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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+ {"version":3,"file":"renderer-CIvaRnP_.mjs","names":[],"sources":["../../../nodes/node-channel-splitter/dist/renderers-B7lhYmZQ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLOR_SPACE_MAP = {\n\tRGBA: 0,\n\tHSLA: 1,\n\tCMYK: 2,\n\tLAB: 3\n};\nconst WGSL_CHANNEL_SPLITTER = `\nstruct SplitterUniforms {\n\tcolorSpace : f32, // 0=RGBA, 1=HSLA, 2=CMYK, 3=LAB\n\tchannelIndex : f32, // 0=Ch1, 1=Ch2, 2=Ch3, 3=Ch4\n\t_pad0 : f32,\n\t_pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : SplitterUniforms;\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn srgb2lin(v: f32) -> f32 {\n\tlet cv = clamp(v, 0.0, 1.0);\n\treturn select(cv / 12.92, pow((cv + 0.055) / 1.055, 2.4), cv > 0.04045);\n}\n\nfn lab_f(t: f32) -> f32 {\n\treturn select(pow(t, 1.0 / 3.0), (7.787 * t) + (16.0 / 116.0), t <= 0.008856);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSample(srcTex, srcSamp, in.uv);\n\tlet cs = u32(u.colorSpace + 0.5);\n\tlet idx = u32(u.channelIndex + 0.5);\n\n\tvar val: f32 = 0.0;\n\n\tif (cs == 0u) { // RGBA\n\t\tif (idx == 0u) { val = c.r; }\n\t\telse if (idx == 1u) { val = c.g; }\n\t\telse if (idx == 2u) { val = c.b; }\n\t\telse { val = c.a; }\n\t} else if (cs == 1u) { // HSLA\n\t\tlet maxV = max(c.r, max(c.g, c.b));\n\t\tlet minV = min(c.r, min(c.g, c.b));\n\t\tlet d = maxV - minV;\n\t\tlet L = (maxV + minV) * 0.5;\n\t\tlet S = select(select(d / (2.0 - maxV - minV), d / (maxV + minV), L < 0.5), 0.0, d < 0.00001);\n\t\tvar H: f32 = 0.0;\n\t\tif (d > 0.00001) {\n\t\t\tif (maxV == c.r) {\n\t\t\t\tH = ((c.g - c.b) / d + select(0.0, 6.0, c.g < c.b)) / 6.0;\n\t\t\t} else if (maxV == c.g) {\n\t\t\t\tH = ((c.b - c.r) / d + 2.0) / 6.0;\n\t\t\t} else {\n\t\t\t\tH = ((c.r - c.g) / d + 4.0) / 6.0;\n\t\t\t}\n\t\t}\n\t\tif (idx == 0u) { val = H; }\n\t\telse if (idx == 1u) { val = S; }\n\t\telse if (idx == 2u) { val = L; }\n\t\telse { val = c.a; }\n\t} else if (cs == 2u) { // CMYK\n\t\tlet K = 1.0 - max(c.r, max(c.g, c.b));\n\t\tif (K >= 1.0 - 0.00001) {\n\t\t\tval = select(0.0, 1.0, idx == 3u);\n\t\t} else {\n\t\t\tlet denom = 1.0 - K;\n\t\t\tif (idx == 0u) { val = (1.0 - c.r - K) / denom; }\n\t\t\telse if (idx == 1u) { val = (1.0 - c.g - K) / denom; }\n\t\t\telse if (idx == 2u) { val = (1.0 - c.b - K) / denom; }\n\t\t\telse { val = K; }\n\t\t}\n\t} else { // LAB\n\t\tlet lr = srgb2lin(c.r);\n\t\tlet lg = srgb2lin(c.g);\n\t\tlet lb = srgb2lin(c.b);\n\n\t\tlet X = lr * 0.4124564 + lg * 0.3575761 + lb * 0.1804375;\n\t\tlet Y = lr * 0.2126729 + lg * 0.7151522 + lb * 0.0721750;\n\t\tlet Z = lr * 0.0193339 + lg * 0.1191920 + lb * 0.9503041;\n\n\t\tlet x = X / 0.95047;\n\t\tlet y = Y / 1.00000;\n\t\tlet z = Z / 1.08883;\n\n\t\tlet fx = lab_f(x);\n\t\tlet fy = lab_f(y);\n\t\tlet fz = lab_f(z);\n\n\t\tlet L_star = 116.0 * fy - 16.0;\n\t\tlet a_star = 500.0 * (fx - fy);\n\t\tlet b_star = 200.0 * (fy - fz);\n\n\t\tlet L_norm = clamp(L_star / 100.0, 0.0, 1.0);\n\t\tlet a_norm = clamp((a_star + 128.0) / 255.0, 0.0, 1.0);\n\t\tlet b_norm = clamp((b_star + 128.0) / 255.0, 0.0, 1.0);\n\n\t\tif (idx == 0u) { val = L_norm; }\n\t\telse if (idx == 1u) { val = a_norm; }\n\t\telse if (idx == 2u) { val = b_norm; }\n\t\telse { val = c.a; }\n\t}\n\n\tval = clamp(val, 0.0, 1.0);\n\treturn vec4<f32>(val, val, val, 1.0);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(4);\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\ttextureLayout: 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\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getPipeline(device, format) {\n\tconst resources = getDeviceLayouts(device);\n\tconst key = `splitter_${format}`;\n\tlet pipeline = resources.pipelineCache.get(key);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"ChannelSplitterShader\",\n\t\t\tcode: WGSL_CHANNEL_SPLITTER\n\t\t});\n\t\tconst layout = device.createPipelineLayout({ bindGroupLayouts: [resources.uniformLayout, resources.textureLayout] });\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: \"ChannelSplitterPipeline\",\n\t\t\tlayout,\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tresources.pipelineCache.set(key, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tresources\n\t};\n}\nconst ChannelSplitterWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ChannelSplitter\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\trenderId: `${props.renderId}-src`,\n\t\texcludeTextures: [...props.excludeTextures || [], srcTex]\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst colorSpace = op.colorSpace ?? \"RGBA\";\n\tconst channelIndex = op.channelIndex ?? 0;\n\tuniformData[0] = COLOR_SPACE_MAP[colorSpace] ?? 0;\n\tuniformData[1] = channelIndex;\n\tuniformData[2] = 0;\n\tuniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst { pipeline, resources } = getPipeline(ctx.device, targetTexture.format);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: resources.uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst textureBindGroup = ctx.device.createBindGroup({\n\t\tlayout: resources.textureLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: srcView\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t});\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}, width, height, \"load\");\n\tfinalPass.setPipeline(pipeline);\n\tfinalPass.setBindGroup(0, uniformBindGroup);\n\tfinalPass.setBindGroup(1, textureBindGroup);\n\tfinalPass.draw(4, 1, 0, 0);\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ChannelSplitterWebGPURenderer });\n\n//#endregion\nexport { ChannelSplitterWebGPURenderer as n, renderers_default as t };\n//# 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@@ -0,0 +1,369 @@
1
+ import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
+ import { G as lutStore, tt as signalRegistry } from "./dist-gjHmorxL.mjs";
3
+
4
+ //#region ../../nodes/node-apply-lut/dist/renderers-kmnMKizc.mjs
5
+ const LUT_3D_SHADER = `
6
+ struct LutUniforms {
7
+ intensity : f32,
8
+ lutSize : f32,
9
+ hasSignal : f32,
10
+ pad : f32,
11
+ };
12
+
13
+ @group(0) @binding(0) var<uniform> u : LutUniforms;
14
+ @group(1) @binding(0) var tex : texture_2d<f32>;
15
+ @group(1) @binding(1) var samp : sampler;
16
+ @group(2) @binding(0) var lutTex : texture_3d<f32>;
17
+ @group(2) @binding(1) var lutSamp : sampler;
18
+ @group(3) @binding(0) var signalTex : texture_2d<f32>;
19
+ @group(3) @binding(1) var signalSamp : sampler;
20
+
21
+ struct VSOut {
22
+ @builtin(position) pos : vec4<f32>,
23
+ @location(0) uv : vec2<f32>,
24
+ };
25
+
26
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
27
+ var pos = array<vec2<f32>, 4>(
28
+ vec2<f32>(-1.0, 1.0),
29
+ vec2<f32>(1.0, 1.0),
30
+ vec2<f32>(-1.0, -1.0),
31
+ vec2<f32>(1.0, -1.0)
32
+ );
33
+ var uv = array<vec2<f32>, 4>(
34
+ vec2<f32>(0.0, 0.0),
35
+ vec2<f32>(1.0, 0.0),
36
+ vec2<f32>(0.0, 1.0),
37
+ vec2<f32>(1.0, 1.0)
38
+ );
39
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
40
+ }
41
+
42
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
43
+ let inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);
44
+
45
+ // Coordinate adjustment to sample from texel centers
46
+ let uvw = inputColor.rgb * ((u.lutSize - 1.0) / u.lutSize) + vec3<f32>(0.5 / u.lutSize);
47
+ let mappedColor = textureSampleLevel(lutTex, lutSamp, uvw, 0.0);
48
+
49
+ var activeIntensity = u.intensity;
50
+ if (u.hasSignal > 0.5) {
51
+ activeIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;
52
+ }
53
+
54
+ let finalRgb = inputColor.rgb + activeIntensity * (mappedColor.rgb - inputColor.rgb);
55
+ return vec4<f32>(finalRgb * inputColor.a, inputColor.a);
56
+ }
57
+ `;
58
+ const LUT_1D_SHADER = `
59
+ struct LutUniforms {
60
+ intensity : f32,
61
+ lutSize : f32,
62
+ hasSignal : f32,
63
+ pad : f32,
64
+ };
65
+
66
+ @group(0) @binding(0) var<uniform> u : LutUniforms;
67
+ @group(1) @binding(0) var tex : texture_2d<f32>;
68
+ @group(1) @binding(1) var samp : sampler;
69
+ @group(2) @binding(0) var lutTex : texture_1d<f32>;
70
+ @group(2) @binding(1) var lutSamp : sampler;
71
+ @group(3) @binding(0) var signalTex : texture_2d<f32>;
72
+ @group(3) @binding(1) var signalSamp : sampler;
73
+
74
+ struct VSOut {
75
+ @builtin(position) pos : vec4<f32>,
76
+ @location(0) uv : vec2<f32>,
77
+ };
78
+
79
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
80
+ var pos = array<vec2<f32>, 4>(
81
+ vec2<f32>(-1.0, 1.0),
82
+ vec2<f32>(1.0, 1.0),
83
+ vec2<f32>(-1.0, -1.0),
84
+ vec2<f32>(1.0, -1.0)
85
+ );
86
+ var uv = array<vec2<f32>, 4>(
87
+ vec2<f32>(0.0, 0.0),
88
+ vec2<f32>(1.0, 0.0),
89
+ vec2<f32>(0.0, 1.0),
90
+ vec2<f32>(1.0, 1.0)
91
+ );
92
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
93
+ }
94
+
95
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
96
+ let inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);
97
+
98
+ let rCoord = inputColor.r * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);
99
+ let gCoord = inputColor.g * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);
100
+ let bCoord = inputColor.b * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);
101
+
102
+ let mappedR = textureSampleLevel(lutTex, lutSamp, rCoord, 0.0).r;
103
+ let mappedG = textureSampleLevel(lutTex, lutSamp, gCoord, 0.0).g;
104
+ let mappedB = textureSampleLevel(lutTex, lutSamp, bCoord, 0.0).b;
105
+
106
+ var activeIntensity = u.intensity;
107
+ if (u.hasSignal > 0.5) {
108
+ activeIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;
109
+ }
110
+
111
+ let finalRgb = inputColor.rgb + activeIntensity * (vec3<f32>(mappedR, mappedG, mappedB) - inputColor.rgb);
112
+ return vec4<f32>(finalRgb * inputColor.a, inputColor.a);
113
+ }
114
+ `;
115
+ const deviceResourceCache = /* @__PURE__ */ new WeakMap();
116
+ const lutUniformData = new Float32Array(4);
117
+ function getDeviceLayouts(device) {
118
+ let res = deviceResourceCache.get(device);
119
+ if (res) return res;
120
+ res = {
121
+ lutUniformLayout: device.createBindGroupLayout({ entries: [{
122
+ binding: 0,
123
+ visibility: GPUShaderStage.FRAGMENT,
124
+ buffer: { type: "uniform" }
125
+ }] }),
126
+ singleTextureLayout: device.createBindGroupLayout({ entries: [{
127
+ binding: 0,
128
+ visibility: GPUShaderStage.FRAGMENT,
129
+ texture: { sampleType: "float" }
130
+ }, {
131
+ binding: 1,
132
+ visibility: GPUShaderStage.FRAGMENT,
133
+ sampler: { type: "filtering" }
134
+ }] }),
135
+ lutTextureLayout3D: device.createBindGroupLayout({ entries: [{
136
+ binding: 0,
137
+ visibility: GPUShaderStage.FRAGMENT,
138
+ texture: {
139
+ viewDimension: "3d",
140
+ sampleType: "float"
141
+ }
142
+ }, {
143
+ binding: 1,
144
+ visibility: GPUShaderStage.FRAGMENT,
145
+ sampler: { type: "filtering" }
146
+ }] }),
147
+ lutTextureLayout1D: device.createBindGroupLayout({ entries: [{
148
+ binding: 0,
149
+ visibility: GPUShaderStage.FRAGMENT,
150
+ texture: {
151
+ viewDimension: "1d",
152
+ sampleType: "float"
153
+ }
154
+ }, {
155
+ binding: 1,
156
+ visibility: GPUShaderStage.FRAGMENT,
157
+ sampler: { type: "filtering" }
158
+ }] }),
159
+ signalTextureLayout: device.createBindGroupLayout({ entries: [{
160
+ binding: 0,
161
+ visibility: GPUShaderStage.FRAGMENT,
162
+ texture: { sampleType: "float" }
163
+ }, {
164
+ binding: 1,
165
+ visibility: GPUShaderStage.FRAGMENT,
166
+ sampler: { type: "filtering" }
167
+ }] }),
168
+ pipelineCache: /* @__PURE__ */ new Map()
169
+ };
170
+ deviceResourceCache.set(device, res);
171
+ return res;
172
+ }
173
+ function getLutResources(device, format, type) {
174
+ const layouts = getDeviceLayouts(device);
175
+ const cacheKey = `lut_${type}_${format}`;
176
+ let pipeline = layouts.pipelineCache.get(cacheKey);
177
+ if (!pipeline) {
178
+ const shaderCode = type === "3D" ? LUT_3D_SHADER : LUT_1D_SHADER;
179
+ const lutModule = device.createShaderModule({
180
+ label: `lut_${type.toLowerCase()}_${format}.wgsl`,
181
+ code: shaderCode
182
+ });
183
+ const currentLutLayout = type === "3D" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D;
184
+ pipeline = device.createRenderPipeline({
185
+ label: `LutPipeline_${type}_${format}`,
186
+ layout: device.createPipelineLayout({ bindGroupLayouts: [
187
+ layouts.lutUniformLayout,
188
+ layouts.singleTextureLayout,
189
+ currentLutLayout,
190
+ layouts.signalTextureLayout
191
+ ] }),
192
+ vertex: {
193
+ module: lutModule,
194
+ entryPoint: "vs"
195
+ },
196
+ fragment: {
197
+ module: lutModule,
198
+ entryPoint: "fs",
199
+ targets: [{ format }]
200
+ },
201
+ primitive: { topology: "triangle-strip" }
202
+ });
203
+ layouts.pipelineCache.set(cacheKey, pipeline);
204
+ }
205
+ return {
206
+ lutPipeline: pipeline,
207
+ lutUniformLayout: layouts.lutUniformLayout,
208
+ singleTextureLayout: layouts.singleTextureLayout,
209
+ lutTextureLayout: type === "3D" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D,
210
+ signalTextureLayout: layouts.signalTextureLayout
211
+ };
212
+ }
213
+ const LutWebGPURenderer = async (args) => {
214
+ const { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;
215
+ const frame = props.frame ?? 0;
216
+ const fps = props.fps || 30;
217
+ const op = props.virtualMedia?.operation;
218
+ if (op?.op !== "ApplyLUT" || !op) return;
219
+ const childMedia = props.virtualMedia.children?.[0];
220
+ if (!childMedia) return;
221
+ const lutUrl = op.lutUrl;
222
+ if (!lutUrl) return;
223
+ pass.end();
224
+ const width = targetWidth;
225
+ const height = targetHeight;
226
+ const intensityInput = op.intensityHandleId ? op.inputs?.[op.intensityHandleId] : null;
227
+ const hasSignal = !!(intensityInput?.connectionValid && intensityInput.outputItem?.type === "Signal");
228
+ const sd = hasSignal ? intensityInput?.outputItem?.data : null;
229
+ let intensity = 1;
230
+ let hasStaticSignal = false;
231
+ if (!hasSignal) if (intensityInput?.connectionValid && intensityInput.outputItem?.type === "Number") intensity = Number(intensityInput.outputItem.data ?? 1);
232
+ else intensity = Number(op.intensity ?? 1);
233
+ else if (sd && typeof sd === "object") {
234
+ intensity = Number(sd.offset ?? 1);
235
+ hasStaticSignal = true;
236
+ }
237
+ intensity = Math.max(0, Math.min(10, intensity));
238
+ let lut = lutStore.get(lutUrl, ctx.device);
239
+ if (!lut) {
240
+ if ((props.isHeadless ?? (typeof window === "undefined" || globalThis.__IS_HEADLESS_RENDERER__)) || props.forceWait) try {
241
+ lut = await lutStore.getOrLoad(lutUrl, ctx.device);
242
+ } catch (err) {
243
+ if (!(err instanceof DOMException && err.name === "AbortError") && !(err && typeof err === "object" && "name" in err && err.name === "AbortError")) console.error("[ApplyLUT] Failed to load LUT synchronously:", err);
244
+ }
245
+ else lutStore.getOrLoad(lutUrl, ctx.device).catch((err) => {
246
+ if (err instanceof DOMException && err.name === "AbortError" || err && typeof err === "object" && "name" in err && err.name === "AbortError") return;
247
+ console.error("[ApplyLUT] Failed to load LUT in background:", err);
248
+ });
249
+ if (!lut && lutUrl.startsWith("runtime://lut/")) {
250
+ const prefix = lutUrl.substring(0, lutUrl.lastIndexOf("-") + 1);
251
+ if (prefix) lut = lutStore.getAnyMatching(prefix, ctx.device);
252
+ }
253
+ }
254
+ const tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);
255
+ const tmpView = tmpTex.createView();
256
+ ctx.renderer.beginFrame(encoder, tmpView, {
257
+ r: 0,
258
+ g: 0,
259
+ b: 0,
260
+ a: 0
261
+ }, width, height, "clear").end();
262
+ ctx.renderer.pushScissor({
263
+ x: 0,
264
+ y: 0,
265
+ width,
266
+ height
267
+ });
268
+ ctx.renderer.pushIdentity();
269
+ await drawChild(childMedia, {
270
+ ...props,
271
+ virtualMedia: childMedia
272
+ }, tmpView, tmpTex, width, height);
273
+ ctx.renderer.popTransform();
274
+ ctx.renderer.popScissor();
275
+ if (!lut) {
276
+ const finalPass$1 = ctx.renderer.beginFrame(encoder, targetView, {
277
+ r: 0,
278
+ g: 0,
279
+ b: 0,
280
+ a: 0
281
+ }, targetWidth, targetHeight, "load");
282
+ ctx.renderer.drawTexture(finalPass$1, tmpTex, {
283
+ x: 0,
284
+ y: 0,
285
+ width: targetWidth,
286
+ height: targetHeight
287
+ }, { opacity: op.opacity ?? 1 });
288
+ args.pass = finalPass$1;
289
+ return;
290
+ }
291
+ const { lutPipeline: pipeline, lutUniformLayout: uLayout, singleTextureLayout: tLayout, lutTextureLayout: lLayout, signalTextureLayout: sigLayout } = getLutResources(ctx.device, ctx.renderer.format, lut.type);
292
+ const sampler = ctx.renderer.samplerCache.getSampler(ctx.device);
293
+ const outTex = ctx.renderer.getTemporaryTexture(width, height, [
294
+ tmpTex,
295
+ targetTexture,
296
+ ...props.excludeTextures || []
297
+ ]);
298
+ let signalView;
299
+ if (hasStaticSignal) {
300
+ const elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;
301
+ const durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;
302
+ signalView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, sd.nodeId ?? "lut_intensity_sig", elapsedSeconds, durationSeconds, sd, width, height, props.renderId, frame, fps);
303
+ } else signalView = signalRegistry.getDummy1x1TextureView(ctx.device);
304
+ lutUniformData[0] = intensity;
305
+ lutUniformData[1] = lut.size;
306
+ lutUniformData[2] = hasStaticSignal ? 1 : 0;
307
+ lutUniformData[3] = 0;
308
+ const uniformBuffer = ctx.renderer.getTemporaryBuffer(lutUniformData);
309
+ const renderPass = encoder.beginRenderPass({ colorAttachments: [{
310
+ view: outTex.createView(),
311
+ loadOp: "clear",
312
+ storeOp: "store",
313
+ clearValue: {
314
+ r: 0,
315
+ g: 0,
316
+ b: 0,
317
+ a: 0
318
+ }
319
+ }] });
320
+ renderPass.setPipeline(pipeline);
321
+ renderPass.setBindGroup(0, ctx.device.createBindGroup({
322
+ layout: uLayout,
323
+ entries: [{
324
+ binding: 0,
325
+ resource: { buffer: uniformBuffer }
326
+ }]
327
+ }));
328
+ renderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));
329
+ renderPass.setBindGroup(2, ctx.device.createBindGroup({
330
+ layout: lLayout,
331
+ entries: [{
332
+ binding: 0,
333
+ resource: lut.texture.createView()
334
+ }, {
335
+ binding: 1,
336
+ resource: sampler
337
+ }]
338
+ }));
339
+ renderPass.setBindGroup(3, ctx.device.createBindGroup({
340
+ layout: sigLayout,
341
+ entries: [{
342
+ binding: 0,
343
+ resource: signalView
344
+ }, {
345
+ binding: 1,
346
+ resource: sampler
347
+ }]
348
+ }));
349
+ renderPass.draw(4);
350
+ renderPass.end();
351
+ const finalPass = ctx.renderer.beginFrame(encoder, targetView, {
352
+ r: 0,
353
+ g: 0,
354
+ b: 0,
355
+ a: 0
356
+ }, targetWidth, targetHeight, "load");
357
+ ctx.renderer.drawTexture(finalPass, outTex, {
358
+ x: 0,
359
+ y: 0,
360
+ width: targetWidth,
361
+ height: targetHeight
362
+ }, { opacity: op.opacity ?? 1 });
363
+ args.pass = finalPass;
364
+ };
365
+ var renderers_default = defineRenderer({ WebGPURenderer: LutWebGPURenderer });
366
+
367
+ //#endregion
368
+ export { renderers_default as t };
369
+ //# sourceMappingURL=renderer-CMzEjdzi.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"renderer-CMzEjdzi.mjs","names":[],"sources":["../../../nodes/node-apply-lut/dist/renderers-kmnMKizc.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { lutStore, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_3D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_3d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) 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 inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\t// Coordinate adjustment to sample from texel centers\n\tlet uvw = inputColor.rgb * ((u.lutSize - 1.0) / u.lutSize) + vec3<f32>(0.5 / u.lutSize);\n\tlet mappedColor = textureSampleLevel(lutTex, lutSamp, uvw, 0.0);\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (mappedColor.rgb - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst LUT_1D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_1d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) 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 inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\tlet rCoord = inputColor.r * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet gCoord = inputColor.g * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet bCoord = inputColor.b * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\t\n\tlet mappedR = textureSampleLevel(lutTex, lutSamp, rCoord, 0.0).r;\n\tlet mappedG = textureSampleLevel(lutTex, lutSamp, gCoord, 0.0).g;\n\tlet mappedB = textureSampleLevel(lutTex, lutSamp, bCoord, 0.0).b;\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (vec3<f32>(mappedR, mappedG, mappedB) - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst lutUniformData = new Float32Array(4);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tlutUniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tlutTextureLayout3D: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: {\n\t\t\t\tviewDimension: \"3d\",\n\t\t\t\tsampleType: \"float\"\n\t\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\tlutTextureLayout1D: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: {\n\t\t\t\tviewDimension: \"1d\",\n\t\t\t\tsampleType: \"float\"\n\t\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\tsignalTextureLayout: 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\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getLutResources(device, format, type) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `lut_${type}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst shaderCode = type === \"3D\" ? LUT_3D_SHADER : LUT_1D_SHADER;\n\t\tconst lutModule = device.createShaderModule({\n\t\t\tlabel: `lut_${type.toLowerCase()}_${format}.wgsl`,\n\t\t\tcode: shaderCode\n\t\t});\n\t\tconst currentLutLayout = type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D;\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `LutPipeline_${type}_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.lutUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tcurrentLutLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: lutModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: lutModule,\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\tlutPipeline: pipeline,\n\t\tlutUniformLayout: layouts.lutUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tlutTextureLayout: type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst LutWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ApplyLUT\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst lutUrl = op.lutUrl;\n\tif (!lutUrl) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intensityInput = op.intensityHandleId ? op.inputs?.[op.intensityHandleId] : null;\n\tconst hasSignal = !!(intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? intensityInput?.outputItem?.data : null;\n\tlet intensity = 1;\n\tlet hasStaticSignal = false;\n\tif (!hasSignal) if (intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Number\") intensity = Number(intensityInput.outputItem.data ?? 1);\n\telse intensity = Number(op.intensity ?? 1);\n\telse if (sd && typeof sd === \"object\") {\n\t\tintensity = Number(sd.offset ?? 1);\n\t\thasStaticSignal = true;\n\t}\n\tintensity = Math.max(0, Math.min(10, intensity));\n\tlet lut = lutStore.get(lutUrl, ctx.device);\n\tif (!lut) {\n\t\tif ((props.isHeadless ?? (typeof window === \"undefined\" || globalThis.__IS_HEADLESS_RENDERER__)) || props.forceWait) try {\n\t\t\tlut = await lutStore.getOrLoad(lutUrl, ctx.device);\n\t\t} catch (err) {\n\t\t\tif (!(err instanceof DOMException && err.name === \"AbortError\") && !(err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\")) console.error(\"[ApplyLUT] Failed to load LUT synchronously:\", err);\n\t\t}\n\t\telse lutStore.getOrLoad(lutUrl, ctx.device).catch((err) => {\n\t\t\tif (err instanceof DOMException && err.name === \"AbortError\" || err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\") return;\n\t\t\tconsole.error(\"[ApplyLUT] Failed to load LUT in background:\", err);\n\t\t});\n\t\tif (!lut && lutUrl.startsWith(\"runtime://lut/\")) {\n\t\t\tconst prefix = lutUrl.substring(0, lutUrl.lastIndexOf(\"-\") + 1);\n\t\t\tif (prefix) lut = lutStore.getAnyMatching(prefix, ctx.device);\n\t\t}\n\t}\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tif (!lut) {\n\t\tconst finalPass$1 = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"load\");\n\t\tctx.renderer.drawTexture(finalPass$1, tmpTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: targetWidth,\n\t\t\theight: targetHeight\n\t\t}, { opacity: op.opacity ?? 1 });\n\t\targs.pass = finalPass$1;\n\t\treturn;\n\t}\n\tconst { lutPipeline: pipeline, lutUniformLayout: uLayout, singleTextureLayout: tLayout, lutTextureLayout: lLayout, signalTextureLayout: sigLayout } = getLutResources(ctx.device, ctx.renderer.format, lut.type);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tlet signalView;\n\tif (hasStaticSignal) {\n\t\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\t\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\t\tsignalView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, sd.nodeId ?? \"lut_intensity_sig\", elapsedSeconds, durationSeconds, sd, width, height, props.renderId, frame, fps);\n\t} else signalView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlutUniformData[0] = intensity;\n\tlutUniformData[1] = lut.size;\n\tlutUniformData[2] = hasStaticSignal ? 1 : 0;\n\tlutUniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(lutUniformData);\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, tLayout, tmpTex, sampler));\n\trenderPass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: lLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: lut.texture.createView()\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: signalView\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\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: LutWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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