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 +1,1143 @@
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-blur/dist/renderers-DAmsgkhH.mjs
7
+ const MAX_BLUR = 100;
8
+ const blurConfig = configBuilder().field("blurType", z.enum([
9
+ "Gaussian",
10
+ "Box",
11
+ "Median",
12
+ "Motion",
13
+ "Bilateral",
14
+ "Edge-preserving",
15
+ "Radial",
16
+ "Zoom"
17
+ ]).default("Gaussian"), {
18
+ bindable: false,
19
+ label: "Blur Type"
20
+ }).field("strength", z.number().min(0).max(MAX_BLUR).default(5), {
21
+ bindable: true,
22
+ dataTypes: ["Number", "Signal"],
23
+ label: "Strength Signal",
24
+ description: "The intensity of the blur. 0 = no blur. Can be modulated by a static number or a dynamic signal."
25
+ }).field("angle", z.number().int().min(0).max(360).default(0), {
26
+ bindable: false,
27
+ signal: true,
28
+ label: "Angle",
29
+ description: "Direction of a Motion blur, in degrees."
30
+ }).field("sigmaColor", z.number().min(.01).max(1).default(.1), {
31
+ bindable: true,
32
+ dataTypes: ["Number", "Signal"],
33
+ label: "Color Sigma Signal",
34
+ description: "Sigma value for color space in Bilateral / Edge-preserving blurs. Can be modulated by a static number or a dynamic signal."
35
+ }).field("centerX", z.number().min(0).max(1).default(.5), {
36
+ bindable: true,
37
+ dataTypes: ["Number", "Signal"],
38
+ label: "Center X Signal",
39
+ description: "The X coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal."
40
+ }).field("centerY", z.number().min(0).max(1).default(.5), {
41
+ bindable: true,
42
+ dataTypes: ["Number", "Signal"],
43
+ label: "Center Y Signal",
44
+ description: "The Y coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal."
45
+ }).field("partialBlur", z.boolean().default(false), {
46
+ bindable: false,
47
+ signal: true,
48
+ label: "Partial Blur",
49
+ description: "Blurs only a specific circular area around center point."
50
+ }).field("radius", z.number().min(.01).max(1).default(.3), {
51
+ bindable: true,
52
+ dataTypes: ["Number", "Signal"],
53
+ label: "Partial Radius Signal",
54
+ description: "Radius of the partial blur region (0.01 to 1.0). Can be modulated by a static number or a dynamic signal."
55
+ }).field("radiusY", z.number().min(0).max(1).default(0), {
56
+ bindable: true,
57
+ dataTypes: ["Number", "Signal"],
58
+ label: "Partial Radius Y Signal",
59
+ description: "Vertical radius of the partial blur region (0 to 1.0). 0 reuses the horizontal radius."
60
+ }).field("shape", z.enum([
61
+ "ellipse",
62
+ "circle",
63
+ "rect"
64
+ ]).default("circle"), {
65
+ bindable: false,
66
+ label: "Partial Shape",
67
+ description: "Shape of the partial blur region."
68
+ }).build();
69
+ const BlurNodeConfigSchema = blurConfig.schema;
70
+ const BlurResultSchema = z.union([ImageResultSchema, VideoResultSchema]);
71
+ const WGSL_BLUR_UNIFORMS = `
72
+ struct BlurUniforms {
73
+ dirX : f32,
74
+ dirY : f32,
75
+ strength : f32,
76
+ angle : f32,
77
+
78
+ sigmaColor : f32,
79
+ centerX : f32,
80
+ centerY : f32,
81
+ radius : f32,
82
+
83
+ partialBlur : f32,
84
+ hasStrengthSig : f32,
85
+ hasSigmaColorSig: f32,
86
+ hasCenterXSig : f32,
87
+
88
+ hasCenterYSig : f32,
89
+ hasRadiusSig : f32,
90
+ radiusY : f32,
91
+ shape : f32,
92
+ };
93
+
94
+ @group(0) @binding(0) var<uniform> u : BlurUniforms;
95
+ @group(1) @binding(0) var tex : texture_2d<f32>;
96
+ @group(1) @binding(1) var samp : sampler;
97
+ @group(1) @binding(2) var origTex : texture_2d<f32>;
98
+
99
+ @group(2) @binding(0) var strengthSigTex : texture_2d<f32>;
100
+ @group(2) @binding(1) var sigmaColorSigTex : texture_2d<f32>;
101
+ @group(2) @binding(2) var centerXSigTex : texture_2d<f32>;
102
+ @group(2) @binding(3) var centerYSigTex : texture_2d<f32>;
103
+ @group(2) @binding(4) var radiusSigTex : texture_2d<f32>;
104
+ @group(2) @binding(5) var signalSamp : sampler;
105
+
106
+ fn applyPartialBlur(blurred: vec4<f32>, uv: vec2<f32>, dimensions: vec2<f32>) -> vec4<f32> {
107
+ if (u.partialBlur <= 0.5) {
108
+ return blurred;
109
+ }
110
+ let orig = textureSampleLevel(origTex, samp, uv, 0.0);
111
+ var centerX = u.centerX;
112
+ if (u.hasCenterXSig > 0.5) {
113
+ centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
114
+ }
115
+ var centerY = u.centerY;
116
+ if (u.hasCenterYSig > 0.5) {
117
+ centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
118
+ }
119
+ var radiusX = u.radius;
120
+ if (u.hasRadiusSig > 0.5) {
121
+ radiusX = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
122
+ }
123
+ var radiusY = u.radiusY;
124
+
125
+ var mask = 0.0;
126
+ if (radiusY <= 0.0) {
127
+ let aspect = dimensions.x / dimensions.y;
128
+ let diff = (uv - vec2<f32>(centerX, centerY)) * vec2<f32>(aspect, 1.0);
129
+ let dist = length(diff);
130
+ let feather = 0.05;
131
+ mask = 1.0 - smoothstep(radiusX - feather, radiusX + feather, dist);
132
+ } else {
133
+ let diff = abs(uv - vec2<f32>(centerX, centerY));
134
+ if (u.shape > 0.5) {
135
+ let feather = 0.02;
136
+ let edgeX = 1.0 - smoothstep(radiusX - feather, radiusX + feather, diff.x);
137
+ let edgeY = 1.0 - smoothstep(radiusY - feather, radiusY + feather, diff.y);
138
+ mask = edgeX * edgeY;
139
+ } else {
140
+ let normDist = length(vec2<f32>(diff.x / max(1e-4, radiusX), diff.y / max(1e-4, radiusY)));
141
+ let feather = 0.08;
142
+ mask = 1.0 - smoothstep(1.0 - feather, 1.0 + feather, normDist);
143
+ }
144
+ }
145
+ return mix(orig, blurred, mask);
146
+ }
147
+ `;
148
+ const GAUSSIAN_BLUR_SHADER = `
149
+ ${WGSL_BLUR_UNIFORMS}
150
+
151
+ struct VSOut {
152
+ @builtin(position) pos : vec4<f32>,
153
+ @location(0) uv : vec2<f32>,
154
+ };
155
+
156
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
157
+ var pos = array<vec2<f32>, 4>(
158
+ vec2<f32>(-1.0, 1.0),
159
+ vec2<f32>(1.0, 1.0),
160
+ vec2<f32>(-1.0, -1.0),
161
+ vec2<f32>(1.0, -1.0)
162
+ );
163
+ var uv = array<vec2<f32>, 4>(
164
+ vec2<f32>(0.0, 0.0),
165
+ vec2<f32>(1.0, 0.0),
166
+ vec2<f32>(0.0, 1.0),
167
+ vec2<f32>(1.0, 1.0)
168
+ );
169
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
170
+ }
171
+
172
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
173
+ let c = textureSampleLevel(tex, samp, in.uv, 0.0);
174
+ var spatial_sigma = u.strength;
175
+ if (u.hasStrengthSig > 0.5) {
176
+ spatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
177
+ }
178
+
179
+ let dimensions = vec2<f32>(textureDimensions(tex));
180
+ if (spatial_sigma <= 0.0) {
181
+ return applyPartialBlur(c, in.uv, dimensions);
182
+ }
183
+
184
+ let texelSize = 1.0 / dimensions;
185
+ let stepScale = max(1.0, spatial_sigma / 20.0);
186
+ let effectiveSigma = spatial_sigma / stepScale;
187
+ let radius = min(i32(ceil(3.0 * effectiveSigma)), 64);
188
+
189
+ let direction = vec2<f32>(u.dirX, u.dirY);
190
+
191
+ var color = vec4<f32>(0.0);
192
+ var totalWeight = 0.0;
193
+
194
+ for (var i = -radius; i <= radius; i++) {
195
+ let offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;
196
+ let x = f32(i) * stepScale;
197
+ let weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));
198
+ color += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;
199
+ totalWeight += weight;
200
+ }
201
+
202
+ let blurred = color / totalWeight;
203
+ return applyPartialBlur(blurred, in.uv, dimensions);
204
+ }
205
+ `;
206
+ const BOX_BLUR_SHADER = `
207
+ ${WGSL_BLUR_UNIFORMS}
208
+
209
+ struct VSOut {
210
+ @builtin(position) pos : vec4<f32>,
211
+ @location(0) uv : vec2<f32>,
212
+ };
213
+
214
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
215
+ var pos = array<vec2<f32>, 4>(
216
+ vec2<f32>(-1.0, 1.0),
217
+ vec2<f32>(1.0, 1.0),
218
+ vec2<f32>(-1.0, -1.0),
219
+ vec2<f32>(1.0, -1.0)
220
+ );
221
+ var uv = array<vec2<f32>, 4>(
222
+ vec2<f32>(0.0, 0.0),
223
+ vec2<f32>(1.0, 0.0),
224
+ vec2<f32>(0.0, 1.0),
225
+ vec2<f32>(1.0, 1.0)
226
+ );
227
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
228
+ }
229
+
230
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
231
+ let c = textureSampleLevel(tex, samp, in.uv, 0.0);
232
+ var strength = u.strength;
233
+ if (u.hasStrengthSig > 0.5) {
234
+ strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
235
+ }
236
+
237
+ let dimensions = vec2<f32>(textureDimensions(tex));
238
+ let radius = i32(round(strength));
239
+ if (radius <= 0) {
240
+ return applyPartialBlur(c, in.uv, dimensions);
241
+ }
242
+
243
+ let texelSize = 1.0 / dimensions;
244
+ let direction = vec2<f32>(u.dirX, u.dirY);
245
+
246
+ var color = vec4<f32>(0.0);
247
+ var count = 0.0;
248
+
249
+ for (var i = -radius; i <= radius; i++) {
250
+ let offset = vec2<f32>(f32(i)) * direction * texelSize;
251
+ color += textureSampleLevel(tex, samp, in.uv + offset, 0.0);
252
+ count += 1.0;
253
+ }
254
+
255
+ let blurred = color / count;
256
+ return applyPartialBlur(blurred, in.uv, dimensions);
257
+ }
258
+ `;
259
+ const MEDIAN_BLUR_SHADER = `
260
+ ${WGSL_BLUR_UNIFORMS}
261
+
262
+ struct VSOut {
263
+ @builtin(position) pos : vec4<f32>,
264
+ @location(0) uv : vec2<f32>,
265
+ };
266
+
267
+ struct Val {
268
+ luma : f32,
269
+ color : vec4<f32>,
270
+ };
271
+
272
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
273
+ var pos = array<vec2<f32>, 4>(
274
+ vec2<f32>(-1.0, 1.0),
275
+ vec2<f32>(1.0, 1.0),
276
+ vec2<f32>(-1.0, -1.0),
277
+ vec2<f32>(1.0, -1.0)
278
+ );
279
+ var uv = array<vec2<f32>, 4>(
280
+ vec2<f32>(0.0, 0.0),
281
+ vec2<f32>(1.0, 0.0),
282
+ vec2<f32>(0.0, 1.0),
283
+ vec2<f32>(1.0, 1.0)
284
+ );
285
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
286
+ }
287
+
288
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
289
+ let centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);
290
+ var strength = u.strength;
291
+ if (u.hasStrengthSig > 0.5) {
292
+ strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
293
+ }
294
+
295
+ let dimensions = vec2<f32>(textureDimensions(tex));
296
+ let radius = min(i32(round(strength)), 16);
297
+ if (radius <= 0) {
298
+ return applyPartialBlur(centerCol, in.uv, dimensions);
299
+ }
300
+
301
+ let count = radius * 2 + 1;
302
+ let texelSize = 1.0 / dimensions;
303
+ let direction = vec2<f32>(u.dirX, u.dirY);
304
+
305
+ var values : array<Val, 33>;
306
+
307
+ for (var i = 0; i < 33; i++) {
308
+ if (i >= count) { break; }
309
+ let offset = vec2<f32>(f32(i - radius)) * direction * texelSize;
310
+ let col = textureSampleLevel(tex, samp, in.uv + offset, 0.0);
311
+ values[i] = Val(dot(col.rgb, vec3<f32>(0.299, 0.587, 0.114)), col);
312
+ }
313
+
314
+ // Selection sort
315
+ for (var i = 0; i < 33; i++) {
316
+ if (i >= count - 1) { break; }
317
+ var minIdx = i;
318
+ for (var j = 0; j < 33; j++) {
319
+ if (j <= i) { continue; }
320
+ if (j >= count) { break; }
321
+ if (values[j].luma < values[minIdx].luma) {
322
+ minIdx = j;
323
+ }
324
+ }
325
+ if (minIdx != i) {
326
+ let temp = values[i];
327
+ values[i] = values[minIdx];
328
+ values[minIdx] = temp;
329
+ }
330
+ }
331
+
332
+ let medianIdx = count / 2;
333
+ return applyPartialBlur(values[medianIdx].color, in.uv, dimensions);
334
+ }
335
+ `;
336
+ const MOTION_BLUR_SHADER = `
337
+ ${WGSL_BLUR_UNIFORMS}
338
+
339
+ struct VSOut {
340
+ @builtin(position) pos : vec4<f32>,
341
+ @location(0) uv : vec2<f32>,
342
+ };
343
+
344
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
345
+ var pos = array<vec2<f32>, 4>(
346
+ vec2<f32>(-1.0, 1.0),
347
+ vec2<f32>(1.0, 1.0),
348
+ vec2<f32>(-1.0, -1.0),
349
+ vec2<f32>(1.0, -1.0)
350
+ );
351
+ var uv = array<vec2<f32>, 4>(
352
+ vec2<f32>(0.0, 0.0),
353
+ vec2<f32>(1.0, 0.0),
354
+ vec2<f32>(0.0, 1.0),
355
+ vec2<f32>(1.0, 1.0)
356
+ );
357
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
358
+ }
359
+
360
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
361
+ let c = textureSampleLevel(tex, samp, in.uv, 0.0);
362
+ var strength = u.strength;
363
+ if (u.hasStrengthSig > 0.5) {
364
+ strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
365
+ }
366
+
367
+ let dimensions = vec2<f32>(textureDimensions(tex));
368
+ if (strength <= 0.0) {
369
+ return applyPartialBlur(c, in.uv, dimensions);
370
+ }
371
+
372
+ let PI = 3.14159265359;
373
+ let angleRad = u.angle * PI / 180.0;
374
+ let dir = vec2<f32>(cos(angleRad), sin(angleRad));
375
+
376
+ let texelSize = 1.0 / dimensions;
377
+ let step = dir * texelSize;
378
+
379
+ let numSamples = i32(clamp(strength, 1.0, 64.0));
380
+ var color = vec4<f32>(0.0);
381
+
382
+ for (var i = 0; i < 64; i++) {
383
+ if (i >= numSamples) { break; }
384
+ let offset = f32(i - numSamples / 2) * step;
385
+ color += textureSampleLevel(tex, samp, in.uv + offset, 0.0);
386
+ }
387
+
388
+ let blurred = color / f32(numSamples);
389
+ return applyPartialBlur(blurred, in.uv, dimensions);
390
+ }
391
+ `;
392
+ const BILATERAL_BLUR_SHADER = `
393
+ ${WGSL_BLUR_UNIFORMS}
394
+
395
+ struct VSOut {
396
+ @builtin(position) pos : vec4<f32>,
397
+ @location(0) uv : vec2<f32>,
398
+ };
399
+
400
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
401
+ var pos = array<vec2<f32>, 4>(
402
+ vec2<f32>(-1.0, 1.0),
403
+ vec2<f32>(1.0, 1.0),
404
+ vec2<f32>(-1.0, -1.0),
405
+ vec2<f32>(1.0, -1.0)
406
+ );
407
+ var uv = array<vec2<f32>, 4>(
408
+ vec2<f32>(0.0, 0.0),
409
+ vec2<f32>(1.0, 0.0),
410
+ vec2<f32>(0.0, 1.0),
411
+ vec2<f32>(1.0, 1.0)
412
+ );
413
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
414
+ }
415
+
416
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
417
+ let centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);
418
+ var spatial_sigma = u.strength;
419
+ if (u.hasStrengthSig > 0.5) {
420
+ spatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
421
+ }
422
+ var sigmaColor = u.sigmaColor;
423
+ if (u.hasSigmaColorSig > 0.5) {
424
+ sigmaColor = textureSampleLevel(sigmaColorSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
425
+ }
426
+
427
+ let dimensions = vec2<f32>(textureDimensions(tex));
428
+ if (spatial_sigma <= 0.0) {
429
+ return applyPartialBlur(centerCol, in.uv, dimensions);
430
+ }
431
+
432
+ let texelSize = 1.0 / dimensions;
433
+ let radius = min(i32(ceil(3.0 * spatial_sigma)), 32);
434
+ let direction = vec2<f32>(u.dirX, u.dirY);
435
+
436
+ var color = vec4<f32>(0.0);
437
+ var totalWeight = 0.0;
438
+
439
+ for (var i = -32; i <= 32; i++) {
440
+ if (i < -radius || i > radius) { continue; }
441
+ let offset = vec2<f32>(f32(i)) * direction * texelSize;
442
+ let sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);
443
+
444
+ let spatialDistSq = f32(i * i);
445
+ let spatialWeight = exp(-0.5 * spatialDistSq / (spatial_sigma * spatial_sigma));
446
+
447
+ let diff = sampleCol - centerCol;
448
+ let colorDistSq = dot(diff, diff);
449
+ let rangeWeight = exp(-0.5 * colorDistSq / (sigmaColor * sigmaColor));
450
+
451
+ let weight = spatialWeight * rangeWeight;
452
+ color += sampleCol * weight;
453
+ totalWeight += weight;
454
+ }
455
+
456
+ var blurred = centerCol;
457
+ if (totalWeight > 0.0) {
458
+ blurred = color / totalWeight;
459
+ }
460
+ return applyPartialBlur(blurred, in.uv, dimensions);
461
+ }
462
+ `;
463
+ const EDGE_PRESERVING_SHADER = `
464
+ ${WGSL_BLUR_UNIFORMS}
465
+
466
+ struct VSOut {
467
+ @builtin(position) pos : vec4<f32>,
468
+ @location(0) uv : vec2<f32>,
469
+ };
470
+
471
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
472
+ var pos = array<vec2<f32>, 4>(
473
+ vec2<f32>(-1.0, 1.0),
474
+ vec2<f32>(1.0, 1.0),
475
+ vec2<f32>(-1.0, -1.0),
476
+ vec2<f32>(1.0, -1.0)
477
+ );
478
+ var uv = array<vec2<f32>, 4>(
479
+ vec2<f32>(0.0, 0.0),
480
+ vec2<f32>(1.0, 0.0),
481
+ vec2<f32>(0.0, 1.0),
482
+ vec2<f32>(1.0, 1.0)
483
+ );
484
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
485
+ }
486
+
487
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
488
+ let centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);
489
+ var strength = u.strength;
490
+ if (u.hasStrengthSig > 0.5) {
491
+ strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
492
+ }
493
+
494
+ // Map strength (1-10) to radius (1-6)
495
+ let radius = i32(clamp(round(strength * 5.0 / 10.0) + 1.0, 1.0, 6.0));
496
+
497
+ let dimensions = vec2<f32>(textureDimensions(tex));
498
+ let texelSize = 1.0 / dimensions;
499
+
500
+ var m0 = vec3<f32>(0.0); var m1 = vec3<f32>(0.0); var m2 = vec3<f32>(0.0); var m3 = vec3<f32>(0.0);
501
+ var s0 = vec3<f32>(0.0); var s1 = vec3<f32>(0.0); var s2 = vec3<f32>(0.0); var s3 = vec3<f32>(0.0);
502
+
503
+ let n = f32((radius + 1) * (radius + 1));
504
+
505
+ for (var j = -6; j <= 6; j++) {
506
+ if (j < -radius || j > radius) { continue; }
507
+ for (var i = -6; i <= 6; i++) {
508
+ if (i < -radius || i > radius) { continue; }
509
+
510
+ let c = textureSampleLevel(tex, samp, in.uv + vec2<f32>(f32(i), f32(j)) * texelSize, 0.0).rgb;
511
+
512
+ if (i <= 0 && j <= 0) {
513
+ m0 += c;
514
+ s0 += c * c;
515
+ }
516
+ if (i >= 0 && j <= 0) {
517
+ m1 += c;
518
+ s1 += c * c;
519
+ }
520
+ if (i <= 0 && j >= 0) {
521
+ m2 += c;
522
+ s2 += c * c;
523
+ }
524
+ if (i >= 0 && j >= 0) {
525
+ m3 += c;
526
+ s3 += c * c;
527
+ }
528
+ }
529
+ }
530
+
531
+ m0 = m0 / n; s0 = abs(s0 / n - m0 * m0);
532
+ m1 = m1 / n; s1 = abs(s1 / n - m1 * m1);
533
+ m2 = m2 / n; s2 = abs(s2 / n - m2 * m2);
534
+ m3 = m3 / n; s3 = abs(s3 / n - m3 * m3);
535
+
536
+ let v0 = s0.r + s0.g + s0.b;
537
+ let v1 = s1.r + s1.g + s1.b;
538
+ let v2 = s2.r + s2.g + s2.b;
539
+ let v3 = s3.r + s3.g + s3.b;
540
+
541
+ var minVar = v0;
542
+ var finalCol = m0;
543
+
544
+ if (v1 < minVar) {
545
+ minVar = v1;
546
+ finalCol = m1;
547
+ }
548
+ if (v2 < minVar) {
549
+ minVar = v2;
550
+ finalCol = m2;
551
+ }
552
+ if (v3 < minVar) {
553
+ minVar = v3;
554
+ finalCol = m3;
555
+ }
556
+
557
+ let blurred = vec4<f32>(finalCol, centerCol.a);
558
+ return applyPartialBlur(blurred, in.uv, dimensions);
559
+ }
560
+ `;
561
+ const RADIAL_BLUR_SHADER = `
562
+ ${WGSL_BLUR_UNIFORMS}
563
+
564
+ struct VSOut {
565
+ @builtin(position) pos : vec4<f32>,
566
+ @location(0) uv : vec2<f32>,
567
+ };
568
+
569
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
570
+ var pos = array<vec2<f32>, 4>(
571
+ vec2<f32>(-1.0, 1.0),
572
+ vec2<f32>(1.0, 1.0),
573
+ vec2<f32>(-1.0, -1.0),
574
+ vec2<f32>(1.0, -1.0)
575
+ );
576
+ var uv = array<vec2<f32>, 4>(
577
+ vec2<f32>(0.0, 0.0),
578
+ vec2<f32>(1.0, 0.0),
579
+ vec2<f32>(0.0, 1.0),
580
+ vec2<f32>(1.0, 1.0)
581
+ );
582
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
583
+ }
584
+
585
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
586
+ let centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);
587
+ var strength = u.strength;
588
+ if (u.hasStrengthSig > 0.5) {
589
+ strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
590
+ }
591
+ var centerX = u.centerX;
592
+ if (u.hasCenterXSig > 0.5) {
593
+ centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
594
+ }
595
+ var centerY = u.centerY;
596
+ if (u.hasCenterYSig > 0.5) {
597
+ centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
598
+ }
599
+
600
+ let dimensions = vec2<f32>(textureDimensions(tex));
601
+ if (strength <= 0.0) {
602
+ return applyPartialBlur(centerCol, in.uv, dimensions);
603
+ }
604
+
605
+ let center = vec2<f32>(centerX, centerY);
606
+ let toPixel = in.uv - center;
607
+ let dist = length(toPixel);
608
+ if (dist <= 0.0) {
609
+ return applyPartialBlur(centerCol, in.uv, dimensions);
610
+ }
611
+
612
+ let dir = vec2<f32>(-toPixel.y, toPixel.x);
613
+ let blurAmount = (strength / 100.0) * 0.1 * dist;
614
+
615
+ let numSamples = 24;
616
+ var color = vec4<f32>(0.0);
617
+ let step = dir * (blurAmount / f32(numSamples));
618
+
619
+ for (var i = 0; i < 24; i++) {
620
+ let offset = step * f32(i - 12);
621
+ color += textureSampleLevel(tex, samp, in.uv + offset, 0.0);
622
+ }
623
+
624
+ let blurred = color / 24.0;
625
+ return applyPartialBlur(blurred, in.uv, dimensions);
626
+ }
627
+ `;
628
+ const ZOOM_BLUR_SHADER = `
629
+ ${WGSL_BLUR_UNIFORMS}
630
+
631
+ struct VSOut {
632
+ @builtin(position) pos : vec4<f32>,
633
+ @location(0) uv : vec2<f32>,
634
+ };
635
+
636
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
637
+ var pos = array<vec2<f32>, 4>(
638
+ vec2<f32>(-1.0, 1.0),
639
+ vec2<f32>(1.0, 1.0),
640
+ vec2<f32>(-1.0, -1.0),
641
+ vec2<f32>(1.0, -1.0)
642
+ );
643
+ var uv = array<vec2<f32>, 4>(
644
+ vec2<f32>(0.0, 0.0),
645
+ vec2<f32>(1.0, 0.0),
646
+ vec2<f32>(0.0, 1.0),
647
+ vec2<f32>(1.0, 1.0)
648
+ );
649
+ return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
650
+ }
651
+
652
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
653
+ let centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);
654
+ var strength = u.strength;
655
+ if (u.hasStrengthSig > 0.5) {
656
+ strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
657
+ }
658
+ var centerX = u.centerX;
659
+ if (u.hasCenterXSig > 0.5) {
660
+ centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
661
+ }
662
+ var centerY = u.centerY;
663
+ if (u.hasCenterYSig > 0.5) {
664
+ centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
665
+ }
666
+
667
+ let dimensions = vec2<f32>(textureDimensions(tex));
668
+ if (strength <= 0.0) {
669
+ return applyPartialBlur(centerCol, in.uv, dimensions);
670
+ }
671
+
672
+ let center = vec2<f32>(centerX, centerY);
673
+ let toPixel = in.uv - center;
674
+ let blurAmount = (strength / 100.0) * 0.15;
675
+
676
+ let numSamples = 24;
677
+ var color = vec4<f32>(0.0);
678
+ let step = toPixel * (blurAmount / f32(numSamples));
679
+
680
+ for (var i = 0; i < 24; i++) {
681
+ let offset = step * f32(i - 12);
682
+ color += textureSampleLevel(tex, samp, in.uv + offset, 0.0);
683
+ }
684
+
685
+ let blurred = color / 24.0;
686
+ return applyPartialBlur(blurred, in.uv, dimensions);
687
+ }
688
+ `;
689
+ const deviceResourceCache = /* @__PURE__ */ new WeakMap();
690
+ function getDeviceLayouts(device) {
691
+ let res = deviceResourceCache.get(device);
692
+ if (res) return res;
693
+ res = {
694
+ blurUniformLayout: device.createBindGroupLayout({ entries: [{
695
+ binding: 0,
696
+ visibility: GPUShaderStage.FRAGMENT,
697
+ buffer: { type: "uniform" }
698
+ }] }),
699
+ singleTextureLayout: device.createBindGroupLayout({ entries: [
700
+ {
701
+ binding: 0,
702
+ visibility: GPUShaderStage.FRAGMENT,
703
+ texture: { sampleType: "float" }
704
+ },
705
+ {
706
+ binding: 1,
707
+ visibility: GPUShaderStage.FRAGMENT,
708
+ sampler: { type: "filtering" }
709
+ },
710
+ {
711
+ binding: 2,
712
+ visibility: GPUShaderStage.FRAGMENT,
713
+ texture: { sampleType: "float" }
714
+ }
715
+ ] }),
716
+ signalTextureLayout: device.createBindGroupLayout({ entries: [
717
+ {
718
+ binding: 0,
719
+ visibility: GPUShaderStage.FRAGMENT,
720
+ texture: { sampleType: "float" }
721
+ },
722
+ {
723
+ binding: 1,
724
+ visibility: GPUShaderStage.FRAGMENT,
725
+ texture: { sampleType: "float" }
726
+ },
727
+ {
728
+ binding: 2,
729
+ visibility: GPUShaderStage.FRAGMENT,
730
+ texture: { sampleType: "float" }
731
+ },
732
+ {
733
+ binding: 3,
734
+ visibility: GPUShaderStage.FRAGMENT,
735
+ texture: { sampleType: "float" }
736
+ },
737
+ {
738
+ binding: 4,
739
+ visibility: GPUShaderStage.FRAGMENT,
740
+ texture: { sampleType: "float" }
741
+ },
742
+ {
743
+ binding: 5,
744
+ visibility: GPUShaderStage.FRAGMENT,
745
+ sampler: { type: "filtering" }
746
+ }
747
+ ] }),
748
+ pipelineCache: /* @__PURE__ */ new Map()
749
+ };
750
+ deviceResourceCache.set(device, res);
751
+ return res;
752
+ }
753
+ function getBlurResources(device, format, blurType) {
754
+ const layouts = getDeviceLayouts(device);
755
+ const cacheKey = `blur_${blurType}_${format}`;
756
+ let pipeline = layouts.pipelineCache.get(cacheKey);
757
+ if (!pipeline) {
758
+ let code = GAUSSIAN_BLUR_SHADER;
759
+ if (blurType === "Box") code = BOX_BLUR_SHADER;
760
+ else if (blurType === "Median") code = MEDIAN_BLUR_SHADER;
761
+ else if (blurType === "Motion") code = MOTION_BLUR_SHADER;
762
+ else if (blurType === "Bilateral") code = BILATERAL_BLUR_SHADER;
763
+ else if (blurType === "Edge-preserving") code = EDGE_PRESERVING_SHADER;
764
+ else if (blurType === "Radial") code = RADIAL_BLUR_SHADER;
765
+ else if (blurType === "Zoom") code = ZOOM_BLUR_SHADER;
766
+ const blurModule = device.createShaderModule({
767
+ label: `blur_${blurType}_${format}.wgsl`,
768
+ code
769
+ });
770
+ pipeline = device.createRenderPipeline({
771
+ label: `BlurPipeline_${blurType}_${format}`,
772
+ layout: device.createPipelineLayout({ bindGroupLayouts: [
773
+ layouts.blurUniformLayout,
774
+ layouts.singleTextureLayout,
775
+ layouts.signalTextureLayout
776
+ ] }),
777
+ vertex: {
778
+ module: blurModule,
779
+ entryPoint: "vs"
780
+ },
781
+ fragment: {
782
+ module: blurModule,
783
+ entryPoint: "fs",
784
+ targets: [{ format }]
785
+ },
786
+ primitive: { topology: "triangle-strip" }
787
+ });
788
+ layouts.pipelineCache.set(cacheKey, pipeline);
789
+ }
790
+ return {
791
+ blurPipeline: pipeline,
792
+ blurUniformLayout: layouts.blurUniformLayout,
793
+ singleTextureLayout: layouts.singleTextureLayout,
794
+ signalTextureLayout: layouts.signalTextureLayout
795
+ };
796
+ }
797
+ const BlurWebGPURenderer = async (args) => {
798
+ const { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;
799
+ const frame = props.frame ?? 0;
800
+ const fps = props.fps || 30;
801
+ const op = props.virtualMedia?.operation;
802
+ if (op?.op !== "Blur" || !op) return;
803
+ const childMedia = props.virtualMedia.children?.[0];
804
+ if (!childMedia) return;
805
+ pass.end();
806
+ const blurData = new Float32Array(16);
807
+ const width = targetWidth;
808
+ const height = targetHeight;
809
+ const dpiScale = width / (props.containerWidth ?? ctx.surface.width / (typeof window !== "undefined" ? window.devicePixelRatio : 1));
810
+ const nodeId = op.inputs ? Object.keys(op.inputs)[0] : "blur_node";
811
+ const resolveBindable = (configKey, defaultValue, minVal, maxVal, scaleByDpi = false) => {
812
+ const handleId = op[`${configKey}HandleId`];
813
+ const input = handleId ? op.inputs?.[handleId] : null;
814
+ const hasSignal = !!(input?.connectionValid && (input.outputItem?.type === "Signal" || input.outputItem?.type === "Numeric"));
815
+ const sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;
816
+ let val = defaultValue;
817
+ let hasStaticSig = false;
818
+ let gpuTextureView = void 0;
819
+ if (!hasSignal) if (input?.connectionValid && input.outputItem?.type === "Number") {
820
+ const rawVal = Number(input.outputItem.data ?? defaultValue);
821
+ val = Math.max(minVal, Math.min(maxVal, rawVal));
822
+ if (scaleByDpi) val *= dpiScale;
823
+ } else {
824
+ let rawVal = op[configKey];
825
+ if (rawVal !== void 0 && rawVal !== null) {
826
+ if (typeof rawVal === "object") {
827
+ if ("get" in rawVal && typeof rawVal.get === "function") rawVal = rawVal.get({
828
+ frame,
829
+ fps
830
+ });
831
+ else if ("value" in rawVal) {
832
+ const sig = rawVal;
833
+ if (sig.gpuBinding?.textureView) {
834
+ gpuTextureView = sig.gpuBinding.textureView;
835
+ hasStaticSig = true;
836
+ }
837
+ rawVal = sig.value;
838
+ }
839
+ } else if (typeof rawVal === "function") rawVal = rawVal(frame, fps);
840
+ }
841
+ const numVal = Number(rawVal ?? defaultValue);
842
+ val = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));
843
+ if (scaleByDpi) val *= dpiScale;
844
+ }
845
+ else if (sd) {
846
+ const rawVal = Number(sd.offset ?? 0);
847
+ val = Math.max(minVal, Math.min(maxVal, rawVal));
848
+ if (scaleByDpi) val *= dpiScale;
849
+ hasStaticSig = true;
850
+ }
851
+ return {
852
+ val,
853
+ hasStaticSig,
854
+ sd,
855
+ gpuTextureView
856
+ };
857
+ };
858
+ const strengthRes = resolveBindable("strength", 5, 0, MAX_BLUR, true);
859
+ const sigmaColorRes = resolveBindable("sigmaColor", .1, .01, 1, false);
860
+ const centerXRes = resolveBindable("centerX", .5, 0, 1, false);
861
+ const centerYRes = resolveBindable("centerY", .5, 0, 1, false);
862
+ const radiusRes = resolveBindable("radius", .3, .001, 1, false);
863
+ const radiusYRes = resolveBindable("radiusY", 0, 0, 1, false);
864
+ const tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);
865
+ const tmpView = tmpTex.createView();
866
+ ctx.renderer.beginFrame(encoder, tmpView, {
867
+ r: 0,
868
+ g: 0,
869
+ b: 0,
870
+ a: 0
871
+ }, width, height, "clear").end();
872
+ ctx.renderer.pushScissor({
873
+ x: 0,
874
+ y: 0,
875
+ width,
876
+ height
877
+ });
878
+ ctx.renderer.pushIdentity();
879
+ await drawChild(childMedia, {
880
+ ...props,
881
+ virtualMedia: childMedia
882
+ }, tmpView, tmpTex, width, height);
883
+ ctx.renderer.popTransform();
884
+ ctx.renderer.popScissor();
885
+ const blurType = op.blurType ?? "Gaussian";
886
+ const isSeparable = blurType === "Gaussian" || blurType === "Box" || blurType === "Median" || blurType === "Bilateral";
887
+ const { blurPipeline: pipeline, blurUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getBlurResources(ctx.device, ctx.renderer.format, blurType);
888
+ const sampler = ctx.renderer.samplerCache.getSampler(ctx.device);
889
+ const elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;
890
+ const durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;
891
+ for (const bindableRes of [
892
+ strengthRes,
893
+ sigmaColorRes,
894
+ centerXRes,
895
+ centerYRes,
896
+ radiusRes
897
+ ]) if (bindableRes.hasStaticSig && bindableRes.sd) await signalRegistry.ensureAudioSourcesExtracted(ctx.device, bindableRes.sd, fps, props.renderId);
898
+ const getSignalView = (res, suffix) => {
899
+ if (res.gpuTextureView) return res.gpuTextureView;
900
+ 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);
901
+ return signalRegistry.getDummy1x1TextureView(ctx.device);
902
+ };
903
+ const strengthView = getSignalView(strengthRes, "strength_sig");
904
+ const sigmaColorView = getSignalView(sigmaColorRes, "sigmacolor_sig");
905
+ const centerXView = getSignalView(centerXRes, "centerx_sig");
906
+ const centerYView = getSignalView(centerYRes, "centery_sig");
907
+ const radiusView = getSignalView(radiusRes, "radius_sig");
908
+ const createBlurBindGroup1 = (inputTex, origTex) => ctx.device.createBindGroup({
909
+ layout: tLayout,
910
+ entries: [
911
+ {
912
+ binding: 0,
913
+ resource: inputTex.createView()
914
+ },
915
+ {
916
+ binding: 1,
917
+ resource: sampler
918
+ },
919
+ {
920
+ binding: 2,
921
+ resource: origTex.createView()
922
+ }
923
+ ]
924
+ });
925
+ const isPartial = Boolean(op.partialBlur && op.partialBlur !== "false" && op.partialBlur !== 0);
926
+ blurData[2] = strengthRes.val;
927
+ blurData[3] = Number(op.angle ?? 0);
928
+ blurData[4] = sigmaColorRes.val;
929
+ blurData[5] = centerXRes.val;
930
+ blurData[6] = centerYRes.val;
931
+ blurData[7] = radiusRes.val;
932
+ blurData[8] = isPartial ? 1 : 0;
933
+ blurData[9] = strengthRes.hasStaticSig ? 1 : 0;
934
+ blurData[10] = sigmaColorRes.hasStaticSig ? 1 : 0;
935
+ blurData[11] = centerXRes.hasStaticSig ? 1 : 0;
936
+ blurData[12] = centerYRes.hasStaticSig ? 1 : 0;
937
+ blurData[13] = radiusRes.hasStaticSig ? 1 : 0;
938
+ blurData[14] = radiusYRes.val;
939
+ blurData[15] = op.shape === "rect" ? 1 : 0;
940
+ let outTex2;
941
+ if (isSeparable) {
942
+ const outTex1 = ctx.renderer.getTemporaryTexture(width, height, [
943
+ tmpTex,
944
+ targetTexture,
945
+ ...props.excludeTextures || []
946
+ ]);
947
+ outTex2 = ctx.renderer.getTemporaryTexture(width, height, [
948
+ tmpTex,
949
+ outTex1,
950
+ targetTexture,
951
+ ...props.excludeTextures || []
952
+ ]);
953
+ blurData[0] = 1;
954
+ blurData[1] = 0;
955
+ blurData[8] = 0;
956
+ const hBuffer = ctx.renderer.getTemporaryBuffer(blurData);
957
+ const hPass = encoder.beginRenderPass({ colorAttachments: [{
958
+ view: outTex1.createView(),
959
+ loadOp: "clear",
960
+ storeOp: "store",
961
+ clearValue: {
962
+ r: 0,
963
+ g: 0,
964
+ b: 0,
965
+ a: 0
966
+ }
967
+ }] });
968
+ hPass.setPipeline(pipeline);
969
+ hPass.setBindGroup(0, ctx.device.createBindGroup({
970
+ layout: uLayout,
971
+ entries: [{
972
+ binding: 0,
973
+ resource: { buffer: hBuffer }
974
+ }]
975
+ }));
976
+ hPass.setBindGroup(1, createBlurBindGroup1(tmpTex, tmpTex));
977
+ hPass.setBindGroup(2, ctx.device.createBindGroup({
978
+ layout: sigLayout,
979
+ entries: [
980
+ {
981
+ binding: 0,
982
+ resource: strengthView
983
+ },
984
+ {
985
+ binding: 1,
986
+ resource: sigmaColorView
987
+ },
988
+ {
989
+ binding: 2,
990
+ resource: centerXView
991
+ },
992
+ {
993
+ binding: 3,
994
+ resource: centerYView
995
+ },
996
+ {
997
+ binding: 4,
998
+ resource: radiusView
999
+ },
1000
+ {
1001
+ binding: 5,
1002
+ resource: sampler
1003
+ }
1004
+ ]
1005
+ }));
1006
+ hPass.draw(4);
1007
+ hPass.end();
1008
+ blurData[0] = 0;
1009
+ blurData[1] = 1;
1010
+ blurData[8] = isPartial ? 1 : 0;
1011
+ const vBuffer = ctx.renderer.getTemporaryBuffer(blurData);
1012
+ const vPass = encoder.beginRenderPass({ colorAttachments: [{
1013
+ view: outTex2.createView(),
1014
+ loadOp: "clear",
1015
+ storeOp: "store",
1016
+ clearValue: {
1017
+ r: 0,
1018
+ g: 0,
1019
+ b: 0,
1020
+ a: 0
1021
+ }
1022
+ }] });
1023
+ vPass.setPipeline(pipeline);
1024
+ vPass.setBindGroup(0, ctx.device.createBindGroup({
1025
+ layout: uLayout,
1026
+ entries: [{
1027
+ binding: 0,
1028
+ resource: { buffer: vBuffer }
1029
+ }]
1030
+ }));
1031
+ vPass.setBindGroup(1, createBlurBindGroup1(outTex1, tmpTex));
1032
+ vPass.setBindGroup(2, ctx.device.createBindGroup({
1033
+ layout: sigLayout,
1034
+ entries: [
1035
+ {
1036
+ binding: 0,
1037
+ resource: strengthView
1038
+ },
1039
+ {
1040
+ binding: 1,
1041
+ resource: sigmaColorView
1042
+ },
1043
+ {
1044
+ binding: 2,
1045
+ resource: centerXView
1046
+ },
1047
+ {
1048
+ binding: 3,
1049
+ resource: centerYView
1050
+ },
1051
+ {
1052
+ binding: 4,
1053
+ resource: radiusView
1054
+ },
1055
+ {
1056
+ binding: 5,
1057
+ resource: sampler
1058
+ }
1059
+ ]
1060
+ }));
1061
+ vPass.draw(4);
1062
+ vPass.end();
1063
+ } else {
1064
+ outTex2 = ctx.renderer.getTemporaryTexture(width, height, [
1065
+ tmpTex,
1066
+ targetTexture,
1067
+ ...props.excludeTextures || []
1068
+ ]);
1069
+ blurData[0] = 0;
1070
+ blurData[1] = 0;
1071
+ blurData[8] = isPartial ? 1 : 0;
1072
+ const singleBuffer = ctx.renderer.getTemporaryBuffer(blurData);
1073
+ const singlePass = encoder.beginRenderPass({ colorAttachments: [{
1074
+ view: outTex2.createView(),
1075
+ loadOp: "clear",
1076
+ storeOp: "store",
1077
+ clearValue: {
1078
+ r: 0,
1079
+ g: 0,
1080
+ b: 0,
1081
+ a: 0
1082
+ }
1083
+ }] });
1084
+ singlePass.setPipeline(pipeline);
1085
+ singlePass.setBindGroup(0, ctx.device.createBindGroup({
1086
+ layout: uLayout,
1087
+ entries: [{
1088
+ binding: 0,
1089
+ resource: { buffer: singleBuffer }
1090
+ }]
1091
+ }));
1092
+ singlePass.setBindGroup(1, createBlurBindGroup1(tmpTex, tmpTex));
1093
+ singlePass.setBindGroup(2, ctx.device.createBindGroup({
1094
+ layout: sigLayout,
1095
+ entries: [
1096
+ {
1097
+ binding: 0,
1098
+ resource: strengthView
1099
+ },
1100
+ {
1101
+ binding: 1,
1102
+ resource: sigmaColorView
1103
+ },
1104
+ {
1105
+ binding: 2,
1106
+ resource: centerXView
1107
+ },
1108
+ {
1109
+ binding: 3,
1110
+ resource: centerYView
1111
+ },
1112
+ {
1113
+ binding: 4,
1114
+ resource: radiusView
1115
+ },
1116
+ {
1117
+ binding: 5,
1118
+ resource: sampler
1119
+ }
1120
+ ]
1121
+ }));
1122
+ singlePass.draw(4);
1123
+ singlePass.end();
1124
+ }
1125
+ const finalPass = ctx.renderer.beginFrame(encoder, targetView, {
1126
+ r: 0,
1127
+ g: 0,
1128
+ b: 0,
1129
+ a: 0
1130
+ }, targetWidth, targetHeight, "load");
1131
+ ctx.renderer.drawTexture(finalPass, outTex2, {
1132
+ x: 0,
1133
+ y: 0,
1134
+ width: targetWidth,
1135
+ height: targetHeight
1136
+ }, { opacity: op.opacity ?? 1 });
1137
+ args.pass = finalPass;
1138
+ };
1139
+ var renderers_default = defineRenderer({ WebGPURenderer: BlurWebGPURenderer });
1140
+
1141
+ //#endregion
1142
+ export { renderers_default as t };
1143
+ //# sourceMappingURL=renderer-Cl1oUXMi.mjs.map