformData[6] = op.smooth !== false ? 1 : 0;
478
+ halftoneUniformData[7] = opacityRes.val;
479
+ halftoneUniformData[8] = dotCol.r;
480
+ halftoneUniformData[9] = dotCol.g;
481
+ halftoneUniformData[10] = dotCol.b;
482
+ halftoneUniformData[11] = dotCol.a;
483
+ halftoneUniformData[12] = paperCol.r;
484
+ halftoneUniformData[13] = paperCol.g;
485
+ halftoneUniformData[14] = paperCol.b;
486
+ halftoneUniformData[15] = paperCol.a;
487
+ halftoneUniformData[16] = cyanRes.val;
488
+ halftoneUniformData[17] = magRes.val;
489
+ halftoneUniformData[18] = yelRes.val;
490
+ halftoneUniformData[19] = blkRes.val;
491
+ halftoneUniformData[20] = freqRes.hasStaticSig ? 1 : 0;
492
+ halftoneUniformData[21] = angleRes.hasStaticSig ? 1 : 0;
493
+ halftoneUniformData[22] = contrastRes.hasStaticSig ? 1 : 0;
494
+ halftoneUniformData[23] = cyanRes.hasStaticSig ? 1 : 0;
495
+ halftoneUniformData[24] = magRes.hasStaticSig ? 1 : 0;
496
+ halftoneUniformData[25] = yelRes.hasStaticSig ? 1 : 0;
497
+ halftoneUniformData[26] = blkRes.hasStaticSig ? 1 : 0;
498
+ halftoneUniformData[27] = opacityRes.hasStaticSig ? 1 : 0;
499
+ const uniformBuffer = ctx.renderer.getTemporaryBuffer(halftoneUniformData);
500
+ const outTex = ctx.renderer.getTemporaryTexture(width, height, [
501
+ tmpTex,
502
+ targetTexture,
503
+ ...props.excludeTextures || []
504
+ ]);
505
+ const halftonePass = encoder.beginRenderPass({ colorAttachments: [{
506
+ view: outTex.createView(),
507
+ loadOp: "clear",
508
+ storeOp: "store",
509
+ clearValue: {
510
+ r: 0,
511
+ g: 0,
512
+ b: 0,
513
+ a: 0
514
+ }
515
+ }] });
516
+ halftonePass.setPipeline(pipeline);
517
+ halftonePass.setBindGroup(0, ctx.device.createBindGroup({
518
+ layout: uLayout,
519
+ entries: [{
520
+ binding: 0,
521
+ resource: { buffer: uniformBuffer }
522
+ }]
523
+ }));
524
+ halftonePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));
525
+ halftonePass.setBindGroup(2, ctx.device.createBindGroup({
526
+ layout: sigLayout,
527
+ entries: [
528
+ {
529
+ binding: 0,
530
+ resource: freqView
531
+ },
532
+ {
533
+ binding: 1,
534
+ resource: angleView
535
+ },
536
+ {
537
+ binding: 2,
538
+ resource: contrastView
539
+ },
540
+ {
541
+ binding: 3,
542
+ resource: cyanView
543
+ },
544
+ {
545
+ binding: 4,
546
+ resource: magView
547
+ },
548
+ {
549
+ binding: 5,
550
+ resource: yelView
551
+ },
552
+ {
553
+ binding: 6,
554
+ resource: blkView
555
+ },
556
+ {
557
+ binding: 7,
558
+ resource: opacityView
559
+ },
560
+ {
561
+ binding: 8,
562
+ resource: sampler
563
+ }
564
+ ]
565
+ }));
566
+ halftonePass.draw(4);
567
+ halftonePass.end();
568
+ const finalPass = ctx.renderer.beginFrame(encoder, targetView, {
569
+ r: 0,
570
+ g: 0,
571
+ b: 0,
572
+ a: 0
573
+ }, targetWidth, targetHeight, "load");
574
+ ctx.renderer.drawTexture(finalPass, outTex, {
575
+ x: 0,
576
+ y: 0,
577
+ width: targetWidth,
578
+ height: targetHeight
579
+ }, { opacity: 1 });
580
+ args.pass = finalPass;
581
+ };
582
+ var renderers_default = defineRenderer({ WebGPURenderer: HalftoneScreenWebGPURenderer });
583
+
584
+ //#endregion
585
+ export { renderers_default as t };
586
+ //# sourceMappingURL=renderer-Ryo2CEFD.mjs.map