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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@@ -0,0 +1,394 @@
1
+ import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
+ import { tt as signalRegistry } from "./dist-gjHmorxL.mjs";
3
+
4
+ //#region ../../nodes/node-colorkey/dist/renderers-C8TKYjha.mjs
5
+ const COLORKEY_SHADER = `
6
+ struct ColorKeyUniforms {
7
+ similarity : f32,
8
+ smoothness : f32,
9
+ spillSuppression : f32,
10
+ colorSpace : f32, // 0 for YUV, 1 for RGB
11
+ spillSuppressionType : f32, // 0 for Desaturate, 1 for Neutralize, 2 for None
12
+ keyR : f32,
13
+ keyG : f32,
14
+ keyB : f32,
15
+ hasSimilaritySig : f32,
16
+ hasSmoothnessSig : f32,
17
+ hasSpillSig : f32,
18
+ };
19
+
20
+ @group(0) @binding(0) var<uniform> u : ColorKeyUniforms;
21
+ @group(1) @binding(0) var tex : texture_2d<f32>;
22
+ @group(1) @binding(1) var samp : sampler;
23
+
24
+ @group(2) @binding(0) var similaritySigTex : texture_2d<f32>;
25
+ @group(2) @binding(1) var smoothnessSigTex : texture_2d<f32>;
26
+ @group(2) @binding(2) var spillSigTex : texture_2d<f32>;
27
+ @group(2) @binding(3) var signalSamp : sampler;
28
+
29
+ struct VSOut {
30
+ @builtin(position) pos : vec4<f32>,
31
+ @location(0) uv : vec2<f32>,
32
+ };
33
+
34
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
35
+ var pos = array<vec2<f32>, 4>(
36
+ vec2<f32>(-1.0, 1.0),
37
+ vec2<f32>(1.0, 1.0),
38
+ vec2<f32>(-1.0, -1.0),
39
+ vec2<f32>(1.0, -1.0)
40
+ );
41
+ var uv = array<vec2<f32>, 4>(
42
+ vec2<f32>(0.0, 0.0),
43
+ vec2<f32>(1.0, 0.0),
44
+ vec2<f32>(0.0, 1.0),
45
+ vec2<f32>(1.0, 1.0)
46
+ );
47
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
48
+ }
49
+
50
+ fn rgb2yuv(rgb: vec3<f32>) -> vec3<f32> {
51
+ let y = 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b;
52
+ let u = -0.169 * rgb.r - 0.331 * rgb.g + 0.500 * rgb.b;
53
+ let v = 0.500 * rgb.r - 0.419 * rgb.g - 0.081 * rgb.b;
54
+ return vec3<f32>(y, u, v);
55
+ }
56
+
57
+ fn yuv2rgb(yuv: vec3<f32>) -> vec3<f32> {
58
+ let r = yuv.x + 1.402 * yuv.z;
59
+ let g = yuv.x - 0.344 * yuv.y - 0.714 * yuv.z;
60
+ let b = yuv.x + 1.772 * yuv.y;
61
+ return vec3<f32>(r, g, b);
62
+ }
63
+
64
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
65
+ let src_color = textureSampleLevel(tex, samp, in.uv, 0.0);
66
+ if (src_color.a < 1e-5) {
67
+ return src_color;
68
+ }
69
+
70
+ // Unpremultiply alpha for keying and grading
71
+ let unpremult_rgb = src_color.rgb / src_color.a;
72
+
73
+ // Resolve dynamic signals if connected, otherwise use static uniform values
74
+ var similarity = u.similarity;
75
+ if (u.hasSimilaritySig > 0.5) {
76
+ similarity = textureSampleLevel(similaritySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
77
+ }
78
+
79
+ var smoothness = u.smoothness;
80
+ if (u.hasSmoothnessSig > 0.5) {
81
+ smoothness = textureSampleLevel(smoothnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
82
+ }
83
+
84
+ var spillSuppression = u.spillSuppression;
85
+ if (u.hasSpillSig > 0.5) {
86
+ spillSuppression = textureSampleLevel(spillSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
87
+ }
88
+
89
+ let keyColor = vec3<f32>(u.keyR, u.keyG, u.keyB);
90
+
91
+ // 1. Calculate similarity distance
92
+ var dist = 0.0;
93
+ if (u.colorSpace < 0.5) {
94
+ // YUV (Chroma Distance)
95
+ let C_yuv = rgb2yuv(unpremult_rgb);
96
+ let K_yuv = rgb2yuv(keyColor);
97
+ dist = distance(C_yuv.yz, K_yuv.yz);
98
+ } else {
99
+ // RGB (Exact Distance)
100
+ dist = distance(unpremult_rgb, keyColor);
101
+ }
102
+
103
+ // 2. Calculate transparency mask
104
+ var mask = 0.0;
105
+ if (smoothness < 0.0001) {
106
+ mask = select(0.0, 1.0, dist >= similarity);
107
+ } else {
108
+ mask = smoothstep(similarity, similarity + smoothness, dist);
109
+ }
110
+
111
+ // 3. Apply spill suppression
112
+ var final_rgb = unpremult_rgb;
113
+ if (u.spillSuppressionType < 2.5) { // 0 for Desaturate, 1 for Neutralize, 2 for None
114
+ let C_yuv = rgb2yuv(unpremult_rgb);
115
+ let K_yuv = rgb2yuv(keyColor);
116
+ let K_chroma = K_yuv.yz;
117
+ let K_len_sq = dot(K_chroma, K_chroma);
118
+
119
+ if (K_len_sq > 1e-6) {
120
+ let C_chroma = C_yuv.yz;
121
+ let proj = dot(C_chroma, K_chroma) / K_len_sq;
122
+ if (proj > 0.0) {
123
+ let C_para = proj * K_chroma;
124
+ var C_chroma_suppressed = C_chroma;
125
+
126
+ if (u.spillSuppressionType < 0.5) {
127
+ // Desaturate
128
+ C_chroma_suppressed = C_chroma - spillSuppression * C_para;
129
+ } else {
130
+ // Neutralize (completely shift to neutral gray chroma)
131
+ C_chroma_suppressed = C_chroma - C_para;
132
+ }
133
+
134
+ final_rgb = yuv2rgb(vec3<f32>(C_yuv.x, C_chroma_suppressed.x, C_chroma_suppressed.y));
135
+ }
136
+ }
137
+ }
138
+
139
+ let final_alpha = src_color.a * mask;
140
+ return vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * final_alpha, final_alpha);
141
+ }
142
+ `;
143
+ const deviceResourceCache = /* @__PURE__ */ new WeakMap();
144
+ const colorKeyData = new Float32Array(12);
145
+ function getDeviceLayouts(device) {
146
+ let res = deviceResourceCache.get(device);
147
+ if (res) return res;
148
+ res = {
149
+ uniformLayout: device.createBindGroupLayout({ entries: [{
150
+ binding: 0,
151
+ visibility: GPUShaderStage.FRAGMENT,
152
+ buffer: { type: "uniform" }
153
+ }] }),
154
+ singleTextureLayout: device.createBindGroupLayout({ entries: [{
155
+ binding: 0,
156
+ visibility: GPUShaderStage.FRAGMENT,
157
+ texture: { sampleType: "float" }
158
+ }, {
159
+ binding: 1,
160
+ visibility: GPUShaderStage.FRAGMENT,
161
+ sampler: { type: "filtering" }
162
+ }] }),
163
+ signalTextureLayout: device.createBindGroupLayout({ entries: [
164
+ {
165
+ binding: 0,
166
+ visibility: GPUShaderStage.FRAGMENT,
167
+ texture: { sampleType: "float" }
168
+ },
169
+ {
170
+ binding: 1,
171
+ visibility: GPUShaderStage.FRAGMENT,
172
+ texture: { sampleType: "float" }
173
+ },
174
+ {
175
+ binding: 2,
176
+ visibility: GPUShaderStage.FRAGMENT,
177
+ texture: { sampleType: "float" }
178
+ },
179
+ {
180
+ binding: 3,
181
+ visibility: GPUShaderStage.FRAGMENT,
182
+ sampler: { type: "filtering" }
183
+ }
184
+ ] }),
185
+ pipelineCache: /* @__PURE__ */ new Map()
186
+ };
187
+ deviceResourceCache.set(device, res);
188
+ return res;
189
+ }
190
+ function getColorKeyResources(device, format) {
191
+ const layouts = getDeviceLayouts(device);
192
+ const cacheKey = `colorkey_${format}`;
193
+ let pipeline = layouts.pipelineCache.get(cacheKey);
194
+ if (!pipeline) {
195
+ const colorKeyModule = device.createShaderModule({
196
+ label: `colorkey_${format}.wgsl`,
197
+ code: COLORKEY_SHADER
198
+ });
199
+ pipeline = device.createRenderPipeline({
200
+ label: `ColorKeyPipeline_${format}`,
201
+ layout: device.createPipelineLayout({ bindGroupLayouts: [
202
+ layouts.uniformLayout,
203
+ layouts.singleTextureLayout,
204
+ layouts.signalTextureLayout
205
+ ] }),
206
+ vertex: {
207
+ module: colorKeyModule,
208
+ entryPoint: "vs"
209
+ },
210
+ fragment: {
211
+ module: colorKeyModule,
212
+ entryPoint: "fs",
213
+ targets: [{ format }]
214
+ },
215
+ primitive: { topology: "triangle-strip" }
216
+ });
217
+ layouts.pipelineCache.set(cacheKey, pipeline);
218
+ }
219
+ return {
220
+ colorKeyPipeline: pipeline,
221
+ uniformLayout: layouts.uniformLayout,
222
+ singleTextureLayout: layouts.singleTextureLayout,
223
+ signalTextureLayout: layouts.signalTextureLayout
224
+ };
225
+ }
226
+ function hexToRgb(hex) {
227
+ let h = hex.replace("#", "");
228
+ if (h.length === 3) h = h.split("").map((c) => c + c).join("");
229
+ return [
230
+ parseInt(h.substring(0, 2), 16) / 255,
231
+ parseInt(h.substring(2, 4), 16) / 255,
232
+ parseInt(h.substring(4, 6), 16) / 255
233
+ ];
234
+ }
235
+ const ColorKeyWebGPURenderer = async (args) => {
236
+ const { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;
237
+ const frame = props.frame ?? 0;
238
+ const fps = props.fps || 30;
239
+ const op = props.virtualMedia?.operation;
240
+ if (op?.op !== "ColorKey" || !op) return;
241
+ const childMedia = props.virtualMedia.children?.[0];
242
+ if (!childMedia) return;
243
+ pass.end();
244
+ const width = targetWidth;
245
+ const height = targetHeight;
246
+ const nodeId = op.inputs ? Object.keys(op.inputs)[0] : "colorkey_node";
247
+ const similarityInput = op.similarityHandleId ? op.inputs?.[op.similarityHandleId] : null;
248
+ const hasSimilaritySig = !!(similarityInput?.connectionValid && (similarityInput.outputItem?.type === "Signal" || similarityInput.outputItem?.type === "Numeric"));
249
+ const similaritySd = hasSimilaritySig && similarityInput?.outputItem?.data ? similarityInput.outputItem.data : null;
250
+ let similarity = .4;
251
+ let hasStaticSimilaritySig = false;
252
+ if (!hasSimilaritySig) if (similarityInput?.connectionValid && similarityInput.outputItem?.type === "Number") similarity = Math.max(0, Math.min(1, Number(similarityInput.outputItem.data ?? .4)));
253
+ else similarity = Math.max(0, Math.min(1, Number(op.similarity ?? .4)));
254
+ else if (similaritySd) {
255
+ similarity = Math.max(0, Math.min(1, Number(similaritySd.offset ?? 0)));
256
+ hasStaticSimilaritySig = true;
257
+ }
258
+ const smoothnessInput = op.smoothnessHandleId ? op.inputs?.[op.smoothnessHandleId] : null;
259
+ const hasSmoothnessSig = !!(smoothnessInput?.connectionValid && (smoothnessInput.outputItem?.type === "Signal" || smoothnessInput.outputItem?.type === "Numeric"));
260
+ const smoothnessSd = hasSmoothnessSig && smoothnessInput?.outputItem?.data ? smoothnessInput.outputItem.data : null;
261
+ let smoothness = .1;
262
+ let hasStaticSmoothnessSig = false;
263
+ if (!hasSmoothnessSig) if (smoothnessInput?.connectionValid && smoothnessInput.outputItem?.type === "Number") smoothness = Math.max(0, Math.min(1, Number(smoothnessInput.outputItem.data ?? .1)));
264
+ else smoothness = Math.max(0, Math.min(1, Number(op.smoothness ?? .1)));
265
+ else if (smoothnessSd) {
266
+ smoothness = Math.max(0, Math.min(1, Number(smoothnessSd.offset ?? 0)));
267
+ hasStaticSmoothnessSig = true;
268
+ }
269
+ const spillInput = op.spillSuppressionHandleId ? op.inputs?.[op.spillSuppressionHandleId] : null;
270
+ const hasSpillSig = !!(spillInput?.connectionValid && (spillInput.outputItem?.type === "Signal" || spillInput.outputItem?.type === "Numeric"));
271
+ const spillSd = hasSpillSig && spillInput?.outputItem?.data ? spillInput.outputItem.data : null;
272
+ let spillSuppression = .2;
273
+ let hasStaticSpillSig = false;
274
+ if (!hasSpillSig) if (spillInput?.connectionValid && spillInput.outputItem?.type === "Number") spillSuppression = Math.max(0, Math.min(1, Number(spillInput.outputItem.data ?? .2)));
275
+ else spillSuppression = Math.max(0, Math.min(1, Number(op.spillSuppression ?? .2)));
276
+ else if (spillSd) {
277
+ spillSuppression = Math.max(0, Math.min(1, Number(spillSd.offset ?? 0)));
278
+ hasStaticSpillSig = true;
279
+ }
280
+ const tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);
281
+ const tmpView = tmpTex.createView();
282
+ ctx.renderer.beginFrame(encoder, tmpView, {
283
+ r: 0,
284
+ g: 0,
285
+ b: 0,
286
+ a: 0
287
+ }, width, height, "clear").end();
288
+ ctx.renderer.pushScissor({
289
+ x: 0,
290
+ y: 0,
291
+ width,
292
+ height
293
+ });
294
+ ctx.renderer.pushIdentity();
295
+ await drawChild(childMedia, {
296
+ ...props,
297
+ virtualMedia: childMedia
298
+ }, tmpView, tmpTex, width, height);
299
+ ctx.renderer.popTransform();
300
+ ctx.renderer.popScissor();
301
+ const { colorKeyPipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getColorKeyResources(ctx.device, ctx.renderer.format);
302
+ const sampler = ctx.renderer.samplerCache.getSampler(ctx.device);
303
+ const elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;
304
+ const durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;
305
+ let similarityView;
306
+ if (hasStaticSimilaritySig && similaritySd) similarityView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, similaritySd.nodeId ?? `${nodeId}_similarity_sig`, elapsedSeconds, durationSeconds, similaritySd, width, height, props.renderId, frame, fps);
307
+ else similarityView = signalRegistry.getDummy1x1TextureView(ctx.device);
308
+ let smoothnessView;
309
+ if (hasStaticSmoothnessSig && smoothnessSd) smoothnessView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, smoothnessSd.nodeId ?? `${nodeId}_smoothness_sig`, elapsedSeconds, durationSeconds, smoothnessSd, width, height, props.renderId, frame, fps);
310
+ else smoothnessView = signalRegistry.getDummy1x1TextureView(ctx.device);
311
+ let spillView;
312
+ if (hasStaticSpillSig && spillSd) spillView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, spillSd.nodeId ?? `${nodeId}_spill_sig`, elapsedSeconds, durationSeconds, spillSd, width, height, props.renderId, frame, fps);
313
+ else spillView = signalRegistry.getDummy1x1TextureView(ctx.device);
314
+ const [keyR, keyG, keyB] = hexToRgb(op.keyColor ?? "#00ff00");
315
+ colorKeyData[0] = similarity;
316
+ colorKeyData[1] = smoothness;
317
+ colorKeyData[2] = spillSuppression;
318
+ colorKeyData[3] = op.colorSpace === "RGB" ? 1 : 0;
319
+ colorKeyData[4] = op.spillSuppressionType === "None" ? 2 : op.spillSuppressionType === "Neutralize" ? 1 : 0;
320
+ colorKeyData[5] = keyR;
321
+ colorKeyData[6] = keyG;
322
+ colorKeyData[7] = keyB;
323
+ colorKeyData[8] = hasStaticSimilaritySig ? 1 : 0;
324
+ colorKeyData[9] = hasStaticSmoothnessSig ? 1 : 0;
325
+ colorKeyData[10] = hasStaticSpillSig ? 1 : 0;
326
+ colorKeyData[11] = 0;
327
+ const outTex = ctx.renderer.getTemporaryTexture(width, height, [
328
+ tmpTex,
329
+ targetTexture,
330
+ ...props.excludeTextures || []
331
+ ]);
332
+ const singleBuffer = ctx.renderer.getTemporaryBuffer(colorKeyData);
333
+ const singlePass = encoder.beginRenderPass({ colorAttachments: [{
334
+ view: outTex.createView(),
335
+ loadOp: "clear",
336
+ storeOp: "store",
337
+ clearValue: {
338
+ r: 0,
339
+ g: 0,
340
+ b: 0,
341
+ a: 0
342
+ }
343
+ }] });
344
+ singlePass.setPipeline(pipeline);
345
+ singlePass.setBindGroup(0, ctx.device.createBindGroup({
346
+ layout: uLayout,
347
+ entries: [{
348
+ binding: 0,
349
+ resource: { buffer: singleBuffer }
350
+ }]
351
+ }));
352
+ singlePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));
353
+ singlePass.setBindGroup(2, ctx.device.createBindGroup({
354
+ layout: sigLayout,
355
+ entries: [
356
+ {
357
+ binding: 0,
358
+ resource: similarityView
359
+ },
360
+ {
361
+ binding: 1,
362
+ resource: smoothnessView
363
+ },
364
+ {
365
+ binding: 2,
366
+ resource: spillView
367
+ },
368
+ {
369
+ binding: 3,
370
+ resource: sampler
371
+ }
372
+ ]
373
+ }));
374
+ singlePass.draw(4);
375
+ singlePass.end();
376
+ const finalPass = ctx.renderer.beginFrame(encoder, targetView, {
377
+ r: 0,
378
+ g: 0,
379
+ b: 0,
380
+ a: 0
381
+ }, targetWidth, targetHeight, "load");
382
+ ctx.renderer.drawTexture(finalPass, outTex, {
383
+ x: 0,
384
+ y: 0,
385
+ width: targetWidth,
386
+ height: targetHeight
387
+ }, { opacity: op.opacity ?? 1 });
388
+ args.pass = finalPass;
389
+ };
390
+ var renderers_default = defineRenderer({ WebGPURenderer: ColorKeyWebGPURenderer });
391
+
392
+ //#endregion
393
+ export { renderers_default as t };
394
+ //# sourceMappingURL=renderer-pxXf9dvk.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"renderer-pxXf9dvk.mjs","names":[],"sources":["../../../nodes/node-colorkey/dist/renderers-C8TKYjha.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLORKEY_SHADER = `\nstruct ColorKeyUniforms {\n\tsimilarity : f32,\n\tsmoothness : f32,\n\tspillSuppression : f32,\n\tcolorSpace : f32, // 0 for YUV, 1 for RGB\n\tspillSuppressionType : f32, // 0 for Desaturate, 1 for Neutralize, 2 for None\n\tkeyR : f32,\n\tkeyG : f32,\n\tkeyB : f32,\n\thasSimilaritySig : f32,\n\thasSmoothnessSig : f32,\n\thasSpillSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorKeyUniforms;\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 similaritySigTex : texture_2d<f32>;\n@group(2) @binding(1) var smoothnessSigTex : texture_2d<f32>;\n@group(2) @binding(2) var spillSigTex : texture_2d<f32>;\n@group(2) @binding(3) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn rgb2yuv(rgb: vec3<f32>) -> vec3<f32> {\n\tlet y = 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b;\n\tlet u = -0.169 * rgb.r - 0.331 * rgb.g + 0.500 * rgb.b;\n\tlet v = 0.500 * rgb.r - 0.419 * rgb.g - 0.081 * rgb.b;\n\treturn vec3<f32>(y, u, v);\n}\n\nfn yuv2rgb(yuv: vec3<f32>) -> vec3<f32> {\n\tlet r = yuv.x + 1.402 * yuv.z;\n\tlet g = yuv.x - 0.344 * yuv.y - 0.714 * yuv.z;\n\tlet b = yuv.x + 1.772 * yuv.y;\n\treturn vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet src_color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (src_color.a < 1e-5) {\n\t\treturn src_color;\n\t}\n\n\t// Unpremultiply alpha for keying and grading\n\tlet unpremult_rgb = src_color.rgb / src_color.a;\n\n\t// Resolve dynamic signals if connected, otherwise use static uniform values\n\tvar similarity = u.similarity;\n\tif (u.hasSimilaritySig > 0.5) {\n\t\tsimilarity = textureSampleLevel(similaritySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar smoothness = u.smoothness;\n\tif (u.hasSmoothnessSig > 0.5) {\n\t\tsmoothness = textureSampleLevel(smoothnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar spillSuppression = u.spillSuppression;\n\tif (u.hasSpillSig > 0.5) {\n\t\tspillSuppression = textureSampleLevel(spillSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet keyColor = vec3<f32>(u.keyR, u.keyG, u.keyB);\n\n\t// 1. Calculate similarity distance\n\tvar dist = 0.0;\n\tif (u.colorSpace < 0.5) {\n\t\t// YUV (Chroma Distance)\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tdist = distance(C_yuv.yz, K_yuv.yz);\n\t} else {\n\t\t// RGB (Exact Distance)\n\t\tdist = distance(unpremult_rgb, keyColor);\n\t}\n\n\t// 2. Calculate transparency mask\n\tvar mask = 0.0;\n\tif (smoothness < 0.0001) {\n\t\tmask = select(0.0, 1.0, dist >= similarity);\n\t} else {\n\t\tmask = smoothstep(similarity, similarity + smoothness, dist);\n\t}\n\n\t// 3. Apply spill suppression\n\tvar final_rgb = unpremult_rgb;\n\tif (u.spillSuppressionType < 2.5) { // 0 for Desaturate, 1 for Neutralize, 2 for None\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tlet K_chroma = K_yuv.yz;\n\t\tlet K_len_sq = dot(K_chroma, K_chroma);\n\n\t\tif (K_len_sq > 1e-6) {\n\t\t\tlet C_chroma = C_yuv.yz;\n\t\t\tlet proj = dot(C_chroma, K_chroma) / K_len_sq;\n\t\t\tif (proj > 0.0) {\n\t\t\t\tlet C_para = proj * K_chroma;\n\t\t\t\tvar C_chroma_suppressed = C_chroma;\n\n\t\t\t\tif (u.spillSuppressionType < 0.5) {\n\t\t\t\t\t// Desaturate\n\t\t\t\t\tC_chroma_suppressed = C_chroma - spillSuppression * C_para;\n\t\t\t\t} else {\n\t\t\t\t\t// Neutralize (completely shift to neutral gray chroma)\n\t\t\t\t\tC_chroma_suppressed = C_chroma - C_para;\n\t\t\t\t}\n\n\t\t\t\tfinal_rgb = yuv2rgb(vec3<f32>(C_yuv.x, C_chroma_suppressed.x, C_chroma_suppressed.y));\n\t\t\t}\n\t\t}\n\t}\n\n\tlet final_alpha = src_color.a * mask;\n\treturn vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * final_alpha, final_alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst colorKeyData = new Float32Array(12);\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\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 getColorKeyResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `colorkey_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst colorKeyModule = device.createShaderModule({\n\t\t\tlabel: `colorkey_${format}.wgsl`,\n\t\t\tcode: COLORKEY_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `ColorKeyPipeline_${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: colorKeyModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: colorKeyModule,\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\tcolorKeyPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction hexToRgb(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3) h = h.split(\"\").map((c) => c + c).join(\"\");\n\treturn [\n\t\tparseInt(h.substring(0, 2), 16) / 255,\n\t\tparseInt(h.substring(2, 4), 16) / 255,\n\t\tparseInt(h.substring(4, 6), 16) / 255\n\t];\n}\nconst ColorKeyWebGPURenderer = 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 !== \"ColorKey\" || !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] : \"colorkey_node\";\n\tconst similarityInput = op.similarityHandleId ? op.inputs?.[op.similarityHandleId] : null;\n\tconst hasSimilaritySig = !!(similarityInput?.connectionValid && (similarityInput.outputItem?.type === \"Signal\" || similarityInput.outputItem?.type === \"Numeric\"));\n\tconst similaritySd = hasSimilaritySig && similarityInput?.outputItem?.data ? similarityInput.outputItem.data : null;\n\tlet similarity = .4;\n\tlet hasStaticSimilaritySig = false;\n\tif (!hasSimilaritySig) if (similarityInput?.connectionValid && similarityInput.outputItem?.type === \"Number\") similarity = Math.max(0, Math.min(1, Number(similarityInput.outputItem.data ?? .4)));\n\telse similarity = Math.max(0, Math.min(1, Number(op.similarity ?? .4)));\n\telse if (similaritySd) {\n\t\tsimilarity = Math.max(0, Math.min(1, Number(similaritySd.offset ?? 0)));\n\t\thasStaticSimilaritySig = true;\n\t}\n\tconst smoothnessInput = op.smoothnessHandleId ? op.inputs?.[op.smoothnessHandleId] : null;\n\tconst hasSmoothnessSig = !!(smoothnessInput?.connectionValid && (smoothnessInput.outputItem?.type === \"Signal\" || smoothnessInput.outputItem?.type === \"Numeric\"));\n\tconst smoothnessSd = hasSmoothnessSig && smoothnessInput?.outputItem?.data ? smoothnessInput.outputItem.data : null;\n\tlet smoothness = .1;\n\tlet hasStaticSmoothnessSig = false;\n\tif (!hasSmoothnessSig) if (smoothnessInput?.connectionValid && smoothnessInput.outputItem?.type === \"Number\") smoothness = Math.max(0, Math.min(1, Number(smoothnessInput.outputItem.data ?? .1)));\n\telse smoothness = Math.max(0, Math.min(1, Number(op.smoothness ?? .1)));\n\telse if (smoothnessSd) {\n\t\tsmoothness = Math.max(0, Math.min(1, Number(smoothnessSd.offset ?? 0)));\n\t\thasStaticSmoothnessSig = true;\n\t}\n\tconst spillInput = op.spillSuppressionHandleId ? op.inputs?.[op.spillSuppressionHandleId] : null;\n\tconst hasSpillSig = !!(spillInput?.connectionValid && (spillInput.outputItem?.type === \"Signal\" || spillInput.outputItem?.type === \"Numeric\"));\n\tconst spillSd = hasSpillSig && spillInput?.outputItem?.data ? spillInput.outputItem.data : null;\n\tlet spillSuppression = .2;\n\tlet hasStaticSpillSig = false;\n\tif (!hasSpillSig) if (spillInput?.connectionValid && spillInput.outputItem?.type === \"Number\") spillSuppression = Math.max(0, Math.min(1, Number(spillInput.outputItem.data ?? .2)));\n\telse spillSuppression = Math.max(0, Math.min(1, Number(op.spillSuppression ?? .2)));\n\telse if (spillSd) {\n\t\tspillSuppression = Math.max(0, Math.min(1, Number(spillSd.offset ?? 0)));\n\t\thasStaticSpillSig = true;\n\t}\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 { colorKeyPipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getColorKeyResources(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\tlet similarityView;\n\tif (hasStaticSimilaritySig && similaritySd) similarityView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, similaritySd.nodeId ?? `${nodeId}_similarity_sig`, elapsedSeconds, durationSeconds, similaritySd, width, height, props.renderId, frame, fps);\n\telse similarityView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet smoothnessView;\n\tif (hasStaticSmoothnessSig && smoothnessSd) smoothnessView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, smoothnessSd.nodeId ?? `${nodeId}_smoothness_sig`, elapsedSeconds, durationSeconds, smoothnessSd, width, height, props.renderId, frame, fps);\n\telse smoothnessView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet spillView;\n\tif (hasStaticSpillSig && spillSd) spillView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, spillSd.nodeId ?? `${nodeId}_spill_sig`, elapsedSeconds, durationSeconds, spillSd, width, height, props.renderId, frame, fps);\n\telse spillView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tconst [keyR, keyG, keyB] = hexToRgb(op.keyColor ?? \"#00ff00\");\n\tcolorKeyData[0] = similarity;\n\tcolorKeyData[1] = smoothness;\n\tcolorKeyData[2] = spillSuppression;\n\tcolorKeyData[3] = op.colorSpace === \"RGB\" ? 1 : 0;\n\tcolorKeyData[4] = op.spillSuppressionType === \"None\" ? 2 : op.spillSuppressionType === \"Neutralize\" ? 1 : 0;\n\tcolorKeyData[5] = keyR;\n\tcolorKeyData[6] = keyG;\n\tcolorKeyData[7] = keyB;\n\tcolorKeyData[8] = hasStaticSimilaritySig ? 1 : 0;\n\tcolorKeyData[9] = hasStaticSmoothnessSig ? 1 : 0;\n\tcolorKeyData[10] = hasStaticSpillSig ? 1 : 0;\n\tcolorKeyData[11] = 0;\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(colorKeyData);\n\tconst singlePass = 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\tsinglePass.setPipeline(pipeline);\n\tsinglePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: singleBuffer }\n\t\t}]\n\t}));\n\tsinglePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\tsinglePass.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: similarityView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: smoothnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: spillView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tsinglePass.draw(4);\n\tsinglePass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ColorKeyWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -0,0 +1,226 @@
1
+ import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
+ import { C as WebGPUAudioProcessor } from "./dist-gjHmorxL.mjs";
3
+
4
+ //#region ../../nodes/node-audio-delay/dist/renderers-zDTlg6EZ.mjs
5
+ const PARAM_ORDER = [
6
+ "delayTime",
7
+ "feedback",
8
+ "wet",
9
+ "dry"
10
+ ];
11
+ const DELAY_SHADER_TEMPLATE = () => `
12
+ struct Uniforms {
13
+ sampleRate : f32,
14
+ delaySec : f32,
15
+ feedback : f32,
16
+ wet : f32,
17
+ dry : f32,
18
+ pingPong : f32,
19
+ bufferLength : f32,
20
+ hasDelayTimeSig : f32,
21
+ hasFeedbackSig : f32,
22
+ hasWetSig : f32,
23
+ hasDrySig : f32,
24
+ baseTime : f32,
25
+ frame : f32,
26
+ numSamples : f32,
27
+ numChannels : f32,
28
+ pad1 : f32,
29
+ };
30
+
31
+ @group(0) @binding(0) var<uniform> u : Uniforms;
32
+ @group(0) @binding(1) var<storage, read> inputChannels : array<f32>;
33
+ @group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;
34
+ @group(0) @binding(3) var<storage, read_write> state : array<f32>;
35
+ @group(0) @binding(4) var<storage, read> delayTimeSignal : array<f32>;
36
+ @group(0) @binding(5) var<storage, read> feedbackSignal : array<f32>;
37
+ @group(0) @binding(6) var<storage, read> wetSignal : array<f32>;
38
+ @group(0) @binding(7) var<storage, read> drySignal : array<f32>;
39
+
40
+ fn tanh(x: f32) -> f32 {
41
+ let exp2x = exp(2.0f * x);
42
+ return (exp2x - 1.0f) / (exp2x + 1.0f);
43
+ }
44
+
45
+ fn is_nan_or_inf(v: f32) -> bool {
46
+ return (v != v) || (abs(v) > 3.402823466e+38f);
47
+ }
48
+
49
+ @compute @workgroup_size(1)
50
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
51
+ if (gid.x != 0u) { return; }
52
+
53
+ let numSamples = u32(u.numSamples);
54
+ let numChannels = u32(u.numChannels);
55
+ let bufferLength = u32(u.bufferLength);
56
+
57
+ var writeIndex = u32(state[0]);
58
+ if (is_nan_or_inf(state[0])) {
59
+ writeIndex = 0u;
60
+ }
61
+
62
+ for (var index = 0u; index < numSamples; index = index + 1u) {
63
+ // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping
64
+ var effDelaySec = u.delaySec;
65
+ if (u.hasDelayTimeSig > 0.5f) {
66
+ effDelaySec = delayTimeSignal[index];
67
+ }
68
+ effDelaySec = clamp(effDelaySec, 0.001f, 5.0f);
69
+
70
+ var effFeedback = u.feedback;
71
+ if (u.hasFeedbackSig > 0.5f) {
72
+ effFeedback = feedbackSignal[index];
73
+ }
74
+ effFeedback = clamp(effFeedback, 0.0f, 0.95f);
75
+
76
+ var effWet = u.wet;
77
+ if (u.hasWetSig > 0.5f) {
78
+ effWet = wetSignal[index];
79
+ }
80
+ effWet = clamp(effWet, 0.0f, 2.0f);
81
+
82
+ var effDry = u.dry;
83
+ if (u.hasDrySig > 0.5f) {
84
+ effDry = drySignal[index];
85
+ }
86
+ effDry = clamp(effDry, 0.0f, 2.0f);
87
+
88
+ // 2. Safe Dynamic Read Index
89
+ let readOffset = u32(clamp(effDelaySec * u.sampleRate, 1.0f, f32(bufferLength - 1u)));
90
+ let readIndex = (writeIndex + bufferLength - readOffset) % bufferLength;
91
+
92
+ if (numChannels == 1u || u.pingPong == 0.0f) {
93
+ // Standard Delay
94
+ for (var c = 0u; c < numChannels; c = c + 1u) {
95
+ let sampleIndex = c * numSamples + index;
96
+ var inputVal = inputChannels[sampleIndex];
97
+ if (is_nan_or_inf(inputVal)) {
98
+ inputVal = 0.0f;
99
+ }
100
+
101
+ let stateOffset = c * bufferLength + 1u;
102
+ var delayedSample = state[stateOffset + readIndex];
103
+ if (is_nan_or_inf(delayedSample)) {
104
+ delayedSample = 0.0f;
105
+ }
106
+
107
+ var nextStateVal = inputVal + delayedSample * effFeedback;
108
+ if (is_nan_or_inf(nextStateVal)) {
109
+ nextStateVal = 0.0f;
110
+ }
111
+ state[stateOffset + writeIndex] = clamp(nextStateVal, -4.0f, 4.0f);
112
+
113
+ var outVal = effDry * inputVal + effWet * delayedSample;
114
+ if (is_nan_or_inf(outVal)) {
115
+ outVal = 0.0f;
116
+ }
117
+ if (outVal > 1.0f) {
118
+ outVal = 1.0f;
119
+ } else if (outVal < -1.0f) {
120
+ outVal = -1.0f;
121
+ } else if (outVal > 0.9f) {
122
+ outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);
123
+ } else if (outVal < -0.9f) {
124
+ outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);
125
+ }
126
+
127
+ outputChannels[sampleIndex] = outVal;
128
+ }
129
+ } else {
130
+ // Stereo Ping-Pong Delay
131
+ var sampleL = inputChannels[index];
132
+ if (is_nan_or_inf(sampleL)) { sampleL = 0.0f; }
133
+
134
+ var sampleR = inputChannels[numSamples + index];
135
+ if (is_nan_or_inf(sampleR)) { sampleR = 0.0f; }
136
+
137
+ var delayedL = state[1u + readIndex];
138
+ if (is_nan_or_inf(delayedL)) { delayedL = 0.0f; }
139
+
140
+ var delayedR = state[bufferLength + 1u + readIndex];
141
+ if (is_nan_or_inf(delayedR)) { delayedR = 0.0f; }
142
+
143
+ // Ping-pong cross-feedback
144
+ var nextL = sampleL + delayedR * effFeedback;
145
+ var nextR = sampleR + delayedL * effFeedback;
146
+ if (is_nan_or_inf(nextL)) { nextL = 0.0f; }
147
+ if (is_nan_or_inf(nextR)) { nextR = 0.0f; }
148
+
149
+ state[1u + writeIndex] = clamp(nextL, -4.0f, 4.0f);
150
+ state[bufferLength + 1u + writeIndex] = clamp(nextR, -4.0f, 4.0f);
151
+
152
+ var outL = effDry * sampleL + effWet * delayedL;
153
+ var outR = effDry * sampleR + effWet * delayedR;
154
+ if (is_nan_or_inf(outL)) { outL = 0.0f; }
155
+ if (is_nan_or_inf(outR)) { outR = 0.0f; }
156
+
157
+ if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }
158
+ else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }
159
+ else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }
160
+
161
+ if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }
162
+ else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }
163
+ else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }
164
+
165
+ outputChannels[index] = outL;
166
+ outputChannels[numSamples + index] = outR;
167
+ }
168
+
169
+ writeIndex = (writeIndex + 1u) % bufferLength;
170
+ }
171
+
172
+ state[0] = f32(writeIndex);
173
+ }
174
+ `;
175
+ const delayAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {
176
+ if (!ctx?.device) throw new Error("GPUDevice is required for WebGPU Audio Delay.");
177
+ const op = virtualMedia.operation || {};
178
+ const inputs = op.inputs || {};
179
+ const numChannels = channels.length;
180
+ if (numChannels === 0) return;
181
+ const numSamples = channels[0].length;
182
+ if (numSamples === 0) return;
183
+ const delaySec = Math.max(.001, Math.min(typeof op.delayTime === "number" ? op.delayTime : .25, 5));
184
+ const feedbackInternal = Math.max(0, Math.min(typeof op.feedback === "number" ? op.feedback : .4, .95));
185
+ const wetInternal = Math.max(0, Math.min(typeof op.wet === "number" ? op.wet : .3, 1));
186
+ const dryInternal = Math.max(0, Math.min(typeof op.dry === "number" ? op.dry : 1, 1));
187
+ const pingPongInternal = typeof op.pingPong === "boolean" ? op.pingPong : false;
188
+ const isHandleConnected = (handleIdKey) => {
189
+ const handleId = op[handleIdKey];
190
+ if (typeof handleId !== "string" || !handleId) return false;
191
+ const input = inputs[handleId];
192
+ return Boolean(input?.connectionValid && input.outputItem && (input.outputItem.type === "Signal" || input.outputItem.type === "Number"));
193
+ };
194
+ const hasDelayTimeSig = isHandleConnected("delayTimeHandleId") ? 1 : 0;
195
+ const hasFeedbackSig = isHandleConnected("feedbackHandleId") ? 1 : 0;
196
+ const hasWetSig = isHandleConnected("wetHandleId") ? 1 : 0;
197
+ const hasDrySig = isHandleConnected("dryHandleId") ? 1 : 0;
198
+ const bufferLength = Math.ceil(5 * sampleRate);
199
+ const nodeId = op.id || "audio-delay";
200
+ const frame = ctx.frame ?? 0;
201
+ const fps = ctx.fps ?? 24;
202
+ const stateFloatCount = numChannels * bufferLength + 1;
203
+ await WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, DELAY_SHADER_TEMPLATE, () => [
204
+ sampleRate,
205
+ delaySec,
206
+ feedbackInternal,
207
+ wetInternal,
208
+ dryInternal,
209
+ pingPongInternal ? 1 : 0,
210
+ bufferLength,
211
+ hasDelayTimeSig,
212
+ hasFeedbackSig,
213
+ hasWetSig,
214
+ hasDrySig,
215
+ 0,
216
+ frame,
217
+ numSamples,
218
+ numChannels,
219
+ 0
220
+ ], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);
221
+ };
222
+ var renderers_default = defineRenderer({ audioProcessor: delayAudioProcessor });
223
+
224
+ //#endregion
225
+ export { renderers_default as t };
226
+ //# sourceMappingURL=renderer-vCFTm0oe.mjs.map