framefields 2.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENCE +202 -0
- package/README.md +740 -0
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{"version":3,"file":"renderer-B_NuVaIP.mjs","names":[],"sources":["../../../nodes/node-refraction-caustics/dist/renderers-qLDoFraM.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst REFRACTION_CAUSTICS_SHADER = `\nstruct RefractionCausticsUniforms {\n // vec4 0\n _pad0 : f32,\n ior : f32,\n dispersion : f32,\n refractionScale : f32,\n\n // vec4 1\n causticBrightness : f32,\n causticScale : f32,\n fluidRipples : f32,\n rippleSpeed : f32,\n\n // vec4 2\n roughness : f32,\n specularIntensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 3\n tintStrength : f32,\n depthInvert : f32,\n depthScale : f32,\n hasDepthMap : f32,\n\n // vec4 4\n timeProgress : f32,\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n // vec4 5: signal flags\n hasSigIOR : f32,\n hasSigDispersion : f32,\n hasSigRefractScale : f32,\n hasSigCaustic : f32,\n\n // vec4 6: signal flags\n hasSigRipples : f32,\n hasSigRoughness : f32,\n hasSigLightPosX : f32,\n hasSigLightPosY : f32,\n\n // vec4 7: reserved\n _pad3 : f32,\n _pad4 : f32,\n _pad5 : f32,\n _pad6 : f32,\n\n // vec4 8: color\n tintColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RefractionCausticsUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var iorSigTex : texture_2d<f32>;\n@group(3) @binding(1) var dispersionSigTex : texture_2d<f32>;\n@group(3) @binding(2) var refractScaleSigTex : texture_2d<f32>;\n@group(3) @binding(3) var causticSigTex : texture_2d<f32>;\n@group(3) @binding(4) var ripplesSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var lightPosXSigTex : texture_2d<f32>;\n@group(3) @binding(7) var lightPosYSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\n// Analytical fluid ripple wave height and normal gradient\nfn getFluidWave(uv: vec2<f32>, time: f32, freqScale: f32) -> vec3<f32> {\n let p = uv * freqScale * 18.0;\n let t = time * 3.0;\n\n let a1 = sin(p.x * 1.4 + p.y * 1.0 + t * 1.2);\n let a2 = sin(p.x * -1.8 + p.y * 1.6 + t * 0.9);\n let a3 = cos((p.x + p.y) * 2.2 - t * 1.4);\n\n let height = (a1 + a2 + a3) * 0.333;\n\n let dx = (1.4 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n - 1.8 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n let dy = (1.0 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n + 1.6 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n return vec3<f32>(dx, dy, height);\n}\n\n// Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)\nfn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {\n let p = uv * scale * 32.0;\n let t1 = time * 0.8;\n let t2 = time * 1.1;\n\n var p1 = p;\n p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;\n p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;\n\n var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);\n p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;\n p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;\n\n let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));\n let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));\n\n // Sharp interconnected caustic web filaments\n let web = pow(k1 * k2, 3.5);\n return web;\n}\n\nfn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {\n let step = texelSize * 2.0;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n var dx = (dR - dL) * depthScaleVal * 2.0;\n var dy = (dU - dD) * depthScaleVal * 2.0;\n\n if (fluidRippleAmount > 0.001) {\n let wave = getFluidWave(uv, rippleTime, causticScaleVal);\n dx = dx + wave.x * fluidRippleAmount * 0.08;\n dy = dy + wave.y * fluidRippleAmount * 0.08;\n }\n\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n// Snell's Law ray refraction with Total Internal Reflection (TIR) fallback\nfn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {\n let cosi = dot(-I, N);\n let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);\n if (cost2 < 0.0) {\n // Total internal reflection -> reflect\n let R = reflect(I, N);\n return R.xy * thickness * 0.5;\n }\n let R = eta * I + (eta * cosi - sqrt(cost2)) * N;\n return R.xy * (thickness / max(0.2, abs(R.z)));\n}\n\nfn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle clamp for border inpainting / anti-tearing\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\nfn spectralWavelength(t: f32) -> vec3<f32> {\n let x = clamp(t, 0.0, 1.0) * 6.0;\n var r: f32 = 0.0;\n var g: f32 = 0.0;\n var b: f32 = 0.0;\n\n if (x < 1.0) {\n r = 1.0;\n g = x;\n b = 0.0;\n } else if (x < 2.0) {\n r = 2.0 - x;\n g = 1.0;\n b = 0.0;\n } else if (x < 3.0) {\n r = 0.0;\n g = 1.0;\n b = x - 2.0;\n } else if (x < 4.0) {\n r = 0.0;\n g = 4.0 - x;\n b = 1.0;\n } else if (x < 5.0) {\n r = x - 4.0;\n g = 0.0;\n b = 1.0;\n } else {\n r = 1.0;\n g = 0.0;\n b = max(0.4, 6.0 - x);\n }\n return vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var ior = u.ior;\n if (u.hasSigIOR > 0.5) {\n ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);\n }\n\n var dispersion = u.dispersion;\n if (u.hasSigDispersion > 0.5) {\n dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);\n }\n\n var refractionScale = u.refractionScale;\n if (u.hasSigRefractScale > 0.5) {\n refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var causticBrightness = u.causticBrightness;\n if (u.hasSigCaustic > 0.5) {\n causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var fluidRipples = u.fluidRipples;\n if (u.hasSigRipples > 0.5) {\n fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var roughness = u.roughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosX = u.lightPosX;\n if (u.hasSigLightPosX > 0.5) {\n lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosY = u.lightPosY;\n if (u.hasSigLightPosY > 0.5) {\n lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n let depthScaleVal = u.depthScale;\n let causticScaleVal = max(0.1, u.causticScale);\n let rippleSpeedVal = u.rippleSpeed;\n let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;\n\n // Surface Normal & Incident Vectors\n let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);\n let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface\n let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera\n\n // Base Snell's Law Refraction\n let eta = 1.0 / max(1.001, ior);\n let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);\n let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);\n\n // Multi-Spectral Chromatic Rainbow Dispersion\n var accumColor = vec3<f32>(0.0);\n var accumWeight = vec3<f32>(0.0);\n var accumAlpha: f32 = 0.0;\n\n let dispersionStrength = dispersion * refractionScale * 0.6;\n let dispDirection = vec2<f32>(N.x / aspect, N.y);\n\n // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)\n for (var s = 0; s < 7; s = s + 1) {\n let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)\n let specColor = spectralWavelength(t);\n let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);\n let sampleUV = baseUV + lambdaOffset;\n\n var sampledTex = sampleAlbedoSafe(sampleUV);\n\n // Microfacet frosted blur if roughness is enabled\n if (roughness > 0.005) {\n let blurRad = roughness * 0.018;\n let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));\n let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));\n sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;\n }\n\n accumColor = accumColor + sampledTex.rgb * specColor;\n accumWeight = accumWeight + specColor;\n accumAlpha = accumAlpha + sampledTex.a;\n }\n\n let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));\n let finalAlpha = accumAlpha / 7.0;\n\n // Incident light vector\n let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);\n let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);\n let L = normalize(lightPos3D - surfPos3D);\n\n // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)\n var fluidCaustic = 0.0;\n if (fluidRipples > 0.001) {\n let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);\n let pLight = vec2<f32>(lightPosX, lightPosY);\n let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));\n let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);\n fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;\n }\n\n // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);\n\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specShininess = mix(256.0, 32.0, roughness);\n let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;\n\n // Glass Absorption & Tinting\n let tintStrengthVal = u.tintStrength;\n let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);\n\n // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)\n let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);\n\n return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsrcTextureLayout: 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\tdepthTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getRefractionCausticsResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `refraction_caustics_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `refraction_caustics_${format}.wgsl`,\n\t\t\tcode: REFRACTION_CAUSTICS_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `RefractionCausticsPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = Number(signalInput.outputItem.data ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = Number(op[fieldName] ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = Number(sd.offset ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst RefractionCaustics3DWebGPURenderer = 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 || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefractionCaustics3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\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(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet depthView;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\tdepthTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\tsrcTex\n\t\t]);\n\t\tdepthView = depthTex.createView();\n\t\tctx.renderer.beginFrame(encoder, depthView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(depthMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: depthMedia,\n\t\t\tcontainerWidth: width,\n\t\t\tcontainerHeight: height\n\t\t}, depthView, depthTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\tdepthView = srcView;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(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 : 4;\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst iorInfo = resolveSignalField(op, \"ior\", 1.52, 1, 2.5);\n\tconst dispersionInfo = resolveSignalField(op, \"dispersion\", .04, 0, .2);\n\tconst refractScaleInfo = resolveSignalField(op, \"refractionScale\", .5, 0, 2);\n\tconst causticInfo = resolveSignalField(op, \"causticBrightness\", .6, 0, 2);\n\tconst causticScaleInfo = resolveSignalField(op, \"causticScale\", 1, .1, 5);\n\tconst ripplesInfo = resolveSignalField(op, \"fluidRipples\", 0, 0, 1);\n\tconst roughnessInfo = resolveSignalField(op, \"roughness\", 0, 0, 1);\n\tconst lightPosXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1);\n\tconst lightPosYInfo = resolveSignalField(op, \"lightPosY\", .2, 0, 1);\n\tconst specularInfo = resolveSignalField(op, \"specularIntensity\", .8, 0, 2);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 5);\n\tconst tintStrengthInfo = resolveSignalField(op, \"tintStrength\", 0, 0, 1);\n\tconst rippleSpeedInfo = resolveSignalField(op, \"rippleSpeed\", 1, 0, 5);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIORView = getSigTextureView(iorInfo, \"refr_ior_sig\");\n\tconst sigDispersionView = getSigTextureView(dispersionInfo, \"refr_disp_sig\");\n\tconst sigRefractScaleView = getSigTextureView(refractScaleInfo, \"refr_scale_sig\");\n\tconst sigCausticView = getSigTextureView(causticInfo, \"refr_caust_sig\");\n\tconst sigRipplesView = getSigTextureView(ripplesInfo, \"refr_rip_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"refr_rough_sig\");\n\tconst sigLightPosXView = getSigTextureView(lightPosXInfo, \"refr_lightx_sig\");\n\tconst sigLightPosYView = getSigTextureView(lightPosYInfo, \"refr_lighty_sig\");\n\tconst uniformData = new Float32Array(36);\n\tuniformData[0] = 0;\n\tuniformData[1] = iorInfo.value;\n\tuniformData[2] = dispersionInfo.value;\n\tuniformData[3] = refractScaleInfo.value;\n\tuniformData[4] = causticInfo.value;\n\tuniformData[5] = causticScaleInfo.value;\n\tuniformData[6] = ripplesInfo.value;\n\tuniformData[7] = rippleSpeedInfo.value;\n\tuniformData[8] = roughnessInfo.value;\n\tuniformData[9] = specularInfo.value;\n\tuniformData[10] = lightPosXInfo.value;\n\tuniformData[11] = lightPosYInfo.value;\n\tuniformData[12] = tintStrengthInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = depthScaleInfo.value;\n\tuniformData[15] = hasDepthMap ? 1 : 0;\n\tuniformData[16] = timeProgress;\n\tuniformData[17] = width / Math.max(1, height);\n\tuniformData[18] = 0;\n\tuniformData[19] = 0;\n\tuniformData[20] = iorInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = dispersionInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = refractScaleInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = causticInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = ripplesInfo.hasSignal ? 1 : 0;\n\tuniformData[25] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[26] = lightPosXInfo.hasSignal ? 1 : 0;\n\tuniformData[27] = lightPosYInfo.hasSignal ? 1 : 0;\n\tuniformData[28] = 0;\n\tuniformData[29] = 0;\n\tuniformData[30] = 0;\n\tuniformData[31] = 0;\n\tconst tintParsed = parseColor(op.tintColor ?? \"#ffffff\");\n\tuniformData[32] = tintParsed.r;\n\tuniformData[33] = tintParsed.g;\n\tuniformData[34] = tintParsed.b;\n\tuniformData[35] = tintParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\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: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler));\n\trenderPass.setBindGroup(3, 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: sigIORView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sigDispersionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sigRefractScaleView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sigCausticView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sigRipplesView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sigRoughnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sigLightPosXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: sigLightPosYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\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: RefractionCaustics3DWebGPURenderer });\n\n//#endregion\nexport { RefractionCaustics3DWebGPURenderer as n, renderers_default as t };\n//# 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@@ -0,0 +1,391 @@
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1
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+
import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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2
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+
import { tt as signalRegistry } from "./dist-gjHmorxL.mjs";
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3
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+
import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-DKm2IyEJ.mjs";
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4
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+
import { z } from "zod";
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5
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+
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6
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+
//#region ../../nodes/node-high-pass/dist/renderers-jYhoQpYz.mjs
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7
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+
const MAX_RADIUS = 250;
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8
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+
const highPassConfig = configBuilder().field("radius", z.number().min(.1).max(MAX_RADIUS).default(3), {
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9
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bindable: true,
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10
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dataTypes: ["Number", "Signal"],
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label: "Radius Signal",
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12
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description: "The cutoff radius in pixels. Frequencies smaller than this radius are preserved."
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13
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}).field("contrastBoost", z.number().multipleOf(.01).min(1).max(10).default(1), {
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14
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bindable: true,
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15
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+
dataTypes: ["Number", "Signal"],
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16
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label: "Contrast Boost Signal",
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17
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description: "Multiplier applied to the extracted high-frequency detail delta."
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18
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}).field("monochrome", z.boolean().default(true), { description: "When enabled, high-pass delta is converted to luminance before centering on 50% neutral gray." }).build();
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19
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+
const HighPassNodeConfigSchema = highPassConfig.schema;
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20
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const HighPassResultSchema = z.union([ImageResultSchema, VideoResultSchema]);
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21
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+
const WGSL_HIGHPASS_UNIFORMS = `
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22
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+
struct HighPassUniforms {
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23
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+
dirX : f32,
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24
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+
dirY : f32,
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25
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+
radius : f32,
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26
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+
contrastBoost : f32,
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27
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+
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28
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+
monochrome : f32,
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29
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+
hasRadiusSig : f32,
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30
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+
hasContrastSig : f32,
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31
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+
isSecondPass : f32,
|
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32
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+
};
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33
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+
|
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34
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+
@group(0) @binding(0) var<uniform> u : HighPassUniforms;
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35
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+
@group(1) @binding(0) var tex : texture_2d<f32>;
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36
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+
@group(1) @binding(1) var samp : sampler;
|
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37
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+
@group(1) @binding(2) var origTex : texture_2d<f32>;
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38
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+
|
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39
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+
@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;
|
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40
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+
@group(2) @binding(1) var contrastSigTex : texture_2d<f32>;
|
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41
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+
@group(2) @binding(2) var signalSamp : sampler;
|
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42
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+
|
|
43
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+
struct VSOut {
|
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44
|
+
@builtin(position) pos : vec4<f32>,
|
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45
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+
@location(0) uv : vec2<f32>,
|
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46
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+
};
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47
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+
|
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48
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+
@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
|
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49
|
+
var pos = array<vec2<f32>, 4>(
|
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50
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+
vec2<f32>(-1.0, 1.0),
|
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51
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+
vec2<f32>(1.0, 1.0),
|
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52
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+
vec2<f32>(-1.0, -1.0),
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53
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+
vec2<f32>(1.0, -1.0)
|
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54
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+
);
|
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55
|
+
var uv = array<vec2<f32>, 4>(
|
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56
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+
vec2<f32>(0.0, 0.0),
|
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57
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+
vec2<f32>(1.0, 0.0),
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58
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+
vec2<f32>(0.0, 1.0),
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59
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+
vec2<f32>(1.0, 1.0)
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60
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+
);
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61
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+
return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
|
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62
|
+
}
|
|
63
|
+
|
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64
|
+
@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
|
|
65
|
+
let dimensions = vec2<f32>(textureDimensions(tex));
|
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66
|
+
var radius = u.radius;
|
|
67
|
+
if (u.hasRadiusSig > 0.5) {
|
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68
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+
radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
69
|
+
}
|
|
70
|
+
var contrastBoost = u.contrastBoost;
|
|
71
|
+
if (u.hasContrastSig > 0.5) {
|
|
72
|
+
contrastBoost = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
let origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);
|
|
76
|
+
if (radius <= 0.0) {
|
|
77
|
+
if (u.isSecondPass > 0.5) {
|
|
78
|
+
return vec4<f32>(vec3<f32>(0.5) * origCol.a, origCol.a);
|
|
79
|
+
}
|
|
80
|
+
return origCol;
|
|
81
|
+
}
|
|
82
|
+
|
|
83
|
+
let texelSize = 1.0 / dimensions;
|
|
84
|
+
let spatial_sigma = radius;
|
|
85
|
+
let stepScale = max(1.0, spatial_sigma / 20.0);
|
|
86
|
+
let effectiveSigma = spatial_sigma / stepScale;
|
|
87
|
+
let sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 64);
|
|
88
|
+
let direction = vec2<f32>(u.dirX, u.dirY);
|
|
89
|
+
|
|
90
|
+
var blurred = vec4<f32>(0.0);
|
|
91
|
+
var totalWeight = 0.0;
|
|
92
|
+
|
|
93
|
+
for (var i = -sampleRadius; i <= sampleRadius; i++) {
|
|
94
|
+
let offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;
|
|
95
|
+
let x = f32(i) * stepScale;
|
|
96
|
+
let weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));
|
|
97
|
+
blurred += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;
|
|
98
|
+
totalWeight += weight;
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
let blurResult = blurred / max(totalWeight, 1e-5);
|
|
102
|
+
|
|
103
|
+
if (u.isSecondPass <= 0.5) {
|
|
104
|
+
// Pass 1: Intermediate horizontal blur
|
|
105
|
+
return blurResult;
|
|
106
|
+
}
|
|
107
|
+
|
|
108
|
+
// Pass 2: Vertical blur complete -> Calculate High Pass difference against original
|
|
109
|
+
if (origCol.a < 1e-5) {
|
|
110
|
+
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
|
|
111
|
+
}
|
|
112
|
+
|
|
113
|
+
let origUnpremult = origCol.rgb / origCol.a;
|
|
114
|
+
let blurUnpremult = blurResult.rgb / max(blurResult.a, 1e-5);
|
|
115
|
+
let diff = origUnpremult - blurUnpremult;
|
|
116
|
+
|
|
117
|
+
var highPassRgb : vec3<f32>;
|
|
118
|
+
if (u.monochrome > 0.5) {
|
|
119
|
+
let lumaDiff = dot(diff, vec3<f32>(0.2126, 0.7152, 0.0722));
|
|
120
|
+
highPassRgb = vec3<f32>(0.5) + vec3<f32>(lumaDiff * contrastBoost);
|
|
121
|
+
} else {
|
|
122
|
+
highPassRgb = vec3<f32>(0.5) + diff * contrastBoost;
|
|
123
|
+
}
|
|
124
|
+
|
|
125
|
+
let clampedRgb = clamp(highPassRgb, vec3<f32>(0.0), vec3<f32>(1.0));
|
|
126
|
+
return vec4<f32>(clampedRgb * origCol.a, origCol.a);
|
|
127
|
+
}
|
|
128
|
+
`;
|
|
129
|
+
const deviceResourceCache = /* @__PURE__ */ new WeakMap();
|
|
130
|
+
const highPassUniformData = new Float32Array(8);
|
|
131
|
+
function getHighPassResources(device, targetFormat) {
|
|
132
|
+
const cached = deviceResourceCache.get(device);
|
|
133
|
+
if (cached) return cached;
|
|
134
|
+
const highPassUniformLayout = device.createBindGroupLayout({ entries: [{
|
|
135
|
+
binding: 0,
|
|
136
|
+
visibility: GPUShaderStage.FRAGMENT,
|
|
137
|
+
buffer: { type: "uniform" }
|
|
138
|
+
}] });
|
|
139
|
+
const singleTextureLayout = device.createBindGroupLayout({ entries: [
|
|
140
|
+
{
|
|
141
|
+
binding: 0,
|
|
142
|
+
visibility: GPUShaderStage.FRAGMENT,
|
|
143
|
+
texture: { sampleType: "float" }
|
|
144
|
+
},
|
|
145
|
+
{
|
|
146
|
+
binding: 1,
|
|
147
|
+
visibility: GPUShaderStage.FRAGMENT,
|
|
148
|
+
sampler: { type: "filtering" }
|
|
149
|
+
},
|
|
150
|
+
{
|
|
151
|
+
binding: 2,
|
|
152
|
+
visibility: GPUShaderStage.FRAGMENT,
|
|
153
|
+
texture: { sampleType: "float" }
|
|
154
|
+
}
|
|
155
|
+
] });
|
|
156
|
+
const signalTextureLayout = device.createBindGroupLayout({ entries: [
|
|
157
|
+
{
|
|
158
|
+
binding: 0,
|
|
159
|
+
visibility: GPUShaderStage.FRAGMENT,
|
|
160
|
+
texture: { sampleType: "float" }
|
|
161
|
+
},
|
|
162
|
+
{
|
|
163
|
+
binding: 1,
|
|
164
|
+
visibility: GPUShaderStage.FRAGMENT,
|
|
165
|
+
texture: { sampleType: "float" }
|
|
166
|
+
},
|
|
167
|
+
{
|
|
168
|
+
binding: 2,
|
|
169
|
+
visibility: GPUShaderStage.FRAGMENT,
|
|
170
|
+
sampler: { type: "filtering" }
|
|
171
|
+
}
|
|
172
|
+
] });
|
|
173
|
+
const shaderModule = device.createShaderModule({ code: WGSL_HIGHPASS_UNIFORMS });
|
|
174
|
+
const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [
|
|
175
|
+
highPassUniformLayout,
|
|
176
|
+
singleTextureLayout,
|
|
177
|
+
signalTextureLayout
|
|
178
|
+
] });
|
|
179
|
+
const res = {
|
|
180
|
+
highPassUniformLayout,
|
|
181
|
+
singleTextureLayout,
|
|
182
|
+
signalTextureLayout,
|
|
183
|
+
highPassPipeline: device.createRenderPipeline({
|
|
184
|
+
layout: pipelineLayout,
|
|
185
|
+
vertex: {
|
|
186
|
+
module: shaderModule,
|
|
187
|
+
entryPoint: "vs"
|
|
188
|
+
},
|
|
189
|
+
fragment: {
|
|
190
|
+
module: shaderModule,
|
|
191
|
+
entryPoint: "fs",
|
|
192
|
+
targets: [{ format: targetFormat }]
|
|
193
|
+
},
|
|
194
|
+
primitive: { topology: "triangle-strip" }
|
|
195
|
+
})
|
|
196
|
+
};
|
|
197
|
+
deviceResourceCache.set(device, res);
|
|
198
|
+
return res;
|
|
199
|
+
}
|
|
200
|
+
const WebGPURenderer = async (args) => {
|
|
201
|
+
const { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;
|
|
202
|
+
const op = props.virtualMedia?.operation;
|
|
203
|
+
if (op?.op !== "HighPass" || !op) return;
|
|
204
|
+
const childMedia = props.virtualMedia.children?.[0];
|
|
205
|
+
if (!childMedia) return;
|
|
206
|
+
pass.end();
|
|
207
|
+
const frame = props.frame ?? 0;
|
|
208
|
+
const fps = props.fps || 30;
|
|
209
|
+
const width = targetWidth;
|
|
210
|
+
const height = targetHeight;
|
|
211
|
+
const nodeId = op.inputs ? Object.keys(op.inputs)[0] : "highpass_node";
|
|
212
|
+
const resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {
|
|
213
|
+
if (handleId && op.inputs?.[handleId]?.connectionValid) {
|
|
214
|
+
const outputItem = op.inputs[handleId].outputItem;
|
|
215
|
+
if (outputItem?.type === "Number") {
|
|
216
|
+
const numVal = typeof outputItem.data === "number" ? outputItem.data : outputItem.data?.value ?? fallbackVal;
|
|
217
|
+
return {
|
|
218
|
+
val: Math.max(clampMin, Math.min(clampMax, numVal)),
|
|
219
|
+
hasStaticSig: false,
|
|
220
|
+
sd: null
|
|
221
|
+
};
|
|
222
|
+
}
|
|
223
|
+
if (outputItem?.type === "Signal" && outputItem.data) return {
|
|
224
|
+
val: fallbackVal,
|
|
225
|
+
hasStaticSig: true,
|
|
226
|
+
sd: outputItem.data
|
|
227
|
+
};
|
|
228
|
+
}
|
|
229
|
+
return {
|
|
230
|
+
val: Math.max(clampMin, Math.min(clampMax, fallbackVal)),
|
|
231
|
+
hasStaticSig: false,
|
|
232
|
+
sd: null
|
|
233
|
+
};
|
|
234
|
+
};
|
|
235
|
+
const radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 3), .1, MAX_RADIUS);
|
|
236
|
+
const contrastRes = resolveField(op.contrastBoostHandleId, Number(op.contrastBoost ?? 1), 1, 10);
|
|
237
|
+
const tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);
|
|
238
|
+
const tmpView = tmpTex.createView();
|
|
239
|
+
ctx.renderer.beginFrame(encoder, tmpView, {
|
|
240
|
+
r: 0,
|
|
241
|
+
g: 0,
|
|
242
|
+
b: 0,
|
|
243
|
+
a: 0
|
|
244
|
+
}, width, height, "clear").end();
|
|
245
|
+
ctx.renderer.pushScissor({
|
|
246
|
+
x: 0,
|
|
247
|
+
y: 0,
|
|
248
|
+
width,
|
|
249
|
+
height
|
|
250
|
+
});
|
|
251
|
+
ctx.renderer.pushIdentity();
|
|
252
|
+
await drawChild(childMedia, {
|
|
253
|
+
...props,
|
|
254
|
+
virtualMedia: childMedia
|
|
255
|
+
}, tmpView, tmpTex, width, height);
|
|
256
|
+
ctx.renderer.popTransform();
|
|
257
|
+
ctx.renderer.popScissor();
|
|
258
|
+
const { highPassPipeline: pipeline, highPassUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHighPassResources(ctx.device, ctx.renderer.format);
|
|
259
|
+
const sampler = ctx.renderer.samplerCache.getSampler(ctx.device);
|
|
260
|
+
const elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;
|
|
261
|
+
const durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;
|
|
262
|
+
const getSignalView = (res, suffix) => {
|
|
263
|
+
if (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);
|
|
264
|
+
return signalRegistry.getDummy1x1TextureView(ctx.device);
|
|
265
|
+
};
|
|
266
|
+
const radiusView = getSignalView(radiusRes, "radius_sig");
|
|
267
|
+
const contrastView = getSignalView(contrastRes, "contrast_sig");
|
|
268
|
+
const createHighPassBindGroup1 = (inputTex, origTexture) => ctx.device.createBindGroup({
|
|
269
|
+
layout: tLayout,
|
|
270
|
+
entries: [
|
|
271
|
+
{
|
|
272
|
+
binding: 0,
|
|
273
|
+
resource: inputTex.createView()
|
|
274
|
+
},
|
|
275
|
+
{
|
|
276
|
+
binding: 1,
|
|
277
|
+
resource: sampler
|
|
278
|
+
},
|
|
279
|
+
{
|
|
280
|
+
binding: 2,
|
|
281
|
+
resource: origTexture.createView()
|
|
282
|
+
}
|
|
283
|
+
]
|
|
284
|
+
});
|
|
285
|
+
highPassUniformData[2] = radiusRes.val;
|
|
286
|
+
highPassUniformData[3] = contrastRes.val;
|
|
287
|
+
highPassUniformData[4] = op.monochrome ?? true ? 1 : 0;
|
|
288
|
+
highPassUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;
|
|
289
|
+
highPassUniformData[6] = contrastRes.hasStaticSig ? 1 : 0;
|
|
290
|
+
highPassUniformData[7] = 0;
|
|
291
|
+
const outTex1 = ctx.renderer.getTemporaryTexture(width, height, [
|
|
292
|
+
tmpTex,
|
|
293
|
+
targetTexture,
|
|
294
|
+
...props.excludeTextures || []
|
|
295
|
+
]);
|
|
296
|
+
const outTex2 = ctx.renderer.getTemporaryTexture(width, height, [
|
|
297
|
+
tmpTex,
|
|
298
|
+
outTex1,
|
|
299
|
+
targetTexture,
|
|
300
|
+
...props.excludeTextures || []
|
|
301
|
+
]);
|
|
302
|
+
const sigBindGroup = ctx.device.createBindGroup({
|
|
303
|
+
layout: sigLayout,
|
|
304
|
+
entries: [
|
|
305
|
+
{
|
|
306
|
+
binding: 0,
|
|
307
|
+
resource: radiusView
|
|
308
|
+
},
|
|
309
|
+
{
|
|
310
|
+
binding: 1,
|
|
311
|
+
resource: contrastView
|
|
312
|
+
},
|
|
313
|
+
{
|
|
314
|
+
binding: 2,
|
|
315
|
+
resource: sampler
|
|
316
|
+
}
|
|
317
|
+
]
|
|
318
|
+
});
|
|
319
|
+
highPassUniformData[0] = 1;
|
|
320
|
+
highPassUniformData[1] = 0;
|
|
321
|
+
highPassUniformData[7] = 0;
|
|
322
|
+
const hBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);
|
|
323
|
+
const hPass = encoder.beginRenderPass({ colorAttachments: [{
|
|
324
|
+
view: outTex1.createView(),
|
|
325
|
+
loadOp: "clear",
|
|
326
|
+
storeOp: "store",
|
|
327
|
+
clearValue: {
|
|
328
|
+
r: 0,
|
|
329
|
+
g: 0,
|
|
330
|
+
b: 0,
|
|
331
|
+
a: 0
|
|
332
|
+
}
|
|
333
|
+
}] });
|
|
334
|
+
hPass.setPipeline(pipeline);
|
|
335
|
+
hPass.setBindGroup(0, ctx.device.createBindGroup({
|
|
336
|
+
layout: uLayout,
|
|
337
|
+
entries: [{
|
|
338
|
+
binding: 0,
|
|
339
|
+
resource: { buffer: hBuffer }
|
|
340
|
+
}]
|
|
341
|
+
}));
|
|
342
|
+
hPass.setBindGroup(1, createHighPassBindGroup1(tmpTex, tmpTex));
|
|
343
|
+
hPass.setBindGroup(2, sigBindGroup);
|
|
344
|
+
hPass.draw(4);
|
|
345
|
+
hPass.end();
|
|
346
|
+
highPassUniformData[0] = 0;
|
|
347
|
+
highPassUniformData[1] = 1;
|
|
348
|
+
highPassUniformData[7] = 1;
|
|
349
|
+
const vBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);
|
|
350
|
+
const vPass = encoder.beginRenderPass({ colorAttachments: [{
|
|
351
|
+
view: outTex2.createView(),
|
|
352
|
+
loadOp: "clear",
|
|
353
|
+
storeOp: "store",
|
|
354
|
+
clearValue: {
|
|
355
|
+
r: 0,
|
|
356
|
+
g: 0,
|
|
357
|
+
b: 0,
|
|
358
|
+
a: 0
|
|
359
|
+
}
|
|
360
|
+
}] });
|
|
361
|
+
vPass.setPipeline(pipeline);
|
|
362
|
+
vPass.setBindGroup(0, ctx.device.createBindGroup({
|
|
363
|
+
layout: uLayout,
|
|
364
|
+
entries: [{
|
|
365
|
+
binding: 0,
|
|
366
|
+
resource: { buffer: vBuffer }
|
|
367
|
+
}]
|
|
368
|
+
}));
|
|
369
|
+
vPass.setBindGroup(1, createHighPassBindGroup1(outTex1, tmpTex));
|
|
370
|
+
vPass.setBindGroup(2, sigBindGroup);
|
|
371
|
+
vPass.draw(4);
|
|
372
|
+
vPass.end();
|
|
373
|
+
const finalPass = ctx.renderer.beginFrame(encoder, targetView, {
|
|
374
|
+
r: 0,
|
|
375
|
+
g: 0,
|
|
376
|
+
b: 0,
|
|
377
|
+
a: 0
|
|
378
|
+
}, targetWidth, targetHeight, "load");
|
|
379
|
+
ctx.renderer.drawTexture(finalPass, outTex2, {
|
|
380
|
+
x: 0,
|
|
381
|
+
y: 0,
|
|
382
|
+
width: targetWidth,
|
|
383
|
+
height: targetHeight
|
|
384
|
+
}, { opacity: op.opacity ?? 1 });
|
|
385
|
+
args.pass = finalPass;
|
|
386
|
+
};
|
|
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{"version":3,"file":"renderer-BsgIcBKH.mjs","names":[],"sources":["../../../nodes/node-high-pass/dist/renderers-jYhoQpYz.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst highPassConfig = configBuilder().field(\"radius\", z.number().min(.1).max(MAX_RADIUS).default(3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius Signal\",\n\tdescription: \"The cutoff radius in pixels. Frequencies smaller than this radius are preserved.\"\n}).field(\"contrastBoost\", z.number().multipleOf(.01).min(1).max(10).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Contrast Boost Signal\",\n\tdescription: \"Multiplier applied to the extracted high-frequency detail delta.\"\n}).field(\"monochrome\", z.boolean().default(true), { description: \"When enabled, high-pass delta is converted to luminance before centering on 50% neutral gray.\" }).build();\nconst HighPassNodeConfigSchema = highPassConfig.schema;\nconst HighPassResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst HIGH_PASS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HIGHPASS_UNIFORMS = `\nstruct HighPassUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tcontrastBoost : f32,\n\n\tmonochrome : f32,\n\thasRadiusSig : f32,\n\thasContrastSig : f32,\n\tisSecondPass : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HighPassUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(1) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(2) 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\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar contrastBoost = u.contrastBoost;\n\tif (u.hasContrastSig > 0.5) {\n\t\tcontrastBoost = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\tif (radius <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn vec4<f32>(vec3<f32>(0.5) * origCol.a, origCol.a);\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet spatial_sigma = radius;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar blurred = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tblurred += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurResult = blurred / max(totalWeight, 1e-5);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// Pass 1: Intermediate horizontal blur\n\t\treturn blurResult;\n\t}\n\n\t// Pass 2: Vertical blur complete -> Calculate High Pass difference against original\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tlet origUnpremult = origCol.rgb / origCol.a;\n\tlet blurUnpremult = blurResult.rgb / max(blurResult.a, 1e-5);\n\tlet diff = origUnpremult - blurUnpremult;\n\n\tvar highPassRgb : vec3<f32>;\n\tif (u.monochrome > 0.5) {\n\t\tlet lumaDiff = dot(diff, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\thighPassRgb = vec3<f32>(0.5) + vec3<f32>(lumaDiff * contrastBoost);\n\t} else {\n\t\thighPassRgb = vec3<f32>(0.5) + diff * contrastBoost;\n\t}\n\n\tlet clampedRgb = clamp(highPassRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(clampedRgb * origCol.a, origCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst highPassUniformData = new Float32Array(8);\nfunction getHighPassResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst highPassUniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst singleTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: WGSL_HIGHPASS_UNIFORMS });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\thighPassUniformLayout,\n\t\tsingleTextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tconst res = {\n\t\thighPassUniformLayout,\n\t\tsingleTextureLayout,\n\t\tsignalTextureLayout,\n\t\thighPassPipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: targetFormat }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HighPass\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"highpass_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (outputItem?.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn {\n\t\t\t\t\tval: Math.max(clampMin, Math.min(clampMax, numVal)),\n\t\t\t\t\thasStaticSig: false,\n\t\t\t\t\tsd: null\n\t\t\t\t};\n\t\t\t}\n\t\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\t\tval: fallbackVal,\n\t\t\t\thasStaticSig: true,\n\t\t\t\tsd: outputItem.data\n\t\t\t};\n\t\t}\n\t\treturn {\n\t\t\tval: Math.max(clampMin, Math.min(clampMax, fallbackVal)),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t};\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 3), .1, MAX_RADIUS);\n\tconst contrastRes = resolveField(op.contrastBoostHandleId, Number(op.contrastBoost ?? 1), 1, 10);\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 { highPassPipeline: pipeline, highPassUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHighPassResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst createHighPassBindGroup1 = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[2] = radiusRes.val;\n\thighPassUniformData[3] = contrastRes.val;\n\thighPassUniformData[4] = op.monochrome ?? true ? 1 : 0;\n\thighPassUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[6] = contrastRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[7] = 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = 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: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[0] = 1;\n\thighPassUniformData[1] = 0;\n\thighPassUniformData[7] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tconst hPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex1.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\thPass.setPipeline(pipeline);\n\thPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: hBuffer }\n\t\t}]\n\t}));\n\thPass.setBindGroup(1, createHighPassBindGroup1(tmpTex, tmpTex));\n\thPass.setBindGroup(2, sigBindGroup);\n\thPass.draw(4);\n\thPass.end();\n\thighPassUniformData[0] = 0;\n\thighPassUniformData[1] = 1;\n\thighPassUniformData[7] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tconst vPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex2.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\tvPass.setPipeline(pipeline);\n\tvPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: vBuffer }\n\t\t}]\n\t}));\n\tvPass.setBindGroup(1, createHighPassBindGroup1(outTex1, tmpTex));\n\tvPass.setBindGroup(2, sigBindGroup);\n\tvPass.draw(4);\n\tvPass.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, outTex2, {\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 });\n\n//#endregion\nexport { MAX_RADIUS as a, HighPassResultSchema as i, HIGH_PASS_OUTPUT_TYPE_MAP as n, highPassConfig as o, HighPassNodeConfigSchema as r, renderers_default as t };\n//# 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