framefields 2.0.8 → 2.0.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (317) hide show
  1. package/dist/audio/index.d.mts +4 -4
  2. package/dist/audio/index.mjs +10 -10
  3. package/dist/{audio--hi7MiZt.mjs → audio-B7Al-W_0.mjs} +3 -3
  4. package/dist/{audio--hi7MiZt.mjs.map → audio-B7Al-W_0.mjs.map} +1 -1
  5. package/dist/{audio-a6pY05g2.d.mts → audio-BxA0sL9z.d.mts} +3 -3
  6. package/dist/{audio-a6pY05g2.d.mts.map → audio-BxA0sL9z.d.mts.map} +1 -1
  7. package/dist/{client-C74hb7fy.mjs → client-CwRhflHE.mjs} +1 -1
  8. package/dist/{client-C74hb7fy.mjs.map → client-CwRhflHE.mjs.map} +1 -1
  9. package/dist/{dist-BQFap0wr.mjs → dist-B9PkqWnN.mjs} +78 -17
  10. package/dist/dist-B9PkqWnN.mjs.map +1 -0
  11. package/dist/{dist-ZVlYkuR4.mjs → dist-BFjSQP7i.mjs} +17 -8
  12. package/dist/dist-BFjSQP7i.mjs.map +1 -0
  13. package/dist/{dist-cjs-qEJrwjGk.mjs → dist-cjs--lfMLs3U.mjs} +4 -4
  14. package/dist/{dist-cjs-qEJrwjGk.mjs.map → dist-cjs--lfMLs3U.mjs.map} +1 -1
  15. package/dist/{dist-cjs-x5cwlqA5.mjs → dist-cjs--pxyGFw2.mjs} +1 -1
  16. package/dist/{dist-cjs-x5cwlqA5.mjs.map → dist-cjs--pxyGFw2.mjs.map} +1 -1
  17. package/dist/dist-cjs-3pon9kTt.mjs +6 -0
  18. package/dist/{dist-cjs-Dzs5P3K0.mjs → dist-cjs-BDpO-TH_.mjs} +1 -1
  19. package/dist/{dist-cjs-Dzs5P3K0.mjs.map → dist-cjs-BDpO-TH_.mjs.map} +1 -1
  20. package/dist/{dist-cjs-lYvO8aDo.mjs → dist-cjs-BiKQozdJ.mjs} +3 -3
  21. package/dist/{dist-cjs-lYvO8aDo.mjs.map → dist-cjs-BiKQozdJ.mjs.map} +1 -1
  22. package/dist/{dist-cjs-BUwe2XhR.mjs → dist-cjs-BmyyWYWv.mjs} +2 -2
  23. package/dist/{dist-cjs-BUwe2XhR.mjs.map → dist-cjs-BmyyWYWv.mjs.map} +1 -1
  24. package/dist/{dist-cjs-DgxjcvBN.mjs → dist-cjs-CND_ghfH.mjs} +1 -1
  25. package/dist/{dist-cjs-DgxjcvBN.mjs.map → dist-cjs-CND_ghfH.mjs.map} +1 -1
  26. package/dist/{dist-cjs-BWgoUCXJ.mjs → dist-cjs-CQwmMllY.mjs} +6 -6
  27. package/dist/{dist-cjs-BWgoUCXJ.mjs.map → dist-cjs-CQwmMllY.mjs.map} +1 -1
  28. package/dist/{dist-cjs-B5EVqDFp.mjs → dist-cjs-CgFzrgj8.mjs} +1 -1
  29. package/dist/{dist-cjs-B5EVqDFp.mjs.map → dist-cjs-CgFzrgj8.mjs.map} +1 -1
  30. package/dist/{dist-cjs-ECMuIF57.mjs → dist-cjs-CsU2sZoX.mjs} +4 -4
  31. package/dist/{dist-cjs-ECMuIF57.mjs.map → dist-cjs-CsU2sZoX.mjs.map} +1 -1
  32. package/dist/{dist-cjs-BKmGCgtm.mjs → dist-cjs-DJ8fcQEe.mjs} +11 -11
  33. package/dist/{dist-cjs-BKmGCgtm.mjs.map → dist-cjs-DJ8fcQEe.mjs.map} +1 -1
  34. package/dist/{dist-cjs-D7kEM-Mj.mjs → dist-cjs-DT2jJlcK.mjs} +5 -5
  35. package/dist/{dist-cjs-D7kEM-Mj.mjs.map → dist-cjs-DT2jJlcK.mjs.map} +1 -1
  36. package/dist/{dist-cjs-BUc0_kg-.mjs → dist-cjs-DjzmP0-x.mjs} +13 -13
  37. package/dist/{dist-cjs-BUc0_kg-.mjs.map → dist-cjs-DjzmP0-x.mjs.map} +1 -1
  38. package/dist/{dist-cjs-BGJkdexX.mjs → dist-cjs-DzjrlfbE.mjs} +14 -14
  39. package/dist/{dist-cjs-BGJkdexX.mjs.map → dist-cjs-DzjrlfbE.mjs.map} +1 -1
  40. package/dist/{dist-cjs-Df7144zM.mjs → dist-cjs-M-8QOgS_.mjs} +2 -2
  41. package/dist/{dist-cjs-Df7144zM.mjs.map → dist-cjs-M-8QOgS_.mjs.map} +1 -1
  42. package/dist/{dist-cjs-DFUmy89O.mjs → dist-cjs-TsA8LFXC.mjs} +3 -3
  43. package/dist/{dist-cjs-DFUmy89O.mjs.map → dist-cjs-TsA8LFXC.mjs.map} +1 -1
  44. package/dist/{dist-cjs-DsMdld8l.mjs → dist-cjs-agQl9T8M.mjs} +6 -6
  45. package/dist/{dist-cjs-DsMdld8l.mjs.map → dist-cjs-agQl9T8M.mjs.map} +1 -1
  46. package/dist/effects/index.d.mts +5 -5
  47. package/dist/effects/index.mjs +27 -26
  48. package/dist/{effects-axfL_C3a.mjs → effects-CREopCyP.mjs} +27 -3
  49. package/dist/effects-CREopCyP.mjs.map +1 -0
  50. package/dist/{event-streams-D-APZ7Ke.mjs → event-streams-BaNGaLxh.mjs} +2 -2
  51. package/dist/{event-streams-D-APZ7Ke.mjs.map → event-streams-BaNGaLxh.mjs.map} +1 -1
  52. package/dist/fonts/index.d.mts +1 -1
  53. package/dist/fonts/index.mjs +1 -1
  54. package/dist/{fonts-Cy26mbrO.mjs → fonts-DhEQ5h6E.mjs} +2 -2
  55. package/dist/{fonts-Cy26mbrO.mjs.map → fonts-DhEQ5h6E.mjs.map} +1 -1
  56. package/dist/{index-BJUS4Nx6.d.mts → index-BXNNJVs8.d.mts} +2 -2
  57. package/dist/{index-BJUS4Nx6.d.mts.map → index-BXNNJVs8.d.mts.map} +1 -1
  58. package/dist/{index-CbzEM_o6.d.mts → index-CQcdKyxF.d.mts} +1 -1
  59. package/dist/{index-CbzEM_o6.d.mts.map → index-CQcdKyxF.d.mts.map} +1 -1
  60. package/dist/{index-BJx_Qxc_.d.mts → index-CvDVpaKn.d.mts} +69 -27
  61. package/dist/index-CvDVpaKn.d.mts.map +1 -0
  62. package/dist/{index-WIPHLy5m.d.mts → index-D1zaOwEU.d.mts} +1 -1
  63. package/dist/index-D1zaOwEU.d.mts.map +1 -0
  64. package/dist/{index-CZChQhXZ.d.mts → index-J9CIK_nu.d.mts} +4 -2
  65. package/dist/index-J9CIK_nu.d.mts.map +1 -0
  66. package/dist/{index-Bi2nRZ_g.d.mts → index-fo4E7A6C.d.mts} +3 -3
  67. package/dist/{index-Bi2nRZ_g.d.mts.map → index-fo4E7A6C.d.mts.map} +1 -1
  68. package/dist/{index-BLbUQolI.d.mts → index-oodg5k9K.d.mts} +3 -3
  69. package/dist/{index-BLbUQolI.d.mts.map → index-oodg5k9K.d.mts.map} +1 -1
  70. package/dist/index.d.mts +11 -10
  71. package/dist/index.d.mts.map +1 -1
  72. package/dist/index.mjs +43 -42
  73. package/dist/index.mjs.map +1 -1
  74. package/dist/{package-C58KmGKw.mjs → package-XpCRbTOA.mjs} +1 -1
  75. package/dist/{package-C58KmGKw.mjs.map → package-XpCRbTOA.mjs.map} +1 -1
  76. package/dist/preview/index.d.mts +2 -2
  77. package/dist/preview/index.mjs +11 -11
  78. package/dist/{preview-BUPB38Kk.mjs → preview-9ifxywUM.mjs} +2 -2
  79. package/dist/{preview-BUPB38Kk.mjs.map → preview-9ifxywUM.mjs.map} +1 -1
  80. package/dist/preview-engine/audio.mjs +1 -1
  81. package/dist/preview-engine/{chunk-3ROJ7JVY.mjs → chunk-25IW7NYO.mjs} +1 -1
  82. package/dist/preview-engine/chunk-36YGYLKD.mjs +58 -0
  83. package/dist/preview-engine/chunk-4VOHF3FF.mjs +1 -0
  84. package/dist/preview-engine/{chunk-TNZENER3.mjs → chunk-7DIAFPQP.mjs} +2 -2
  85. package/dist/preview-engine/{chunk-CXFEQ5PM.mjs → chunk-7O24H4YT.mjs} +2 -2
  86. package/dist/preview-engine/{chunk-VWLR2AZR.mjs → chunk-AEK5BO3J.mjs} +1 -1
  87. package/dist/preview-engine/{chunk-5PPSCISJ.mjs → chunk-AG5JNZYQ.mjs} +1 -1
  88. package/dist/preview-engine/{chunk-BE3CEVJB.mjs → chunk-AUFSM5KI.mjs} +2 -2
  89. package/dist/preview-engine/chunk-AW7HNZKR.mjs +98 -0
  90. package/dist/preview-engine/chunk-BHFI3Y4T.mjs +1 -0
  91. package/dist/preview-engine/chunk-DLXQDDIN.mjs +46 -0
  92. package/dist/preview-engine/chunk-EJGLUZMW.mjs +1 -0
  93. package/dist/preview-engine/{chunk-XSMK5E2V.mjs → chunk-JAOXXYXG.mjs} +2 -2
  94. package/dist/preview-engine/{chunk-PO4VAAQC.mjs → chunk-K52S5DJX.mjs} +1 -1
  95. package/dist/preview-engine/{chunk-IGFT3XLN.mjs → chunk-MDDF2GCF.mjs} +2 -2
  96. package/dist/preview-engine/chunk-MJM3NFEC.mjs +315 -0
  97. package/dist/preview-engine/{chunk-BUWK5RJ4.mjs → chunk-QTKJXDIW.mjs} +1 -1
  98. package/dist/preview-engine/{chunk-WQ7BFSKF.mjs → chunk-RNOO4UR5.mjs} +1 -1
  99. package/dist/preview-engine/{chunk-POPVFC5P.mjs → chunk-S4CSX6K5.mjs} +10 -10
  100. package/dist/preview-engine/chunk-SNYAHQ25.mjs +186 -0
  101. package/dist/preview-engine/{chunk-JNEVSC4I.mjs → chunk-T6CC2KCZ.mjs} +1 -1
  102. package/dist/preview-engine/{chunk-MC7TZZLD.mjs → chunk-T6COGNOW.mjs} +2 -2
  103. package/dist/preview-engine/chunk-VVLM6LZ3.mjs +1 -0
  104. package/dist/preview-engine/chunk-XUM42I4R.mjs +1 -0
  105. package/dist/preview-engine/chunk-ZDCA6NVT.mjs +82 -0
  106. package/dist/preview-engine/effects.mjs +1 -1
  107. package/dist/preview-engine/fonts.mjs +1 -1
  108. package/dist/preview-engine/framefields.mjs +13 -13
  109. package/dist/preview-engine/player.mjs +5 -5
  110. package/dist/preview-engine/{renderers-Q2ZDD5K2.mjs → renderers-2US2NIUG.mjs} +2 -2
  111. package/dist/preview-engine/{renderers-54AQK6RF.mjs → renderers-32PIFHPS.mjs} +1 -1
  112. package/dist/preview-engine/{renderers-O6HOYIPS.mjs → renderers-76PQY2SO.mjs} +1 -1
  113. package/dist/preview-engine/renderers-7HNVXNAI.mjs +248 -0
  114. package/dist/preview-engine/{renderers-PXGLEFZO.mjs → renderers-CI2GXWLP.mjs} +1 -1
  115. package/dist/preview-engine/{renderers-GC7EGB5Z.mjs → renderers-CRKRWR2Y.mjs} +1 -1
  116. package/dist/preview-engine/{renderers-47UITXLZ.mjs → renderers-EE2GFG7J.mjs} +1 -1
  117. package/dist/preview-engine/{renderers-E3JYRLSD.mjs → renderers-GJSUN5HU.mjs} +1 -1
  118. package/dist/preview-engine/{renderers-KCP4TFHG.mjs → renderers-IHKORHMT.mjs} +1 -1
  119. package/dist/preview-engine/{renderers-OBMTU3QY.mjs → renderers-NQUDQEHY.mjs} +1 -1
  120. package/dist/preview-engine/{renderers-QECJP22T.mjs → renderers-NSY2SDIE.mjs} +1 -1
  121. package/dist/preview-engine/{renderers-KS4HPV6Q.mjs → renderers-PWLWOZY4.mjs} +1 -1
  122. package/dist/preview-engine/{renderers-TUYQLKHJ.mjs → renderers-W5CVDJVH.mjs} +1 -1
  123. package/dist/preview-engine/{renderers-N5UPJY73.mjs → renderers-WLLJFZTF.mjs} +1 -1
  124. package/dist/preview-engine/renderers-WN4SYFCU.mjs +1 -0
  125. package/dist/preview-engine/{renderers-TG62LZTF.mjs → renderers-XFBSGTHU.mjs} +1 -1
  126. package/dist/preview-engine/signals.mjs +1 -1
  127. package/dist/{program-Jt07Tx1J.mjs → program-xRfFoPxe.mjs} +2 -2
  128. package/dist/{program-Jt07Tx1J.mjs.map → program-xRfFoPxe.mjs.map} +1 -1
  129. package/dist/renderer/index.d.mts +2 -2
  130. package/dist/renderer/index.mjs +3 -3
  131. package/dist/{renderer-Bal8734U.d.mts → renderer-2NQWaZd7.d.mts} +2 -2
  132. package/dist/{renderer-Bal8734U.d.mts.map → renderer-2NQWaZd7.d.mts.map} +1 -1
  133. package/dist/{renderer-CIMjMFGm.mjs → renderer-5h0llpx7.mjs} +2 -2
  134. package/dist/{renderer-CIMjMFGm.mjs.map → renderer-5h0llpx7.mjs.map} +1 -1
  135. package/dist/{renderer-U0LJuM9D.mjs → renderer-6GeDT4Mx.mjs} +2 -2
  136. package/dist/{renderer-U0LJuM9D.mjs.map → renderer-6GeDT4Mx.mjs.map} +1 -1
  137. package/dist/{renderer-CIQYTiT9.mjs → renderer-8qpGxSSO.mjs} +2 -2
  138. package/dist/{renderer-CIQYTiT9.mjs.map → renderer-8qpGxSSO.mjs.map} +1 -1
  139. package/dist/{renderer-BkOXe6o6.mjs → renderer-9wp5R7PL.mjs} +2 -2
  140. package/dist/{renderer-BkOXe6o6.mjs.map → renderer-9wp5R7PL.mjs.map} +1 -1
  141. package/dist/renderer-B4F6wL68.mjs +3 -0
  142. package/dist/renderer-B4i1jmiT.mjs +3 -0
  143. package/dist/renderer-B5ylY3uM.mjs +3 -0
  144. package/dist/{renderer-B6Q5e9CU.mjs → renderer-BA8YwBRQ.mjs} +2 -2
  145. package/dist/{renderer-B6Q5e9CU.mjs.map → renderer-BA8YwBRQ.mjs.map} +1 -1
  146. package/dist/{renderer-DVQp5fLG.mjs → renderer-BGXbGqY4.mjs} +5 -4
  147. package/dist/{renderer-DVQp5fLG.mjs.map → renderer-BGXbGqY4.mjs.map} +1 -1
  148. package/dist/{renderer-Dgg6pQGI.mjs → renderer-BJ6Y-7ke.mjs} +2 -2
  149. package/dist/{renderer-Dgg6pQGI.mjs.map → renderer-BJ6Y-7ke.mjs.map} +1 -1
  150. package/dist/{renderer-BDLnExoP.mjs → renderer-BM05sB8m.mjs} +8 -7
  151. package/dist/renderer-BM05sB8m.mjs.map +1 -0
  152. package/dist/renderer-BPw23wiR.mjs +3 -0
  153. package/dist/{renderer-DP-xNaYX.mjs → renderer-BZmfKIom.mjs} +2 -2
  154. package/dist/{renderer-DP-xNaYX.mjs.map → renderer-BZmfKIom.mjs.map} +1 -1
  155. package/dist/{renderer-DXyaswab.mjs → renderer-BgdkEFmv.mjs} +18 -17
  156. package/dist/renderer-BgdkEFmv.mjs.map +1 -0
  157. package/dist/renderer-BghW-bSZ.mjs +3 -0
  158. package/dist/{renderer-BdSHGzHj.mjs → renderer-BiSALMQy.mjs} +1 -1
  159. package/dist/{renderer-C-Bv9nVB.mjs → renderer-BnvqEqvE.mjs} +2 -2
  160. package/dist/{renderer-C-Bv9nVB.mjs.map → renderer-BnvqEqvE.mjs.map} +1 -1
  161. package/dist/{renderer-CmIySXSN.mjs → renderer-BpCxKWQm.mjs} +11 -5
  162. package/dist/renderer-BpCxKWQm.mjs.map +1 -0
  163. package/dist/{renderer-CceiI6P7.mjs → renderer-BtRfKx5N.mjs} +18 -4
  164. package/dist/renderer-BtRfKx5N.mjs.map +1 -0
  165. package/dist/{renderer-CXZe0lfI.mjs → renderer-But0u-xi.mjs} +2 -2
  166. package/dist/{renderer-CXZe0lfI.mjs.map → renderer-But0u-xi.mjs.map} +1 -1
  167. package/dist/renderer-Bw3oZ9YT.mjs +3 -0
  168. package/dist/renderer-C2009W-_.mjs +3 -0
  169. package/dist/renderer-C36yoGXG.mjs +3 -0
  170. package/dist/{renderer-VPK8JnSw.mjs → renderer-CIYcdZuZ.mjs} +7 -6
  171. package/dist/{renderer-VPK8JnSw.mjs.map → renderer-CIYcdZuZ.mjs.map} +1 -1
  172. package/dist/{renderer-D49-PYDo.mjs → renderer-CJNyhr_S.mjs} +2 -2
  173. package/dist/{renderer-D49-PYDo.mjs.map → renderer-CJNyhr_S.mjs.map} +1 -1
  174. package/dist/renderer-CM1_2ZWA.mjs +3 -0
  175. package/dist/{renderer-0uccAKQe.mjs → renderer-CNF10fCq.mjs} +2 -2
  176. package/dist/{renderer-0uccAKQe.mjs.map → renderer-CNF10fCq.mjs.map} +1 -1
  177. package/dist/{renderer-DxBUppHf.mjs → renderer-CStktK20.mjs} +74 -63
  178. package/dist/{renderer-DxBUppHf.mjs.map → renderer-CStktK20.mjs.map} +1 -1
  179. package/dist/renderer-CWlzudP8.mjs +3 -0
  180. package/dist/{renderer-D5GsF1LT.mjs → renderer-CcU7dVn9.mjs} +2 -2
  181. package/dist/{renderer-D5GsF1LT.mjs.map → renderer-CcU7dVn9.mjs.map} +1 -1
  182. package/dist/renderer-Cd5vzrGs.mjs +3 -0
  183. package/dist/renderer-CeJ_vDXI.mjs +3 -0
  184. package/dist/{renderer-DFKsLrUs.mjs → renderer-CepMDQ06.mjs} +1 -1
  185. package/dist/{renderer-DFKsLrUs.mjs.map → renderer-CepMDQ06.mjs.map} +1 -1
  186. package/dist/{renderer-DrgNyCSx.mjs → renderer-CfeoxM_3.mjs} +2 -2
  187. package/dist/{renderer-DrgNyCSx.mjs.map → renderer-CfeoxM_3.mjs.map} +1 -1
  188. package/dist/{renderer-BENX0vRC.mjs → renderer-CgmFh6MY.mjs} +1 -1
  189. package/dist/renderer-CjY77sB_.mjs +3 -0
  190. package/dist/{renderer-Bu0xOP_v.mjs → renderer-CoZKST2Y.mjs} +2 -2
  191. package/dist/{renderer-Bu0xOP_v.mjs.map → renderer-CoZKST2Y.mjs.map} +1 -1
  192. package/dist/{renderer-BQZniXw0.mjs → renderer-CroHPOsX.mjs} +2 -2
  193. package/dist/{renderer-BQZniXw0.mjs.map → renderer-CroHPOsX.mjs.map} +1 -1
  194. package/dist/{renderer-DabG62XS.mjs → renderer-D2XD4QYk.mjs} +1 -1
  195. package/dist/{renderer-DabG62XS.mjs.map → renderer-D2XD4QYk.mjs.map} +1 -1
  196. package/dist/renderer-D5Z6mda5.mjs +3 -0
  197. package/dist/{renderer-Bv-ljXHc.mjs → renderer-D7ztfQHX.mjs} +2 -2
  198. package/dist/{renderer-Bv-ljXHc.mjs.map → renderer-D7ztfQHX.mjs.map} +1 -1
  199. package/dist/{renderer-DjI45OYC.mjs → renderer-D7zvPHKn.mjs} +1 -1
  200. package/dist/{renderer-DjI45OYC.mjs.map → renderer-D7zvPHKn.mjs.map} +1 -1
  201. package/dist/renderer-D9NnIx7o.mjs +3 -0
  202. package/dist/{renderer-C5RhNQdr.mjs → renderer-DAMJZNtX.mjs} +10 -9
  203. package/dist/{renderer-C5RhNQdr.mjs.map → renderer-DAMJZNtX.mjs.map} +1 -1
  204. package/dist/{renderer-Bq3Geqe3.mjs → renderer-DBlPbsgi.mjs} +1 -1
  205. package/dist/renderer-DCJa7OGk.mjs +3 -0
  206. package/dist/{renderer-DDd3cjaz.mjs → renderer-DCkSR2Ne.mjs} +18 -11
  207. package/dist/renderer-DCkSR2Ne.mjs.map +1 -0
  208. package/dist/{renderer-B80s47yo.mjs → renderer-DEJwPRkR.mjs} +1 -1
  209. package/dist/{renderer-B80s47yo.mjs.map → renderer-DEJwPRkR.mjs.map} +1 -1
  210. package/dist/renderer-DGwSl7g1.mjs +3 -0
  211. package/dist/{renderer-DbaSgadp.mjs → renderer-DNNqpK7t.mjs} +2 -2
  212. package/dist/{renderer-DbaSgadp.mjs.map → renderer-DNNqpK7t.mjs.map} +1 -1
  213. package/dist/renderer-DNoRNfMm.mjs +3 -0
  214. package/dist/renderer-DOZ8bpyY.mjs +3 -0
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  216. package/dist/{renderer-BjROyv5F.mjs → renderer-DTvfYkI9.mjs} +2 -2
  217. package/dist/{renderer-BjROyv5F.mjs.map → renderer-DTvfYkI9.mjs.map} +1 -1
  218. package/dist/{renderer-CboM4tba.mjs → renderer-DYm4duFr.mjs} +11 -5
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+ import { t as renderers_default } from "./renderer-BM05sB8m.mjs";
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+ export { renderers_default as default };
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+ import { t as renderers_default } from "./renderer-6GeDT4Mx.mjs";
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+ export { renderers_default as default };
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+ import { t as renderers_default } from "./renderers-CP8CFWDs-BLgwUYX2.mjs";
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+ import "./renderer-C2n-EHxg.mjs";
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+ export { renderers_default as default };
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  import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
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+ import { J as parseColor, nt as signalRegistry } from "./dist-B9PkqWnN.mjs";
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  //#region ../../nodes/node-refraction-caustics/dist/renderers-qLDoFraM.mjs
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  const REFRACTION_CAUSTICS_SHADER = `
@@ -741,4 +741,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: RefractionCaustics3DWeb
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  //#endregion
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- {"version":3,"file":"renderer-D5xelwpw.mjs","names":[],"sources":["../../../nodes/node-refraction-caustics/dist/renderers-qLDoFraM.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst REFRACTION_CAUSTICS_SHADER = `\nstruct RefractionCausticsUniforms {\n // vec4 0\n _pad0 : f32,\n ior : f32,\n dispersion : f32,\n refractionScale : f32,\n\n // vec4 1\n causticBrightness : f32,\n causticScale : f32,\n fluidRipples : f32,\n rippleSpeed : f32,\n\n // vec4 2\n roughness : f32,\n specularIntensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 3\n tintStrength : f32,\n depthInvert : f32,\n depthScale : f32,\n hasDepthMap : f32,\n\n // vec4 4\n timeProgress : f32,\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n // vec4 5: signal flags\n hasSigIOR : f32,\n hasSigDispersion : f32,\n hasSigRefractScale : f32,\n hasSigCaustic : f32,\n\n // vec4 6: signal flags\n hasSigRipples : f32,\n hasSigRoughness : f32,\n hasSigLightPosX : f32,\n hasSigLightPosY : f32,\n\n // vec4 7: reserved\n _pad3 : f32,\n _pad4 : f32,\n _pad5 : f32,\n _pad6 : f32,\n\n // vec4 8: color\n tintColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RefractionCausticsUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var iorSigTex : texture_2d<f32>;\n@group(3) @binding(1) var dispersionSigTex : texture_2d<f32>;\n@group(3) @binding(2) var refractScaleSigTex : texture_2d<f32>;\n@group(3) @binding(3) var causticSigTex : texture_2d<f32>;\n@group(3) @binding(4) var ripplesSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var lightPosXSigTex : texture_2d<f32>;\n@group(3) @binding(7) var lightPosYSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\n// Analytical fluid ripple wave height and normal gradient\nfn getFluidWave(uv: vec2<f32>, time: f32, freqScale: f32) -> vec3<f32> {\n let p = uv * freqScale * 18.0;\n let t = time * 3.0;\n\n let a1 = sin(p.x * 1.4 + p.y * 1.0 + t * 1.2);\n let a2 = sin(p.x * -1.8 + p.y * 1.6 + t * 0.9);\n let a3 = cos((p.x + p.y) * 2.2 - t * 1.4);\n\n let height = (a1 + a2 + a3) * 0.333;\n\n let dx = (1.4 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n - 1.8 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n let dy = (1.0 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n + 1.6 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n return vec3<f32>(dx, dy, height);\n}\n\n// Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)\nfn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {\n let p = uv * scale * 32.0;\n let t1 = time * 0.8;\n let t2 = time * 1.1;\n\n var p1 = p;\n p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;\n p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;\n\n var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);\n p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;\n p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;\n\n let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));\n let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));\n\n // Sharp interconnected caustic web filaments\n let web = pow(k1 * k2, 3.5);\n return web;\n}\n\nfn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {\n let step = texelSize * 2.0;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n var dx = (dR - dL) * depthScaleVal * 2.0;\n var dy = (dU - dD) * depthScaleVal * 2.0;\n\n if (fluidRippleAmount > 0.001) {\n let wave = getFluidWave(uv, rippleTime, causticScaleVal);\n dx = dx + wave.x * fluidRippleAmount * 0.08;\n dy = dy + wave.y * fluidRippleAmount * 0.08;\n }\n\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n// Snell's Law ray refraction with Total Internal Reflection (TIR) fallback\nfn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {\n let cosi = dot(-I, N);\n let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);\n if (cost2 < 0.0) {\n // Total internal reflection -> reflect\n let R = reflect(I, N);\n return R.xy * thickness * 0.5;\n }\n let R = eta * I + (eta * cosi - sqrt(cost2)) * N;\n return R.xy * (thickness / max(0.2, abs(R.z)));\n}\n\nfn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle clamp for border inpainting / anti-tearing\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\nfn spectralWavelength(t: f32) -> vec3<f32> {\n let x = clamp(t, 0.0, 1.0) * 6.0;\n var r: f32 = 0.0;\n var g: f32 = 0.0;\n var b: f32 = 0.0;\n\n if (x < 1.0) {\n r = 1.0;\n g = x;\n b = 0.0;\n } else if (x < 2.0) {\n r = 2.0 - x;\n g = 1.0;\n b = 0.0;\n } else if (x < 3.0) {\n r = 0.0;\n g = 1.0;\n b = x - 2.0;\n } else if (x < 4.0) {\n r = 0.0;\n g = 4.0 - x;\n b = 1.0;\n } else if (x < 5.0) {\n r = x - 4.0;\n g = 0.0;\n b = 1.0;\n } else {\n r = 1.0;\n g = 0.0;\n b = max(0.4, 6.0 - x);\n }\n return vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var ior = u.ior;\n if (u.hasSigIOR > 0.5) {\n ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);\n }\n\n var dispersion = u.dispersion;\n if (u.hasSigDispersion > 0.5) {\n dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);\n }\n\n var refractionScale = u.refractionScale;\n if (u.hasSigRefractScale > 0.5) {\n refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var causticBrightness = u.causticBrightness;\n if (u.hasSigCaustic > 0.5) {\n causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var fluidRipples = u.fluidRipples;\n if (u.hasSigRipples > 0.5) {\n fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var roughness = u.roughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosX = u.lightPosX;\n if (u.hasSigLightPosX > 0.5) {\n lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosY = u.lightPosY;\n if (u.hasSigLightPosY > 0.5) {\n lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n let depthScaleVal = u.depthScale;\n let causticScaleVal = max(0.1, u.causticScale);\n let rippleSpeedVal = u.rippleSpeed;\n let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;\n\n // Surface Normal & Incident Vectors\n let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);\n let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface\n let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera\n\n // Base Snell's Law Refraction\n let eta = 1.0 / max(1.001, ior);\n let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);\n let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);\n\n // Multi-Spectral Chromatic Rainbow Dispersion\n var accumColor = vec3<f32>(0.0);\n var accumWeight = vec3<f32>(0.0);\n var accumAlpha: f32 = 0.0;\n\n let dispersionStrength = dispersion * refractionScale * 0.6;\n let dispDirection = vec2<f32>(N.x / aspect, N.y);\n\n // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)\n for (var s = 0; s < 7; s = s + 1) {\n let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)\n let specColor = spectralWavelength(t);\n let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);\n let sampleUV = baseUV + lambdaOffset;\n\n var sampledTex = sampleAlbedoSafe(sampleUV);\n\n // Microfacet frosted blur if roughness is enabled\n if (roughness > 0.005) {\n let blurRad = roughness * 0.018;\n let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));\n let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));\n sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;\n }\n\n accumColor = accumColor + sampledTex.rgb * specColor;\n accumWeight = accumWeight + specColor;\n accumAlpha = accumAlpha + sampledTex.a;\n }\n\n let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));\n let finalAlpha = accumAlpha / 7.0;\n\n // Incident light vector\n let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);\n let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);\n let L = normalize(lightPos3D - surfPos3D);\n\n // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)\n var fluidCaustic = 0.0;\n if (fluidRipples > 0.001) {\n let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);\n let pLight = vec2<f32>(lightPosX, lightPosY);\n let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));\n let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);\n fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;\n }\n\n // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);\n\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specShininess = mix(256.0, 32.0, roughness);\n let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;\n\n // Glass Absorption & Tinting\n let tintStrengthVal = u.tintStrength;\n let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);\n\n // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)\n let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);\n\n return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsrcTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tdepthTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getRefractionCausticsResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `refraction_caustics_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `refraction_caustics_${format}.wgsl`,\n\t\t\tcode: REFRACTION_CAUSTICS_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `RefractionCausticsPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = Number(signalInput.outputItem.data ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = Number(op[fieldName] ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = Number(sd.offset ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst RefractionCaustics3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefractionCaustics3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet depthView;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\tdepthTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\tsrcTex\n\t\t]);\n\t\tdepthView = depthTex.createView();\n\t\tctx.renderer.beginFrame(encoder, depthView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(depthMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: depthMedia,\n\t\t\tcontainerWidth: width,\n\t\t\tcontainerHeight: height\n\t\t}, depthView, depthTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\tdepthView = srcView;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst iorInfo = resolveSignalField(op, \"ior\", 1.52, 1, 2.5);\n\tconst dispersionInfo = resolveSignalField(op, \"dispersion\", .04, 0, .2);\n\tconst refractScaleInfo = resolveSignalField(op, \"refractionScale\", .5, 0, 2);\n\tconst causticInfo = resolveSignalField(op, \"causticBrightness\", .6, 0, 2);\n\tconst causticScaleInfo = resolveSignalField(op, \"causticScale\", 1, .1, 5);\n\tconst ripplesInfo = resolveSignalField(op, \"fluidRipples\", 0, 0, 1);\n\tconst roughnessInfo = resolveSignalField(op, \"roughness\", 0, 0, 1);\n\tconst lightPosXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1);\n\tconst lightPosYInfo = resolveSignalField(op, \"lightPosY\", .2, 0, 1);\n\tconst specularInfo = resolveSignalField(op, \"specularIntensity\", .8, 0, 2);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 5);\n\tconst tintStrengthInfo = resolveSignalField(op, \"tintStrength\", 0, 0, 1);\n\tconst rippleSpeedInfo = resolveSignalField(op, \"rippleSpeed\", 1, 0, 5);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIORView = getSigTextureView(iorInfo, \"refr_ior_sig\");\n\tconst sigDispersionView = getSigTextureView(dispersionInfo, \"refr_disp_sig\");\n\tconst sigRefractScaleView = getSigTextureView(refractScaleInfo, \"refr_scale_sig\");\n\tconst sigCausticView = getSigTextureView(causticInfo, \"refr_caust_sig\");\n\tconst sigRipplesView = getSigTextureView(ripplesInfo, \"refr_rip_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"refr_rough_sig\");\n\tconst sigLightPosXView = getSigTextureView(lightPosXInfo, \"refr_lightx_sig\");\n\tconst sigLightPosYView = getSigTextureView(lightPosYInfo, \"refr_lighty_sig\");\n\tconst uniformData = new Float32Array(36);\n\tuniformData[0] = 0;\n\tuniformData[1] = iorInfo.value;\n\tuniformData[2] = dispersionInfo.value;\n\tuniformData[3] = refractScaleInfo.value;\n\tuniformData[4] = causticInfo.value;\n\tuniformData[5] = causticScaleInfo.value;\n\tuniformData[6] = ripplesInfo.value;\n\tuniformData[7] = rippleSpeedInfo.value;\n\tuniformData[8] = roughnessInfo.value;\n\tuniformData[9] = specularInfo.value;\n\tuniformData[10] = lightPosXInfo.value;\n\tuniformData[11] = lightPosYInfo.value;\n\tuniformData[12] = tintStrengthInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = depthScaleInfo.value;\n\tuniformData[15] = hasDepthMap ? 1 : 0;\n\tuniformData[16] = timeProgress;\n\tuniformData[17] = width / Math.max(1, height);\n\tuniformData[18] = 0;\n\tuniformData[19] = 0;\n\tuniformData[20] = iorInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = dispersionInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = refractScaleInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = causticInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = ripplesInfo.hasSignal ? 1 : 0;\n\tuniformData[25] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[26] = lightPosXInfo.hasSignal ? 1 : 0;\n\tuniformData[27] = lightPosYInfo.hasSignal ? 1 : 0;\n\tuniformData[28] = 0;\n\tuniformData[29] = 0;\n\tuniformData[30] = 0;\n\tuniformData[31] = 0;\n\tconst tintParsed = parseColor(op.tintColor ?? \"#ffffff\");\n\tuniformData[32] = tintParsed.r;\n\tuniformData[33] = tintParsed.g;\n\tuniformData[34] = tintParsed.b;\n\tuniformData[35] = tintParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sigIORView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: 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+ {"version":3,"file":"renderer-jkZ_IQnW.mjs","names":[],"sources":["../../../nodes/node-refraction-caustics/dist/renderers-qLDoFraM.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst REFRACTION_CAUSTICS_SHADER = `\nstruct RefractionCausticsUniforms {\n // vec4 0\n _pad0 : f32,\n ior : f32,\n dispersion : f32,\n refractionScale : f32,\n\n // vec4 1\n causticBrightness : f32,\n causticScale : f32,\n fluidRipples : f32,\n rippleSpeed : f32,\n\n // vec4 2\n roughness : f32,\n specularIntensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 3\n tintStrength : f32,\n depthInvert : f32,\n depthScale : f32,\n hasDepthMap : f32,\n\n // vec4 4\n timeProgress : f32,\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n // vec4 5: signal flags\n hasSigIOR : f32,\n hasSigDispersion : f32,\n hasSigRefractScale : f32,\n hasSigCaustic : f32,\n\n // vec4 6: signal flags\n hasSigRipples : f32,\n hasSigRoughness : f32,\n hasSigLightPosX : f32,\n hasSigLightPosY : f32,\n\n // vec4 7: reserved\n _pad3 : f32,\n _pad4 : f32,\n _pad5 : f32,\n _pad6 : f32,\n\n // vec4 8: color\n tintColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RefractionCausticsUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var iorSigTex : texture_2d<f32>;\n@group(3) @binding(1) var dispersionSigTex : texture_2d<f32>;\n@group(3) @binding(2) var refractScaleSigTex : texture_2d<f32>;\n@group(3) @binding(3) var causticSigTex : texture_2d<f32>;\n@group(3) @binding(4) var ripplesSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var lightPosXSigTex : texture_2d<f32>;\n@group(3) @binding(7) var lightPosYSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\n// Analytical fluid ripple wave height and normal gradient\nfn getFluidWave(uv: vec2<f32>, time: f32, freqScale: f32) -> vec3<f32> {\n let p = uv * freqScale * 18.0;\n let t = time * 3.0;\n\n let a1 = sin(p.x * 1.4 + p.y * 1.0 + t * 1.2);\n let a2 = sin(p.x * -1.8 + p.y * 1.6 + t * 0.9);\n let a3 = cos((p.x + p.y) * 2.2 - t * 1.4);\n\n let height = (a1 + a2 + a3) * 0.333;\n\n let dx = (1.4 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n - 1.8 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n let dy = (1.0 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n + 1.6 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n return vec3<f32>(dx, dy, height);\n}\n\n// Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)\nfn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {\n let p = uv * scale * 32.0;\n let t1 = time * 0.8;\n let t2 = time * 1.1;\n\n var p1 = p;\n p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;\n p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;\n\n var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);\n p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;\n p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;\n\n let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));\n let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));\n\n // Sharp interconnected caustic web filaments\n let web = pow(k1 * k2, 3.5);\n return web;\n}\n\nfn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {\n let step = texelSize * 2.0;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n var dx = (dR - dL) * depthScaleVal * 2.0;\n var dy = (dU - dD) * depthScaleVal * 2.0;\n\n if (fluidRippleAmount > 0.001) {\n let wave = getFluidWave(uv, rippleTime, causticScaleVal);\n dx = dx + wave.x * fluidRippleAmount * 0.08;\n dy = dy + wave.y * fluidRippleAmount * 0.08;\n }\n\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n// Snell's Law ray refraction with Total Internal Reflection (TIR) fallback\nfn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {\n let cosi = dot(-I, N);\n let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);\n if (cost2 < 0.0) {\n // Total internal reflection -> reflect\n let R = reflect(I, N);\n return R.xy * thickness * 0.5;\n }\n let R = eta * I + (eta * cosi - sqrt(cost2)) * N;\n return R.xy * (thickness / max(0.2, abs(R.z)));\n}\n\nfn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle clamp for border inpainting / anti-tearing\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\nfn spectralWavelength(t: f32) -> vec3<f32> {\n let x = clamp(t, 0.0, 1.0) * 6.0;\n var r: f32 = 0.0;\n var g: f32 = 0.0;\n var b: f32 = 0.0;\n\n if (x < 1.0) {\n r = 1.0;\n g = x;\n b = 0.0;\n } else if (x < 2.0) {\n r = 2.0 - x;\n g = 1.0;\n b = 0.0;\n } else if (x < 3.0) {\n r = 0.0;\n g = 1.0;\n b = x - 2.0;\n } else if (x < 4.0) {\n r = 0.0;\n g = 4.0 - x;\n b = 1.0;\n } else if (x < 5.0) {\n r = x - 4.0;\n g = 0.0;\n b = 1.0;\n } else {\n r = 1.0;\n g = 0.0;\n b = max(0.4, 6.0 - x);\n }\n return vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var ior = u.ior;\n if (u.hasSigIOR > 0.5) {\n ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);\n }\n\n var dispersion = u.dispersion;\n if (u.hasSigDispersion > 0.5) {\n dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);\n }\n\n var refractionScale = u.refractionScale;\n if (u.hasSigRefractScale > 0.5) {\n refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var causticBrightness = u.causticBrightness;\n if (u.hasSigCaustic > 0.5) {\n causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var fluidRipples = u.fluidRipples;\n if (u.hasSigRipples > 0.5) {\n fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var roughness = u.roughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosX = u.lightPosX;\n if (u.hasSigLightPosX > 0.5) {\n lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosY = u.lightPosY;\n if (u.hasSigLightPosY > 0.5) {\n lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n let depthScaleVal = u.depthScale;\n let causticScaleVal = max(0.1, u.causticScale);\n let rippleSpeedVal = u.rippleSpeed;\n let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;\n\n // Surface Normal & Incident Vectors\n let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);\n let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface\n let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera\n\n // Base Snell's Law Refraction\n let eta = 1.0 / max(1.001, ior);\n let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);\n let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);\n\n // Multi-Spectral Chromatic Rainbow Dispersion\n var accumColor = vec3<f32>(0.0);\n var accumWeight = vec3<f32>(0.0);\n var accumAlpha: f32 = 0.0;\n\n let dispersionStrength = dispersion * refractionScale * 0.6;\n let dispDirection = vec2<f32>(N.x / aspect, N.y);\n\n // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)\n for (var s = 0; s < 7; s = s + 1) {\n let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)\n let specColor = spectralWavelength(t);\n let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);\n let sampleUV = baseUV + lambdaOffset;\n\n var sampledTex = sampleAlbedoSafe(sampleUV);\n\n // Microfacet frosted blur if roughness is enabled\n if (roughness > 0.005) {\n let blurRad = roughness * 0.018;\n let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));\n let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));\n sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;\n }\n\n accumColor = accumColor + sampledTex.rgb * specColor;\n accumWeight = accumWeight + specColor;\n accumAlpha = accumAlpha + sampledTex.a;\n }\n\n let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));\n let finalAlpha = accumAlpha / 7.0;\n\n // Incident light vector\n let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);\n let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);\n let L = normalize(lightPos3D - surfPos3D);\n\n // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)\n var fluidCaustic = 0.0;\n if (fluidRipples > 0.001) {\n let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);\n let pLight = vec2<f32>(lightPosX, lightPosY);\n let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));\n let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);\n fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;\n }\n\n // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);\n\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specShininess = mix(256.0, 32.0, roughness);\n let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;\n\n // Glass Absorption & Tinting\n let tintStrengthVal = u.tintStrength;\n let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);\n\n // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)\n let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);\n\n return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsrcTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tdepthTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getRefractionCausticsResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `refraction_caustics_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `refraction_caustics_${format}.wgsl`,\n\t\t\tcode: REFRACTION_CAUSTICS_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `RefractionCausticsPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = Number(signalInput.outputItem.data ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = Number(op[fieldName] ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = Number(sd.offset ?? defaultValue);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst RefractionCaustics3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefractionCaustics3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst srcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst srcView = srcTex.createView();\n\tctx.renderer.beginFrame(encoder, srcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(sourceMedia, {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t}, srcView, srcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet depthView;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\tdepthTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\tsrcTex\n\t\t]);\n\t\tdepthView = depthTex.createView();\n\t\tctx.renderer.beginFrame(encoder, depthView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(depthMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: depthMedia,\n\t\t\tcontainerWidth: width,\n\t\t\tcontainerHeight: height\n\t\t}, depthView, depthTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\tdepthView = srcView;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst iorInfo = resolveSignalField(op, \"ior\", 1.52, 1, 2.5);\n\tconst dispersionInfo = resolveSignalField(op, \"dispersion\", .04, 0, .2);\n\tconst refractScaleInfo = resolveSignalField(op, \"refractionScale\", .5, 0, 2);\n\tconst causticInfo = resolveSignalField(op, \"causticBrightness\", .6, 0, 2);\n\tconst causticScaleInfo = resolveSignalField(op, \"causticScale\", 1, .1, 5);\n\tconst ripplesInfo = resolveSignalField(op, \"fluidRipples\", 0, 0, 1);\n\tconst roughnessInfo = resolveSignalField(op, \"roughness\", 0, 0, 1);\n\tconst lightPosXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1);\n\tconst lightPosYInfo = resolveSignalField(op, \"lightPosY\", .2, 0, 1);\n\tconst specularInfo = resolveSignalField(op, \"specularIntensity\", .8, 0, 2);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 5);\n\tconst tintStrengthInfo = resolveSignalField(op, \"tintStrength\", 0, 0, 1);\n\tconst rippleSpeedInfo = resolveSignalField(op, \"rippleSpeed\", 1, 0, 5);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIORView = getSigTextureView(iorInfo, \"refr_ior_sig\");\n\tconst sigDispersionView = getSigTextureView(dispersionInfo, \"refr_disp_sig\");\n\tconst sigRefractScaleView = getSigTextureView(refractScaleInfo, \"refr_scale_sig\");\n\tconst sigCausticView = getSigTextureView(causticInfo, \"refr_caust_sig\");\n\tconst sigRipplesView = getSigTextureView(ripplesInfo, \"refr_rip_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"refr_rough_sig\");\n\tconst sigLightPosXView = getSigTextureView(lightPosXInfo, \"refr_lightx_sig\");\n\tconst sigLightPosYView = getSigTextureView(lightPosYInfo, \"refr_lighty_sig\");\n\tconst uniformData = new Float32Array(36);\n\tuniformData[0] = 0;\n\tuniformData[1] = iorInfo.value;\n\tuniformData[2] = dispersionInfo.value;\n\tuniformData[3] = refractScaleInfo.value;\n\tuniformData[4] = causticInfo.value;\n\tuniformData[5] = causticScaleInfo.value;\n\tuniformData[6] = ripplesInfo.value;\n\tuniformData[7] = rippleSpeedInfo.value;\n\tuniformData[8] = roughnessInfo.value;\n\tuniformData[9] = specularInfo.value;\n\tuniformData[10] = lightPosXInfo.value;\n\tuniformData[11] = lightPosYInfo.value;\n\tuniformData[12] = tintStrengthInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = depthScaleInfo.value;\n\tuniformData[15] = hasDepthMap ? 1 : 0;\n\tuniformData[16] = timeProgress;\n\tuniformData[17] = width / Math.max(1, height);\n\tuniformData[18] = 0;\n\tuniformData[19] = 0;\n\tuniformData[20] = iorInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = dispersionInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = refractScaleInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = causticInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = ripplesInfo.hasSignal ? 1 : 0;\n\tuniformData[25] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[26] = lightPosXInfo.hasSignal ? 1 : 0;\n\tuniformData[27] = lightPosYInfo.hasSignal ? 1 : 0;\n\tuniformData[28] = 0;\n\tuniformData[29] = 0;\n\tuniformData[30] = 0;\n\tuniformData[31] = 0;\n\tconst tintParsed = parseColor(op.tintColor ?? \"#ffffff\");\n\tuniformData[32] = tintParsed.r;\n\tuniformData[33] = tintParsed.g;\n\tuniformData[34] = tintParsed.b;\n\tuniformData[35] = tintParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst renderPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\trenderPass.setPipeline(pipeline);\n\trenderPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler));\n\trenderPass.setBindGroup(2, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler));\n\trenderPass.setBindGroup(3, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sigIORView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sigDispersionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sigRefractScaleView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: sigCausticView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sigRipplesView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sigRoughnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sigLightPosXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: sigLightPosYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: RefractionCaustics3DWebGPURenderer });\n\n//#endregion\nexport { RefractionCaustics3DWebGPURenderer as n, renderers_default as t };\n//# 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@@ -0,0 +1,3 @@
1
+ import { t as renderers_default } from "./renderer-But0u-xi.mjs";
2
+
3
+ export { renderers_default as default };
@@ -0,0 +1,3 @@
1
+ import { t as renderers_default } from "./renderer-D7ztfQHX.mjs";
2
+
3
+ export { renderers_default as default };
@@ -1,5 +1,5 @@
1
1
  import { n as defineRenderer } from "./renderer-CtVkU_GA.mjs";
2
- import { tt as signalRegistry } from "./dist-BQFap0wr.mjs";
2
+ import { nt as signalRegistry } from "./dist-B9PkqWnN.mjs";
3
3
 
4
4
  //#region ../../nodes/node-colorkey/dist/renderers-C8TKYjha.mjs
5
5
  const COLORKEY_SHADER = `
@@ -391,4 +391,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: ColorKeyWebGPURenderer
391
391
 
392
392
  //#endregion
393
393
  export { renderers_default as t };
394
- //# sourceMappingURL=renderer-DIfk6m2O.mjs.map
394
+ //# sourceMappingURL=renderer-wVldKtFU.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-DIfk6m2O.mjs","names":[],"sources":["../../../nodes/node-colorkey/dist/renderers-C8TKYjha.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLORKEY_SHADER = `\nstruct ColorKeyUniforms {\n\tsimilarity : f32,\n\tsmoothness : f32,\n\tspillSuppression : f32,\n\tcolorSpace : f32, // 0 for YUV, 1 for RGB\n\tspillSuppressionType : f32, // 0 for Desaturate, 1 for Neutralize, 2 for None\n\tkeyR : f32,\n\tkeyG : f32,\n\tkeyB : f32,\n\thasSimilaritySig : f32,\n\thasSmoothnessSig : f32,\n\thasSpillSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorKeyUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var similaritySigTex : texture_2d<f32>;\n@group(2) @binding(1) var smoothnessSigTex : texture_2d<f32>;\n@group(2) @binding(2) var spillSigTex : texture_2d<f32>;\n@group(2) @binding(3) 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 rgb2yuv(rgb: vec3<f32>) -> vec3<f32> {\n\tlet y = 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b;\n\tlet u = -0.169 * rgb.r - 0.331 * rgb.g + 0.500 * rgb.b;\n\tlet v = 0.500 * rgb.r - 0.419 * rgb.g - 0.081 * rgb.b;\n\treturn vec3<f32>(y, u, v);\n}\n\nfn yuv2rgb(yuv: vec3<f32>) -> vec3<f32> {\n\tlet r = yuv.x + 1.402 * yuv.z;\n\tlet g = yuv.x - 0.344 * yuv.y - 0.714 * yuv.z;\n\tlet b = yuv.x + 1.772 * yuv.y;\n\treturn vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet src_color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (src_color.a < 1e-5) {\n\t\treturn src_color;\n\t}\n\n\t// Unpremultiply alpha for keying and grading\n\tlet unpremult_rgb = src_color.rgb / src_color.a;\n\n\t// Resolve dynamic signals if connected, otherwise use static uniform values\n\tvar similarity = u.similarity;\n\tif (u.hasSimilaritySig > 0.5) {\n\t\tsimilarity = textureSampleLevel(similaritySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar smoothness = u.smoothness;\n\tif (u.hasSmoothnessSig > 0.5) {\n\t\tsmoothness = textureSampleLevel(smoothnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar spillSuppression = u.spillSuppression;\n\tif (u.hasSpillSig > 0.5) {\n\t\tspillSuppression = textureSampleLevel(spillSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet keyColor = vec3<f32>(u.keyR, u.keyG, u.keyB);\n\n\t// 1. Calculate similarity distance\n\tvar dist = 0.0;\n\tif (u.colorSpace < 0.5) {\n\t\t// YUV (Chroma Distance)\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tdist = distance(C_yuv.yz, K_yuv.yz);\n\t} else {\n\t\t// RGB (Exact Distance)\n\t\tdist = distance(unpremult_rgb, keyColor);\n\t}\n\n\t// 2. Calculate transparency mask\n\tvar mask = 0.0;\n\tif (smoothness < 0.0001) {\n\t\tmask = select(0.0, 1.0, dist >= similarity);\n\t} else {\n\t\tmask = smoothstep(similarity, similarity + smoothness, dist);\n\t}\n\n\t// 3. Apply spill suppression\n\tvar final_rgb = unpremult_rgb;\n\tif (u.spillSuppressionType < 2.5) { // 0 for Desaturate, 1 for Neutralize, 2 for None\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tlet K_chroma = K_yuv.yz;\n\t\tlet K_len_sq = dot(K_chroma, K_chroma);\n\n\t\tif (K_len_sq > 1e-6) {\n\t\t\tlet C_chroma = C_yuv.yz;\n\t\t\tlet proj = dot(C_chroma, K_chroma) / K_len_sq;\n\t\t\tif (proj > 0.0) {\n\t\t\t\tlet C_para = proj * K_chroma;\n\t\t\t\tvar C_chroma_suppressed = C_chroma;\n\n\t\t\t\tif (u.spillSuppressionType < 0.5) {\n\t\t\t\t\t// Desaturate\n\t\t\t\t\tC_chroma_suppressed = C_chroma - spillSuppression * C_para;\n\t\t\t\t} else {\n\t\t\t\t\t// Neutralize (completely shift to neutral gray chroma)\n\t\t\t\t\tC_chroma_suppressed = C_chroma - C_para;\n\t\t\t\t}\n\n\t\t\t\tfinal_rgb = yuv2rgb(vec3<f32>(C_yuv.x, C_chroma_suppressed.x, C_chroma_suppressed.y));\n\t\t\t}\n\t\t}\n\t}\n\n\tlet final_alpha = src_color.a * mask;\n\treturn vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * final_alpha, final_alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst colorKeyData = new Float32Array(12);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getColorKeyResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `colorkey_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst colorKeyModule = device.createShaderModule({\n\t\t\tlabel: `colorkey_${format}.wgsl`,\n\t\t\tcode: COLORKEY_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `ColorKeyPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: colorKeyModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: colorKeyModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tcolorKeyPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction hexToRgb(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3) h = h.split(\"\").map((c) => c + c).join(\"\");\n\treturn [\n\t\tparseInt(h.substring(0, 2), 16) / 255,\n\t\tparseInt(h.substring(2, 4), 16) / 255,\n\t\tparseInt(h.substring(4, 6), 16) / 255\n\t];\n}\nconst ColorKeyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorKey\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"colorkey_node\";\n\tconst similarityInput = op.similarityHandleId ? op.inputs?.[op.similarityHandleId] : null;\n\tconst hasSimilaritySig = !!(similarityInput?.connectionValid && (similarityInput.outputItem?.type === \"Signal\" || similarityInput.outputItem?.type === \"Numeric\"));\n\tconst similaritySd = hasSimilaritySig && similarityInput?.outputItem?.data ? similarityInput.outputItem.data : null;\n\tlet similarity = .4;\n\tlet hasStaticSimilaritySig = false;\n\tif (!hasSimilaritySig) if (similarityInput?.connectionValid && similarityInput.outputItem?.type === \"Number\") similarity = Math.max(0, Math.min(1, Number(similarityInput.outputItem.data ?? .4)));\n\telse similarity = Math.max(0, Math.min(1, Number(op.similarity ?? .4)));\n\telse if (similaritySd) {\n\t\tsimilarity = Math.max(0, Math.min(1, Number(similaritySd.offset ?? 0)));\n\t\thasStaticSimilaritySig = true;\n\t}\n\tconst smoothnessInput = op.smoothnessHandleId ? op.inputs?.[op.smoothnessHandleId] : null;\n\tconst hasSmoothnessSig = !!(smoothnessInput?.connectionValid && (smoothnessInput.outputItem?.type === \"Signal\" || smoothnessInput.outputItem?.type === \"Numeric\"));\n\tconst smoothnessSd = hasSmoothnessSig && smoothnessInput?.outputItem?.data ? smoothnessInput.outputItem.data : null;\n\tlet smoothness = .1;\n\tlet hasStaticSmoothnessSig = false;\n\tif (!hasSmoothnessSig) if (smoothnessInput?.connectionValid && smoothnessInput.outputItem?.type === \"Number\") smoothness = Math.max(0, Math.min(1, Number(smoothnessInput.outputItem.data ?? .1)));\n\telse smoothness = Math.max(0, Math.min(1, Number(op.smoothness ?? .1)));\n\telse if (smoothnessSd) {\n\t\tsmoothness = Math.max(0, Math.min(1, Number(smoothnessSd.offset ?? 0)));\n\t\thasStaticSmoothnessSig = true;\n\t}\n\tconst spillInput = op.spillSuppressionHandleId ? op.inputs?.[op.spillSuppressionHandleId] : null;\n\tconst hasSpillSig = !!(spillInput?.connectionValid && (spillInput.outputItem?.type === \"Signal\" || spillInput.outputItem?.type === \"Numeric\"));\n\tconst spillSd = hasSpillSig && spillInput?.outputItem?.data ? spillInput.outputItem.data : null;\n\tlet spillSuppression = .2;\n\tlet hasStaticSpillSig = false;\n\tif (!hasSpillSig) if (spillInput?.connectionValid && spillInput.outputItem?.type === \"Number\") spillSuppression = Math.max(0, Math.min(1, Number(spillInput.outputItem.data ?? .2)));\n\telse spillSuppression = Math.max(0, Math.min(1, Number(op.spillSuppression ?? .2)));\n\telse if (spillSd) {\n\t\tspillSuppression = Math.max(0, Math.min(1, Number(spillSd.offset ?? 0)));\n\t\thasStaticSpillSig = true;\n\t}\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { colorKeyPipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getColorKeyResources(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\tlet similarityView;\n\tif (hasStaticSimilaritySig && similaritySd) similarityView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, similaritySd.nodeId ?? `${nodeId}_similarity_sig`, elapsedSeconds, durationSeconds, similaritySd, width, height, props.renderId, frame, fps);\n\telse similarityView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet smoothnessView;\n\tif (hasStaticSmoothnessSig && smoothnessSd) smoothnessView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, smoothnessSd.nodeId ?? `${nodeId}_smoothness_sig`, elapsedSeconds, durationSeconds, smoothnessSd, width, height, props.renderId, frame, fps);\n\telse smoothnessView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet spillView;\n\tif (hasStaticSpillSig && spillSd) spillView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, spillSd.nodeId ?? `${nodeId}_spill_sig`, elapsedSeconds, durationSeconds, spillSd, width, height, props.renderId, frame, fps);\n\telse spillView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tconst [keyR, keyG, keyB] = hexToRgb(op.keyColor ?? \"#00ff00\");\n\tcolorKeyData[0] = similarity;\n\tcolorKeyData[1] = smoothness;\n\tcolorKeyData[2] = spillSuppression;\n\tcolorKeyData[3] = op.colorSpace === \"RGB\" ? 1 : 0;\n\tcolorKeyData[4] = op.spillSuppressionType === \"None\" ? 2 : op.spillSuppressionType === \"Neutralize\" ? 1 : 0;\n\tcolorKeyData[5] = keyR;\n\tcolorKeyData[6] = keyG;\n\tcolorKeyData[7] = keyB;\n\tcolorKeyData[8] = hasStaticSimilaritySig ? 1 : 0;\n\tcolorKeyData[9] = hasStaticSmoothnessSig ? 1 : 0;\n\tcolorKeyData[10] = hasStaticSpillSig ? 1 : 0;\n\tcolorKeyData[11] = 0;\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(colorKeyData);\n\tconst singlePass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\tsinglePass.setPipeline(pipeline);\n\tsinglePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: singleBuffer }\n\t\t}]\n\t}));\n\tsinglePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\tsinglePass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: similarityView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: smoothnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: spillView\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\tsinglePass.draw(4);\n\tsinglePass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ColorKeyWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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+ {"version":3,"file":"renderer-wVldKtFU.mjs","names":[],"sources":["../../../nodes/node-colorkey/dist/renderers-C8TKYjha.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLORKEY_SHADER = `\nstruct ColorKeyUniforms {\n\tsimilarity : f32,\n\tsmoothness : f32,\n\tspillSuppression : f32,\n\tcolorSpace : f32, // 0 for YUV, 1 for RGB\n\tspillSuppressionType : f32, // 0 for Desaturate, 1 for Neutralize, 2 for None\n\tkeyR : f32,\n\tkeyG : f32,\n\tkeyB : f32,\n\thasSimilaritySig : f32,\n\thasSmoothnessSig : f32,\n\thasSpillSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorKeyUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var similaritySigTex : texture_2d<f32>;\n@group(2) @binding(1) var smoothnessSigTex : texture_2d<f32>;\n@group(2) @binding(2) var spillSigTex : texture_2d<f32>;\n@group(2) @binding(3) 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 rgb2yuv(rgb: vec3<f32>) -> vec3<f32> {\n\tlet y = 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b;\n\tlet u = -0.169 * rgb.r - 0.331 * rgb.g + 0.500 * rgb.b;\n\tlet v = 0.500 * rgb.r - 0.419 * rgb.g - 0.081 * rgb.b;\n\treturn vec3<f32>(y, u, v);\n}\n\nfn yuv2rgb(yuv: vec3<f32>) -> vec3<f32> {\n\tlet r = yuv.x + 1.402 * yuv.z;\n\tlet g = yuv.x - 0.344 * yuv.y - 0.714 * yuv.z;\n\tlet b = yuv.x + 1.772 * yuv.y;\n\treturn vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet src_color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (src_color.a < 1e-5) {\n\t\treturn src_color;\n\t}\n\n\t// Unpremultiply alpha for keying and grading\n\tlet unpremult_rgb = src_color.rgb / src_color.a;\n\n\t// Resolve dynamic signals if connected, otherwise use static uniform values\n\tvar similarity = u.similarity;\n\tif (u.hasSimilaritySig > 0.5) {\n\t\tsimilarity = textureSampleLevel(similaritySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar smoothness = u.smoothness;\n\tif (u.hasSmoothnessSig > 0.5) {\n\t\tsmoothness = textureSampleLevel(smoothnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar spillSuppression = u.spillSuppression;\n\tif (u.hasSpillSig > 0.5) {\n\t\tspillSuppression = textureSampleLevel(spillSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet keyColor = vec3<f32>(u.keyR, u.keyG, u.keyB);\n\n\t// 1. Calculate similarity distance\n\tvar dist = 0.0;\n\tif (u.colorSpace < 0.5) {\n\t\t// YUV (Chroma Distance)\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tdist = distance(C_yuv.yz, K_yuv.yz);\n\t} else {\n\t\t// RGB (Exact Distance)\n\t\tdist = distance(unpremult_rgb, keyColor);\n\t}\n\n\t// 2. Calculate transparency mask\n\tvar mask = 0.0;\n\tif (smoothness < 0.0001) {\n\t\tmask = select(0.0, 1.0, dist >= similarity);\n\t} else {\n\t\tmask = smoothstep(similarity, similarity + smoothness, dist);\n\t}\n\n\t// 3. Apply spill suppression\n\tvar final_rgb = unpremult_rgb;\n\tif (u.spillSuppressionType < 2.5) { // 0 for Desaturate, 1 for Neutralize, 2 for None\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tlet K_chroma = K_yuv.yz;\n\t\tlet K_len_sq = dot(K_chroma, K_chroma);\n\n\t\tif (K_len_sq > 1e-6) {\n\t\t\tlet C_chroma = C_yuv.yz;\n\t\t\tlet proj = dot(C_chroma, K_chroma) / K_len_sq;\n\t\t\tif (proj > 0.0) {\n\t\t\t\tlet C_para = proj * K_chroma;\n\t\t\t\tvar C_chroma_suppressed = C_chroma;\n\n\t\t\t\tif (u.spillSuppressionType < 0.5) {\n\t\t\t\t\t// Desaturate\n\t\t\t\t\tC_chroma_suppressed = C_chroma - spillSuppression * C_para;\n\t\t\t\t} else {\n\t\t\t\t\t// Neutralize (completely shift to neutral gray chroma)\n\t\t\t\t\tC_chroma_suppressed = C_chroma - C_para;\n\t\t\t\t}\n\n\t\t\t\tfinal_rgb = yuv2rgb(vec3<f32>(C_yuv.x, C_chroma_suppressed.x, C_chroma_suppressed.y));\n\t\t\t}\n\t\t}\n\t}\n\n\tlet final_alpha = src_color.a * mask;\n\treturn vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * final_alpha, final_alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst colorKeyData = new Float32Array(12);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getColorKeyResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `colorkey_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst colorKeyModule = device.createShaderModule({\n\t\t\tlabel: `colorkey_${format}.wgsl`,\n\t\t\tcode: COLORKEY_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `ColorKeyPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: colorKeyModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: colorKeyModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tcolorKeyPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction hexToRgb(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3) h = h.split(\"\").map((c) => c + c).join(\"\");\n\treturn [\n\t\tparseInt(h.substring(0, 2), 16) / 255,\n\t\tparseInt(h.substring(2, 4), 16) / 255,\n\t\tparseInt(h.substring(4, 6), 16) / 255\n\t];\n}\nconst ColorKeyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorKey\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"colorkey_node\";\n\tconst similarityInput = op.similarityHandleId ? op.inputs?.[op.similarityHandleId] : null;\n\tconst hasSimilaritySig = !!(similarityInput?.connectionValid && (similarityInput.outputItem?.type === \"Signal\" || similarityInput.outputItem?.type === \"Numeric\"));\n\tconst similaritySd = hasSimilaritySig && similarityInput?.outputItem?.data ? similarityInput.outputItem.data : null;\n\tlet similarity = .4;\n\tlet hasStaticSimilaritySig = false;\n\tif (!hasSimilaritySig) if (similarityInput?.connectionValid && similarityInput.outputItem?.type === \"Number\") similarity = Math.max(0, Math.min(1, Number(similarityInput.outputItem.data ?? .4)));\n\telse similarity = Math.max(0, Math.min(1, Number(op.similarity ?? .4)));\n\telse if (similaritySd) {\n\t\tsimilarity = Math.max(0, Math.min(1, Number(similaritySd.offset ?? 0)));\n\t\thasStaticSimilaritySig = true;\n\t}\n\tconst smoothnessInput = op.smoothnessHandleId ? op.inputs?.[op.smoothnessHandleId] : null;\n\tconst hasSmoothnessSig = !!(smoothnessInput?.connectionValid && (smoothnessInput.outputItem?.type === \"Signal\" || smoothnessInput.outputItem?.type === \"Numeric\"));\n\tconst smoothnessSd = hasSmoothnessSig && smoothnessInput?.outputItem?.data ? smoothnessInput.outputItem.data : null;\n\tlet smoothness = .1;\n\tlet hasStaticSmoothnessSig = false;\n\tif (!hasSmoothnessSig) if (smoothnessInput?.connectionValid && smoothnessInput.outputItem?.type === \"Number\") smoothness = Math.max(0, Math.min(1, Number(smoothnessInput.outputItem.data ?? .1)));\n\telse smoothness = Math.max(0, Math.min(1, Number(op.smoothness ?? .1)));\n\telse if (smoothnessSd) {\n\t\tsmoothness = Math.max(0, Math.min(1, Number(smoothnessSd.offset ?? 0)));\n\t\thasStaticSmoothnessSig = true;\n\t}\n\tconst spillInput = op.spillSuppressionHandleId ? op.inputs?.[op.spillSuppressionHandleId] : null;\n\tconst hasSpillSig = !!(spillInput?.connectionValid && (spillInput.outputItem?.type === \"Signal\" || spillInput.outputItem?.type === \"Numeric\"));\n\tconst spillSd = hasSpillSig && spillInput?.outputItem?.data ? spillInput.outputItem.data : null;\n\tlet spillSuppression = .2;\n\tlet hasStaticSpillSig = false;\n\tif (!hasSpillSig) if (spillInput?.connectionValid && spillInput.outputItem?.type === \"Number\") spillSuppression = Math.max(0, Math.min(1, Number(spillInput.outputItem.data ?? .2)));\n\telse spillSuppression = Math.max(0, Math.min(1, Number(op.spillSuppression ?? .2)));\n\telse if (spillSd) {\n\t\tspillSuppression = Math.max(0, Math.min(1, Number(spillSd.offset ?? 0)));\n\t\thasStaticSpillSig = true;\n\t}\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { colorKeyPipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getColorKeyResources(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\tlet similarityView;\n\tif (hasStaticSimilaritySig && similaritySd) similarityView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, similaritySd.nodeId ?? `${nodeId}_similarity_sig`, elapsedSeconds, durationSeconds, similaritySd, width, height, props.renderId, frame, fps);\n\telse similarityView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet smoothnessView;\n\tif (hasStaticSmoothnessSig && smoothnessSd) smoothnessView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, smoothnessSd.nodeId ?? `${nodeId}_smoothness_sig`, elapsedSeconds, durationSeconds, smoothnessSd, width, height, props.renderId, frame, fps);\n\telse smoothnessView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet spillView;\n\tif (hasStaticSpillSig && spillSd) spillView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, spillSd.nodeId ?? `${nodeId}_spill_sig`, elapsedSeconds, durationSeconds, spillSd, width, height, props.renderId, frame, fps);\n\telse spillView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tconst [keyR, keyG, keyB] = hexToRgb(op.keyColor ?? \"#00ff00\");\n\tcolorKeyData[0] = similarity;\n\tcolorKeyData[1] = smoothness;\n\tcolorKeyData[2] = spillSuppression;\n\tcolorKeyData[3] = op.colorSpace === \"RGB\" ? 1 : 0;\n\tcolorKeyData[4] = op.spillSuppressionType === \"None\" ? 2 : op.spillSuppressionType === \"Neutralize\" ? 1 : 0;\n\tcolorKeyData[5] = keyR;\n\tcolorKeyData[6] = keyG;\n\tcolorKeyData[7] = keyB;\n\tcolorKeyData[8] = hasStaticSimilaritySig ? 1 : 0;\n\tcolorKeyData[9] = hasStaticSmoothnessSig ? 1 : 0;\n\tcolorKeyData[10] = hasStaticSpillSig ? 1 : 0;\n\tcolorKeyData[11] = 0;\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(colorKeyData);\n\tconst singlePass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\tsinglePass.setPipeline(pipeline);\n\tsinglePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: singleBuffer }\n\t\t}]\n\t}));\n\tsinglePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\tsinglePass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: similarityView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: smoothnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: spillView\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\tsinglePass.draw(4);\n\tsinglePass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: op.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ColorKeyWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -1,12 +1,12 @@
1
1
  import { It as resolveNumber, Nt as reportRenderDiagnostic, Pt as resolveBoolean, bt as getActiveMediaMetadata, f as DEFAULT_DURATION_MS } from "./dist-B9Afsv83.mjs";
2
2
  import { n as defineRenderer, t as audioRegistry } from "./renderer-CtVkU_GA.mjs";
3
- import { I as generateExtrudedTextGeometry, J as parseColor, K as measureMaxCaptionHeight, Q as poseNodes, S as Vector3Math, V as jointMatrices, a as Camera3D, g as ScreenSpaceRelightPipeline, l as Matrix4Math, m as Renderer3D, n as AudioLatentTrackCache, nt as srtLoader, ot as resolveMediaSourceUrl, y as SlugFontCache } from "./dist-BQFap0wr.mjs";
4
- import { a as resolveLayerDuration, g as measureText, n as decodeAudioSource } from "./dist-ZVlYkuR4.mjs";
3
+ import { I as generateExtrudedTextGeometry, J as parseColor, K as measureMaxCaptionHeight, Q as poseNodes, S as Vector3Math, V as jointMatrices, a as Camera3D, g as ScreenSpaceRelightPipeline, l as Matrix4Math, m as Renderer3D, n as AudioLatentTrackCache, rt as srtLoader, st as resolveMediaSourceUrl, y as SlugFontCache } from "./dist-B9PkqWnN.mjs";
4
+ import { a as resolveLayerDuration, g as measureText, n as decodeAudioSource } from "./dist-BFjSQP7i.mjs";
5
5
  import { o as TemporalDeflickerPipeline } from "./dist-C_hjvkdN.mjs";
6
- import { Gt as initLayout, Rt as evaluateTrackAtFrame, St as computeLayout, vt as collectNodeOps } from "./program-Jt07Tx1J.mjs";
6
+ import { Gt as initLayout, Rt as evaluateTrackAtFrame, St as computeLayout, vt as collectNodeOps } from "./program-xRfFoPxe.mjs";
7
7
  import gsapModule from "gsap";
8
8
 
9
- //#region ../../nodes/node-compositor/dist/renderers-DyDDoz5J.mjs
9
+ //#region ../../nodes/node-compositor/dist/renderers-DZwweR5N.mjs
10
10
  /**
11
11
  * Solves a cubic bezier curve defined by control points (x1, y1) and (x2, y2)
12
12
  * for a given progress parameter t in [0, 1].
@@ -1385,6 +1385,7 @@ const CompositorWebGPURenderer = async (args) => {
1385
1385
  const isVideoMode = props.isVideoMode ?? (vop.mode === "Video" || vop.dataType === "Video" || virtualMedia?.metadata?.durationMs != null);
1386
1386
  const inheritedSeekOffset = props.inheritedSeekOffset ?? 0;
1387
1387
  const shiftedFrame = Math.max(0, frame != null && fps != null ? frame + Math.round(inheritedSeekOffset * fps) : frame ?? 0);
1388
+ const compositionFrame = props.compositionFrame ?? shiftedFrame;
1388
1389
  const compTex = ctx.renderer.getTemporaryTexture(nativeWidth, nativeHeight, [...props.excludeTextures || [], targetTexture]);
1389
1390
  const compView = compTex.createView();
1390
1391
  const composeDuration = virtualMedia?.metadata?.durationMs ?? DEFAULT_DURATION_MS;
@@ -1703,6 +1704,7 @@ const CompositorWebGPURenderer = async (args) => {
1703
1704
  fps,
1704
1705
  isVideoMode,
1705
1706
  frame: shiftedFrame,
1707
+ compositionFrame,
1706
1708
  excludeTextures: [targetTexture, ...activeExcludes]
1707
1709
  }, activeView, activeTex, targetW, targetH);
1708
1710
  continue;
@@ -2491,7 +2493,7 @@ const CompositorWebGPURenderer = async (args) => {
2491
2493
  if (relightOpts$1) {
2492
2494
  const relightPipeline = getScreenSpaceRelightPipeline(ctx.device, ctx.renderer.format ?? "rgba8unorm");
2493
2495
  const r3dInstance = getRenderer3D(ctx.device, ctx.renderer.format ?? "rgba8unorm", sampleCount3d);
2494
- const activeLights = synthesizeRelightLights(relightOpts$1, sceneLights, rect, shiftedFrame, fps ?? 24);
2496
+ const activeLights = synthesizeRelightLights(relightOpts$1, sceneLights, rect, compositionFrame, fps ?? 24);
2495
2497
  const lightsBuffer = r3dInstance.getOrCreateLightsBuffer(activeLights);
2496
2498
  const relitTex = ctx.renderer.getTemporaryTexture(targetW, targetH, [
2497
2499
  activeGroupTex,
@@ -2506,11 +2508,11 @@ const CompositorWebGPURenderer = async (args) => {
2506
2508
  viewportHeight: targetH,
2507
2509
  layerX: 0,
2508
2510
  layerY: 0,
2509
- roughness: resolveVal(target?.roughness ?? target?.relightRoughness ?? relightOpts$1.specularRoughness ?? relightOpts$1.roughness, .35, shiftedFrame, fps ?? 24),
2510
- specularStrength: resolveVal(target?.specularStrength ?? target?.relightSpecularStrength ?? relightOpts$1.specularStrength, .7, shiftedFrame, fps ?? 24),
2511
- metallic: resolveVal(target?.metallic ?? target?.relightMetallic ?? relightOpts$1.metallic, 0, shiftedFrame, fps ?? 24),
2512
- ambientIntensity: resolveVal(target?.ambientIntensity ?? target?.relightAmbientIntensity ?? relightOpts$1.ambientIntensity, .15, shiftedFrame, fps ?? 24),
2513
- depthScale: resolveVal(target?.depthScale ?? target?.relightDepthScale ?? relightOpts$1.depthScale, 1, shiftedFrame, fps ?? 24),
2511
+ roughness: resolveVal(target?.roughness ?? target?.relightRoughness ?? relightOpts$1.specularRoughness ?? relightOpts$1.roughness, .35, compositionFrame, fps ?? 24),
2512
+ specularStrength: resolveVal(target?.specularStrength ?? target?.relightSpecularStrength ?? relightOpts$1.specularStrength, .7, compositionFrame, fps ?? 24),
2513
+ metallic: resolveVal(target?.metallic ?? target?.relightMetallic ?? relightOpts$1.metallic, 0, compositionFrame, fps ?? 24),
2514
+ ambientIntensity: resolveVal(target?.ambientIntensity ?? target?.relightAmbientIntensity ?? relightOpts$1.ambientIntensity, .15, compositionFrame, fps ?? 24),
2515
+ depthScale: resolveVal(target?.depthScale ?? target?.relightDepthScale ?? relightOpts$1.depthScale, 1, compositionFrame, fps ?? 24),
2514
2516
  opacity: 1
2515
2517
  }, "clear");
2516
2518
  activeGroupTex = relitTex;
@@ -2678,6 +2680,7 @@ const CompositorWebGPURenderer = async (args) => {
2678
2680
  ],
2679
2681
  isVideoMode: isVideoMode && !contentIsImageCompositor,
2680
2682
  ...isVideoMode && { frame: Math.max(0, shiftedFrame - (lop.startFrame ?? 0)) + (lop.mediaStartFrame ?? lop.trimStartFrames ?? (lop.trimStartSec != null ? Math.round(lop.trimStartSec * (fps ?? 24)) : 0)) },
2683
+ compositionFrame,
2681
2684
  ...isCaption && {
2682
2685
  fontFamily: lop.fontFamily,
2683
2686
  fontSize: target?.fontSize ?? lop.fontSize,
@@ -2839,7 +2842,7 @@ const CompositorWebGPURenderer = async (args) => {
2839
2842
  y: sampledY,
2840
2843
  width: texW,
2841
2844
  height: texH
2842
- }, shiftedFrame, fps ?? 24);
2845
+ }, compositionFrame, fps ?? 24);
2843
2846
  const lightsBuffer = r3dInstance.getOrCreateLightsBuffer(activeLights);
2844
2847
  const relitTex = ctx.renderer.getTemporaryTexture(texW, texH, [
2845
2848
  finalTex,
@@ -2854,11 +2857,11 @@ const CompositorWebGPURenderer = async (args) => {
2854
2857
  viewportHeight: texH,
2855
2858
  layerX: sampledX,
2856
2859
  layerY: sampledY,
2857
- roughness: resolveVal(target?.roughness ?? target?.relightRoughness ?? relightOpts.specularRoughness ?? relightOpts.roughness, .35, shiftedFrame, fps ?? 24),
2858
- specularStrength: resolveVal(target?.specularStrength ?? target?.relightSpecularStrength ?? relightOpts.specularStrength, .7, shiftedFrame, fps ?? 24),
2859
- metallic: resolveVal(target?.metallic ?? target?.relightMetallic ?? relightOpts.metallic, 0, shiftedFrame, fps ?? 24),
2860
- ambientIntensity: resolveVal(target?.ambientIntensity ?? target?.relightAmbientIntensity ?? relightOpts.ambientIntensity, .15, shiftedFrame, fps ?? 24),
2861
- depthScale: resolveVal(target?.depthScale ?? target?.relightDepthScale ?? relightOpts.depthScale, 1, shiftedFrame, fps ?? 24),
2860
+ roughness: resolveVal(target?.roughness ?? target?.relightRoughness ?? relightOpts.specularRoughness ?? relightOpts.roughness, .35, compositionFrame, fps ?? 24),
2861
+ specularStrength: resolveVal(target?.specularStrength ?? target?.relightSpecularStrength ?? relightOpts.specularStrength, .7, compositionFrame, fps ?? 24),
2862
+ metallic: resolveVal(target?.metallic ?? target?.relightMetallic ?? relightOpts.metallic, 0, compositionFrame, fps ?? 24),
2863
+ ambientIntensity: resolveVal(target?.ambientIntensity ?? target?.relightAmbientIntensity ?? relightOpts.ambientIntensity, .15, compositionFrame, fps ?? 24),
2864
+ depthScale: resolveVal(target?.depthScale ?? target?.relightDepthScale ?? relightOpts.depthScale, 1, compositionFrame, fps ?? 24),
2862
2865
  opacity: 1
2863
2866
  }, "clear");
2864
2867
  finalTex = relitTex;
@@ -3279,7 +3282,7 @@ const compositorLayerAudioProcessor = async (channels, sampleRate, virtualMedia,
3279
3282
  const baseGain = muted ? 0 : volume;
3280
3283
  for (let i = 0; i < numSamples; i += subChunkSize) {
3281
3284
  const nextI = Math.min(numSamples, i + subChunkSize);
3282
- const tNext = startTimeSec + (nextI - i) / sampleRate;
3285
+ const tNext = startTimeSec + nextI / sampleRate;
3283
3286
  tl.seek(tNext);
3284
3287
  const nextVol = stub.volume;
3285
3288
  const nextMuted = stub.muted;
@@ -3299,4 +3302,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: CompositorWebGPURendere
3299
3302
 
3300
3303
  //#endregion
3301
3304
  export { Transform3DMath, renderers_default as default, has3DTransform, solveHomography };
3302
- //# sourceMappingURL=renderer-o4wOvjEC.mjs.map
3305
+ //# sourceMappingURL=renderer-xKOVmd2O.mjs.map