framefields 2.0.6 → 2.0.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-D6enPyAG.mjs → audio--hi7MiZt.mjs} +3 -3
- package/dist/{audio-D6enPyAG.mjs.map → audio--hi7MiZt.mjs.map} +1 -1
- package/dist/{dist-sHqWCB9M.mjs → dist-BQFap0wr.mjs} +9 -6
- package/dist/dist-BQFap0wr.mjs.map +1 -0
- package/dist/{dist-JkiL-qy7.mjs → dist-ZVlYkuR4.mjs} +6 -5
- package/dist/dist-ZVlYkuR4.mjs.map +1 -0
- package/dist/effects/index.mjs +22 -22
- package/dist/{effects-l0T61DPU.mjs → effects-axfL_C3a.mjs} +2 -2
- package/dist/{effects-l0T61DPU.mjs.map → effects-axfL_C3a.mjs.map} +1 -1
- package/dist/fonts/index.mjs +1 -1
- package/dist/{fonts-CuG-05-_.mjs → fonts-Cy26mbrO.mjs} +2 -2
- package/dist/{fonts-CuG-05-_.mjs.map → fonts-Cy26mbrO.mjs.map} +1 -1
- package/dist/index-Bi2nRZ_g.d.mts.map +1 -1
- package/dist/index.d.mts +59 -59
- package/dist/index.d.mts.map +1 -1
- package/dist/index.mjs +37 -37
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview-CcooLR2s.mjs → preview-BUPB38Kk.mjs} +2 -2
- package/dist/{preview-CcooLR2s.mjs.map → preview-BUPB38Kk.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/{chunk-45JOFIHE.mjs → chunk-5PPSCISJ.mjs} +1 -1
- package/dist/preview-engine/{chunk-5NYKHIQN.mjs → chunk-BUWK5RJ4.mjs} +9 -9
- package/dist/preview-engine/{chunk-OZVCWK27.mjs → chunk-JNEVSC4I.mjs} +1 -1
- package/dist/preview-engine/{chunk-RJJRPL42.mjs → chunk-VWLR2AZR.mjs} +1 -1
- package/dist/preview-engine/{chunk-KNZU3Z2F.mjs → chunk-WQ7BFSKF.mjs} +1 -1
- package/dist/preview-engine/{chunk-YK4XHUP4.mjs → chunk-ZJFAGIOM.mjs} +6 -6
- package/dist/preview-engine/{chunk-EJTGJVUA.mjs → chunk-ZSIJB76A.mjs} +2 -2
- package/dist/preview-engine/fonts.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +1 -1
- package/dist/preview-engine/player.mjs +1 -1
- package/dist/preview-engine/{renderers-GYJTBVV2.mjs → renderers-27Q5X3U6.mjs} +1 -1
- package/dist/preview-engine/{renderers-R5WSHETG.mjs → renderers-MZBR3MSR.mjs} +1 -1
- package/dist/{program-DPFDbeL9.mjs → program-Jt07Tx1J.mjs} +2 -2
- package/dist/{program-DPFDbeL9.mjs.map → program-Jt07Tx1J.mjs.map} +1 -1
- package/dist/renderer/index.mjs +2 -2
- package/dist/{renderer-DVj8jfmO.mjs → renderer-0uccAKQe.mjs} +2 -2
- package/dist/{renderer-DVj8jfmO.mjs.map → renderer-0uccAKQe.mjs.map} +1 -1
- package/dist/renderer-1mNREW16.mjs +3 -0
- package/dist/renderer-4tKI3p9c.mjs +3 -0
- package/dist/renderer-B3XeKN-e.mjs +3 -0
- package/dist/{renderer-BXWu8aHU.mjs → renderer-B6Q5e9CU.mjs} +2 -2
- package/dist/{renderer-BXWu8aHU.mjs.map → renderer-B6Q5e9CU.mjs.map} +1 -1
- package/dist/renderer-B7_6SHd8.mjs +3 -0
- package/dist/renderer-BENF6Wts.mjs +3 -0
- package/dist/{renderer-Bl9C9lIo.mjs → renderer-BENX0vRC.mjs} +1 -1
- package/dist/{renderer-Cn-p1SyO.mjs → renderer-BPbNLPcz.mjs} +2 -2
- package/dist/{renderer-Cn-p1SyO.mjs.map → renderer-BPbNLPcz.mjs.map} +1 -1
- package/dist/renderer-BPiLdwI1.mjs +3 -0
- package/dist/{renderer-BpTwFaja.mjs → renderer-BQZniXw0.mjs} +2 -2
- package/dist/{renderer-BpTwFaja.mjs.map → renderer-BQZniXw0.mjs.map} +1 -1
- package/dist/{renderer-D3FsnptO.mjs → renderer-BTFPC3UJ.mjs} +1 -1
- package/dist/{renderer-BShK_xMJ.mjs → renderer-BdSHGzHj.mjs} +1 -1
- package/dist/renderer-BdyMrzUX.mjs +3 -0
- package/dist/renderer-BfpdekRn.mjs +3 -0
- package/dist/{renderer-CLWAbaCS.mjs → renderer-BjROyv5F.mjs} +2 -2
- package/dist/{renderer-CLWAbaCS.mjs.map → renderer-BjROyv5F.mjs.map} +1 -1
- package/dist/{renderer-C-F91lPu.mjs → renderer-BkOXe6o6.mjs} +2 -2
- package/dist/{renderer-C-F91lPu.mjs.map → renderer-BkOXe6o6.mjs.map} +1 -1
- package/dist/{renderer-B52Y2SDC.mjs → renderer-Bq3Geqe3.mjs} +1 -1
- package/dist/renderer-BtdnLjKZ.mjs +3 -0
- package/dist/{renderer-C5lJvf-h.mjs → renderer-Bu0xOP_v.mjs} +2 -2
- package/dist/{renderer-C5lJvf-h.mjs.map → renderer-Bu0xOP_v.mjs.map} +1 -1
- package/dist/{renderer-CM5c8a7B.mjs → renderer-Bv-ljXHc.mjs} +7 -7
- package/dist/{renderer-CM5c8a7B.mjs.map → renderer-Bv-ljXHc.mjs.map} +1 -1
- package/dist/{renderer-CsE9ztUa.mjs → renderer-C-Bv9nVB.mjs} +2 -2
- package/dist/{renderer-CsE9ztUa.mjs.map → renderer-C-Bv9nVB.mjs.map} +1 -1
- package/dist/renderer-C0q5UUY7.mjs +3 -0
- package/dist/{renderer-DvHpzsUV.mjs → renderer-C5RhNQdr.mjs} +2 -2
- package/dist/{renderer-DvHpzsUV.mjs.map → renderer-C5RhNQdr.mjs.map} +1 -1
- package/dist/{renderer-doPt4zQZ.mjs → renderer-CIMjMFGm.mjs} +2 -2
- package/dist/{renderer-doPt4zQZ.mjs.map → renderer-CIMjMFGm.mjs.map} +1 -1
- package/dist/{renderer-L72D1mwv.mjs → renderer-CIQYTiT9.mjs} +2 -2
- package/dist/{renderer-L72D1mwv.mjs.map → renderer-CIQYTiT9.mjs.map} +1 -1
- package/dist/{renderer-BhfFVqCx.mjs → renderer-CXJxK7HP.mjs} +2 -2
- package/dist/{renderer-BhfFVqCx.mjs.map → renderer-CXJxK7HP.mjs.map} +1 -1
- package/dist/{renderer-Dntxca07.mjs → renderer-CXZe0lfI.mjs} +2 -2
- package/dist/{renderer-Dntxca07.mjs.map → renderer-CXZe0lfI.mjs.map} +1 -1
- package/dist/{renderer-Cgy1H0Ql.mjs → renderer-CboM4tba.mjs} +2 -2
- package/dist/{renderer-Cgy1H0Ql.mjs.map → renderer-CboM4tba.mjs.map} +1 -1
- package/dist/{renderer-BbwOEawB.mjs → renderer-CceiI6P7.mjs} +2 -2
- package/dist/{renderer-BbwOEawB.mjs.map → renderer-CceiI6P7.mjs.map} +1 -1
- package/dist/renderer-Cg-rJgwM.mjs +3 -0
- package/dist/renderer-CkgQArsi.mjs +3 -0
- package/dist/{renderer--akPySto.mjs → renderer-CmIySXSN.mjs} +2 -2
- package/dist/{renderer--akPySto.mjs.map → renderer-CmIySXSN.mjs.map} +1 -1
- package/dist/renderer-CnO9KcmP.mjs +3 -0
- package/dist/renderer-Cnp5JCwi.mjs +3 -0
- package/dist/renderer-CwiCQzjW.mjs +4 -0
- package/dist/renderer-D2LCMZ0l.mjs +3 -0
- package/dist/{renderer-CLUPc9do.mjs → renderer-D49-PYDo.mjs} +2 -2
- package/dist/{renderer-CLUPc9do.mjs.map → renderer-D49-PYDo.mjs.map} +1 -1
- package/dist/{renderer-BNBh4omF.mjs → renderer-D5GsF1LT.mjs} +2 -2
- package/dist/{renderer-BNBh4omF.mjs.map → renderer-D5GsF1LT.mjs.map} +1 -1
- package/dist/{renderer-Bpf8EGY1.mjs → renderer-D5xelwpw.mjs} +2 -2
- package/dist/{renderer-Bpf8EGY1.mjs.map → renderer-D5xelwpw.mjs.map} +1 -1
- package/dist/renderer-DBGy4qIh.mjs +3 -0
- package/dist/renderer-DBRnvHBV.mjs +3 -0
- package/dist/{renderer-BHsEOp1I.mjs → renderer-DDd3cjaz.mjs} +2 -2
- package/dist/{renderer-BHsEOp1I.mjs.map → renderer-DDd3cjaz.mjs.map} +1 -1
- package/dist/{renderer-7v-ZNKEJ.mjs → renderer-DIfk6m2O.mjs} +2 -2
- package/dist/{renderer-7v-ZNKEJ.mjs.map → renderer-DIfk6m2O.mjs.map} +1 -1
- package/dist/renderer-DJgrcu3v.mjs +3 -0
- package/dist/{renderer-E5D4H5dK.mjs → renderer-DP-xNaYX.mjs} +2 -2
- package/dist/{renderer-E5D4H5dK.mjs.map → renderer-DP-xNaYX.mjs.map} +1 -1
- package/dist/{renderer-XRGwrdg8.mjs → renderer-DP948J9X.mjs} +2 -2
- package/dist/{renderer-XRGwrdg8.mjs.map → renderer-DP948J9X.mjs.map} +1 -1
- package/dist/renderer-DTpBOlDA.mjs +3 -0
- package/dist/{renderer-DnXQXk-8.mjs → renderer-DVQp5fLG.mjs} +2 -2
- package/dist/{renderer-DnXQXk-8.mjs.map → renderer-DVQp5fLG.mjs.map} +1 -1
- package/dist/renderer-DWwIX4Mr.mjs +3 -0
- package/dist/{renderer-BgrDGRNW.mjs → renderer-DXyaswab.mjs} +2 -2
- package/dist/{renderer-BgrDGRNW.mjs.map → renderer-DXyaswab.mjs.map} +1 -1
- package/dist/{renderer-0ty5QtXg.mjs → renderer-DbaSgadp.mjs} +2 -2
- package/dist/{renderer-0ty5QtXg.mjs.map → renderer-DbaSgadp.mjs.map} +1 -1
- package/dist/renderer-DfnacE0H.mjs +3 -0
- package/dist/{renderer-B1IXTeF2.mjs → renderer-Dgg6pQGI.mjs} +2 -2
- package/dist/{renderer-B1IXTeF2.mjs.map → renderer-Dgg6pQGI.mjs.map} +1 -1
- package/dist/{renderer-DJPuwTbS.mjs → renderer-DrgNyCSx.mjs} +2 -2
- package/dist/{renderer-DJPuwTbS.mjs.map → renderer-DrgNyCSx.mjs.map} +1 -1
- package/dist/{renderer-DM79djHG.mjs → renderer-DxBUppHf.mjs} +38 -38
- package/dist/{renderer-DM79djHG.mjs.map → renderer-DxBUppHf.mjs.map} +1 -1
- package/dist/renderer-RA8pee2T.mjs +3 -0
- package/dist/{renderer-BV_d3D_3.mjs → renderer-U0LJuM9D.mjs} +2 -2
- package/dist/{renderer-BV_d3D_3.mjs.map → renderer-U0LJuM9D.mjs.map} +1 -1
- package/dist/{renderer-BUJ6uaJE.mjs → renderer-VPK8JnSw.mjs} +2 -2
- package/dist/{renderer-BUJ6uaJE.mjs.map → renderer-VPK8JnSw.mjs.map} +1 -1
- package/dist/renderer-eH4u4-2c.mjs +3 -0
- package/dist/renderer-eWOqFUz9.mjs +3 -0
- package/dist/{renderer-CmMNU1-P.mjs → renderer-o4wOvjEC.mjs} +4 -4
- package/dist/{renderer-CmMNU1-P.mjs.map → renderer-o4wOvjEC.mjs.map} +1 -1
- package/dist/{renderer-DRf4FLSq.mjs → renderer-zwxwjWqa.mjs} +2 -2
- package/dist/{renderer-DRf4FLSq.mjs.map → renderer-zwxwjWqa.mjs.map} +1 -1
- package/dist/{renderers-CP8CFWDs-CAs5DgWj.mjs → renderers-CP8CFWDs-BQBjaV9O.mjs} +2 -2
- package/dist/{renderers-CP8CFWDs-CAs5DgWj.mjs.map → renderers-CP8CFWDs-BQBjaV9O.mjs.map} +1 -1
- package/dist/signals/index.mjs +4 -4
- package/package.json +54 -54
- package/dist/dist-JkiL-qy7.mjs.map +0 -1
- package/dist/dist-sHqWCB9M.mjs.map +0 -1
- package/dist/renderer-145WIXyW.mjs +0 -3
- package/dist/renderer-9W8q4Y8D.mjs +0 -3
- package/dist/renderer-B5HBViEG.mjs +0 -3
- package/dist/renderer-B7naoaVH.mjs +0 -3
- package/dist/renderer-BHYmRBem.mjs +0 -3
- package/dist/renderer-BL51bhvQ.mjs +0 -3
- package/dist/renderer-ByxrzTRg.mjs +0 -3
- package/dist/renderer-CDirzReW.mjs +0 -3
- package/dist/renderer-CGCmbeJ2.mjs +0 -3
- package/dist/renderer-CO0KsnEg.mjs +0 -3
- package/dist/renderer-COO44HDO.mjs +0 -3
- package/dist/renderer-C_9SIgZX.mjs +0 -3
- package/dist/renderer-CntaTaNq.mjs +0 -3
- package/dist/renderer-Cv9JLpL6.mjs +0 -3
- package/dist/renderer-D0FWIsWn.mjs +0 -3
- package/dist/renderer-D3jUYUDU.mjs +0 -3
- package/dist/renderer-D5Je-AeQ.mjs +0 -3
- package/dist/renderer-DNPwpmYS.mjs +0 -3
- package/dist/renderer-DawVsNLw.mjs +0 -3
- package/dist/renderer-Dl_6Kn87.mjs +0 -3
- package/dist/renderer-DlrJSfaw.mjs +0 -3
- package/dist/renderer-DpScOWGG.mjs +0 -4
- package/dist/renderer-DxYOA1MM.mjs +0 -3
- package/dist/renderer-S7jOr_jF.mjs +0 -3
- package/dist/renderer-kN2TeWks.mjs +0 -3
package/dist/renderer/index.mjs
CHANGED
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@@ -1,6 +1,6 @@
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import "../chunk-GMkBE123.mjs";
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import { z as initHeadlessWebGPU } from "../dist-
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import { a as HeadlessWebGPURenderer, i as HeadlessMediaRenderer, n as renderFrameGrid, o as formatQaReport, r as resolveSamplePoints, s as renderSemaphore, t as computeGridLayout } from "../renderer-
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import { z as initHeadlessWebGPU } from "../dist-BQFap0wr.mjs";
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import { a as HeadlessWebGPURenderer, i as HeadlessMediaRenderer, n as renderFrameGrid, o as formatQaReport, r as resolveSamplePoints, s as renderSemaphore, t as computeGridLayout } from "../renderer-DxBUppHf.mjs";
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import "../dist-cjs-BKmGCgtm.mjs";
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export { HeadlessMediaRenderer, HeadlessWebGPURenderer, computeGridLayout, formatQaReport, initHeadlessWebGPU, renderFrameGrid, renderSemaphore, resolveSamplePoints };
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import { It as resolveNumber } from "./dist-B9Afsv83.mjs";
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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import { C as WebGPUAudioProcessor } from "./dist-
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import { C as WebGPUAudioProcessor } from "./dist-BQFap0wr.mjs";
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//#region ../../nodes/node-audio-reverb/dist/renderers-DVURMqMp.mjs
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const PARAM_ORDER = [
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//#endregion
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export { renderers_default as t };
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-0uccAKQe.mjs.map
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{"version":3,"file":"renderer-DVj8jfmO.mjs","names":[],"sources":["../../../nodes/node-audio-reverb/dist/renderers-DVURMqMp.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"roomSize\",\n\t\"damping\",\n\t\"wet\",\n\t\"dry\",\n\t\"width\"\n];\nconst REVERB_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n roomSize : f32,\n damping : f32,\n wet : f32,\n dry : f32,\n width : f32,\n hasRoomSizeSig : f32,\n hasDampingSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n hasWidthSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> roomSizeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> dampingSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n@group(0) @binding(8) var<storage, read> widthSignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let fixedgain: f32 = 0.015f;\n\n var bufIndices: array<u32, 24>;\n var filterStores: array<f32, 24>;\n var sizes: array<u32, 24>;\n var startOffsets: array<u32, 24>;\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n sizes[f] = u32(state[metaOffset]);\n startOffsets[f] = u32(state[metaOffset + 1u]);\n bufIndices[f] = u32(state[metaOffset + 2u]);\n var fs = state[metaOffset + 3u];\n if (is_nan_or_inf(fs)) { fs = 0.0f; }\n filterStores[f] = fs;\n }\n\n if (numChannels == 1u) {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var x = inputChannels[index];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n let inputVal = x * fixedgain;\n\n var combSum = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSum = combSum + output;\n }\n\n var revOut = combSum;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOut + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOut;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOut = output;\n }\n\n var outVal = x * effDry + revOut * effWet;\n if (is_nan_or_inf(outVal)) { outVal = 0.0f; }\n\n if (outVal > 1.0f) { outVal = 1.0f; }\n else if (outVal < -1.0f) { outVal = -1.0f; }\n else if (outVal > 0.9f) { outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f); }\n else if (outVal < -0.9f) { outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f); }\n\n outputChannels[index] = outVal;\n }\n } else {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var effWidth = u.width;\n if (u.hasWidthSig > 0.5f) { effWidth = widthSignal[index]; }\n effWidth = clamp(effWidth, 0.0f, 1.0f);\n\n let wet1 = effWet * (effWidth / 2.0f + 0.5f);\n let wet2 = effWet * ((1.0f - effWidth) / 2.0f);\n\n var inputL = inputChannels[index];\n if (is_nan_or_inf(inputL)) { inputL = 0.0f; }\n var inputR = inputChannels[numSamples + index];\n if (is_nan_or_inf(inputR)) { inputR = 0.0f; }\n\n let inputVal = (inputL + inputR) * fixedgain;\n\n // Left channel (Filters 0-11)\n var combSumL = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSumL = combSumL + output;\n }\n var revOutL = combSumL;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutL + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutL;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutL = output;\n }\n\n // Right channel (Filters 12-23)\n var combSumR = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let f = 12u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n var fs = filterStores[f];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[f] = (bufferIndex + 1u) % size;\n filterStores[f] = fs;\n combSumR = combSumR + output;\n }\n var revOutR = combSumR;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 20u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutR + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutR;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutR = output;\n }\n\n var outL = inputL * effDry + revOutL * wet1 + revOutR * wet2;\n var outR = inputR * effDry + revOutR * wet1 + revOutL * wet2;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n }\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n state[metaOffset + 2u] = f32(bufIndices[f]);\n state[metaOffset + 3u] = filterStores[f];\n }\n}\n`;\nconst leftCombLengths = [\n\t1116,\n\t1188,\n\t1277,\n\t1356,\n\t1422,\n\t1491,\n\t1557,\n\t1617\n];\nconst leftAllpassLengths = [\n\t556,\n\t441,\n\t341,\n\t225\n];\nconst reverbAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Reverb.\");\n\tconst op = virtualMedia.operation || {};\n\tconst inputs = op.inputs || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst roomSizeInternal = Math.max(0, Math.min(resolveNumber(op.roomSize, .5), .98));\n\tconst dampingInternal = Math.max(0, Math.min(resolveNumber(op.damping, .5), 1));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst widthInternal = Math.max(0, Math.min(resolveNumber(op.width, 1), 1));\n\tconst isHandleConnected = (handleIdKey) => {\n\t\tconst handleId = op[handleIdKey];\n\t\tif (typeof handleId !== \"string\" || !handleId) return false;\n\t\tconst input = inputs[handleId];\n\t\treturn Boolean(input?.connectionValid && input.outputItem && (input.outputItem.type === \"Signal\" || input.outputItem.type === \"Number\"));\n\t};\n\tconst hasRoomSizeSig = isHandleConnected(\"roomSizeHandleId\") ? 1 : 0;\n\tconst hasDampingSig = isHandleConnected(\"dampingHandleId\") ? 1 : 0;\n\tconst hasWetSig = isHandleConnected(\"wetHandleId\") ? 1 : 0;\n\tconst hasDrySig = isHandleConnected(\"dryHandleId\") ? 1 : 0;\n\tconst hasWidthSig = isHandleConnected(\"widthHandleId\") ? 1 : 0;\n\tconst scale = sampleRate / 44100;\n\tconst nodeId = op.id || \"audio-reverb\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst sizesL = [];\n\tconst sizesR = [];\n\tleftCombLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftCombLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tconst totalMetadataFloats = 96;\n\tlet totalDelaySamples = 0;\n\tconst filterSizes = [...sizesL, ...sizesR];\n\tfor (const size of filterSizes) totalDelaySamples += size;\n\tconst stateFloatCount = totalMetadataFloats + totalDelaySamples;\n\tconst metaData = new Float32Array(totalMetadataFloats);\n\tlet currentOffset = totalMetadataFloats;\n\tfor (let f = 0; 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{"version":3,"file":"renderer-0uccAKQe.mjs","names":[],"sources":["../../../nodes/node-audio-reverb/dist/renderers-DVURMqMp.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"roomSize\",\n\t\"damping\",\n\t\"wet\",\n\t\"dry\",\n\t\"width\"\n];\nconst REVERB_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n roomSize : f32,\n damping : f32,\n wet : f32,\n dry : f32,\n width : f32,\n hasRoomSizeSig : f32,\n hasDampingSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n hasWidthSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> roomSizeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> dampingSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n@group(0) @binding(8) var<storage, read> widthSignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let fixedgain: f32 = 0.015f;\n\n var bufIndices: array<u32, 24>;\n var filterStores: array<f32, 24>;\n var sizes: array<u32, 24>;\n var startOffsets: array<u32, 24>;\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n sizes[f] = u32(state[metaOffset]);\n startOffsets[f] = u32(state[metaOffset + 1u]);\n bufIndices[f] = u32(state[metaOffset + 2u]);\n var fs = state[metaOffset + 3u];\n if (is_nan_or_inf(fs)) { fs = 0.0f; }\n filterStores[f] = fs;\n }\n\n if (numChannels == 1u) {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var x = inputChannels[index];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n let inputVal = x * fixedgain;\n\n var combSum = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSum = combSum + output;\n }\n\n var revOut = combSum;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOut + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOut;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOut = output;\n }\n\n var outVal = x * effDry + revOut * effWet;\n if (is_nan_or_inf(outVal)) { outVal = 0.0f; }\n\n if (outVal > 1.0f) { outVal = 1.0f; }\n else if (outVal < -1.0f) { outVal = -1.0f; }\n else if (outVal > 0.9f) { outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f); }\n else if (outVal < -0.9f) { outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f); }\n\n outputChannels[index] = outVal;\n }\n } else {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var effWidth = u.width;\n if (u.hasWidthSig > 0.5f) { effWidth = widthSignal[index]; }\n effWidth = clamp(effWidth, 0.0f, 1.0f);\n\n let wet1 = effWet * (effWidth / 2.0f + 0.5f);\n let wet2 = effWet * ((1.0f - effWidth) / 2.0f);\n\n var inputL = inputChannels[index];\n if (is_nan_or_inf(inputL)) { inputL = 0.0f; }\n var inputR = inputChannels[numSamples + index];\n if (is_nan_or_inf(inputR)) { inputR = 0.0f; }\n\n let inputVal = (inputL + inputR) * fixedgain;\n\n // Left channel (Filters 0-11)\n var combSumL = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSumL = combSumL + output;\n }\n var revOutL = combSumL;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutL + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutL;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutL = output;\n }\n\n // Right channel (Filters 12-23)\n var combSumR = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let f = 12u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n var fs = filterStores[f];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[f] = (bufferIndex + 1u) % size;\n filterStores[f] = fs;\n combSumR = combSumR + output;\n }\n var revOutR = combSumR;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 20u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutR + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutR;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutR = output;\n }\n\n var outL = inputL * effDry + revOutL * wet1 + revOutR * wet2;\n var outR = inputR * effDry + revOutR * wet1 + revOutL * wet2;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n }\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n state[metaOffset + 2u] = f32(bufIndices[f]);\n state[metaOffset + 3u] = filterStores[f];\n }\n}\n`;\nconst leftCombLengths = [\n\t1116,\n\t1188,\n\t1277,\n\t1356,\n\t1422,\n\t1491,\n\t1557,\n\t1617\n];\nconst leftAllpassLengths = [\n\t556,\n\t441,\n\t341,\n\t225\n];\nconst reverbAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Reverb.\");\n\tconst op = virtualMedia.operation || {};\n\tconst inputs = op.inputs || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst roomSizeInternal = Math.max(0, Math.min(resolveNumber(op.roomSize, .5), .98));\n\tconst dampingInternal = Math.max(0, Math.min(resolveNumber(op.damping, .5), 1));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst widthInternal = Math.max(0, Math.min(resolveNumber(op.width, 1), 1));\n\tconst isHandleConnected = (handleIdKey) => {\n\t\tconst handleId = op[handleIdKey];\n\t\tif (typeof handleId !== \"string\" || !handleId) return false;\n\t\tconst input = inputs[handleId];\n\t\treturn Boolean(input?.connectionValid && input.outputItem && (input.outputItem.type === \"Signal\" || input.outputItem.type === \"Number\"));\n\t};\n\tconst hasRoomSizeSig = isHandleConnected(\"roomSizeHandleId\") ? 1 : 0;\n\tconst hasDampingSig = isHandleConnected(\"dampingHandleId\") ? 1 : 0;\n\tconst hasWetSig = isHandleConnected(\"wetHandleId\") ? 1 : 0;\n\tconst hasDrySig = isHandleConnected(\"dryHandleId\") ? 1 : 0;\n\tconst hasWidthSig = isHandleConnected(\"widthHandleId\") ? 1 : 0;\n\tconst scale = sampleRate / 44100;\n\tconst nodeId = op.id || \"audio-reverb\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst sizesL = [];\n\tconst sizesR = [];\n\tleftCombLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftCombLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tconst totalMetadataFloats = 96;\n\tlet totalDelaySamples = 0;\n\tconst filterSizes = [...sizesL, ...sizesR];\n\tfor (const size of filterSizes) totalDelaySamples += size;\n\tconst stateFloatCount = totalMetadataFloats + totalDelaySamples;\n\tconst metaData = new Float32Array(totalMetadataFloats);\n\tlet currentOffset = totalMetadataFloats;\n\tfor (let f = 0; f < 24; f++) {\n\t\tconst size = filterSizes[f];\n\t\tmetaData[f * 4] = size;\n\t\tmetaData[f * 4 + 1] = currentOffset;\n\t\tmetaData[f * 4 + 2] = 0;\n\t\tmetaData[f * 4 + 3] = 0;\n\t\tcurrentOffset += size;\n\t}\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, REVERB_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\troomSizeInternal,\n\t\tdampingInternal,\n\t\twetInternal,\n\t\tdryInternal,\n\t\twidthInternal,\n\t\thasRoomSizeSig,\n\t\thasDampingSig,\n\t\thasWetSig,\n\t\thasDrySig,\n\t\thasWidthSig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0\n\t], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, metaData, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: reverbAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-DVURMqMp.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,+BAA+B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+QrC,MAAM,kBAAkB;CACvB;CACA;CACA;CACA;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,qBAAqB;CAC1B;CACA;CACA;CACA;CACA;AACD,MAAM,uBAAuB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC/E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,2CAA2C;CAC7E,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,SAAS,GAAG,UAAU,EAAE;CAC9B,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,mBAAmB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,UAAU,GAAG,EAAE,IAAI,CAAC;CACnF,MAAM,kBAAkB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,SAAS,GAAG,EAAE,EAAE,CAAC;CAC/E,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,GAAG,EAAE,EAAE,CAAC;CACvE,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,EAAE,EAAE,EAAE,CAAC;CACtE,MAAM,gBAAgB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,OAAO,EAAE,EAAE,EAAE,CAAC;CAC1E,MAAM,qBAAqB,gBAAgB;EAC1C,MAAM,WAAW,GAAG;AACpB,MAAI,OAAO,aAAa,YAAY,CAAC,SAAU,QAAO;EACtD,MAAM,QAAQ,OAAO;AACrB,SAAO,QAAQ,OAAO,mBAAmB,MAAM,eAAe,MAAM,WAAW,SAAS,YAAY,MAAM,WAAW,SAAS,UAAU;;CAEzI,MAAM,iBAAiB,kBAAkB,mBAAmB,GAAG,IAAI;CACnE,MAAM,gBAAgB,kBAAkB,kBAAkB,GAAG,IAAI;CACjE,MAAM,YAAY,kBAAkB,cAAc,GAAG,IAAI;CACzD,MAAM,YAAY,kBAAkB,cAAc,GAAG,IAAI;CACzD,MAAM,cAAc,kBAAkB,gBAAgB,GAAG,IAAI;CAC7D,MAAM,QAAQ,aAAa;CAC3B,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,SAAS,EAAE;CACjB,MAAM,SAAS,EAAE;AACjB,iBAAgB,SAAS,QAAQ;AAChC,SAAO,KAAK,KAAK,MAAM,MAAM,MAAM,CAAC;GACnC;AACF,iBAAgB,SAAS,QAAQ;AAChC,SAAO,KAAK,KAAK,OAAO,MAAM,MAAM,MAAM,CAAC;GAC1C;AACF,oBAAmB,SAAS,QAAQ;AACnC,SAAO,KAAK,KAAK,MAAM,MAAM,MAAM,CAAC;GACnC;AACF,oBAAmB,SAAS,QAAQ;AACnC,SAAO,KAAK,KAAK,OAAO,MAAM,MAAM,MAAM,CAAC;GAC1C;CACF,MAAM,sBAAsB;CAC5B,IAAI,oBAAoB;CACxB,MAAM,cAAc,CAAC,GAAG,QAAQ,GAAG,OAAO;AAC1C,MAAK,MAAM,QAAQ,YAAa,sBAAqB;CACrD,MAAM,kBAAkB,sBAAsB;CAC9C,MAAM,WAAW,IAAI,aAAa,oBAAoB;CACtD,IAAI,gBAAgB;AACpB,MAAK,IAAI,IAAI,GAAG,IAAI,IAAI,KAAK;EAC5B,MAAM,OAAO,YAAY;AACzB,WAAS,IAAI,KAAK;AAClB,WAAS,IAAI,IAAI,KAAK;AACtB,WAAS,IAAI,IAAI,KAAK;AACtB,WAAS,IAAI,IAAI,KAAK;AACtB,mBAAiB;;AAElB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,8BAA8B;EACpI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,UAAU,KAAK,GAAG,YAAY;;AAK7G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,sBAAsB,CAAC"}
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import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-DzUJmIHt.mjs";
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//#region ../../nodes/node-shadows-highlights/dist/renderers-Bhlcw5SC.mjs
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{"version":3,"file":"renderer-BXWu8aHU.mjs","names":[],"sources":["../../../nodes/node-shadows-highlights/dist/renderers-Bhlcw5SC.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst MIN_RADIUS = 1;\nconst MAX_AMOUNT = 100;\nconst shadowsHighlightsConfig = configBuilder().field(\"shadowAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Boost (%)\",\n\tdescription: \"Percentage to lift and recover crushed shadow details (0–100%).\"\n}).field(\"shadowTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Range (%)\",\n\tdescription: \"Range of dark tones affected by shadow adjustments (0–100%).\"\n}).field(\"shadowRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine shadow illumination (1–250px).\"\n}).field(\"highlightAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Suppression (%)\",\n\tdescription: \"Percentage to suppress and recover blown highlight details (0–100%).\"\n}).field(\"highlightTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Range (%)\",\n\tdescription: \"Range of bright tones affected by highlight adjustments (0–100%).\"\n}).field(\"highlightRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine highlight exposure (1–250px).\"\n}).field(\"colorCorrection\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Correction (%)\",\n\tdescription: \"Fine-tunes color saturation in recovered shadow/highlight zones (-100 to +100%).\"\n}).field(\"midtoneContrast\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Midtone Contrast (%)\",\n\tdescription: \"Adjusts contrast centered on the midtones (-100 to +100%).\"\n}).build();\nconst ShadowsHighlightsNodeConfigSchema = shadowsHighlightsConfig.schema;\nconst ShadowsHighlightsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ShadowsHighlightsOperationSchema = ShadowsHighlightsNodeConfigSchema.extend({\n\top: z.literal(\"ShadowsHighlights\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultShadowsHighlightsConfig = ShadowsHighlightsNodeConfigSchema.parse({});\nconst SHADOWS_HIGHLIGHTS_PRESETS = [\n\t{\n\t\tid: \"default\",\n\t\tname: \"Default (Neutral)\",\n\t\tdescription: \"Zero adjustments across dynamic range\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 0,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"shadow-lift\",\n\t\tname: \"Shadow Detail Lift\",\n\t\tdescription: \"Gently opens up underexposed shadows without bleaching midtones\",\n\t\tconfig: {\n\t\t\tshadowAmount: 40,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 35,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 10,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"highlight-recovery\",\n\t\tname: \"Highlight Recovery\",\n\t\tdescription: \"Pulls back blown sky, cloud, and specular highlight clipping\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 45,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: -5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"hdr-balance\",\n\t\tname: \"HDR Dynamic Range\",\n\t\tdescription: \"Balanced recovery expanding visible dynamic range in high contrast scenes\",\n\t\tconfig: {\n\t\t\tshadowAmount: 35,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 40,\n\t\t\thighlightAmount: 35,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 40,\n\t\t\tcolorCorrection: 15,\n\t\t\tmidtoneContrast: 10\n\t\t}\n\t},\n\t{\n\t\tid: \"backlight-correction\",\n\t\tname: \"Backlight Correction\",\n\t\tdescription: \"Compensates for harsh backlighting illuminating silhouetted subjects\",\n\t\tconfig: {\n\t\t\tshadowAmount: 60,\n\t\t\tshadowTonalWidth: 60,\n\t\t\tshadowRadius: 50,\n\t\t\thighlightAmount: 20,\n\t\t\thighlightTonalWidth: 35,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 20,\n\t\t\tmidtoneContrast: 5\n\t\t}\n\t},\n\t{\n\t\tid: \"dramatic-punch\",\n\t\tname: \"Dramatic Contrast & Clarity\",\n\t\tdescription: \"Deepens shadows, compresses highlights, and boosts midtone punch\",\n\t\tconfig: {\n\t\t\tshadowAmount: 10,\n\t\t\tshadowTonalWidth: 30,\n\t\t\tshadowRadius: 25,\n\t\t\thighlightAmount: 30,\n\t\t\thighlightTonalWidth: 55,\n\t\t\thighlightRadius: 25,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 25\n\t\t}\n\t},\n\t{\n\t\tid: \"gentle-fill\",\n\t\tname: \"Gentle Fill Light\",\n\t\tdescription: \"Subtle lift to low-light areas preserving photographic atmosphere\",\n\t\tconfig: {\n\t\t\tshadowAmount: 20,\n\t\t\tshadowTonalWidth: 40,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 15,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t}\n];\nconst SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS = `\nstruct ShadowsHighlightsUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tshadowRadius : f32,\n\thighlightRadius : f32,\n\n\tshadowAmount : f32,\n\tshadowTonalWidth : f32,\n\thighlightAmount : f32,\n\thighlightTonalWidth : f32,\n\n\tcolorCorrection : f32,\n\tmidtoneContrast : f32,\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\n\thasShadowAmountSig : f32,\n\thasShadowTonalWidthSig : f32,\n\thasShadowRadiusSig : f32,\n\thasHighlightAmountSig : f32,\n\n\thasHighlightTonalWidthSig : f32,\n\thasHighlightRadiusSig : f32,\n\thasColorCorrectionSig : f32,\n\thasMidtoneContrastSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ShadowsHighlightsUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var shadowAmountSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(3) var highlightAmountSigTex : texture_2d<f32>;\n@group(2) @binding(4) var highlightTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(5) var highlightRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(6) var colorCorrectionSigTex : texture_2d<f32>;\n@group(2) @binding(7) var midtoneContrastSigTex : texture_2d<f32>;\n@group(2) @binding(8) 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 get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar sAmount = u.shadowAmount;\n\tif (u.hasShadowAmountSig > 0.5) {\n\t\tsAmount = textureSampleLevel(shadowAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsAmount = clamp(sAmount, 0.0, 100.0);\n\n\tvar sTonalWidthVal = u.shadowTonalWidth;\n\tif (u.hasShadowTonalWidthSig > 0.5) {\n\t\tsTonalWidthVal = textureSampleLevel(shadowTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsTonalWidthVal = clamp(sTonalWidthVal, 0.0, 100.0);\n\n\tvar sRadius = u.shadowRadius;\n\tif (u.hasShadowRadiusSig > 0.5) {\n\t\tsRadius = textureSampleLevel(shadowRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsRadius = clamp(sRadius, 1.0, 250.0);\n\n\tvar hAmount = u.highlightAmount;\n\tif (u.hasHighlightAmountSig > 0.5) {\n\t\thAmount = textureSampleLevel(highlightAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thAmount = clamp(hAmount, 0.0, 100.0);\n\n\tvar hTonalWidthVal = u.highlightTonalWidth;\n\tif (u.hasHighlightTonalWidthSig > 0.5) {\n\t\thTonalWidthVal = textureSampleLevel(highlightTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thTonalWidthVal = clamp(hTonalWidthVal, 0.0, 100.0);\n\n\tvar hRadius = u.highlightRadius;\n\tif (u.hasHighlightRadiusSig > 0.5) {\n\t\thRadius = textureSampleLevel(highlightRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thRadius = clamp(hRadius, 1.0, 250.0);\n\n\tvar colCorrVal = u.colorCorrection;\n\tif (u.hasColorCorrectionSig > 0.5) {\n\t\tcolCorrVal = textureSampleLevel(colorCorrectionSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolCorrVal = clamp(colCorrVal, -100.0, 100.0);\n\n\tvar midContrastVal = u.midtoneContrast;\n\tif (u.hasMidtoneContrastSig > 0.5) {\n\t\tmidContrastVal = textureSampleLevel(midtoneContrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tmidContrastVal = clamp(midContrastVal, -100.0, 100.0);\n\n\tif (sAmount <= 0.0 && hAmount <= 0.0 && abs(midContrastVal) <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tlet lumaOrig = get_luminance(origCol.rgb / max(origCol.a, 1e-5));\n\n\t// Shadow blur parameters\n\tlet sSpatialSigma = sRadius;\n\tlet stepScaleS = max(1.0, sSpatialSigma / 20.0);\n\tlet effectiveSigmaS = sSpatialSigma / stepScaleS;\n\tlet sampleRadiusS = min(i32(ceil(3.0 * effectiveSigmaS)), 64);\n\n\t// Highlight blur parameters\n\tlet hSpatialSigma = hRadius;\n\tlet stepScaleH = max(1.0, hSpatialSigma / 20.0);\n\tlet effectiveSigmaH = hSpatialSigma / stepScaleH;\n\tlet sampleRadiusH = min(i32(ceil(3.0 * effectiveSigmaH)), 64);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// PASS 1: Horizontal blur of luminance from origTex\n\t\t// Output packed channels: R = sLumaPass1, G = hLumaPass1, B = sAlphaPass1, A = hAlphaPass1\n\t\tvar sSum = 0.0;\n\t\tvar sWeightSum = 0.0;\n\t\tvar sAlphaSum = 0.0;\n\t\tvar sKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleS;\n\t\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\t\tsWeightSum += weight * sampleAlpha;\n\t\t\tsAlphaSum += sampleAlpha * weight;\n\t\t\tsKernelSum += weight;\n\t\t}\n\n\t\tvar hSum = 0.0;\n\t\tvar hWeightSum = 0.0;\n\t\tvar hAlphaSum = 0.0;\n\t\tvar hKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleH;\n\t\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\t\thWeightSum += weight * sampleAlpha;\n\t\t\thAlphaSum += sampleAlpha * weight;\n\t\t\thKernelSum += weight;\n\t\t}\n\n\t\tlet sLumaPass1 = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\t\tlet sAlphaPass1 = sAlphaSum / max(sKernelSum, 1e-5);\n\t\tlet hLumaPass1 = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\t\tlet hAlphaPass1 = hAlphaSum / max(hKernelSum, 1e-5);\n\n\t\treturn vec4<f32>(sLumaPass1, hLumaPass1, sAlphaPass1, hAlphaPass1);\n\t}\n\n\t// PASS 2: Vertical blur of Pass 1 + Dynamic Range Recovery\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tvar sSum = 0.0;\n\tvar sWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleS;\n\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.b;\n\t\tlet sampleLuma = samplePass1.r;\n\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\tsWeightSum += weight * sampleAlpha;\n\t}\n\n\tvar hSum = 0.0;\n\tvar hWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleH;\n\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.a;\n\t\tlet sampleLuma = samplePass1.g;\n\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\thWeightSum += weight * sampleAlpha;\n\t}\n\n\tlet sLumaBlur = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\tlet hLumaBlur = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\n\tlet alpha = origCol.a;\n\tlet rgb = origCol.rgb / alpha;\n\n\tlet sAmountNorm = sAmount / 100.0;\n\tlet hAmountNorm = hAmount / 100.0;\n\tlet sTonalWidth = clamp(sTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet hTonalWidth = clamp(hTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet colCorrNorm = colCorrVal / 100.0;\n\tlet midContrastNorm = midContrastVal / 100.0;\n\n\tlet sEvalLuma = 0.65 * sLumaBlur + 0.35 * lumaOrig;\n\tlet hEvalLuma = 0.65 * hLumaBlur + 0.35 * lumaOrig;\n\n\tlet wShadow = 1.0 - smoothstep(0.0, sTonalWidth, sEvalLuma);\n\tlet wHighlight = smoothstep(1.0 - hTonalWidth, 1.0, hEvalLuma);\n\n\tlet shadowBoost = sAmountNorm * wShadow * (1.0 - lumaOrig) * (1.0 - sqrt(clamp(sLumaBlur, 0.0, 1.0)));\n\tlet highlightSuppression = hAmountNorm * wHighlight * lumaOrig * sqrt(clamp(hLumaBlur, 0.0, 1.0));\n\n\tvar targetLuma = clamp(lumaOrig + shadowBoost - highlightSuppression, 0.0, 1.0);\n\n\tif (abs(midContrastNorm) > 0.001) {\n\t\tlet midDiff = targetLuma - 0.5;\n\t\tlet sCurve = midDiff * (1.0 - 4.0 * midDiff * midDiff);\n\t\ttargetLuma = clamp(targetLuma + midContrastNorm * sCurve * 0.4, 0.0, 1.0);\n\t}\n\n\tvar adjustedRgb = rgb * ((targetLuma + 1e-4) / (lumaOrig + 1e-4));\n\n\tlet effectIntensity = sAmountNorm * wShadow + hAmountNorm * wHighlight;\n\tlet satFactor = clamp(1.0 + colCorrNorm * effectIntensity * 1.5, 0.0, 3.0);\n\tadjustedRgb = mix(vec3<f32>(targetLuma), adjustedRgb, satFactor);\n\n\tlet finalRgb = clamp(adjustedRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(finalRgb * alpha, alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst shadowsHighlightsUniformData = new Float32Array(20);\nfunction getShadowsHighlightsResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst textureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\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\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 6,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 7,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 8,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: targetFormat }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ShadowsHighlights\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"shadowshighlights_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (outputItem?.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn {\n\t\t\t\t\tval: Math.max(clampMin, Math.min(clampMax, numVal)),\n\t\t\t\t\thasStaticSig: false,\n\t\t\t\t\tsd: null\n\t\t\t\t};\n\t\t\t}\n\t\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\t\tval: fallbackVal,\n\t\t\t\thasStaticSig: true,\n\t\t\t\tsd: outputItem.data\n\t\t\t};\n\t\t}\n\t\treturn {\n\t\t\tval: Math.max(clampMin, Math.min(clampMax, fallbackVal)),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t};\n\tconst shadowAmountRes = resolveField(op.shadowAmountHandleId, Number(op.shadowAmount ?? 0), 0, MAX_AMOUNT);\n\tconst shadowTonalWidthRes = resolveField(op.shadowTonalWidthHandleId, Number(op.shadowTonalWidth ?? 50), 0, 100);\n\tconst shadowRadiusRes = resolveField(op.shadowRadiusHandleId, Number(op.shadowRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst highlightAmountRes = resolveField(op.highlightAmountHandleId, Number(op.highlightAmount ?? 0), 0, MAX_AMOUNT);\n\tconst highlightTonalWidthRes = resolveField(op.highlightTonalWidthHandleId, Number(op.highlightTonalWidth ?? 50), 0, 100);\n\tconst highlightRadiusRes = resolveField(op.highlightRadiusHandleId, Number(op.highlightRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst colorCorrectionRes = resolveField(op.colorCorrectionHandleId, Number(op.colorCorrection ?? 0), -100, 100);\n\tconst midtoneContrastRes = resolveField(op.midtoneContrastHandleId, Number(op.midtoneContrast ?? 0), -100, 100);\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tif (shadowAmountRes.val <= 0 && !shadowAmountRes.hasStaticSig && highlightAmountRes.val <= 0 && !highlightAmountRes.hasStaticSig && midtoneContrastRes.val === 0 && !midtoneContrastRes.hasStaticSig) {\n\t\tconst finalPass$1 = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"load\");\n\t\tctx.renderer.drawTexture(finalPass$1, tmpTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: targetWidth,\n\t\t\theight: targetHeight\n\t\t}, { opacity: op.opacity ?? 1 });\n\t\targs.pass = finalPass$1;\n\t\treturn;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getShadowsHighlightsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst shadowAmountView = getSignalView(shadowAmountRes, \"shadow_amount_sig\");\n\tconst shadowTonalWidthView = getSignalView(shadowTonalWidthRes, \"shadow_tonal_width_sig\");\n\tconst shadowRadiusView = getSignalView(shadowRadiusRes, \"shadow_radius_sig\");\n\tconst highlightAmountView = getSignalView(highlightAmountRes, \"highlight_amount_sig\");\n\tconst highlightTonalWidthView = getSignalView(highlightTonalWidthRes, \"highlight_tonal_width_sig\");\n\tconst highlightRadiusView = getSignalView(highlightRadiusRes, \"highlight_radius_sig\");\n\tconst colorCorrectionView = getSignalView(colorCorrectionRes, \"color_correction_sig\");\n\tconst midtoneContrastView = getSignalView(midtoneContrastRes, \"midtone_contrast_sig\");\n\tconst createBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[2] = shadowRadiusRes.val;\n\tshadowsHighlightsUniformData[3] = highlightRadiusRes.val;\n\tshadowsHighlightsUniformData[4] = shadowAmountRes.val;\n\tshadowsHighlightsUniformData[5] = shadowTonalWidthRes.val;\n\tshadowsHighlightsUniformData[6] = highlightAmountRes.val;\n\tshadowsHighlightsUniformData[7] = highlightTonalWidthRes.val;\n\tshadowsHighlightsUniformData[8] = colorCorrectionRes.val;\n\tshadowsHighlightsUniformData[9] = midtoneContrastRes.val;\n\tshadowsHighlightsUniformData[10] = 0;\n\tshadowsHighlightsUniformData[11] = 0;\n\tshadowsHighlightsUniformData[12] = shadowAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[13] = shadowTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[14] = shadowRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[15] = highlightAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[16] = highlightTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[17] = highlightRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[18] = colorCorrectionRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[19] = midtoneContrastRes.hasStaticSig ? 1 : 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: shadowAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: shadowTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: shadowRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: highlightAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: highlightTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: highlightRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: colorCorrectionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: midtoneContrastView\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\tshadowsHighlightsUniformData[0] = 1;\n\tshadowsHighlightsUniformData[1] = 0;\n\tshadowsHighlightsUniformData[10] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tconst hPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex1.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\thPass.setPipeline(pipeline);\n\thPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: hBuffer }\n\t\t}]\n\t}));\n\thPass.setBindGroup(1, createBindGroup(tmpTex, tmpTex));\n\thPass.setBindGroup(2, sigBindGroup);\n\thPass.draw(4);\n\thPass.end();\n\tshadowsHighlightsUniformData[0] = 0;\n\tshadowsHighlightsUniformData[1] = 1;\n\tshadowsHighlightsUniformData[10] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tconst vPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex2.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\tvPass.setPipeline(pipeline);\n\tvPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: vBuffer }\n\t\t}]\n\t}));\n\tvPass.setBindGroup(1, createBindGroup(outTex1, tmpTex));\n\tvPass.setBindGroup(2, sigBindGroup);\n\tvPass.draw(4);\n\tvPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex2, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer };\n\n//#endregion\nexport { MIN_RADIUS as a, ShadowsHighlightsNodeConfigSchema as c, defaultShadowsHighlightsConfig as d, shadowsHighlightsConfig as f, MAX_RADIUS as i, ShadowsHighlightsOperationSchema as l, WebGPURenderer as n, SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP as o, MAX_AMOUNT as r, SHADOWS_HIGHLIGHTS_PRESETS as s, renderers_default as t, ShadowsHighlightsResultSchema as u };\n//# 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{"version":3,"file":"renderer-B6Q5e9CU.mjs","names":[],"sources":["../../../nodes/node-shadows-highlights/dist/renderers-Bhlcw5SC.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst MIN_RADIUS = 1;\nconst MAX_AMOUNT = 100;\nconst shadowsHighlightsConfig = configBuilder().field(\"shadowAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Boost (%)\",\n\tdescription: \"Percentage to lift and recover crushed shadow details (0–100%).\"\n}).field(\"shadowTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Range (%)\",\n\tdescription: \"Range of dark tones affected by shadow adjustments (0–100%).\"\n}).field(\"shadowRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine shadow illumination (1–250px).\"\n}).field(\"highlightAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Suppression (%)\",\n\tdescription: \"Percentage to suppress and recover blown highlight details (0–100%).\"\n}).field(\"highlightTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Range (%)\",\n\tdescription: \"Range of bright tones affected by highlight adjustments (0–100%).\"\n}).field(\"highlightRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine highlight exposure (1–250px).\"\n}).field(\"colorCorrection\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Correction (%)\",\n\tdescription: \"Fine-tunes color saturation in recovered shadow/highlight zones (-100 to +100%).\"\n}).field(\"midtoneContrast\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Midtone Contrast (%)\",\n\tdescription: \"Adjusts contrast centered on the midtones (-100 to +100%).\"\n}).build();\nconst ShadowsHighlightsNodeConfigSchema = shadowsHighlightsConfig.schema;\nconst ShadowsHighlightsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ShadowsHighlightsOperationSchema = ShadowsHighlightsNodeConfigSchema.extend({\n\top: z.literal(\"ShadowsHighlights\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultShadowsHighlightsConfig = ShadowsHighlightsNodeConfigSchema.parse({});\nconst SHADOWS_HIGHLIGHTS_PRESETS = [\n\t{\n\t\tid: \"default\",\n\t\tname: \"Default (Neutral)\",\n\t\tdescription: \"Zero adjustments across dynamic range\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 0,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"shadow-lift\",\n\t\tname: \"Shadow Detail Lift\",\n\t\tdescription: \"Gently opens up underexposed shadows without bleaching midtones\",\n\t\tconfig: {\n\t\t\tshadowAmount: 40,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 35,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 10,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"highlight-recovery\",\n\t\tname: \"Highlight Recovery\",\n\t\tdescription: \"Pulls back blown sky, cloud, and specular highlight clipping\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 45,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: -5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"hdr-balance\",\n\t\tname: \"HDR Dynamic Range\",\n\t\tdescription: \"Balanced recovery expanding visible dynamic range in high contrast scenes\",\n\t\tconfig: {\n\t\t\tshadowAmount: 35,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 40,\n\t\t\thighlightAmount: 35,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 40,\n\t\t\tcolorCorrection: 15,\n\t\t\tmidtoneContrast: 10\n\t\t}\n\t},\n\t{\n\t\tid: \"backlight-correction\",\n\t\tname: \"Backlight Correction\",\n\t\tdescription: \"Compensates for harsh backlighting illuminating silhouetted subjects\",\n\t\tconfig: {\n\t\t\tshadowAmount: 60,\n\t\t\tshadowTonalWidth: 60,\n\t\t\tshadowRadius: 50,\n\t\t\thighlightAmount: 20,\n\t\t\thighlightTonalWidth: 35,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 20,\n\t\t\tmidtoneContrast: 5\n\t\t}\n\t},\n\t{\n\t\tid: \"dramatic-punch\",\n\t\tname: \"Dramatic Contrast & Clarity\",\n\t\tdescription: \"Deepens shadows, compresses highlights, and boosts midtone punch\",\n\t\tconfig: {\n\t\t\tshadowAmount: 10,\n\t\t\tshadowTonalWidth: 30,\n\t\t\tshadowRadius: 25,\n\t\t\thighlightAmount: 30,\n\t\t\thighlightTonalWidth: 55,\n\t\t\thighlightRadius: 25,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 25\n\t\t}\n\t},\n\t{\n\t\tid: \"gentle-fill\",\n\t\tname: \"Gentle Fill Light\",\n\t\tdescription: \"Subtle lift to low-light areas preserving photographic atmosphere\",\n\t\tconfig: {\n\t\t\tshadowAmount: 20,\n\t\t\tshadowTonalWidth: 40,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 15,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t}\n];\nconst SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS = `\nstruct ShadowsHighlightsUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tshadowRadius : f32,\n\thighlightRadius : f32,\n\n\tshadowAmount : f32,\n\tshadowTonalWidth : f32,\n\thighlightAmount : f32,\n\thighlightTonalWidth : f32,\n\n\tcolorCorrection : f32,\n\tmidtoneContrast : f32,\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\n\thasShadowAmountSig : f32,\n\thasShadowTonalWidthSig : f32,\n\thasShadowRadiusSig : f32,\n\thasHighlightAmountSig : f32,\n\n\thasHighlightTonalWidthSig : f32,\n\thasHighlightRadiusSig : f32,\n\thasColorCorrectionSig : f32,\n\thasMidtoneContrastSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ShadowsHighlightsUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var shadowAmountSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(3) var highlightAmountSigTex : texture_2d<f32>;\n@group(2) @binding(4) var highlightTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(5) var highlightRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(6) var colorCorrectionSigTex : texture_2d<f32>;\n@group(2) @binding(7) var midtoneContrastSigTex : texture_2d<f32>;\n@group(2) @binding(8) 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 get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar sAmount = u.shadowAmount;\n\tif (u.hasShadowAmountSig > 0.5) {\n\t\tsAmount = textureSampleLevel(shadowAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsAmount = clamp(sAmount, 0.0, 100.0);\n\n\tvar sTonalWidthVal = u.shadowTonalWidth;\n\tif (u.hasShadowTonalWidthSig > 0.5) {\n\t\tsTonalWidthVal = textureSampleLevel(shadowTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsTonalWidthVal = clamp(sTonalWidthVal, 0.0, 100.0);\n\n\tvar sRadius = u.shadowRadius;\n\tif (u.hasShadowRadiusSig > 0.5) {\n\t\tsRadius = textureSampleLevel(shadowRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsRadius = clamp(sRadius, 1.0, 250.0);\n\n\tvar hAmount = u.highlightAmount;\n\tif (u.hasHighlightAmountSig > 0.5) {\n\t\thAmount = textureSampleLevel(highlightAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thAmount = clamp(hAmount, 0.0, 100.0);\n\n\tvar hTonalWidthVal = u.highlightTonalWidth;\n\tif (u.hasHighlightTonalWidthSig > 0.5) {\n\t\thTonalWidthVal = textureSampleLevel(highlightTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thTonalWidthVal = clamp(hTonalWidthVal, 0.0, 100.0);\n\n\tvar hRadius = u.highlightRadius;\n\tif (u.hasHighlightRadiusSig > 0.5) {\n\t\thRadius = textureSampleLevel(highlightRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thRadius = clamp(hRadius, 1.0, 250.0);\n\n\tvar colCorrVal = u.colorCorrection;\n\tif (u.hasColorCorrectionSig > 0.5) {\n\t\tcolCorrVal = textureSampleLevel(colorCorrectionSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolCorrVal = clamp(colCorrVal, -100.0, 100.0);\n\n\tvar midContrastVal = u.midtoneContrast;\n\tif (u.hasMidtoneContrastSig > 0.5) {\n\t\tmidContrastVal = textureSampleLevel(midtoneContrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tmidContrastVal = clamp(midContrastVal, -100.0, 100.0);\n\n\tif (sAmount <= 0.0 && hAmount <= 0.0 && abs(midContrastVal) <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tlet lumaOrig = get_luminance(origCol.rgb / max(origCol.a, 1e-5));\n\n\t// Shadow blur parameters\n\tlet sSpatialSigma = sRadius;\n\tlet stepScaleS = max(1.0, sSpatialSigma / 20.0);\n\tlet effectiveSigmaS = sSpatialSigma / stepScaleS;\n\tlet sampleRadiusS = min(i32(ceil(3.0 * effectiveSigmaS)), 64);\n\n\t// Highlight blur parameters\n\tlet hSpatialSigma = hRadius;\n\tlet stepScaleH = max(1.0, hSpatialSigma / 20.0);\n\tlet effectiveSigmaH = hSpatialSigma / stepScaleH;\n\tlet sampleRadiusH = min(i32(ceil(3.0 * effectiveSigmaH)), 64);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// PASS 1: Horizontal blur of luminance from origTex\n\t\t// Output packed channels: R = sLumaPass1, G = hLumaPass1, B = sAlphaPass1, A = hAlphaPass1\n\t\tvar sSum = 0.0;\n\t\tvar sWeightSum = 0.0;\n\t\tvar sAlphaSum = 0.0;\n\t\tvar sKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleS;\n\t\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\t\tsWeightSum += weight * sampleAlpha;\n\t\t\tsAlphaSum += sampleAlpha * weight;\n\t\t\tsKernelSum += weight;\n\t\t}\n\n\t\tvar hSum = 0.0;\n\t\tvar hWeightSum = 0.0;\n\t\tvar hAlphaSum = 0.0;\n\t\tvar hKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleH;\n\t\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\t\thWeightSum += weight * sampleAlpha;\n\t\t\thAlphaSum += sampleAlpha * weight;\n\t\t\thKernelSum += weight;\n\t\t}\n\n\t\tlet sLumaPass1 = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\t\tlet sAlphaPass1 = sAlphaSum / max(sKernelSum, 1e-5);\n\t\tlet hLumaPass1 = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\t\tlet hAlphaPass1 = hAlphaSum / max(hKernelSum, 1e-5);\n\n\t\treturn vec4<f32>(sLumaPass1, hLumaPass1, sAlphaPass1, hAlphaPass1);\n\t}\n\n\t// PASS 2: Vertical blur of Pass 1 + Dynamic Range Recovery\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tvar sSum = 0.0;\n\tvar sWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleS;\n\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.b;\n\t\tlet sampleLuma = samplePass1.r;\n\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\tsWeightSum += weight * sampleAlpha;\n\t}\n\n\tvar hSum = 0.0;\n\tvar hWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleH;\n\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.a;\n\t\tlet sampleLuma = samplePass1.g;\n\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\thWeightSum += weight * sampleAlpha;\n\t}\n\n\tlet sLumaBlur = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\tlet hLumaBlur = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\n\tlet alpha = origCol.a;\n\tlet rgb = origCol.rgb / alpha;\n\n\tlet sAmountNorm = sAmount / 100.0;\n\tlet hAmountNorm = hAmount / 100.0;\n\tlet sTonalWidth = clamp(sTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet hTonalWidth = clamp(hTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet colCorrNorm = colCorrVal / 100.0;\n\tlet midContrastNorm = midContrastVal / 100.0;\n\n\tlet sEvalLuma = 0.65 * sLumaBlur + 0.35 * lumaOrig;\n\tlet hEvalLuma = 0.65 * hLumaBlur + 0.35 * lumaOrig;\n\n\tlet wShadow = 1.0 - smoothstep(0.0, sTonalWidth, sEvalLuma);\n\tlet wHighlight = smoothstep(1.0 - hTonalWidth, 1.0, hEvalLuma);\n\n\tlet shadowBoost = sAmountNorm * wShadow * (1.0 - lumaOrig) * (1.0 - sqrt(clamp(sLumaBlur, 0.0, 1.0)));\n\tlet highlightSuppression = hAmountNorm * wHighlight * lumaOrig * sqrt(clamp(hLumaBlur, 0.0, 1.0));\n\n\tvar targetLuma = clamp(lumaOrig + shadowBoost - highlightSuppression, 0.0, 1.0);\n\n\tif (abs(midContrastNorm) > 0.001) {\n\t\tlet midDiff = targetLuma - 0.5;\n\t\tlet sCurve = midDiff * (1.0 - 4.0 * midDiff * midDiff);\n\t\ttargetLuma = clamp(targetLuma + midContrastNorm * sCurve * 0.4, 0.0, 1.0);\n\t}\n\n\tvar adjustedRgb = rgb * ((targetLuma + 1e-4) / (lumaOrig + 1e-4));\n\n\tlet effectIntensity = sAmountNorm * wShadow + hAmountNorm * wHighlight;\n\tlet satFactor = clamp(1.0 + colCorrNorm * effectIntensity * 1.5, 0.0, 3.0);\n\tadjustedRgb = mix(vec3<f32>(targetLuma), adjustedRgb, satFactor);\n\n\tlet finalRgb = clamp(adjustedRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(finalRgb * alpha, alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst shadowsHighlightsUniformData = new Float32Array(20);\nfunction getShadowsHighlightsResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst textureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\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\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 6,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 7,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 8,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: targetFormat }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ShadowsHighlights\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"shadowshighlights_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (outputItem?.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn {\n\t\t\t\t\tval: Math.max(clampMin, Math.min(clampMax, numVal)),\n\t\t\t\t\thasStaticSig: false,\n\t\t\t\t\tsd: null\n\t\t\t\t};\n\t\t\t}\n\t\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\t\tval: fallbackVal,\n\t\t\t\thasStaticSig: true,\n\t\t\t\tsd: outputItem.data\n\t\t\t};\n\t\t}\n\t\treturn {\n\t\t\tval: Math.max(clampMin, Math.min(clampMax, fallbackVal)),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t};\n\tconst shadowAmountRes = resolveField(op.shadowAmountHandleId, Number(op.shadowAmount ?? 0), 0, MAX_AMOUNT);\n\tconst shadowTonalWidthRes = resolveField(op.shadowTonalWidthHandleId, Number(op.shadowTonalWidth ?? 50), 0, 100);\n\tconst shadowRadiusRes = resolveField(op.shadowRadiusHandleId, Number(op.shadowRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst highlightAmountRes = resolveField(op.highlightAmountHandleId, Number(op.highlightAmount ?? 0), 0, MAX_AMOUNT);\n\tconst highlightTonalWidthRes = resolveField(op.highlightTonalWidthHandleId, Number(op.highlightTonalWidth ?? 50), 0, 100);\n\tconst highlightRadiusRes = resolveField(op.highlightRadiusHandleId, Number(op.highlightRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst colorCorrectionRes = resolveField(op.colorCorrectionHandleId, Number(op.colorCorrection ?? 0), -100, 100);\n\tconst midtoneContrastRes = resolveField(op.midtoneContrastHandleId, Number(op.midtoneContrast ?? 0), -100, 100);\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tif (shadowAmountRes.val <= 0 && !shadowAmountRes.hasStaticSig && highlightAmountRes.val <= 0 && !highlightAmountRes.hasStaticSig && midtoneContrastRes.val === 0 && !midtoneContrastRes.hasStaticSig) {\n\t\tconst finalPass$1 = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"load\");\n\t\tctx.renderer.drawTexture(finalPass$1, tmpTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: targetWidth,\n\t\t\theight: targetHeight\n\t\t}, { opacity: op.opacity ?? 1 });\n\t\targs.pass = finalPass$1;\n\t\treturn;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getShadowsHighlightsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst shadowAmountView = getSignalView(shadowAmountRes, \"shadow_amount_sig\");\n\tconst shadowTonalWidthView = getSignalView(shadowTonalWidthRes, \"shadow_tonal_width_sig\");\n\tconst shadowRadiusView = getSignalView(shadowRadiusRes, \"shadow_radius_sig\");\n\tconst highlightAmountView = getSignalView(highlightAmountRes, \"highlight_amount_sig\");\n\tconst highlightTonalWidthView = getSignalView(highlightTonalWidthRes, \"highlight_tonal_width_sig\");\n\tconst highlightRadiusView = getSignalView(highlightRadiusRes, \"highlight_radius_sig\");\n\tconst colorCorrectionView = getSignalView(colorCorrectionRes, \"color_correction_sig\");\n\tconst midtoneContrastView = getSignalView(midtoneContrastRes, \"midtone_contrast_sig\");\n\tconst createBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[2] = shadowRadiusRes.val;\n\tshadowsHighlightsUniformData[3] = highlightRadiusRes.val;\n\tshadowsHighlightsUniformData[4] = shadowAmountRes.val;\n\tshadowsHighlightsUniformData[5] = shadowTonalWidthRes.val;\n\tshadowsHighlightsUniformData[6] = highlightAmountRes.val;\n\tshadowsHighlightsUniformData[7] = highlightTonalWidthRes.val;\n\tshadowsHighlightsUniformData[8] = colorCorrectionRes.val;\n\tshadowsHighlightsUniformData[9] = midtoneContrastRes.val;\n\tshadowsHighlightsUniformData[10] = 0;\n\tshadowsHighlightsUniformData[11] = 0;\n\tshadowsHighlightsUniformData[12] = shadowAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[13] = shadowTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[14] = shadowRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[15] = highlightAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[16] = highlightTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[17] = highlightRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[18] = colorCorrectionRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[19] = midtoneContrastRes.hasStaticSig ? 1 : 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: shadowAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: shadowTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: shadowRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: highlightAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: highlightTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: highlightRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: colorCorrectionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: midtoneContrastView\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\tshadowsHighlightsUniformData[0] = 1;\n\tshadowsHighlightsUniformData[1] = 0;\n\tshadowsHighlightsUniformData[10] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tconst hPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex1.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\thPass.setPipeline(pipeline);\n\thPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: hBuffer }\n\t\t}]\n\t}));\n\thPass.setBindGroup(1, createBindGroup(tmpTex, tmpTex));\n\thPass.setBindGroup(2, sigBindGroup);\n\thPass.draw(4);\n\thPass.end();\n\tshadowsHighlightsUniformData[0] = 0;\n\tshadowsHighlightsUniformData[1] = 1;\n\tshadowsHighlightsUniformData[10] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tconst vPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex2.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\tvPass.setPipeline(pipeline);\n\tvPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: vBuffer }\n\t\t}]\n\t}));\n\tvPass.setBindGroup(1, createBindGroup(outTex1, tmpTex));\n\tvPass.setBindGroup(2, sigBindGroup);\n\tvPass.draw(4);\n\tvPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex2, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer };\n\n//#endregion\nexport { MIN_RADIUS as a, ShadowsHighlightsNodeConfigSchema as c, defaultShadowsHighlightsConfig as d, shadowsHighlightsConfig as f, MAX_RADIUS as i, ShadowsHighlightsOperationSchema as l, WebGPURenderer as n, SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP as o, MAX_AMOUNT as r, SHADOWS_HIGHLIGHTS_PRESETS as s, renderers_default as t, ShadowsHighlightsResultSchema as u };\n//# 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@@ -1,6 +1,6 @@
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1
1
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import { It as resolveNumber, Ot as isSignal } from "./dist-B9Afsv83.mjs";
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2
2
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import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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3
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-
import { C as WebGPUAudioProcessor } from "./dist-
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3
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+
import { C as WebGPUAudioProcessor } from "./dist-BQFap0wr.mjs";
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4
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5
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//#region ../../nodes/node-stereo-panning/dist/renderers-Dc15sLt-.mjs
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6
6
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const PARAM_ORDER = ["pan"];
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@@ -96,4 +96,4 @@ var renderers_default = defineRenderer({ audioProcessor: stereoPanningAudioProce
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96
96
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//#endregion
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98
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export { renderers_default as t };
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99
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-
//# sourceMappingURL=renderer-
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99
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+
//# sourceMappingURL=renderer-BPbNLPcz.mjs.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"renderer-
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1
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{"version":3,"file":"renderer-BPbNLPcz.mjs","names":[],"sources":["../../../nodes/node-stereo-panning/dist/renderers-Dc15sLt-.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isSignal, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\"pan\"];\nconst PANNING_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n pan : f32,\n hasPanSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> panSignal : array<f32>;\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n var currentPan = u.pan;\n if (u.hasPanSig > 0.5f) {\n currentPan = panSignal[index];\n }\n let clampedPan = max(-1.0f, min(1.0f, currentPan));\n var leftGain = 1.0f;\n var rightGain = 1.0f;\n\n if (clampedPan < 0.0f) {\n rightGain = 1.0f + clampedPan;\n } else if (clampedPan > 0.0f) {\n leftGain = 1.0f - clampedPan;\n }\n\n if (numChannels > 1u) {\n outputChannels[index] = inputChannels[index] * leftGain;\n outputChannels[numSamples + index] = inputChannels[numSamples + index] * rightGain;\n } else {\n outputChannels[index] = inputChannels[index] * leftGain;\n }\n }\n\n // Dummy reference to prevent state binding from being optimized out\n state[0] = state[0];\n}\n`;\nconst stereoPanningAudioProcessor = async (channels, sampleRate, node, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Stereo Panning.\");\n\tconst op = node.operation || {};\n\tconst inputs = op.inputs || {};\n\tconst pan = resolveNumber(op.pan, 0);\n\tconst clampedPan = Math.max(-1, Math.min(1, pan));\n\tconst isHandleConnected = (handleIdKey) => {\n\t\tconst handleId = op[handleIdKey];\n\t\tif (typeof handleId !== \"string\" || !handleId) return false;\n\t\tconst input = inputs[handleId];\n\t\treturn Boolean(input?.connectionValid && input.outputItem && (input.outputItem.type === \"Signal\" || input.outputItem.type === \"Number\"));\n\t};\n\tconst hasPanSig = isSignal(op.pan) || isSignal(op.signals?.pan) || isHandleConnected(\"panHandleId\") ? 1 : 0;\n\tif (channels.length === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tif (channels.length === 1) {\n\t\tconst rightChannel = new Float32Array(numSamples);\n\t\trightChannel.set(channels[0]);\n\t\tchannels.push(rightChannel);\n\t}\n\tconst numChannels = channels.length;\n\tconst nodeId = op.id || \"stereo-panning\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, node, frame, fps, PANNING_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\tclampedPan,\n\t\thasPanSig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0\n\t], 8, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: stereoPanningAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-Dc15sLt-.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc,CAAC,MAAM;AAC3B,MAAM,gCAAgC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoDtC,MAAM,8BAA8B,OAAO,UAAU,YAAY,MAAM,QAAQ;AAC9E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,mDAAmD;CACrF,MAAM,KAAK,KAAK,aAAa,EAAE;CAC/B,MAAM,SAAS,GAAG,UAAU,EAAE;CAC9B,MAAM,MAAM,cAAc,GAAG,KAAK,EAAE;CACpC,MAAM,aAAa,KAAK,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,CAAC;CACjD,MAAM,qBAAqB,gBAAgB;EAC1C,MAAM,WAAW,GAAG;AACpB,MAAI,OAAO,aAAa,YAAY,CAAC,SAAU,QAAO;EACtD,MAAM,QAAQ,OAAO;AACrB,SAAO,QAAQ,OAAO,mBAAmB,MAAM,eAAe,MAAM,WAAW,SAAS,YAAY,MAAM,WAAW,SAAS,UAAU;;CAEzI,MAAM,YAAY,SAAS,GAAG,IAAI,IAAI,SAAS,GAAG,SAAS,IAAI,IAAI,kBAAkB,cAAc,GAAG,IAAI;AAC1G,KAAI,SAAS,WAAW,EAAG;CAC3B,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;AACtB,KAAI,SAAS,WAAW,GAAG;EAC1B,MAAM,eAAe,IAAI,aAAa,WAAW;AACjD,eAAa,IAAI,SAAS,GAAG;AAC7B,WAAS,KAAK,aAAa;;CAE5B,MAAM,cAAc,SAAS;CAC7B,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;AACvB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,MAAM,OAAO,KAAK,+BAA+B;EAC7H;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK5F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,6BAA6B,CAAC"}
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//#region ../../nodes/node-refine-edge/dist/renderers-C6ZkOCIx.mjs
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{"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, renderers_default as t, MIN_RADIUS as u, refineEdgeConfig as v };\n//# 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{"version":3,"file":"renderer-BQZniXw0.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 ? 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\"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, renderers_default as t, MIN_RADIUS as u, refineEdgeConfig as v };\n//# 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