framefields 2.0.5 → 2.0.6

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.
Files changed (343) hide show
  1. package/dist/audio/index.d.mts +4 -4
  2. package/dist/audio/index.mjs +10 -10
  3. package/dist/{audio-COkiXyDb.mjs → audio-D6enPyAG.mjs} +4 -4
  4. package/dist/{audio-COkiXyDb.mjs.map → audio-D6enPyAG.mjs.map} +1 -1
  5. package/dist/{audio-nmU-BWxI.d.mts → audio-a6pY05g2.d.mts} +3 -3
  6. package/dist/{audio-nmU-BWxI.d.mts.map → audio-a6pY05g2.d.mts.map} +1 -1
  7. package/dist/{dist-Bx6J0VcM.mjs → dist-B9Afsv83.mjs} +47 -2
  8. package/dist/dist-B9Afsv83.mjs.map +1 -0
  9. package/dist/{dist-DKm2IyEJ.mjs → dist-DzUJmIHt.mjs} +2 -2
  10. package/dist/dist-DzUJmIHt.mjs.map +1 -0
  11. package/dist/{dist-55MP0aN4.mjs → dist-JkiL-qy7.mjs} +3 -3
  12. package/dist/{dist-55MP0aN4.mjs.map → dist-JkiL-qy7.mjs.map} +1 -1
  13. package/dist/{dist-DgIKXWZ1.mjs → dist-sHqWCB9M.mjs} +156 -113
  14. package/dist/dist-sHqWCB9M.mjs.map +1 -0
  15. package/dist/effects/index.d.mts +5 -5
  16. package/dist/effects/index.mjs +25 -25
  17. package/dist/effects-l0T61DPU.mjs +2086 -0
  18. package/dist/effects-l0T61DPU.mjs.map +1 -0
  19. package/dist/fonts/index.mjs +1 -1
  20. package/dist/{fonts-C_AWIMdb.mjs → fonts-CuG-05-_.mjs} +2 -2
  21. package/dist/{fonts-C_AWIMdb.mjs.map → fonts-CuG-05-_.mjs.map} +1 -1
  22. package/dist/{index-Bx7JBFT6.d.mts → index-BJUS4Nx6.d.mts} +2 -2
  23. package/dist/{index-Bx7JBFT6.d.mts.map → index-BJUS4Nx6.d.mts.map} +1 -1
  24. package/dist/{index-C8rstr3Y.d.mts → index-BJx_Qxc_.d.mts} +2510 -125
  25. package/dist/{index-C8rstr3Y.d.mts.map → index-BJx_Qxc_.d.mts.map} +1 -1
  26. package/dist/{index-i0xPY4Fe.d.mts → index-BLbUQolI.d.mts} +3 -3
  27. package/dist/{index-i0xPY4Fe.d.mts.map → index-BLbUQolI.d.mts.map} +1 -1
  28. package/dist/{index-CAGDH7l6.d.mts → index-Bi2nRZ_g.d.mts} +3 -3
  29. package/dist/{index-CAGDH7l6.d.mts.map → index-Bi2nRZ_g.d.mts.map} +1 -1
  30. package/dist/{index-DY3mLoPO.d.mts → index-CZChQhXZ.d.mts} +2 -2
  31. package/dist/index-CZChQhXZ.d.mts.map +1 -0
  32. package/dist/{index-ogL8Y-Ng.d.mts → index-WIPHLy5m.d.mts} +23 -2
  33. package/dist/index-WIPHLy5m.d.mts.map +1 -0
  34. package/dist/index.d.mts +100 -69
  35. package/dist/index.d.mts.map +1 -1
  36. package/dist/index.mjs +47 -45
  37. package/dist/index.mjs.map +1 -1
  38. package/dist/preview/index.d.mts +2 -2
  39. package/dist/preview/index.mjs +10 -10
  40. package/dist/{preview-BM0Zzcn1.mjs → preview-CcooLR2s.mjs} +2 -2
  41. package/dist/{preview-BM0Zzcn1.mjs.map → preview-CcooLR2s.mjs.map} +1 -1
  42. package/dist/preview-engine/audio.mjs +1 -1
  43. package/dist/preview-engine/{chunk-H5BPCY7N.mjs → chunk-24DXIKXL.mjs} +2 -2
  44. package/dist/preview-engine/{chunk-QP2NI4XD.mjs → chunk-2XXICKQV.mjs} +1 -1
  45. package/dist/preview-engine/{chunk-EDIZNO3P.mjs → chunk-3ROJ7JVY.mjs} +1 -1
  46. package/dist/preview-engine/{chunk-2RMSCL6V.mjs → chunk-5NYKHIQN.mjs} +10 -10
  47. package/dist/preview-engine/{chunk-VSSB73UU.mjs → chunk-66NVL4BN.mjs} +2 -2
  48. package/dist/preview-engine/{chunk-AOLAHYVV.mjs → chunk-6JW37VJA.mjs} +1 -1
  49. package/dist/preview-engine/chunk-7MJVROKR.mjs +98 -0
  50. package/dist/preview-engine/{chunk-Z4ERCLNF.mjs → chunk-7NVDTELW.mjs} +1 -1
  51. package/dist/preview-engine/{chunk-SXX7HX34.mjs → chunk-AMBSW6OA.mjs} +2 -2
  52. package/dist/preview-engine/{chunk-UDNCEHUI.mjs → chunk-BE3CEVJB.mjs} +1 -1
  53. package/dist/preview-engine/{chunk-CA5N7JRZ.mjs → chunk-BQ65MU6H.mjs} +1 -1
  54. package/dist/preview-engine/{chunk-LEEZXHQO.mjs → chunk-BWDARDO6.mjs} +1 -1
  55. package/dist/preview-engine/{chunk-ZX6APG6E.mjs → chunk-CXFEQ5PM.mjs} +1 -1
  56. package/dist/preview-engine/chunk-D3TETPLI.mjs +5 -0
  57. package/dist/preview-engine/{chunk-B6PLCMBM.mjs → chunk-DMWSTYFF.mjs} +1 -1
  58. package/dist/preview-engine/{chunk-6ZOXGAYA.mjs → chunk-EJTGJVUA.mjs} +2 -2
  59. package/dist/preview-engine/{chunk-3O5OKR6D.mjs → chunk-EQ4QZRXB.mjs} +2 -2
  60. package/dist/preview-engine/{chunk-I4FH6HYU.mjs → chunk-FE6RSVKZ.mjs} +1 -1
  61. package/dist/preview-engine/{chunk-U446SQP3.mjs → chunk-GHMCGTJ2.mjs} +1 -1
  62. package/dist/preview-engine/{chunk-M2GRYRLM.mjs → chunk-HPIULG7P.mjs} +1 -1
  63. package/dist/preview-engine/{chunk-G3HW4VER.mjs → chunk-HRIKNYPF.mjs} +1 -1
  64. package/dist/preview-engine/{chunk-G76HSKOS.mjs → chunk-IGFT3XLN.mjs} +1 -1
  65. package/dist/preview-engine/{chunk-NWRSVVTF.mjs → chunk-JQ4WY6BZ.mjs} +1 -1
  66. package/dist/preview-engine/{chunk-JWNHTRED.mjs → chunk-LIHUEYI5.mjs} +2 -2
  67. package/dist/preview-engine/{chunk-DPPH3NK2.mjs → chunk-NRHSNPZV.mjs} +1 -1
  68. package/dist/preview-engine/{chunk-BUIQ5TUH.mjs → chunk-OWOSYNMF.mjs} +1 -1
  69. package/dist/preview-engine/{chunk-7S6ZFYLI.mjs → chunk-OZVCWK27.mjs} +1 -1
  70. package/dist/preview-engine/{chunk-D5PHI6ET.mjs → chunk-PO4VAAQC.mjs} +1 -1
  71. package/dist/preview-engine/{chunk-LP3EP33S.mjs → chunk-POPVFC5P.mjs} +1 -1
  72. package/dist/preview-engine/chunk-PQD5UPHG.mjs +5 -0
  73. package/dist/preview-engine/{chunk-SA3JUR6D.mjs → chunk-QGBSLNFI.mjs} +1 -1
  74. package/dist/preview-engine/{chunk-H2F5NVQ6.mjs → chunk-QM3XFEJN.mjs} +1 -1
  75. package/dist/preview-engine/{chunk-L62MRHGZ.mjs → chunk-R3ZH7YF3.mjs} +1 -1
  76. package/dist/preview-engine/{chunk-V7ZVVUQU.mjs → chunk-R6YNSBKL.mjs} +1 -1
  77. package/dist/preview-engine/chunk-S3P3MJYU.mjs +1 -0
  78. package/dist/preview-engine/chunk-SUUUYXXT.mjs +1 -0
  79. package/dist/preview-engine/{chunk-55CCFPUX.mjs → chunk-TNZENER3.mjs} +1 -1
  80. package/dist/preview-engine/chunk-V6VU46ZG.mjs +52 -0
  81. package/dist/preview-engine/{chunk-5XDHHOF2.mjs → chunk-XCYFPA34.mjs} +1 -1
  82. package/dist/preview-engine/{chunk-EHIIT4ZR.mjs → chunk-XFYXT76H.mjs} +1 -1
  83. package/dist/preview-engine/{chunk-V3H7WWOT.mjs → chunk-XLFYM7KH.mjs} +2 -2
  84. package/dist/preview-engine/{chunk-D7MZHP2Y.mjs → chunk-XSMK5E2V.mjs} +1 -1
  85. package/dist/preview-engine/{chunk-5UP7FSGT.mjs → chunk-Y6FEU4TV.mjs} +1 -1
  86. package/dist/preview-engine/{chunk-HXMDPMLB.mjs → chunk-YG35X5R5.mjs} +1 -1
  87. package/dist/preview-engine/{chunk-KZOLCZIV.mjs → chunk-YITWSOG4.mjs} +1 -1
  88. package/dist/preview-engine/chunk-ZNGOAGAI.mjs +1 -0
  89. package/dist/preview-engine/effects.mjs +1 -1
  90. package/dist/preview-engine/framefields.mjs +24 -24
  91. package/dist/preview-engine/player.mjs +4 -4
  92. package/dist/preview-engine/renderers-3Y3EMRDJ.mjs +1 -0
  93. package/dist/preview-engine/renderers-47UITXLZ.mjs +1 -0
  94. package/dist/preview-engine/renderers-4AHH6BHF.mjs +1 -0
  95. package/dist/preview-engine/renderers-54AQK6RF.mjs +1 -0
  96. package/dist/preview-engine/renderers-6PRVCTYV.mjs +1 -0
  97. package/dist/preview-engine/{renderers-GUKQUMGG.mjs → renderers-B52QT6MT.mjs} +1 -1
  98. package/dist/preview-engine/{renderers-AGMH5CRH.mjs → renderers-BE6RVJSE.mjs} +1 -1
  99. package/dist/preview-engine/renderers-BMM2BH56.mjs +1 -0
  100. package/dist/preview-engine/{renderers-YWRP23SZ.mjs → renderers-CAUWP4XH.mjs} +2 -2
  101. package/dist/preview-engine/renderers-CHJWUJVI.mjs +1 -0
  102. package/dist/preview-engine/renderers-CHOGQHVQ.mjs +1 -0
  103. package/dist/preview-engine/renderers-DEYDSGJX.mjs +1 -0
  104. package/dist/preview-engine/renderers-DZTNRCR7.mjs +1 -0
  105. package/dist/preview-engine/{renderers-BHVPLYNN.mjs → renderers-E3JYRLSD.mjs} +1 -1
  106. package/dist/preview-engine/renderers-ELO3KWTK.mjs +1 -0
  107. package/dist/preview-engine/{renderers-YKUQUCTO.mjs → renderers-F2KJNDWA.mjs} +1 -1
  108. package/dist/preview-engine/renderers-FCV4COVB.mjs +1 -0
  109. package/dist/preview-engine/{renderers-F2NFJI5L.mjs → renderers-GC7EGB5Z.mjs} +1 -1
  110. package/dist/preview-engine/renderers-GXCRINGC.mjs +1 -0
  111. package/dist/preview-engine/renderers-GYJTBVV2.mjs +1 -0
  112. package/dist/preview-engine/renderers-JA4SLMG3.mjs +1 -0
  113. package/dist/preview-engine/renderers-JLN77CFZ.mjs +1 -0
  114. package/dist/preview-engine/{renderers-6BJA6MSU.mjs → renderers-JQHUBWLL.mjs} +1 -1
  115. package/dist/preview-engine/{renderers-LX654SZ3.mjs → renderers-KBFW7B5F.mjs} +1 -1
  116. package/dist/preview-engine/{renderers-LK3NRMGR.mjs → renderers-KCP4TFHG.mjs} +1 -1
  117. package/dist/preview-engine/renderers-KS4HPV6Q.mjs +1 -0
  118. package/dist/preview-engine/renderers-LJRJMFCR.mjs +1 -0
  119. package/dist/preview-engine/renderers-LPAPZ5QS.mjs +1 -0
  120. package/dist/preview-engine/renderers-N5UPJY73.mjs +1 -0
  121. package/dist/preview-engine/renderers-NS3AIJVG.mjs +1 -0
  122. package/dist/preview-engine/renderers-OBMTU3QY.mjs +1 -0
  123. package/dist/preview-engine/{renderers-ZPWOUWZJ.mjs → renderers-PW4OJWHF.mjs} +1 -1
  124. package/dist/preview-engine/renderers-PXGLEFZO.mjs +1 -0
  125. package/dist/preview-engine/{renderers-7AO5746S.mjs → renderers-Q2ZDD5K2.mjs} +1 -1
  126. package/dist/preview-engine/renderers-Q3MD34JN.mjs +1 -0
  127. package/dist/preview-engine/renderers-QECJP22T.mjs +1 -0
  128. package/dist/preview-engine/{renderers-LFA5NW4V.mjs → renderers-R5WSHETG.mjs} +4 -4
  129. package/dist/preview-engine/renderers-RXGNA2Q7.mjs +1 -0
  130. package/dist/preview-engine/renderers-TG62LZTF.mjs +1 -0
  131. package/dist/preview-engine/{renderers-AHSGP6LY.mjs → renderers-TUYQLKHJ.mjs} +1 -1
  132. package/dist/preview-engine/renderers-VTTGFO55.mjs +1 -0
  133. package/dist/preview-engine/{renderers-UTFXZE3G.mjs → renderers-WG7QBD4D.mjs} +1 -1
  134. package/dist/preview-engine/{renderers-VGU3LNLT.mjs → renderers-WLH4HRUE.mjs} +1 -1
  135. package/dist/preview-engine/{renderers-5QYK6766.mjs → renderers-WSMLLSWX.mjs} +1 -1
  136. package/dist/preview-engine/renderers-XFC6ZPO5.mjs +1 -0
  137. package/dist/preview-engine/{renderers-UWPH7HBH.mjs → renderers-XUHRY3XH.mjs} +1 -1
  138. package/dist/preview-engine/renderers-YAOB5XU6.mjs +1 -0
  139. package/dist/preview-engine/renderers-YTB4FOHT.mjs +1 -0
  140. package/dist/preview-engine/signals.mjs +1 -1
  141. package/dist/{program-DGqyGGvj.mjs → program-DPFDbeL9.mjs} +12 -7
  142. package/dist/{program-DGqyGGvj.mjs.map → program-DPFDbeL9.mjs.map} +1 -1
  143. package/dist/renderer/index.d.mts +2 -2
  144. package/dist/renderer/index.mjs +2 -2
  145. package/dist/{renderer-CXUohIJ9.mjs → renderer--akPySto.mjs} +2 -2
  146. package/dist/{renderer-CXUohIJ9.mjs.map → renderer--akPySto.mjs.map} +1 -1
  147. package/dist/{renderer-2r4EgfdZ.mjs → renderer-0ty5QtXg.mjs} +9 -8
  148. package/dist/renderer-0ty5QtXg.mjs.map +1 -0
  149. package/dist/renderer-145WIXyW.mjs +3 -0
  150. package/dist/{renderer-BJiL-BQY.mjs → renderer-7v-ZNKEJ.mjs} +2 -2
  151. package/dist/{renderer-BJiL-BQY.mjs.map → renderer-7v-ZNKEJ.mjs.map} +1 -1
  152. package/dist/renderer-9W8q4Y8D.mjs +3 -0
  153. package/dist/{renderer-QfSB-cRU.mjs → renderer-B1IXTeF2.mjs} +2 -2
  154. package/dist/{renderer-QfSB-cRU.mjs.map → renderer-B1IXTeF2.mjs.map} +1 -1
  155. package/dist/{renderer-CwAjqb2o.mjs → renderer-B52Y2SDC.mjs} +1 -1
  156. package/dist/renderer-B5HBViEG.mjs +3 -0
  157. package/dist/renderer-B7naoaVH.mjs +3 -0
  158. package/dist/{renderer-z6Qb5Z-W.mjs → renderer-BD6Jkc8j.mjs} +2 -2
  159. package/dist/{renderer-z6Qb5Z-W.mjs.map → renderer-BD6Jkc8j.mjs.map} +1 -1
  160. package/dist/renderer-BHYmRBem.mjs +3 -0
  161. package/dist/{renderer-CnRoblJF.mjs → renderer-BHsEOp1I.mjs} +2 -2
  162. package/dist/{renderer-CnRoblJF.mjs.map → renderer-BHsEOp1I.mjs.map} +1 -1
  163. package/dist/renderer-BL51bhvQ.mjs +3 -0
  164. package/dist/{renderer-Q7_DUcnu.mjs → renderer-BNBh4omF.mjs} +2 -2
  165. package/dist/{renderer-Q7_DUcnu.mjs.map → renderer-BNBh4omF.mjs.map} +1 -1
  166. package/dist/{renderer-Cx5H41JR.mjs → renderer-BShK_xMJ.mjs} +1 -1
  167. package/dist/{renderer-D5N2JO7g.mjs → renderer-BUJ6uaJE.mjs} +3 -3
  168. package/dist/{renderer-D5N2JO7g.mjs.map → renderer-BUJ6uaJE.mjs.map} +1 -1
  169. package/dist/{renderer-CeADvUU_.mjs → renderer-BV_d3D_3.mjs} +3 -3
  170. package/dist/{renderer-CeADvUU_.mjs.map → renderer-BV_d3D_3.mjs.map} +1 -1
  171. package/dist/{renderer-BMrm2Zbz.mjs → renderer-BXWu8aHU.mjs} +3 -3
  172. package/dist/{renderer-BMrm2Zbz.mjs.map → renderer-BXWu8aHU.mjs.map} +1 -1
  173. package/dist/{renderer-DcPOsAVu.d.mts → renderer-Bal8734U.d.mts} +2 -2
  174. package/dist/{renderer-DcPOsAVu.d.mts.map → renderer-Bal8734U.d.mts.map} +1 -1
  175. package/dist/{renderer-vUjNMbLq.mjs → renderer-BbwOEawB.mjs} +2 -2
  176. package/dist/{renderer-vUjNMbLq.mjs.map → renderer-BbwOEawB.mjs.map} +1 -1
  177. package/dist/renderer-BfvBHHNr.mjs +3 -0
  178. package/dist/{renderer-JjMO41Cv.mjs → renderer-BgrDGRNW.mjs} +2 -2
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- {"version":3,"file":"renderer-D_QS6p1q.mjs","names":[],"sources":["../../../nodes/node-halftone-screen/dist/renderers-BXneyqVY.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HALFTONE_SHADER = `\nstruct HalftoneUniforms {\n mode : f32, // 0 = Monochrome, 1 = CMYK\n dotShape : f32, // 0 = Circle, 1 = Diamond, 2 = Line, 3 = Square\n frequency : f32,\n angle : f32,\n\n contrast : f32,\n invert : f32,\n isSmooth : f32,\n opacity : f32,\n\n dotColor : vec4<f32>,\n paperColor : vec4<f32>,\n\n cyanAngle : f32,\n magentaAngle : f32,\n yellowAngle : f32,\n blackAngle : f32,\n\n hasFreqSig : f32,\n hasAngleSig : f32,\n hasContrastSig : f32,\n hasCyanSig : f32,\n\n hasMagSig : f32,\n hasYelSig : f32,\n hasBlkSig : f32,\n hasOpacitySig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HalftoneUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var freqSigTex : texture_2d<f32>;\n@group(2) @binding(1) var angleSigTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(3) var cyanSigTex : texture_2d<f32>;\n@group(2) @binding(4) var magSigTex : texture_2d<f32>;\n@group(2) @binding(5) var yelSigTex : texture_2d<f32>;\n@group(2) @binding(6) var blkSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nconst PI: f32 = 3.141592653589793;\n\nfn getCellCenterUV(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32\n) -> vec2<f32> {\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n let invRot = mat2x2<f32>(cosA, sinA, -sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellIndex = floor(rotPos / cellSize) + vec2<f32>(0.5);\n let cellCenterRot = cellIndex * cellSize;\n let cellCenterPixelPos = invRot * cellCenterRot;\n let cellCenterUV = (cellCenterPixelPos + center) / dimensions;\n return clamp(cellCenterUV, vec2<f32>(0.0), vec2<f32>(1.0));\n}\n\nfn evalDotCoverage(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32,\n shape: f32,\n density: f32,\n contrastMultiplier: f32,\n isSmooth: f32\n) -> f32 {\n var d = clamp((density - 0.5) * contrastMultiplier + 0.5, 0.0, 1.0);\n if (d <= 0.0001) { return 0.0; }\n if (d >= 0.9999) { return 1.0; }\n\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellUV = fract(rotPos / cellSize) - vec2<f32>(0.5);\n\n var spot: f32 = 0.0;\n\n if (shape < 0.5) {\n // 0: Euclidean Round Dot\n spot = 0.5 * (1.0 - (cos(cellUV.x * 2.0 * PI) + cos(cellUV.y * 2.0 * PI)) * 0.5);\n } else if (shape < 1.5) {\n // 1: Diamond\n spot = abs(cellUV.x) + abs(cellUV.y);\n } else if (shape < 2.5) {\n // 2: Line\n spot = abs(cellUV.y) * 2.0;\n } else {\n // 3: Square\n spot = max(abs(cellUV.x), abs(cellUV.y)) * 2.0;\n }\n\n let edgeWidth = select(0.001, max(1.5 / cellSize, 0.003), isSmooth > 0.5);\n\n return select(\n step(spot, d),\n smoothstep(d + edgeWidth, d - edgeWidth, spot),\n isSmooth > 0.5\n );\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let sourceCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n if (sourceCol.a < 1e-5) {\n return sourceCol;\n }\n\n // Resolve parameter overrides or dynamic signals\n var frequency = u.frequency;\n if (u.hasFreqSig > 0.5) {\n frequency = textureSampleLevel(freqSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var baseAngle = u.angle;\n if (u.hasAngleSig > 0.5) {\n baseAngle = textureSampleLevel(angleSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var contrast = u.contrast;\n if (u.hasContrastSig > 0.5) {\n contrast = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var cyanAngle = u.cyanAngle;\n if (u.hasCyanSig > 0.5) {\n cyanAngle = textureSampleLevel(cyanSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var magentaAngle = u.magentaAngle;\n if (u.hasMagSig > 0.5) {\n magentaAngle = textureSampleLevel(magSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var yellowAngle = u.yellowAngle;\n if (u.hasYelSig > 0.5) {\n yellowAngle = textureSampleLevel(yelSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var blackAngle = u.blackAngle;\n if (u.hasBlkSig > 0.5) {\n blackAngle = textureSampleLevel(blkSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var effectOpacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n effectOpacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dimensions = vec2<f32>(textureDimensions(tex));\n let unpremult = sourceCol.rgb / sourceCol.a;\n\n var screenedRgb: vec3<f32>;\n\n if (u.mode < 0.5) {\n // --- Monochrome Mode ---\n let cellCenterUV = getCellCenterUV(in.uv, dimensions, baseAngle, frequency);\n let cellCol = textureSampleLevel(tex, samp, cellCenterUV, 0.0);\n let cellRgb = select(cellCol.rgb, cellCol.rgb / cellCol.a, cellCol.a > 1e-5);\n let luminance = dot(cellRgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n var inkDensity = 1.0 - luminance;\n if (u.invert > 0.5) {\n inkDensity = luminance;\n }\n\n let coverage = evalDotCoverage(\n in.uv,\n dimensions,\n baseAngle,\n frequency,\n u.dotShape,\n inkDensity,\n contrast,\n u.isSmooth\n );\n\n screenedRgb = mix(u.paperColor.rgb, u.dotColor.rgb, coverage);\n } else {\n // --- CMYK Mode ---\n let cellCenterUVC = getCellCenterUV(in.uv, dimensions, baseAngle + cyanAngle, frequency);\n let colC = textureSampleLevel(tex, samp, cellCenterUVC, 0.0);\n let rgbC = select(colC.rgb, colC.rgb / colC.a, colC.a > 1e-5);\n let kC = 1.0 - max(max(rgbC.r, rgbC.g), rgbC.b);\n let invKC = 1.0 - kC;\n var densC = select(0.0, clamp((1.0 - rgbC.r - kC) / max(invKC, 0.0001), 0.0, 1.0), invKC > 0.0001);\n\n let cellCenterUVM = getCellCenterUV(in.uv, dimensions, baseAngle + magentaAngle, frequency);\n let colM = textureSampleLevel(tex, samp, cellCenterUVM, 0.0);\n let rgbM = select(colM.rgb, colM.rgb / colM.a, colM.a > 1e-5);\n let kM = 1.0 - max(max(rgbM.r, rgbM.g), rgbM.b);\n let invKM = 1.0 - kM;\n var densM = select(0.0, clamp((1.0 - rgbM.g - kM) / max(invKM, 0.0001), 0.0, 1.0), invKM > 0.0001);\n\n let cellCenterUVY = getCellCenterUV(in.uv, dimensions, baseAngle + yellowAngle, frequency);\n let colY = textureSampleLevel(tex, samp, cellCenterUVY, 0.0);\n let rgbY = select(colY.rgb, colY.rgb / colY.a, colY.a > 1e-5);\n let kY = 1.0 - max(max(rgbY.r, rgbY.g), rgbY.b);\n let invKY = 1.0 - kY;\n var densY = select(0.0, clamp((1.0 - rgbY.b - kY) / max(invKY, 0.0001), 0.0, 1.0), invKY > 0.0001);\n\n let cellCenterUVK = getCellCenterUV(in.uv, dimensions, baseAngle + blackAngle, frequency);\n let colK = textureSampleLevel(tex, samp, cellCenterUVK, 0.0);\n let rgbK = select(colK.rgb, colK.rgb / colK.a, colK.a > 1e-5);\n var densK = 1.0 - max(max(rgbK.r, rgbK.g), rgbK.b);\n\n if (u.invert > 0.5) {\n densC = 1.0 - densC;\n densM = 1.0 - densM;\n densY = 1.0 - densY;\n densK = 1.0 - densK;\n }\n\n let covC = evalDotCoverage(in.uv, dimensions, baseAngle + cyanAngle, frequency, u.dotShape, densC, contrast, u.isSmooth);\n let covM = evalDotCoverage(in.uv, dimensions, baseAngle + magentaAngle, frequency, u.dotShape, densM, contrast, u.isSmooth);\n let covY = evalDotCoverage(in.uv, dimensions, baseAngle + yellowAngle, frequency, u.dotShape, densY, contrast, u.isSmooth);\n let covK = evalDotCoverage(in.uv, dimensions, baseAngle + blackAngle, frequency, u.dotShape, densK, contrast, u.isSmooth);\n\n // Subtractive synthesis onto paper substrate\n let outR = u.paperColor.r * (1.0 - covC) * (1.0 - covK);\n let outG = u.paperColor.g * (1.0 - covM) * (1.0 - covK);\n let outB = u.paperColor.b * (1.0 - covY) * (1.0 - covK);\n\n screenedRgb = clamp(vec3<f32>(outR, outG, outB), vec3<f32>(0.0), vec3<f32>(1.0));\n }\n\n // Apply effect opacity blend\n let finalRgb = mix(unpremult, screenedRgb, clamp(effectOpacity, 0.0, 1.0));\n return vec4<f32>(finalRgb * sourceCol.a, sourceCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getHalftoneResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `halftone_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst halftoneModule = device.createShaderModule({\n\t\t\tlabel: `halftone_${format}.wgsl`,\n\t\t\tcode: WGSL_HALFTONE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `HalftonePipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: halftoneModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: halftoneModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\thalftonePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst HalftoneScreenWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HalftoneScreen\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"halftone_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && input.outputItem?.type === \"Signal\");\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse val = Math.max(minVal, Math.min(maxVal, Number(op[configKey] ?? defaultValue)));\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\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};\n\t};\n\tconst freqRes = resolveBindable(\"frequency\", 30, 1, 200);\n\tconst angleRes = resolveBindable(\"angle\", 45, 0, 360);\n\tconst contrastRes = resolveBindable(\"contrast\", 1, .1, 5);\n\tconst cyanRes = resolveBindable(\"cyanAngle\", 15, 0, 360);\n\tconst magRes = resolveBindable(\"magentaAngle\", 75, 0, 360);\n\tconst yelRes = resolveBindable(\"yellowAngle\", 0, 0, 360);\n\tconst blkRes = resolveBindable(\"blackAngle\", 45, 0, 360);\n\tconst opacityRes = resolveBindable(\"opacity\", 1, 0, 1);\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 { halftonePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHalftoneResources(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 freqView = getSignalView(freqRes, \"freq_sig\");\n\tconst angleView = getSignalView(angleRes, \"angle_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst cyanView = getSignalView(cyanRes, \"cyan_sig\");\n\tconst magView = getSignalView(magRes, \"mag_sig\");\n\tconst yelView = getSignalView(yelRes, \"yel_sig\");\n\tconst blkView = getSignalView(blkRes, \"blk_sig\");\n\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\tconst modeVal = op.mode === \"CMYK\" ? 1 : 0;\n\tlet dotShapeVal = 0;\n\tif (op.dotShape === \"Diamond\") dotShapeVal = 1;\n\telse if (op.dotShape === \"Line\") dotShapeVal = 2;\n\telse if (op.dotShape === \"Square\") dotShapeVal = 3;\n\tconst dotCol = parseColor(op.dotColor ?? \"#000000\");\n\tconst paperCol = parseColor(op.paperColor ?? \"#ffffff\");\n\tconst halftoneUniformData = new Float32Array(28);\n\thalftoneUniformData[0] = modeVal;\n\thalftoneUniformData[1] = dotShapeVal;\n\thalftoneUniformData[2] = freqRes.val;\n\thalftoneUniformData[3] = angleRes.val;\n\thalftoneUniformData[4] = contrastRes.val;\n\thalftoneUniformData[5] = op.invert ? 1 : 0;\n\thalftoneUniformData[6] = op.smooth !== false ? 1 : 0;\n\thalftoneUniformData[7] = opacityRes.val;\n\thalftoneUniformData[8] = dotCol.r;\n\thalftoneUniformData[9] = dotCol.g;\n\thalftoneUniformData[10] = dotCol.b;\n\thalftoneUniformData[11] = dotCol.a;\n\thalftoneUniformData[12] = paperCol.r;\n\thalftoneUniformData[13] = paperCol.g;\n\thalftoneUniformData[14] = paperCol.b;\n\thalftoneUniformData[15] = paperCol.a;\n\thalftoneUniformData[16] = cyanRes.val;\n\thalftoneUniformData[17] = magRes.val;\n\thalftoneUniformData[18] = yelRes.val;\n\thalftoneUniformData[19] = blkRes.val;\n\thalftoneUniformData[20] = freqRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[21] = angleRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[22] = contrastRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[23] = cyanRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[24] = magRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[25] = yelRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[26] = blkRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[27] = opacityRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(halftoneUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst halftonePass = 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\thalftonePass.setPipeline(pipeline);\n\thalftonePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\thalftonePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\thalftonePass.setBindGroup(2, 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: freqView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: angleView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: cyanView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: magView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: yelView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: blkView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: opacityView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\thalftonePass.draw(4);\n\thalftonePass.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: 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: HalftoneScreenWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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center;\n let rotPos = rot * pixelPos;\n\n let cellIndex = floor(rotPos / cellSize) + vec2<f32>(0.5);\n let cellCenterRot = cellIndex * cellSize;\n let cellCenterPixelPos = invRot * cellCenterRot;\n let cellCenterUV = (cellCenterPixelPos + center) / dimensions;\n return clamp(cellCenterUV, vec2<f32>(0.0), vec2<f32>(1.0));\n}\n\nfn evalDotCoverage(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32,\n shape: f32,\n density: f32,\n contrastMultiplier: f32,\n isSmooth: f32\n) -> f32 {\n var d = clamp((density - 0.5) * contrastMultiplier + 0.5, 0.0, 1.0);\n if (d <= 0.0001) { return 0.0; }\n if (d >= 0.9999) { return 1.0; }\n\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellUV = fract(rotPos / cellSize) - vec2<f32>(0.5);\n\n var spot: f32 = 0.0;\n\n if (shape < 0.5) {\n // 0: Euclidean Round Dot\n spot = 0.5 * (1.0 - (cos(cellUV.x * 2.0 * PI) + cos(cellUV.y * 2.0 * PI)) * 0.5);\n } else if (shape < 1.5) {\n // 1: Diamond\n spot = abs(cellUV.x) + abs(cellUV.y);\n } else if (shape < 2.5) {\n // 2: Line\n spot = abs(cellUV.y) * 2.0;\n } else {\n // 3: Square\n spot = max(abs(cellUV.x), abs(cellUV.y)) * 2.0;\n }\n\n let edgeWidth = select(0.001, max(1.5 / cellSize, 0.003), isSmooth > 0.5);\n\n return select(\n step(spot, d),\n smoothstep(d + edgeWidth, d - edgeWidth, spot),\n isSmooth > 0.5\n );\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let sourceCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n if (sourceCol.a < 1e-5) {\n return sourceCol;\n }\n\n // Resolve parameter overrides or dynamic signals\n var frequency = u.frequency;\n if (u.hasFreqSig > 0.5) {\n frequency = textureSampleLevel(freqSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var baseAngle = u.angle;\n if (u.hasAngleSig > 0.5) {\n baseAngle = textureSampleLevel(angleSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var contrast = u.contrast;\n if (u.hasContrastSig > 0.5) {\n contrast = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var cyanAngle = u.cyanAngle;\n if (u.hasCyanSig > 0.5) {\n cyanAngle = textureSampleLevel(cyanSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var magentaAngle = u.magentaAngle;\n if (u.hasMagSig > 0.5) {\n magentaAngle = textureSampleLevel(magSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var yellowAngle = u.yellowAngle;\n if (u.hasYelSig > 0.5) {\n yellowAngle = textureSampleLevel(yelSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var blackAngle = u.blackAngle;\n if (u.hasBlkSig > 0.5) {\n blackAngle = textureSampleLevel(blkSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var effectOpacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n effectOpacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dimensions = vec2<f32>(textureDimensions(tex));\n let unpremult = sourceCol.rgb / sourceCol.a;\n\n var screenedRgb: vec3<f32>;\n\n if (u.mode < 0.5) {\n // --- Monochrome Mode ---\n let cellCenterUV = getCellCenterUV(in.uv, dimensions, baseAngle, frequency);\n let cellCol = textureSampleLevel(tex, samp, cellCenterUV, 0.0);\n let cellRgb = select(cellCol.rgb, cellCol.rgb / cellCol.a, cellCol.a > 1e-5);\n let luminance = dot(cellRgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n var inkDensity = 1.0 - luminance;\n if (u.invert > 0.5) {\n inkDensity = luminance;\n }\n\n let coverage = evalDotCoverage(\n in.uv,\n dimensions,\n baseAngle,\n frequency,\n u.dotShape,\n inkDensity,\n contrast,\n u.isSmooth\n );\n\n screenedRgb = mix(u.paperColor.rgb, u.dotColor.rgb, coverage);\n } else {\n // --- CMYK Mode ---\n let cellCenterUVC = getCellCenterUV(in.uv, dimensions, baseAngle + cyanAngle, frequency);\n let colC = textureSampleLevel(tex, samp, cellCenterUVC, 0.0);\n let rgbC = select(colC.rgb, colC.rgb / colC.a, colC.a > 1e-5);\n let kC = 1.0 - max(max(rgbC.r, rgbC.g), rgbC.b);\n let invKC = 1.0 - kC;\n var densC = select(0.0, clamp((1.0 - rgbC.r - kC) / max(invKC, 0.0001), 0.0, 1.0), invKC > 0.0001);\n\n let cellCenterUVM = getCellCenterUV(in.uv, dimensions, baseAngle + magentaAngle, frequency);\n let colM = textureSampleLevel(tex, samp, cellCenterUVM, 0.0);\n let rgbM = select(colM.rgb, colM.rgb / colM.a, colM.a > 1e-5);\n let kM = 1.0 - max(max(rgbM.r, rgbM.g), rgbM.b);\n let invKM = 1.0 - kM;\n var densM = select(0.0, clamp((1.0 - rgbM.g - kM) / max(invKM, 0.0001), 0.0, 1.0), invKM > 0.0001);\n\n let cellCenterUVY = getCellCenterUV(in.uv, dimensions, baseAngle + yellowAngle, frequency);\n let colY = textureSampleLevel(tex, samp, cellCenterUVY, 0.0);\n let rgbY = select(colY.rgb, colY.rgb / colY.a, colY.a > 1e-5);\n let kY = 1.0 - max(max(rgbY.r, rgbY.g), rgbY.b);\n let invKY = 1.0 - kY;\n var densY = select(0.0, clamp((1.0 - rgbY.b - kY) / max(invKY, 0.0001), 0.0, 1.0), invKY > 0.0001);\n\n let cellCenterUVK = getCellCenterUV(in.uv, dimensions, baseAngle + blackAngle, frequency);\n let colK = textureSampleLevel(tex, samp, cellCenterUVK, 0.0);\n let rgbK = select(colK.rgb, colK.rgb / colK.a, colK.a > 1e-5);\n var densK = 1.0 - max(max(rgbK.r, rgbK.g), rgbK.b);\n\n if (u.invert > 0.5) {\n densC = 1.0 - densC;\n densM = 1.0 - densM;\n densY = 1.0 - densY;\n densK = 1.0 - densK;\n }\n\n let covC = evalDotCoverage(in.uv, dimensions, baseAngle + cyanAngle, frequency, u.dotShape, densC, contrast, u.isSmooth);\n let covM = evalDotCoverage(in.uv, dimensions, baseAngle + magentaAngle, frequency, u.dotShape, densM, contrast, u.isSmooth);\n let covY = evalDotCoverage(in.uv, dimensions, baseAngle + yellowAngle, frequency, u.dotShape, densY, contrast, u.isSmooth);\n let covK = evalDotCoverage(in.uv, dimensions, baseAngle + blackAngle, frequency, u.dotShape, densK, contrast, u.isSmooth);\n\n // Subtractive synthesis onto paper substrate\n let outR = u.paperColor.r * (1.0 - covC) * (1.0 - covK);\n let outG = u.paperColor.g * (1.0 - covM) * (1.0 - covK);\n let outB = u.paperColor.b * (1.0 - covY) * (1.0 - covK);\n\n screenedRgb = clamp(vec3<f32>(outR, outG, outB), vec3<f32>(0.0), vec3<f32>(1.0));\n }\n\n // Apply effect opacity blend\n let finalRgb = mix(unpremult, screenedRgb, clamp(effectOpacity, 0.0, 1.0));\n return vec4<f32>(finalRgb * sourceCol.a, sourceCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getHalftoneResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `halftone_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst halftoneModule = device.createShaderModule({\n\t\t\tlabel: `halftone_${format}.wgsl`,\n\t\t\tcode: WGSL_HALFTONE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `HalftonePipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: halftoneModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: halftoneModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\thalftonePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst HalftoneScreenWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HalftoneScreen\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"halftone_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && input.outputItem?.type === \"Signal\");\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse val = Math.max(minVal, Math.min(maxVal, Number(op[configKey] ?? defaultValue)));\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\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};\n\t};\n\tconst freqRes = resolveBindable(\"frequency\", 30, 1, 200);\n\tconst angleRes = resolveBindable(\"angle\", 45, 0, 360);\n\tconst contrastRes = resolveBindable(\"contrast\", 1, .1, 5);\n\tconst cyanRes = resolveBindable(\"cyanAngle\", 15, 0, 360);\n\tconst magRes = resolveBindable(\"magentaAngle\", 75, 0, 360);\n\tconst yelRes = resolveBindable(\"yellowAngle\", 0, 0, 360);\n\tconst blkRes = resolveBindable(\"blackAngle\", 45, 0, 360);\n\tconst opacityRes = resolveBindable(\"opacity\", 1, 0, 1);\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 { halftonePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHalftoneResources(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 freqView = getSignalView(freqRes, \"freq_sig\");\n\tconst angleView = getSignalView(angleRes, \"angle_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst cyanView = getSignalView(cyanRes, \"cyan_sig\");\n\tconst magView = getSignalView(magRes, \"mag_sig\");\n\tconst yelView = getSignalView(yelRes, \"yel_sig\");\n\tconst blkView = getSignalView(blkRes, \"blk_sig\");\n\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\tconst modeVal = op.mode === \"CMYK\" ? 1 : 0;\n\tlet dotShapeVal = 0;\n\tif (op.dotShape === \"Diamond\") dotShapeVal = 1;\n\telse if (op.dotShape === \"Line\") dotShapeVal = 2;\n\telse if (op.dotShape === \"Square\") dotShapeVal = 3;\n\tconst dotCol = parseColor(op.dotColor ?? \"#000000\");\n\tconst paperCol = parseColor(op.paperColor ?? \"#ffffff\");\n\tconst halftoneUniformData = new Float32Array(28);\n\thalftoneUniformData[0] = modeVal;\n\thalftoneUniformData[1] = dotShapeVal;\n\thalftoneUniformData[2] = freqRes.val;\n\thalftoneUniformData[3] = angleRes.val;\n\thalftoneUniformData[4] = contrastRes.val;\n\thalftoneUniformData[5] = op.invert ? 1 : 0;\n\thalftoneUniformData[6] = op.smooth !== false ? 1 : 0;\n\thalftoneUniformData[7] = opacityRes.val;\n\thalftoneUniformData[8] = dotCol.r;\n\thalftoneUniformData[9] = dotCol.g;\n\thalftoneUniformData[10] = dotCol.b;\n\thalftoneUniformData[11] = dotCol.a;\n\thalftoneUniformData[12] = paperCol.r;\n\thalftoneUniformData[13] = paperCol.g;\n\thalftoneUniformData[14] = paperCol.b;\n\thalftoneUniformData[15] = paperCol.a;\n\thalftoneUniformData[16] = cyanRes.val;\n\thalftoneUniformData[17] = magRes.val;\n\thalftoneUniformData[18] = yelRes.val;\n\thalftoneUniformData[19] = blkRes.val;\n\thalftoneUniformData[20] = freqRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[21] = angleRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[22] = contrastRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[23] = cyanRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[24] = magRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[25] = yelRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[26] = blkRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[27] = opacityRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(halftoneUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst halftonePass = 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\thalftonePass.setPipeline(pipeline);\n\thalftonePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\thalftonePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\thalftonePass.setBindGroup(2, 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: freqView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: angleView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: cyanView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: magView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: yelView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: blkView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: opacityView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\thalftonePass.draw(4);\n\thalftonePass.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: 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: HalftoneScreenWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -1,3 +1,3 @@
1
- import { n as renderers_default, t as PatchHealWebGPURenderer } from "./renderer-WXylxlu2.mjs";
1
+ import { n as renderers_default, t as PatchHealWebGPURenderer } from "./renderer-XRGwrdg8.mjs";
2
2
 
3
3
  export { PatchHealWebGPURenderer, renderers_default as default };
@@ -1,6 +1,6 @@
1
1
  import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
- import { tt as signalRegistry } from "./dist-DgIKXWZ1.mjs";
3
- import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-DKm2IyEJ.mjs";
2
+ import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-DzUJmIHt.mjs";
3
+ import { tt as signalRegistry } from "./dist-sHqWCB9M.mjs";
4
4
  import { z } from "zod";
5
5
 
6
6
  //#region ../../nodes/node-refine-edge/dist/renderers-C6ZkOCIx.mjs
@@ -753,4 +753,4 @@ var renderers_default = defineRenderer({ WebGPURenderer });
753
753
 
754
754
  //#endregion
755
755
  export { renderers_default as n, WebGPURenderer as t };
756
- //# sourceMappingURL=renderer-Bwsh5TUv.mjs.map
756
+ //# sourceMappingURL=renderer-BpTwFaja.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-Bwsh5TUv.mjs","names":[],"sources":["../../../nodes/node-refine-edge/dist/renderers-C6ZkOCIx.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 MIN_DECONTAMINATE = 0;\nconst MAX_DECONTAMINATE = 1;\nconst MIN_RADIUS = .5;\nconst MAX_RADIUS = 50;\nconst MIN_SMOOTH = 0;\nconst MAX_SMOOTH = 100;\nconst MIN_FEATHER = 0;\nconst MAX_FEATHER = 50;\nconst MIN_SHIFT_EDGE = -100;\nconst MAX_SHIFT_EDGE = 100;\nconst MatteChannelEnum = z.enum([\n\t\"Alpha\",\n\t\"Luminance\",\n\t\"Red\",\n\t\"Green\",\n\t\"Blue\"\n]);\nconst RefineEdgeOutputModeEnum = z.enum([\n\t\"Composite\",\n\t\"MatteOnly\",\n\t\"DecontaminatedRGB\"\n]);\nconst refineEdgeConfig = configBuilder().field(\"decontaminateAmount\", z.number().multipleOf(.01).min(MIN_DECONTAMINATE).max(MAX_DECONTAMINATE).default(.7), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Decontaminate Colors\",\n\tdescription: \"Amount of edge color spill decontamination/defringing (0.0–1.0).\"\n}).field(\"radius\", z.number().multipleOf(.1).min(MIN_RADIUS).max(MAX_RADIUS).default(2), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Edge Detection Radius (px)\",\n\tdescription: \"Radius in pixels around alpha transitions to refine and decontaminate.\"\n}).field(\"smooth\", z.number().min(MIN_SMOOTH).max(MAX_SMOOTH).default(5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Smoothness\",\n\tdescription: \"Matte edge smoothing curve intensity (0–100).\"\n}).field(\"feather\", z.number().multipleOf(.1).min(MIN_FEATHER).max(MAX_FEATHER).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Feather (px)\",\n\tdescription: \"Sub-pixel gaussian softness along the matte boundary.\"\n}).field(\"shiftEdge\", z.number().min(MIN_SHIFT_EDGE).max(MAX_SHIFT_EDGE).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shift Edge (%)\",\n\tdescription: \"Contract (<0) or expand (>0) the edge boundary (-100% to +100%).\"\n}).field(\"matteChannel\", MatteChannelEnum.default(\"Alpha\"), {\n\tlabel: \"Matte Channel\",\n\tdescription: \"Channel to extract matte from (Alpha, Luminance, Red, Green, Blue).\"\n}).field(\"outputMode\", RefineEdgeOutputModeEnum.default(\"Composite\"), {\n\tlabel: \"Output Mode\",\n\tdescription: \"Composite (decontaminated RGB + refined alpha), MatteOnly (grayscale mask), DecontaminatedRGB (clean RGB with full alpha).\"\n}).build();\nconst RefineEdgeNodeConfigSchema = refineEdgeConfig.schema;\nconst RefineEdgeResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst REFINE_EDGE_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 CHANNEL_MAP = {\n\tAlpha: 0,\n\tLuminance: 1,\n\tRed: 2,\n\tGreen: 3,\n\tBlue: 4\n};\nconst OUTPUT_MODE_MAP = {\n\tComposite: 0,\n\tMatteOnly: 1,\n\tDecontaminatedRGB: 2\n};\nconst WGSL_REFINE_EDGE = `\nstruct RefineEdgeUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tdecontaminateAmount : f32,\n\tradius : f32,\n\n\tsmoothness : f32,\n\tfeather : f32,\n\tshiftEdge : f32,\n\tmatteChannel : f32,\n\n\toutputMode : f32,\n\thasMatte : f32,\n\thasDecontamSig : f32,\n\thasRadiusSig : f32,\n\n\thasSmoothSig : f32,\n\thasFeatherSig : f32,\n\thasShiftEdgeSig : f32,\n\tisSecondPass : f32,\n\n\tpad0 : f32,\n\tpad1 : f32,\n\tpad2 : f32,\n\tpad3 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : RefineEdgeUniforms;\n\n@group(1) @binding(0) var texInput : texture_2d<f32>;\n@group(1) @binding(1) var texMatte : texture_2d<f32>;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n@group(1) @binding(3) var samp : sampler;\n\n@group(2) @binding(0) var decontamSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var smoothSigTex : texture_2d<f32>;\n@group(2) @binding(3) var featherSigTex : texture_2d<f32>;\n@group(2) @binding(4) var shiftEdgeSigTex : texture_2d<f32>;\n@group(2) @binding(5) 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\nfn extractChannel(color : vec4<f32>, chCode : f32) -> f32 {\n\tif (chCode < 0.5) {\n\t\t// Alpha\n\t\treturn color.a;\n\t} else if (chCode < 1.5) {\n\t\t// Luminance\n\t\tlet luma = dot(color.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, luma / color.a);\n\t\t}\n\t\treturn luma;\n\t} else if (chCode < 2.5) {\n\t\t// Red\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.r / color.a);\n\t\t}\n\t\treturn color.r;\n\t} else if (chCode < 3.5) {\n\t\t// Green\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.g / color.a);\n\t\t}\n\t\treturn color.g;\n\t} else {\n\t\t// Blue\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.b / color.a);\n\t\t}\n\t\treturn color.b;\n\t}\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(texInput));\n\tlet texelSize = 1.0 / max(dimensions, vec2<f32>(1.0, 1.0));\n\n\tvar decontam = u.decontaminateAmount;\n\tif (u.hasDecontamSig > 0.5) {\n\t\tdecontam = clamp(textureSampleLevel(decontamSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 1.0);\n\t}\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = clamp(textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.5, 50.0);\n\t}\n\tvar smoothVal = u.smoothness;\n\tif (u.hasSmoothSig > 0.5) {\n\t\tsmoothVal = clamp(textureSampleLevel(smoothSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 100.0);\n\t}\n\tvar featherVal = u.feather;\n\tif (u.hasFeatherSig > 0.5) {\n\t\tfeatherVal = clamp(textureSampleLevel(featherSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 50.0);\n\t}\n\tvar shiftEdgeVal = u.shiftEdge;\n\tif (u.hasShiftEdgeSig > 0.5) {\n\t\tshiftEdgeVal = clamp(textureSampleLevel(shiftEdgeSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0);\n\t}\n\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\t// Combined sigma for smoothing & feathering\n\tlet smoothSigma = max(0.0, smoothVal * 0.15);\n\tlet featherSigma = max(0.0, featherVal);\n\tlet totalSigma = max(0.1, sqrt(smoothSigma * smoothSigma + featherSigma * featherSigma));\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// =============================================================\n\t\t// PASS 1: Horizontal Pass (Alpha filter + FG color sampling)\n\t\t// =============================================================\n\t\tlet centerInput = textureSampleLevel(texInput, samp, in.uv, 0.0);\n\t\tlet centerMatte = textureSampleLevel(texMatte, samp, in.uv, 0.0);\n\n\t\tvar centerRawAlpha = centerInput.a;\n\t\tif (u.hasMatte > 0.5) {\n\t\t\tcenterRawAlpha = extractChannel(centerMatte, u.matteChannel);\n\t\t}\n\n\t\t// 1. Horizontal Alpha Blur / Filter\n\t\tvar alphaAccum = 0.0;\n\t\tvar alphaWeightSum = 0.0;\n\n\t\tlet stepScale = max(1.0, totalSigma / 15.0);\n\t\tlet effectiveSigma = totalSigma / stepScale;\n\t\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 32);\n\n\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\t\tlet sampleInput = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\t\tvar sAlpha = sampleInput.a;\n\t\t\tif (u.hasMatte > 0.5) {\n\t\t\t\tlet sMatte = textureSampleLevel(texMatte, samp, sampleUv, 0.0);\n\t\t\t\tsAlpha = extractChannel(sMatte, u.matteChannel);\n\t\t\t}\n\n\t\t\tlet dist = f32(i) * stepScale;\n\t\t\tlet weight = exp(-0.5 * (dist / totalSigma) * (dist / totalSigma));\n\t\t\talphaAccum += sAlpha * weight;\n\t\t\talphaWeightSum += weight;\n\t\t}\n\n\t\tlet smoothedAlpha = alphaAccum / max(alphaWeightSum, 1e-5);\n\n\t\t// 2. Horizontal Foreground Color Sampling for Defringing\n\t\tvar fgColorAccum = vec3<f32>(0.0);\n\t\tvar fgWeightSum = 0.0;\n\n\t\tlet rStepScale = max(1.0, radius / 15.0);\n\t\tlet rSampleCount = min(i32(ceil(radius / rStepScale)), 32);\n\n\t\tfor (var i = -rSampleCount; i <= rSampleCount; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * rStepScale) * direction * texelSize;\n\t\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\t\tlet sampleCol = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\t\tvar sampleA = sampleCol.a;\n\t\t\tif (u.hasMatte > 0.5) {\n\t\t\t\tlet sm = textureSampleLevel(texMatte, samp, sampleUv, 0.0);\n\t\t\t\tsampleA = extractChannel(sm, u.matteChannel);\n\t\t\t}\n\n\t\t\tlet sampleRgb = select(sampleCol.rgb, sampleCol.rgb / max(sampleCol.a, 1e-4), sampleCol.a > 1e-4);\n\t\t\tlet spatialDist = f32(i) * rStepScale;\n\t\t\tlet spatialWeight = exp(-0.5 * (spatialDist / max(radius, 0.5)) * (spatialDist / max(radius, 0.5)));\n\t\t\t// Weight foreground pixels by alpha confidence\n\t\t\tlet fgConfidence = clamp((sampleA - 0.2) / 0.8, 0.0, 1.0);\n\t\t\tlet weight = fgConfidence * spatialWeight;\n\n\t\t\tfgColorAccum += sampleRgb * weight;\n\t\t\tfgWeightSum += weight;\n\t\t}\n\n\t\tlet centerUnpremult = select(centerInput.rgb, centerInput.rgb / max(centerInput.a, 1e-4), centerInput.a > 1e-4);\n\t\tlet fgColor = select(centerUnpremult, fgColorAccum / max(fgWeightSum, 1e-5), fgWeightSum > 1e-4);\n\n\t\treturn vec4<f32>(fgColor, smoothedAlpha);\n\t}\n\n\t// =============================================================\n\t// PASS 2: Vertical Pass & Final Defringe/Composite\n\t// =============================================================\n\tlet pass1Sample = textureSampleLevel(texInput, samp, in.uv, 0.0);\n\tlet origSample = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar rawMatteAlpha = origSample.a;\n\tif (u.hasMatte > 0.5) {\n\t\tlet rawMatteSample = textureSampleLevel(texMatte, samp, in.uv, 0.0);\n\t\trawMatteAlpha = extractChannel(rawMatteSample, u.matteChannel);\n\t}\n\n\t// 1. Vertical Alpha Blur / Filter\n\tvar alphaAccum = 0.0;\n\tvar alphaWeightSum = 0.0;\n\n\tlet stepScale = max(1.0, totalSigma / 15.0);\n\tlet effectiveSigma = totalSigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 32);\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\tlet sPass1 = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\tlet sAlpha = sPass1.a;\n\n\t\tlet dist = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (dist / totalSigma) * (dist / totalSigma));\n\t\talphaAccum += sAlpha * weight;\n\t\talphaWeightSum += weight;\n\t}\n\n\tvar refinedAlpha = alphaAccum / max(alphaWeightSum, 1e-5);\n\n\t// 2. Shift Edge (Choke < 0 or Expand > 0)\n\tif (abs(shiftEdgeVal) > 0.01) {\n\t\tlet shiftNorm = shiftEdgeVal / 100.0;\n\t\tif (shiftNorm < 0.0) {\n\t\t\t// Contract / Choke\n\t\t\tlet chokeLimit = abs(shiftNorm);\n\t\t\trefinedAlpha = clamp((refinedAlpha - chokeLimit) / max(1.0 - chokeLimit, 1e-4), 0.0, 1.0);\n\t\t} else {\n\t\t\t// Expand / Dilate\n\t\t\trefinedAlpha = clamp(refinedAlpha / max(1.0 - shiftNorm, 1e-4), 0.0, 1.0);\n\t\t}\n\t}\n\n\t// 3. Vertical Foreground Color Sampling for Defringing\n\tvar fgColorAccum = vec3<f32>(0.0);\n\tvar fgWeightSum = 0.0;\n\n\tlet rStepScale = max(1.0, radius / 15.0);\n\tlet rSampleCount = min(i32(ceil(radius / rStepScale)), 32);\n\n\tfor (var i = -rSampleCount; i <= rSampleCount; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * rStepScale) * direction * texelSize;\n\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\tlet sPass1 = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\tlet sRgb = sPass1.rgb;\n\t\tlet sA = sPass1.a;\n\n\t\tlet spatialDist = f32(i) * rStepScale;\n\t\tlet spatialWeight = exp(-0.5 * (spatialDist / max(radius, 0.5)) * (spatialDist / max(radius, 0.5)));\n\t\tlet fgConfidence = clamp((sA - 0.2) / 0.8, 0.0, 1.0);\n\t\tlet weight = fgConfidence * spatialWeight;\n\n\t\tfgColorAccum += sRgb * weight;\n\t\tfgWeightSum += weight;\n\t}\n\n\tlet origUnpremult = select(origSample.rgb, origSample.rgb / max(origSample.a, 1e-4), origSample.a > 1e-4);\n\tlet fgColor = select(origUnpremult, fgColorAccum / max(fgWeightSum, 1e-5), fgWeightSum > 1e-4);\n\n\t// Edge zone detection: transitions between foreground and background\n\tlet edgeWeight = clamp(4.0 * rawMatteAlpha * (1.0 - rawMatteAlpha), 0.0, 1.0);\n\tlet decontamFactor = clamp(decontam * max(edgeWeight, (1.0 - refinedAlpha) * 0.8), 0.0, 1.0);\n\n\tlet decontaminatedColor = mix(origUnpremult, fgColor, decontamFactor);\n\n\t// Format Output\n\tlet mode = u.outputMode;\n\tif (mode < 0.5) {\n\t\t// Composite: Decontaminated RGB with refined alpha (premultiplied)\n\t\treturn vec4<f32>(decontaminatedColor * refinedAlpha, refinedAlpha);\n\t} else if (mode < 1.5) {\n\t\t// MatteOnly: Grayscale refined alpha mask\n\t\treturn vec4<f32>(refinedAlpha, refinedAlpha, refinedAlpha, 1.0);\n\t} else {\n\t\t// DecontaminatedRGB: Clean defringed RGB with full alpha\n\t\treturn vec4<f32>(decontaminatedColor, 1.0);\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getRefineEdgeResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst textureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 4,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 5,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: WGSL_REFINE_EDGE });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: targetFormat }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefineEdge\" || !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 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\thandleId\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\thandleId\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\thandleId\n\t\t};\n\t};\n\tconst decontamRes = resolveField(op.decontaminateAmountHandleId, Number(op.decontaminateAmount ?? .7), MIN_DECONTAMINATE, MAX_DECONTAMINATE);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 2), MIN_RADIUS, MAX_RADIUS);\n\tconst smoothRes = resolveField(op.smoothHandleId, Number(op.smooth ?? 5), MIN_SMOOTH, MAX_SMOOTH);\n\tconst featherRes = resolveField(op.featherHandleId, Number(op.feather ?? .5), MIN_FEATHER, MAX_FEATHER);\n\tconst shiftEdgeRes = resolveField(op.shiftEdgeHandleId, Number(op.shiftEdge ?? 0), MIN_SHIFT_EDGE, MAX_SHIFT_EDGE);\n\tconst tmpInputTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpInputView = tmpInputTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpInputView, {\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\trenderId: `${props.renderId}-input`,\n\t\texcludeTextures: [...props.excludeTextures || [], tmpInputTex]\n\t}, tmpInputView, tmpInputTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tlet tmpMatteTex = null;\n\tif (op.matteMedia) {\n\t\ttmpMatteTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\ttmpInputTex\n\t\t]);\n\t\tconst tmpMatteView = tmpMatteTex.createView();\n\t\tctx.renderer.beginFrame(encoder, tmpMatteView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(op.matteMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: op.matteMedia,\n\t\t\trenderId: `${props.renderId}-matte`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttmpInputTex,\n\t\t\t\ttmpMatteTex\n\t\t\t]\n\t\t}, tmpMatteView, tmpMatteTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t}\n\tconst { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getRefineEdgeResources(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) {\n\t\t\tconst cacheNodeId = res.sd.nodeId ?? res.handleId ?? `${props.renderId ?? \"refineedge\"}_${suffix}`;\n\t\t\treturn signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, cacheNodeId, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\t}\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst decontamView = getSignalView(decontamRes, \"decontam_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst smoothView = getSignalView(smoothRes, \"smooth_sig\");\n\tconst featherView = getSignalView(featherRes, \"feather_sig\");\n\tconst shiftEdgeView = getSignalView(shiftEdgeRes, \"shiftEdge_sig\");\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: decontamView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: smoothView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: featherView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: shiftEdgeView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tconst matteChannelCode = CHANNEL_MAP[op.matteChannel ?? \"Alpha\"] ?? 0;\n\tconst outputModeCode = OUTPUT_MODE_MAP[op.outputMode ?? \"Composite\"] ?? 0;\n\tconst dummyMatteView = tmpMatteTex ? tmpMatteTex.createView() : tmpInputView;\n\tconst hUniformData = new Float32Array(20);\n\tconst vUniformData = new Float32Array(20);\n\tconst baseUniforms = [\n\t\t0,\n\t\t0,\n\t\tdecontamRes.val,\n\t\tradiusRes.val,\n\t\tsmoothRes.val,\n\t\tfeatherRes.val,\n\t\tshiftEdgeRes.val,\n\t\tmatteChannelCode,\n\t\toutputModeCode,\n\t\ttmpMatteTex ? 1 : 0,\n\t\tdecontamRes.hasStaticSig ? 1 : 0,\n\t\tradiusRes.hasStaticSig ? 1 : 0,\n\t\tsmoothRes.hasStaticSig ? 1 : 0,\n\t\tfeatherRes.hasStaticSig ? 1 : 0,\n\t\tshiftEdgeRes.hasStaticSig ? 1 : 0,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\t0\n\t];\n\thUniformData.set(baseUniforms);\n\thUniformData[0] = 1;\n\thUniformData[1] = 0;\n\thUniformData[15] = 0;\n\tvUniformData.set(baseUniforms);\n\tvUniformData[0] = 0;\n\tvUniformData[1] = 1;\n\tvUniformData[15] = 1;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpInputTex,\n\t\t...tmpMatteTex ? [tmpMatteTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpInputTex,\n\t\t...tmpMatteTex ? [tmpMatteTex] : [],\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(hUniformData);\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: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: hBuffer }\n\t\t}]\n\t}));\n\thPass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: tmpInputView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: dummyMatteView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: tmpInputView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\thPass.setBindGroup(2, sigBindGroup);\n\thPass.draw(4);\n\thPass.end();\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(vUniformData);\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: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: vBuffer }\n\t\t}]\n\t}));\n\tvPass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: outTex1.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: dummyMatteView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: tmpInputView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\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\tconst finalOpacity = props.opacity ?? op.opacity ?? 1;\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: finalOpacity });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer });\n\n//#endregion\nexport { RefineEdgeResultSchema as _, MAX_RADIUS as a, MIN_DECONTAMINATE as c, MIN_SHIFT_EDGE as d, MIN_SMOOTH as f, RefineEdgeOutputModeEnum as g, RefineEdgeNodeConfigSchema as h, MAX_FEATHER as i, MIN_FEATHER as l, REFINE_EDGE_OUTPUT_TYPE_MAP as m, WebGPURenderer as n, MAX_SHIFT_EDGE as o, MatteChannelEnum as p, MAX_DECONTAMINATE as r, MAX_SMOOTH as s, 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1
+ {"version":3,"file":"renderer-BpTwFaja.mjs","names":[],"sources":["../../../nodes/node-refine-edge/dist/renderers-C6ZkOCIx.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 MIN_DECONTAMINATE = 0;\nconst MAX_DECONTAMINATE = 1;\nconst MIN_RADIUS = .5;\nconst MAX_RADIUS = 50;\nconst MIN_SMOOTH = 0;\nconst MAX_SMOOTH = 100;\nconst MIN_FEATHER = 0;\nconst MAX_FEATHER = 50;\nconst MIN_SHIFT_EDGE = -100;\nconst MAX_SHIFT_EDGE = 100;\nconst MatteChannelEnum = z.enum([\n\t\"Alpha\",\n\t\"Luminance\",\n\t\"Red\",\n\t\"Green\",\n\t\"Blue\"\n]);\nconst RefineEdgeOutputModeEnum = z.enum([\n\t\"Composite\",\n\t\"MatteOnly\",\n\t\"DecontaminatedRGB\"\n]);\nconst refineEdgeConfig = configBuilder().field(\"decontaminateAmount\", z.number().multipleOf(.01).min(MIN_DECONTAMINATE).max(MAX_DECONTAMINATE).default(.7), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Decontaminate Colors\",\n\tdescription: \"Amount of edge color spill decontamination/defringing (0.0–1.0).\"\n}).field(\"radius\", z.number().multipleOf(.1).min(MIN_RADIUS).max(MAX_RADIUS).default(2), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Edge Detection Radius (px)\",\n\tdescription: \"Radius in pixels around alpha transitions to refine and decontaminate.\"\n}).field(\"smooth\", z.number().min(MIN_SMOOTH).max(MAX_SMOOTH).default(5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Smoothness\",\n\tdescription: \"Matte edge smoothing curve intensity (0–100).\"\n}).field(\"feather\", z.number().multipleOf(.1).min(MIN_FEATHER).max(MAX_FEATHER).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Feather (px)\",\n\tdescription: \"Sub-pixel gaussian softness along the matte boundary.\"\n}).field(\"shiftEdge\", z.number().min(MIN_SHIFT_EDGE).max(MAX_SHIFT_EDGE).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shift Edge (%)\",\n\tdescription: \"Contract (<0) or expand (>0) the edge boundary (-100% to +100%).\"\n}).field(\"matteChannel\", MatteChannelEnum.default(\"Alpha\"), {\n\tlabel: \"Matte Channel\",\n\tdescription: \"Channel to extract matte from (Alpha, Luminance, Red, Green, Blue).\"\n}).field(\"outputMode\", RefineEdgeOutputModeEnum.default(\"Composite\"), {\n\tlabel: \"Output Mode\",\n\tdescription: \"Composite (decontaminated RGB + refined alpha), MatteOnly (grayscale mask), DecontaminatedRGB (clean RGB with full alpha).\"\n}).build();\nconst RefineEdgeNodeConfigSchema = refineEdgeConfig.schema;\nconst RefineEdgeResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst REFINE_EDGE_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 CHANNEL_MAP = {\n\tAlpha: 0,\n\tLuminance: 1,\n\tRed: 2,\n\tGreen: 3,\n\tBlue: 4\n};\nconst OUTPUT_MODE_MAP = {\n\tComposite: 0,\n\tMatteOnly: 1,\n\tDecontaminatedRGB: 2\n};\nconst WGSL_REFINE_EDGE = `\nstruct RefineEdgeUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tdecontaminateAmount : f32,\n\tradius : f32,\n\n\tsmoothness : f32,\n\tfeather : f32,\n\tshiftEdge : f32,\n\tmatteChannel : f32,\n\n\toutputMode : f32,\n\thasMatte : f32,\n\thasDecontamSig : f32,\n\thasRadiusSig : f32,\n\n\thasSmoothSig : f32,\n\thasFeatherSig : f32,\n\thasShiftEdgeSig : f32,\n\tisSecondPass : f32,\n\n\tpad0 : f32,\n\tpad1 : f32,\n\tpad2 : f32,\n\tpad3 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : RefineEdgeUniforms;\n\n@group(1) @binding(0) var texInput : texture_2d<f32>;\n@group(1) @binding(1) var texMatte : texture_2d<f32>;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n@group(1) @binding(3) var samp : sampler;\n\n@group(2) @binding(0) var decontamSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var smoothSigTex : texture_2d<f32>;\n@group(2) @binding(3) var featherSigTex : texture_2d<f32>;\n@group(2) @binding(4) var shiftEdgeSigTex : texture_2d<f32>;\n@group(2) @binding(5) 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\nfn extractChannel(color : vec4<f32>, chCode : f32) -> f32 {\n\tif (chCode < 0.5) {\n\t\t// Alpha\n\t\treturn color.a;\n\t} else if (chCode < 1.5) {\n\t\t// Luminance\n\t\tlet luma = dot(color.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, luma / color.a);\n\t\t}\n\t\treturn luma;\n\t} else if (chCode < 2.5) {\n\t\t// Red\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.r / color.a);\n\t\t}\n\t\treturn color.r;\n\t} else if (chCode < 3.5) {\n\t\t// Green\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.g / color.a);\n\t\t}\n\t\treturn color.g;\n\t} else {\n\t\t// Blue\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.b / color.a);\n\t\t}\n\t\treturn color.b;\n\t}\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(texInput));\n\tlet texelSize = 1.0 / max(dimensions, vec2<f32>(1.0, 1.0));\n\n\tvar decontam = u.decontaminateAmount;\n\tif (u.hasDecontamSig > 0.5) {\n\t\tdecontam = clamp(textureSampleLevel(decontamSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 1.0);\n\t}\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = clamp(textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.5, 50.0);\n\t}\n\tvar smoothVal = u.smoothness;\n\tif (u.hasSmoothSig > 0.5) {\n\t\tsmoothVal = clamp(textureSampleLevel(smoothSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 100.0);\n\t}\n\tvar featherVal = u.feather;\n\tif (u.hasFeatherSig > 0.5) {\n\t\tfeatherVal = clamp(textureSampleLevel(featherSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 50.0);\n\t}\n\tvar shiftEdgeVal = u.shiftEdge;\n\tif (u.hasShiftEdgeSig > 0.5) {\n\t\tshiftEdgeVal = clamp(textureSampleLevel(shiftEdgeSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0);\n\t}\n\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\t// Combined sigma for smoothing & feathering\n\tlet smoothSigma = max(0.0, smoothVal * 0.15);\n\tlet featherSigma = max(0.0, featherVal);\n\tlet totalSigma = max(0.1, sqrt(smoothSigma * smoothSigma + featherSigma * featherSigma));\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// =============================================================\n\t\t// PASS 1: Horizontal Pass (Alpha filter + FG color sampling)\n\t\t// =============================================================\n\t\tlet centerInput = textureSampleLevel(texInput, samp, in.uv, 0.0);\n\t\tlet centerMatte = textureSampleLevel(texMatte, samp, in.uv, 0.0);\n\n\t\tvar centerRawAlpha = centerInput.a;\n\t\tif (u.hasMatte > 0.5) {\n\t\t\tcenterRawAlpha = extractChannel(centerMatte, u.matteChannel);\n\t\t}\n\n\t\t// 1. Horizontal Alpha Blur / Filter\n\t\tvar alphaAccum = 0.0;\n\t\tvar alphaWeightSum = 0.0;\n\n\t\tlet stepScale = max(1.0, totalSigma / 15.0);\n\t\tlet effectiveSigma = totalSigma / stepScale;\n\t\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 32);\n\n\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\t\tlet sampleInput = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\t\tvar sAlpha = sampleInput.a;\n\t\t\tif (u.hasMatte > 0.5) {\n\t\t\t\tlet sMatte = textureSampleLevel(texMatte, samp, sampleUv, 0.0);\n\t\t\t\tsAlpha = extractChannel(sMatte, u.matteChannel);\n\t\t\t}\n\n\t\t\tlet dist = f32(i) * stepScale;\n\t\t\tlet weight = exp(-0.5 * (dist / totalSigma) * (dist / totalSigma));\n\t\t\talphaAccum += sAlpha * weight;\n\t\t\talphaWeightSum += weight;\n\t\t}\n\n\t\tlet smoothedAlpha = alphaAccum / max(alphaWeightSum, 1e-5);\n\n\t\t// 2. Horizontal Foreground Color Sampling for Defringing\n\t\tvar fgColorAccum = vec3<f32>(0.0);\n\t\tvar fgWeightSum = 0.0;\n\n\t\tlet rStepScale = max(1.0, radius / 15.0);\n\t\tlet rSampleCount = min(i32(ceil(radius / rStepScale)), 32);\n\n\t\tfor (var i = -rSampleCount; i <= rSampleCount; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * rStepScale) * direction * texelSize;\n\t\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\t\tlet sampleCol = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\t\tvar sampleA = sampleCol.a;\n\t\t\tif (u.hasMatte > 0.5) {\n\t\t\t\tlet sm = textureSampleLevel(texMatte, samp, sampleUv, 0.0);\n\t\t\t\tsampleA = extractChannel(sm, u.matteChannel);\n\t\t\t}\n\n\t\t\tlet sampleRgb = select(sampleCol.rgb, sampleCol.rgb / max(sampleCol.a, 1e-4), sampleCol.a > 1e-4);\n\t\t\tlet spatialDist = f32(i) * rStepScale;\n\t\t\tlet spatialWeight = exp(-0.5 * (spatialDist / max(radius, 0.5)) * (spatialDist / max(radius, 0.5)));\n\t\t\t// Weight foreground pixels by alpha confidence\n\t\t\tlet fgConfidence = clamp((sampleA - 0.2) / 0.8, 0.0, 1.0);\n\t\t\tlet weight = fgConfidence * spatialWeight;\n\n\t\t\tfgColorAccum += sampleRgb * weight;\n\t\t\tfgWeightSum += weight;\n\t\t}\n\n\t\tlet centerUnpremult = select(centerInput.rgb, centerInput.rgb / max(centerInput.a, 1e-4), centerInput.a > 1e-4);\n\t\tlet fgColor = select(centerUnpremult, fgColorAccum / max(fgWeightSum, 1e-5), fgWeightSum > 1e-4);\n\n\t\treturn vec4<f32>(fgColor, smoothedAlpha);\n\t}\n\n\t// =============================================================\n\t// PASS 2: Vertical Pass & Final Defringe/Composite\n\t// =============================================================\n\tlet pass1Sample = textureSampleLevel(texInput, samp, in.uv, 0.0);\n\tlet origSample = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar rawMatteAlpha = origSample.a;\n\tif (u.hasMatte > 0.5) {\n\t\tlet rawMatteSample = textureSampleLevel(texMatte, samp, in.uv, 0.0);\n\t\trawMatteAlpha = extractChannel(rawMatteSample, u.matteChannel);\n\t}\n\n\t// 1. Vertical Alpha Blur / Filter\n\tvar alphaAccum = 0.0;\n\tvar alphaWeightSum = 0.0;\n\n\tlet stepScale = max(1.0, totalSigma / 15.0);\n\tlet effectiveSigma = totalSigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 32);\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\tlet sPass1 = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\tlet sAlpha = sPass1.a;\n\n\t\tlet dist = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (dist / totalSigma) * (dist / totalSigma));\n\t\talphaAccum += sAlpha * weight;\n\t\talphaWeightSum += weight;\n\t}\n\n\tvar refinedAlpha = alphaAccum / max(alphaWeightSum, 1e-5);\n\n\t// 2. Shift Edge (Choke < 0 or Expand > 0)\n\tif (abs(shiftEdgeVal) > 0.01) {\n\t\tlet shiftNorm = shiftEdgeVal / 100.0;\n\t\tif (shiftNorm < 0.0) {\n\t\t\t// Contract / Choke\n\t\t\tlet chokeLimit = abs(shiftNorm);\n\t\t\trefinedAlpha = clamp((refinedAlpha - chokeLimit) / max(1.0 - chokeLimit, 1e-4), 0.0, 1.0);\n\t\t} else {\n\t\t\t// Expand / Dilate\n\t\t\trefinedAlpha = clamp(refinedAlpha / max(1.0 - shiftNorm, 1e-4), 0.0, 1.0);\n\t\t}\n\t}\n\n\t// 3. Vertical Foreground Color Sampling for Defringing\n\tvar fgColorAccum = vec3<f32>(0.0);\n\tvar fgWeightSum = 0.0;\n\n\tlet rStepScale = max(1.0, radius / 15.0);\n\tlet rSampleCount = min(i32(ceil(radius / rStepScale)), 32);\n\n\tfor (var i = -rSampleCount; i <= rSampleCount; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * rStepScale) * direction * texelSize;\n\t\tlet sampleUv = clamp(in.uv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n\t\tlet sPass1 = textureSampleLevel(texInput, samp, sampleUv, 0.0);\n\t\tlet sRgb = sPass1.rgb;\n\t\tlet sA = sPass1.a;\n\n\t\tlet spatialDist = f32(i) * rStepScale;\n\t\tlet spatialWeight = exp(-0.5 * (spatialDist / max(radius, 0.5)) * (spatialDist / max(radius, 0.5)));\n\t\tlet fgConfidence = clamp((sA - 0.2) / 0.8, 0.0, 1.0);\n\t\tlet weight = fgConfidence * spatialWeight;\n\n\t\tfgColorAccum += sRgb * weight;\n\t\tfgWeightSum += weight;\n\t}\n\n\tlet origUnpremult = select(origSample.rgb, origSample.rgb / max(origSample.a, 1e-4), origSample.a > 1e-4);\n\tlet fgColor = select(origUnpremult, fgColorAccum / max(fgWeightSum, 1e-5), fgWeightSum > 1e-4);\n\n\t// Edge zone detection: transitions between foreground and background\n\tlet edgeWeight = clamp(4.0 * rawMatteAlpha * (1.0 - rawMatteAlpha), 0.0, 1.0);\n\tlet decontamFactor = clamp(decontam * max(edgeWeight, (1.0 - refinedAlpha) * 0.8), 0.0, 1.0);\n\n\tlet decontaminatedColor = mix(origUnpremult, fgColor, decontamFactor);\n\n\t// Format Output\n\tlet mode = u.outputMode;\n\tif (mode < 0.5) {\n\t\t// Composite: Decontaminated RGB with refined alpha (premultiplied)\n\t\treturn vec4<f32>(decontaminatedColor * refinedAlpha, refinedAlpha);\n\t} else if (mode < 1.5) {\n\t\t// MatteOnly: Grayscale refined alpha mask\n\t\treturn vec4<f32>(refinedAlpha, refinedAlpha, refinedAlpha, 1.0);\n\t} else {\n\t\t// DecontaminatedRGB: Clean defringed RGB with full alpha\n\t\treturn vec4<f32>(decontaminatedColor, 1.0);\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getRefineEdgeResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst textureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 4,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 5,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: WGSL_REFINE_EDGE });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: targetFormat }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefineEdge\" || !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 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\thandleId\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\thandleId\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\thandleId\n\t\t};\n\t};\n\tconst decontamRes = resolveField(op.decontaminateAmountHandleId, Number(op.decontaminateAmount ?? .7), MIN_DECONTAMINATE, MAX_DECONTAMINATE);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 2), MIN_RADIUS, MAX_RADIUS);\n\tconst smoothRes = resolveField(op.smoothHandleId, Number(op.smooth ?? 5), MIN_SMOOTH, MAX_SMOOTH);\n\tconst featherRes = resolveField(op.featherHandleId, Number(op.feather ?? .5), MIN_FEATHER, MAX_FEATHER);\n\tconst shiftEdgeRes = resolveField(op.shiftEdgeHandleId, Number(op.shiftEdge ?? 0), MIN_SHIFT_EDGE, MAX_SHIFT_EDGE);\n\tconst tmpInputTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpInputView = tmpInputTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpInputView, {\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\trenderId: `${props.renderId}-input`,\n\t\texcludeTextures: [...props.excludeTextures || [], tmpInputTex]\n\t}, tmpInputView, tmpInputTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tlet tmpMatteTex = null;\n\tif (op.matteMedia) {\n\t\ttmpMatteTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\ttmpInputTex\n\t\t]);\n\t\tconst tmpMatteView = tmpMatteTex.createView();\n\t\tctx.renderer.beginFrame(encoder, tmpMatteView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(op.matteMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: op.matteMedia,\n\t\t\trenderId: `${props.renderId}-matte`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttmpInputTex,\n\t\t\t\ttmpMatteTex\n\t\t\t]\n\t\t}, tmpMatteView, tmpMatteTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t}\n\tconst { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getRefineEdgeResources(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) {\n\t\t\tconst cacheNodeId = res.sd.nodeId ?? res.handleId ?? `${props.renderId ?? \"refineedge\"}_${suffix}`;\n\t\t\treturn signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, cacheNodeId, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\t}\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst decontamView = getSignalView(decontamRes, \"decontam_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst smoothView = getSignalView(smoothRes, \"smooth_sig\");\n\tconst featherView = getSignalView(featherRes, \"feather_sig\");\n\tconst shiftEdgeView = getSignalView(shiftEdgeRes, \"shiftEdge_sig\");\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: decontamView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: smoothView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: featherView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: shiftEdgeView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tconst matteChannelCode = CHANNEL_MAP[op.matteChannel ?? \"Alpha\"] ?? 0;\n\tconst outputModeCode = OUTPUT_MODE_MAP[op.outputMode ?? \"Composite\"] ?? 0;\n\tconst dummyMatteView = tmpMatteTex ? tmpMatteTex.createView() : tmpInputView;\n\tconst hUniformData = new Float32Array(20);\n\tconst vUniformData = new Float32Array(20);\n\tconst baseUniforms = [\n\t\t0,\n\t\t0,\n\t\tdecontamRes.val,\n\t\tradiusRes.val,\n\t\tsmoothRes.val,\n\t\tfeatherRes.val,\n\t\tshiftEdgeRes.val,\n\t\tmatteChannelCode,\n\t\toutputModeCode,\n\t\ttmpMatteTex ? 1 : 0,\n\t\tdecontamRes.hasStaticSig ? 1 : 0,\n\t\tradiusRes.hasStaticSig ? 1 : 0,\n\t\tsmoothRes.hasStaticSig ? 1 : 0,\n\t\tfeatherRes.hasStaticSig ? 1 : 0,\n\t\tshiftEdgeRes.hasStaticSig ? 1 : 0,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\t0\n\t];\n\thUniformData.set(baseUniforms);\n\thUniformData[0] = 1;\n\thUniformData[1] = 0;\n\thUniformData[15] = 0;\n\tvUniformData.set(baseUniforms);\n\tvUniformData[0] = 0;\n\tvUniformData[1] = 1;\n\tvUniformData[15] = 1;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpInputTex,\n\t\t...tmpMatteTex ? [tmpMatteTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpInputTex,\n\t\t...tmpMatteTex ? [tmpMatteTex] : [],\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(hUniformData);\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: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: hBuffer }\n\t\t}]\n\t}));\n\thPass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: tmpInputView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: dummyMatteView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: tmpInputView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\thPass.setBindGroup(2, sigBindGroup);\n\thPass.draw(4);\n\thPass.end();\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(vUniformData);\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: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: vBuffer }\n\t\t}]\n\t}));\n\tvPass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: outTex1.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: dummyMatteView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: tmpInputView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\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\tconst finalOpacity = props.opacity ?? op.opacity ?? 1;\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: finalOpacity });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer });\n\n//#endregion\nexport { RefineEdgeResultSchema as _, MAX_RADIUS as a, MIN_DECONTAMINATE as c, MIN_SHIFT_EDGE as d, MIN_SMOOTH as f, RefineEdgeOutputModeEnum as g, RefineEdgeNodeConfigSchema as h, MAX_FEATHER as i, MIN_FEATHER as l, REFINE_EDGE_OUTPUT_TYPE_MAP as m, WebGPURenderer as n, MAX_SHIFT_EDGE as o, MatteChannelEnum as p, MAX_DECONTAMINATE as r, MAX_SMOOTH as s, 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@@ -1,5 +1,5 @@
1
1
  import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
- import { J as parseColor, tt as signalRegistry } from "./dist-DgIKXWZ1.mjs";
2
+ import { J as parseColor, tt as signalRegistry } from "./dist-sHqWCB9M.mjs";
3
3
 
4
4
  //#region ../../nodes/node-refraction-caustics/dist/renderers-qLDoFraM.mjs
5
5
  const REFRACTION_CAUSTICS_SHADER = `
@@ -741,4 +741,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: RefractionCaustics3DWeb
741
741
 
742
742
  //#endregion
743
743
  export { renderers_default as n, RefractionCaustics3DWebGPURenderer as t };
744
- //# sourceMappingURL=renderer-Dcd-Pkzd.mjs.map
744
+ //# sourceMappingURL=renderer-Bpf8EGY1.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-Dcd-Pkzd.mjs","names":[],"sources":["../../../nodes/node-refraction-caustics/dist/renderers-qLDoFraM.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst REFRACTION_CAUSTICS_SHADER = `\nstruct RefractionCausticsUniforms {\n // vec4 0\n _pad0 : f32,\n ior : f32,\n dispersion : f32,\n refractionScale : f32,\n\n // vec4 1\n causticBrightness : f32,\n causticScale : f32,\n fluidRipples : f32,\n rippleSpeed : f32,\n\n // vec4 2\n roughness : f32,\n specularIntensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 3\n tintStrength : f32,\n depthInvert : f32,\n depthScale : f32,\n hasDepthMap : f32,\n\n // vec4 4\n timeProgress : f32,\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n // vec4 5: signal flags\n hasSigIOR : f32,\n hasSigDispersion : f32,\n hasSigRefractScale : f32,\n hasSigCaustic : f32,\n\n // vec4 6: signal flags\n hasSigRipples : f32,\n hasSigRoughness : f32,\n hasSigLightPosX : f32,\n hasSigLightPosY : f32,\n\n // vec4 7: reserved\n _pad3 : f32,\n _pad4 : f32,\n _pad5 : f32,\n _pad6 : f32,\n\n // vec4 8: color\n tintColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RefractionCausticsUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var iorSigTex : texture_2d<f32>;\n@group(3) @binding(1) var dispersionSigTex : texture_2d<f32>;\n@group(3) @binding(2) var refractScaleSigTex : texture_2d<f32>;\n@group(3) @binding(3) var causticSigTex : texture_2d<f32>;\n@group(3) @binding(4) var ripplesSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var lightPosXSigTex : texture_2d<f32>;\n@group(3) @binding(7) var lightPosYSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\n// Analytical fluid ripple wave height and normal gradient\nfn getFluidWave(uv: vec2<f32>, time: f32, freqScale: f32) -> vec3<f32> {\n let p = uv * freqScale * 18.0;\n let t = time * 3.0;\n\n let a1 = sin(p.x * 1.4 + p.y * 1.0 + t * 1.2);\n let a2 = sin(p.x * -1.8 + p.y * 1.6 + t * 0.9);\n let a3 = cos((p.x + p.y) * 2.2 - t * 1.4);\n\n let height = (a1 + a2 + a3) * 0.333;\n\n let dx = (1.4 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n - 1.8 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n let dy = (1.0 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n + 1.6 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n return vec3<f32>(dx, dy, height);\n}\n\n// Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)\nfn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {\n let p = uv * scale * 32.0;\n let t1 = time * 0.8;\n let t2 = time * 1.1;\n\n var p1 = p;\n p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;\n p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;\n\n var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);\n p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;\n p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;\n\n let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));\n let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));\n\n // Sharp interconnected caustic web filaments\n let web = pow(k1 * k2, 3.5);\n return web;\n}\n\nfn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {\n let step = texelSize * 2.0;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n var dx = (dR - dL) * depthScaleVal * 2.0;\n var dy = (dU - dD) * depthScaleVal * 2.0;\n\n if (fluidRippleAmount > 0.001) {\n let wave = getFluidWave(uv, rippleTime, causticScaleVal);\n dx = dx + wave.x * fluidRippleAmount * 0.08;\n dy = dy + wave.y * fluidRippleAmount * 0.08;\n }\n\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n// Snell's Law ray refraction with Total Internal Reflection (TIR) fallback\nfn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {\n let cosi = dot(-I, N);\n let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);\n if (cost2 < 0.0) {\n // Total internal reflection -> reflect\n let R = reflect(I, N);\n return R.xy * thickness * 0.5;\n }\n let R = eta * I + (eta * cosi - sqrt(cost2)) * N;\n return R.xy * (thickness / max(0.2, abs(R.z)));\n}\n\nfn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle clamp for border inpainting / anti-tearing\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\nfn spectralWavelength(t: f32) -> vec3<f32> {\n let x = clamp(t, 0.0, 1.0) * 6.0;\n var r: f32 = 0.0;\n var g: f32 = 0.0;\n var b: f32 = 0.0;\n\n if (x < 1.0) {\n r = 1.0;\n g = x;\n b = 0.0;\n } else if (x < 2.0) {\n r = 2.0 - x;\n g = 1.0;\n b = 0.0;\n } else if (x < 3.0) {\n r = 0.0;\n g = 1.0;\n b = x - 2.0;\n } else if (x < 4.0) {\n r = 0.0;\n g = 4.0 - x;\n b = 1.0;\n } else if (x < 5.0) {\n r = x - 4.0;\n g = 0.0;\n b = 1.0;\n } else {\n r = 1.0;\n g = 0.0;\n b = max(0.4, 6.0 - x);\n }\n return vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var ior = u.ior;\n if (u.hasSigIOR > 0.5) {\n ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);\n }\n\n var dispersion = u.dispersion;\n if (u.hasSigDispersion > 0.5) {\n dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);\n }\n\n var refractionScale = u.refractionScale;\n if (u.hasSigRefractScale > 0.5) {\n refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var causticBrightness = u.causticBrightness;\n if (u.hasSigCaustic > 0.5) {\n causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var fluidRipples = u.fluidRipples;\n if (u.hasSigRipples > 0.5) {\n fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var roughness = u.roughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosX = u.lightPosX;\n if (u.hasSigLightPosX > 0.5) {\n lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosY = u.lightPosY;\n if (u.hasSigLightPosY > 0.5) {\n lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n let depthScaleVal = u.depthScale;\n let causticScaleVal = max(0.1, u.causticScale);\n let rippleSpeedVal = u.rippleSpeed;\n let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;\n\n // Surface Normal & Incident Vectors\n let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);\n let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface\n let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera\n\n // Base Snell's Law Refraction\n let eta = 1.0 / max(1.001, ior);\n let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);\n let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);\n\n // Multi-Spectral Chromatic Rainbow Dispersion\n var accumColor = vec3<f32>(0.0);\n var accumWeight = vec3<f32>(0.0);\n var accumAlpha: f32 = 0.0;\n\n let dispersionStrength = dispersion * refractionScale * 0.6;\n let dispDirection = vec2<f32>(N.x / aspect, N.y);\n\n // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)\n for (var s = 0; s < 7; s = s + 1) {\n let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)\n let specColor = spectralWavelength(t);\n let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);\n let sampleUV = baseUV + lambdaOffset;\n\n var sampledTex = sampleAlbedoSafe(sampleUV);\n\n // Microfacet frosted blur if roughness is enabled\n if (roughness > 0.005) {\n let blurRad = roughness * 0.018;\n let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));\n let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));\n sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;\n }\n\n accumColor = accumColor + sampledTex.rgb * specColor;\n accumWeight = accumWeight + specColor;\n accumAlpha = accumAlpha + sampledTex.a;\n }\n\n let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));\n let finalAlpha = accumAlpha / 7.0;\n\n // Incident light vector\n let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);\n let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);\n let L = normalize(lightPos3D - surfPos3D);\n\n // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)\n var fluidCaustic = 0.0;\n if (fluidRipples > 0.001) {\n let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);\n let pLight = vec2<f32>(lightPosX, lightPosY);\n let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));\n let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);\n fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;\n }\n\n // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);\n\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specShininess = mix(256.0, 32.0, roughness);\n let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;\n\n // Glass Absorption & Tinting\n let tintStrengthVal = u.tintStrength;\n let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);\n\n // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)\n let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);\n\n return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsrcTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tdepthTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getRefractionCausticsResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `refraction_caustics_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `refraction_caustics_${format}.wgsl`,\n\t\t\tcode: REFRACTION_CAUSTICS_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `RefractionCausticsPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = Number(signalInput.outputItem.data ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = Number(op[fieldName] ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = Number(sd.offset ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst RefractionCaustics3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefractionCaustics3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet depthView;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\tdepthTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\tsrcTex\n\t\t]);\n\t\tdepthView = depthTex.createView();\n\t\tctx.renderer.beginFrame(encoder, depthView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(depthMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: depthMedia,\n\t\t\tcontainerWidth: width,\n\t\t\tcontainerHeight: height\n\t\t}, depthView, depthTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\tdepthView = srcView;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst iorInfo = resolveSignalField(op, \"ior\", 1.52, 1, 2.5);\n\tconst dispersionInfo = resolveSignalField(op, \"dispersion\", .04, 0, .2);\n\tconst refractScaleInfo = resolveSignalField(op, \"refractionScale\", .5, 0, 2);\n\tconst causticInfo = resolveSignalField(op, \"causticBrightness\", .6, 0, 2);\n\tconst causticScaleInfo = resolveSignalField(op, \"causticScale\", 1, .1, 5);\n\tconst ripplesInfo = resolveSignalField(op, \"fluidRipples\", 0, 0, 1);\n\tconst roughnessInfo = resolveSignalField(op, \"roughness\", 0, 0, 1);\n\tconst lightPosXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1);\n\tconst lightPosYInfo = resolveSignalField(op, \"lightPosY\", .2, 0, 1);\n\tconst specularInfo = resolveSignalField(op, \"specularIntensity\", .8, 0, 2);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 5);\n\tconst tintStrengthInfo = resolveSignalField(op, \"tintStrength\", 0, 0, 1);\n\tconst rippleSpeedInfo = resolveSignalField(op, \"rippleSpeed\", 1, 0, 5);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIORView = getSigTextureView(iorInfo, \"refr_ior_sig\");\n\tconst sigDispersionView = getSigTextureView(dispersionInfo, \"refr_disp_sig\");\n\tconst sigRefractScaleView = getSigTextureView(refractScaleInfo, \"refr_scale_sig\");\n\tconst sigCausticView = getSigTextureView(causticInfo, \"refr_caust_sig\");\n\tconst sigRipplesView = getSigTextureView(ripplesInfo, \"refr_rip_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"refr_rough_sig\");\n\tconst sigLightPosXView = getSigTextureView(lightPosXInfo, \"refr_lightx_sig\");\n\tconst sigLightPosYView = getSigTextureView(lightPosYInfo, \"refr_lighty_sig\");\n\tconst uniformData = new Float32Array(36);\n\tuniformData[0] = 0;\n\tuniformData[1] = iorInfo.value;\n\tuniformData[2] = dispersionInfo.value;\n\tuniformData[3] = refractScaleInfo.value;\n\tuniformData[4] = causticInfo.value;\n\tuniformData[5] = causticScaleInfo.value;\n\tuniformData[6] = ripplesInfo.value;\n\tuniformData[7] = rippleSpeedInfo.value;\n\tuniformData[8] = roughnessInfo.value;\n\tuniformData[9] = specularInfo.value;\n\tuniformData[10] = lightPosXInfo.value;\n\tuniformData[11] = lightPosYInfo.value;\n\tuniformData[12] = tintStrengthInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = depthScaleInfo.value;\n\tuniformData[15] = hasDepthMap ? 1 : 0;\n\tuniformData[16] = timeProgress;\n\tuniformData[17] = width / Math.max(1, height);\n\tuniformData[18] = 0;\n\tuniformData[19] = 0;\n\tuniformData[20] = iorInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = dispersionInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = refractScaleInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = causticInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = ripplesInfo.hasSignal ? 1 : 0;\n\tuniformData[25] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[26] = lightPosXInfo.hasSignal ? 1 : 0;\n\tuniformData[27] = lightPosYInfo.hasSignal ? 1 : 0;\n\tuniformData[28] = 0;\n\tuniformData[29] = 0;\n\tuniformData[30] = 0;\n\tuniformData[31] = 0;\n\tconst tintParsed = parseColor(op.tintColor ?? \"#ffffff\");\n\tuniformData[32] = tintParsed.r;\n\tuniformData[33] = tintParsed.g;\n\tuniformData[34] = tintParsed.b;\n\tuniformData[35] = tintParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sigIORView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sigDispersionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sigRefractScaleView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sigCausticView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sigRipplesView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sigRoughnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sigLightPosXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: sigLightPosYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region 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raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\n// Analytical fluid ripple wave height and normal gradient\nfn getFluidWave(uv: vec2<f32>, time: f32, freqScale: f32) -> vec3<f32> {\n let p = uv * freqScale * 18.0;\n let t = time * 3.0;\n\n let a1 = sin(p.x * 1.4 + p.y * 1.0 + t * 1.2);\n let a2 = sin(p.x * -1.8 + p.y * 1.6 + t * 0.9);\n let a3 = cos((p.x + p.y) * 2.2 - t * 1.4);\n\n let height = (a1 + a2 + a3) * 0.333;\n\n let dx = (1.4 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n - 1.8 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n let dy = (1.0 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n + 1.6 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n return vec3<f32>(dx, dy, height);\n}\n\n// Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)\nfn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {\n let p = uv * scale * 32.0;\n let t1 = time * 0.8;\n let t2 = time * 1.1;\n\n var p1 = p;\n p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;\n p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;\n\n var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);\n p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;\n p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;\n\n let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));\n let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));\n\n // Sharp interconnected caustic web filaments\n let web = pow(k1 * k2, 3.5);\n return web;\n}\n\nfn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {\n let step = texelSize * 2.0;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n var dx = (dR - dL) * depthScaleVal * 2.0;\n var dy = (dU - dD) * depthScaleVal * 2.0;\n\n if (fluidRippleAmount > 0.001) {\n let wave = getFluidWave(uv, rippleTime, causticScaleVal);\n dx = dx + wave.x * fluidRippleAmount * 0.08;\n dy = dy + wave.y * fluidRippleAmount * 0.08;\n }\n\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n// Snell's Law ray refraction with Total Internal Reflection (TIR) fallback\nfn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {\n let cosi = dot(-I, N);\n let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);\n if (cost2 < 0.0) {\n // Total internal reflection -> reflect\n let R = reflect(I, N);\n return R.xy * thickness * 0.5;\n }\n let R = eta * I + (eta * cosi - sqrt(cost2)) * N;\n return R.xy * (thickness / max(0.2, abs(R.z)));\n}\n\nfn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle clamp for border inpainting / anti-tearing\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\nfn spectralWavelength(t: f32) -> vec3<f32> {\n let x = clamp(t, 0.0, 1.0) * 6.0;\n var r: f32 = 0.0;\n var g: f32 = 0.0;\n var b: f32 = 0.0;\n\n if (x < 1.0) {\n r = 1.0;\n g = x;\n b = 0.0;\n } else if (x < 2.0) {\n r = 2.0 - x;\n g = 1.0;\n b = 0.0;\n } else if (x < 3.0) {\n r = 0.0;\n g = 1.0;\n b = x - 2.0;\n } else if (x < 4.0) {\n r = 0.0;\n g = 4.0 - x;\n b = 1.0;\n } else if (x < 5.0) {\n r = x - 4.0;\n g = 0.0;\n b = 1.0;\n } else {\n r = 1.0;\n g = 0.0;\n b = max(0.4, 6.0 - x);\n }\n return vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var ior = u.ior;\n if (u.hasSigIOR > 0.5) {\n ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);\n }\n\n var dispersion = u.dispersion;\n if (u.hasSigDispersion > 0.5) {\n dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);\n }\n\n var refractionScale = u.refractionScale;\n if (u.hasSigRefractScale > 0.5) {\n refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var causticBrightness = u.causticBrightness;\n if (u.hasSigCaustic > 0.5) {\n causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var fluidRipples = u.fluidRipples;\n if (u.hasSigRipples > 0.5) {\n fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var roughness = u.roughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosX = u.lightPosX;\n if (u.hasSigLightPosX > 0.5) {\n lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosY = u.lightPosY;\n if (u.hasSigLightPosY > 0.5) {\n lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n let depthScaleVal = u.depthScale;\n let causticScaleVal = max(0.1, u.causticScale);\n let rippleSpeedVal = u.rippleSpeed;\n let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;\n\n // Surface Normal & Incident Vectors\n let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);\n let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface\n let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera\n\n // Base Snell's Law Refraction\n let eta = 1.0 / max(1.001, ior);\n let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);\n let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);\n\n // Multi-Spectral Chromatic Rainbow Dispersion\n var accumColor = vec3<f32>(0.0);\n var accumWeight = vec3<f32>(0.0);\n var accumAlpha: f32 = 0.0;\n\n let dispersionStrength = dispersion * refractionScale * 0.6;\n let dispDirection = vec2<f32>(N.x / aspect, N.y);\n\n // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)\n for (var s = 0; s < 7; s = s + 1) {\n let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)\n let specColor = spectralWavelength(t);\n let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);\n let sampleUV = baseUV + lambdaOffset;\n\n var sampledTex = sampleAlbedoSafe(sampleUV);\n\n // Microfacet frosted blur if roughness is enabled\n if (roughness > 0.005) {\n let blurRad = roughness * 0.018;\n let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));\n let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));\n sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;\n }\n\n accumColor = accumColor + sampledTex.rgb * specColor;\n accumWeight = accumWeight + specColor;\n accumAlpha = accumAlpha + sampledTex.a;\n }\n\n let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));\n let finalAlpha = accumAlpha / 7.0;\n\n // Incident light vector\n let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);\n let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);\n let L = normalize(lightPos3D - surfPos3D);\n\n // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)\n var fluidCaustic = 0.0;\n if (fluidRipples > 0.001) {\n let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);\n let pLight = vec2<f32>(lightPosX, lightPosY);\n let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));\n let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);\n fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;\n }\n\n // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);\n\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specShininess = mix(256.0, 32.0, roughness);\n let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;\n\n // Glass Absorption & Tinting\n let tintStrengthVal = u.tintStrength;\n let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);\n\n // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)\n let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);\n\n return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsrcTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tdepthTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getRefractionCausticsResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `refraction_caustics_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `refraction_caustics_${format}.wgsl`,\n\t\t\tcode: REFRACTION_CAUSTICS_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `RefractionCausticsPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = Number(signalInput.outputItem.data ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = Number(op[fieldName] ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = Number(sd.offset ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst RefractionCaustics3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefractionCaustics3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet depthView;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\tdepthTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\tsrcTex\n\t\t]);\n\t\tdepthView = depthTex.createView();\n\t\tctx.renderer.beginFrame(encoder, depthView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(depthMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: depthMedia,\n\t\t\tcontainerWidth: width,\n\t\t\tcontainerHeight: height\n\t\t}, depthView, depthTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\tdepthView = srcView;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst iorInfo = resolveSignalField(op, \"ior\", 1.52, 1, 2.5);\n\tconst dispersionInfo = resolveSignalField(op, \"dispersion\", .04, 0, .2);\n\tconst refractScaleInfo = resolveSignalField(op, \"refractionScale\", .5, 0, 2);\n\tconst causticInfo = resolveSignalField(op, \"causticBrightness\", .6, 0, 2);\n\tconst causticScaleInfo = resolveSignalField(op, \"causticScale\", 1, .1, 5);\n\tconst ripplesInfo = resolveSignalField(op, \"fluidRipples\", 0, 0, 1);\n\tconst roughnessInfo = resolveSignalField(op, \"roughness\", 0, 0, 1);\n\tconst lightPosXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1);\n\tconst lightPosYInfo = resolveSignalField(op, \"lightPosY\", .2, 0, 1);\n\tconst specularInfo = resolveSignalField(op, \"specularIntensity\", .8, 0, 2);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 5);\n\tconst tintStrengthInfo = resolveSignalField(op, \"tintStrength\", 0, 0, 1);\n\tconst rippleSpeedInfo = resolveSignalField(op, \"rippleSpeed\", 1, 0, 5);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIORView = getSigTextureView(iorInfo, \"refr_ior_sig\");\n\tconst sigDispersionView = getSigTextureView(dispersionInfo, \"refr_disp_sig\");\n\tconst sigRefractScaleView = getSigTextureView(refractScaleInfo, \"refr_scale_sig\");\n\tconst sigCausticView = getSigTextureView(causticInfo, \"refr_caust_sig\");\n\tconst sigRipplesView = getSigTextureView(ripplesInfo, \"refr_rip_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"refr_rough_sig\");\n\tconst sigLightPosXView = getSigTextureView(lightPosXInfo, \"refr_lightx_sig\");\n\tconst sigLightPosYView = getSigTextureView(lightPosYInfo, \"refr_lighty_sig\");\n\tconst uniformData = new Float32Array(36);\n\tuniformData[0] = 0;\n\tuniformData[1] = iorInfo.value;\n\tuniformData[2] = dispersionInfo.value;\n\tuniformData[3] = refractScaleInfo.value;\n\tuniformData[4] = causticInfo.value;\n\tuniformData[5] = causticScaleInfo.value;\n\tuniformData[6] = ripplesInfo.value;\n\tuniformData[7] = rippleSpeedInfo.value;\n\tuniformData[8] = roughnessInfo.value;\n\tuniformData[9] = specularInfo.value;\n\tuniformData[10] = lightPosXInfo.value;\n\tuniformData[11] = lightPosYInfo.value;\n\tuniformData[12] = tintStrengthInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = depthScaleInfo.value;\n\tuniformData[15] = hasDepthMap ? 1 : 0;\n\tuniformData[16] = 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[\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sigIORView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: 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@@ -0,0 +1,3 @@
1
+ import { t as renderers_default } from "./renderer-BbwOEawB.mjs";
2
+
3
+ export { renderers_default as default };
@@ -1,5 +1,5 @@
1
1
  import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
- import { tt as signalRegistry } from "./dist-DgIKXWZ1.mjs";
2
+ import { tt as signalRegistry } from "./dist-sHqWCB9M.mjs";
3
3
 
4
4
  //#region ../../nodes/node-noise-generator/dist/renderers-D0MBBQTB.mjs
5
5
  const NOISE_SHADER = `
@@ -476,4 +476,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: NoiseWebGPURenderer });
476
476
 
477
477
  //#endregion
478
478
  export { NoiseWebGPURenderer, renderers_default as default };
479
- //# sourceMappingURL=renderer-eC1gRPRo.mjs.map
479
+ //# sourceMappingURL=renderer-C-F91lPu.mjs.map