framefields 2.0.3 → 2.0.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +4 -26
- package/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-DbxiKp5p.mjs → audio-COkiXyDb.mjs} +3 -3
- package/dist/{audio-DbxiKp5p.mjs.map → audio-COkiXyDb.mjs.map} +1 -1
- package/dist/{audio-Dvwwz8xU.d.mts → audio-nmU-BWxI.d.mts} +3 -3
- package/dist/{audio-Dvwwz8xU.d.mts.map → audio-nmU-BWxI.d.mts.map} +1 -1
- package/dist/{dist-CGIme1vZ.mjs → dist-55MP0aN4.mjs} +59 -16
- package/dist/dist-55MP0aN4.mjs.map +1 -0
- package/dist/{dist-DuIv211_.mjs → dist-DgIKXWZ1.mjs} +60 -15
- package/dist/dist-DgIKXWZ1.mjs.map +1 -0
- package/dist/effects/index.d.mts +4 -4
- package/dist/effects/index.mjs +22 -22
- package/dist/{effects-B_APkGJJ.mjs → effects-m3FuatqZ.mjs} +2 -2
- package/dist/{effects-B_APkGJJ.mjs.map → effects-m3FuatqZ.mjs.map} +1 -1
- package/dist/fonts/index.d.mts +1 -1
- package/dist/fonts/index.mjs +1 -1
- package/dist/{fonts-CwwIhe1o.mjs → fonts-C_AWIMdb.mjs} +13 -2
- package/dist/fonts-C_AWIMdb.mjs.map +1 -0
- package/dist/{index-CnAk1hTw.d.mts → index-Bx7JBFT6.d.mts} +2 -2
- package/dist/index-Bx7JBFT6.d.mts.map +1 -0
- package/dist/{index-D7llSs-m.d.mts → index-C8rstr3Y.d.mts} +4 -4
- package/dist/{index-D7llSs-m.d.mts.map → index-C8rstr3Y.d.mts.map} +1 -1
- package/dist/{index-D2wJqSl5.d.mts → index-CAGDH7l6.d.mts} +3 -3
- package/dist/{index-D2wJqSl5.d.mts.map → index-CAGDH7l6.d.mts.map} +1 -1
- package/dist/{index-DiSKzDGR.d.mts → index-CbzEM_o6.d.mts} +8 -1
- package/dist/index-CbzEM_o6.d.mts.map +1 -0
- package/dist/{index-BMVVmc4G.d.mts → index-DY3mLoPO.d.mts} +2 -2
- package/dist/{index-BMVVmc4G.d.mts.map → index-DY3mLoPO.d.mts.map} +1 -1
- package/dist/{index-D1ZsMpke.d.mts → index-i0xPY4Fe.d.mts} +3 -3
- package/dist/{index-D1ZsMpke.d.mts.map → index-i0xPY4Fe.d.mts.map} +1 -1
- package/dist/{index-D2jDC7O5.d.mts → index-ogL8Y-Ng.d.mts} +9 -1
- package/dist/{index-D2jDC7O5.d.mts.map → index-ogL8Y-Ng.d.mts.map} +1 -1
- package/dist/index.d.mts +22 -11
- package/dist/index.d.mts.map +1 -1
- package/dist/index.mjs +43 -38
- package/dist/index.mjs.map +1 -1
- package/dist/preview/index.d.mts +3 -3
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview-D7TqF9i_.mjs → preview-BM0Zzcn1.mjs} +74 -66
- package/dist/preview-BM0Zzcn1.mjs.map +1 -0
- package/dist/preview-engine/{chunk-HAXK42HG.mjs → chunk-2RMSCL6V.mjs} +1 -1
- package/dist/preview-engine/chunk-45JOFIHE.mjs +8 -0
- package/dist/preview-engine/chunk-7S6ZFYLI.mjs +418 -0
- package/dist/preview-engine/chunk-KNZU3Z2F.mjs +3 -0
- package/dist/preview-engine/{chunk-GYG2IIBR.mjs → chunk-RJJRPL42.mjs} +1 -1
- package/dist/preview-engine/{chunk-4BEJJKEU.mjs → chunk-YK4XHUP4.mjs} +7 -7
- package/dist/preview-engine/fonts.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +84 -76
- package/dist/preview-engine/player.mjs +5 -5
- package/dist/preview-engine/{renderers-R3XEYD5V.mjs → renderers-LFA5NW4V.mjs} +1 -1
- package/dist/{program-Cjva0Nw2.mjs → program-DGqyGGvj.mjs} +2 -2
- package/dist/{program-Cjva0Nw2.mjs.map → program-DGqyGGvj.mjs.map} +1 -1
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/renderer--fkO4O8d.mjs +3 -0
- package/dist/{renderer-DVSagfD4.mjs → renderer-0gJC-sc8.mjs} +2 -2
- package/dist/{renderer-DVSagfD4.mjs.map → renderer-0gJC-sc8.mjs.map} +1 -1
- package/dist/{renderer-B8ugHLDi.mjs → renderer-2r4EgfdZ.mjs} +2 -2
- package/dist/{renderer-B8ugHLDi.mjs.map → renderer-2r4EgfdZ.mjs.map} +1 -1
- package/dist/{renderer-D9lcIxrz.mjs → renderer-5OiVjQan.mjs} +4 -4
- package/dist/{renderer-D9lcIxrz.mjs.map → renderer-5OiVjQan.mjs.map} +1 -1
- package/dist/renderer-6x7CgHhJ.mjs +3 -0
- package/dist/renderer-B0RDWv1C.mjs +3 -0
- package/dist/{renderer-CeF66MG3.mjs → renderer-B9l641o-.mjs} +2 -2
- package/dist/{renderer-CeF66MG3.mjs.map → renderer-B9l641o-.mjs.map} +1 -1
- package/dist/renderer-BFOkGS0N.mjs +3 -0
- package/dist/{renderer-DjYRCzzV.mjs → renderer-BJiL-BQY.mjs} +2 -2
- package/dist/{renderer-DjYRCzzV.mjs.map → renderer-BJiL-BQY.mjs.map} +1 -1
- package/dist/{renderer-B5Tq5MWB.mjs → renderer-BMrm2Zbz.mjs} +2 -2
- package/dist/{renderer-B5Tq5MWB.mjs.map → renderer-BMrm2Zbz.mjs.map} +1 -1
- package/dist/{renderer-Dm0r9IBd.mjs → renderer-BUHMkkLU.mjs} +2 -2
- package/dist/{renderer-Dm0r9IBd.mjs.map → renderer-BUHMkkLU.mjs.map} +1 -1
- package/dist/{renderer-B0DTz9Fr.mjs → renderer-BYsmLk63.mjs} +2 -2
- package/dist/{renderer-B0DTz9Fr.mjs.map → renderer-BYsmLk63.mjs.map} +1 -1
- package/dist/renderer-BaoJiMJO.mjs +3 -0
- package/dist/{renderer-NYcVjCOi.mjs → renderer-BtkU0BT-.mjs} +2 -2
- package/dist/{renderer-NYcVjCOi.mjs.map → renderer-BtkU0BT-.mjs.map} +1 -1
- package/dist/{renderer-CuppzplW.mjs → renderer-Bwsh5TUv.mjs} +2 -2
- package/dist/{renderer-CuppzplW.mjs.map → renderer-Bwsh5TUv.mjs.map} +1 -1
- package/dist/{renderer-B6YiOv7l.mjs → renderer-C28Bab-M.mjs} +2 -2
- package/dist/{renderer-B6YiOv7l.mjs.map → renderer-C28Bab-M.mjs.map} +1 -1
- package/dist/{renderer-BusX07ZE.mjs → renderer-C3L9SNRO.mjs} +2 -2
- package/dist/{renderer-BusX07ZE.mjs.map → renderer-C3L9SNRO.mjs.map} +1 -1
- package/dist/renderer-C4O-L73n.mjs +3 -0
- package/dist/{renderer-CxE-8m71.mjs → renderer-C9BKcHZb.mjs} +1 -1
- package/dist/renderer-CGVuhBbA.mjs +3 -0
- package/dist/renderer-CHKB-Or4.mjs +3 -0
- package/dist/renderer-CL9gPcfZ.mjs +3 -0
- package/dist/{renderer-CXO4wWOT.mjs → renderer-CMM4DZ1i.mjs} +2 -2
- package/dist/{renderer-CXO4wWOT.mjs.map → renderer-CMM4DZ1i.mjs.map} +1 -1
- package/dist/{renderer-DWvg6ZKK.mjs → renderer-COkFM1KL.mjs} +2 -2
- package/dist/{renderer-DWvg6ZKK.mjs.map → renderer-COkFM1KL.mjs.map} +1 -1
- package/dist/renderer-CSkFF-qe.mjs +3 -0
- package/dist/renderer-CU2c6zWc.mjs +3 -0
- package/dist/{renderer-DG3VnR50.mjs → renderer-CXUohIJ9.mjs} +2 -2
- package/dist/{renderer-DG3VnR50.mjs.map → renderer-CXUohIJ9.mjs.map} +1 -1
- package/dist/{renderer-BXDrwZNT.mjs → renderer-CeADvUU_.mjs} +2 -2
- package/dist/{renderer-BXDrwZNT.mjs.map → renderer-CeADvUU_.mjs.map} +1 -1
- package/dist/{renderer-s_HENMCc.mjs → renderer-CgVdRbc-.mjs} +2 -2
- package/dist/{renderer-s_HENMCc.mjs.map → renderer-CgVdRbc-.mjs.map} +1 -1
- package/dist/renderer-CiLiH6w_.mjs +3 -0
- package/dist/{renderer-Daa-Af8y.mjs → renderer-CnRoblJF.mjs} +2 -2
- package/dist/{renderer-Daa-Af8y.mjs.map → renderer-CnRoblJF.mjs.map} +1 -1
- package/dist/{renderer-Y7-Us00q.mjs → renderer-CsQ7nY0z.mjs} +1 -1
- package/dist/{renderer-CBdqOoTN.mjs → renderer-CwAjqb2o.mjs} +1 -1
- package/dist/{renderer-Bmt3fpzg.mjs → renderer-Cx5H41JR.mjs} +1 -1
- package/dist/{renderer-vnHsTpQf.mjs → renderer-D1Zs78PQ.mjs} +54 -84
- package/dist/{renderer-vnHsTpQf.mjs.map → renderer-D1Zs78PQ.mjs.map} +1 -1
- package/dist/{renderer-DFA0KBdj.mjs → renderer-D1ib-wB3.mjs} +2 -2
- package/dist/{renderer-DFA0KBdj.mjs.map → renderer-D1ib-wB3.mjs.map} +1 -1
- package/dist/{renderer-Bh1pfpzz.mjs → renderer-D54yO_M_.mjs} +2 -2
- package/dist/{renderer-Bh1pfpzz.mjs.map → renderer-D54yO_M_.mjs.map} +1 -1
- package/dist/{renderer-aH8p3zLE.mjs → renderer-D5N2JO7g.mjs} +2 -2
- package/dist/{renderer-aH8p3zLE.mjs.map → renderer-D5N2JO7g.mjs.map} +1 -1
- package/dist/{renderer-BgAzIw8w.mjs → renderer-DBp6A7tR.mjs} +2 -2
- package/dist/{renderer-BgAzIw8w.mjs.map → renderer-DBp6A7tR.mjs.map} +1 -1
- package/dist/{renderer-CcDfRa1o.mjs → renderer-DI2RcpKU.mjs} +2 -2
- package/dist/{renderer-CcDfRa1o.mjs.map → renderer-DI2RcpKU.mjs.map} +1 -1
- package/dist/renderer-DMaYsSM4.mjs +3 -0
- package/dist/renderer-DZ7t_l1d.mjs +3 -0
- package/dist/{renderer-CkLD7Lp7.mjs → renderer-D_QS6p1q.mjs} +2 -2
- package/dist/{renderer-CkLD7Lp7.mjs.map → renderer-D_QS6p1q.mjs.map} +1 -1
- package/dist/{renderer-DDp7_TUi.d.mts → renderer-DcPOsAVu.d.mts} +2 -2
- package/dist/{renderer-DDp7_TUi.d.mts.map → renderer-DcPOsAVu.d.mts.map} +1 -1
- package/dist/{renderer-BBweieq9.mjs → renderer-Dcd-Pkzd.mjs} +2 -2
- package/dist/{renderer-BBweieq9.mjs.map → renderer-Dcd-Pkzd.mjs.map} +1 -1
- package/dist/{renderer-VHpQTPbr.mjs → renderer-DjiUZ0Vs.mjs} +2 -2
- package/dist/{renderer-VHpQTPbr.mjs.map → renderer-DjiUZ0Vs.mjs.map} +1 -1
- package/dist/renderer-DkJEnKQu.mjs +3 -0
- package/dist/renderer-DlkrKqQj.mjs +3 -0
- package/dist/renderer-DxOQ5S8T.mjs +3 -0
- package/dist/renderer-Ibvw1tE_.mjs +3 -0
- package/dist/{renderer-BcckaXum.mjs → renderer-JjMO41Cv.mjs} +2 -2
- package/dist/{renderer-BcckaXum.mjs.map → renderer-JjMO41Cv.mjs.map} +1 -1
- package/dist/renderer-M0jeFo6S.mjs +4 -0
- package/dist/renderer-NhSzqWsQ.mjs +3 -0
- package/dist/renderer-OrhgkzVu.mjs +3 -0
- package/dist/{renderer-9ZcinEHr.mjs → renderer-Q7_DUcnu.mjs} +2 -2
- package/dist/{renderer-9ZcinEHr.mjs.map → renderer-Q7_DUcnu.mjs.map} +1 -1
- package/dist/{renderer-8dDNjgzG.mjs → renderer-QfSB-cRU.mjs} +2 -2
- package/dist/{renderer-8dDNjgzG.mjs.map → renderer-QfSB-cRU.mjs.map} +1 -1
- package/dist/{renderer-BQgAn_oc.mjs → renderer-WXylxlu2.mjs} +2 -2
- package/dist/{renderer-BQgAn_oc.mjs.map → renderer-WXylxlu2.mjs.map} +1 -1
- package/dist/renderer-WrFAaLxW.mjs +3 -0
- package/dist/renderer-bbOALT4F.mjs +3 -0
- package/dist/{renderer-DQQnEcSA.mjs → renderer-bebAt6Dz.mjs} +2 -2
- package/dist/{renderer-DQQnEcSA.mjs.map → renderer-bebAt6Dz.mjs.map} +1 -1
- package/dist/{renderer-1ccLpvz3.mjs → renderer-eC1gRPRo.mjs} +2 -2
- package/dist/{renderer-1ccLpvz3.mjs.map → renderer-eC1gRPRo.mjs.map} +1 -1
- package/dist/renderer-lXmyzdcx.mjs +3 -0
- package/dist/renderer-ospMsCzr.mjs +3 -0
- package/dist/{renderer-BwE5dnyL.mjs → renderer-vUjNMbLq.mjs} +2 -2
- package/dist/{renderer-BwE5dnyL.mjs.map → renderer-vUjNMbLq.mjs.map} +1 -1
- package/dist/{renderers-BWg16W-V-FofeEqQL.mjs → renderers-BWg16W-V-jhdCp6Vd.mjs} +2 -2
- package/dist/{renderers-BWg16W-V-FofeEqQL.mjs.map → renderers-BWg16W-V-jhdCp6Vd.mjs.map} +1 -1
- package/dist/signals/index.d.mts +5 -5
- package/dist/signals/index.mjs +4 -4
- package/package.json +55 -55
- package/dist/dist-CGIme1vZ.mjs.map +0 -1
- package/dist/dist-DuIv211_.mjs.map +0 -1
- package/dist/fonts-CwwIhe1o.mjs.map +0 -1
- package/dist/index-CnAk1hTw.d.mts.map +0 -1
- package/dist/index-DiSKzDGR.d.mts.map +0 -1
- package/dist/preview-D7TqF9i_.mjs.map +0 -1
- package/dist/preview-engine/chunk-47VT677S.mjs +0 -8
- package/dist/preview-engine/chunk-QARN3FLA.mjs +0 -418
- package/dist/preview-engine/chunk-SZ7YRPKO.mjs +0 -3
- package/dist/renderer-0kXgErRZ.mjs +0 -3
- package/dist/renderer-B9e4XyZy.mjs +0 -3
- package/dist/renderer-BBhCaxS2.mjs +0 -3
- package/dist/renderer-BC0iMueW.mjs +0 -3
- package/dist/renderer-BGd1VV9J.mjs +0 -3
- package/dist/renderer-BJKbasW6.mjs +0 -3
- package/dist/renderer-BV3mlZMX.mjs +0 -3
- package/dist/renderer-BgO4XWZz.mjs +0 -3
- package/dist/renderer-Bk842iGl.mjs +0 -4
- package/dist/renderer-Bn7jX6n3.mjs +0 -3
- package/dist/renderer-CPKOjnkT.mjs +0 -3
- package/dist/renderer-CSgVUPHu.mjs +0 -3
- package/dist/renderer-CUr66blo.mjs +0 -3
- package/dist/renderer-CYC-j_8W.mjs +0 -3
- package/dist/renderer-Cy7k7eN9.mjs +0 -3
- package/dist/renderer-D3poaM-T.mjs +0 -3
- package/dist/renderer-D69vFGNB.mjs +0 -3
- package/dist/renderer-DiXzb5FQ.mjs +0 -3
- package/dist/renderer-DkKjy-Q0.mjs +0 -3
- package/dist/renderer-DlxCfGuA.mjs +0 -3
- package/dist/renderer-DnUe5mD1.mjs +0 -3
- package/dist/renderer-DwtLqidh.mjs +0 -3
- package/dist/renderer-WaLyCr37.mjs +0 -3
- package/dist/renderer-rrz9Fhwo.mjs +0 -3
- package/dist/renderer-ssnm_dWv.mjs +0 -3
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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import { E as colorMatrixWgsl } from "./dist-
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import { E as colorMatrixWgsl } from "./dist-DgIKXWZ1.mjs";
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import { i as VideoResultSchema, n as ImageResultSchema } from "./dist-DKm2IyEJ.mjs";
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@@ -240,4 +240,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: LevelsWebGPURenderer })
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//#endregion
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//# sourceMappingURL=renderer-D1ib-wB3.mjs.map
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{"version":3,"file":"renderer-DFA0KBdj.mjs","names":[],"sources":["../../../nodes/node-levels/dist/renderers-JnzIgDj9.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { colorMatrixWgsl } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst LevelChannelSchema = z.object({\n\tinBlack: z.number().min(0).max(1).default(0),\n\tinWhite: z.number().min(0).max(1).default(1),\n\toutBlack: z.number().min(0).max(1).default(0),\n\toutWhite: z.number().min(0).max(1).default(1)\n}).strict().superRefine((val, ctx) => {\n\tif (val.inBlack >= val.inWhite) ctx.addIssue({\n\t\tcode: z.ZodIssueCode.custom,\n\t\tpath: [\"inWhite\"],\n\t\tmessage: \"inWhite must be greater than inBlack\"\n\t});\n\tif (val.outBlack >= val.outWhite) ctx.addIssue({\n\t\tcode: z.ZodIssueCode.custom,\n\t\tpath: [\"outWhite\"],\n\t\tmessage: \"outWhite must be greater than outBlack\"\n\t});\n});\nconst LevelsNodeConfigSchema = z.object({\n\tmaster: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tred: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tgreen: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tblue: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t})\n}).strict();\nconst LevelsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst LevelsOperationSchema = LevelsNodeConfigSchema.extend({\n\top: z.literal(\"Levels\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultLevelChannel = {\n\tinBlack: 0,\n\tinWhite: 1,\n\toutBlack: 0,\n\toutWhite: 1\n};\nconst defaultLevelsConfig = {\n\tmaster: { ...defaultLevelChannel },\n\tred: { ...defaultLevelChannel },\n\tgreen: { ...defaultLevelChannel },\n\tblue: { ...defaultLevelChannel }\n};\nconst LEVELS_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 deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst colorMatrixData = new Float32Array(20);\nfunction getColorMatrixResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst colorMatrixUniformLayout = 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\tconst singleTextureLayout = 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\tconst colorMatrixModule = device.createShaderModule({\n\t\t\tlabel: \"color-matrix.wgsl\",\n\t\t\tcode: colorMatrixWgsl\n\t\t});\n\t\tres = {\n\t\t\tcolorMatrixPipeline: device.createRenderPipeline({\n\t\t\t\tlabel: \"ColorMatrixPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [colorMatrixUniformLayout, singleTextureLayout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule: colorMatrixModule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule: colorMatrixModule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t}),\n\t\t\tcolorMatrixUniformLayout,\n\t\t\tsingleTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getTransform(ch) {\n\tconst inRange = Math.max(ch.inWhite - ch.inBlack, 1e-5);\n\tconst scale = (ch.outWhite - ch.outBlack) / inRange;\n\treturn {\n\t\tscale,\n\t\tbias: ch.outBlack - ch.inBlack * scale\n\t};\n}\nconst LevelsWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Levels\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst m = getTransform(op.master ?? defaultLevelChannel);\n\tconst r = getTransform(op.red ?? defaultLevelChannel);\n\tconst g = getTransform(op.green ?? defaultLevelChannel);\n\tconst b = getTransform(op.blue ?? defaultLevelChannel);\n\tconst matrix = [\n\t\tr.scale * m.scale,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\tr.bias * m.scale + m.bias,\n\t\t0,\n\t\tg.scale * m.scale,\n\t\t0,\n\t\t0,\n\t\tg.bias * m.scale + m.bias,\n\t\t0,\n\t\t0,\n\t\tb.scale * m.scale,\n\t\t0,\n\t\tb.bias * m.scale + m.bias,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\t1,\n\t\t0\n\t];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\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 { colorMatrixPipeline: pipeline, colorMatrixUniformLayout: uLayout, singleTextureLayout: tLayout } = getColorMatrixResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tcolorMatrixData[0] = matrix[0];\n\tcolorMatrixData[1] = matrix[1];\n\tcolorMatrixData[2] = matrix[2];\n\tcolorMatrixData[3] = matrix[3];\n\tcolorMatrixData[4] = matrix[5];\n\tcolorMatrixData[5] = matrix[6];\n\tcolorMatrixData[6] = matrix[7];\n\tcolorMatrixData[7] = matrix[8];\n\tcolorMatrixData[8] = matrix[10];\n\tcolorMatrixData[9] = matrix[11];\n\tcolorMatrixData[10] = matrix[12];\n\tcolorMatrixData[11] = matrix[13];\n\tcolorMatrixData[12] = matrix[15];\n\tcolorMatrixData[13] = matrix[16];\n\tcolorMatrixData[14] = matrix[17];\n\tcolorMatrixData[15] = matrix[18];\n\tcolorMatrixData[16] = matrix[4];\n\tcolorMatrixData[17] = matrix[9];\n\tcolorMatrixData[18] = matrix[14];\n\tcolorMatrixData[19] = matrix[19];\n\tconst buffer = ctx.renderer.getTemporaryBuffer(colorMatrixData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\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: props.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: LevelsWebGPURenderer });\n\n//#endregion\nexport { LevelsOperationSchema as a, defaultLevelsConfig as c, LevelsNodeConfigSchema as i, LEVELS_OUTPUT_TYPE_MAP as n, LevelsResultSchema as o, 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{"version":3,"file":"renderer-D1ib-wB3.mjs","names":[],"sources":["../../../nodes/node-levels/dist/renderers-JnzIgDj9.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { colorMatrixWgsl } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst LevelChannelSchema = z.object({\n\tinBlack: z.number().min(0).max(1).default(0),\n\tinWhite: z.number().min(0).max(1).default(1),\n\toutBlack: z.number().min(0).max(1).default(0),\n\toutWhite: z.number().min(0).max(1).default(1)\n}).strict().superRefine((val, ctx) => {\n\tif (val.inBlack >= val.inWhite) ctx.addIssue({\n\t\tcode: z.ZodIssueCode.custom,\n\t\tpath: [\"inWhite\"],\n\t\tmessage: \"inWhite must be greater than inBlack\"\n\t});\n\tif (val.outBlack >= val.outWhite) ctx.addIssue({\n\t\tcode: z.ZodIssueCode.custom,\n\t\tpath: [\"outWhite\"],\n\t\tmessage: \"outWhite must be greater than outBlack\"\n\t});\n});\nconst LevelsNodeConfigSchema = z.object({\n\tmaster: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tred: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tgreen: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tblue: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t})\n}).strict();\nconst LevelsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst LevelsOperationSchema = LevelsNodeConfigSchema.extend({\n\top: z.literal(\"Levels\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultLevelChannel = {\n\tinBlack: 0,\n\tinWhite: 1,\n\toutBlack: 0,\n\toutWhite: 1\n};\nconst defaultLevelsConfig = {\n\tmaster: { ...defaultLevelChannel },\n\tred: { ...defaultLevelChannel },\n\tgreen: { ...defaultLevelChannel },\n\tblue: { ...defaultLevelChannel }\n};\nconst LEVELS_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 deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst colorMatrixData = new Float32Array(20);\nfunction getColorMatrixResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst colorMatrixUniformLayout = 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\tconst singleTextureLayout = 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\tconst colorMatrixModule = device.createShaderModule({\n\t\t\tlabel: \"color-matrix.wgsl\",\n\t\t\tcode: colorMatrixWgsl\n\t\t});\n\t\tres = {\n\t\t\tcolorMatrixPipeline: device.createRenderPipeline({\n\t\t\t\tlabel: \"ColorMatrixPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [colorMatrixUniformLayout, singleTextureLayout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule: colorMatrixModule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule: colorMatrixModule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t}),\n\t\t\tcolorMatrixUniformLayout,\n\t\t\tsingleTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getTransform(ch) {\n\tconst inRange = Math.max(ch.inWhite - ch.inBlack, 1e-5);\n\tconst scale = (ch.outWhite - ch.outBlack) / inRange;\n\treturn {\n\t\tscale,\n\t\tbias: ch.outBlack - ch.inBlack * scale\n\t};\n}\nconst LevelsWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Levels\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst m = getTransform(op.master ?? defaultLevelChannel);\n\tconst r = getTransform(op.red ?? defaultLevelChannel);\n\tconst g = getTransform(op.green ?? defaultLevelChannel);\n\tconst b = getTransform(op.blue ?? defaultLevelChannel);\n\tconst matrix = [\n\t\tr.scale * m.scale,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\tr.bias * m.scale + m.bias,\n\t\t0,\n\t\tg.scale * m.scale,\n\t\t0,\n\t\t0,\n\t\tg.bias * m.scale + m.bias,\n\t\t0,\n\t\t0,\n\t\tb.scale * m.scale,\n\t\t0,\n\t\tb.bias * m.scale + m.bias,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\t1,\n\t\t0\n\t];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\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 { colorMatrixPipeline: pipeline, colorMatrixUniformLayout: uLayout, singleTextureLayout: tLayout } = getColorMatrixResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tcolorMatrixData[0] = matrix[0];\n\tcolorMatrixData[1] = matrix[1];\n\tcolorMatrixData[2] = matrix[2];\n\tcolorMatrixData[3] = matrix[3];\n\tcolorMatrixData[4] = matrix[5];\n\tcolorMatrixData[5] = matrix[6];\n\tcolorMatrixData[6] = matrix[7];\n\tcolorMatrixData[7] = matrix[8];\n\tcolorMatrixData[8] = matrix[10];\n\tcolorMatrixData[9] = matrix[11];\n\tcolorMatrixData[10] = matrix[12];\n\tcolorMatrixData[11] = matrix[13];\n\tcolorMatrixData[12] = matrix[15];\n\tcolorMatrixData[13] = matrix[16];\n\tcolorMatrixData[14] = matrix[17];\n\tcolorMatrixData[15] = matrix[18];\n\tcolorMatrixData[16] = matrix[4];\n\tcolorMatrixData[17] = matrix[9];\n\tcolorMatrixData[18] = matrix[14];\n\tcolorMatrixData[19] = matrix[19];\n\tconst buffer = ctx.renderer.getTemporaryBuffer(colorMatrixData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\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: props.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: LevelsWebGPURenderer });\n\n//#endregion\nexport { LevelsOperationSchema as a, defaultLevelsConfig as c, LevelsNodeConfigSchema as i, LEVELS_OUTPUT_TYPE_MAP as n, LevelsResultSchema as o, LevelChannelSchema as r, defaultLevelChannel as s, renderers_default as t };\n//# 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//#region ../../nodes/node-audio-compressor/dist/renderers-C6WhWnB2.mjs
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{"version":3,"file":"renderer-Bh1pfpzz.mjs","names":[],"sources":["../../../nodes/node-audio-compressor/dist/renderers-C6WhWnB2.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 = [\n\t\"threshold\",\n\t\"ratio\",\n\t\"attack\",\n\t\"release\",\n\t\"knee\",\n\t\"makeupGain\"\n];\nconst COMPRESSOR_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n threshold : f32,\n ratio : f32,\n attack : f32,\n release : f32,\n knee : f32,\n makeupGain : f32,\n hasThresholdSig : f32,\n hasRatioSig : f32,\n hasAttackSig : f32,\n hasReleaseSig : f32,\n hasKneeSig : f32,\n hasMakeupGainSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : 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] = envelope\n@group(0) @binding(4) var<storage, read> thresholdSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> ratioSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> attackSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> releaseSignal : array<f32>;\n@group(0) @binding(8) var<storage, read> kneeSignal : array<f32>;\n@group(0) @binding(9) var<storage, read> makeupGainSignal : array<f32>;\n\nfn log10(x: f32) -> f32 {\n return log(x) * 0.4342944819032518f;\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 var envelope = state[0];\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effThreshold = u.threshold;\n if (u.hasThresholdSig > 0.5f) {\n effThreshold = thresholdSignal[index];\n }\n effThreshold = clamp(effThreshold, -120.0f, 0.0f);\n\n var effRatio = u.ratio;\n if (u.hasRatioSig > 0.5f) {\n effRatio = ratioSignal[index];\n }\n effRatio = clamp(effRatio, 1.0f, 100.0f);\n\n var effAttack = u.attack;\n if (u.hasAttackSig > 0.5f) {\n effAttack = attackSignal[index];\n }\n effAttack = clamp(effAttack, 0.0001f, 10.0f);\n\n var effRelease = u.release;\n if (u.hasReleaseSig > 0.5f) {\n effRelease = releaseSignal[index];\n }\n effRelease = clamp(effRelease, 0.001f, 10.0f);\n\n var effKnee = u.knee;\n if (u.hasKneeSig > 0.5f) {\n effKnee = kneeSignal[index];\n }\n effKnee = clamp(effKnee, 0.0f, 40.0f);\n\n var effMakeupGain = u.makeupGain;\n if (u.hasMakeupGainSig > 0.5f) {\n effMakeupGain = makeupGainSignal[index];\n }\n effMakeupGain = clamp(effMakeupGain, -60.0f, 36.0f);\n\n // 2. Safe Attack / Release Coefficients\n let attackCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effAttack)), 0.00001f, 1.0f);\n let releaseCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effRelease)), 0.00001f, 1.0f);\n\n // 3. Peak Detection with NaN / Inf sanitization\n var peak = 0.0f;\n for (var c = 0u; c < numChannels; c = c + 1u) {\n var val = abs(inputChannels[c * numSamples + index]);\n if (is_nan_or_inf(val)) {\n val = 0.0f;\n }\n if (val > peak) {\n peak = val;\n }\n }\n \n // 4. Convert Peak to dBFS\n let dB = 20.0f * log10(max(peak, 1e-9f));\n\n // 5. Compute target reduction (soft-knee & ratio)\n var targetReductiondB = 0.0f;\n if (effKnee > 0.0f) {\n let x = dB - effThreshold;\n if (x <= -effKnee / 2.0f) {\n targetReductiondB = 0.0f;\n } else if (x >= effKnee / 2.0f) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n } else {\n let kneeTerm = x + effKnee / 2.0f;\n targetReductiondB = ((kneeTerm * kneeTerm) / (2.0f * effKnee)) * (1.0f - 1.0f / effRatio);\n }\n } else {\n if (dB > effThreshold) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n }\n }\n\n targetReductiondB = clamp(targetReductiondB, 0.0f, 120.0f);\n\n // 6. Envelope Smoothing\n let targetGaindB = -targetReductiondB;\n if (targetGaindB < envelope) {\n envelope += (targetGaindB - envelope) * attackCoeff;\n } else {\n envelope += (targetGaindB - envelope) * releaseCoeff;\n }\n\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n envelope = clamp(envelope, -120.0f, 0.0f);\n\n // 7. Apply linear gain and soft clipping\n let totalGaindB = clamp(envelope + effMakeupGain, -120.0f, 36.0f);\n let gainLinear = clamp(pow(10.0f, totalGaindB / 20.0f), 0.0f, 63.1f);\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 * gainLinear;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n \n // Soft clipping at ±1.0 with smooth tanh transition starting at ±0.9\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 if (is_nan_or_inf(envelope)) {\n state[0] = 0.0f;\n } else {\n state[0] = clamp(envelope, -120.0f, 0.0f);\n }\n}\n`;\nconst compressorAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Dynamics Compressor.\");\n\tconst op = virtualMedia.operation || {};\n\tconst inputs = op.inputs || {};\n\tconst threshold = typeof op.threshold === \"number\" ? op.threshold : -24;\n\tconst ratio = typeof op.ratio === \"number\" ? op.ratio : 4;\n\tconst attack = typeof op.attack === \"number\" ? op.attack : .003;\n\tconst release = typeof op.release === \"number\" ? op.release : .25;\n\tconst knee = typeof op.knee === \"number\" ? op.knee : 6;\n\tconst makeupGain = typeof op.makeupGain === \"number\" ? op.makeupGain : 0;\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 hasThresholdSig = isHandleConnected(\"thresholdHandleId\") ? 1 : 0;\n\tconst hasRatioSig = isHandleConnected(\"ratioHandleId\") ? 1 : 0;\n\tconst hasAttackSig = isHandleConnected(\"attackHandleId\") ? 1 : 0;\n\tconst hasReleaseSig = isHandleConnected(\"releaseHandleId\") ? 1 : 0;\n\tconst hasKneeSig = isHandleConnected(\"kneeHandleId\") ? 1 : 0;\n\tconst hasMakeupGainSig = isHandleConnected(\"makeupGainHandleId\") ? 1 : 0;\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst nodeId = op.id || \"audio-compressor\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, COMPRESSOR_SHADER_TEMPLATE, (t) => [\n\t\tsampleRate,\n\t\tthreshold,\n\t\tratio,\n\t\tattack,\n\t\trelease,\n\t\tknee,\n\t\tmakeupGain,\n\t\thasThresholdSig,\n\t\thasRatioSig,\n\t\thasAttackSig,\n\t\thasReleaseSig,\n\t\thasKneeSig,\n\t\thasMakeupGainSig,\n\t\tt,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0,\n\t\t0,\n\t\t0\n\t], 20, 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: compressorAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-C6WhWnB2.mjs.map"],"mappings":";;;;AAIA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,mCAAmC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4LzC,MAAM,2BAA2B,OAAO,UAAU,YAAY,cAAc,QAAQ;AACnF,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,wDAAwD;CAC1F,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,SAAS,GAAG,UAAU,EAAE;CAC9B,MAAM,YAAY,OAAO,GAAG,cAAc,WAAW,GAAG,YAAY;CACpE,MAAM,QAAQ,OAAO,GAAG,UAAU,WAAW,GAAG,QAAQ;CACxD,MAAM,SAAS,OAAO,GAAG,WAAW,WAAW,GAAG,SAAS;CAC3D,MAAM,UAAU,OAAO,GAAG,YAAY,WAAW,GAAG,UAAU;CAC9D,MAAM,OAAO,OAAO,GAAG,SAAS,WAAW,GAAG,OAAO;CACrD,MAAM,aAAa,OAAO,GAAG,eAAe,WAAW,GAAG,aAAa;CACvE,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,kBAAkB,kBAAkB,oBAAoB,GAAG,IAAI;CACrE,MAAM,cAAc,kBAAkB,gBAAgB,GAAG,IAAI;CAC7D,MAAM,eAAe,kBAAkB,iBAAiB,GAAG,IAAI;CAC/D,MAAM,gBAAgB,kBAAkB,kBAAkB,GAAG,IAAI;CACjE,MAAM,aAAa,kBAAkB,eAAe,GAAG,IAAI;CAC3D,MAAM,mBAAmB,kBAAkB,qBAAqB,GAAG,IAAI;CACvE,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,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,6BAA6B,MAAM;EACzI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,0BAA0B,CAAC"}
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{"version":3,"file":"renderer-D54yO_M_.mjs","names":[],"sources":["../../../nodes/node-audio-compressor/dist/renderers-C6WhWnB2.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 = [\n\t\"threshold\",\n\t\"ratio\",\n\t\"attack\",\n\t\"release\",\n\t\"knee\",\n\t\"makeupGain\"\n];\nconst COMPRESSOR_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n threshold : f32,\n ratio : f32,\n attack : f32,\n release : f32,\n knee : f32,\n makeupGain : f32,\n hasThresholdSig : f32,\n hasRatioSig : f32,\n hasAttackSig : f32,\n hasReleaseSig : f32,\n hasKneeSig : f32,\n hasMakeupGainSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : 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] = envelope\n@group(0) @binding(4) var<storage, read> thresholdSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> ratioSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> attackSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> releaseSignal : array<f32>;\n@group(0) @binding(8) var<storage, read> kneeSignal : array<f32>;\n@group(0) @binding(9) var<storage, read> makeupGainSignal : array<f32>;\n\nfn log10(x: f32) -> f32 {\n return log(x) * 0.4342944819032518f;\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 var envelope = state[0];\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effThreshold = u.threshold;\n if (u.hasThresholdSig > 0.5f) {\n effThreshold = thresholdSignal[index];\n }\n effThreshold = clamp(effThreshold, -120.0f, 0.0f);\n\n var effRatio = u.ratio;\n if (u.hasRatioSig > 0.5f) {\n effRatio = ratioSignal[index];\n }\n effRatio = clamp(effRatio, 1.0f, 100.0f);\n\n var effAttack = u.attack;\n if (u.hasAttackSig > 0.5f) {\n effAttack = attackSignal[index];\n }\n effAttack = clamp(effAttack, 0.0001f, 10.0f);\n\n var effRelease = u.release;\n if (u.hasReleaseSig > 0.5f) {\n effRelease = releaseSignal[index];\n }\n effRelease = clamp(effRelease, 0.001f, 10.0f);\n\n var effKnee = u.knee;\n if (u.hasKneeSig > 0.5f) {\n effKnee = kneeSignal[index];\n }\n effKnee = clamp(effKnee, 0.0f, 40.0f);\n\n var effMakeupGain = u.makeupGain;\n if (u.hasMakeupGainSig > 0.5f) {\n effMakeupGain = makeupGainSignal[index];\n }\n effMakeupGain = clamp(effMakeupGain, -60.0f, 36.0f);\n\n // 2. Safe Attack / Release Coefficients\n let attackCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effAttack)), 0.00001f, 1.0f);\n let releaseCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effRelease)), 0.00001f, 1.0f);\n\n // 3. Peak Detection with NaN / Inf sanitization\n var peak = 0.0f;\n for (var c = 0u; c < numChannels; c = c + 1u) {\n var val = abs(inputChannels[c * numSamples + index]);\n if (is_nan_or_inf(val)) {\n val = 0.0f;\n }\n if (val > peak) {\n peak = val;\n }\n }\n \n // 4. Convert Peak to dBFS\n let dB = 20.0f * log10(max(peak, 1e-9f));\n\n // 5. Compute target reduction (soft-knee & ratio)\n var targetReductiondB = 0.0f;\n if (effKnee > 0.0f) {\n let x = dB - effThreshold;\n if (x <= -effKnee / 2.0f) {\n targetReductiondB = 0.0f;\n } else if (x >= effKnee / 2.0f) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n } else {\n let kneeTerm = x + effKnee / 2.0f;\n targetReductiondB = ((kneeTerm * kneeTerm) / (2.0f * effKnee)) * (1.0f - 1.0f / effRatio);\n }\n } else {\n if (dB > effThreshold) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n }\n }\n\n targetReductiondB = clamp(targetReductiondB, 0.0f, 120.0f);\n\n // 6. Envelope Smoothing\n let targetGaindB = -targetReductiondB;\n if (targetGaindB < envelope) {\n envelope += (targetGaindB - envelope) * attackCoeff;\n } else {\n envelope += (targetGaindB - envelope) * releaseCoeff;\n }\n\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n envelope = clamp(envelope, -120.0f, 0.0f);\n\n // 7. Apply linear gain and soft clipping\n let totalGaindB = clamp(envelope + effMakeupGain, -120.0f, 36.0f);\n let gainLinear = clamp(pow(10.0f, totalGaindB / 20.0f), 0.0f, 63.1f);\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 * gainLinear;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n \n // Soft clipping at ±1.0 with smooth tanh transition starting at ±0.9\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 if (is_nan_or_inf(envelope)) {\n state[0] = 0.0f;\n } else {\n state[0] = clamp(envelope, -120.0f, 0.0f);\n }\n}\n`;\nconst compressorAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Dynamics Compressor.\");\n\tconst op = virtualMedia.operation || {};\n\tconst inputs = op.inputs || {};\n\tconst threshold = typeof op.threshold === \"number\" ? op.threshold : -24;\n\tconst ratio = typeof op.ratio === \"number\" ? op.ratio : 4;\n\tconst attack = typeof op.attack === \"number\" ? op.attack : .003;\n\tconst release = typeof op.release === \"number\" ? op.release : .25;\n\tconst knee = typeof op.knee === \"number\" ? op.knee : 6;\n\tconst makeupGain = typeof op.makeupGain === \"number\" ? op.makeupGain : 0;\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 hasThresholdSig = isHandleConnected(\"thresholdHandleId\") ? 1 : 0;\n\tconst hasRatioSig = isHandleConnected(\"ratioHandleId\") ? 1 : 0;\n\tconst hasAttackSig = isHandleConnected(\"attackHandleId\") ? 1 : 0;\n\tconst hasReleaseSig = isHandleConnected(\"releaseHandleId\") ? 1 : 0;\n\tconst hasKneeSig = isHandleConnected(\"kneeHandleId\") ? 1 : 0;\n\tconst hasMakeupGainSig = isHandleConnected(\"makeupGainHandleId\") ? 1 : 0;\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst nodeId = op.id || \"audio-compressor\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, COMPRESSOR_SHADER_TEMPLATE, (t) => [\n\t\tsampleRate,\n\t\tthreshold,\n\t\tratio,\n\t\tattack,\n\t\trelease,\n\t\tknee,\n\t\tmakeupGain,\n\t\thasThresholdSig,\n\t\thasRatioSig,\n\t\thasAttackSig,\n\t\thasReleaseSig,\n\t\thasKneeSig,\n\t\thasMakeupGainSig,\n\t\tt,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0,\n\t\t0,\n\t\t0\n\t], 20, 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: compressorAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-C6WhWnB2.mjs.map"],"mappings":";;;;AAIA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,mCAAmC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4LzC,MAAM,2BAA2B,OAAO,UAAU,YAAY,cAAc,QAAQ;AACnF,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,wDAAwD;CAC1F,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,SAAS,GAAG,UAAU,EAAE;CAC9B,MAAM,YAAY,OAAO,GAAG,cAAc,WAAW,GAAG,YAAY;CACpE,MAAM,QAAQ,OAAO,GAAG,UAAU,WAAW,GAAG,QAAQ;CACxD,MAAM,SAAS,OAAO,GAAG,WAAW,WAAW,GAAG,SAAS;CAC3D,MAAM,UAAU,OAAO,GAAG,YAAY,WAAW,GAAG,UAAU;CAC9D,MAAM,OAAO,OAAO,GAAG,SAAS,WAAW,GAAG,OAAO;CACrD,MAAM,aAAa,OAAO,GAAG,eAAe,WAAW,GAAG,aAAa;CACvE,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,kBAAkB,kBAAkB,oBAAoB,GAAG,IAAI;CACrE,MAAM,cAAc,kBAAkB,gBAAgB,GAAG,IAAI;CAC7D,MAAM,eAAe,kBAAkB,iBAAiB,GAAG,IAAI;CAC/D,MAAM,gBAAgB,kBAAkB,kBAAkB,GAAG,IAAI;CACjE,MAAM,aAAa,kBAAkB,eAAe,GAAG,IAAI;CAC3D,MAAM,mBAAmB,kBAAkB,qBAAqB,GAAG,IAAI;CACvE,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,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,6BAA6B,MAAM;EACzI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,0BAA0B,CAAC"}
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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{"version":3,"file":"renderer-aH8p3zLE.mjs","names":[],"sources":["../../../nodes/node-blur/dist/renderers-DAmsgkhH.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_BLUR = 100;\nconst blurConfig = configBuilder().field(\"blurType\", z.enum([\n\t\"Gaussian\",\n\t\"Box\",\n\t\"Median\",\n\t\"Motion\",\n\t\"Bilateral\",\n\t\"Edge-preserving\",\n\t\"Radial\",\n\t\"Zoom\"\n]).default(\"Gaussian\"), {\n\tbindable: false,\n\tlabel: \"Blur Type\"\n}).field(\"strength\", z.number().min(0).max(MAX_BLUR).default(5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Strength Signal\",\n\tdescription: \"The intensity of the blur. 0 = no blur. Can be modulated by a static number or a dynamic signal.\"\n}).field(\"angle\", z.number().int().min(0).max(360).default(0), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Angle\",\n\tdescription: \"Direction of a Motion blur, in degrees.\"\n}).field(\"sigmaColor\", z.number().min(.01).max(1).default(.1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Sigma Signal\",\n\tdescription: \"Sigma value for color space in Bilateral / Edge-preserving blurs. Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerX\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center X Signal\",\n\tdescription: \"The X coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerY\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center Y Signal\",\n\tdescription: \"The Y coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"partialBlur\", z.boolean().default(false), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Partial Blur\",\n\tdescription: \"Blurs only a specific circular area around center point.\"\n}).field(\"radius\", z.number().min(.01).max(1).default(.3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Signal\",\n\tdescription: \"Radius of the partial blur region (0.01 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"radiusY\", z.number().min(0).max(1).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Y Signal\",\n\tdescription: \"Vertical radius of the partial blur region (0 to 1.0). 0 reuses the horizontal radius.\"\n}).field(\"shape\", z.enum([\n\t\"ellipse\",\n\t\"circle\",\n\t\"rect\"\n]).default(\"circle\"), {\n\tbindable: false,\n\tlabel: \"Partial Shape\",\n\tdescription: \"Shape of the partial blur region.\"\n}).build();\nconst BlurNodeConfigSchema = blurConfig.schema;\nconst BlurResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst BLUR_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_BLUR_UNIFORMS = `\nstruct BlurUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tstrength : f32,\n\tangle : f32,\n\n\tsigmaColor : f32,\n\tcenterX : f32,\n\tcenterY : f32,\n\tradius : f32,\n\n\tpartialBlur : f32,\n\thasStrengthSig : f32,\n\thasSigmaColorSig: f32,\n\thasCenterXSig : f32,\n\n\thasCenterYSig : f32,\n\thasRadiusSig : f32,\n\tradiusY : f32,\n\tshape : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : BlurUniforms;\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 strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var sigmaColorSigTex : texture_2d<f32>;\n@group(2) @binding(2) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(3) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(5) var signalSamp : sampler;\n\nfn applyPartialBlur(blurred: vec4<f32>, uv: vec2<f32>, dimensions: vec2<f32>) -> vec4<f32> {\n\tif (u.partialBlur <= 0.5) {\n\t\treturn blurred;\n\t}\n\tlet orig = textureSampleLevel(origTex, samp, uv, 0.0);\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusX = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradiusX = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusY = u.radiusY;\n\n\tvar mask = 0.0;\n\tif (radiusY <= 0.0) {\n\t\tlet aspect = dimensions.x / dimensions.y;\n\t\tlet diff = (uv - vec2<f32>(centerX, centerY)) * vec2<f32>(aspect, 1.0);\n\t\tlet dist = length(diff);\n\t\tlet feather = 0.05;\n\t\tmask = 1.0 - smoothstep(radiusX - feather, radiusX + feather, dist);\n\t} else {\n\t\tlet diff = abs(uv - vec2<f32>(centerX, centerY));\n\t\tif (u.shape > 0.5) {\n\t\t\tlet feather = 0.02;\n\t\t\tlet edgeX = 1.0 - smoothstep(radiusX - feather, radiusX + feather, diff.x);\n\t\t\tlet edgeY = 1.0 - smoothstep(radiusY - feather, radiusY + feather, diff.y);\n\t\t\tmask = edgeX * edgeY;\n\t\t} else {\n\t\t\tlet normDist = length(vec2<f32>(diff.x / max(1e-4, radiusX), diff.y / max(1e-4, radiusY)));\n\t\t\tlet feather = 0.08;\n\t\t\tmask = 1.0 - smoothstep(1.0 - feather, 1.0 + feather, normDist);\n\t\t}\n\t}\n\treturn mix(orig, blurred, mask);\n}\n`;\nconst GAUSSIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet radius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\t\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -radius; i <= radius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurred = color / totalWeight;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BOX_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\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 c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = i32(round(strength));\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar count = 0.0;\n\n\tfor (var i = -radius; i <= radius; i++) {\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tcount += 1.0;\n\t}\n\n\tlet blurred = color / count;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst MEDIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\nstruct Val {\n\tluma : f32,\n\tcolor : vec4<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 centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = min(i32(round(strength)), 16);\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet count = radius * 2 + 1;\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar values : array<Val, 33>;\n\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count) { break; }\n\t\tlet offset = vec2<f32>(f32(i - radius)) * direction * texelSize;\n\t\tlet col = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tvalues[i] = Val(dot(col.rgb, vec3<f32>(0.299, 0.587, 0.114)), col);\n\t}\n\n\t// Selection sort\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count - 1) { break; }\n\t\tvar minIdx = i;\n\t\tfor (var j = 0; j < 33; j++) {\n\t\t\tif (j <= i) { continue; }\n\t\t\tif (j >= count) { break; }\n\t\t\tif (values[j].luma < values[minIdx].luma) {\n\t\t\t\tminIdx = j;\n\t\t\t}\n\t\t}\n\t\tif (minIdx != i) {\n\t\t\tlet temp = values[i];\n\t\t\tvalues[i] = values[minIdx];\n\t\t\tvalues[minIdx] = temp;\n\t\t}\n\t}\n\n\tlet medianIdx = count / 2;\n\treturn applyPartialBlur(values[medianIdx].color, in.uv, dimensions);\n}\n`;\nconst MOTION_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\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 c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet PI = 3.14159265359;\n\tlet angleRad = u.angle * PI / 180.0;\n\tlet dir = vec2<f32>(cos(angleRad), sin(angleRad));\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet step = dir * texelSize;\n\n\tlet numSamples = i32(clamp(strength, 1.0, 64.0));\n\tvar color = vec4<f32>(0.0);\n\t\n\tfor (var i = 0; i < 64; i++) {\n\t\tif (i >= numSamples) { break; }\n\t\tlet offset = f32(i - numSamples / 2) * step;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / f32(numSamples);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BILATERAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\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 centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar sigmaColor = u.sigmaColor;\n\tif (u.hasSigmaColorSig > 0.5) {\n\t\tsigmaColor = textureSampleLevel(sigmaColorSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet radius = min(i32(ceil(3.0 * spatial_sigma)), 32);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -32; i <= 32; i++) {\n\t\tif (i < -radius || i > radius) { continue; }\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\n\t\tlet spatialDistSq = f32(i * i);\n\t\tlet spatialWeight = exp(-0.5 * spatialDistSq / (spatial_sigma * spatial_sigma));\n\t\t\n\t\tlet diff = sampleCol - centerCol;\n\t\tlet colorDistSq = dot(diff, diff);\n\t\tlet rangeWeight = exp(-0.5 * colorDistSq / (sigmaColor * sigmaColor));\n\t\t\n\t\tlet weight = spatialWeight * rangeWeight;\n\t\tcolor += sampleCol * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tvar blurred = centerCol;\n\tif (totalWeight > 0.0) {\n\t\tblurred = color / totalWeight;\n\t}\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst EDGE_PRESERVING_SHADER = `\n${WGSL_BLUR_UNIFORMS}\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 centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\t// Map strength (1-10) to radius (1-6)\n\tlet radius = i32(clamp(round(strength * 5.0 / 10.0) + 1.0, 1.0, 6.0));\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\n\tvar m0 = vec3<f32>(0.0); var m1 = vec3<f32>(0.0); var m2 = vec3<f32>(0.0); var m3 = vec3<f32>(0.0);\n\tvar s0 = vec3<f32>(0.0); var s1 = vec3<f32>(0.0); var s2 = vec3<f32>(0.0); var s3 = vec3<f32>(0.0);\n\n\tlet n = f32((radius + 1) * (radius + 1));\n\n\tfor (var j = -6; j <= 6; j++) {\n\t\tif (j < -radius || j > radius) { continue; }\n\t\tfor (var i = -6; i <= 6; i++) {\n\t\t\tif (i < -radius || i > radius) { continue; }\n\t\t\t\n\t\t\tlet c = textureSampleLevel(tex, samp, in.uv + vec2<f32>(f32(i), f32(j)) * texelSize, 0.0).rgb;\n\t\t\t\n\t\t\tif (i <= 0 && j <= 0) {\n\t\t\t\tm0 += c;\n\t\t\t\ts0 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j <= 0) {\n\t\t\t\tm1 += c;\n\t\t\t\ts1 += c * c;\n\t\t\t}\n\t\t\tif (i <= 0 && j >= 0) {\n\t\t\t\tm2 += c;\n\t\t\t\ts2 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j >= 0) {\n\t\t\t\tm3 += c;\n\t\t\t\ts3 += c * c;\n\t\t\t}\n\t\t}\n\t}\n\n\tm0 = m0 / n; s0 = abs(s0 / n - m0 * m0);\n\tm1 = m1 / n; s1 = abs(s1 / n - m1 * m1);\n\tm2 = m2 / n; s2 = abs(s2 / n - m2 * m2);\n\tm3 = m3 / n; s3 = abs(s3 / n - m3 * m3);\n\n\tlet v0 = s0.r + s0.g + s0.b;\n\tlet v1 = s1.r + s1.g + s1.b;\n\tlet v2 = s2.r + s2.g + s2.b;\n\tlet v3 = s3.r + s3.g + s3.b;\n\n\tvar minVar = v0;\n\tvar finalCol = m0;\n\n\tif (v1 < minVar) {\n\t\tminVar = v1;\n\t\tfinalCol = m1;\n\t}\n\tif (v2 < minVar) {\n\t\tminVar = v2;\n\t\tfinalCol = m2;\n\t}\n\tif (v3 < minVar) {\n\t\tminVar = v3;\n\t\tfinalCol = m3;\n\t}\n\n\tlet blurred = vec4<f32>(finalCol, centerCol.a);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst RADIAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet dist = length(toPixel);\n\tif (dist <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet dir = vec2<f32>(-toPixel.y, toPixel.x);\n\tlet blurAmount = (strength / 100.0) * 0.1 * dist;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = dir * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst ZOOM_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\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 centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet blurAmount = (strength / 100.0) * 0.15;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = toPixel * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tblurUniformLayout: 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\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t}\n\t\t] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getBlurResources(device, format, blurType) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `blur_${blurType}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tlet code = GAUSSIAN_BLUR_SHADER;\n\t\tif (blurType === \"Box\") code = BOX_BLUR_SHADER;\n\t\telse if (blurType === \"Median\") code = MEDIAN_BLUR_SHADER;\n\t\telse if (blurType === \"Motion\") code = MOTION_BLUR_SHADER;\n\t\telse if (blurType === \"Bilateral\") code = BILATERAL_BLUR_SHADER;\n\t\telse if (blurType === \"Edge-preserving\") code = EDGE_PRESERVING_SHADER;\n\t\telse if (blurType === \"Radial\") code = RADIAL_BLUR_SHADER;\n\t\telse if (blurType === \"Zoom\") code = ZOOM_BLUR_SHADER;\n\t\tconst blurModule = device.createShaderModule({\n\t\t\tlabel: `blur_${blurType}_${format}.wgsl`,\n\t\t\tcode\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `BlurPipeline_${blurType}_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.blurUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: blurModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: blurModule,\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\tblurPipeline: pipeline,\n\t\tblurUniformLayout: layouts.blurUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst BlurWebGPURenderer = 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 !== \"Blur\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst blurData = new Float32Array(16);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst dpiScale = width / (props.containerWidth ?? ctx.surface.width / (typeof window !== \"undefined\" ? window.devicePixelRatio : 1));\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"blur_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal, scaleByDpi = false) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView = void 0;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") {\n\t\t\tconst rawVal = Number(input.outputItem.data ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t} else {\n\t\t\tlet rawVal = op[configKey];\n\t\t\tif (rawVal !== void 0 && rawVal !== null) {\n\t\t\t\tif (typeof rawVal === \"object\") {\n\t\t\t\t\tif (\"get\" in rawVal && typeof rawVal.get === \"function\") rawVal = rawVal.get({\n\t\t\t\t\t\tframe,\n\t\t\t\t\t\tfps\n\t\t\t\t\t});\n\t\t\t\t\telse if (\"value\" in rawVal) {\n\t\t\t\t\t\tconst sig = rawVal;\n\t\t\t\t\t\tif (sig.gpuBinding?.textureView) {\n\t\t\t\t\t\t\tgpuTextureView = sig.gpuBinding.textureView;\n\t\t\t\t\t\t\thasStaticSig = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\trawVal = sig.value;\n\t\t\t\t\t}\n\t\t\t\t} else if (typeof rawVal === \"function\") rawVal = rawVal(frame, fps);\n\t\t\t}\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t}\n\t\telse if (sd) {\n\t\t\tconst rawVal = Number(sd.offset ?? 0);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 5, 0, MAX_BLUR, true);\n\tconst sigmaColorRes = resolveBindable(\"sigmaColor\", .1, .01, 1, false);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1, false);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1, false);\n\tconst radiusRes = resolveBindable(\"radius\", .3, .001, 1, false);\n\tconst radiusYRes = resolveBindable(\"radiusY\", 0, 0, 1, false);\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 blurType = op.blurType ?? \"Gaussian\";\n\tconst isSeparable = blurType === \"Gaussian\" || blurType === \"Box\" || blurType === \"Median\" || blurType === \"Bilateral\";\n\tconst { blurPipeline: pipeline, blurUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getBlurResources(ctx.device, ctx.renderer.format, blurType);\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\tfor (const bindableRes of [\n\t\tstrengthRes,\n\t\tsigmaColorRes,\n\t\tcenterXRes,\n\t\tcenterYRes,\n\t\tradiusRes\n\t]) if (bindableRes.hasStaticSig && bindableRes.sd) await signalRegistry.ensureAudioSourcesExtracted(ctx.device, bindableRes.sd, fps, props.renderId);\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.gpuTextureView) return res.gpuTextureView;\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 strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst sigmaColorView = getSignalView(sigmaColorRes, \"sigmacolor_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerx_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centery_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst createBlurBindGroup1 = (inputTex, origTex) => 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: origTex.createView()\n\t\t\t}\n\t\t]\n\t});\n\tconst isPartial = Boolean(op.partialBlur && op.partialBlur !== \"false\" && op.partialBlur !== 0);\n\tblurData[2] = strengthRes.val;\n\tblurData[3] = Number(op.angle ?? 0);\n\tblurData[4] = sigmaColorRes.val;\n\tblurData[5] = centerXRes.val;\n\tblurData[6] = centerYRes.val;\n\tblurData[7] = radiusRes.val;\n\tblurData[8] = isPartial ? 1 : 0;\n\tblurData[9] = strengthRes.hasStaticSig ? 1 : 0;\n\tblurData[10] = sigmaColorRes.hasStaticSig ? 1 : 0;\n\tblurData[11] = centerXRes.hasStaticSig ? 1 : 0;\n\tblurData[12] = centerYRes.hasStaticSig ? 1 : 0;\n\tblurData[13] = radiusRes.hasStaticSig ? 1 : 0;\n\tblurData[14] = radiusYRes.val;\n\tblurData[15] = op.shape === \"rect\" ? 1 : 0;\n\tlet outTex2;\n\tif (isSeparable) {\n\t\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\toutTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\toutTex1,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tblurData[0] = 1;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = 0;\n\t\tconst hBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tconst hPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\t\tview: outTex1.createView(),\n\t\t\tloadOp: \"clear\",\n\t\t\tstoreOp: \"store\",\n\t\t\tclearValue: {\n\t\t\t\tr: 0,\n\t\t\t\tg: 0,\n\t\t\t\tb: 0,\n\t\t\t\ta: 0\n\t\t\t}\n\t\t}] });\n\t\thPass.setPipeline(pipeline);\n\t\thPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t}]\n\t\t}));\n\t\thPass.setBindGroup(1, createBlurBindGroup1(tmpTex, tmpTex));\n\t\thPass.setBindGroup(2, ctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: 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0;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = isPartial ? 1 : 0;\n\t\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tconst singlePass = encoder.beginRenderPass({ colorAttachments: [{\n\t\t\tview: outTex2.createView(),\n\t\t\tloadOp: \"clear\",\n\t\t\tstoreOp: \"store\",\n\t\t\tclearValue: {\n\t\t\t\tr: 0,\n\t\t\t\tg: 0,\n\t\t\t\tb: 0,\n\t\t\t\ta: 0\n\t\t\t}\n\t\t}] });\n\t\tsinglePass.setPipeline(pipeline);\n\t\tsinglePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: singleBuffer }\n\t\t\t}]\n\t\t}));\n\t\tsinglePass.setBindGroup(1, createBlurBindGroup1(tmpTex, tmpTex));\n\t\tsinglePass.setBindGroup(2, ctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: strengthView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 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{"version":3,"file":"renderer-D5N2JO7g.mjs","names":[],"sources":["../../../nodes/node-blur/dist/renderers-DAmsgkhH.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_BLUR = 100;\nconst blurConfig = configBuilder().field(\"blurType\", z.enum([\n\t\"Gaussian\",\n\t\"Box\",\n\t\"Median\",\n\t\"Motion\",\n\t\"Bilateral\",\n\t\"Edge-preserving\",\n\t\"Radial\",\n\t\"Zoom\"\n]).default(\"Gaussian\"), {\n\tbindable: false,\n\tlabel: \"Blur Type\"\n}).field(\"strength\", z.number().min(0).max(MAX_BLUR).default(5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Strength Signal\",\n\tdescription: \"The intensity of the blur. 0 = no blur. Can be modulated by a static number or a dynamic signal.\"\n}).field(\"angle\", z.number().int().min(0).max(360).default(0), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Angle\",\n\tdescription: \"Direction of a Motion blur, in degrees.\"\n}).field(\"sigmaColor\", z.number().min(.01).max(1).default(.1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Sigma Signal\",\n\tdescription: \"Sigma value for color space in Bilateral / Edge-preserving blurs. Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerX\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center X Signal\",\n\tdescription: \"The X coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerY\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center Y Signal\",\n\tdescription: \"The Y coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"partialBlur\", z.boolean().default(false), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Partial Blur\",\n\tdescription: \"Blurs only a specific circular area around center point.\"\n}).field(\"radius\", z.number().min(.01).max(1).default(.3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Signal\",\n\tdescription: \"Radius of the partial blur region (0.01 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"radiusY\", z.number().min(0).max(1).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Y Signal\",\n\tdescription: \"Vertical radius of the partial blur region (0 to 1.0). 0 reuses the horizontal radius.\"\n}).field(\"shape\", z.enum([\n\t\"ellipse\",\n\t\"circle\",\n\t\"rect\"\n]).default(\"circle\"), {\n\tbindable: false,\n\tlabel: \"Partial Shape\",\n\tdescription: \"Shape of the partial blur region.\"\n}).build();\nconst BlurNodeConfigSchema = blurConfig.schema;\nconst BlurResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst BLUR_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_BLUR_UNIFORMS = `\nstruct BlurUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tstrength : f32,\n\tangle : f32,\n\n\tsigmaColor : f32,\n\tcenterX : f32,\n\tcenterY : f32,\n\tradius : f32,\n\n\tpartialBlur : f32,\n\thasStrengthSig : f32,\n\thasSigmaColorSig: f32,\n\thasCenterXSig : f32,\n\n\thasCenterYSig : f32,\n\thasRadiusSig : f32,\n\tradiusY : f32,\n\tshape : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : BlurUniforms;\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 strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var sigmaColorSigTex : texture_2d<f32>;\n@group(2) @binding(2) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(3) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(5) var signalSamp : sampler;\n\nfn applyPartialBlur(blurred: vec4<f32>, uv: vec2<f32>, dimensions: vec2<f32>) -> vec4<f32> {\n\tif (u.partialBlur <= 0.5) {\n\t\treturn blurred;\n\t}\n\tlet orig = textureSampleLevel(origTex, samp, uv, 0.0);\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusX = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradiusX = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusY = u.radiusY;\n\n\tvar mask = 0.0;\n\tif (radiusY <= 0.0) {\n\t\tlet aspect = dimensions.x / dimensions.y;\n\t\tlet diff = (uv - vec2<f32>(centerX, centerY)) * vec2<f32>(aspect, 1.0);\n\t\tlet dist = length(diff);\n\t\tlet feather = 0.05;\n\t\tmask = 1.0 - smoothstep(radiusX - feather, radiusX + feather, dist);\n\t} else {\n\t\tlet diff = abs(uv - vec2<f32>(centerX, centerY));\n\t\tif (u.shape > 0.5) {\n\t\t\tlet feather = 0.02;\n\t\t\tlet edgeX = 1.0 - smoothstep(radiusX - feather, radiusX + feather, diff.x);\n\t\t\tlet edgeY = 1.0 - smoothstep(radiusY - feather, radiusY + feather, diff.y);\n\t\t\tmask = edgeX * edgeY;\n\t\t} else {\n\t\t\tlet normDist = length(vec2<f32>(diff.x / max(1e-4, radiusX), diff.y / max(1e-4, radiusY)));\n\t\t\tlet feather = 0.08;\n\t\t\tmask = 1.0 - smoothstep(1.0 - feather, 1.0 + feather, normDist);\n\t\t}\n\t}\n\treturn mix(orig, blurred, mask);\n}\n`;\nconst GAUSSIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\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 c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet radius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\t\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -radius; i <= radius; 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\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurred = color / totalWeight;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BOX_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = i32(round(strength));\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar count = 0.0;\n\n\tfor (var i = -radius; i <= radius; i++) {\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tcount += 1.0;\n\t}\n\n\tlet blurred = color / count;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst MEDIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\nstruct Val {\n\tluma : f32,\n\tcolor : vec4<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 centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = min(i32(round(strength)), 16);\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet count = radius * 2 + 1;\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar values : array<Val, 33>;\n\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count) { break; }\n\t\tlet offset = vec2<f32>(f32(i - radius)) * direction * texelSize;\n\t\tlet col = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tvalues[i] = Val(dot(col.rgb, vec3<f32>(0.299, 0.587, 0.114)), col);\n\t}\n\n\t// Selection sort\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count - 1) { break; }\n\t\tvar minIdx = i;\n\t\tfor (var j = 0; j < 33; j++) {\n\t\t\tif (j <= i) { continue; }\n\t\t\tif (j >= count) { break; }\n\t\t\tif (values[j].luma < values[minIdx].luma) {\n\t\t\t\tminIdx = j;\n\t\t\t}\n\t\t}\n\t\tif (minIdx != i) {\n\t\t\tlet temp = values[i];\n\t\t\tvalues[i] = values[minIdx];\n\t\t\tvalues[minIdx] = temp;\n\t\t}\n\t}\n\n\tlet medianIdx = count / 2;\n\treturn applyPartialBlur(values[medianIdx].color, in.uv, dimensions);\n}\n`;\nconst MOTION_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet PI = 3.14159265359;\n\tlet angleRad = u.angle * PI / 180.0;\n\tlet dir = vec2<f32>(cos(angleRad), sin(angleRad));\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet step = dir * texelSize;\n\n\tlet numSamples = i32(clamp(strength, 1.0, 64.0));\n\tvar color = vec4<f32>(0.0);\n\t\n\tfor (var i = 0; i < 64; i++) {\n\t\tif (i >= numSamples) { break; }\n\t\tlet offset = f32(i - numSamples / 2) * step;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / f32(numSamples);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BILATERAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\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 centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar sigmaColor = u.sigmaColor;\n\tif (u.hasSigmaColorSig > 0.5) {\n\t\tsigmaColor = textureSampleLevel(sigmaColorSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet radius = min(i32(ceil(3.0 * spatial_sigma)), 32);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -32; i <= 32; i++) {\n\t\tif (i < -radius || i > radius) { continue; }\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\n\t\tlet spatialDistSq = f32(i * i);\n\t\tlet spatialWeight = exp(-0.5 * spatialDistSq / (spatial_sigma * spatial_sigma));\n\t\t\n\t\tlet diff = sampleCol - centerCol;\n\t\tlet colorDistSq = dot(diff, diff);\n\t\tlet rangeWeight = exp(-0.5 * colorDistSq / (sigmaColor * sigmaColor));\n\t\t\n\t\tlet weight = spatialWeight * rangeWeight;\n\t\tcolor += sampleCol * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tvar blurred = centerCol;\n\tif (totalWeight > 0.0) {\n\t\tblurred = color / totalWeight;\n\t}\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst EDGE_PRESERVING_SHADER = `\n${WGSL_BLUR_UNIFORMS}\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 centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\t// Map strength (1-10) to radius (1-6)\n\tlet radius = i32(clamp(round(strength * 5.0 / 10.0) + 1.0, 1.0, 6.0));\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\n\tvar m0 = vec3<f32>(0.0); var m1 = vec3<f32>(0.0); var m2 = vec3<f32>(0.0); var m3 = vec3<f32>(0.0);\n\tvar s0 = vec3<f32>(0.0); var s1 = vec3<f32>(0.0); var s2 = vec3<f32>(0.0); var s3 = vec3<f32>(0.0);\n\n\tlet n = f32((radius + 1) * (radius + 1));\n\n\tfor (var j = -6; j <= 6; j++) {\n\t\tif (j < -radius || j > radius) { continue; }\n\t\tfor (var i = -6; i <= 6; i++) {\n\t\t\tif (i < -radius || i > radius) { continue; }\n\t\t\t\n\t\t\tlet c = textureSampleLevel(tex, samp, in.uv + vec2<f32>(f32(i), f32(j)) * texelSize, 0.0).rgb;\n\t\t\t\n\t\t\tif (i <= 0 && j <= 0) {\n\t\t\t\tm0 += c;\n\t\t\t\ts0 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j <= 0) {\n\t\t\t\tm1 += c;\n\t\t\t\ts1 += c * c;\n\t\t\t}\n\t\t\tif (i <= 0 && j >= 0) {\n\t\t\t\tm2 += c;\n\t\t\t\ts2 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j >= 0) {\n\t\t\t\tm3 += c;\n\t\t\t\ts3 += c * c;\n\t\t\t}\n\t\t}\n\t}\n\n\tm0 = m0 / n; s0 = abs(s0 / n - m0 * m0);\n\tm1 = m1 / n; s1 = abs(s1 / n - m1 * m1);\n\tm2 = m2 / n; s2 = abs(s2 / n - m2 * m2);\n\tm3 = m3 / n; s3 = abs(s3 / n - m3 * m3);\n\n\tlet v0 = s0.r + s0.g + s0.b;\n\tlet v1 = s1.r + s1.g + s1.b;\n\tlet v2 = s2.r + s2.g + s2.b;\n\tlet v3 = s3.r + s3.g + s3.b;\n\n\tvar minVar = v0;\n\tvar finalCol = m0;\n\n\tif (v1 < minVar) {\n\t\tminVar = v1;\n\t\tfinalCol = m1;\n\t}\n\tif (v2 < minVar) {\n\t\tminVar = v2;\n\t\tfinalCol = m2;\n\t}\n\tif (v3 < minVar) {\n\t\tminVar = v3;\n\t\tfinalCol = m3;\n\t}\n\n\tlet blurred = vec4<f32>(finalCol, centerCol.a);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst RADIAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\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 centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet dist = length(toPixel);\n\tif (dist <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet dir = vec2<f32>(-toPixel.y, toPixel.x);\n\tlet blurAmount = (strength / 100.0) * 0.1 * dist;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = dir * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst ZOOM_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\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 centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet blurAmount = (strength / 100.0) * 0.15;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = toPixel * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tblurUniformLayout: 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\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t}\n\t\t] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getBlurResources(device, format, blurType) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `blur_${blurType}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tlet code = GAUSSIAN_BLUR_SHADER;\n\t\tif (blurType === \"Box\") code = BOX_BLUR_SHADER;\n\t\telse if (blurType === \"Median\") code = MEDIAN_BLUR_SHADER;\n\t\telse if (blurType === \"Motion\") code = MOTION_BLUR_SHADER;\n\t\telse if (blurType === \"Bilateral\") code = BILATERAL_BLUR_SHADER;\n\t\telse if (blurType === \"Edge-preserving\") code = EDGE_PRESERVING_SHADER;\n\t\telse if (blurType === \"Radial\") code = RADIAL_BLUR_SHADER;\n\t\telse if (blurType === \"Zoom\") code = ZOOM_BLUR_SHADER;\n\t\tconst blurModule = device.createShaderModule({\n\t\t\tlabel: `blur_${blurType}_${format}.wgsl`,\n\t\t\tcode\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `BlurPipeline_${blurType}_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.blurUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: blurModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: blurModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tblurPipeline: pipeline,\n\t\tblurUniformLayout: layouts.blurUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst BlurWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Blur\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst blurData = new Float32Array(16);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst dpiScale = width / (props.containerWidth ?? ctx.surface.width / (typeof window !== \"undefined\" ? window.devicePixelRatio : 1));\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"blur_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal, scaleByDpi = false) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView = void 0;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") {\n\t\t\tconst rawVal = Number(input.outputItem.data ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t} else {\n\t\t\tlet rawVal = op[configKey];\n\t\t\tif (rawVal !== void 0 && rawVal !== null) {\n\t\t\t\tif (typeof rawVal === \"object\") {\n\t\t\t\t\tif (\"get\" in rawVal && typeof rawVal.get === \"function\") rawVal = rawVal.get({\n\t\t\t\t\t\tframe,\n\t\t\t\t\t\tfps\n\t\t\t\t\t});\n\t\t\t\t\telse if (\"value\" in rawVal) {\n\t\t\t\t\t\tconst sig = rawVal;\n\t\t\t\t\t\tif (sig.gpuBinding?.textureView) {\n\t\t\t\t\t\t\tgpuTextureView = sig.gpuBinding.textureView;\n\t\t\t\t\t\t\thasStaticSig = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\trawVal = sig.value;\n\t\t\t\t\t}\n\t\t\t\t} else if (typeof rawVal === \"function\") rawVal = rawVal(frame, fps);\n\t\t\t}\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t}\n\t\telse if (sd) {\n\t\t\tconst rawVal = Number(sd.offset ?? 0);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 5, 0, MAX_BLUR, true);\n\tconst sigmaColorRes = resolveBindable(\"sigmaColor\", .1, .01, 1, false);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1, false);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1, false);\n\tconst radiusRes = resolveBindable(\"radius\", .3, .001, 1, false);\n\tconst radiusYRes = resolveBindable(\"radiusY\", 0, 0, 1, false);\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 blurType = op.blurType ?? \"Gaussian\";\n\tconst isSeparable = blurType === \"Gaussian\" || blurType === \"Box\" || blurType === \"Median\" || blurType === \"Bilateral\";\n\tconst { blurPipeline: pipeline, blurUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getBlurResources(ctx.device, ctx.renderer.format, blurType);\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\tfor (const bindableRes of [\n\t\tstrengthRes,\n\t\tsigmaColorRes,\n\t\tcenterXRes,\n\t\tcenterYRes,\n\t\tradiusRes\n\t]) if (bindableRes.hasStaticSig && bindableRes.sd) await signalRegistry.ensureAudioSourcesExtracted(ctx.device, bindableRes.sd, fps, props.renderId);\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.gpuTextureView) return res.gpuTextureView;\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 strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst sigmaColorView = getSignalView(sigmaColorRes, \"sigmacolor_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerx_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centery_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst createBlurBindGroup1 = (inputTex, origTex) => 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: origTex.createView()\n\t\t\t}\n\t\t]\n\t});\n\tconst isPartial = Boolean(op.partialBlur && op.partialBlur !== \"false\" && op.partialBlur !== 0);\n\tblurData[2] = strengthRes.val;\n\tblurData[3] = Number(op.angle ?? 0);\n\tblurData[4] = sigmaColorRes.val;\n\tblurData[5] = centerXRes.val;\n\tblurData[6] = centerYRes.val;\n\tblurData[7] = radiusRes.val;\n\tblurData[8] = isPartial ? 1 : 0;\n\tblurData[9] = strengthRes.hasStaticSig ? 1 : 0;\n\tblurData[10] = sigmaColorRes.hasStaticSig ? 1 : 0;\n\tblurData[11] = centerXRes.hasStaticSig ? 1 : 0;\n\tblurData[12] = centerYRes.hasStaticSig ? 1 : 0;\n\tblurData[13] = radiusRes.hasStaticSig ? 1 : 0;\n\tblurData[14] = radiusYRes.val;\n\tblurData[15] = op.shape === \"rect\" ? 1 : 0;\n\tlet outTex2;\n\tif (isSeparable) {\n\t\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\toutTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\toutTex1,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tblurData[0] = 1;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = 0;\n\t\tconst hBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tconst hPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\t\tview: outTex1.createView(),\n\t\t\tloadOp: \"clear\",\n\t\t\tstoreOp: \"store\",\n\t\t\tclearValue: {\n\t\t\t\tr: 0,\n\t\t\t\tg: 0,\n\t\t\t\tb: 0,\n\t\t\t\ta: 0\n\t\t\t}\n\t\t}] });\n\t\thPass.setPipeline(pipeline);\n\t\thPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t}]\n\t\t}));\n\t\thPass.setBindGroup(1, createBlurBindGroup1(tmpTex, tmpTex));\n\t\thPass.setBindGroup(2, ctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: 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0;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = isPartial ? 1 : 0;\n\t\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tconst singlePass = encoder.beginRenderPass({ colorAttachments: [{\n\t\t\tview: outTex2.createView(),\n\t\t\tloadOp: \"clear\",\n\t\t\tstoreOp: \"store\",\n\t\t\tclearValue: {\n\t\t\t\tr: 0,\n\t\t\t\tg: 0,\n\t\t\t\tb: 0,\n\t\t\t\ta: 0\n\t\t\t}\n\t\t}] });\n\t\tsinglePass.setPipeline(pipeline);\n\t\tsinglePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: singleBuffer }\n\t\t\t}]\n\t\t}));\n\t\tsinglePass.setBindGroup(1, createBlurBindGroup1(tmpTex, tmpTex));\n\t\tsinglePass.setBindGroup(2, ctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: strengthView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 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@@ -1,5 +1,5 @@
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1
1
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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2
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-
import { tt as signalRegistry } from "./dist-
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2
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+
import { tt as signalRegistry } from "./dist-DgIKXWZ1.mjs";
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3
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import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-DKm2IyEJ.mjs";
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4
4
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import { z } from "zod";
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5
5
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@@ -388,4 +388,4 @@ var renderers_default = defineRenderer({ WebGPURenderer });
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388
388
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389
389
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//#endregion
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390
390
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export { renderers_default as t };
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{"version":3,"file":"renderer-BgAzIw8w.mjs","names":[],"sources":["../../../nodes/node-high-pass/dist/renderers-jYhoQpYz.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst highPassConfig = configBuilder().field(\"radius\", z.number().min(.1).max(MAX_RADIUS).default(3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius Signal\",\n\tdescription: \"The cutoff radius in pixels. Frequencies smaller than this radius are preserved.\"\n}).field(\"contrastBoost\", z.number().multipleOf(.01).min(1).max(10).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Contrast Boost Signal\",\n\tdescription: \"Multiplier applied to the extracted high-frequency detail delta.\"\n}).field(\"monochrome\", z.boolean().default(true), { description: \"When enabled, high-pass delta is converted to luminance before centering on 50% neutral gray.\" }).build();\nconst HighPassNodeConfigSchema = highPassConfig.schema;\nconst HighPassResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst HIGH_PASS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HIGHPASS_UNIFORMS = `\nstruct HighPassUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tcontrastBoost : f32,\n\n\tmonochrome : f32,\n\thasRadiusSig : f32,\n\thasContrastSig : f32,\n\tisSecondPass : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HighPassUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(1) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(2) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar contrastBoost = u.contrastBoost;\n\tif (u.hasContrastSig > 0.5) {\n\t\tcontrastBoost = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\tif (radius <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn vec4<f32>(vec3<f32>(0.5) * origCol.a, origCol.a);\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet spatial_sigma = radius;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar blurred = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tblurred += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurResult = blurred / max(totalWeight, 1e-5);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// Pass 1: Intermediate horizontal blur\n\t\treturn blurResult;\n\t}\n\n\t// Pass 2: Vertical blur complete -> Calculate High Pass difference against original\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tlet origUnpremult = origCol.rgb / origCol.a;\n\tlet blurUnpremult = blurResult.rgb / max(blurResult.a, 1e-5);\n\tlet diff = origUnpremult - blurUnpremult;\n\n\tvar highPassRgb : vec3<f32>;\n\tif (u.monochrome > 0.5) {\n\t\tlet lumaDiff = dot(diff, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\thighPassRgb = vec3<f32>(0.5) + vec3<f32>(lumaDiff * contrastBoost);\n\t} else {\n\t\thighPassRgb = vec3<f32>(0.5) + diff * contrastBoost;\n\t}\n\n\tlet clampedRgb = clamp(highPassRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(clampedRgb * origCol.a, origCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst highPassUniformData = new Float32Array(8);\nfunction getHighPassResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst highPassUniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst singleTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: WGSL_HIGHPASS_UNIFORMS });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\thighPassUniformLayout,\n\t\tsingleTextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tconst res = {\n\t\thighPassUniformLayout,\n\t\tsingleTextureLayout,\n\t\tsignalTextureLayout,\n\t\thighPassPipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: targetFormat }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HighPass\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"highpass_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (outputItem?.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn {\n\t\t\t\t\tval: Math.max(clampMin, Math.min(clampMax, numVal)),\n\t\t\t\t\thasStaticSig: false,\n\t\t\t\t\tsd: null\n\t\t\t\t};\n\t\t\t}\n\t\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\t\tval: fallbackVal,\n\t\t\t\thasStaticSig: true,\n\t\t\t\tsd: outputItem.data\n\t\t\t};\n\t\t}\n\t\treturn {\n\t\t\tval: Math.max(clampMin, Math.min(clampMax, fallbackVal)),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t};\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 3), .1, MAX_RADIUS);\n\tconst contrastRes = resolveField(op.contrastBoostHandleId, Number(op.contrastBoost ?? 1), 1, 10);\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { highPassPipeline: pipeline, highPassUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHighPassResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst createHighPassBindGroup1 = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[2] = radiusRes.val;\n\thighPassUniformData[3] = contrastRes.val;\n\thighPassUniformData[4] = op.monochrome ?? true ? 1 : 0;\n\thighPassUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[6] = contrastRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[7] = 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[0] = 1;\n\thighPassUniformData[1] = 0;\n\thighPassUniformData[7] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tconst hPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex1.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\thPass.setPipeline(pipeline);\n\thPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: hBuffer }\n\t\t}]\n\t}));\n\thPass.setBindGroup(1, createHighPassBindGroup1(tmpTex, tmpTex));\n\thPass.setBindGroup(2, sigBindGroup);\n\thPass.draw(4);\n\thPass.end();\n\thighPassUniformData[0] = 0;\n\thighPassUniformData[1] = 1;\n\thighPassUniformData[7] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tconst vPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex2.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\tvPass.setPipeline(pipeline);\n\tvPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: vBuffer }\n\t\t}]\n\t}));\n\tvPass.setBindGroup(1, createHighPassBindGroup1(outTex1, tmpTex));\n\tvPass.setBindGroup(2, sigBindGroup);\n\tvPass.draw(4);\n\tvPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex2, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer });\n\n//#endregion\nexport { MAX_RADIUS as a, HighPassResultSchema as i, HIGH_PASS_OUTPUT_TYPE_MAP as n, highPassConfig as o, HighPassNodeConfigSchema as r, renderers_default as t };\n//# 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{"version":3,"file":"renderer-DBp6A7tR.mjs","names":[],"sources":["../../../nodes/node-high-pass/dist/renderers-jYhoQpYz.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst highPassConfig = configBuilder().field(\"radius\", z.number().min(.1).max(MAX_RADIUS).default(3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius Signal\",\n\tdescription: \"The cutoff radius in pixels. Frequencies smaller than this radius are preserved.\"\n}).field(\"contrastBoost\", z.number().multipleOf(.01).min(1).max(10).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Contrast Boost Signal\",\n\tdescription: \"Multiplier applied to the extracted high-frequency detail delta.\"\n}).field(\"monochrome\", z.boolean().default(true), { description: \"When enabled, high-pass delta is converted to luminance before centering on 50% neutral gray.\" }).build();\nconst HighPassNodeConfigSchema = highPassConfig.schema;\nconst HighPassResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst HIGH_PASS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HIGHPASS_UNIFORMS = `\nstruct HighPassUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tcontrastBoost : f32,\n\n\tmonochrome : f32,\n\thasRadiusSig : f32,\n\thasContrastSig : f32,\n\tisSecondPass : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HighPassUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(1) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(2) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar contrastBoost = u.contrastBoost;\n\tif (u.hasContrastSig > 0.5) {\n\t\tcontrastBoost = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\tif (radius <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn vec4<f32>(vec3<f32>(0.5) * origCol.a, origCol.a);\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet spatial_sigma = radius;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar blurred = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tblurred += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurResult = blurred / max(totalWeight, 1e-5);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// Pass 1: Intermediate horizontal blur\n\t\treturn blurResult;\n\t}\n\n\t// Pass 2: Vertical blur complete -> Calculate High Pass difference against original\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tlet origUnpremult = origCol.rgb / origCol.a;\n\tlet blurUnpremult = blurResult.rgb / max(blurResult.a, 1e-5);\n\tlet diff = origUnpremult - blurUnpremult;\n\n\tvar highPassRgb : vec3<f32>;\n\tif (u.monochrome > 0.5) {\n\t\tlet lumaDiff = dot(diff, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\thighPassRgb = vec3<f32>(0.5) + vec3<f32>(lumaDiff * contrastBoost);\n\t} else {\n\t\thighPassRgb = vec3<f32>(0.5) + diff * contrastBoost;\n\t}\n\n\tlet clampedRgb = clamp(highPassRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(clampedRgb * origCol.a, origCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst highPassUniformData = new Float32Array(8);\nfunction getHighPassResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst highPassUniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst singleTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: WGSL_HIGHPASS_UNIFORMS });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\thighPassUniformLayout,\n\t\tsingleTextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tconst res = {\n\t\thighPassUniformLayout,\n\t\tsingleTextureLayout,\n\t\tsignalTextureLayout,\n\t\thighPassPipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: targetFormat }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HighPass\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"highpass_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (outputItem?.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn {\n\t\t\t\t\tval: Math.max(clampMin, Math.min(clampMax, numVal)),\n\t\t\t\t\thasStaticSig: false,\n\t\t\t\t\tsd: null\n\t\t\t\t};\n\t\t\t}\n\t\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\t\tval: fallbackVal,\n\t\t\t\thasStaticSig: true,\n\t\t\t\tsd: outputItem.data\n\t\t\t};\n\t\t}\n\t\treturn {\n\t\t\tval: Math.max(clampMin, Math.min(clampMax, fallbackVal)),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t};\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 3), .1, MAX_RADIUS);\n\tconst contrastRes = 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origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[2] = radiusRes.val;\n\thighPassUniformData[3] = contrastRes.val;\n\thighPassUniformData[4] = op.monochrome ?? true ? 1 : 0;\n\thighPassUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[6] = contrastRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[7] = 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[0] = 1;\n\thighPassUniformData[1] = 0;\n\thighPassUniformData[7] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tconst hPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex1.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\thPass.setPipeline(pipeline);\n\thPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: hBuffer }\n\t\t}]\n\t}));\n\thPass.setBindGroup(1, createHighPassBindGroup1(tmpTex, tmpTex));\n\thPass.setBindGroup(2, sigBindGroup);\n\thPass.draw(4);\n\thPass.end();\n\thighPassUniformData[0] = 0;\n\thighPassUniformData[1] = 1;\n\thighPassUniformData[7] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tconst vPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex2.createView(),\n\t\tloadOp: 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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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2
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-
import { C as WebGPUAudioProcessor } from "./dist-
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2
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+
import { C as WebGPUAudioProcessor } from "./dist-DgIKXWZ1.mjs";
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3
3
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4
4
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//#region ../../nodes/node-audio-reverb/dist/renderers-C0rJsa0R.mjs
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5
5
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const PARAM_ORDER = [
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@@ -376,4 +376,4 @@ var renderers_default = defineRenderer({ audioProcessor: reverbAudioProcessor })
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376
376
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377
377
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//#endregion
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378
378
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export { renderers_default as t };
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379
|
-
//# sourceMappingURL=renderer-
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379
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+
//# sourceMappingURL=renderer-DI2RcpKU.mjs.map
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