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 +1,422 @@
1
+ import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
+ import { tt as signalRegistry } from "./dist-gjHmorxL.mjs";
3
+ import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-DKm2IyEJ.mjs";
4
+ import { z } from "zod";
5
+
6
+ //#region ../../nodes/node-unsharp-mask/dist/renderers-BZ-VddIF.mjs
7
+ const MAX_RADIUS = 50;
8
+ const MAX_AMOUNT = 500;
9
+ const MAX_THRESHOLD = 255;
10
+ const unsharpMaskConfig = configBuilder().field("amount", z.number().min(0).max(MAX_AMOUNT).default(100), {
11
+ bindable: true,
12
+ dataTypes: ["Number", "Signal"],
13
+ label: "Amount Signal",
14
+ description: "Sharpening intensity percentage (0–500%)."
15
+ }).field("radius", z.number().min(.1).max(MAX_RADIUS).default(1.5), {
16
+ bindable: true,
17
+ dataTypes: ["Number", "Signal"],
18
+ label: "Radius Signal",
19
+ description: "The Gaussian blur radius in pixels used to detect edge contrast."
20
+ }).field("threshold", z.number().int().min(0).max(MAX_THRESHOLD).default(3), {
21
+ bindable: true,
22
+ dataTypes: ["Number", "Signal"],
23
+ label: "Threshold Signal",
24
+ description: "Minimum tonal level difference (0–255) required before sharpening is applied to avoid amplifying noise."
25
+ }).build();
26
+ const UnsharpMaskNodeConfigSchema = unsharpMaskConfig.schema;
27
+ const UnsharpMaskResultSchema = z.union([ImageResultSchema, VideoResultSchema]);
28
+ const WGSL_UNSHARPMASK_UNIFORMS = `
29
+ struct UnsharpMaskUniforms {
30
+ dirX : f32,
31
+ dirY : f32,
32
+ radius : f32,
33
+ amount : f32,
34
+
35
+ threshold : f32,
36
+ hasRadiusSig : f32,
37
+ hasAmountSig : f32,
38
+ hasThresholdSig: f32,
39
+
40
+ isSecondPass : f32,
41
+ _pad0 : f32,
42
+ _pad1 : f32,
43
+ _pad2 : f32,
44
+ };
45
+
46
+ @group(0) @binding(0) var<uniform> u : UnsharpMaskUniforms;
47
+ @group(1) @binding(0) var tex : texture_2d<f32>;
48
+ @group(1) @binding(1) var samp : sampler;
49
+ @group(1) @binding(2) var origTex : texture_2d<f32>;
50
+
51
+ @group(2) @binding(0) var radiusSigTex : texture_2d<f32>;
52
+ @group(2) @binding(1) var amountSigTex : texture_2d<f32>;
53
+ @group(2) @binding(2) var thresholdSigTex : texture_2d<f32>;
54
+ @group(2) @binding(3) var signalSamp : sampler;
55
+
56
+ struct VSOut {
57
+ @builtin(position) pos : vec4<f32>,
58
+ @location(0) uv : vec2<f32>,
59
+ };
60
+
61
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
62
+ var pos = array<vec2<f32>, 4>(
63
+ vec2<f32>(-1.0, 1.0),
64
+ vec2<f32>(1.0, 1.0),
65
+ vec2<f32>(-1.0, -1.0),
66
+ vec2<f32>(1.0, -1.0)
67
+ );
68
+ var uv = array<vec2<f32>, 4>(
69
+ vec2<f32>(0.0, 0.0),
70
+ vec2<f32>(1.0, 0.0),
71
+ vec2<f32>(0.0, 1.0),
72
+ vec2<f32>(1.0, 1.0)
73
+ );
74
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
75
+ }
76
+
77
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
78
+ let dimensions = vec2<f32>(textureDimensions(tex));
79
+ var radius = u.radius;
80
+ if (u.hasRadiusSig > 0.5) {
81
+ radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
82
+ }
83
+ var amount = u.amount;
84
+ if (u.hasAmountSig > 0.5) {
85
+ amount = textureSampleLevel(amountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
86
+ }
87
+ var threshold = u.threshold;
88
+ if (u.hasThresholdSig > 0.5) {
89
+ threshold = textureSampleLevel(thresholdSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
90
+ }
91
+
92
+ let origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);
93
+ if (radius <= 0.0 || amount <= 0.0) {
94
+ if (u.isSecondPass > 0.5) {
95
+ return origCol;
96
+ }
97
+ return textureSampleLevel(tex, samp, in.uv, 0.0);
98
+ }
99
+
100
+ let texelSize = 1.0 / dimensions;
101
+ let spatial_sigma = radius;
102
+ let stepScale = max(1.0, spatial_sigma / 20.0);
103
+ let effectiveSigma = spatial_sigma / stepScale;
104
+ let sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 64);
105
+ let direction = vec2<f32>(u.dirX, u.dirY);
106
+
107
+ var blurred = vec4<f32>(0.0);
108
+ var totalWeight = 0.0;
109
+
110
+ for (var i = -sampleRadius; i <= sampleRadius; i++) {
111
+ let offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;
112
+ let x = f32(i) * stepScale;
113
+ let weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));
114
+ blurred += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;
115
+ totalWeight += weight;
116
+ }
117
+
118
+ let blurResult = blurred / max(totalWeight, 1e-5);
119
+
120
+ if (u.isSecondPass <= 0.5) {
121
+ // Pass 1: Intermediate horizontal blur
122
+ return blurResult;
123
+ }
124
+
125
+ // Pass 2: Vertical blur complete -> Calculate Precision Unsharp Mask
126
+ if (origCol.a < 1e-5) {
127
+ return vec4<f32>(0.0, 0.0, 0.0, 0.0);
128
+ }
129
+
130
+ let delta = origCol.rgb - blurResult.rgb;
131
+ let lumaDiff = abs(dot(delta, vec3<f32>(0.2126, 0.7152, 0.0722)));
132
+ let threshNorm = (max(0.0, threshold) / 255.0) * origCol.a;
133
+
134
+ var factor = 1.0;
135
+ if (threshold > 0.0) {
136
+ let ramp = (2.0 / 255.0) * origCol.a;
137
+ factor = smoothstep(threshNorm, threshNorm + ramp, lumaDiff);
138
+ }
139
+
140
+ let sharpRgb = origCol.rgb + (amount / 100.0) * delta * factor;
141
+ let clampedRgb = clamp(sharpRgb, vec3<f32>(0.0), vec3<f32>(origCol.a));
142
+ return vec4<f32>(clampedRgb, origCol.a);
143
+ }
144
+ `;
145
+ const deviceResourceCache = /* @__PURE__ */ new WeakMap();
146
+ const unsharpMaskUniformData = new Float32Array(12);
147
+ function getUnsharpMaskResources(device, targetFormat) {
148
+ const cached = deviceResourceCache.get(device);
149
+ if (cached) return cached;
150
+ const uniformLayout = device.createBindGroupLayout({ entries: [{
151
+ binding: 0,
152
+ visibility: GPUShaderStage.FRAGMENT,
153
+ buffer: { type: "uniform" }
154
+ }] });
155
+ const textureLayout = device.createBindGroupLayout({ entries: [
156
+ {
157
+ binding: 0,
158
+ visibility: GPUShaderStage.FRAGMENT,
159
+ texture: { sampleType: "float" }
160
+ },
161
+ {
162
+ binding: 1,
163
+ visibility: GPUShaderStage.FRAGMENT,
164
+ sampler: { type: "filtering" }
165
+ },
166
+ {
167
+ binding: 2,
168
+ visibility: GPUShaderStage.FRAGMENT,
169
+ texture: { sampleType: "float" }
170
+ }
171
+ ] });
172
+ const signalTextureLayout = device.createBindGroupLayout({ entries: [
173
+ {
174
+ binding: 0,
175
+ visibility: GPUShaderStage.FRAGMENT,
176
+ texture: { sampleType: "float" }
177
+ },
178
+ {
179
+ binding: 1,
180
+ visibility: GPUShaderStage.FRAGMENT,
181
+ texture: { sampleType: "float" }
182
+ },
183
+ {
184
+ binding: 2,
185
+ visibility: GPUShaderStage.FRAGMENT,
186
+ texture: { sampleType: "float" }
187
+ },
188
+ {
189
+ binding: 3,
190
+ visibility: GPUShaderStage.FRAGMENT,
191
+ sampler: { type: "filtering" }
192
+ }
193
+ ] });
194
+ const shaderModule = device.createShaderModule({ code: WGSL_UNSHARPMASK_UNIFORMS });
195
+ const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [
196
+ uniformLayout,
197
+ textureLayout,
198
+ signalTextureLayout
199
+ ] });
200
+ const res = {
201
+ uniformLayout,
202
+ textureLayout,
203
+ signalTextureLayout,
204
+ pipeline: device.createRenderPipeline({
205
+ layout: pipelineLayout,
206
+ vertex: {
207
+ module: shaderModule,
208
+ entryPoint: "vs"
209
+ },
210
+ fragment: {
211
+ module: shaderModule,
212
+ entryPoint: "fs",
213
+ targets: [{ format: targetFormat }]
214
+ },
215
+ primitive: { topology: "triangle-strip" }
216
+ })
217
+ };
218
+ deviceResourceCache.set(device, res);
219
+ return res;
220
+ }
221
+ const WebGPURenderer = async (args) => {
222
+ const { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;
223
+ const op = props.virtualMedia?.operation;
224
+ if (op?.op !== "UnsharpMask" || !op) return;
225
+ const childMedia = props.virtualMedia.children?.[0];
226
+ if (!childMedia) return;
227
+ pass.end();
228
+ const frame = props.frame ?? 0;
229
+ const fps = props.fps || 30;
230
+ const width = targetWidth;
231
+ const height = targetHeight;
232
+ const nodeId = op.inputs ? Object.keys(op.inputs)[0] : "unsharpmask_node";
233
+ const resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {
234
+ if (handleId && op.inputs?.[handleId]?.connectionValid) {
235
+ const outputItem = op.inputs[handleId].outputItem;
236
+ if (outputItem?.type === "Number") {
237
+ const numVal = typeof outputItem.data === "number" ? outputItem.data : outputItem.data?.value ?? fallbackVal;
238
+ return {
239
+ val: Math.max(clampMin, Math.min(clampMax, numVal)),
240
+ hasStaticSig: false,
241
+ sd: null
242
+ };
243
+ }
244
+ if (outputItem?.type === "Signal" && outputItem.data) return {
245
+ val: fallbackVal,
246
+ hasStaticSig: true,
247
+ sd: outputItem.data
248
+ };
249
+ }
250
+ return {
251
+ val: Math.max(clampMin, Math.min(clampMax, fallbackVal)),
252
+ hasStaticSig: false,
253
+ sd: null
254
+ };
255
+ };
256
+ const amountRes = resolveField(op.amountHandleId, Number(op.amount ?? 100), 0, MAX_AMOUNT);
257
+ const radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 1.5), .1, MAX_RADIUS);
258
+ const thresholdRes = resolveField(op.thresholdHandleId, Number(op.threshold ?? 3), 0, MAX_THRESHOLD);
259
+ const tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);
260
+ const tmpView = tmpTex.createView();
261
+ ctx.renderer.beginFrame(encoder, tmpView, {
262
+ r: 0,
263
+ g: 0,
264
+ b: 0,
265
+ a: 0
266
+ }, width, height, "clear").end();
267
+ ctx.renderer.pushScissor({
268
+ x: 0,
269
+ y: 0,
270
+ width,
271
+ height
272
+ });
273
+ ctx.renderer.pushIdentity();
274
+ await drawChild(childMedia, {
275
+ ...props,
276
+ virtualMedia: childMedia
277
+ }, tmpView, tmpTex, width, height);
278
+ ctx.renderer.popTransform();
279
+ ctx.renderer.popScissor();
280
+ const { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getUnsharpMaskResources(ctx.device, ctx.renderer.format);
281
+ const sampler = ctx.renderer.samplerCache.getSampler(ctx.device);
282
+ const elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;
283
+ const durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;
284
+ const getSignalView = (res, suffix) => {
285
+ 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);
286
+ return signalRegistry.getDummy1x1TextureView(ctx.device);
287
+ };
288
+ const radiusView = getSignalView(radiusRes, "radius_sig");
289
+ const amountView = getSignalView(amountRes, "amount_sig");
290
+ const thresholdView = getSignalView(thresholdRes, "threshold_sig");
291
+ const createUnsharpMaskBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({
292
+ layout: tLayout,
293
+ entries: [
294
+ {
295
+ binding: 0,
296
+ resource: inputTex.createView()
297
+ },
298
+ {
299
+ binding: 1,
300
+ resource: sampler
301
+ },
302
+ {
303
+ binding: 2,
304
+ resource: origTexture.createView()
305
+ }
306
+ ]
307
+ });
308
+ unsharpMaskUniformData[2] = radiusRes.val;
309
+ unsharpMaskUniformData[3] = amountRes.val;
310
+ unsharpMaskUniformData[4] = thresholdRes.val;
311
+ unsharpMaskUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;
312
+ unsharpMaskUniformData[6] = amountRes.hasStaticSig ? 1 : 0;
313
+ unsharpMaskUniformData[7] = thresholdRes.hasStaticSig ? 1 : 0;
314
+ unsharpMaskUniformData[8] = 0;
315
+ unsharpMaskUniformData[9] = 0;
316
+ unsharpMaskUniformData[10] = 0;
317
+ unsharpMaskUniformData[11] = 0;
318
+ const outTex1 = ctx.renderer.getTemporaryTexture(width, height, [
319
+ tmpTex,
320
+ targetTexture,
321
+ ...props.excludeTextures || []
322
+ ]);
323
+ const outTex2 = ctx.renderer.getTemporaryTexture(width, height, [
324
+ tmpTex,
325
+ outTex1,
326
+ targetTexture,
327
+ ...props.excludeTextures || []
328
+ ]);
329
+ const sigBindGroup = ctx.device.createBindGroup({
330
+ layout: sigLayout,
331
+ entries: [
332
+ {
333
+ binding: 0,
334
+ resource: radiusView
335
+ },
336
+ {
337
+ binding: 1,
338
+ resource: amountView
339
+ },
340
+ {
341
+ binding: 2,
342
+ resource: thresholdView
343
+ },
344
+ {
345
+ binding: 3,
346
+ resource: sampler
347
+ }
348
+ ]
349
+ });
350
+ unsharpMaskUniformData[0] = 1;
351
+ unsharpMaskUniformData[1] = 0;
352
+ unsharpMaskUniformData[8] = 0;
353
+ const hBuffer = ctx.renderer.getTemporaryBuffer(unsharpMaskUniformData);
354
+ const hPass = encoder.beginRenderPass({ colorAttachments: [{
355
+ view: outTex1.createView(),
356
+ loadOp: "clear",
357
+ storeOp: "store",
358
+ clearValue: {
359
+ r: 0,
360
+ g: 0,
361
+ b: 0,
362
+ a: 0
363
+ }
364
+ }] });
365
+ hPass.setPipeline(pipeline);
366
+ hPass.setBindGroup(0, ctx.device.createBindGroup({
367
+ layout: uLayout,
368
+ entries: [{
369
+ binding: 0,
370
+ resource: { buffer: hBuffer }
371
+ }]
372
+ }));
373
+ hPass.setBindGroup(1, createUnsharpMaskBindGroup(tmpTex, tmpTex));
374
+ hPass.setBindGroup(2, sigBindGroup);
375
+ hPass.draw(4);
376
+ hPass.end();
377
+ unsharpMaskUniformData[0] = 0;
378
+ unsharpMaskUniformData[1] = 1;
379
+ unsharpMaskUniformData[8] = 1;
380
+ const vBuffer = ctx.renderer.getTemporaryBuffer(unsharpMaskUniformData);
381
+ const vPass = encoder.beginRenderPass({ colorAttachments: [{
382
+ view: outTex2.createView(),
383
+ loadOp: "clear",
384
+ storeOp: "store",
385
+ clearValue: {
386
+ r: 0,
387
+ g: 0,
388
+ b: 0,
389
+ a: 0
390
+ }
391
+ }] });
392
+ vPass.setPipeline(pipeline);
393
+ vPass.setBindGroup(0, ctx.device.createBindGroup({
394
+ layout: uLayout,
395
+ entries: [{
396
+ binding: 0,
397
+ resource: { buffer: vBuffer }
398
+ }]
399
+ }));
400
+ vPass.setBindGroup(1, createUnsharpMaskBindGroup(outTex1, tmpTex));
401
+ vPass.setBindGroup(2, sigBindGroup);
402
+ vPass.draw(4);
403
+ vPass.end();
404
+ const finalPass = ctx.renderer.beginFrame(encoder, targetView, {
405
+ r: 0,
406
+ g: 0,
407
+ b: 0,
408
+ a: 0
409
+ }, targetWidth, targetHeight, "load");
410
+ ctx.renderer.drawTexture(finalPass, outTex2, {
411
+ x: 0,
412
+ y: 0,
413
+ width: targetWidth,
414
+ height: targetHeight
415
+ }, { opacity: op.opacity ?? 1 });
416
+ args.pass = finalPass;
417
+ };
418
+ var renderers_default = defineRenderer({ WebGPURenderer });
419
+
420
+ //#endregion
421
+ export { renderers_default as t };
422
+ //# sourceMappingURL=renderer-ByDhfrPE.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"renderer-ByDhfrPE.mjs","names":[],"sources":["../../../nodes/node-unsharp-mask/dist/renderers-BZ-VddIF.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 = 50;\nconst MAX_AMOUNT = 500;\nconst MAX_THRESHOLD = 255;\nconst unsharpMaskConfig = configBuilder().field(\"amount\", z.number().min(0).max(MAX_AMOUNT).default(100), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Amount Signal\",\n\tdescription: \"Sharpening intensity percentage (0–500%).\"\n}).field(\"radius\", z.number().min(.1).max(MAX_RADIUS).default(1.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius Signal\",\n\tdescription: \"The Gaussian blur radius in pixels used to detect edge contrast.\"\n}).field(\"threshold\", z.number().int().min(0).max(MAX_THRESHOLD).default(3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Threshold Signal\",\n\tdescription: \"Minimum tonal level difference (0–255) required before sharpening is applied to avoid amplifying noise.\"\n}).build();\nconst UnsharpMaskNodeConfigSchema = unsharpMaskConfig.schema;\nconst UnsharpMaskResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst UNSHARP_MASK_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_UNSHARPMASK_UNIFORMS = `\nstruct UnsharpMaskUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tamount : f32,\n\n\tthreshold : f32,\n\thasRadiusSig : f32,\n\thasAmountSig : f32,\n\thasThresholdSig: f32,\n\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\t_pad1 : f32,\n\t_pad2 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : UnsharpMaskUniforms;\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 amountSigTex : texture_2d<f32>;\n@group(2) @binding(2) var thresholdSigTex : texture_2d<f32>;\n@group(2) @binding(3) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\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 amount = u.amount;\n\tif (u.hasAmountSig > 0.5) {\n\t\tamount = textureSampleLevel(amountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar threshold = u.threshold;\n\tif (u.hasThresholdSig > 0.5) {\n\t\tthreshold = textureSampleLevel(thresholdSigTex, 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 || amount <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn textureSampleLevel(tex, samp, in.uv, 0.0);\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 Precision Unsharp Mask\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tlet delta = origCol.rgb - blurResult.rgb;\n\tlet lumaDiff = abs(dot(delta, vec3<f32>(0.2126, 0.7152, 0.0722)));\n\tlet threshNorm = (max(0.0, threshold) / 255.0) * origCol.a;\n\n\tvar factor = 1.0;\n\tif (threshold > 0.0) {\n\t\tlet ramp = (2.0 / 255.0) * origCol.a;\n\t\tfactor = smoothstep(threshNorm, threshNorm + ramp, lumaDiff);\n\t}\n\n\tlet sharpRgb = origCol.rgb + (amount / 100.0) * delta * factor;\n\tlet clampedRgb = clamp(sharpRgb, vec3<f32>(0.0), vec3<f32>(origCol.a));\n\treturn vec4<f32>(clampedRgb, origCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst unsharpMaskUniformData = new Float32Array(12);\nfunction getUnsharpMaskResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst textureLayout = 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\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: WGSL_UNSHARPMASK_UNIFORMS });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: 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 !== \"UnsharpMask\" || !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] : \"unsharpmask_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 amountRes = resolveField(op.amountHandleId, Number(op.amount ?? 100), 0, MAX_AMOUNT);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 1.5), .1, MAX_RADIUS);\n\tconst thresholdRes = resolveField(op.thresholdHandleId, Number(op.threshold ?? 3), 0, MAX_THRESHOLD);\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 { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getUnsharpMaskResources(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 amountView = getSignalView(amountRes, \"amount_sig\");\n\tconst thresholdView = getSignalView(thresholdRes, \"threshold_sig\");\n\tconst createUnsharpMaskBindGroup = (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\tunsharpMaskUniformData[2] = radiusRes.val;\n\tunsharpMaskUniformData[3] = amountRes.val;\n\tunsharpMaskUniformData[4] = thresholdRes.val;\n\tunsharpMaskUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;\n\tunsharpMaskUniformData[6] = amountRes.hasStaticSig ? 1 : 0;\n\tunsharpMaskUniformData[7] = thresholdRes.hasStaticSig ? 1 : 0;\n\tunsharpMaskUniformData[8] = 0;\n\tunsharpMaskUniformData[9] = 0;\n\tunsharpMaskUniformData[10] = 0;\n\tunsharpMaskUniformData[11] = 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: amountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: thresholdView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tunsharpMaskUniformData[0] = 1;\n\tunsharpMaskUniformData[1] = 0;\n\tunsharpMaskUniformData[8] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(unsharpMaskUniformData);\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, createUnsharpMaskBindGroup(tmpTex, tmpTex));\n\thPass.setBindGroup(2, sigBindGroup);\n\thPass.draw(4);\n\thPass.end();\n\tunsharpMaskUniformData[0] = 0;\n\tunsharpMaskUniformData[1] = 1;\n\tunsharpMaskUniformData[8] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(unsharpMaskUniformData);\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, createUnsharpMaskBindGroup(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 { UNSHARP_MASK_OUTPUT_TYPE_MAP as a, unsharpMaskConfig as c, MAX_THRESHOLD as i, MAX_AMOUNT as n, UnsharpMaskNodeConfigSchema as o, MAX_RADIUS as r, UnsharpMaskResultSchema as s, renderers_default as t };\n//# 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@@ -0,0 +1,3 @@
1
+ import { t as renderers_default } from "./renderer-CQiTodg9.mjs";
2
+
3
+ export { renderers_default as default };
@@ -0,0 +1,181 @@
1
+ import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
+ import { C as WebGPUAudioProcessor } from "./dist-gjHmorxL.mjs";
3
+
4
+ //#region ../../nodes/node-audio-fade/dist/renderers-DS-8zgxJ.mjs
5
+ const PARAM_ORDER = ["fadeInDuration", "fadeOutDuration"];
6
+ const FADE_SHADER_TEMPLATE = () => `
7
+ struct Uniforms {
8
+ sampleRate : f32,
9
+ fadeInDuration : f32,
10
+ fadeOutDuration : f32,
11
+ fadeInCurve : f32,
12
+ fadeOutCurve : f32,
13
+ clipDuration : f32,
14
+ hasFadeInDurationSig : f32,
15
+ hasFadeOutDurationSig : f32,
16
+ baseTime : f32,
17
+ frame : f32,
18
+ numSamples : f32,
19
+ numChannels : f32,
20
+ pad1 : f32,
21
+ pad2 : f32,
22
+ pad3 : f32,
23
+ pad4 : f32,
24
+ };
25
+
26
+ @group(0) @binding(0) var<uniform> u : Uniforms;
27
+ @group(0) @binding(1) var<storage, read> inputChannels : array<f32>;
28
+ @group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;
29
+ @group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = samplesProcessed
30
+ @group(0) @binding(4) var<storage, read> fadeInDurationSignal : array<f32>;
31
+ @group(0) @binding(5) var<storage, read> fadeOutDurationSignal : array<f32>;
32
+
33
+ fn applyCurve(p: f32, curve: f32) -> f32 {
34
+ let clampedP = max(0.0f, min(p, 1.0f));
35
+ if (curve == 1.0f) { // exponential
36
+ return clampedP * clampedP;
37
+ }
38
+ if (curve == 2.0f) { // scurve
39
+ return clampedP * clampedP * (3.0f - 2.0f * clampedP);
40
+ }
41
+ return clampedP; // linear
42
+ }
43
+
44
+ fn tanh(x: f32) -> f32 {
45
+ let exp2x = exp(2.0f * x);
46
+ return (exp2x - 1.0f) / (exp2x + 1.0f);
47
+ }
48
+
49
+ fn is_nan_or_inf(v: f32) -> bool {
50
+ return (v != v) || (abs(v) > 3.402823466e+38f);
51
+ }
52
+
53
+ @compute @workgroup_size(1)
54
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
55
+ if (gid.x != 0u) { return; }
56
+
57
+ let numSamples = u32(u.numSamples);
58
+ let numChannels = u32(u.numChannels);
59
+
60
+ for (var index = 0u; index < numSamples; index = index + 1u) {
61
+ let t = u.baseTime + f32(index) / u.sampleRate;
62
+ var gain = 1.0f;
63
+
64
+ var effFadeIn = u.fadeInDuration;
65
+ if (u.hasFadeInDurationSig > 0.5f) {
66
+ effFadeIn = fadeInDurationSignal[index];
67
+ }
68
+ effFadeIn = clamp(effFadeIn, 0.0f, 60.0f);
69
+
70
+ var effFadeOut = u.fadeOutDuration;
71
+ if (u.hasFadeOutDurationSig > 0.5f) {
72
+ effFadeOut = fadeOutDurationSignal[index];
73
+ }
74
+ effFadeOut = clamp(effFadeOut, 0.0f, 60.0f);
75
+
76
+ if (effFadeIn > 0.0f && t < effFadeIn) {
77
+ let p = t / effFadeIn;
78
+ gain = gain * applyCurve(p, u.fadeInCurve);
79
+ }
80
+
81
+ if (effFadeOut > 0.0f && t > u.clipDuration - effFadeOut) {
82
+ let p = (u.clipDuration - t) / effFadeOut;
83
+ gain = gain * applyCurve(p, u.fadeOutCurve);
84
+ }
85
+
86
+ gain = clamp(gain, 0.0f, 1.0f);
87
+
88
+ for (var c = 0u; c < numChannels; c = c + 1u) {
89
+ let sampleIndex = c * numSamples + index;
90
+ var inVal = inputChannels[sampleIndex];
91
+ if (is_nan_or_inf(inVal)) {
92
+ inVal = 0.0f;
93
+ }
94
+
95
+ var outVal = inVal * gain;
96
+ if (is_nan_or_inf(outVal)) {
97
+ outVal = 0.0f;
98
+ }
99
+
100
+ if (outVal > 1.0f) {
101
+ outVal = 1.0f;
102
+ } else if (outVal < -1.0f) {
103
+ outVal = -1.0f;
104
+ } else if (outVal > 0.9f) {
105
+ outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);
106
+ } else if (outVal < -0.9f) {
107
+ outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);
108
+ }
109
+
110
+ outputChannels[sampleIndex] = outVal;
111
+ }
112
+ }
113
+
114
+ // Dummy reference to keep state binding active
115
+ state[0] = state[0];
116
+ }
117
+ `;
118
+ const getCurveCode = (curve) => {
119
+ if (curve === "exponential") return 1;
120
+ if (curve === "scurve") return 2;
121
+ return 0;
122
+ };
123
+ const fadeAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {
124
+ if (!ctx?.device) throw new Error("GPUDevice is required for WebGPU Audio Fade.");
125
+ const op = virtualMedia.operation || {};
126
+ const inputs = op.inputs || {};
127
+ const numChannels = channels.length;
128
+ if (numChannels === 0) return;
129
+ const numSamples = channels[0].length;
130
+ if (numSamples === 0) return;
131
+ const fadeInDuration = Math.max(0, typeof op.fadeInDuration === "number" ? op.fadeInDuration : 0);
132
+ const fadeOutDuration = Math.max(0, typeof op.fadeOutDuration === "number" ? op.fadeOutDuration : 0);
133
+ const fadeInCurve = typeof op.fadeInCurve === "string" ? op.fadeInCurve : "linear";
134
+ const fadeOutCurve = typeof op.fadeOutCurve === "string" ? op.fadeOutCurve : "linear";
135
+ const clipDuration = (virtualMedia.metadata?.durationMs ?? 0) / 1e3;
136
+ let fadeIn = fadeInDuration;
137
+ let fadeOut = fadeOutDuration;
138
+ if (fadeIn + fadeOut > clipDuration) {
139
+ const half = clipDuration / 2;
140
+ fadeIn = Math.min(fadeIn, half);
141
+ fadeOut = Math.min(fadeOut, half);
142
+ }
143
+ const isHandleConnected = (handleIdKey) => {
144
+ const handleId = op[handleIdKey];
145
+ if (typeof handleId !== "string" || !handleId) return false;
146
+ const input = inputs[handleId];
147
+ return Boolean(input?.connectionValid && input.outputItem && (input.outputItem.type === "Signal" || input.outputItem.type === "Number"));
148
+ };
149
+ const hasFadeInDurationSig = isHandleConnected("fadeInDurationHandleId") ? 1 : 0;
150
+ const hasFadeOutDurationSig = isHandleConnected("fadeOutDurationHandleId") ? 1 : 0;
151
+ const nodeId = op.id || "audio-fade";
152
+ const frame = ctx.frame ?? 0;
153
+ const fps = ctx.fps ?? 24;
154
+ await WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, FADE_SHADER_TEMPLATE, (chunkTimeSec) => {
155
+ const startFrame = typeof op.startFrame === "number" ? op.startFrame : frame;
156
+ const localTimeSec = ctx.elapsedMs !== void 0 ? ctx.elapsedMs / 1e3 + (chunkTimeSec - frame / fps) : Math.max(0, chunkTimeSec - startFrame / fps);
157
+ return [
158
+ sampleRate,
159
+ fadeIn,
160
+ fadeOut,
161
+ getCurveCode(fadeInCurve),
162
+ getCurveCode(fadeOutCurve),
163
+ clipDuration,
164
+ hasFadeInDurationSig,
165
+ hasFadeOutDurationSig,
166
+ localTimeSec,
167
+ frame,
168
+ numSamples,
169
+ numChannels,
170
+ 0,
171
+ 0,
172
+ 0,
173
+ 0
174
+ ];
175
+ }, 16, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);
176
+ };
177
+ var renderers_default = defineRenderer({ audioProcessor: fadeAudioProcessor });
178
+
179
+ //#endregion
180
+ export { renderers_default as t };
181
+ //# sourceMappingURL=renderer-C17wL9QX.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"renderer-C17wL9QX.mjs","names":[],"sources":["../../../nodes/node-audio-fade/dist/renderers-DS-8zgxJ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\"fadeInDuration\", \"fadeOutDuration\"];\nconst FADE_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n fadeInDuration : f32,\n fadeOutDuration : f32,\n fadeInCurve : f32,\n fadeOutCurve : f32,\n clipDuration : f32,\n hasFadeInDurationSig : f32,\n hasFadeOutDurationSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n pad4 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = samplesProcessed\n@group(0) @binding(4) var<storage, read> fadeInDurationSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> fadeOutDurationSignal : array<f32>;\n\nfn applyCurve(p: f32, curve: f32) -> f32 {\n let clampedP = max(0.0f, min(p, 1.0f));\n if (curve == 1.0f) { // exponential\n return clampedP * clampedP;\n }\n if (curve == 2.0f) { // scurve\n return clampedP * clampedP * (3.0f - 2.0f * clampedP);\n }\n return clampedP; // linear\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n let t = u.baseTime + f32(index) / u.sampleRate;\n var gain = 1.0f;\n\n var effFadeIn = u.fadeInDuration;\n if (u.hasFadeInDurationSig > 0.5f) {\n effFadeIn = fadeInDurationSignal[index];\n }\n effFadeIn = clamp(effFadeIn, 0.0f, 60.0f);\n\n var effFadeOut = u.fadeOutDuration;\n if (u.hasFadeOutDurationSig > 0.5f) {\n effFadeOut = fadeOutDurationSignal[index];\n }\n effFadeOut = clamp(effFadeOut, 0.0f, 60.0f);\n\n if (effFadeIn > 0.0f && t < effFadeIn) {\n let p = t / effFadeIn;\n gain = gain * applyCurve(p, u.fadeInCurve);\n }\n\n if (effFadeOut > 0.0f && t > u.clipDuration - effFadeOut) {\n let p = (u.clipDuration - t) / effFadeOut;\n gain = gain * applyCurve(p, u.fadeOutCurve);\n }\n\n gain = clamp(gain, 0.0f, 1.0f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) {\n inVal = 0.0f;\n }\n\n var outVal = inVal * gain;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n }\n\n // Dummy reference to keep state binding active\n state[0] = state[0];\n}\n`;\nconst getCurveCode = (curve) => {\n\tif (curve === \"exponential\") return 1;\n\tif (curve === \"scurve\") return 2;\n\treturn 0;\n};\nconst fadeAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Fade.\");\n\tconst op = virtualMedia.operation || {};\n\tconst inputs = op.inputs || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst fadeInDuration = Math.max(0, typeof op.fadeInDuration === \"number\" ? op.fadeInDuration : 0);\n\tconst fadeOutDuration = Math.max(0, typeof op.fadeOutDuration === \"number\" ? op.fadeOutDuration : 0);\n\tconst fadeInCurve = typeof op.fadeInCurve === \"string\" ? op.fadeInCurve : \"linear\";\n\tconst fadeOutCurve = typeof op.fadeOutCurve === \"string\" ? op.fadeOutCurve : \"linear\";\n\tconst clipDuration = (virtualMedia.metadata?.durationMs ?? 0) / 1e3;\n\tlet fadeIn = fadeInDuration;\n\tlet fadeOut = fadeOutDuration;\n\tif (fadeIn + fadeOut > clipDuration) {\n\t\tconst half = clipDuration / 2;\n\t\tfadeIn = Math.min(fadeIn, half);\n\t\tfadeOut = Math.min(fadeOut, half);\n\t}\n\tconst isHandleConnected = (handleIdKey) => {\n\t\tconst handleId = op[handleIdKey];\n\t\tif (typeof handleId !== \"string\" || !handleId) return false;\n\t\tconst input = inputs[handleId];\n\t\treturn Boolean(input?.connectionValid && input.outputItem && (input.outputItem.type === \"Signal\" || input.outputItem.type === \"Number\"));\n\t};\n\tconst hasFadeInDurationSig = isHandleConnected(\"fadeInDurationHandleId\") ? 1 : 0;\n\tconst hasFadeOutDurationSig = isHandleConnected(\"fadeOutDurationHandleId\") ? 1 : 0;\n\tconst nodeId = op.id || \"audio-fade\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, FADE_SHADER_TEMPLATE, (chunkTimeSec) => {\n\t\tconst startFrame = typeof op.startFrame === \"number\" ? op.startFrame : frame;\n\t\tconst localTimeSec = ctx.elapsedMs !== void 0 ? ctx.elapsedMs / 1e3 + (chunkTimeSec - frame / fps) : Math.max(0, chunkTimeSec - startFrame / fps);\n\t\treturn [\n\t\t\tsampleRate,\n\t\t\tfadeIn,\n\t\t\tfadeOut,\n\t\t\tgetCurveCode(fadeInCurve),\n\t\t\tgetCurveCode(fadeOutCurve),\n\t\t\tclipDuration,\n\t\t\thasFadeInDurationSig,\n\t\t\thasFadeOutDurationSig,\n\t\t\tlocalTimeSec,\n\t\t\tframe,\n\t\t\tnumSamples,\n\t\t\tnumChannels,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t];\n\t}, 16, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: fadeAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-DS-8zgxJ.mjs.map"],"mappings":";;;;AAIA,MAAM,cAAc,CAAC,kBAAkB,kBAAkB;AACzD,MAAM,6BAA6B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgHnC,MAAM,gBAAgB,UAAU;AAC/B,KAAI,UAAU,cAAe,QAAO;AACpC,KAAI,UAAU,SAAU,QAAO;AAC/B,QAAO;;AAER,MAAM,qBAAqB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC7E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,+CAA+C;CACjF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,SAAS,GAAG,UAAU,EAAE;CAC9B,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,iBAAiB,KAAK,IAAI,GAAG,OAAO,GAAG,mBAAmB,WAAW,GAAG,iBAAiB,EAAE;CACjG,MAAM,kBAAkB,KAAK,IAAI,GAAG,OAAO,GAAG,oBAAoB,WAAW,GAAG,kBAAkB,EAAE;CACpG,MAAM,cAAc,OAAO,GAAG,gBAAgB,WAAW,GAAG,cAAc;CAC1E,MAAM,eAAe,OAAO,GAAG,iBAAiB,WAAW,GAAG,eAAe;CAC7E,MAAM,gBAAgB,aAAa,UAAU,cAAc,KAAK;CAChE,IAAI,SAAS;CACb,IAAI,UAAU;AACd,KAAI,SAAS,UAAU,cAAc;EACpC,MAAM,OAAO,eAAe;AAC5B,WAAS,KAAK,IAAI,QAAQ,KAAK;AAC/B,YAAU,KAAK,IAAI,SAAS,KAAK;;CAElC,MAAM,qBAAqB,gBAAgB;EAC1C,MAAM,WAAW,GAAG;AACpB,MAAI,OAAO,aAAa,YAAY,CAAC,SAAU,QAAO;EACtD,MAAM,QAAQ,OAAO;AACrB,SAAO,QAAQ,OAAO,mBAAmB,MAAM,eAAe,MAAM,WAAW,SAAS,YAAY,MAAM,WAAW,SAAS,UAAU;;CAEzI,MAAM,uBAAuB,kBAAkB,yBAAyB,GAAG,IAAI;CAC/E,MAAM,wBAAwB,kBAAkB,0BAA0B,GAAG,IAAI;CACjF,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;AACvB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,uBAAuB,iBAAiB;EAC9I,MAAM,aAAa,OAAO,GAAG,eAAe,WAAW,GAAG,aAAa;EACvE,MAAM,eAAe,IAAI,cAAc,KAAK,IAAI,IAAI,YAAY,OAAO,eAAe,QAAQ,OAAO,KAAK,IAAI,GAAG,eAAe,aAAa,IAAI;AACjJ,SAAO;GACN;GACA;GACA;GACA,aAAa,YAAY;GACzB,aAAa,aAAa;GAC1B;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;IACC,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,oBAAoB,CAAC"}
@@ -0,0 +1 @@
1
+ export { };