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.
- package/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio--hi7MiZt.mjs → audio-B7Al-W_0.mjs} +3 -3
- package/dist/{audio--hi7MiZt.mjs.map → audio-B7Al-W_0.mjs.map} +1 -1
- package/dist/{audio-a6pY05g2.d.mts → audio-BxA0sL9z.d.mts} +3 -3
- package/dist/{audio-a6pY05g2.d.mts.map → audio-BxA0sL9z.d.mts.map} +1 -1
- package/dist/{client-C74hb7fy.mjs → client-CwRhflHE.mjs} +1 -1
- package/dist/{client-C74hb7fy.mjs.map → client-CwRhflHE.mjs.map} +1 -1
- package/dist/{dist-BQFap0wr.mjs → dist-B9PkqWnN.mjs} +78 -17
- package/dist/dist-B9PkqWnN.mjs.map +1 -0
- package/dist/{dist-ZVlYkuR4.mjs → dist-BFjSQP7i.mjs} +17 -8
- package/dist/dist-BFjSQP7i.mjs.map +1 -0
- package/dist/{dist-cjs-qEJrwjGk.mjs → dist-cjs--lfMLs3U.mjs} +4 -4
- package/dist/{dist-cjs-qEJrwjGk.mjs.map → dist-cjs--lfMLs3U.mjs.map} +1 -1
- package/dist/{dist-cjs-x5cwlqA5.mjs → dist-cjs--pxyGFw2.mjs} +1 -1
- package/dist/{dist-cjs-x5cwlqA5.mjs.map → dist-cjs--pxyGFw2.mjs.map} +1 -1
- package/dist/dist-cjs-3pon9kTt.mjs +6 -0
- package/dist/{dist-cjs-Dzs5P3K0.mjs → dist-cjs-BDpO-TH_.mjs} +1 -1
- package/dist/{dist-cjs-Dzs5P3K0.mjs.map → dist-cjs-BDpO-TH_.mjs.map} +1 -1
- package/dist/{dist-cjs-lYvO8aDo.mjs → dist-cjs-BiKQozdJ.mjs} +3 -3
- package/dist/{dist-cjs-lYvO8aDo.mjs.map → dist-cjs-BiKQozdJ.mjs.map} +1 -1
- package/dist/{dist-cjs-BUwe2XhR.mjs → dist-cjs-BmyyWYWv.mjs} +2 -2
- package/dist/{dist-cjs-BUwe2XhR.mjs.map → dist-cjs-BmyyWYWv.mjs.map} +1 -1
- package/dist/{dist-cjs-DgxjcvBN.mjs → dist-cjs-CND_ghfH.mjs} +1 -1
- package/dist/{dist-cjs-DgxjcvBN.mjs.map → dist-cjs-CND_ghfH.mjs.map} +1 -1
- package/dist/{dist-cjs-BWgoUCXJ.mjs → dist-cjs-CQwmMllY.mjs} +6 -6
- package/dist/{dist-cjs-BWgoUCXJ.mjs.map → dist-cjs-CQwmMllY.mjs.map} +1 -1
- package/dist/{dist-cjs-B5EVqDFp.mjs → dist-cjs-CgFzrgj8.mjs} +1 -1
- package/dist/{dist-cjs-B5EVqDFp.mjs.map → dist-cjs-CgFzrgj8.mjs.map} +1 -1
- package/dist/{dist-cjs-ECMuIF57.mjs → dist-cjs-CsU2sZoX.mjs} +4 -4
- package/dist/{dist-cjs-ECMuIF57.mjs.map → dist-cjs-CsU2sZoX.mjs.map} +1 -1
- package/dist/{dist-cjs-BKmGCgtm.mjs → dist-cjs-DJ8fcQEe.mjs} +11 -11
- package/dist/{dist-cjs-BKmGCgtm.mjs.map → dist-cjs-DJ8fcQEe.mjs.map} +1 -1
- package/dist/{dist-cjs-D7kEM-Mj.mjs → dist-cjs-DT2jJlcK.mjs} +5 -5
- package/dist/{dist-cjs-D7kEM-Mj.mjs.map → dist-cjs-DT2jJlcK.mjs.map} +1 -1
- package/dist/{dist-cjs-BUc0_kg-.mjs → dist-cjs-DjzmP0-x.mjs} +13 -13
- package/dist/{dist-cjs-BUc0_kg-.mjs.map → dist-cjs-DjzmP0-x.mjs.map} +1 -1
- package/dist/{dist-cjs-BGJkdexX.mjs → dist-cjs-DzjrlfbE.mjs} +14 -14
- package/dist/{dist-cjs-BGJkdexX.mjs.map → dist-cjs-DzjrlfbE.mjs.map} +1 -1
- package/dist/{dist-cjs-Df7144zM.mjs → dist-cjs-M-8QOgS_.mjs} +2 -2
- package/dist/{dist-cjs-Df7144zM.mjs.map → dist-cjs-M-8QOgS_.mjs.map} +1 -1
- package/dist/{dist-cjs-DFUmy89O.mjs → dist-cjs-TsA8LFXC.mjs} +3 -3
- package/dist/{dist-cjs-DFUmy89O.mjs.map → dist-cjs-TsA8LFXC.mjs.map} +1 -1
- package/dist/{dist-cjs-DsMdld8l.mjs → dist-cjs-agQl9T8M.mjs} +6 -6
- package/dist/{dist-cjs-DsMdld8l.mjs.map → dist-cjs-agQl9T8M.mjs.map} +1 -1
- package/dist/effects/index.d.mts +5 -5
- package/dist/effects/index.mjs +27 -26
- package/dist/{effects-axfL_C3a.mjs → effects-CREopCyP.mjs} +27 -3
- package/dist/effects-CREopCyP.mjs.map +1 -0
- package/dist/{event-streams-D-APZ7Ke.mjs → event-streams-BaNGaLxh.mjs} +2 -2
- package/dist/{event-streams-D-APZ7Ke.mjs.map → event-streams-BaNGaLxh.mjs.map} +1 -1
- package/dist/fonts/index.d.mts +1 -1
- package/dist/fonts/index.mjs +1 -1
- package/dist/{fonts-Cy26mbrO.mjs → fonts-DhEQ5h6E.mjs} +2 -2
- package/dist/{fonts-Cy26mbrO.mjs.map → fonts-DhEQ5h6E.mjs.map} +1 -1
- package/dist/{index-BJUS4Nx6.d.mts → index-BXNNJVs8.d.mts} +2 -2
- package/dist/{index-BJUS4Nx6.d.mts.map → index-BXNNJVs8.d.mts.map} +1 -1
- package/dist/{index-CbzEM_o6.d.mts → index-CQcdKyxF.d.mts} +1 -1
- package/dist/{index-CbzEM_o6.d.mts.map → index-CQcdKyxF.d.mts.map} +1 -1
- package/dist/{index-BJx_Qxc_.d.mts → index-CvDVpaKn.d.mts} +69 -27
- package/dist/index-CvDVpaKn.d.mts.map +1 -0
- package/dist/{index-WIPHLy5m.d.mts → index-D1zaOwEU.d.mts} +1 -1
- package/dist/index-D1zaOwEU.d.mts.map +1 -0
- package/dist/{index-CZChQhXZ.d.mts → index-J9CIK_nu.d.mts} +4 -2
- package/dist/index-J9CIK_nu.d.mts.map +1 -0
- package/dist/{index-Bi2nRZ_g.d.mts → index-fo4E7A6C.d.mts} +3 -3
- package/dist/{index-Bi2nRZ_g.d.mts.map → index-fo4E7A6C.d.mts.map} +1 -1
- package/dist/{index-BLbUQolI.d.mts → index-oodg5k9K.d.mts} +3 -3
- package/dist/{index-BLbUQolI.d.mts.map → index-oodg5k9K.d.mts.map} +1 -1
- package/dist/index.d.mts +11 -10
- package/dist/index.d.mts.map +1 -1
- package/dist/index.mjs +43 -42
- package/dist/index.mjs.map +1 -1
- package/dist/{package-C58KmGKw.mjs → package-XpCRbTOA.mjs} +1 -1
- package/dist/{package-C58KmGKw.mjs.map → package-XpCRbTOA.mjs.map} +1 -1
- package/dist/preview/index.d.mts +2 -2
- package/dist/preview/index.mjs +11 -11
- package/dist/{preview-BUPB38Kk.mjs → preview-9ifxywUM.mjs} +2 -2
- package/dist/{preview-BUPB38Kk.mjs.map → preview-9ifxywUM.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/{chunk-3ROJ7JVY.mjs → chunk-25IW7NYO.mjs} +1 -1
- package/dist/preview-engine/chunk-36YGYLKD.mjs +58 -0
- package/dist/preview-engine/chunk-4VOHF3FF.mjs +1 -0
- package/dist/preview-engine/{chunk-TNZENER3.mjs → chunk-7DIAFPQP.mjs} +2 -2
- package/dist/preview-engine/{chunk-CXFEQ5PM.mjs → chunk-7O24H4YT.mjs} +2 -2
- package/dist/preview-engine/{chunk-VWLR2AZR.mjs → chunk-AEK5BO3J.mjs} +1 -1
- package/dist/preview-engine/{chunk-5PPSCISJ.mjs → chunk-AG5JNZYQ.mjs} +1 -1
- package/dist/preview-engine/{chunk-BE3CEVJB.mjs → chunk-AUFSM5KI.mjs} +2 -2
- package/dist/preview-engine/chunk-AW7HNZKR.mjs +98 -0
- package/dist/preview-engine/chunk-BHFI3Y4T.mjs +1 -0
- package/dist/preview-engine/chunk-DLXQDDIN.mjs +46 -0
- package/dist/preview-engine/chunk-EJGLUZMW.mjs +1 -0
- package/dist/preview-engine/{chunk-XSMK5E2V.mjs → chunk-JAOXXYXG.mjs} +2 -2
- package/dist/preview-engine/{chunk-PO4VAAQC.mjs → chunk-K52S5DJX.mjs} +1 -1
- package/dist/preview-engine/{chunk-IGFT3XLN.mjs → chunk-MDDF2GCF.mjs} +2 -2
- package/dist/preview-engine/chunk-MJM3NFEC.mjs +315 -0
- package/dist/preview-engine/{chunk-BUWK5RJ4.mjs → chunk-QTKJXDIW.mjs} +1 -1
- package/dist/preview-engine/{chunk-WQ7BFSKF.mjs → chunk-RNOO4UR5.mjs} +1 -1
- package/dist/preview-engine/{chunk-POPVFC5P.mjs → chunk-S4CSX6K5.mjs} +10 -10
- package/dist/preview-engine/chunk-SNYAHQ25.mjs +186 -0
- package/dist/preview-engine/{chunk-JNEVSC4I.mjs → chunk-T6CC2KCZ.mjs} +1 -1
- package/dist/preview-engine/{chunk-MC7TZZLD.mjs → chunk-T6COGNOW.mjs} +2 -2
- package/dist/preview-engine/chunk-VVLM6LZ3.mjs +1 -0
- package/dist/preview-engine/chunk-XUM42I4R.mjs +1 -0
- package/dist/preview-engine/chunk-ZDCA6NVT.mjs +82 -0
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/fonts.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +13 -13
- package/dist/preview-engine/player.mjs +5 -5
- package/dist/preview-engine/{renderers-Q2ZDD5K2.mjs → renderers-2US2NIUG.mjs} +2 -2
- package/dist/preview-engine/{renderers-54AQK6RF.mjs → renderers-32PIFHPS.mjs} +1 -1
- package/dist/preview-engine/{renderers-O6HOYIPS.mjs → renderers-76PQY2SO.mjs} +1 -1
- package/dist/preview-engine/renderers-7HNVXNAI.mjs +248 -0
- package/dist/preview-engine/{renderers-PXGLEFZO.mjs → renderers-CI2GXWLP.mjs} +1 -1
- package/dist/preview-engine/{renderers-GC7EGB5Z.mjs → renderers-CRKRWR2Y.mjs} +1 -1
- package/dist/preview-engine/{renderers-47UITXLZ.mjs → renderers-EE2GFG7J.mjs} +1 -1
- package/dist/preview-engine/{renderers-E3JYRLSD.mjs → renderers-GJSUN5HU.mjs} +1 -1
- package/dist/preview-engine/{renderers-KCP4TFHG.mjs → renderers-IHKORHMT.mjs} +1 -1
- package/dist/preview-engine/{renderers-OBMTU3QY.mjs → renderers-NQUDQEHY.mjs} +1 -1
- package/dist/preview-engine/{renderers-QECJP22T.mjs → renderers-NSY2SDIE.mjs} +1 -1
- package/dist/preview-engine/{renderers-KS4HPV6Q.mjs → renderers-PWLWOZY4.mjs} +1 -1
- package/dist/preview-engine/{renderers-TUYQLKHJ.mjs → renderers-W5CVDJVH.mjs} +1 -1
- package/dist/preview-engine/{renderers-N5UPJY73.mjs → renderers-WLLJFZTF.mjs} +1 -1
- package/dist/preview-engine/renderers-WN4SYFCU.mjs +1 -0
- package/dist/preview-engine/{renderers-TG62LZTF.mjs → renderers-XFBSGTHU.mjs} +1 -1
- package/dist/preview-engine/signals.mjs +1 -1
- package/dist/{program-Jt07Tx1J.mjs → program-xRfFoPxe.mjs} +2 -2
- package/dist/{program-Jt07Tx1J.mjs.map → program-xRfFoPxe.mjs.map} +1 -1
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +3 -3
- package/dist/{renderer-Bal8734U.d.mts → renderer-2NQWaZd7.d.mts} +2 -2
- package/dist/{renderer-Bal8734U.d.mts.map → renderer-2NQWaZd7.d.mts.map} +1 -1
- package/dist/{renderer-CIMjMFGm.mjs → renderer-5h0llpx7.mjs} +2 -2
- package/dist/{renderer-CIMjMFGm.mjs.map → renderer-5h0llpx7.mjs.map} +1 -1
- package/dist/{renderer-U0LJuM9D.mjs → renderer-6GeDT4Mx.mjs} +2 -2
- package/dist/{renderer-U0LJuM9D.mjs.map → renderer-6GeDT4Mx.mjs.map} +1 -1
- package/dist/{renderer-CIQYTiT9.mjs → renderer-8qpGxSSO.mjs} +2 -2
- package/dist/{renderer-CIQYTiT9.mjs.map → renderer-8qpGxSSO.mjs.map} +1 -1
- package/dist/{renderer-BkOXe6o6.mjs → renderer-9wp5R7PL.mjs} +2 -2
- package/dist/{renderer-BkOXe6o6.mjs.map → renderer-9wp5R7PL.mjs.map} +1 -1
- package/dist/renderer-B4F6wL68.mjs +3 -0
- package/dist/renderer-B4i1jmiT.mjs +3 -0
- package/dist/renderer-B5ylY3uM.mjs +3 -0
- package/dist/{renderer-B6Q5e9CU.mjs → renderer-BA8YwBRQ.mjs} +2 -2
- package/dist/{renderer-B6Q5e9CU.mjs.map → renderer-BA8YwBRQ.mjs.map} +1 -1
- package/dist/{renderer-DVQp5fLG.mjs → renderer-BGXbGqY4.mjs} +5 -4
- package/dist/{renderer-DVQp5fLG.mjs.map → renderer-BGXbGqY4.mjs.map} +1 -1
- package/dist/{renderer-Dgg6pQGI.mjs → renderer-BJ6Y-7ke.mjs} +2 -2
- package/dist/{renderer-Dgg6pQGI.mjs.map → renderer-BJ6Y-7ke.mjs.map} +1 -1
- package/dist/{renderer-BDLnExoP.mjs → renderer-BM05sB8m.mjs} +8 -7
- package/dist/renderer-BM05sB8m.mjs.map +1 -0
- package/dist/renderer-BPw23wiR.mjs +3 -0
- package/dist/{renderer-DP-xNaYX.mjs → renderer-BZmfKIom.mjs} +2 -2
- package/dist/{renderer-DP-xNaYX.mjs.map → renderer-BZmfKIom.mjs.map} +1 -1
- package/dist/{renderer-DXyaswab.mjs → renderer-BgdkEFmv.mjs} +18 -17
- package/dist/renderer-BgdkEFmv.mjs.map +1 -0
- package/dist/renderer-BghW-bSZ.mjs +3 -0
- package/dist/{renderer-BdSHGzHj.mjs → renderer-BiSALMQy.mjs} +1 -1
- package/dist/{renderer-C-Bv9nVB.mjs → renderer-BnvqEqvE.mjs} +2 -2
- package/dist/{renderer-C-Bv9nVB.mjs.map → renderer-BnvqEqvE.mjs.map} +1 -1
- package/dist/{renderer-CmIySXSN.mjs → renderer-BpCxKWQm.mjs} +11 -5
- package/dist/renderer-BpCxKWQm.mjs.map +1 -0
- package/dist/{renderer-CceiI6P7.mjs → renderer-BtRfKx5N.mjs} +18 -4
- package/dist/renderer-BtRfKx5N.mjs.map +1 -0
- package/dist/{renderer-CXZe0lfI.mjs → renderer-But0u-xi.mjs} +2 -2
- package/dist/{renderer-CXZe0lfI.mjs.map → renderer-But0u-xi.mjs.map} +1 -1
- package/dist/renderer-Bw3oZ9YT.mjs +3 -0
- package/dist/renderer-C2009W-_.mjs +3 -0
- package/dist/renderer-C36yoGXG.mjs +3 -0
- package/dist/{renderer-VPK8JnSw.mjs → renderer-CIYcdZuZ.mjs} +7 -6
- package/dist/{renderer-VPK8JnSw.mjs.map → renderer-CIYcdZuZ.mjs.map} +1 -1
- package/dist/{renderer-D49-PYDo.mjs → renderer-CJNyhr_S.mjs} +2 -2
- package/dist/{renderer-D49-PYDo.mjs.map → renderer-CJNyhr_S.mjs.map} +1 -1
- package/dist/renderer-CM1_2ZWA.mjs +3 -0
- package/dist/{renderer-0uccAKQe.mjs → renderer-CNF10fCq.mjs} +2 -2
- package/dist/{renderer-0uccAKQe.mjs.map → renderer-CNF10fCq.mjs.map} +1 -1
- package/dist/{renderer-DxBUppHf.mjs → renderer-CStktK20.mjs} +74 -63
- package/dist/{renderer-DxBUppHf.mjs.map → renderer-CStktK20.mjs.map} +1 -1
- package/dist/renderer-CWlzudP8.mjs +3 -0
- package/dist/{renderer-D5GsF1LT.mjs → renderer-CcU7dVn9.mjs} +2 -2
- package/dist/{renderer-D5GsF1LT.mjs.map → renderer-CcU7dVn9.mjs.map} +1 -1
- package/dist/renderer-Cd5vzrGs.mjs +3 -0
- package/dist/renderer-CeJ_vDXI.mjs +3 -0
- package/dist/{renderer-DFKsLrUs.mjs → renderer-CepMDQ06.mjs} +1 -1
- package/dist/{renderer-DFKsLrUs.mjs.map → renderer-CepMDQ06.mjs.map} +1 -1
- package/dist/{renderer-DrgNyCSx.mjs → renderer-CfeoxM_3.mjs} +2 -2
- package/dist/{renderer-DrgNyCSx.mjs.map → renderer-CfeoxM_3.mjs.map} +1 -1
- package/dist/{renderer-BENX0vRC.mjs → renderer-CgmFh6MY.mjs} +1 -1
- package/dist/renderer-CjY77sB_.mjs +3 -0
- package/dist/{renderer-Bu0xOP_v.mjs → renderer-CoZKST2Y.mjs} +2 -2
- package/dist/{renderer-Bu0xOP_v.mjs.map → renderer-CoZKST2Y.mjs.map} +1 -1
- package/dist/{renderer-BQZniXw0.mjs → renderer-CroHPOsX.mjs} +2 -2
- package/dist/{renderer-BQZniXw0.mjs.map → renderer-CroHPOsX.mjs.map} +1 -1
- package/dist/{renderer-DabG62XS.mjs → renderer-D2XD4QYk.mjs} +1 -1
- package/dist/{renderer-DabG62XS.mjs.map → renderer-D2XD4QYk.mjs.map} +1 -1
- package/dist/renderer-D5Z6mda5.mjs +3 -0
- package/dist/{renderer-Bv-ljXHc.mjs → renderer-D7ztfQHX.mjs} +2 -2
- package/dist/{renderer-Bv-ljXHc.mjs.map → renderer-D7ztfQHX.mjs.map} +1 -1
- package/dist/{renderer-DjI45OYC.mjs → renderer-D7zvPHKn.mjs} +1 -1
- package/dist/{renderer-DjI45OYC.mjs.map → renderer-D7zvPHKn.mjs.map} +1 -1
- package/dist/renderer-D9NnIx7o.mjs +3 -0
- package/dist/{renderer-C5RhNQdr.mjs → renderer-DAMJZNtX.mjs} +10 -9
- package/dist/{renderer-C5RhNQdr.mjs.map → renderer-DAMJZNtX.mjs.map} +1 -1
- package/dist/{renderer-Bq3Geqe3.mjs → renderer-DBlPbsgi.mjs} +1 -1
- package/dist/renderer-DCJa7OGk.mjs +3 -0
- package/dist/{renderer-DDd3cjaz.mjs → renderer-DCkSR2Ne.mjs} +18 -11
- package/dist/renderer-DCkSR2Ne.mjs.map +1 -0
- package/dist/{renderer-B80s47yo.mjs → renderer-DEJwPRkR.mjs} +1 -1
- package/dist/{renderer-B80s47yo.mjs.map → renderer-DEJwPRkR.mjs.map} +1 -1
- package/dist/renderer-DGwSl7g1.mjs +3 -0
- package/dist/{renderer-DbaSgadp.mjs → renderer-DNNqpK7t.mjs} +2 -2
- package/dist/{renderer-DbaSgadp.mjs.map → renderer-DNNqpK7t.mjs.map} +1 -1
- package/dist/renderer-DNoRNfMm.mjs +3 -0
- package/dist/renderer-DOZ8bpyY.mjs +3 -0
- package/dist/renderer-DRHyRNU8.mjs +3 -0
- package/dist/{renderer-BjROyv5F.mjs → renderer-DTvfYkI9.mjs} +2 -2
- package/dist/{renderer-BjROyv5F.mjs.map → renderer-DTvfYkI9.mjs.map} +1 -1
- package/dist/{renderer-CboM4tba.mjs → renderer-DYm4duFr.mjs} +11 -5
- package/dist/renderer-DYm4duFr.mjs.map +1 -0
- package/dist/{renderer-CIvaRnP_.mjs → renderer-D_1oDOCP.mjs} +1 -1
- package/dist/{renderer-CIvaRnP_.mjs.map → renderer-D_1oDOCP.mjs.map} +1 -1
- package/dist/renderer-DdVBt8Rz.mjs +263 -0
- package/dist/renderer-DdVBt8Rz.mjs.map +1 -0
- package/dist/{renderer-BPbNLPcz.mjs → renderer-DffynBHa.mjs} +2 -2
- package/dist/{renderer-BPbNLPcz.mjs.map → renderer-DffynBHa.mjs.map} +1 -1
- package/dist/{renderer-CXJxK7HP.mjs → renderer-DjTiNeAp.mjs} +17 -4
- package/dist/renderer-DjTiNeAp.mjs.map +1 -0
- package/dist/{renderer-DP948J9X.mjs → renderer-Dju9CaeL.mjs} +18 -4
- package/dist/renderer-Dju9CaeL.mjs.map +1 -0
- package/dist/renderer-DlD85Xoi.mjs +3 -0
- package/dist/renderer-Dr0bgOrW.mjs +3 -0
- package/dist/{renderer-BTFPC3UJ.mjs → renderer-DryPrxYc.mjs} +1 -1
- package/dist/renderer-DurtG-Hc.mjs +3 -0
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{"version":3,"file":"renderer-CXJxK7HP.mjs","names":[],"sources":["../../../nodes/node-halftone-screen/dist/renderers-BXneyqVY.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HALFTONE_SHADER = `\nstruct HalftoneUniforms {\n mode : f32, // 0 = Monochrome, 1 = CMYK\n dotShape : f32, // 0 = Circle, 1 = Diamond, 2 = Line, 3 = Square\n frequency : f32,\n angle : f32,\n\n contrast : f32,\n invert : f32,\n isSmooth : f32,\n opacity : f32,\n\n dotColor : vec4<f32>,\n paperColor : vec4<f32>,\n\n cyanAngle : f32,\n magentaAngle : f32,\n yellowAngle : f32,\n blackAngle : f32,\n\n hasFreqSig : f32,\n hasAngleSig : f32,\n hasContrastSig : f32,\n hasCyanSig : f32,\n\n hasMagSig : f32,\n hasYelSig : f32,\n hasBlkSig : f32,\n hasOpacitySig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HalftoneUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var freqSigTex : texture_2d<f32>;\n@group(2) @binding(1) var angleSigTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(3) var cyanSigTex : texture_2d<f32>;\n@group(2) @binding(4) var magSigTex : texture_2d<f32>;\n@group(2) @binding(5) var yelSigTex : texture_2d<f32>;\n@group(2) @binding(6) var blkSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nconst PI: f32 = 3.141592653589793;\n\nfn getCellCenterUV(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32\n) -> vec2<f32> {\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n let invRot = mat2x2<f32>(cosA, sinA, -sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellIndex = floor(rotPos / cellSize) + vec2<f32>(0.5);\n let cellCenterRot = cellIndex * cellSize;\n let cellCenterPixelPos = invRot * cellCenterRot;\n let cellCenterUV = (cellCenterPixelPos + center) / dimensions;\n return clamp(cellCenterUV, vec2<f32>(0.0), vec2<f32>(1.0));\n}\n\nfn evalDotCoverage(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32,\n shape: f32,\n density: f32,\n contrastMultiplier: f32,\n isSmooth: f32\n) -> f32 {\n var d = clamp((density - 0.5) * contrastMultiplier + 0.5, 0.0, 1.0);\n if (d <= 0.0001) { return 0.0; }\n if (d >= 0.9999) { return 1.0; }\n\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellUV = fract(rotPos / cellSize) - vec2<f32>(0.5);\n\n var spot: f32 = 0.0;\n\n if (shape < 0.5) {\n // 0: Euclidean Round Dot\n spot = 0.5 * (1.0 - (cos(cellUV.x * 2.0 * PI) + cos(cellUV.y * 2.0 * PI)) * 0.5);\n } else if (shape < 1.5) {\n // 1: Diamond\n spot = abs(cellUV.x) + abs(cellUV.y);\n } else if (shape < 2.5) {\n // 2: Line\n spot = abs(cellUV.y) * 2.0;\n } else {\n // 3: Square\n spot = max(abs(cellUV.x), abs(cellUV.y)) * 2.0;\n }\n\n let edgeWidth = select(0.001, max(1.5 / cellSize, 0.003), isSmooth > 0.5);\n\n return select(\n step(spot, d),\n smoothstep(d + edgeWidth, d - edgeWidth, spot),\n isSmooth > 0.5\n );\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let sourceCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n if (sourceCol.a < 1e-5) {\n return sourceCol;\n }\n\n // Resolve parameter overrides or dynamic signals\n var frequency = u.frequency;\n if (u.hasFreqSig > 0.5) {\n frequency = textureSampleLevel(freqSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var baseAngle = u.angle;\n if (u.hasAngleSig > 0.5) {\n baseAngle = textureSampleLevel(angleSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var contrast = u.contrast;\n if (u.hasContrastSig > 0.5) {\n contrast = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var cyanAngle = u.cyanAngle;\n if (u.hasCyanSig > 0.5) {\n cyanAngle = textureSampleLevel(cyanSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var magentaAngle = u.magentaAngle;\n if (u.hasMagSig > 0.5) {\n magentaAngle = textureSampleLevel(magSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var yellowAngle = u.yellowAngle;\n if (u.hasYelSig > 0.5) {\n yellowAngle = textureSampleLevel(yelSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var blackAngle = u.blackAngle;\n if (u.hasBlkSig > 0.5) {\n blackAngle = textureSampleLevel(blkSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var effectOpacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n effectOpacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dimensions = vec2<f32>(textureDimensions(tex));\n let unpremult = sourceCol.rgb / sourceCol.a;\n\n var screenedRgb: vec3<f32>;\n\n if (u.mode < 0.5) {\n // --- Monochrome Mode ---\n let cellCenterUV = getCellCenterUV(in.uv, dimensions, baseAngle, frequency);\n let cellCol = textureSampleLevel(tex, samp, cellCenterUV, 0.0);\n let cellRgb = select(cellCol.rgb, cellCol.rgb / cellCol.a, cellCol.a > 1e-5);\n let luminance = dot(cellRgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n var inkDensity = 1.0 - luminance;\n if (u.invert > 0.5) {\n inkDensity = luminance;\n }\n\n let coverage = evalDotCoverage(\n in.uv,\n dimensions,\n baseAngle,\n frequency,\n u.dotShape,\n inkDensity,\n contrast,\n u.isSmooth\n );\n\n screenedRgb = mix(u.paperColor.rgb, u.dotColor.rgb, coverage);\n } else {\n // --- CMYK Mode ---\n let cellCenterUVC = getCellCenterUV(in.uv, dimensions, baseAngle + cyanAngle, frequency);\n let colC = textureSampleLevel(tex, samp, cellCenterUVC, 0.0);\n let rgbC = select(colC.rgb, colC.rgb / colC.a, colC.a > 1e-5);\n let kC = 1.0 - max(max(rgbC.r, rgbC.g), rgbC.b);\n let invKC = 1.0 - kC;\n var densC = select(0.0, clamp((1.0 - rgbC.r - kC) / max(invKC, 0.0001), 0.0, 1.0), invKC > 0.0001);\n\n let cellCenterUVM = getCellCenterUV(in.uv, dimensions, baseAngle + magentaAngle, frequency);\n let colM = textureSampleLevel(tex, samp, cellCenterUVM, 0.0);\n let rgbM = select(colM.rgb, colM.rgb / colM.a, colM.a > 1e-5);\n let kM = 1.0 - max(max(rgbM.r, rgbM.g), rgbM.b);\n let invKM = 1.0 - kM;\n var densM = select(0.0, clamp((1.0 - rgbM.g - kM) / max(invKM, 0.0001), 0.0, 1.0), invKM > 0.0001);\n\n let cellCenterUVY = getCellCenterUV(in.uv, dimensions, baseAngle + yellowAngle, frequency);\n let colY = textureSampleLevel(tex, samp, cellCenterUVY, 0.0);\n let rgbY = select(colY.rgb, colY.rgb / colY.a, colY.a > 1e-5);\n let kY = 1.0 - max(max(rgbY.r, rgbY.g), rgbY.b);\n let invKY = 1.0 - kY;\n var densY = select(0.0, clamp((1.0 - rgbY.b - kY) / max(invKY, 0.0001), 0.0, 1.0), invKY > 0.0001);\n\n let cellCenterUVK = getCellCenterUV(in.uv, dimensions, baseAngle + blackAngle, frequency);\n let colK = textureSampleLevel(tex, samp, cellCenterUVK, 0.0);\n let rgbK = select(colK.rgb, colK.rgb / colK.a, colK.a > 1e-5);\n var densK = 1.0 - max(max(rgbK.r, rgbK.g), rgbK.b);\n\n if (u.invert > 0.5) {\n densC = 1.0 - densC;\n densM = 1.0 - densM;\n densY = 1.0 - densY;\n densK = 1.0 - densK;\n }\n\n let covC = evalDotCoverage(in.uv, dimensions, baseAngle + cyanAngle, frequency, u.dotShape, densC, contrast, u.isSmooth);\n let covM = evalDotCoverage(in.uv, dimensions, baseAngle + magentaAngle, frequency, u.dotShape, densM, contrast, u.isSmooth);\n let covY = evalDotCoverage(in.uv, dimensions, baseAngle + yellowAngle, frequency, u.dotShape, densY, contrast, u.isSmooth);\n let covK = evalDotCoverage(in.uv, dimensions, baseAngle + blackAngle, frequency, u.dotShape, densK, contrast, u.isSmooth);\n\n // Subtractive synthesis onto paper substrate\n let outR = u.paperColor.r * (1.0 - covC) * (1.0 - covK);\n let outG = u.paperColor.g * (1.0 - covM) * (1.0 - covK);\n let outB = u.paperColor.b * (1.0 - covY) * (1.0 - covK);\n\n screenedRgb = clamp(vec3<f32>(outR, outG, outB), vec3<f32>(0.0), vec3<f32>(1.0));\n }\n\n // Apply effect opacity blend\n let finalRgb = mix(unpremult, screenedRgb, clamp(effectOpacity, 0.0, 1.0));\n return vec4<f32>(finalRgb * sourceCol.a, sourceCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\tsingleTextureLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}] }),\n\t\tsignalTextureLayout: device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t] }),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getHalftoneResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `halftone_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst halftoneModule = device.createShaderModule({\n\t\t\tlabel: `halftone_${format}.wgsl`,\n\t\t\tcode: WGSL_HALFTONE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `HalftonePipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: halftoneModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: halftoneModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\thalftonePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst HalftoneScreenWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HalftoneScreen\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"halftone_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && input.outputItem?.type === \"Signal\");\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse val = Math.max(minVal, Math.min(maxVal, Number(op[configKey] ?? defaultValue)));\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst freqRes = resolveBindable(\"frequency\", 30, 1, 200);\n\tconst angleRes = resolveBindable(\"angle\", 45, 0, 360);\n\tconst contrastRes = resolveBindable(\"contrast\", 1, .1, 5);\n\tconst cyanRes = resolveBindable(\"cyanAngle\", 15, 0, 360);\n\tconst magRes = resolveBindable(\"magentaAngle\", 75, 0, 360);\n\tconst yelRes = resolveBindable(\"yellowAngle\", 0, 0, 360);\n\tconst blkRes = resolveBindable(\"blackAngle\", 45, 0, 360);\n\tconst opacityRes = resolveBindable(\"opacity\", 1, 0, 1);\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tconst { halftonePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHalftoneResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst freqView = getSignalView(freqRes, \"freq_sig\");\n\tconst angleView = getSignalView(angleRes, \"angle_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst cyanView = getSignalView(cyanRes, \"cyan_sig\");\n\tconst magView = getSignalView(magRes, \"mag_sig\");\n\tconst yelView = getSignalView(yelRes, \"yel_sig\");\n\tconst blkView = getSignalView(blkRes, \"blk_sig\");\n\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\tconst modeVal = op.mode === \"CMYK\" ? 1 : 0;\n\tlet dotShapeVal = 0;\n\tif (op.dotShape === \"Diamond\") dotShapeVal = 1;\n\telse if (op.dotShape === \"Line\") dotShapeVal = 2;\n\telse if (op.dotShape === \"Square\") dotShapeVal = 3;\n\tconst dotCol = parseColor(op.dotColor ?? \"#000000\");\n\tconst paperCol = parseColor(op.paperColor ?? \"#ffffff\");\n\tconst halftoneUniformData = new Float32Array(28);\n\thalftoneUniformData[0] = modeVal;\n\thalftoneUniformData[1] = dotShapeVal;\n\thalftoneUniformData[2] = freqRes.val;\n\thalftoneUniformData[3] = angleRes.val;\n\thalftoneUniformData[4] = contrastRes.val;\n\thalftoneUniformData[5] = op.invert ? 1 : 0;\n\thalftoneUniformData[6] = op.smooth !== false ? 1 : 0;\n\thalftoneUniformData[7] = opacityRes.val;\n\thalftoneUniformData[8] = dotCol.r;\n\thalftoneUniformData[9] = dotCol.g;\n\thalftoneUniformData[10] = dotCol.b;\n\thalftoneUniformData[11] = dotCol.a;\n\thalftoneUniformData[12] = paperCol.r;\n\thalftoneUniformData[13] = paperCol.g;\n\thalftoneUniformData[14] = paperCol.b;\n\thalftoneUniformData[15] = paperCol.a;\n\thalftoneUniformData[16] = cyanRes.val;\n\thalftoneUniformData[17] = magRes.val;\n\thalftoneUniformData[18] = yelRes.val;\n\thalftoneUniformData[19] = blkRes.val;\n\thalftoneUniformData[20] = freqRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[21] = angleRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[22] = contrastRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[23] = cyanRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[24] = magRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[25] = yelRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[26] = blkRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[27] = opacityRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(halftoneUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst halftonePass = encoder.beginRenderPass({ colorAttachments: [{\n\t\tview: outTex.createView(),\n\t\tloadOp: \"clear\",\n\t\tstoreOp: \"store\",\n\t\tclearValue: {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}\n\t}] });\n\thalftonePass.setPipeline(pipeline);\n\thalftonePass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\thalftonePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\thalftonePass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: freqView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: angleView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: cyanView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: magView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: yelView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: blkView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: opacityView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\thalftonePass.draw(4);\n\thalftonePass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, 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{"version":3,"file":"renderer-CboM4tba.mjs","names":[],"sources":["../../../nodes/node-film-grain/dist/renderers-CAnU4mLa.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst FILM_GRAIN_SHADER = `\nstruct FilmUniforms {\n strength : f32,\n size : f32,\n monochrome : f32,\n animated : f32,\n\n frameIndex : f32, // discrete per-output-frame counter (speed-scaled), NOT continuous time\n shadows : f32,\n midtones : f32,\n highlights : f32,\n\n hasSignal : f32,\n _pad0 : f32,\n _pad1 : f32,\n _pad2 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : FilmUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var signalTex : texture_2d<f32>;\n@group(2) @binding(1) var signalSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn hash2D(p: vec2<f32>) -> f32 {\n var p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n p3 += dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n}\n\nfn smoothNoise(p: vec2<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n\n // Quintic interpolation\n let w = pf * pf * pf * (pf * (pf * 6.0 - 15.0) + 10.0);\n\n let h00 = hash2D(pi + vec2<f32>(0.0, 0.0));\n let h10 = hash2D(pi + vec2<f32>(1.0, 0.0));\n let h01 = hash2D(pi + vec2<f32>(0.0, 1.0));\n let h11 = hash2D(pi + vec2<f32>(1.0, 1.0));\n\n let n0 = mix(h00, h10, w.x);\n let n1 = mix(h01, h11, w.x);\n\n return mix(n0, n1, w.y);\n}\n\n// Produces a pseudo-random, NON-directional offset that changes once per\n// output frame. This replaces the old time * constant translation, which\n// smoothly scrolled the noise lattice in a fixed direction (17.31, 43.19)\n// every frame -- that's why grain visibly drifted instead of flickering.\n//\n// The frame index is wrapped into a bounded range before hashing so the\n// pattern stays high quality over long renders (f32 precision degrades on\n// very large hash inputs); the wrap period is long enough that any repeat\n// is imperceptible in grain.\nfn frameJitter(frameIndex: f32) -> vec2<f32> {\n let raw = floor(frameIndex);\n let n = raw - floor(raw / 4096.0) * 4096.0;\n let hx = hash2D(vec2<f32>(n, n * 1.6180339887));\n let hy = hash2D(vec2<f32>(n * 3.14159265, n + 91.7));\n return vec2<f32>(hx, hy) * 1024.0;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n var color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\n var strength = u.strength;\n if (u.hasSignal > 0.5) {\n let sigVal = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n strength = sigVal;\n }\n\n if (strength <= 0.0) {\n return color;\n }\n\n let dimensions = vec2<f32>(textureDimensions(tex));\n let grainCoord = (in.uv * dimensions) / u.size;\n\n let jitter = select(vec2<f32>(0.0), frameJitter(u.frameIndex), u.animated > 0.5);\n\n let luminance = dot(color.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n\n // Luminance response curve logic\n let shadowFactor = exp(-luminance * luminance / 0.1);\n let highlightFactor = exp(-(1.0 - luminance) * (1.0 - luminance) / 0.1);\n let midtoneFactor = max(0.0, 1.0 - shadowFactor - highlightFactor);\n\n let response = (u.shadows * shadowFactor) + (u.midtones * midtoneFactor) + (u.highlights * highlightFactor);\n let finalGrainStrength = (strength / 100.0) * response * 0.15; // Normalized scale\n\n if (u.monochrome > 0.5) {\n let seed = grainCoord + jitter;\n let noiseVal = smoothNoise(seed);\n let grain = (noiseVal - 0.5) * finalGrainStrength;\n color.r += grain;\n color.g += grain;\n color.b += grain;\n } else {\n // Fixed per-channel spatial offsets (unrelated to time) keep the\n // R/G/B lattices decorrelated from each other; temporal variation\n // comes entirely from jitter now.\n let seedR = grainCoord + jitter;\n let seedG = grainCoord + jitter + vec2<f32>(173.3, 281.9);\n let seedB = grainCoord + jitter + vec2<f32>(391.7, 127.1);\n\n let noiseR = smoothNoise(seedR);\n let noiseG = smoothNoise(seedG);\n let noiseB = smoothNoise(seedB);\n\n color.r += (noiseR - 0.5) * finalGrainStrength;\n color.g += (noiseG - 0.5) * finalGrainStrength;\n color.b += (noiseB - 0.5) * finalGrainStrength;\n }\n\n return clamp(color, vec4<f32>(0.0), vec4<f32>(1.0));\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst filmGrainUniformData = new Float32Array(12);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tfilmUniformLayout: 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\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\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getFilmGrainResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `filmgrain_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst filmModule = device.createShaderModule({\n\t\t\tlabel: `filmgrain_${format}.wgsl`,\n\t\t\tcode: FILM_GRAIN_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `FilmGrainPipeline_${format}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tlayouts.filmUniformLayout,\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: filmModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: filmModule,\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\tfilmPipeline: pipeline,\n\t\tfilmUniformLayout: layouts.filmUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst FilmGrainWebGPURenderer = 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 !== \"FilmGrain\" || !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 dpiScale = width / (props.containerWidth ?? ctx.surface.width / (typeof window !== \"undefined\" ? window.devicePixelRatio : 1));\n\tconst signalInput = op.strengthHandleId ? op.inputs?.[op.strengthHandleId] : 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\tconst resolveVal = (val, fallback) => {\n\t\tif (val === void 0 || val === null) return fallback;\n\t\tif (typeof val === \"object\" && \"value\" in val) val = val.value;\n\t\telse if (typeof val === \"function\") val = val(frame, fps);\n\t\tconst n = Number(val);\n\t\treturn Number.isFinite(n) ? n : fallback;\n\t};\n\tlet strength = 0;\n\tlet hasStaticSignal = false;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") strength = Math.max(0, Number(signalInput.outputItem.data ?? 0));\n\telse strength = Math.max(0, resolveVal(op.strength, 15));\n\telse if (sd) {\n\t\tstrength = Math.max(0, Number(sd.offset ?? 0));\n\t\thasStaticSignal = 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\targs.pass.end();\n\tconst { filmPipeline: pipeline, filmUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getFilmGrainResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tlet signalView;\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\tif (hasStaticSignal && sd) signalView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, sd.nodeId ?? \"filmgrain_strength_sig\", elapsedSeconds, durationSeconds, sd, width, height, props.renderId, frame, fps);\n\telse signalView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tconst size = Math.max(.5, resolveVal(op.size, 1.5)) * dpiScale;\n\tconst animated = op.animated ?? true;\n\tconst grainFrameIndex = frame * (resolveVal(op.speed, 50) / 50);\n\tfilmGrainUniformData[0] = strength;\n\tfilmGrainUniformData[1] = size;\n\tfilmGrainUniformData[2] = op.monochrome ?? true ? 1 : 0;\n\tfilmGrainUniformData[3] = animated ? 1 : 0;\n\tfilmGrainUniformData[4] = grainFrameIndex;\n\tfilmGrainUniformData[5] = resolveVal(op.shadows, .2);\n\tfilmGrainUniformData[6] = resolveVal(op.midtones, 1);\n\tfilmGrainUniformData[7] = resolveVal(op.highlights, .2);\n\tfilmGrainUniformData[8] = hasStaticSignal ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(filmGrainUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst filmPass = 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\tfilmPass.setPipeline(pipeline);\n\tfilmPass.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\tfilmPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\tfilmPass.setBindGroup(2, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: signalView\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t}));\n\tfilmPass.draw(4);\n\tfilmPass.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: 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{"version":3,"file":"renderer-CceiI6P7.mjs","names":[],"sources":["../../../nodes/node-tile-offset/dist/renderers-DS0X6D--.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst TILE_OFFSET_SHADER = `\nstruct TileOffsetUniforms {\n offsetX : f32,\n offsetY : f32,\n hasOffsetXSig : f32,\n hasOffsetYSig : f32,\n\n layerWidth : f32,\n layerHeight : f32,\n edgeMode : f32,\n pad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : TileOffsetUniforms;\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 offsetXSigTex : texture_2d<f32>;\n@group(2) @binding(1) var offsetYSigTex : texture_2d<f32>;\n@group(2) @binding(2) var signalSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n var offX = u.offsetX;\n if (u.hasOffsetXSig > 0.5) {\n let sigX = textureSampleLevel(offsetXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n offX = offX + sigX;\n }\n\n var offY = u.offsetY;\n if (u.hasOffsetYSig > 0.5) {\n let sigY = textureSampleLevel(offsetYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n offY = offY + sigY;\n }\n\n let normOffset = vec2<f32>(\n offX / max(1.0, u.layerWidth),\n offY / max(1.0, u.layerHeight)\n );\n var uv = in.uv - normOffset;\n\n // Edge Modes:\n // 0.0 = wrap (seamless modulo)\n // 1.0 = clamp (edge smear)\n // 2.0 = transparent (clear bounds)\n // 3.0 = mirror (ping-pong reflection)\n if (u.edgeMode < 0.5) {\n uv = fract(uv);\n } else if (u.edgeMode < 1.5) {\n uv = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n } else if (u.edgeMode < 2.5) {\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {\n return vec4<f32>(0.0);\n }\n } else {\n uv = 1.0 - abs(fract(uv * 0.5) * 2.0 - 1.0);\n }\n\n let color = textureSampleLevel(tex, samp, uv, 0.0);\n return color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(8);\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\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 getTileOffsetResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `tile_offset_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `tile_offset_${format}.wgsl`,\n\t\t\tcode: TILE_OFFSET_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `TileOffsetPipeline_${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,\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\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst TileOffsetWebGPURenderer = 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 !== \"TileOffset\" || !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] : \"tile_offset_node\";\n\tconst resolveBindable = (configKey, defaultValue) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Number(input.outputItem.data ?? defaultValue);\n\t\telse val = Number(op[configKey] ?? defaultValue);\n\t\telse if (sd) {\n\t\t\tval = Number(sd.offset ?? 0);\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst offsetXRes = resolveBindable(\"offsetX\", 0);\n\tconst offsetYRes = resolveBindable(\"offsetY\", 0);\n\tlet edgeModeIndex = 0;\n\tconst edgeMode = op.edgeMode ?? (op.wrap !== false ? \"wrap\" : \"transparent\");\n\tif (edgeMode === \"clamp\") edgeModeIndex = 1;\n\telse if (edgeMode === \"transparent\" || op.wrap === false) edgeModeIndex = 2;\n\telse if (edgeMode === \"mirror\") edgeModeIndex = 3;\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\targs.pass.end();\n\tconst { pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getTileOffsetResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst offsetXView = getSignalView(offsetXRes, \"offsetX_sig\");\n\tconst offsetYView = getSignalView(offsetYRes, \"offsetY_sig\");\n\tuniformData[0] = offsetXRes.val;\n\tuniformData[1] = offsetYRes.val;\n\tuniformData[2] = offsetXRes.hasStaticSig ? 1 : 0;\n\tuniformData[3] = offsetYRes.hasStaticSig ? 1 : 0;\n\tuniformData[4] = width;\n\tuniformData[5] = height;\n\tuniformData[6] = edgeModeIndex;\n\tuniformData[7] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst tilePass = 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\ttilePass.setPipeline(pipeline);\n\ttilePass.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\ttilePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\ttilePass.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: offsetXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: offsetYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\ttilePass.draw(4);\n\ttilePass.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 ?? 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{"version":3,"file":"renderer-CmIySXSN.mjs","names":[],"sources":["../../../nodes/node-color-balance/dist/renderers-BKmY8EZo.mjs"],"sourcesContent":["import { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst WGSL_COLOR_BALANCE_SHADER = `\nstruct ColorBalanceUniforms {\n\tshadows : vec4<f32>,\n\tmidtones : vec4<f32>,\n\thighlights : vec4<f32>,\n\tpreserveLuminosity : f32,\n\thasShadowsCyanRedSig : f32,\n\thasShadowsMagentaGreenSig : f32,\n\thasShadowsYellowBlueSig : f32,\n\n\thasMidtonesCyanRedSig : f32,\n\thasMidtonesMagentaGreenSig : f32,\n\thasMidtonesYellowBlueSig : f32,\n\thasHighlightsCyanRedSig : f32,\n\n\thasHighlightsMagentaGreenSig : f32,\n\thasHighlightsYellowBlueSig : f32,\n\t_pad0 : f32,\n\t_pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorBalanceUniforms;\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 shadowsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowsMagentaGreenSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowsYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(3) var midtonesCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(4) var midtonesMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(5) var midtonesYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(6) var highlightsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(7) var highlightsMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(8) var highlightsYellowBlueSigTex: texture_2d<f32>;\n@group(2) @binding(9) var signalSamp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tvar pos = array<vec2<f32>, 4>(\n\t\tvec2<f32>(-1.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0),\n\t\tvec2<f32>(-1.0, -1.0),\n\t\tvec2<f32>(1.0, -1.0)\n\t);\n\tvar uv = array<vec2<f32>, 4>(\n\t\tvec2<f32>(0.0, 0.0),\n\t\tvec2<f32>(1.0, 0.0),\n\t\tvec2<f32>(0.0, 1.0),\n\t\tvec2<f32>(1.0, 1.0)\n\t);\n\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\nfn set_luminance(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet d = l - get_luminance(c);\n\tvar res = c + vec3<f32>(d);\n\tlet min_c = min(res.r, min(res.g, res.b));\n\tlet max_c = max(res.r, max(res.g, res.b));\n\tif (min_c < 0.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * l) / max(l - min_c, 1e-5);\n\t}\n\tif (max_c > 1.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * (1.0 - l)) / max(max_c - l, 1e-5);\n\t}\n\treturn clamp(res, vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (color.a <= 0.00001) {\n\t\treturn color;\n\t}\n\n\tlet alpha = color.a;\n\tlet rgb = color.rgb / max(alpha, 0.0001);\n\n\tvar sShift = u.shadows.rgb;\n\tif (u.hasShadowsCyanRedSig > 0.5) {\n\t\tsShift.r = clamp(textureSampleLevel(shadowsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsMagentaGreenSig > 0.5) {\n\t\tsShift.g = clamp(textureSampleLevel(shadowsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsYellowBlueSig > 0.5) {\n\t\tsShift.b = clamp(textureSampleLevel(shadowsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar mShift = u.midtones.rgb;\n\tif (u.hasMidtonesCyanRedSig > 0.5) {\n\t\tmShift.r = clamp(textureSampleLevel(midtonesCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesMagentaGreenSig > 0.5) {\n\t\tmShift.g = clamp(textureSampleLevel(midtonesMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesYellowBlueSig > 0.5) {\n\t\tmShift.b = clamp(textureSampleLevel(midtonesYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar hShift = u.highlights.rgb;\n\tif (u.hasHighlightsCyanRedSig > 0.5) {\n\t\thShift.r = clamp(textureSampleLevel(highlightsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsMagentaGreenSig > 0.5) {\n\t\thShift.g = clamp(textureSampleLevel(highlightsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsYellowBlueSig > 0.5) {\n\t\thShift.b = clamp(textureSampleLevel(highlightsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tlet origLum = get_luminance(rgb);\n\n\t// Tonal range weighting curves\n\tlet wShadows = clamp((1.0 - origLum) * (1.0 - origLum * 1.5), 0.0, 1.0);\n\tlet wMidtones = clamp(1.0 - 4.0 * (origLum - 0.5) * (origLum - 0.5), 0.0, 1.0);\n\tlet wHighlights = clamp(origLum * (origLum * 1.5 - 0.5), 0.0, 1.0);\n\n\tlet delta = wShadows * sShift + wMidtones * mShift + wHighlights * hShift;\n\tvar adjustedRgb = clamp(rgb + delta, vec3<f32>(0.0), vec3<f32>(1.0));\n\n\tif (u.preserveLuminosity > 0.5) {\n\t\tadjustedRgb = set_luminance(adjustedRgb, origLum);\n\t}\n\n\treturn vec4<f32>(adjustedRgb * alpha, alpha);\n}\n`;\nfunction getColorBalanceResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst uniformLayout = device.createBindGroupLayout({\n\t\tlabel: \"ColorBalanceUniformLayout\",\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}]\n\t});\n\tconst textureLayout = device.createBindGroupLayout({\n\t\tlabel: \"ColorBalanceTextureLayout\",\n\t\tentries: [{\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});\n\tconst signalTextureLayout = device.createBindGroupLayout({\n\t\tlabel: \"ColorBalanceSignalTextureLayout\",\n\t\tentries: [\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\ttexture: { sampleType: \"float\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 9,\n\t\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\t\tsampler: { type: \"filtering\" }\n\t\t\t}\n\t\t]\n\t});\n\tconst module = device.createShaderModule({\n\t\tlabel: \"ColorBalanceShaderModule\",\n\t\tcode: WGSL_COLOR_BALANCE_SHADER\n\t});\n\tres = {\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlabel: \"ColorBalancePipeline\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\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\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(24);\nconst ColorBalanceWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorBalance\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"colorbalance_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = -100, clampMax = 100) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (outputItem?.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn {\n\t\t\t\t\tval: Math.max(clampMin, Math.min(clampMax, numVal)),\n\t\t\t\t\thasStaticSig: false,\n\t\t\t\t\tsd: null\n\t\t\t\t};\n\t\t\t}\n\t\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\t\tval: fallbackVal,\n\t\t\t\thasStaticSig: true,\n\t\t\t\tsd: outputItem.data\n\t\t\t};\n\t\t}\n\t\treturn {\n\t\t\tval: Math.max(clampMin, Math.min(clampMax, fallbackVal)),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t};\n\tconst resolveVal = (val) => {\n\t\tif (val !== void 0 && val !== null) {\n\t\t\tif (typeof val === \"object\" && \"value\" in val) val = val.value;\n\t\t\telse if (typeof val === \"function\") val = val(frame, fps);\n\t\t}\n\t\tconst n = Number(val ?? 0);\n\t\treturn isNaN(n) ? 0 : n;\n\t};\n\tconst sCR = resolveField(op.shadows_cyanRedHandleId, resolveVal(op.shadows?.cyanRed));\n\tconst sMG = resolveField(op.shadows_magentaGreenHandleId, resolveVal(op.shadows?.magentaGreen));\n\tconst sYB = resolveField(op.shadows_yellowBlueHandleId, resolveVal(op.shadows?.yellowBlue));\n\tconst mCR = resolveField(op.midtones_cyanRedHandleId, resolveVal(op.midtones?.cyanRed));\n\tconst mMG = resolveField(op.midtones_magentaGreenHandleId, resolveVal(op.midtones?.magentaGreen));\n\tconst mYB = resolveField(op.midtones_yellowBlueHandleId, resolveVal(op.midtones?.yellowBlue));\n\tconst hCR = resolveField(op.highlights_cyanRedHandleId, resolveVal(op.highlights?.cyanRed));\n\tconst hMG = resolveField(op.highlights_magentaGreenHandleId, resolveVal(op.highlights?.magentaGreen));\n\tconst hYB = resolveField(op.highlights_yellowBlueHandleId, resolveVal(op.highlights?.yellowBlue));\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 { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getColorBalanceResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sCRView = getSignalView(sCR, \"shadows_cyanRed_sig\");\n\tconst sMGView = getSignalView(sMG, \"shadows_magentaGreen_sig\");\n\tconst sYBView = getSignalView(sYB, \"shadows_yellowBlue_sig\");\n\tconst mCRView = getSignalView(mCR, \"midtones_cyanRed_sig\");\n\tconst mMGView = getSignalView(mMG, \"midtones_magentaGreen_sig\");\n\tconst mYBView = getSignalView(mYB, \"midtones_yellowBlue_sig\");\n\tconst hCRView = getSignalView(hCR, \"highlights_cyanRed_sig\");\n\tconst hMGView = getSignalView(hMG, \"highlights_magentaGreen_sig\");\n\tconst hYBView = getSignalView(hYB, \"highlights_yellowBlue_sig\");\n\tconst preserveLum = op.preserveLuminosity === false ? 0 : 1;\n\tuniformBufferData[0] = sCR.val / 100;\n\tuniformBufferData[1] = sMG.val / 100;\n\tuniformBufferData[2] = sYB.val / 100;\n\tuniformBufferData[3] = 0;\n\tuniformBufferData[4] = mCR.val / 100;\n\tuniformBufferData[5] = mMG.val / 100;\n\tuniformBufferData[6] = mYB.val / 100;\n\tuniformBufferData[7] = 0;\n\tuniformBufferData[8] = hCR.val / 100;\n\tuniformBufferData[9] = hMG.val / 100;\n\tuniformBufferData[10] = hYB.val / 100;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = preserveLum;\n\tuniformBufferData[13] = sCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[14] = sMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[15] = sYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[16] = mCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[17] = mMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[18] = mYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[19] = hCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[20] = hMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[21] = hYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[22] = 0;\n\tuniformBufferData[23] = 0;\n\tconst buffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: mCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: mMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: mYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: hCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: hMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: hYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 9,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\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: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}));\n\trenderPass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, textureLayout, tmpTex, sampler));\n\trenderPass.setBindGroup(2, sigBindGroup);\n\trenderPass.draw(4);\n\trenderPass.end();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, outTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t}, { opacity: props.opacity ?? 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer: ColorBalanceWebGPURenderer };\n\n//#endregion\nexport { ColorBalanceWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-DDd3cjaz.mjs","names":[],"sources":["../../../nodes/node-vignette/dist/renderers-BgSXYX3i.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VIGNETTE_SHADER = `\nstruct VignetteUniforms {\n strength : f32,\n radius : f32,\n softness : f32,\n roundness : f32,\n\n centerX : f32,\n centerY : f32,\n hasStrengthSig : f32,\n hasRadiusSig : f32,\n\n hasSoftnessSig : f32,\n hasRoundnessSig: f32,\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : VignetteUniforms;\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 strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var softnessSigTex : texture_2d<f32>;\n@group(2) @binding(3) var roundnessSigTex : texture_2d<f32>;\n@group(2) @binding(4) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(5) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(6) var signalSamp : sampler;\n\nstruct VSOut {\n @builtin(position) pos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>(1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(1.0, -1.0)\n );\n var uv = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\n if (color.a < 1e-5) {\n return color;\n }\n\n // Resolve parameter overrides or dynamic signals\n var strength = u.strength;\n if (u.hasStrengthSig > 0.5) {\n strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var softness = u.softness;\n if (u.hasSoftnessSig > 0.5) {\n softness = textureSampleLevel(softnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var roundness = u.roundness;\n if (u.hasRoundnessSig > 0.5) {\n roundness = textureSampleLevel(roundnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let center = vec2<f32>(centerX, centerY);\n let dimensions = vec2<f32>(textureDimensions(tex));\n let aspect = dimensions.x / dimensions.y;\n let uvOffset = in.uv - center;\n\n // Calculate aspect ratio corrected coordinate for circle\n let correctedOffset = vec2<f32>(\n uvOffset.x * mix(1.0, aspect, roundness),\n uvOffset.y\n );\n let dist = length(correctedOffset);\n\n // Calculate vignette edge falloff\n let edge0 = radius;\n let edge1 = max(0.0, radius - softness);\n let vignetteFactor = smoothstep(edge0, edge1, dist);\n\n // Blend based on strength\n let intensity = strength / 100.0;\n let finalVignette = mix(1.0, vignetteFactor, intensity);\n\n // Unpremultiply, apply vignette, and repremultiply\n let unpremult_rgb = color.rgb / color.a;\n let final_rgb = unpremult_rgb * finalVignette;\n\n return vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * color.a, color.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst vignetteUniformData = 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\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\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 getVignetteResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `vignette_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vignetteModule = device.createShaderModule({\n\t\t\tlabel: `vignette_${format}.wgsl`,\n\t\t\tcode: VIGNETTE_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `VignettePipeline_${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: vignetteModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: vignetteModule,\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\tvignettePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst VignetteWebGPURenderer = 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 !== \"Vignette\" || !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] : \"vignette_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView = void 0;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tlet rawVal = op[configKey];\n\t\t\tif (rawVal !== void 0 && rawVal !== null) {\n\t\t\t\tif (typeof rawVal === \"object\" && \"value\" in rawVal) {\n\t\t\t\t\tconst sig = rawVal;\n\t\t\t\t\tif (sig.gpuBinding?.textureView) {\n\t\t\t\t\t\tgpuTextureView = sig.gpuBinding.textureView;\n\t\t\t\t\t\thasStaticSig = true;\n\t\t\t\t\t}\n\t\t\t\t\trawVal = sig.value;\n\t\t\t\t} else if (typeof rawVal === \"function\") rawVal = rawVal(frame, fps);\n\t\t\t}\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 50, 0, 100);\n\tconst radiusRes = resolveBindable(\"radius\", 1, .1, 2);\n\tconst softnessRes = resolveBindable(\"softness\", .5, 0, 1);\n\tconst roundnessRes = resolveBindable(\"roundness\", .5, 0, 1);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1);\n\tconst tmpTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpView = tmpTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia\n\t}, tmpView, tmpTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\targs.pass.end();\n\tconst { vignettePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getVignetteResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst getSignalView = (res, suffix) => {\n\t\tif (res.gpuTextureView) return res.gpuTextureView;\n\t\tif (res.hasStaticSig && res.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst softnessView = getSignalView(softnessRes, \"softness_sig\");\n\tconst roundnessView = getSignalView(roundnessRes, \"roundness_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\tvignetteUniformData[0] = strengthRes.val;\n\tvignetteUniformData[1] = radiusRes.val;\n\tvignetteUniformData[2] = softnessRes.val;\n\tvignetteUniformData[3] = roundnessRes.val;\n\tvignetteUniformData[4] = centerXRes.val;\n\tvignetteUniformData[5] = centerYRes.val;\n\tvignetteUniformData[6] = strengthRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[7] = radiusRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[8] = softnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[9] = roundnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[10] = centerXRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[11] = centerYRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vignetteUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst vignettePass = 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\tvignettePass.setPipeline(pipeline);\n\tvignettePass.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\tvignettePass.setBindGroup(1, ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler));\n\tvignettePass.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: strengthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: softnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: roundnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: centerXView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: centerYView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tvignettePass.draw(4);\n\tvignettePass.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: VignetteWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-DP948J9X.mjs","names":[],"sources":["../../../nodes/node-patch-heal/dist/renderers-BvV4Wgnj.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 500;\nconst MAX_FEATHER = 100;\nconst MAX_OFFSET = 4096;\nconst PatchItemSchema = z.object({\n\tid: z.string().default(\"patch\"),\n\tcenterX: z.number().min(0).max(1).default(.5),\n\tcenterY: z.number().min(0).max(1).default(.5),\n\toffsetX: z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(50),\n\toffsetY: z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(0),\n\tradius: z.number().min(1).max(MAX_RADIUS).default(25),\n\tsourceRadius: z.number().min(1).max(MAX_RADIUS).default(25),\n\tfeather: z.number().min(0).max(MAX_FEATHER).default(50),\n\topacity: z.number().min(0).max(1).default(1),\n\tmode: z.enum([\n\t\t\"Clone\",\n\t\t\"SeamlessHeal\",\n\t\t\"TextureTransfer\"\n\t]).default(\"SeamlessHeal\")\n});\nconst patchHealConfig = configBuilder().field(\"patches\", z.array(PatchItemSchema).optional(), {\n\tlabel: \"Patches\",\n\tdescription: \"List of patch healing operations applied sequentially.\"\n}).field(\"centerX\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center X Signal\",\n\tdescription: \"Horizontal normalized position of destination patch (0.0 to 1.0).\"\n}).field(\"centerY\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center Y Signal\",\n\tdescription: \"Vertical normalized position of destination patch (0.0 to 1.0).\"\n}).field(\"offsetX\", z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Offset X Signal\",\n\tdescription: \"Horizontal pixel distance from destination to sample source patch.\"\n}).field(\"offsetY\", z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Offset Y Signal\",\n\tdescription: \"Vertical pixel distance from destination to sample source patch.\"\n}).field(\"radius\", z.number().min(1).max(MAX_RADIUS).default(25), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Target Radius Signal\",\n\tdescription: \"Radius of the destination circular patch in pixels (used when no explicit Mask input is connected).\"\n}).field(\"sourceRadius\", z.number().min(1).max(MAX_RADIUS).default(25), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Radius Signal\",\n\tdescription: \"Radius of the source sample circular patch in pixels.\"\n}).field(\"feather\", z.number().min(0).max(MAX_FEATHER).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Feather Signal\",\n\tdescription: \"Softness edge falloff percentage (0–100%).\"\n}).field(\"opacity\", z.number().min(0).max(1).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Opacity Signal\",\n\tdescription: \"Blending opacity of the healed patch (0.0–1.0).\"\n}).field(\"mode\", z.enum([\n\t\"Clone\",\n\t\"SeamlessHeal\",\n\t\"TextureTransfer\"\n]).default(\"SeamlessHeal\"), {\n\tlabel: \"Healing Mode\",\n\tdescription: \"Healing algorithm: Clone (direct stamp), SeamlessHeal (Poisson color/lighting blend), TextureTransfer (luminance structure matching).\"\n}).build();\nconst PatchHealNodeConfigSchema = patchHealConfig.schema;\nfunction normalizePatches(config) {\n\tif (config?.patches && config.patches.length > 0) return config.patches.map((p, idx) => ({\n\t\tid: p.id || `patch-${idx + 1}`,\n\t\tcenterX: p.centerX ?? .5,\n\t\tcenterY: p.centerY ?? .5,\n\t\toffsetX: p.offsetX ?? 50,\n\t\toffsetY: p.offsetY ?? 0,\n\t\tradius: p.radius ?? 25,\n\t\tsourceRadius: p.sourceRadius ?? p.radius ?? 25,\n\t\tfeather: p.feather ?? 50,\n\t\topacity: p.opacity ?? 1,\n\t\tmode: p.mode ?? \"SeamlessHeal\"\n\t}));\n\tconst fallbackRadius = config?.radius ?? 25;\n\treturn [{\n\t\tid: \"patch-1\",\n\t\tcenterX: config?.centerX ?? .5,\n\t\tcenterY: config?.centerY ?? .5,\n\t\toffsetX: config?.offsetX ?? 50,\n\t\toffsetY: config?.offsetY ?? 0,\n\t\tradius: fallbackRadius,\n\t\tsourceRadius: config?.sourceRadius ?? fallbackRadius,\n\t\tfeather: config?.feather ?? 50,\n\t\topacity: config?.opacity ?? 1,\n\t\tmode: config?.mode ?? \"SeamlessHeal\"\n\t}];\n}\nconst PatchHealResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst PATCH_HEAL_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_FULLSCREEN_VS = `\nstruct VertexOutput {\n @builtin(position) position : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex\nfn vs_main(@builtin(vertex_index) vertexIndex : u32) -> VertexOutput {\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 uvs = 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 var output : VertexOutput;\n output.position = vec4<f32>(pos[vertexIndex], 0.0, 1.0);\n output.uv = uvs[vertexIndex];\n return output;\n}\n`;\nconst WGSL_PATCHHEAL_FS = `\n\nstruct PatchHealUniforms {\n offsetX : f32,\n offsetY : f32,\n centerX : f32,\n centerY : f32,\n\n radius : f32,\n sourceRadius : f32,\n feather : f32,\n opacity : f32,\n\n mode : f32,\n hasMask : f32,\n hasOffsetXSig : f32,\n hasOffsetYSig : f32,\n\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n hasRadiusSig : f32,\n hasSourceRadSig : f32,\n\n hasFeatherSig : f32,\n hasOpacitySig : f32,\n pad0 : f32,\n pad1 : f32,\n};\n\n\n@group(0) @binding(0) var<uniform> u : PatchHealUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var maskTex : texture_2d<f32>;\n@group(1) @binding(2) var samp : sampler;\n\n@group(2) @binding(0) var offsetXSigTex : texture_2d<f32>;\n@group(2) @binding(1) var offsetYSigTex : texture_2d<f32>;\n@group(2) @binding(2) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(3) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(5) var sourceRadSigTex : texture_2d<f32>;\n@group(2) @binding(6) var featherSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n\nfn getLuminance(c : vec3<f32>) -> f32 {\n return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\nfn sampleBoxBlur(tex : texture_2d<f32>, smp : sampler, centerUv : vec2<f32>, blurPx : f32, dims : vec2<f32>) -> vec4<f32> {\n let texel = 1.0 / dims;\n let stepSize = max(1.0, blurPx / 3.0);\n var accum = vec4<f32>(0.0);\n var count = 0.0;\n\n for (var y = -2; y <= 2; y++) {\n for (var x = -2; x <= 2; x++) {\n let offset = vec2<f32>(f32(x) * stepSize, f32(y) * stepSize) * texel;\n let sampleUv = clamp(centerUv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n accum += textureSampleLevel(tex, smp, sampleUv, 0.0);\n count += 1.0;\n }\n }\n return accum / count;\n}\n\n@fragment\nfn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {\n let dimensions = vec2<f32>(textureDimensions(srcTex));\n\n var offsetX = u.offsetX;\n if (u.hasOffsetXSig > 0.5) {\n offsetX = textureSampleLevel(offsetXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var offsetY = u.offsetY;\n if (u.hasOffsetYSig > 0.5) {\n offsetY = textureSampleLevel(offsetYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var sourceRadius = u.sourceRadius;\n if (u.hasSourceRadSig > 0.5) {\n sourceRadius = textureSampleLevel(sourceRadSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var feather = u.feather;\n if (u.hasFeatherSig > 0.5) {\n feather = textureSampleLevel(featherSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var opacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n opacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dstCol = textureSampleLevel(srcTex, samp, in.uv, 0.0);\n\n // Calculate mask weight (either from explicit mask or procedural circular patch)\n var maskWeight = 0.0;\n let targetCenterUV = vec2<f32>(centerX, centerY);\n\n if (u.hasMask > 0.5) {\n let maskCol = textureSampleLevel(maskTex, samp, in.uv, 0.0);\n maskWeight = max(maskCol.a, max(maskCol.r, max(maskCol.g, maskCol.b)));\n } else {\n let distPx = length((in.uv - targetCenterUV) * dimensions);\n let innerRadius = radius * max(0.0, 1.0 - feather / 100.0);\n maskWeight = 1.0 - smoothstep(innerRadius, max(innerRadius + 0.001, radius), distPx);\n }\n\n let blendWeight = clamp(maskWeight * opacity, 0.0, 1.0);\n if (blendWeight < 1e-4) {\n return dstCol;\n }\n\n // Compute source sample coordinate (scaling from sourceRadius to target radius if different)\n let sourceCenterUV = targetCenterUV + vec2<f32>(offsetX, offsetY) / dimensions;\n let srcScale = max(1.0, sourceRadius) / max(1.0, radius);\n let uvFromTargetCenter = in.uv - targetCenterUV;\n let srcUV = clamp(sourceCenterUV + uvFromTargetCenter * srcScale, vec2<f32>(0.0), vec2<f32>(1.0));\n let srcCol = textureSampleLevel(srcTex, samp, srcUV, 0.0);\n\n var healedCol = srcCol;\n\n if (u.mode > 0.5 && u.mode < 1.5) {\n // Mode 1: Seamless Heal (Poisson gradient / local illumination matching)\n let blurRadius = max(4.0, radius * 0.4);\n let srcBlur = sampleBoxBlur(srcTex, samp, srcUV, blurRadius, dimensions);\n let dstBlur = sampleBoxBlur(srcTex, samp, in.uv, blurRadius, dimensions);\n\n let srcDetail = srcCol.rgb - srcBlur.rgb;\n let healedRgb = dstBlur.rgb + srcDetail;\n let clampedRgb = clamp(healedRgb, vec3<f32>(0.0), vec3<f32>(srcCol.a));\n healedCol = vec4<f32>(clampedRgb, srcCol.a);\n } else if (u.mode >= 1.5) {\n // Mode 2: Texture Transfer (Luminance structure matching)\n let blurRadius = max(4.0, radius * 0.4);\n let srcBlur = sampleBoxBlur(srcTex, samp, srcUV, blurRadius, dimensions);\n\n let lumaSrc = getLuminance(srcCol.rgb);\n let lumaSrcBlur = getLuminance(srcBlur.rgb);\n let lumaDelta = lumaSrc - lumaSrcBlur;\n\n let healedRgb = dstCol.rgb + vec3<f32>(lumaDelta);\n let clampedRgb = clamp(healedRgb, vec3<f32>(0.0), vec3<f32>(dstCol.a));\n healedCol = vec4<f32>(clampedRgb, dstCol.a);\n }\n\n return mix(dstCol, healedCol, blendWeight);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst uniformLayout = device.createBindGroupLayout({ entries: [{\n\t\tbinding: 0,\n\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\tbuffer: { type: \"uniform\" }\n\t}] });\n\tconst textureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst signalTextureLayout = device.createBindGroupLayout({ entries: [\n\t\t{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 1,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 2,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 3,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 4,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 5,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 6,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 7,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\ttexture: { sampleType: \"float\" }\n\t\t},\n\t\t{\n\t\t\tbinding: 8,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tsampler: { type: \"filtering\" }\n\t\t}\n\t] });\n\tconst shaderModule = device.createShaderModule({ code: `${WGSL_FULLSCREEN_VS}\\n${WGSL_PATCHHEAL_FS}` });\n\tconst pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t] });\n\tres = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlayout: pipelineLayout,\n\t\t\tvertex: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"vs_main\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: shaderModule,\n\t\t\t\tentryPoint: \"fs_main\",\n\t\t\t\ttargets: [{\n\t\t\t\t\tformat,\n\t\t\t\t\tblend: {\n\t\t\t\t\t\tcolor: {\n\t\t\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\t\t\tdstFactor: \"zero\",\n\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t},\n\t\t\t\t\t\talpha: {\n\t\t\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\t\t\tdstFactor: \"zero\",\n\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst PatchHealWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"PatchHeal\" || !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 frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"patch_heal_node\";\n\tconst signalRegistry$1 = signalRegistry;\n\tconst tmpSrcTex = ctx.renderer.getTemporaryTexture(width, height, [...props.excludeTextures || [], targetTexture]);\n\tconst tmpSrcView = tmpSrcTex.createView();\n\tctx.renderer.beginFrame(encoder, tmpSrcView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tctx.renderer.pushScissor({\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t});\n\tctx.renderer.pushIdentity();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\trenderId: `${props.renderId}-src`,\n\t\texcludeTextures: [...props.excludeTextures || [], tmpSrcTex]\n\t}, tmpSrcView, tmpSrcTex, width, height);\n\tctx.renderer.popTransform();\n\tctx.renderer.popScissor();\n\tlet maskTex = null;\n\tif (op.maskMedia) {\n\t\tmaskTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\t...props.excludeTextures || [],\n\t\t\ttargetTexture,\n\t\t\ttmpSrcTex\n\t\t]);\n\t\tconst maskView = maskTex.createView();\n\t\tctx.renderer.beginFrame(encoder, maskView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, width, height, \"clear\").end();\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(op.maskMedia, {\n\t\t\t...props,\n\t\t\tvirtualMedia: op.maskMedia,\n\t\t\trenderId: `${props.renderId}-mask`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttmpSrcTex,\n\t\t\t\tmaskTex\n\t\t\t]\n\t\t}, maskView, maskTex, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getDeviceResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : frame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 0;\n\tconst patches = normalizePatches(op);\n\tconst resolveBindable = (configKey, fallbackVal, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = fallbackVal;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") {\n\t\t\tconst numVal = typeof input.outputItem.data === \"number\" ? input.outputItem.data : input.outputItem.data?.value ?? fallbackVal;\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(numVal)));\n\t\t} else val = Math.max(minVal, Math.min(maxVal, fallbackVal));\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst dummyMaskView = maskTex ? maskTex.createView() : tmpSrcView;\n\tlet currentInputTex = tmpSrcTex;\n\tconst pingTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpSrcTex,\n\t\t...maskTex ? [maskTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst pongTex = patches.length > 1 ? ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpSrcTex,\n\t\tpingTex,\n\t\t...maskTex ? [maskTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]) : pingTex;\n\tfor (let i = 0; i < patches.length; i++) {\n\t\tconst patch = patches[i];\n\t\tconst isFirstPatch = i === 0;\n\t\tconst centerXRes = isFirstPatch ? resolveBindable(\"centerX\", patch.centerX, 0, 1) : {\n\t\t\tval: patch.centerX,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst centerYRes = isFirstPatch ? resolveBindable(\"centerY\", patch.centerY, 0, 1) : {\n\t\t\tval: patch.centerY,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst offsetXRes = isFirstPatch ? resolveBindable(\"offsetX\", patch.offsetX, -MAX_OFFSET, MAX_OFFSET) : {\n\t\t\tval: patch.offsetX,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst offsetYRes = isFirstPatch ? resolveBindable(\"offsetY\", patch.offsetY, -MAX_OFFSET, MAX_OFFSET) : {\n\t\t\tval: patch.offsetY,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst radiusRes = isFirstPatch ? resolveBindable(\"radius\", patch.radius, 1, MAX_RADIUS) : {\n\t\t\tval: patch.radius,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst sourceRadiusRes = isFirstPatch ? resolveBindable(\"sourceRadius\", patch.sourceRadius ?? patch.radius, 1, MAX_RADIUS) : {\n\t\t\tval: patch.sourceRadius ?? patch.radius,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst featherRes = isFirstPatch ? resolveBindable(\"feather\", patch.feather, 0, MAX_FEATHER) : {\n\t\t\tval: patch.feather,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst opacityRes = isFirstPatch ? resolveBindable(\"opacity\", patch.opacity, 0, 1) : {\n\t\t\tval: patch.opacity,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst getSignalView = (res, suffix) => {\n\t\t\tif (res.hasStaticSig && res.sd && signalRegistry$1) return signalRegistry$1.getOrCreate2DTextureView(ctx.device, encoder, res.sd.nodeId ?? `${nodeId}_${suffix}`, elapsedSeconds, durationSeconds, res.sd, width, height, props.renderId, frame, fps);\n\t\t\treturn signalRegistry$1 ? signalRegistry$1.getDummy1x1TextureView(ctx.device) : tmpSrcView;\n\t\t};\n\t\tconst offsetXView = getSignalView(offsetXRes, \"offsetX_sig\");\n\t\tconst offsetYView = getSignalView(offsetYRes, \"offsetY_sig\");\n\t\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\t\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\t\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\t\tconst sourceRadiusView = getSignalView(sourceRadiusRes, \"sourceRadius_sig\");\n\t\tconst featherView = getSignalView(featherRes, \"feather_sig\");\n\t\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\t\tconst modeNum = patch.mode === \"Clone\" ? 0 : patch.mode === \"TextureTransfer\" ? 2 : 1;\n\t\tconst patchData = new Float32Array(20);\n\t\tpatchData[0] = offsetXRes.val;\n\t\tpatchData[1] = offsetYRes.val;\n\t\tpatchData[2] = centerXRes.val;\n\t\tpatchData[3] = centerYRes.val;\n\t\tpatchData[4] = radiusRes.val;\n\t\tpatchData[5] = sourceRadiusRes.val;\n\t\tpatchData[6] = featherRes.val;\n\t\tpatchData[7] = opacityRes.val;\n\t\tpatchData[8] = modeNum;\n\t\tpatchData[9] = maskTex ? 1 : 0;\n\t\tpatchData[10] = offsetXRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[11] = offsetYRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[12] = centerXRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[13] = centerYRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[14] = radiusRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[15] = sourceRadiusRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[16] = featherRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[17] = opacityRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[18] = 0;\n\t\tpatchData[19] = 0;\n\t\tconst uBuffer = ctx.renderer.getTemporaryBuffer(patchData);\n\t\tconst destinationTex = i % 2 === 0 ? pingTex : pongTex;\n\t\tconst texBindGroup = ctx.device.createBindGroup({\n\t\t\tlayout: tLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: currentInputTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: dummyMaskView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: offsetXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: offsetYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: centerXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: centerYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: radiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sourceRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: featherView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: opacityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst healPass = encoder.beginRenderPass({ colorAttachments: [{\n\t\t\tview: destinationTex.createView(),\n\t\t\tloadOp: \"clear\",\n\t\t\tstoreOp: \"store\",\n\t\t\tclearValue: {\n\t\t\t\tr: 0,\n\t\t\t\tg: 0,\n\t\t\t\tb: 0,\n\t\t\t\ta: 0\n\t\t\t}\n\t\t}] });\n\t\thealPass.setPipeline(pipeline);\n\t\thealPass.setBindGroup(0, ctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uBuffer }\n\t\t\t}]\n\t\t}));\n\t\thealPass.setBindGroup(1, texBindGroup);\n\t\thealPass.setBindGroup(2, sigBindGroup);\n\t\thealPass.draw(4);\n\t\thealPass.end();\n\t\tcurrentInputTex = destinationTex;\n\t}\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}, width, height, \"load\");\n\tctx.renderer.drawTexture(finalPass, currentInputTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth,\n\t\theight\n\t}, { opacity: 1 });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: PatchHealWebGPURenderer });\n\n//#endregion\nexport { MAX_RADIUS as a, PatchHealResultSchema as c, patchHealConfig as d, MAX_OFFSET as i, PatchItemSchema as l, PatchHealWebGPURenderer as n, PATCH_HEAL_OUTPUT_TYPE_MAP as o, MAX_FEATHER as r, PatchHealNodeConfigSchema as s, renderers_default as t, normalizePatches as u };\n//# 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{"version":3,"file":"renderer-DXyaswab.mjs","names":[],"sources":["../../../nodes/node-relight-3d/dist/renderers-UlSGqro9.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 RELIGHT_SHADER = `\nstruct RelightUniforms {\n // vec4 0\n lightType : f32, // 0=Point, 1=Spot, 2=Directional, 3=Rim\n intensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 1\n lightPosZ : f32,\n lightRadius : f32,\n spotConeAngle : f32, // in radians\n specularRoughness : f32,\n\n // vec4 2\n specularStrength : f32,\n metallic : f32,\n ambientIntensity : f32,\n volumetricDensity : f32,\n\n // vec4 3\n depthScale : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n hasNormalMap : f32,\n\n // vec4 4: signal flags\n hasSigIntensity : f32,\n hasSigPosX : f32,\n hasSigPosY : f32,\n hasSigPosZ : f32,\n\n // vec4 5: signal flags\n hasSigRadius : f32,\n hasSigRoughness : f32,\n hasSigSpecular : f32,\n hasSigVolumetric : f32,\n\n // vec4 6 & 7: colors\n lightColor : vec4<f32>,\n ambientColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RelightUniforms;\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 intensitySigTex : texture_2d<f32>;\n@group(3) @binding(1) var posXSigTex : texture_2d<f32>;\n@group(3) @binding(2) var posYSigTex : texture_2d<f32>;\n@group(3) @binding(3) var posZSigTex : texture_2d<f32>;\n@group(3) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var specularSigTex : texture_2d<f32>;\n@group(3) @binding(7) var volumetricSigTex : 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 var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 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 raw;\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\nfn computeNormal(uv: vec2<f32>, texelSize: vec2<f32>) -> vec3<f32> {\n if (u.hasNormalMap > 0.5) {\n let rawNormal = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).rgb;\n return normalize(rawNormal * 2.0 - 1.0);\n }\n let step = texelSize * 2.5;\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 let dx = (dR - dL) * u.depthScale * 1.5;\n let dy = (dU - dD) * u.depthScale * 1.5;\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let albedo = textureSampleLevel(srcTex, srcSamp, in.uv, 0.0);\n if (albedo.a <= 0.0) {\n return albedo;\n }\n\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = dims.x / dims.y;\n\n // Resolve signals\n var intensity = u.intensity;\n if (u.hasSigIntensity > 0.5) {\n intensity = textureSampleLevel(intensitySigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posX = u.lightPosX;\n if (u.hasSigPosX > 0.5) {\n posX = textureSampleLevel(posXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posY = u.lightPosY;\n if (u.hasSigPosY > 0.5) {\n posY = textureSampleLevel(posYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posZ = u.lightPosZ;\n if (u.hasSigPosZ > 0.5) {\n posZ = textureSampleLevel(posZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var radius = u.lightRadius;\n if (u.hasSigRadius > 0.5) {\n radius = max(0.05, textureSampleLevel(radiusSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var roughness = u.specularRoughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.01, 1.0);\n }\n\n var specularStrength = u.specularStrength;\n if (u.hasSigSpecular > 0.5) {\n specularStrength = max(0.0, textureSampleLevel(specularSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var volumetricDensity = u.volumetricDensity;\n if (u.hasSigVolumetric > 0.5) {\n volumetricDensity = clamp(textureSampleLevel(volumetricSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Geometry & Surface Normals\n let depth = sampleSmoothDepth(in.uv, texelSize) * u.depthScale;\n let N = computeNormal(in.uv, texelSize);\n let V = vec3<f32>(0.0, 0.0, 1.0);\n\n // 3D coordinates (Aspect corrected for uniform radius)\n let pSurface = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, - (1.0 - depth) * 0.4);\n let pLight = vec3<f32>((posX - 0.5) * aspect, posY - 0.5, max(0.02, posZ));\n\n let toLight = pLight - pSurface;\n let dist3D = length(toLight);\n var L = normalize(toLight);\n\n // Attenuation\n var att = 1.0 / (1.0 + (dist3D / max(0.05, radius)) * (dist3D / max(0.05, radius)));\n var diffuse = max(dot(N, L), 0.0);\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\n var specular = pow(NdotH, specPower) * specularStrength;\n\n let lightMode = u.lightType;\n\n if (lightMode > 0.5 && lightMode < 1.5) {\n // Spot Light\n let spotDir = normalize(vec3<f32>(0.0, 0.0, -1.0));\n let spotAngleCos = dot(-L, spotDir);\n let coneCos = cos(u.spotConeAngle);\n let spotAtt = smoothstep(coneCos, coneCos + 0.15, spotAngleCos);\n\n diffuse = diffuse * spotAtt;\n specular = specular * spotAtt;\n } else if (lightMode > 1.5 && lightMode < 2.5) {\n // Directional Light\n L = normalize(vec3<f32>(posX - 0.5, posY - 0.5, max(0.1, posZ)));\n att = 1.0;\n diffuse = max(dot(N, L), 0.0);\n let dirH = normalize(L + V);\n specular = pow(max(dot(N, dirH), 0.0), specPower) * specularStrength;\n } else if (lightMode > 2.5) {\n // Rim Light\n let rimTerm = 1.0 - max(dot(N, V), 0.0);\n let rim = pow(rimTerm, 2.5) * (0.5 + depth * 0.8) * 1.5;\n diffuse = max(dot(N, L), 0.0) * 0.2 + rim;\n }\n\n // Volumetric Atmospheric Light Scatter / Glow\n let dist2D = length(vec2<f32>((in.uv.x - posX) * aspect, in.uv.y - posY));\n let volGlow = volumetricDensity * (1.0 / (1.0 + (dist2D / (radius * 0.5)) * (dist2D / (radius * 0.5)))) * (1.0 - clamp(depth * 0.3, 0.0, 0.8));\n\n let lightCol = u.lightColor.rgb;\n let ambientCol = u.ambientColor.rgb;\n\n // Natural Relighting Energy Distribution\n let ambientLighting = ambientCol * clamp(u.ambientIntensity, 0.0, 1.5);\n let diffuseLighting = lightCol * (diffuse * att * intensity * 0.6);\n let specularLighting = mix(vec3<f32>(1.0), albedo.rgb, u.metallic) * (specular * att * intensity * 0.35);\n let volLighting = lightCol * (volGlow * intensity * 0.2);\n\n let litRgb = albedo.rgb * (ambientLighting + diffuseLighting) + specularLighting + volLighting;\n\n return vec4<f32>(clamp(litRgb, vec3<f32>(0.0), vec3<f32>(1.0)), albedo.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] }),\n\t\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 getRelightResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `relight_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `relight_${format}.wgsl`,\n\t\t\tcode: RELIGHT_SHADER\n\t\t});\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: `RelightPipeline_${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 resolveVal(val, fallback, frame, fps) {\n\tif (val === void 0 || val === null) return fallback;\n\tif (typeof val === \"number\") return Number.isFinite(val) ? val : fallback;\n\tif (typeof val === \"object\" && val !== null) {\n\t\tif (\"get\" in val && typeof val.get === \"function\") try {\n\t\t\tconst res = val.get({\n\t\t\t\tframe,\n\t\t\t\tfps,\n\t\t\t\ttime: fps > 0 ? frame / fps : 0,\n\t\t\t\tduration: 0,\n\t\t\t\tdurationMs: 0,\n\t\t\t\tprogress: 0,\n\t\t\t\tdeltaTime: fps > 0 ? 1 / fps : 0\n\t\t\t});\n\t\t\tconst n$1 = Number(res);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t} catch {}\n\t\tif (\"value\" in val) {\n\t\t\tconst n$1 = Number(val.value);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t}\n\t}\n\tif (typeof val === \"function\") try {\n\t\tconst n$1 = Number(val({\n\t\t\tframe,\n\t\t\tfps,\n\t\t\ttime: fps > 0 ? frame / fps : 0\n\t\t}));\n\t\tif (Number.isFinite(n$1)) return n$1;\n\t} catch {}\n\tconst n = Number(val);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${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 = resolveVal(signalInput.outputItem.data, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = resolveVal(op[fieldName], defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = resolveVal(sd.offset, defaultValue, frame, fps);\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 Relight3DWebGPURenderer = 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 !== \"Relight3D\" || !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 normalMedia = op.normalMedia ?? (op.inputs?.normalMap?.connectionValid ? op.inputs.normalMap.outputItem?.data : null);\n\tconst depthMedia = normalMedia ?? op.depthMedia;\n\tlet depthTex;\n\tlet depthView;\n\tlet hasDepthMap = false;\n\tconst hasNormalMap = Boolean(normalMedia);\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 } = getRelightResources(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 intensityInfo = resolveSignalField(op, \"intensity\", 1, 0, 10, frame, fps);\n\tconst posXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1, frame, fps);\n\tconst posYInfo = resolveSignalField(op, \"lightPosY\", .5, 0, 1, frame, fps);\n\tconst posZInfo = resolveSignalField(op, \"lightPosZ\", .3, -2, 2, frame, fps);\n\tconst radiusInfo = resolveSignalField(op, \"lightRadius\", .8, .05, 5, frame, fps);\n\tconst spotConeInfo = resolveSignalField(op, \"spotConeAngle\", 45, 5, 90, frame, fps);\n\tconst roughnessInfo = resolveSignalField(op, \"specularRoughness\", .35, .01, 1, frame, fps);\n\tconst specularInfo = resolveSignalField(op, \"specularStrength\", .7, 0, 3, frame, fps);\n\tconst metallicInfo = resolveSignalField(op, \"metallic\", 0, 0, 1, frame, fps);\n\tconst ambientInfo = resolveSignalField(op, \"ambientIntensity\", .4, 0, 2, frame, fps);\n\tconst volumetricInfo = resolveSignalField(op, \"volumetricDensity\", .2, 0, 1, frame, fps);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 10, frame, fps);\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 sigIntensityView = getSigTextureView(intensityInfo, \"relight_int_sig\");\n\tconst sigPosXView = getSigTextureView(posXInfo, \"relight_posx_sig\");\n\tconst sigPosYView = getSigTextureView(posYInfo, \"relight_posy_sig\");\n\tconst sigPosZView = getSigTextureView(posZInfo, \"relight_posz_sig\");\n\tconst sigRadiusView = getSigTextureView(radiusInfo, \"relight_rad_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"relight_rough_sig\");\n\tconst sigSpecularView = getSigTextureView(specularInfo, \"relight_spec_sig\");\n\tconst sigVolumetricView = getSigTextureView(volumetricInfo, \"relight_vol_sig\");\n\tconst uniformData = new Float32Array(32);\n\tconst lightColorParsed = parseColor(op.lightColor ?? \"#ffffff\");\n\tconst ambientColorParsed = parseColor(op.ambientColor ?? \"#ffffff\");\n\tuniformData[0] = op.lightType === \"Spot\" ? 1 : op.lightType === \"Directional\" ? 2 : op.lightType === \"Rim\" ? 3 : 0;\n\tuniformData[1] = intensityInfo.value;\n\tuniformData[2] = posXInfo.value;\n\tuniformData[3] = posYInfo.value;\n\tuniformData[4] = posZInfo.value;\n\tuniformData[5] = radiusInfo.value;\n\tuniformData[6] = spotConeInfo.value * Math.PI / 180;\n\tuniformData[7] = roughnessInfo.value;\n\tuniformData[8] = specularInfo.value;\n\tuniformData[9] = metallicInfo.value;\n\tuniformData[10] = ambientInfo.value;\n\tuniformData[11] = volumetricInfo.value;\n\tuniformData[12] = depthScaleInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = hasDepthMap || hasNormalMap ? 1 : 0;\n\tuniformData[15] = hasNormalMap ? 1 : 0;\n\tuniformData[16] = intensityInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = posXInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = posYInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = posZInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = radiusInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = specularInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = volumetricInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = lightColorParsed.r;\n\tuniformData[25] = lightColorParsed.g;\n\tuniformData[26] = lightColorParsed.b;\n\tuniformData[27] = lightColorParsed.a;\n\tuniformData[28] = ambientColorParsed.r;\n\tuniformData[29] = ambientColorParsed.g;\n\tuniformData[30] = ambientColorParsed.b;\n\tuniformData[31] = ambientColorParsed.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}] 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sigRoughnessView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: sigSpecularView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: sigVolumetricView\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: Relight3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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