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 +1,499 @@
1
+ import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
+ import { tt as signalRegistry } from "./dist-gjHmorxL.mjs";
3
+
4
+ //#region ../../nodes/node-modulate/dist/renderers-DT_XEk_B.mjs
5
+ function resolveVal(val, fallback, frame, fps) {
6
+ if (val === void 0 || val === null) return fallback;
7
+ if (typeof val === "object" && val !== null) {
8
+ if ("get" in val && typeof val.get === "function") try {
9
+ const res = val.get({
10
+ frame,
11
+ fps,
12
+ time: fps > 0 ? frame / fps : 0,
13
+ duration: 0,
14
+ durationMs: 0,
15
+ progress: 0,
16
+ deltaTime: fps > 0 ? 1 / fps : 0
17
+ });
18
+ const n$1 = Number(res);
19
+ if (Number.isFinite(n$1)) return n$1;
20
+ } catch {}
21
+ if ("value" in val) {
22
+ const n$1 = Number(val.value);
23
+ if (Number.isFinite(n$1)) return n$1;
24
+ }
25
+ } else if (typeof val === "function") try {
26
+ const res = val(frame, fps);
27
+ const n$1 = Number(res);
28
+ if (Number.isFinite(n$1)) return n$1;
29
+ } catch {}
30
+ const n = Number(val);
31
+ return Number.isFinite(n) ? n : fallback;
32
+ }
33
+ function resolveModulateField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {
34
+ const handleId = op[`${fieldName}HandleId`];
35
+ const signalInput = handleId ? op.inputs?.[handleId] : null;
36
+ const hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === "Signal");
37
+ const sd = hasSignal ? signalInput?.outputItem?.data : null;
38
+ let value = defaultValue;
39
+ if (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === "Number") value = Number(signalInput.outputItem.data ?? defaultValue);
40
+ else value = resolveVal(op[fieldName] ?? op.signals?.[fieldName], defaultValue, frame, fps);
41
+ else if (sd && typeof sd === "object" && "offset" in sd) value = Number(sd.offset ?? defaultValue);
42
+ value = Math.max(minVal, Math.min(maxVal, value));
43
+ return {
44
+ hasSignal,
45
+ sd,
46
+ value
47
+ };
48
+ }
49
+ const STATIC_MODULATE_SHADER = `
50
+ struct ModulateUniforms {
51
+ hue : f32,
52
+ brightness : f32,
53
+ contrast : f32,
54
+ exposure : f32,
55
+ saturation : f32,
56
+ sepia : f32,
57
+
58
+ hasSignal_hue : f32,
59
+ hasSignal_brightness : f32,
60
+ hasSignal_contrast : f32,
61
+ hasSignal_exposure : f32,
62
+ hasSignal_saturation : f32,
63
+ hasSignal_sepia : f32,
64
+ };
65
+
66
+ @group(0) @binding(0) var<uniform> u : ModulateUniforms;
67
+ @group(1) @binding(0) var tex : texture_2d<f32>;
68
+ @group(1) @binding(1) var samp : sampler;
69
+
70
+ @group(2) @binding(0) var hueTex : texture_2d<f32>;
71
+ @group(2) @binding(1) var brightnessTex : texture_2d<f32>;
72
+ @group(2) @binding(2) var contrastTex : texture_2d<f32>;
73
+ @group(2) @binding(3) var exposureTex : texture_2d<f32>;
74
+ @group(2) @binding(4) var saturationTex : texture_2d<f32>;
75
+ @group(2) @binding(5) var sepiaTex : texture_2d<f32>;
76
+ @group(2) @binding(6) var sigSamp : sampler;
77
+
78
+ struct VSOut {
79
+ @builtin(position) pos : vec4<f32>,
80
+ @location(0) uv : vec2<f32>,
81
+ };
82
+
83
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
84
+ var pos = array<vec2<f32>, 4>(
85
+ vec2<f32>(-1.0, 1.0),
86
+ vec2<f32>(1.0, 1.0),
87
+ vec2<f32>(-1.0, -1.0),
88
+ vec2<f32>(1.0, -1.0)
89
+ );
90
+ var uv = array<vec2<f32>, 4>(
91
+ vec2<f32>(0.0, 0.0),
92
+ vec2<f32>(1.0, 0.0),
93
+ vec2<f32>(0.0, 1.0),
94
+ vec2<f32>(1.0, 1.0)
95
+ );
96
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
97
+ }
98
+
99
+ fn apply_exposure(c: vec4<f32>, exposure: f32) -> vec4<f32> {
100
+ let scale = pow(2.0, exposure);
101
+ var unpremult = c;
102
+ if (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }
103
+ let r = scale * unpremult.r;
104
+ let g = scale * unpremult.g;
105
+ let b = scale * unpremult.b;
106
+ let outAlpha = clamp(unpremult.a, 0.0, 1.0);
107
+ let outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;
108
+ return vec4<f32>(outRgb, outAlpha);
109
+ }
110
+
111
+ fn apply_hue(c: vec4<f32>, degrees: f32) -> vec4<f32> {
112
+ let rad = (degrees * 3.1415926535) / 180.0;
113
+ let cosVal = cos(rad);
114
+ let sinVal = sin(rad);
115
+
116
+ let row0 = vec4<f32>(0.213 + cosVal * 0.787 - sinVal * 0.213, 0.715 - cosVal * 0.715 - sinVal * 0.715, 0.072 - cosVal * 0.072 + sinVal * 0.928, 0.0);
117
+ let row1 = vec4<f32>(0.213 - cosVal * 0.213 + sinVal * 0.143, 0.715 + cosVal * 0.285 + sinVal * 0.14, 0.072 - cosVal * 0.072 - sinVal * 0.283, 0.0);
118
+ let row2 = vec4<f32>(0.213 - cosVal * 0.213 - sinVal * 0.787, 0.715 - cosVal * 0.715 + sinVal * 0.715, 0.072 + cosVal * 0.928 + sinVal * 0.072, 0.0);
119
+
120
+ var unpremult = c;
121
+ if (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }
122
+ let r = dot(row0, unpremult);
123
+ let g = dot(row1, unpremult);
124
+ let b = dot(row2, unpremult);
125
+ let outAlpha = clamp(unpremult.a, 0.0, 1.0);
126
+ let outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;
127
+ return vec4<f32>(outRgb, outAlpha);
128
+ }
129
+
130
+ fn apply_saturation(c: vec4<f32>, sat: f32) -> vec4<f32> {
131
+ let row0 = vec4<f32>(0.213 + sat * 0.787, 0.715 * (1.0 - sat), 0.072 * (1.0 - sat), 0.0);
132
+ let row1 = vec4<f32>(0.213 * (1.0 - sat), 0.715 + sat * 0.285, 0.072 * (1.0 - sat), 0.0);
133
+ let row2 = vec4<f32>(0.213 * (1.0 - sat), 0.715 * (1.0 - sat), 0.072 + sat * 0.928, 0.0);
134
+
135
+ var unpremult = c;
136
+ if (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }
137
+ let r = dot(row0, unpremult);
138
+ let g = dot(row1, unpremult);
139
+ let b = dot(row2, unpremult);
140
+ let outAlpha = clamp(unpremult.a, 0.0, 1.0);
141
+ let outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;
142
+ return vec4<f32>(outRgb, outAlpha);
143
+ }
144
+
145
+ fn apply_contrast(c: vec4<f32>, contrast: f32) -> vec4<f32> {
146
+ let offset = 0.5 * (1.0 - contrast);
147
+
148
+ var unpremult = c;
149
+ if (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }
150
+ let r = contrast * unpremult.r + offset;
151
+ let g = contrast * unpremult.g + offset;
152
+ let b = contrast * unpremult.b + offset;
153
+ let outAlpha = clamp(unpremult.a, 0.0, 1.0);
154
+ let outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;
155
+ return vec4<f32>(outRgb, outAlpha);
156
+ }
157
+
158
+ fn apply_brightness(c: vec4<f32>, bright: f32) -> vec4<f32> {
159
+ var unpremult = c;
160
+ if (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }
161
+ let r = bright * unpremult.r;
162
+ let g = bright * unpremult.g;
163
+ let b = bright * unpremult.b;
164
+ let outAlpha = clamp(unpremult.a, 0.0, 1.0);
165
+ let outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;
166
+ return vec4<f32>(outRgb, outAlpha);
167
+ }
168
+
169
+ fn apply_sepia(c: vec4<f32>, s: f32) -> vec4<f32> {
170
+ let row0 = vec4<f32>(1.0 - 0.607 * s, 0.769 * s, 0.189 * s, 0.0);
171
+ let row1 = vec4<f32>(0.349 * s, 1.0 - 0.314 * s, 0.168 * s, 0.0);
172
+ let row2 = vec4<f32>(0.272 * s, 0.534 * s, 1.0 - 0.869 * s, 0.0);
173
+
174
+ var unpremult = c;
175
+ if (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }
176
+ let r = dot(row0, unpremult);
177
+ let g = dot(row1, unpremult);
178
+ let b = dot(row2, unpremult);
179
+ let outAlpha = clamp(unpremult.a, 0.0, 1.0);
180
+ let outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;
181
+ return vec4<f32>(outRgb, outAlpha);
182
+ }
183
+
184
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
185
+ let original = textureSample(tex, samp, in.uv);
186
+ var color = original;
187
+
188
+ // 1. Exposure
189
+ var exposure = u.exposure;
190
+ if (u.hasSignal_exposure > 0.5) {
191
+ exposure = textureSampleLevel(exposureTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;
192
+ }
193
+ color = apply_exposure(color, exposure);
194
+
195
+ // 2. Hue
196
+ var hue = u.hue;
197
+ if (u.hasSignal_hue > 0.5) {
198
+ hue = textureSampleLevel(hueTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;
199
+ }
200
+ color = apply_hue(color, hue);
201
+
202
+ // 3. Saturation
203
+ var saturation = u.saturation;
204
+ if (u.hasSignal_saturation > 0.5) {
205
+ saturation = textureSampleLevel(saturationTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;
206
+ }
207
+ color = apply_saturation(color, saturation);
208
+
209
+ // 4. Contrast
210
+ var contrast = u.contrast;
211
+ if (u.hasSignal_contrast > 0.5) {
212
+ contrast = textureSampleLevel(contrastTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;
213
+ }
214
+ color = apply_contrast(color, contrast);
215
+
216
+ // 5. Brightness
217
+ var brightness = u.brightness;
218
+ if (u.hasSignal_brightness > 0.5) {
219
+ brightness = textureSampleLevel(brightnessTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;
220
+ }
221
+ color = apply_brightness(color, brightness);
222
+
223
+ // 6. Sepia
224
+ var sepia = u.sepia;
225
+ if (u.hasSignal_sepia > 0.5) {
226
+ sepia = textureSampleLevel(sepiaTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;
227
+ }
228
+ color = apply_sepia(color, sepia);
229
+
230
+ return color;
231
+ }
232
+ `;
233
+ const deviceResourceCache = /* @__PURE__ */ new WeakMap();
234
+ const modulateData = new Float32Array(12);
235
+ function getDeviceLayouts(device) {
236
+ let res = deviceResourceCache.get(device);
237
+ if (res) return res;
238
+ res = {
239
+ modulateUniformLayout: device.createBindGroupLayout({ entries: [{
240
+ binding: 0,
241
+ visibility: GPUShaderStage.FRAGMENT,
242
+ buffer: { type: "uniform" }
243
+ }] }),
244
+ singleTextureLayout: device.createBindGroupLayout({ entries: [{
245
+ binding: 0,
246
+ visibility: GPUShaderStage.FRAGMENT,
247
+ texture: { sampleType: "float" }
248
+ }, {
249
+ binding: 1,
250
+ visibility: GPUShaderStage.FRAGMENT,
251
+ sampler: { type: "filtering" }
252
+ }] }),
253
+ modulateSignalsLayout: device.createBindGroupLayout({ entries: [
254
+ {
255
+ binding: 0,
256
+ visibility: GPUShaderStage.FRAGMENT,
257
+ texture: { sampleType: "float" }
258
+ },
259
+ {
260
+ binding: 1,
261
+ visibility: GPUShaderStage.FRAGMENT,
262
+ texture: { sampleType: "float" }
263
+ },
264
+ {
265
+ binding: 2,
266
+ visibility: GPUShaderStage.FRAGMENT,
267
+ texture: { sampleType: "float" }
268
+ },
269
+ {
270
+ binding: 3,
271
+ visibility: GPUShaderStage.FRAGMENT,
272
+ texture: { sampleType: "float" }
273
+ },
274
+ {
275
+ binding: 4,
276
+ visibility: GPUShaderStage.FRAGMENT,
277
+ texture: { sampleType: "float" }
278
+ },
279
+ {
280
+ binding: 5,
281
+ visibility: GPUShaderStage.FRAGMENT,
282
+ texture: { sampleType: "float" }
283
+ },
284
+ {
285
+ binding: 6,
286
+ visibility: GPUShaderStage.FRAGMENT,
287
+ sampler: { type: "filtering" }
288
+ }
289
+ ] }),
290
+ pipelineCache: /* @__PURE__ */ new Map()
291
+ };
292
+ deviceResourceCache.set(device, res);
293
+ return res;
294
+ }
295
+ function getModulateResources(device, format) {
296
+ const layouts = getDeviceLayouts(device);
297
+ const cacheKey = `modulate_${format}`;
298
+ let pipeline = layouts.pipelineCache.get(cacheKey);
299
+ if (!pipeline) {
300
+ const modulateModule = device.createShaderModule({
301
+ label: `modulate_static_${format}.wgsl`,
302
+ code: STATIC_MODULATE_SHADER
303
+ });
304
+ pipeline = device.createRenderPipeline({
305
+ label: `ModulatePipeline_static_${format}`,
306
+ layout: device.createPipelineLayout({ bindGroupLayouts: [
307
+ layouts.modulateUniformLayout,
308
+ layouts.singleTextureLayout,
309
+ layouts.modulateSignalsLayout
310
+ ] }),
311
+ vertex: {
312
+ module: modulateModule,
313
+ entryPoint: "vs"
314
+ },
315
+ fragment: {
316
+ module: modulateModule,
317
+ entryPoint: "fs",
318
+ targets: [{ format }]
319
+ },
320
+ primitive: { topology: "triangle-strip" }
321
+ });
322
+ layouts.pipelineCache.set(cacheKey, pipeline);
323
+ }
324
+ return {
325
+ modulatePipeline: pipeline,
326
+ modulateUniformLayout: layouts.modulateUniformLayout,
327
+ singleTextureLayout: layouts.singleTextureLayout,
328
+ modulateSignalsLayout: layouts.modulateSignalsLayout
329
+ };
330
+ }
331
+ const ModulateWebGPURenderer = async (args) => {
332
+ const { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;
333
+ const frame = props.frame ?? 0;
334
+ const fps = props.fps || 30;
335
+ const op = props.virtualMedia?.operation;
336
+ if (op?.op !== "Modulate" || !op) return;
337
+ const childMedia = props.virtualMedia.children?.[0];
338
+ if (!childMedia) return;
339
+ pass.end();
340
+ const hueInfo = resolveModulateField(op, "hue", 0, 0, 360, frame, fps);
341
+ const brightnessInfo = resolveModulateField(op, "brightness", 1, 0, 2, frame, fps);
342
+ const contrastInfo = resolveModulateField(op, "contrast", 1, 0, 2, frame, fps);
343
+ const exposureInfo = resolveModulateField(op, "exposure", 0, -2, 2, frame, fps);
344
+ const saturationInfo = resolveModulateField(op, "saturation", 1, 0, 2, frame, fps);
345
+ const sepiaInfo = resolveModulateField(op, "sepia", 0, 0, 1, frame, fps);
346
+ const width = targetWidth;
347
+ const height = targetHeight;
348
+ const tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);
349
+ const tmpView = tmpTex.createView();
350
+ ctx.renderer.beginFrame(encoder, tmpView, {
351
+ r: 0,
352
+ g: 0,
353
+ b: 0,
354
+ a: 0
355
+ }, width, height, "clear").end();
356
+ ctx.renderer.pushScissor({
357
+ x: 0,
358
+ y: 0,
359
+ width,
360
+ height
361
+ });
362
+ ctx.renderer.pushIdentity();
363
+ await drawChild(childMedia, {
364
+ ...props,
365
+ virtualMedia: childMedia
366
+ }, tmpView, tmpTex, width, height);
367
+ ctx.renderer.popTransform();
368
+ ctx.renderer.popScissor();
369
+ const { modulatePipeline: pipeline, modulateUniformLayout: uLayout, singleTextureLayout: tLayout, modulateSignalsLayout: sigLayout } = getModulateResources(ctx.device, ctx.renderer.format);
370
+ const sampler = ctx.renderer.samplerCache.getSampler(ctx.device);
371
+ const outTex = ctx.renderer.getTemporaryTexture(width, height, [
372
+ tmpTex,
373
+ targetTexture,
374
+ ...props.excludeTextures || []
375
+ ]);
376
+ modulateData[0] = hueInfo.value;
377
+ modulateData[1] = brightnessInfo.value;
378
+ modulateData[2] = contrastInfo.value;
379
+ modulateData[3] = exposureInfo.value;
380
+ modulateData[4] = saturationInfo.value;
381
+ modulateData[5] = sepiaInfo.value;
382
+ const fields = [
383
+ {
384
+ name: "hue",
385
+ info: hueInfo,
386
+ idx: 6
387
+ },
388
+ {
389
+ name: "brightness",
390
+ info: brightnessInfo,
391
+ idx: 7
392
+ },
393
+ {
394
+ name: "contrast",
395
+ info: contrastInfo,
396
+ idx: 8
397
+ },
398
+ {
399
+ name: "exposure",
400
+ info: exposureInfo,
401
+ idx: 9
402
+ },
403
+ {
404
+ name: "saturation",
405
+ info: saturationInfo,
406
+ idx: 10
407
+ },
408
+ {
409
+ name: "sepia",
410
+ info: sepiaInfo,
411
+ idx: 11
412
+ }
413
+ ];
414
+ const signalViews = [];
415
+ const elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;
416
+ const durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;
417
+ for (const f of fields) {
418
+ const isGenerator = !!(f.info.hasSignal && f.info.sd);
419
+ modulateData[f.idx] = isGenerator ? 1 : 0;
420
+ if (isGenerator) {
421
+ const view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd.nodeId ?? `modulate_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, width, height, props.renderId, frame, fps);
422
+ signalViews.push(view);
423
+ } else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));
424
+ }
425
+ const buffer = ctx.renderer.getTemporaryBuffer(modulateData);
426
+ const renderPass = encoder.beginRenderPass({ colorAttachments: [{
427
+ view: outTex.createView(),
428
+ loadOp: "clear",
429
+ storeOp: "store",
430
+ clearValue: {
431
+ r: 0,
432
+ g: 0,
433
+ b: 0,
434
+ a: 0
435
+ }
436
+ }] });
437
+ renderPass.setPipeline(pipeline);
438
+ renderPass.setBindGroup(0, ctx.device.createBindGroup({
439
+ layout: uLayout,
440
+ entries: [{
441
+ binding: 0,
442
+ resource: { buffer }
443
+ }]
444
+ }));
445
+ renderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));
446
+ renderPass.setBindGroup(2, ctx.device.createBindGroup({
447
+ layout: sigLayout,
448
+ entries: [
449
+ {
450
+ binding: 0,
451
+ resource: signalViews[0]
452
+ },
453
+ {
454
+ binding: 1,
455
+ resource: signalViews[1]
456
+ },
457
+ {
458
+ binding: 2,
459
+ resource: signalViews[2]
460
+ },
461
+ {
462
+ binding: 3,
463
+ resource: signalViews[3]
464
+ },
465
+ {
466
+ binding: 4,
467
+ resource: signalViews[4]
468
+ },
469
+ {
470
+ binding: 5,
471
+ resource: signalViews[5]
472
+ },
473
+ {
474
+ binding: 6,
475
+ resource: sampler
476
+ }
477
+ ]
478
+ }));
479
+ renderPass.draw(4);
480
+ renderPass.end();
481
+ const finalPass = ctx.renderer.beginFrame(encoder, targetView, {
482
+ r: 0,
483
+ g: 0,
484
+ b: 0,
485
+ a: 0
486
+ }, targetWidth, targetHeight, "load");
487
+ ctx.renderer.drawTexture(finalPass, outTex, {
488
+ x: 0,
489
+ y: 0,
490
+ width: targetWidth,
491
+ height: targetHeight
492
+ }, { opacity: op.opacity ?? 1 });
493
+ args.pass = finalPass;
494
+ };
495
+ var renderers_default = defineRenderer({ WebGPURenderer: ModulateWebGPURenderer });
496
+
497
+ //#endregion
498
+ export { renderers_default as t };
499
+ //# sourceMappingURL=renderer-BXMmISWG.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"renderer-BXMmISWG.mjs","names":[],"sources":["../../../nodes/node-modulate/dist/renderers-DT_XEk_B.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nfunction resolveVal(val, fallback, frame, fps) {\n\tif (val === void 0 || val === null) return fallback;\n\tif (typeof val === \"object\" && val !== null) {\n\t\tif (\"get\" in val && typeof val.get === \"function\") try {\n\t\t\tconst res = val.get({\n\t\t\t\tframe,\n\t\t\t\tfps,\n\t\t\t\ttime: fps > 0 ? frame / fps : 0,\n\t\t\t\tduration: 0,\n\t\t\t\tdurationMs: 0,\n\t\t\t\tprogress: 0,\n\t\t\t\tdeltaTime: fps > 0 ? 1 / fps : 0\n\t\t\t});\n\t\t\tconst n$1 = Number(res);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t} catch {}\n\t\tif (\"value\" in val) {\n\t\t\tconst n$1 = Number(val.value);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t}\n\t} else if (typeof val === \"function\") try {\n\t\tconst res = val(frame, fps);\n\t\tconst n$1 = Number(res);\n\t\tif (Number.isFinite(n$1)) return n$1;\n\t} catch {}\n\tconst n = Number(val);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction resolveModulateField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = Number(signalInput.outputItem.data ?? defaultValue);\n\telse value = resolveVal(op[fieldName] ?? op.signals?.[fieldName], defaultValue, frame, fps);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\tvalue = Math.max(minVal, Math.min(maxVal, value));\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst STATIC_MODULATE_SHADER = `\nstruct ModulateUniforms {\n\thue : f32,\n\tbrightness : f32,\n\tcontrast : f32,\n\texposure : f32,\n\tsaturation : f32,\n\tsepia : f32,\n\n\thasSignal_hue : f32,\n\thasSignal_brightness : f32,\n\thasSignal_contrast : f32,\n\thasSignal_exposure : f32,\n\thasSignal_saturation : f32,\n\thasSignal_sepia : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ModulateUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var hueTex : texture_2d<f32>;\n@group(2) @binding(1) var brightnessTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastTex : texture_2d<f32>;\n@group(2) @binding(3) var exposureTex : texture_2d<f32>;\n@group(2) @binding(4) var saturationTex : texture_2d<f32>;\n@group(2) @binding(5) var sepiaTex : texture_2d<f32>;\n@group(2) @binding(6) var sigSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn apply_exposure(c: vec4<f32>, exposure: f32) -> vec4<f32> {\n\tlet scale = pow(2.0, exposure);\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = scale * unpremult.r;\n\tlet g = scale * unpremult.g;\n\tlet b = scale * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_hue(c: vec4<f32>, degrees: f32) -> vec4<f32> {\n\tlet rad = (degrees * 3.1415926535) / 180.0;\n\tlet cosVal = cos(rad);\n\tlet sinVal = sin(rad);\n\n\tlet row0 = vec4<f32>(0.213 + cosVal * 0.787 - sinVal * 0.213, 0.715 - cosVal * 0.715 - sinVal * 0.715, 0.072 - cosVal * 0.072 + sinVal * 0.928, 0.0);\n\tlet row1 = vec4<f32>(0.213 - cosVal * 0.213 + sinVal * 0.143, 0.715 + cosVal * 0.285 + sinVal * 0.14, 0.072 - cosVal * 0.072 - sinVal * 0.283, 0.0);\n\tlet row2 = vec4<f32>(0.213 - cosVal * 0.213 - sinVal * 0.787, 0.715 - cosVal * 0.715 + sinVal * 0.715, 0.072 + cosVal * 0.928 + sinVal * 0.072, 0.0);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_saturation(c: vec4<f32>, sat: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(0.213 + sat * 0.787, 0.715 * (1.0 - sat), 0.072 * (1.0 - sat), 0.0);\n\tlet row1 = vec4<f32>(0.213 * (1.0 - sat), 0.715 + sat * 0.285, 0.072 * (1.0 - sat), 0.0);\n\tlet row2 = vec4<f32>(0.213 * (1.0 - sat), 0.715 * (1.0 - sat), 0.072 + sat * 0.928, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_contrast(c: vec4<f32>, contrast: f32) -> vec4<f32> {\n\tlet offset = 0.5 * (1.0 - contrast);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = contrast * unpremult.r + offset;\n\tlet g = contrast * unpremult.g + offset;\n\tlet b = contrast * unpremult.b + offset;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_brightness(c: vec4<f32>, bright: f32) -> vec4<f32> {\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = bright * unpremult.r;\n\tlet g = bright * unpremult.g;\n\tlet b = bright * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_sepia(c: vec4<f32>, s: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(1.0 - 0.607 * s, 0.769 * s, 0.189 * s, 0.0);\n\tlet row1 = vec4<f32>(0.349 * s, 1.0 - 0.314 * s, 0.168 * s, 0.0);\n\tlet row2 = vec4<f32>(0.272 * s, 0.534 * s, 1.0 - 0.869 * s, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet original = textureSample(tex, samp, in.uv);\n\tvar color = original;\n\n\t// 1. Exposure\n\tvar exposure = u.exposure;\n\tif (u.hasSignal_exposure > 0.5) {\n\t\texposure = textureSampleLevel(exposureTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_exposure(color, exposure);\n\n\t// 2. Hue\n\tvar hue = u.hue;\n\tif (u.hasSignal_hue > 0.5) {\n\t\thue = textureSampleLevel(hueTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_hue(color, hue);\n\n\t// 3. Saturation\n\tvar saturation = u.saturation;\n\tif (u.hasSignal_saturation > 0.5) {\n\t\tsaturation = textureSampleLevel(saturationTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_saturation(color, saturation);\n\n\t// 4. Contrast\n\tvar contrast = u.contrast;\n\tif (u.hasSignal_contrast > 0.5) {\n\t\tcontrast = textureSampleLevel(contrastTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_contrast(color, contrast);\n\n\t// 5. Brightness\n\tvar brightness = u.brightness;\n\tif (u.hasSignal_brightness > 0.5) {\n\t\tbrightness = textureSampleLevel(brightnessTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_brightness(color, brightness);\n\n\t// 6. Sepia\n\tvar sepia = u.sepia;\n\tif (u.hasSignal_sepia > 0.5) {\n\t\tsepia = textureSampleLevel(sepiaTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_sepia(color, sepia);\n\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst modulateData = new Float32Array(12);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tmodulateUniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tmodulateSignalsLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getModulateResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `modulate_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst modulateModule = device.createShaderModule({\n\t\t\tlabel: `modulate_static_${format}.wgsl`,\n\t\t\tcode: STATIC_MODULATE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `ModulatePipeline_static_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.modulateUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.modulateSignalsLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: modulateModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: modulateModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tmodulatePipeline: pipeline,\n\t\tmodulateUniformLayout: layouts.modulateUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tmodulateSignalsLayout: layouts.modulateSignalsLayout\n\t};\n}\nconst ModulateWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Modulate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst hueInfo = resolveModulateField(op, \"hue\", 0, 0, 360, frame, fps);\n\tconst brightnessInfo = resolveModulateField(op, \"brightness\", 1, 0, 2, frame, fps);\n\tconst contrastInfo = resolveModulateField(op, \"contrast\", 1, 0, 2, frame, fps);\n\tconst exposureInfo = resolveModulateField(op, \"exposure\", 0, -2, 2, frame, fps);\n\tconst saturationInfo = resolveModulateField(op, \"saturation\", 1, 0, 2, frame, fps);\n\tconst sepiaInfo = resolveModulateField(op, \"sepia\", 0, 0, 1, frame, fps);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { modulatePipeline: pipeline, modulateUniformLayout: uLayout, singleTextureLayout: tLayout, modulateSignalsLayout: sigLayout } = getModulateResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tmodulateData[0] = hueInfo.value;\n\tmodulateData[1] = brightnessInfo.value;\n\tmodulateData[2] = contrastInfo.value;\n\tmodulateData[3] = exposureInfo.value;\n\tmodulateData[4] = saturationInfo.value;\n\tmodulateData[5] = sepiaInfo.value;\n\tconst fields = [\n\t\t{\n\t\t\tname: \"hue\",\n\t\t\tinfo: hueInfo,\n\t\t\tidx: 6\n\t\t},\n\t\t{\n\t\t\tname: \"brightness\",\n\t\t\tinfo: brightnessInfo,\n\t\t\tidx: 7\n\t\t},\n\t\t{\n\t\t\tname: \"contrast\",\n\t\t\tinfo: contrastInfo,\n\t\t\tidx: 8\n\t\t},\n\t\t{\n\t\t\tname: \"exposure\",\n\t\t\tinfo: exposureInfo,\n\t\t\tidx: 9\n\t\t},\n\t\t{\n\t\t\tname: \"saturation\",\n\t\t\tinfo: saturationInfo,\n\t\t\tidx: 10\n\t\t},\n\t\t{\n\t\t\tname: \"sepia\",\n\t\t\tinfo: sepiaInfo,\n\t\t\tidx: 11\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tfor (const f of fields) {\n\t\tconst isGenerator = !!(f.info.hasSignal && f.info.sd);\n\t\tmodulateData[f.idx] = isGenerator ? 1 : 0;\n\t\tif (isGenerator) {\n\t\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd.nodeId ?? `modulate_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, width, height, props.renderId, frame, fps);\n\t\t\tsignalViews.push(view);\n\t\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\t}\n\tconst buffer = ctx.renderer.getTemporaryBuffer(modulateData);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\trenderPass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: signalViews[5]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ModulateWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -0,0 +1,3 @@
1
+ import { t as renderers_default } from "./renderer-pxXf9dvk.mjs";
2
+
3
+ export { renderers_default as default };