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 +1,744 @@
1
+ import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
+ import { J as parseColor, tt as signalRegistry } from "./dist-gjHmorxL.mjs";
3
+
4
+ //#region ../../nodes/node-refraction-caustics/dist/renderers-qLDoFraM.mjs
5
+ const REFRACTION_CAUSTICS_SHADER = `
6
+ struct RefractionCausticsUniforms {
7
+ // vec4 0
8
+ _pad0 : f32,
9
+ ior : f32,
10
+ dispersion : f32,
11
+ refractionScale : f32,
12
+
13
+ // vec4 1
14
+ causticBrightness : f32,
15
+ causticScale : f32,
16
+ fluidRipples : f32,
17
+ rippleSpeed : f32,
18
+
19
+ // vec4 2
20
+ roughness : f32,
21
+ specularIntensity : f32,
22
+ lightPosX : f32,
23
+ lightPosY : f32,
24
+
25
+ // vec4 3
26
+ tintStrength : f32,
27
+ depthInvert : f32,
28
+ depthScale : f32,
29
+ hasDepthMap : f32,
30
+
31
+ // vec4 4
32
+ timeProgress : f32,
33
+ aspect : f32,
34
+ _pad1 : f32,
35
+ _pad2 : f32,
36
+
37
+ // vec4 5: signal flags
38
+ hasSigIOR : f32,
39
+ hasSigDispersion : f32,
40
+ hasSigRefractScale : f32,
41
+ hasSigCaustic : f32,
42
+
43
+ // vec4 6: signal flags
44
+ hasSigRipples : f32,
45
+ hasSigRoughness : f32,
46
+ hasSigLightPosX : f32,
47
+ hasSigLightPosY : f32,
48
+
49
+ // vec4 7: reserved
50
+ _pad3 : f32,
51
+ _pad4 : f32,
52
+ _pad5 : f32,
53
+ _pad6 : f32,
54
+
55
+ // vec4 8: color
56
+ tintColor : vec4<f32>,
57
+ };
58
+
59
+ @group(0) @binding(0) var<uniform> u : RefractionCausticsUniforms;
60
+
61
+ @group(1) @binding(0) var srcTex : texture_2d<f32>;
62
+ @group(1) @binding(1) var srcSamp : sampler;
63
+
64
+ @group(2) @binding(0) var depthTex : texture_2d<f32>;
65
+ @group(2) @binding(1) var depthSamp : sampler;
66
+
67
+ @group(3) @binding(0) var iorSigTex : texture_2d<f32>;
68
+ @group(3) @binding(1) var dispersionSigTex : texture_2d<f32>;
69
+ @group(3) @binding(2) var refractScaleSigTex : texture_2d<f32>;
70
+ @group(3) @binding(3) var causticSigTex : texture_2d<f32>;
71
+ @group(3) @binding(4) var ripplesSigTex : texture_2d<f32>;
72
+ @group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;
73
+ @group(3) @binding(6) var lightPosXSigTex : texture_2d<f32>;
74
+ @group(3) @binding(7) var lightPosYSigTex : texture_2d<f32>;
75
+ @group(3) @binding(8) var sigSamp : sampler;
76
+
77
+ struct VSOut {
78
+ @builtin(position) pos : vec4<f32>,
79
+ @location(0) uv : vec2<f32>,
80
+ };
81
+
82
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
83
+ var pos = array<vec2<f32>, 4>(
84
+ vec2<f32>(-1.0, 1.0),
85
+ vec2<f32>(1.0, 1.0),
86
+ vec2<f32>(-1.0, -1.0),
87
+ vec2<f32>(1.0, -1.0)
88
+ );
89
+ var uv = array<vec2<f32>, 4>(
90
+ vec2<f32>(0.0, 0.0),
91
+ vec2<f32>(1.0, 0.0),
92
+ vec2<f32>(0.0, 1.0),
93
+ vec2<f32>(1.0, 1.0)
94
+ );
95
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
96
+ }
97
+
98
+ fn sampleDepth(uv: vec2<f32>) -> f32 {
99
+ let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));
100
+ var raw: f32 = 0.0;
101
+ if (u.hasDepthMap > 0.5) {
102
+ let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);
103
+ raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));
104
+ } else {
105
+ let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);
106
+ raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));
107
+ }
108
+ if (u.depthInvert > 0.5) {
109
+ raw = 1.0 - raw;
110
+ }
111
+ return clamp(raw, 0.0, 1.0);
112
+ }
113
+
114
+ fn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {
115
+ let d0 = sampleDepth(uv);
116
+ let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));
117
+ let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));
118
+ let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));
119
+ let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));
120
+ return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;
121
+ }
122
+
123
+ // Analytical fluid ripple wave height and normal gradient
124
+ fn getFluidWave(uv: vec2<f32>, time: f32, freqScale: f32) -> vec3<f32> {
125
+ let p = uv * freqScale * 18.0;
126
+ let t = time * 3.0;
127
+
128
+ let a1 = sin(p.x * 1.4 + p.y * 1.0 + t * 1.2);
129
+ let a2 = sin(p.x * -1.8 + p.y * 1.6 + t * 0.9);
130
+ let a3 = cos((p.x + p.y) * 2.2 - t * 1.4);
131
+
132
+ let height = (a1 + a2 + a3) * 0.333;
133
+
134
+ let dx = (1.4 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)
135
+ - 1.8 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)
136
+ - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;
137
+
138
+ let dy = (1.0 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)
139
+ + 1.6 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)
140
+ - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;
141
+
142
+ return vec3<f32>(dx, dy, height);
143
+ }
144
+
145
+ // Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)
146
+ fn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {
147
+ let p = uv * scale * 32.0;
148
+ let t1 = time * 0.8;
149
+ let t2 = time * 1.1;
150
+
151
+ var p1 = p;
152
+ p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;
153
+ p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;
154
+
155
+ var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);
156
+ p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;
157
+ p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;
158
+
159
+ let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));
160
+ let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));
161
+
162
+ // Sharp interconnected caustic web filaments
163
+ let web = pow(k1 * k2, 3.5);
164
+ return web;
165
+ }
166
+
167
+ fn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {
168
+ let step = texelSize * 2.0;
169
+ let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);
170
+ let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);
171
+ let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);
172
+ let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);
173
+
174
+ var dx = (dR - dL) * depthScaleVal * 2.0;
175
+ var dy = (dU - dD) * depthScaleVal * 2.0;
176
+
177
+ if (fluidRippleAmount > 0.001) {
178
+ let wave = getFluidWave(uv, rippleTime, causticScaleVal);
179
+ dx = dx + wave.x * fluidRippleAmount * 0.08;
180
+ dy = dy + wave.y * fluidRippleAmount * 0.08;
181
+ }
182
+
183
+ return normalize(vec3<f32>(-dx, -dy, 1.0));
184
+ }
185
+
186
+ // Snell's Law ray refraction with Total Internal Reflection (TIR) fallback
187
+ fn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {
188
+ let cosi = dot(-I, N);
189
+ let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);
190
+ if (cost2 < 0.0) {
191
+ // Total internal reflection -> reflect
192
+ let R = reflect(I, N);
193
+ return R.xy * thickness * 0.5;
194
+ }
195
+ let R = eta * I + (eta * cosi - sqrt(cost2)) * N;
196
+ return R.xy * (thickness / max(0.2, abs(R.z)));
197
+ }
198
+
199
+ fn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {
200
+ if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {
201
+ return textureSampleLevel(srcTex, srcSamp, uv, 0.0);
202
+ }
203
+ // Mirror with subtle clamp for border inpainting / anti-tearing
204
+ let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);
205
+ let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));
206
+ return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);
207
+ }
208
+
209
+ fn spectralWavelength(t: f32) -> vec3<f32> {
210
+ let x = clamp(t, 0.0, 1.0) * 6.0;
211
+ var r: f32 = 0.0;
212
+ var g: f32 = 0.0;
213
+ var b: f32 = 0.0;
214
+
215
+ if (x < 1.0) {
216
+ r = 1.0;
217
+ g = x;
218
+ b = 0.0;
219
+ } else if (x < 2.0) {
220
+ r = 2.0 - x;
221
+ g = 1.0;
222
+ b = 0.0;
223
+ } else if (x < 3.0) {
224
+ r = 0.0;
225
+ g = 1.0;
226
+ b = x - 2.0;
227
+ } else if (x < 4.0) {
228
+ r = 0.0;
229
+ g = 4.0 - x;
230
+ b = 1.0;
231
+ } else if (x < 5.0) {
232
+ r = x - 4.0;
233
+ g = 0.0;
234
+ b = 1.0;
235
+ } else {
236
+ r = 1.0;
237
+ g = 0.0;
238
+ b = max(0.4, 6.0 - x);
239
+ }
240
+ return vec3<f32>(r, g, b);
241
+ }
242
+
243
+ @fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {
244
+ let dims = vec2<f32>(textureDimensions(srcTex));
245
+ let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);
246
+ let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);
247
+
248
+ // Resolve signals
249
+ var ior = u.ior;
250
+ if (u.hasSigIOR > 0.5) {
251
+ ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);
252
+ }
253
+
254
+ var dispersion = u.dispersion;
255
+ if (u.hasSigDispersion > 0.5) {
256
+ dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);
257
+ }
258
+
259
+ var refractionScale = u.refractionScale;
260
+ if (u.hasSigRefractScale > 0.5) {
261
+ refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);
262
+ }
263
+
264
+ var causticBrightness = u.causticBrightness;
265
+ if (u.hasSigCaustic > 0.5) {
266
+ causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);
267
+ }
268
+
269
+ var fluidRipples = u.fluidRipples;
270
+ if (u.hasSigRipples > 0.5) {
271
+ fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);
272
+ }
273
+
274
+ var roughness = u.roughness;
275
+ if (u.hasSigRoughness > 0.5) {
276
+ roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);
277
+ }
278
+
279
+ var lightPosX = u.lightPosX;
280
+ if (u.hasSigLightPosX > 0.5) {
281
+ lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);
282
+ }
283
+
284
+ var lightPosY = u.lightPosY;
285
+ if (u.hasSigLightPosY > 0.5) {
286
+ lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);
287
+ }
288
+
289
+ let depthScaleVal = u.depthScale;
290
+ let causticScaleVal = max(0.1, u.causticScale);
291
+ let rippleSpeedVal = u.rippleSpeed;
292
+ let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;
293
+
294
+ // Surface Normal & Incident Vectors
295
+ let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);
296
+ let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface
297
+ let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera
298
+
299
+ // Base Snell's Law Refraction
300
+ let eta = 1.0 / max(1.001, ior);
301
+ let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);
302
+ let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);
303
+
304
+ // Multi-Spectral Chromatic Rainbow Dispersion
305
+ var accumColor = vec3<f32>(0.0);
306
+ var accumWeight = vec3<f32>(0.0);
307
+ var accumAlpha: f32 = 0.0;
308
+
309
+ let dispersionStrength = dispersion * refractionScale * 0.6;
310
+ let dispDirection = vec2<f32>(N.x / aspect, N.y);
311
+
312
+ // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)
313
+ for (var s = 0; s < 7; s = s + 1) {
314
+ let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)
315
+ let specColor = spectralWavelength(t);
316
+ let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);
317
+ let sampleUV = baseUV + lambdaOffset;
318
+
319
+ var sampledTex = sampleAlbedoSafe(sampleUV);
320
+
321
+ // Microfacet frosted blur if roughness is enabled
322
+ if (roughness > 0.005) {
323
+ let blurRad = roughness * 0.018;
324
+ let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));
325
+ let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));
326
+ sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;
327
+ }
328
+
329
+ accumColor = accumColor + sampledTex.rgb * specColor;
330
+ accumWeight = accumWeight + specColor;
331
+ accumAlpha = accumAlpha + sampledTex.a;
332
+ }
333
+
334
+ let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));
335
+ let finalAlpha = accumAlpha / 7.0;
336
+
337
+ // Incident light vector
338
+ let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);
339
+ let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);
340
+ let L = normalize(lightPos3D - surfPos3D);
341
+
342
+ // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)
343
+ var fluidCaustic = 0.0;
344
+ if (fluidRipples > 0.001) {
345
+ let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);
346
+ let pLight = vec2<f32>(lightPosX, lightPosY);
347
+ let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));
348
+ let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);
349
+ fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;
350
+ }
351
+
352
+ // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)
353
+ let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);
354
+ let NdotV = max(dot(N, V), 0.0);
355
+ let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);
356
+
357
+ let H = normalize(L + V);
358
+ let NdotH = max(dot(N, H), 0.0);
359
+ let specShininess = mix(256.0, 32.0, roughness);
360
+ let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;
361
+
362
+ // Glass Absorption & Tinting
363
+ let tintStrengthVal = u.tintStrength;
364
+ let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);
365
+
366
+ // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)
367
+ let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);
368
+
369
+ return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);
370
+ }
371
+ `;
372
+ const deviceResourceCache = /* @__PURE__ */ new WeakMap();
373
+ function getDeviceLayouts(device) {
374
+ let res = deviceResourceCache.get(device);
375
+ if (res) return res;
376
+ res = {
377
+ uniformLayout: device.createBindGroupLayout({ entries: [{
378
+ binding: 0,
379
+ visibility: GPUShaderStage.FRAGMENT,
380
+ buffer: { type: "uniform" }
381
+ }] }),
382
+ srcTextureLayout: device.createBindGroupLayout({ entries: [{
383
+ binding: 0,
384
+ visibility: GPUShaderStage.FRAGMENT,
385
+ texture: { sampleType: "float" }
386
+ }, {
387
+ binding: 1,
388
+ visibility: GPUShaderStage.FRAGMENT,
389
+ sampler: { type: "filtering" }
390
+ }] }),
391
+ depthTextureLayout: device.createBindGroupLayout({ entries: [{
392
+ binding: 0,
393
+ visibility: GPUShaderStage.FRAGMENT,
394
+ texture: { sampleType: "float" }
395
+ }, {
396
+ binding: 1,
397
+ visibility: GPUShaderStage.FRAGMENT,
398
+ sampler: { type: "filtering" }
399
+ }] }),
400
+ signalTextureLayout: device.createBindGroupLayout({ entries: [
401
+ {
402
+ binding: 0,
403
+ visibility: GPUShaderStage.FRAGMENT,
404
+ texture: { sampleType: "float" }
405
+ },
406
+ {
407
+ binding: 1,
408
+ visibility: GPUShaderStage.FRAGMENT,
409
+ texture: { sampleType: "float" }
410
+ },
411
+ {
412
+ binding: 2,
413
+ visibility: GPUShaderStage.FRAGMENT,
414
+ texture: { sampleType: "float" }
415
+ },
416
+ {
417
+ binding: 3,
418
+ visibility: GPUShaderStage.FRAGMENT,
419
+ texture: { sampleType: "float" }
420
+ },
421
+ {
422
+ binding: 4,
423
+ visibility: GPUShaderStage.FRAGMENT,
424
+ texture: { sampleType: "float" }
425
+ },
426
+ {
427
+ binding: 5,
428
+ visibility: GPUShaderStage.FRAGMENT,
429
+ texture: { sampleType: "float" }
430
+ },
431
+ {
432
+ binding: 6,
433
+ visibility: GPUShaderStage.FRAGMENT,
434
+ texture: { sampleType: "float" }
435
+ },
436
+ {
437
+ binding: 7,
438
+ visibility: GPUShaderStage.FRAGMENT,
439
+ texture: { sampleType: "float" }
440
+ },
441
+ {
442
+ binding: 8,
443
+ visibility: GPUShaderStage.FRAGMENT,
444
+ sampler: { type: "filtering" }
445
+ }
446
+ ] }),
447
+ pipelineCache: /* @__PURE__ */ new Map()
448
+ };
449
+ deviceResourceCache.set(device, res);
450
+ return res;
451
+ }
452
+ function getRefractionCausticsResources(device, format) {
453
+ const layouts = getDeviceLayouts(device);
454
+ const cacheKey = `refraction_caustics_${format}`;
455
+ let pipeline = layouts.pipelineCache.get(cacheKey);
456
+ if (!pipeline) {
457
+ const module = device.createShaderModule({
458
+ label: `refraction_caustics_${format}.wgsl`,
459
+ code: REFRACTION_CAUSTICS_SHADER
460
+ });
461
+ pipeline = device.createRenderPipeline({
462
+ label: `RefractionCausticsPipeline_${format}`,
463
+ layout: device.createPipelineLayout({ bindGroupLayouts: [
464
+ layouts.uniformLayout,
465
+ layouts.srcTextureLayout,
466
+ layouts.depthTextureLayout,
467
+ layouts.signalTextureLayout
468
+ ] }),
469
+ vertex: {
470
+ module,
471
+ entryPoint: "vs"
472
+ },
473
+ fragment: {
474
+ module,
475
+ entryPoint: "fs",
476
+ targets: [{ format }]
477
+ },
478
+ primitive: { topology: "triangle-strip" }
479
+ });
480
+ layouts.pipelineCache.set(cacheKey, pipeline);
481
+ }
482
+ return {
483
+ pipeline,
484
+ uniformLayout: layouts.uniformLayout,
485
+ srcTextureLayout: layouts.srcTextureLayout,
486
+ depthTextureLayout: layouts.depthTextureLayout,
487
+ signalTextureLayout: layouts.signalTextureLayout
488
+ };
489
+ }
490
+ function resolveSignalField(op, fieldName, defaultValue, minVal, maxVal) {
491
+ const handleId = op[`${fieldName}HandleId`];
492
+ const signalInput = handleId ? op.inputs?.[handleId] : null;
493
+ const hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === "Signal" || signalInput.outputItem?.type === "Numeric"));
494
+ const sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;
495
+ let value = defaultValue;
496
+ if (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === "Number") {
497
+ const raw = Number(signalInput.outputItem.data ?? defaultValue);
498
+ value = Math.max(minVal, Math.min(maxVal, raw));
499
+ } else {
500
+ const raw = Number(op[fieldName] ?? defaultValue);
501
+ value = Math.max(minVal, Math.min(maxVal, raw));
502
+ }
503
+ else if (sd) {
504
+ const raw = Number(sd.offset ?? defaultValue);
505
+ value = Math.max(minVal, Math.min(maxVal, raw));
506
+ }
507
+ return {
508
+ hasSignal,
509
+ sd,
510
+ value
511
+ };
512
+ }
513
+ const RefractionCaustics3DWebGPURenderer = async (args) => {
514
+ const { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;
515
+ const frame = props.frame ?? 0;
516
+ const fps = props.fps || 60;
517
+ const op = props.virtualMedia?.operation;
518
+ if (op?.op !== "RefractionCaustics3D" || !op) return;
519
+ const sourceMedia = props.virtualMedia.children?.[0];
520
+ if (!sourceMedia) return;
521
+ pass.end();
522
+ const width = targetWidth;
523
+ const height = targetHeight;
524
+ const srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);
525
+ const srcView = srcTex.createView();
526
+ ctx.renderer.beginFrame(encoder, srcView, {
527
+ r: 0,
528
+ g: 0,
529
+ b: 0,
530
+ a: 0
531
+ }, width, height, "clear").end();
532
+ ctx.renderer.pushScissor({
533
+ x: 0,
534
+ y: 0,
535
+ width,
536
+ height
537
+ });
538
+ ctx.renderer.pushIdentity();
539
+ await drawChild(sourceMedia, {
540
+ ...props,
541
+ virtualMedia: sourceMedia,
542
+ containerWidth: width,
543
+ containerHeight: height
544
+ }, srcView, srcTex, width, height);
545
+ ctx.renderer.popTransform();
546
+ ctx.renderer.popScissor();
547
+ args.pass.end();
548
+ const depthMedia = op.depthMedia;
549
+ let depthTex;
550
+ let depthView;
551
+ let hasDepthMap = false;
552
+ if (depthMedia) {
553
+ depthTex = ctx.renderer.getTemporaryTexture(width, height, [
554
+ ...props.excludeTextures || [],
555
+ targetTexture,
556
+ srcTex
557
+ ]);
558
+ depthView = depthTex.createView();
559
+ ctx.renderer.beginFrame(encoder, depthView, {
560
+ r: 0,
561
+ g: 0,
562
+ b: 0,
563
+ a: 0
564
+ }, width, height, "clear").end();
565
+ ctx.renderer.pushScissor({
566
+ x: 0,
567
+ y: 0,
568
+ width,
569
+ height
570
+ });
571
+ ctx.renderer.pushIdentity();
572
+ await drawChild(depthMedia, {
573
+ ...props,
574
+ virtualMedia: depthMedia,
575
+ containerWidth: width,
576
+ containerHeight: height
577
+ }, depthView, depthTex, width, height);
578
+ ctx.renderer.popTransform();
579
+ ctx.renderer.popScissor();
580
+ args.pass.end();
581
+ hasDepthMap = true;
582
+ } else {
583
+ depthTex = srcTex;
584
+ depthView = srcView;
585
+ hasDepthMap = false;
586
+ }
587
+ const { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(ctx.device, ctx.renderer.format);
588
+ const sampler = ctx.renderer.samplerCache.getSampler(ctx.device);
589
+ const elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;
590
+ const durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;
591
+ const timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;
592
+ const iorInfo = resolveSignalField(op, "ior", 1.52, 1, 2.5);
593
+ const dispersionInfo = resolveSignalField(op, "dispersion", .04, 0, .2);
594
+ const refractScaleInfo = resolveSignalField(op, "refractionScale", .5, 0, 2);
595
+ const causticInfo = resolveSignalField(op, "causticBrightness", .6, 0, 2);
596
+ const causticScaleInfo = resolveSignalField(op, "causticScale", 1, .1, 5);
597
+ const ripplesInfo = resolveSignalField(op, "fluidRipples", 0, 0, 1);
598
+ const roughnessInfo = resolveSignalField(op, "roughness", 0, 0, 1);
599
+ const lightPosXInfo = resolveSignalField(op, "lightPosX", .5, 0, 1);
600
+ const lightPosYInfo = resolveSignalField(op, "lightPosY", .2, 0, 1);
601
+ const specularInfo = resolveSignalField(op, "specularIntensity", .8, 0, 2);
602
+ const depthScaleInfo = resolveSignalField(op, "depthScale", 1, .1, 5);
603
+ const tintStrengthInfo = resolveSignalField(op, "tintStrength", 0, 0, 1);
604
+ const rippleSpeedInfo = resolveSignalField(op, "rippleSpeed", 1, 0, 5);
605
+ const getSigTextureView = (info, fallbackId) => {
606
+ if (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);
607
+ return signalRegistry.getDummy1x1TextureView(ctx.device);
608
+ };
609
+ const sigIORView = getSigTextureView(iorInfo, "refr_ior_sig");
610
+ const sigDispersionView = getSigTextureView(dispersionInfo, "refr_disp_sig");
611
+ const sigRefractScaleView = getSigTextureView(refractScaleInfo, "refr_scale_sig");
612
+ const sigCausticView = getSigTextureView(causticInfo, "refr_caust_sig");
613
+ const sigRipplesView = getSigTextureView(ripplesInfo, "refr_rip_sig");
614
+ const sigRoughnessView = getSigTextureView(roughnessInfo, "refr_rough_sig");
615
+ const sigLightPosXView = getSigTextureView(lightPosXInfo, "refr_lightx_sig");
616
+ const sigLightPosYView = getSigTextureView(lightPosYInfo, "refr_lighty_sig");
617
+ const uniformData = new Float32Array(36);
618
+ uniformData[0] = 0;
619
+ uniformData[1] = iorInfo.value;
620
+ uniformData[2] = dispersionInfo.value;
621
+ uniformData[3] = refractScaleInfo.value;
622
+ uniformData[4] = causticInfo.value;
623
+ uniformData[5] = causticScaleInfo.value;
624
+ uniformData[6] = ripplesInfo.value;
625
+ uniformData[7] = rippleSpeedInfo.value;
626
+ uniformData[8] = roughnessInfo.value;
627
+ uniformData[9] = specularInfo.value;
628
+ uniformData[10] = lightPosXInfo.value;
629
+ uniformData[11] = lightPosYInfo.value;
630
+ uniformData[12] = tintStrengthInfo.value;
631
+ uniformData[13] = op.depthInvert ? 1 : 0;
632
+ uniformData[14] = depthScaleInfo.value;
633
+ uniformData[15] = hasDepthMap ? 1 : 0;
634
+ uniformData[16] = timeProgress;
635
+ uniformData[17] = width / Math.max(1, height);
636
+ uniformData[18] = 0;
637
+ uniformData[19] = 0;
638
+ uniformData[20] = iorInfo.hasSignal ? 1 : 0;
639
+ uniformData[21] = dispersionInfo.hasSignal ? 1 : 0;
640
+ uniformData[22] = refractScaleInfo.hasSignal ? 1 : 0;
641
+ uniformData[23] = causticInfo.hasSignal ? 1 : 0;
642
+ uniformData[24] = ripplesInfo.hasSignal ? 1 : 0;
643
+ uniformData[25] = roughnessInfo.hasSignal ? 1 : 0;
644
+ uniformData[26] = lightPosXInfo.hasSignal ? 1 : 0;
645
+ uniformData[27] = lightPosYInfo.hasSignal ? 1 : 0;
646
+ uniformData[28] = 0;
647
+ uniformData[29] = 0;
648
+ uniformData[30] = 0;
649
+ uniformData[31] = 0;
650
+ const tintParsed = parseColor(op.tintColor ?? "#ffffff");
651
+ uniformData[32] = tintParsed.r;
652
+ uniformData[33] = tintParsed.g;
653
+ uniformData[34] = tintParsed.b;
654
+ uniformData[35] = tintParsed.a;
655
+ const uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);
656
+ const outTex = ctx.renderer.getTemporaryTexture(width, height, [
657
+ srcTex,
658
+ depthTex,
659
+ targetTexture,
660
+ ...props.excludeTextures || []
661
+ ]);
662
+ const renderPass = encoder.beginRenderPass({ colorAttachments: [{
663
+ view: outTex.createView(),
664
+ loadOp: "clear",
665
+ storeOp: "store",
666
+ clearValue: {
667
+ r: 0,
668
+ g: 0,
669
+ b: 0,
670
+ a: 0
671
+ }
672
+ }] });
673
+ renderPass.setPipeline(pipeline);
674
+ renderPass.setBindGroup(0, ctx.device.createBindGroup({
675
+ layout: uLayout,
676
+ entries: [{
677
+ binding: 0,
678
+ resource: { buffer: uniformBuffer }
679
+ }]
680
+ }));
681
+ renderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));
682
+ renderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler));
683
+ renderPass.setBindGroup(3, ctx.device.createBindGroup({
684
+ layout: sigLayout,
685
+ entries: [
686
+ {
687
+ binding: 0,
688
+ resource: sigIORView
689
+ },
690
+ {
691
+ binding: 1,
692
+ resource: sigDispersionView
693
+ },
694
+ {
695
+ binding: 2,
696
+ resource: sigRefractScaleView
697
+ },
698
+ {
699
+ binding: 3,
700
+ resource: sigCausticView
701
+ },
702
+ {
703
+ binding: 4,
704
+ resource: sigRipplesView
705
+ },
706
+ {
707
+ binding: 5,
708
+ resource: sigRoughnessView
709
+ },
710
+ {
711
+ binding: 6,
712
+ resource: sigLightPosXView
713
+ },
714
+ {
715
+ binding: 7,
716
+ resource: sigLightPosYView
717
+ },
718
+ {
719
+ binding: 8,
720
+ resource: sampler
721
+ }
722
+ ]
723
+ }));
724
+ renderPass.draw(4);
725
+ renderPass.end();
726
+ const finalPass = ctx.renderer.beginFrame(encoder, targetView, {
727
+ r: 0,
728
+ g: 0,
729
+ b: 0,
730
+ a: 0
731
+ }, targetWidth, targetHeight, "load");
732
+ ctx.renderer.drawTexture(finalPass, outTex, {
733
+ x: 0,
734
+ y: 0,
735
+ width: targetWidth,
736
+ height: targetHeight
737
+ }, { opacity: op.opacity ?? 1 });
738
+ args.pass = finalPass;
739
+ };
740
+ var renderers_default = defineRenderer({ WebGPURenderer: RefractionCaustics3DWebGPURenderer });
741
+
742
+ //#endregion
743
+ export { renderers_default as n, RefractionCaustics3DWebGPURenderer as t };
744
+ //# sourceMappingURL=renderer-B_NuVaIP.mjs.map