framefields 2.0.2
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/LICENCE +202 -0
- package/README.md +740 -0
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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, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: HalftoneScreenWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -0,0 +1,257 @@
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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-gjHmorxL.mjs";
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4
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//#region ../../nodes/node-audio-compressor/dist/renderers-C6WhWnB2.mjs
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5
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const PARAM_ORDER = [
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6
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"threshold",
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7
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"ratio",
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8
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"attack",
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9
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"release",
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10
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"knee",
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11
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"makeupGain"
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12
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];
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13
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const COMPRESSOR_SHADER_TEMPLATE = () => `
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14
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struct Uniforms {
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15
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sampleRate : f32,
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16
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threshold : f32,
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17
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ratio : f32,
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18
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attack : f32,
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19
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release : f32,
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20
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knee : f32,
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21
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makeupGain : f32,
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22
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hasThresholdSig : f32,
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23
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hasRatioSig : f32,
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24
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hasAttackSig : f32,
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25
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+
hasReleaseSig : f32,
|
|
26
|
+
hasKneeSig : f32,
|
|
27
|
+
hasMakeupGainSig : f32,
|
|
28
|
+
baseTime : f32,
|
|
29
|
+
frame : f32,
|
|
30
|
+
numSamples : f32,
|
|
31
|
+
numChannels : f32,
|
|
32
|
+
pad1 : f32,
|
|
33
|
+
pad2 : f32,
|
|
34
|
+
pad3 : f32,
|
|
35
|
+
};
|
|
36
|
+
|
|
37
|
+
@group(0) @binding(0) var<uniform> u : Uniforms;
|
|
38
|
+
@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;
|
|
39
|
+
@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;
|
|
40
|
+
@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = envelope
|
|
41
|
+
@group(0) @binding(4) var<storage, read> thresholdSignal : array<f32>;
|
|
42
|
+
@group(0) @binding(5) var<storage, read> ratioSignal : array<f32>;
|
|
43
|
+
@group(0) @binding(6) var<storage, read> attackSignal : array<f32>;
|
|
44
|
+
@group(0) @binding(7) var<storage, read> releaseSignal : array<f32>;
|
|
45
|
+
@group(0) @binding(8) var<storage, read> kneeSignal : array<f32>;
|
|
46
|
+
@group(0) @binding(9) var<storage, read> makeupGainSignal : array<f32>;
|
|
47
|
+
|
|
48
|
+
fn log10(x: f32) -> f32 {
|
|
49
|
+
return log(x) * 0.4342944819032518f;
|
|
50
|
+
}
|
|
51
|
+
|
|
52
|
+
fn tanh(x: f32) -> f32 {
|
|
53
|
+
let exp2x = exp(2.0f * x);
|
|
54
|
+
return (exp2x - 1.0f) / (exp2x + 1.0f);
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
fn is_nan_or_inf(v: f32) -> bool {
|
|
58
|
+
return (v != v) || (abs(v) > 3.402823466e+38f);
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
@compute @workgroup_size(1)
|
|
62
|
+
fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
|
|
63
|
+
if (gid.x != 0u) { return; }
|
|
64
|
+
|
|
65
|
+
let numSamples = u32(u.numSamples);
|
|
66
|
+
let numChannels = u32(u.numChannels);
|
|
67
|
+
|
|
68
|
+
var envelope = state[0];
|
|
69
|
+
if (is_nan_or_inf(envelope)) {
|
|
70
|
+
envelope = 0.0f;
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
for (var index = 0u; index < numSamples; index = index + 1u) {
|
|
74
|
+
// 1. Dynamic Parameter Modulation & Anti-Explosion Clamping
|
|
75
|
+
var effThreshold = u.threshold;
|
|
76
|
+
if (u.hasThresholdSig > 0.5f) {
|
|
77
|
+
effThreshold = thresholdSignal[index];
|
|
78
|
+
}
|
|
79
|
+
effThreshold = clamp(effThreshold, -120.0f, 0.0f);
|
|
80
|
+
|
|
81
|
+
var effRatio = u.ratio;
|
|
82
|
+
if (u.hasRatioSig > 0.5f) {
|
|
83
|
+
effRatio = ratioSignal[index];
|
|
84
|
+
}
|
|
85
|
+
effRatio = clamp(effRatio, 1.0f, 100.0f);
|
|
86
|
+
|
|
87
|
+
var effAttack = u.attack;
|
|
88
|
+
if (u.hasAttackSig > 0.5f) {
|
|
89
|
+
effAttack = attackSignal[index];
|
|
90
|
+
}
|
|
91
|
+
effAttack = clamp(effAttack, 0.0001f, 10.0f);
|
|
92
|
+
|
|
93
|
+
var effRelease = u.release;
|
|
94
|
+
if (u.hasReleaseSig > 0.5f) {
|
|
95
|
+
effRelease = releaseSignal[index];
|
|
96
|
+
}
|
|
97
|
+
effRelease = clamp(effRelease, 0.001f, 10.0f);
|
|
98
|
+
|
|
99
|
+
var effKnee = u.knee;
|
|
100
|
+
if (u.hasKneeSig > 0.5f) {
|
|
101
|
+
effKnee = kneeSignal[index];
|
|
102
|
+
}
|
|
103
|
+
effKnee = clamp(effKnee, 0.0f, 40.0f);
|
|
104
|
+
|
|
105
|
+
var effMakeupGain = u.makeupGain;
|
|
106
|
+
if (u.hasMakeupGainSig > 0.5f) {
|
|
107
|
+
effMakeupGain = makeupGainSignal[index];
|
|
108
|
+
}
|
|
109
|
+
effMakeupGain = clamp(effMakeupGain, -60.0f, 36.0f);
|
|
110
|
+
|
|
111
|
+
// 2. Safe Attack / Release Coefficients
|
|
112
|
+
let attackCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effAttack)), 0.00001f, 1.0f);
|
|
113
|
+
let releaseCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effRelease)), 0.00001f, 1.0f);
|
|
114
|
+
|
|
115
|
+
// 3. Peak Detection with NaN / Inf sanitization
|
|
116
|
+
var peak = 0.0f;
|
|
117
|
+
for (var c = 0u; c < numChannels; c = c + 1u) {
|
|
118
|
+
var val = abs(inputChannels[c * numSamples + index]);
|
|
119
|
+
if (is_nan_or_inf(val)) {
|
|
120
|
+
val = 0.0f;
|
|
121
|
+
}
|
|
122
|
+
if (val > peak) {
|
|
123
|
+
peak = val;
|
|
124
|
+
}
|
|
125
|
+
}
|
|
126
|
+
|
|
127
|
+
// 4. Convert Peak to dBFS
|
|
128
|
+
let dB = 20.0f * log10(max(peak, 1e-9f));
|
|
129
|
+
|
|
130
|
+
// 5. Compute target reduction (soft-knee & ratio)
|
|
131
|
+
var targetReductiondB = 0.0f;
|
|
132
|
+
if (effKnee > 0.0f) {
|
|
133
|
+
let x = dB - effThreshold;
|
|
134
|
+
if (x <= -effKnee / 2.0f) {
|
|
135
|
+
targetReductiondB = 0.0f;
|
|
136
|
+
} else if (x >= effKnee / 2.0f) {
|
|
137
|
+
targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);
|
|
138
|
+
} else {
|
|
139
|
+
let kneeTerm = x + effKnee / 2.0f;
|
|
140
|
+
targetReductiondB = ((kneeTerm * kneeTerm) / (2.0f * effKnee)) * (1.0f - 1.0f / effRatio);
|
|
141
|
+
}
|
|
142
|
+
} else {
|
|
143
|
+
if (dB > effThreshold) {
|
|
144
|
+
targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);
|
|
145
|
+
}
|
|
146
|
+
}
|
|
147
|
+
|
|
148
|
+
targetReductiondB = clamp(targetReductiondB, 0.0f, 120.0f);
|
|
149
|
+
|
|
150
|
+
// 6. Envelope Smoothing
|
|
151
|
+
let targetGaindB = -targetReductiondB;
|
|
152
|
+
if (targetGaindB < envelope) {
|
|
153
|
+
envelope += (targetGaindB - envelope) * attackCoeff;
|
|
154
|
+
} else {
|
|
155
|
+
envelope += (targetGaindB - envelope) * releaseCoeff;
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
if (is_nan_or_inf(envelope)) {
|
|
159
|
+
envelope = 0.0f;
|
|
160
|
+
}
|
|
161
|
+
envelope = clamp(envelope, -120.0f, 0.0f);
|
|
162
|
+
|
|
163
|
+
// 7. Apply linear gain and soft clipping
|
|
164
|
+
let totalGaindB = clamp(envelope + effMakeupGain, -120.0f, 36.0f);
|
|
165
|
+
let gainLinear = clamp(pow(10.0f, totalGaindB / 20.0f), 0.0f, 63.1f);
|
|
166
|
+
|
|
167
|
+
for (var c = 0u; c < numChannels; c = c + 1u) {
|
|
168
|
+
let sampleIndex = c * numSamples + index;
|
|
169
|
+
var inVal = inputChannels[sampleIndex];
|
|
170
|
+
if (is_nan_or_inf(inVal)) {
|
|
171
|
+
inVal = 0.0f;
|
|
172
|
+
}
|
|
173
|
+
|
|
174
|
+
var outVal = inVal * gainLinear;
|
|
175
|
+
if (is_nan_or_inf(outVal)) {
|
|
176
|
+
outVal = 0.0f;
|
|
177
|
+
}
|
|
178
|
+
|
|
179
|
+
// Soft clipping at ±1.0 with smooth tanh transition starting at ±0.9
|
|
180
|
+
if (outVal > 1.0f) {
|
|
181
|
+
outVal = 1.0f;
|
|
182
|
+
} else if (outVal < -1.0f) {
|
|
183
|
+
outVal = -1.0f;
|
|
184
|
+
} else if (outVal > 0.9f) {
|
|
185
|
+
outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);
|
|
186
|
+
} else if (outVal < -0.9f) {
|
|
187
|
+
outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);
|
|
188
|
+
}
|
|
189
|
+
|
|
190
|
+
outputChannels[sampleIndex] = outVal;
|
|
191
|
+
}
|
|
192
|
+
}
|
|
193
|
+
|
|
194
|
+
if (is_nan_or_inf(envelope)) {
|
|
195
|
+
state[0] = 0.0f;
|
|
196
|
+
} else {
|
|
197
|
+
state[0] = clamp(envelope, -120.0f, 0.0f);
|
|
198
|
+
}
|
|
199
|
+
}
|
|
200
|
+
`;
|
|
201
|
+
const compressorAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {
|
|
202
|
+
if (!ctx?.device) throw new Error("GPUDevice is required for WebGPU Dynamics Compressor.");
|
|
203
|
+
const op = virtualMedia.operation || {};
|
|
204
|
+
const inputs = op.inputs || {};
|
|
205
|
+
const threshold = typeof op.threshold === "number" ? op.threshold : -24;
|
|
206
|
+
const ratio = typeof op.ratio === "number" ? op.ratio : 4;
|
|
207
|
+
const attack = typeof op.attack === "number" ? op.attack : .003;
|
|
208
|
+
const release = typeof op.release === "number" ? op.release : .25;
|
|
209
|
+
const knee = typeof op.knee === "number" ? op.knee : 6;
|
|
210
|
+
const makeupGain = typeof op.makeupGain === "number" ? op.makeupGain : 0;
|
|
211
|
+
const isHandleConnected = (handleIdKey) => {
|
|
212
|
+
const handleId = op[handleIdKey];
|
|
213
|
+
if (typeof handleId !== "string" || !handleId) return false;
|
|
214
|
+
const input = inputs[handleId];
|
|
215
|
+
return Boolean(input?.connectionValid && input.outputItem && (input.outputItem.type === "Signal" || input.outputItem.type === "Number"));
|
|
216
|
+
};
|
|
217
|
+
const hasThresholdSig = isHandleConnected("thresholdHandleId") ? 1 : 0;
|
|
218
|
+
const hasRatioSig = isHandleConnected("ratioHandleId") ? 1 : 0;
|
|
219
|
+
const hasAttackSig = isHandleConnected("attackHandleId") ? 1 : 0;
|
|
220
|
+
const hasReleaseSig = isHandleConnected("releaseHandleId") ? 1 : 0;
|
|
221
|
+
const hasKneeSig = isHandleConnected("kneeHandleId") ? 1 : 0;
|
|
222
|
+
const hasMakeupGainSig = isHandleConnected("makeupGainHandleId") ? 1 : 0;
|
|
223
|
+
const numChannels = channels.length;
|
|
224
|
+
if (numChannels === 0) return;
|
|
225
|
+
const numSamples = channels[0].length;
|
|
226
|
+
if (numSamples === 0) return;
|
|
227
|
+
const nodeId = op.id || "audio-compressor";
|
|
228
|
+
const frame = ctx.frame ?? 0;
|
|
229
|
+
const fps = ctx.fps ?? 24;
|
|
230
|
+
await WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, COMPRESSOR_SHADER_TEMPLATE, (t) => [
|
|
231
|
+
sampleRate,
|
|
232
|
+
threshold,
|
|
233
|
+
ratio,
|
|
234
|
+
attack,
|
|
235
|
+
release,
|
|
236
|
+
knee,
|
|
237
|
+
makeupGain,
|
|
238
|
+
hasThresholdSig,
|
|
239
|
+
hasRatioSig,
|
|
240
|
+
hasAttackSig,
|
|
241
|
+
hasReleaseSig,
|
|
242
|
+
hasKneeSig,
|
|
243
|
+
hasMakeupGainSig,
|
|
244
|
+
t,
|
|
245
|
+
frame,
|
|
246
|
+
numSamples,
|
|
247
|
+
numChannels,
|
|
248
|
+
0,
|
|
249
|
+
0,
|
|
250
|
+
0
|
|
251
|
+
], 20, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);
|
|
252
|
+
};
|
|
253
|
+
var renderers_default = defineRenderer({ audioProcessor: compressorAudioProcessor });
|
|
254
|
+
|
|
255
|
+
//#endregion
|
|
256
|
+
export { renderers_default as t };
|
|
257
|
+
//# sourceMappingURL=renderer-Tp6OXWNZ.mjs.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"renderer-Tp6OXWNZ.mjs","names":[],"sources":["../../../nodes/node-audio-compressor/dist/renderers-C6WhWnB2.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\"threshold\",\n\t\"ratio\",\n\t\"attack\",\n\t\"release\",\n\t\"knee\",\n\t\"makeupGain\"\n];\nconst COMPRESSOR_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n threshold : f32,\n ratio : f32,\n attack : f32,\n release : f32,\n knee : f32,\n makeupGain : f32,\n hasThresholdSig : f32,\n hasRatioSig : f32,\n hasAttackSig : f32,\n hasReleaseSig : f32,\n hasKneeSig : f32,\n hasMakeupGainSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = envelope\n@group(0) @binding(4) var<storage, read> thresholdSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> ratioSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> attackSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> releaseSignal : array<f32>;\n@group(0) @binding(8) var<storage, read> kneeSignal : array<f32>;\n@group(0) @binding(9) var<storage, read> makeupGainSignal : array<f32>;\n\nfn log10(x: f32) -> f32 {\n return log(x) * 0.4342944819032518f;\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n var envelope = state[0];\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effThreshold = u.threshold;\n if (u.hasThresholdSig > 0.5f) {\n effThreshold = thresholdSignal[index];\n }\n effThreshold = clamp(effThreshold, -120.0f, 0.0f);\n\n var effRatio = u.ratio;\n if (u.hasRatioSig > 0.5f) {\n effRatio = ratioSignal[index];\n }\n effRatio = clamp(effRatio, 1.0f, 100.0f);\n\n var effAttack = u.attack;\n if (u.hasAttackSig > 0.5f) {\n effAttack = attackSignal[index];\n }\n effAttack = clamp(effAttack, 0.0001f, 10.0f);\n\n var effRelease = u.release;\n if (u.hasReleaseSig > 0.5f) {\n effRelease = releaseSignal[index];\n }\n effRelease = clamp(effRelease, 0.001f, 10.0f);\n\n var effKnee = u.knee;\n if (u.hasKneeSig > 0.5f) {\n effKnee = kneeSignal[index];\n }\n effKnee = clamp(effKnee, 0.0f, 40.0f);\n\n var effMakeupGain = u.makeupGain;\n if (u.hasMakeupGainSig > 0.5f) {\n effMakeupGain = makeupGainSignal[index];\n }\n effMakeupGain = clamp(effMakeupGain, -60.0f, 36.0f);\n\n // 2. Safe Attack / Release Coefficients\n let attackCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effAttack)), 0.00001f, 1.0f);\n let releaseCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effRelease)), 0.00001f, 1.0f);\n\n // 3. Peak Detection with NaN / Inf sanitization\n var peak = 0.0f;\n for (var c = 0u; c < numChannels; c = c + 1u) {\n var val = abs(inputChannels[c * numSamples + index]);\n if (is_nan_or_inf(val)) {\n val = 0.0f;\n }\n if (val > peak) {\n peak = val;\n }\n }\n \n // 4. Convert Peak to dBFS\n let dB = 20.0f * log10(max(peak, 1e-9f));\n\n // 5. Compute target reduction (soft-knee & ratio)\n var targetReductiondB = 0.0f;\n if (effKnee > 0.0f) {\n let x = dB - effThreshold;\n if (x <= -effKnee / 2.0f) {\n targetReductiondB = 0.0f;\n } else if (x >= effKnee / 2.0f) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n } else {\n let kneeTerm = x + effKnee / 2.0f;\n targetReductiondB = ((kneeTerm * kneeTerm) / (2.0f * effKnee)) * (1.0f - 1.0f / effRatio);\n }\n } else {\n if (dB > effThreshold) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n }\n }\n\n targetReductiondB = clamp(targetReductiondB, 0.0f, 120.0f);\n\n // 6. Envelope Smoothing\n let targetGaindB = -targetReductiondB;\n if (targetGaindB < envelope) {\n envelope += (targetGaindB - envelope) * attackCoeff;\n } else {\n envelope += (targetGaindB - envelope) * releaseCoeff;\n }\n\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n envelope = clamp(envelope, -120.0f, 0.0f);\n\n // 7. Apply linear gain and soft clipping\n let totalGaindB = clamp(envelope + effMakeupGain, -120.0f, 36.0f);\n let gainLinear = clamp(pow(10.0f, totalGaindB / 20.0f), 0.0f, 63.1f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) {\n inVal = 0.0f;\n }\n\n var outVal = inVal * gainLinear;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n \n // Soft clipping at ±1.0 with smooth tanh transition starting at ±0.9\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n \n outputChannels[sampleIndex] = outVal;\n }\n }\n\n if (is_nan_or_inf(envelope)) {\n state[0] = 0.0f;\n } else {\n state[0] = clamp(envelope, -120.0f, 0.0f);\n }\n}\n`;\nconst compressorAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Dynamics Compressor.\");\n\tconst op = virtualMedia.operation || {};\n\tconst inputs = op.inputs || {};\n\tconst threshold = typeof op.threshold === \"number\" ? op.threshold : -24;\n\tconst ratio = typeof op.ratio === \"number\" ? op.ratio : 4;\n\tconst attack = typeof op.attack === \"number\" ? op.attack : .003;\n\tconst release = typeof op.release === \"number\" ? op.release : .25;\n\tconst knee = typeof op.knee === \"number\" ? op.knee : 6;\n\tconst makeupGain = typeof op.makeupGain === \"number\" ? op.makeupGain : 0;\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 hasThresholdSig = isHandleConnected(\"thresholdHandleId\") ? 1 : 0;\n\tconst hasRatioSig = isHandleConnected(\"ratioHandleId\") ? 1 : 0;\n\tconst hasAttackSig = isHandleConnected(\"attackHandleId\") ? 1 : 0;\n\tconst hasReleaseSig = isHandleConnected(\"releaseHandleId\") ? 1 : 0;\n\tconst hasKneeSig = isHandleConnected(\"kneeHandleId\") ? 1 : 0;\n\tconst hasMakeupGainSig = isHandleConnected(\"makeupGainHandleId\") ? 1 : 0;\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst nodeId = op.id || \"audio-compressor\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, COMPRESSOR_SHADER_TEMPLATE, (t) => [\n\t\tsampleRate,\n\t\tthreshold,\n\t\tratio,\n\t\tattack,\n\t\trelease,\n\t\tknee,\n\t\tmakeupGain,\n\t\thasThresholdSig,\n\t\thasRatioSig,\n\t\thasAttackSig,\n\t\thasReleaseSig,\n\t\thasKneeSig,\n\t\thasMakeupGainSig,\n\t\tt,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0,\n\t\t0,\n\t\t0\n\t], 20, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: compressorAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-C6WhWnB2.mjs.map"],"mappings":";;;;AAIA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,mCAAmC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4LzC,MAAM,2BAA2B,OAAO,UAAU,YAAY,cAAc,QAAQ;AACnF,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,wDAAwD;CAC1F,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,SAAS,GAAG,UAAU,EAAE;CAC9B,MAAM,YAAY,OAAO,GAAG,cAAc,WAAW,GAAG,YAAY;CACpE,MAAM,QAAQ,OAAO,GAAG,UAAU,WAAW,GAAG,QAAQ;CACxD,MAAM,SAAS,OAAO,GAAG,WAAW,WAAW,GAAG,SAAS;CAC3D,MAAM,UAAU,OAAO,GAAG,YAAY,WAAW,GAAG,UAAU;CAC9D,MAAM,OAAO,OAAO,GAAG,SAAS,WAAW,GAAG,OAAO;CACrD,MAAM,aAAa,OAAO,GAAG,eAAe,WAAW,GAAG,aAAa;CACvE,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,kBAAkB,kBAAkB,oBAAoB,GAAG,IAAI;CACrE,MAAM,cAAc,kBAAkB,gBAAgB,GAAG,IAAI;CAC7D,MAAM,eAAe,kBAAkB,iBAAiB,GAAG,IAAI;CAC/D,MAAM,gBAAgB,kBAAkB,kBAAkB,GAAG,IAAI;CACjE,MAAM,aAAa,kBAAkB,eAAe,GAAG,IAAI;CAC3D,MAAM,mBAAmB,kBAAkB,qBAAqB,GAAG,IAAI;CACvE,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;AACvB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,6BAA6B,MAAM;EACzI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,0BAA0B,CAAC"}
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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import { C as WebGPUAudioProcessor } from "./dist-gjHmorxL.mjs";
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//#region ../../nodes/node-stereo-panning/dist/renderers-Bkftl55R.mjs
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const PANNING_SHADER_TEMPLATE = () => `
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struct Uniforms {
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sampleRate : f32,
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pan : f32,
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baseTime : f32,
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frame : f32,
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numSamples : f32,
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numChannels : f32,
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pad1 : f32,
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pad2 : f32,
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};
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@group(0) @binding(0) var<uniform> u : Uniforms;
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@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;
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@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;
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@group(0) @binding(3) var<storage, read_write> state : array<f32>;
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@compute @workgroup_size(1)
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fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
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if (gid.x != 0u) { return; }
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let numSamples = u32(u.numSamples);
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let numChannels = u32(u.numChannels);
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let clampedPan = max(-1.0f, min(1.0f, u.pan));
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var leftGain = 1.0f;
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var rightGain = 1.0f;
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if (clampedPan < 0.0f) {
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rightGain = 1.0f + clampedPan;
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} else if (clampedPan > 0.0f) {
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leftGain = 1.0f - clampedPan;
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}
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for (var index = 0u; index < numSamples; index = index + 1u) {
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if (numChannels > 1u) {
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outputChannels[index] = inputChannels[index] * leftGain;
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outputChannels[numSamples + index] = inputChannels[numSamples + index] * rightGain;
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} else {
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outputChannels[index] = inputChannels[index] * leftGain;
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}
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}
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// Dummy reference to prevent state binding from being optimized out
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state[0] = state[0];
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}
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`;
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const stereoPanningAudioProcessor = async (channels, sampleRate, node, ctx) => {
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if (!ctx?.device) throw new Error("GPUDevice is required for WebGPU Stereo Panning.");
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const pan = node.operation?.pan ?? 0;
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const clampedPan = Math.max(-1, Math.min(1, pan));
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if (channels.length === 0) return;
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const numSamples = channels[0].length;
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if (numSamples === 0) return;
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if (channels.length === 1) {
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const rightChannel = new Float32Array(numSamples);
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rightChannel.set(channels[0]);
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channels.push(rightChannel);
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}
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const numChannels = channels.length;
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const nodeId = node.operation?.id || "stereo-panning";
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const frame = ctx.frame ?? 0;
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const fps = ctx.fps ?? 24;
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await WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, node, frame, fps, PANNING_SHADER_TEMPLATE, () => [
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sampleRate,
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clampedPan,
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0,
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frame,
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numSamples,
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numChannels,
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0,
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0
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], 8, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs);
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};
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var renderers_default = defineRenderer({ audioProcessor: stereoPanningAudioProcessor });
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//#endregion
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export { renderers_default as t };
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//# sourceMappingURL=renderer-WkVrkCVA.mjs.map
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{"version":3,"file":"renderer-WkVrkCVA.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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