framefields 2.11.0 → 2.12.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (493) hide show
  1. package/NOTICE.md +4 -0
  2. package/dist/audio/index.d.mts +4 -4
  3. package/dist/audio/index.mjs +10 -10
  4. package/dist/{audio-BuCVk1IQ.mjs → audio-DHLoNcxD.mjs} +3 -3
  5. package/dist/{audio-BuCVk1IQ.mjs.map → audio-DHLoNcxD.mjs.map} +1 -1
  6. package/dist/{audio-CYZkDwae.d.mts → audio-afTBdB3U.d.mts} +3 -3
  7. package/dist/{audio-CYZkDwae.d.mts.map → audio-afTBdB3U.d.mts.map} +1 -1
  8. package/dist/cli/check-worker.mjs +45 -45
  9. package/dist/cli.mjs +174 -83
  10. package/dist/cli.mjs.map +1 -1
  11. package/dist/cloud/index.d.mts +14 -3
  12. package/dist/cloud/index.d.mts.map +1 -1
  13. package/dist/cloud/index.mjs +2 -2
  14. package/dist/{cloud-xcfV4J03.mjs → cloud-COid1Ipa.mjs} +169 -16
  15. package/dist/cloud-COid1Ipa.mjs.map +1 -0
  16. package/dist/components/index.d.mts +10 -10
  17. package/dist/components/index.mjs +44 -44
  18. package/dist/{dist-Dg9LMWoX.mjs → dist-2_lT3Dwc.mjs} +2 -2
  19. package/dist/{dist-Dg9LMWoX.mjs.map → dist-2_lT3Dwc.mjs.map} +1 -1
  20. package/dist/{dist-CWLLnigL.mjs → dist-B-OPY7Cs.mjs} +273 -76
  21. package/dist/dist-B-OPY7Cs.mjs.map +1 -0
  22. package/dist/{dist-EQX3TUUl.mjs → dist-BSqeChht.mjs} +3 -3
  23. package/dist/{dist-EQX3TUUl.mjs.map → dist-BSqeChht.mjs.map} +1 -1
  24. package/dist/{dist-CNGv-JTX.mjs → dist-BwtxciN4.mjs} +1 -1
  25. package/dist/dist-CySGkG54.mjs.map +1 -1
  26. package/dist/effects/index.d.mts +5 -5
  27. package/dist/effects/index.mjs +35 -35
  28. package/dist/{effects-DKLbLXF7.mjs → effects-C8CL9cOq.mjs} +2 -2
  29. package/dist/{effects-DKLbLXF7.mjs.map → effects-C8CL9cOq.mjs.map} +1 -1
  30. package/dist/fonts/index.mjs +2 -2
  31. package/dist/{fonts-gPbGbShD.mjs → fonts-BQrDjnpV.mjs} +2 -2
  32. package/dist/{fonts-gPbGbShD.mjs.map → fonts-BQrDjnpV.mjs.map} +1 -1
  33. package/dist/{gpu-CpkJJLQP.mjs → gpu-DHa-3Dou.mjs} +11 -3
  34. package/dist/gpu-DHa-3Dou.mjs.map +1 -0
  35. package/dist/{index-Cro-818i.d.mts → index-BNClElng.d.mts} +592 -516
  36. package/dist/index-BNClElng.d.mts.map +1 -0
  37. package/dist/{index-jSDEM-uE.d.mts → index-CAuNuvIg.d.mts} +5 -5
  38. package/dist/{index-jSDEM-uE.d.mts.map → index-CAuNuvIg.d.mts.map} +1 -1
  39. package/dist/index-COYNQ_mf.d.mts.map +1 -1
  40. package/dist/{index-D2i9J9Zq.d.mts → index-CTv9ZieD.d.mts} +2 -2
  41. package/dist/{index-D2i9J9Zq.d.mts.map → index-CTv9ZieD.d.mts.map} +1 -1
  42. package/dist/{index-C8YwZ6k1.d.mts → index-DQa7mhzq.d.mts} +2 -2
  43. package/dist/{index-C8YwZ6k1.d.mts.map → index-DQa7mhzq.d.mts.map} +1 -1
  44. package/dist/{index-Bly-7YM1.d.mts → index-Drk6HC2k.d.mts} +2 -2
  45. package/dist/{index-Bly-7YM1.d.mts.map → index-Drk6HC2k.d.mts.map} +1 -1
  46. package/dist/{index-BuiZzc6i.d.mts → index-Fliv2Z-w.d.mts} +32 -1
  47. package/dist/index-Fliv2Z-w.d.mts.map +1 -0
  48. package/dist/{index-CEU_Zsb9.d.mts → index-WwuuX8ZJ.d.mts} +24 -22
  49. package/dist/index-WwuuX8ZJ.d.mts.map +1 -0
  50. package/dist/index.d.mts +10 -10
  51. package/dist/index.mjs +52 -52
  52. package/dist/preview/index.d.mts +1 -1
  53. package/dist/preview/index.mjs +10 -10
  54. package/dist/{preview-BToKUTtZ.mjs → preview-BUtt481A.mjs} +2 -2
  55. package/dist/{preview-BToKUTtZ.mjs.map → preview-BUtt481A.mjs.map} +1 -1
  56. package/dist/preview-engine/audio.mjs +1 -1
  57. package/dist/preview-engine/{chunk-QF4JWVO3.mjs → chunk-35XSD4QM.mjs} +15 -15
  58. package/dist/preview-engine/{chunk-ZF2MEFKO.mjs → chunk-3DOIE4DV.mjs} +1 -1
  59. package/dist/preview-engine/{chunk-JDB7PMRI.mjs → chunk-3IT7LHWR.mjs} +1 -1
  60. package/dist/preview-engine/{chunk-DNNGWS2C.mjs → chunk-3MLGWUSK.mjs} +1 -1
  61. package/dist/preview-engine/{chunk-KVOFO273.mjs → chunk-3QJ5GRBH.mjs} +1 -1
  62. package/dist/preview-engine/{chunk-54Q5CKSV.mjs → chunk-3QTHW2CD.mjs} +1 -1
  63. package/dist/preview-engine/chunk-44V4V5LD.mjs +1 -0
  64. package/dist/preview-engine/{chunk-BRV7TQDV.mjs → chunk-4JNIEQS2.mjs} +1 -1
  65. package/dist/preview-engine/chunk-4YT5YJIF.mjs +1 -0
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  67. package/dist/preview-engine/{chunk-BJXNKMSY.mjs → chunk-64L4GUOF.mjs} +20 -6
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  76. package/dist/preview-engine/chunk-CSLSWUUT.mjs +1 -0
  77. package/dist/preview-engine/{chunk-JSYG6OWZ.mjs → chunk-D7OMXGIZ.mjs} +1 -1
  78. package/dist/preview-engine/{chunk-EPRINA4V.mjs → chunk-E7BKWHOT.mjs} +10 -10
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  80. package/dist/preview-engine/{chunk-5KSBS3AL.mjs → chunk-EYE3GNL5.mjs} +1 -1
  81. package/dist/preview-engine/{chunk-GHTG5XV6.mjs → chunk-EYKN2VET.mjs} +84 -25
  82. package/dist/preview-engine/{chunk-OELPPLML.mjs → chunk-FJTURGJV.mjs} +1 -1
  83. package/dist/preview-engine/{chunk-IKVJ4MW5.mjs → chunk-G4ZTSLZU.mjs} +1 -1
  84. package/dist/preview-engine/{chunk-VZLIRYAL.mjs → chunk-GAMAKN5L.mjs} +1 -1
  85. package/dist/preview-engine/{chunk-65NANVQL.mjs → chunk-HTAHYSCW.mjs} +1 -1
  86. package/dist/preview-engine/{chunk-ZIXPWP2B.mjs → chunk-ICWD36H6.mjs} +1 -1
  87. package/dist/preview-engine/chunk-JAAFSVAG.mjs +1 -0
  88. package/dist/preview-engine/{chunk-RDWLLITE.mjs → chunk-JAUMCOOJ.mjs} +1 -1
  89. package/dist/preview-engine/{chunk-ACBBBOUM.mjs → chunk-KBCZKIIQ.mjs} +1 -1
  90. package/dist/preview-engine/{chunk-YVZTRH4Y.mjs → chunk-KDCM7S3S.mjs} +1 -1
  91. package/dist/preview-engine/chunk-KIPXBOYG.mjs +1974 -0
  92. package/dist/preview-engine/{chunk-6LTINEA4.mjs → chunk-M4QVCQ3O.mjs} +1 -1
  93. package/dist/preview-engine/{chunk-GN3NDRLI.mjs → chunk-NCQHOGZK.mjs} +1 -1
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  98. package/dist/preview-engine/chunk-PH3UUX6A.mjs +138 -0
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  104. package/dist/preview-engine/{chunk-26XWIHW3.mjs → chunk-RVCLMO5Q.mjs} +1 -1
  105. package/dist/preview-engine/{chunk-TEWRQKX3.mjs → chunk-SFHWP65D.mjs} +1 -1
  106. package/dist/preview-engine/{chunk-EXEO245X.mjs → chunk-TKXOSEIJ.mjs} +1 -1
  107. package/dist/preview-engine/chunk-UKZVUYB6.mjs +483 -0
  108. package/dist/preview-engine/{chunk-EAWJXW4J.mjs → chunk-UVEDFIPN.mjs} +1 -1
  109. package/dist/preview-engine/{chunk-Z24UEN4P.mjs → chunk-VUO4K52B.mjs} +1 -1
  110. package/dist/preview-engine/{chunk-IBPYV6HF.mjs → chunk-W4XR6F5G.mjs} +1 -1
  111. package/dist/preview-engine/{chunk-UI3VH33L.mjs → chunk-WPYWCWWL.mjs} +1 -1
  112. package/dist/preview-engine/{chunk-WFMUDL55.mjs → chunk-YAPGJZPI.mjs} +1 -1
  113. package/dist/preview-engine/{chunk-LMXMBX4J.mjs → chunk-YJ4DSRDY.mjs} +1 -1
  114. package/dist/preview-engine/{chunk-CCORQLMR.mjs → chunk-YOJKIMU5.mjs} +1 -1
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  116. package/dist/preview-engine/{chunk-LFNCWMKS.mjs → chunk-ZZMI3WOT.mjs} +1 -1
  117. package/dist/preview-engine/components.mjs +1 -1
  118. package/dist/preview-engine/effects.mjs +1 -1
  119. package/dist/preview-engine/fonts.mjs +1 -1
  120. package/dist/preview-engine/framefields.mjs +1 -1
  121. package/dist/preview-engine/player.mjs +1 -1
  122. package/dist/preview-engine/{renderers-53EI26GL.mjs → renderers-3FZVDYRQ.mjs} +1 -1
  123. package/dist/preview-engine/renderers-3KEBYOOF.mjs +1 -0
  124. package/dist/preview-engine/{renderers-6YVZUQOH.mjs → renderers-4RPQSUUZ.mjs} +1 -1
  125. package/dist/preview-engine/renderers-5EGFXFPF.mjs +1 -0
  126. package/dist/preview-engine/renderers-5SJHYUTM.mjs +1 -0
  127. package/dist/preview-engine/renderers-66MWDUN6.mjs +1 -0
  128. package/dist/preview-engine/{renderers-CCRZNGVK.mjs → renderers-6FENMFSC.mjs} +1 -1
  129. package/dist/preview-engine/renderers-77OXJ2GY.mjs +1 -0
  130. package/dist/preview-engine/renderers-7LI4QKHO.mjs +1 -0
  131. package/dist/preview-engine/{renderers-CYJAVWHT.mjs → renderers-AIZRIW2R.mjs} +1 -1
  132. package/dist/preview-engine/{renderers-OGOW3NA4.mjs → renderers-BDI2BDBA.mjs} +1 -1
  133. package/dist/preview-engine/renderers-BDXCO6NR.mjs +1 -0
  134. package/dist/preview-engine/{renderers-EN7LXJLG.mjs → renderers-BUZ67FNZ.mjs} +1 -1
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  137. package/dist/preview-engine/{renderers-WSABL3QO.mjs → renderers-ECXMT5BD.mjs} +1 -1
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  147. package/dist/preview-engine/{renderers-KCGK33Y2.mjs → renderers-HG6JZIZO.mjs} +1 -1
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  483. package/dist/renderer-Dsh6Tgu0.mjs +0 -3
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  485. package/dist/renderer-Dv4u2c14.mjs +0 -5
  486. package/dist/renderer-HDj9Zb-O.mjs.map +0 -1
  487. package/dist/renderer-IE1yu3lZ.mjs +0 -5
  488. package/dist/renderer-PY_wnEN0.mjs +0 -5
  489. package/dist/renderer-TKZCA0B9.mjs.map +0 -1
  490. package/dist/renderer-gv24VyzO.mjs +0 -5
  491. package/dist/renderer-nN6lPZf9.mjs +0 -5
  492. package/dist/src-BYp6r-cS.mjs.map +0 -1
  493. package/dist/src-Bnr8DUC--BRDqRF6I.mjs.map +0 -1
@@ -1,4 +1,4 @@
1
1
  import "../index-COYNQ_mf.mjs";
2
- import { Y as initHeadlessWebGPU, g as GpuAdapterDescription, q as describeGpu } from "../index-BuiZzc6i.mjs";
2
+ import { Y as initHeadlessWebGPU, g as GpuAdapterDescription, q as describeGpu } from "../index-Fliv2Z-w.mjs";
3
3
  import { C as formatQaReport, D as stitchChunks, E as resetRenderCaches, S as VideoQaStats, T as renderSemaphore, _ as RenderProgress, a as renderFrameGrid, b as VideoQaOptions, c as ChunkPlan, d as FrameRange, f as HeadlessMediaRenderer, g as QaSegment, h as QaIssue, i as computeGridLayout, l as ChunkPlanOptions, m as PlannedChunk, n as FrameGridRenderable, o as resolveSamplePoints, p as HeadlessWebGPURenderer, r as FrameSamplePoint, s as AudioQaStats, t as FrameGridOptions, u as FrameCostSample, v as StitchOptions, w as planChunks, x as VideoQaReport, y as StitchResult } from "../index-gOVtTm-P.mjs";
4
4
  export { AudioQaStats, ChunkPlan, ChunkPlanOptions, FrameCostSample, FrameGridOptions, FrameGridRenderable, FrameRange, FrameSamplePoint, GpuAdapterDescription, HeadlessMediaRenderer, HeadlessWebGPURenderer, PlannedChunk, QaIssue, QaSegment, RenderProgress, StitchOptions, StitchResult, VideoQaOptions, VideoQaReport, VideoQaStats, computeGridLayout, describeGpu, formatQaReport, initHeadlessWebGPU, planChunks, renderFrameGrid, renderSemaphore, resetRenderCaches, resolveSamplePoints, stitchChunks };
@@ -1,5 +1,5 @@
1
1
  import "../chunk-W71TSjRM.mjs";
2
- import { R as initHeadlessWebGPU, x as describeGpu } from "../dist-CWLLnigL.mjs";
3
- import { a as resetRenderCaches, c as HeadlessWebGPURenderer, i as planChunks, l as formatQaReport, n as renderFrameGrid, o as stitchChunks, r as resolveSamplePoints, s as HeadlessMediaRenderer, t as computeGridLayout, u as renderSemaphore } from "../renderer-Bbxh4N8Y.mjs";
2
+ import { R as initHeadlessWebGPU, x as describeGpu } from "../dist-B-OPY7Cs.mjs";
3
+ import { a as resetRenderCaches, c as HeadlessWebGPURenderer, i as planChunks, l as formatQaReport, n as renderFrameGrid, o as stitchChunks, r as resolveSamplePoints, s as HeadlessMediaRenderer, t as computeGridLayout, u as renderSemaphore } from "../renderer-D3YbHjRG.mjs";
4
4
 
5
5
  export { HeadlessMediaRenderer, HeadlessWebGPURenderer, computeGridLayout, describeGpu, formatQaReport, initHeadlessWebGPU, planChunks, renderFrameGrid, renderSemaphore, resetRenderCaches, resolveSamplePoints, stitchChunks };
@@ -0,0 +1,5 @@
1
+ import "./chunk-W71TSjRM.mjs";
2
+ import "./dist-B-OPY7Cs.mjs";
3
+ import { t as renderers_default } from "./renderer-DZIxduEt.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,7 +1,7 @@
1
1
  import "./chunk-W71TSjRM.mjs";
2
- import { n as defineRenderer } from "./renderer-DcvjSolU.mjs";
3
- import "./dist-CWLLnigL.mjs";
4
- import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CpkJJLQP.mjs";
2
+ import { n as defineRenderer } from "./renderer-BOg8i8eF.mjs";
3
+ import "./dist-B-OPY7Cs.mjs";
4
+ import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-DHa-3Dou.mjs";
5
5
 
6
6
  //#region ../../nodes/node-crt/dist/renderers-RZlSUb1G.mjs
7
7
  const OP = "CRT";
@@ -221,4 +221,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: CRTWebGPURenderer });
221
221
 
222
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  //#endregion
223
223
  export { CRTWebGPURenderer, renderers_default as default };
224
- //# sourceMappingURL=renderer-Bf4-N7k7.mjs.map
224
+ //# sourceMappingURL=renderer-4uZGSmUD.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-Bf4-N7k7.mjs","names":[],"sources":["../../../nodes/node-crt/dist/renderers-RZlSUb1G.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"CRT\";\nconst UNIFORM_FLOATS = 16;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 4> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet scanlines = u.v[1].x;\n\tlet lineCount = u.v[1].y;\n\tlet curvature = u.v[1].z;\n\tlet mask = u.v[1].w;\n\tlet vignette = u.v[2].x;\n\tlet noise = u.v[2].y;\n\tlet flicker = u.v[2].z;\n\tlet tracking = u.v[2].w;\n\tlet chroma = u.v[3].x;\n\n\tlet R = res();\n\tlet t = time;\n\tlet cc = in.uv * 2.0 - 1.0;\n\tvar uv = (cc * (1.0 + curvature * 0.25 * dot(cc, cc))) * 0.5 + 0.5;\n\tif (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) { return vec4<f32>(0.0, 0.0, 0.0, 1.0); }\n\tlet line = floor(uv.y * lineCount);\n\tlet jitter = (hash12(vec2<f32>(line, floor(t * 30.0))) - 0.5) * tracking * 0.006;\n\tlet bandY = fract(t * 0.13);\n\tlet band = smoothstep(0.07, 0.0, abs(uv.y - bandY)) * tracking;\n\tuv.x += jitter + band * 0.015 * sin(uv.y * 400.0 + t * 20.0);\n\tlet base = sampleS(uv);\n\tvar rgb = base.rgb;\n\tif (chroma > 0.0) {\n\t\tlet off = chroma / R.x;\n\t\tlet avg = (sampleS(uv - vec2<f32>(off, 0.0)).rgb + base.rgb + sampleS(uv + vec2<f32>(off * 2.0, 0.0)).rgb) / 3.0;\n\t\tlet y = luma(base.rgb);\n\t\trgb = vec3<f32>(y) + (avg - vec3<f32>(luma(avg)));\n\t}\n\tlet sl = 0.5 + 0.5 * cos(uv.y * lineCount * 6.2831853);\n\trgb *= 1.0 - scanlines * (1.0 - sl) * 0.7;\n\tlet tri = u32(floor(in.uv.x * R.x)) % 3u;\n\tvar m = vec3<f32>(0.75);\n\tif (tri == 0u) { m.r = 1.25; } else if (tri == 1u) { m.g = 1.25; } else { m.b = 1.25; }\n\trgb *= mix(vec3<f32>(1.0), m, mask);\n\trgb += (hash12(in.uv * R + vec2<f32>(t * 61.0, t * 17.0)) - 0.5) * noise * 0.3;\n\trgb *= 1.0 - flicker * hash12(vec2<f32>(floor(t * 24.0), 3.0));\n\trgb *= 1.0 - vignette * dot(cc, cc) * 0.35;\n\trgb += band * 0.12;\n\treturn vec4<f32>(clamp(rgb, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = 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+ {"version":3,"file":"renderer-4uZGSmUD.mjs","names":[],"sources":["../../../nodes/node-crt/dist/renderers-RZlSUb1G.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"CRT\";\nconst UNIFORM_FLOATS = 16;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 4> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet scanlines = u.v[1].x;\n\tlet lineCount = u.v[1].y;\n\tlet curvature = u.v[1].z;\n\tlet mask = u.v[1].w;\n\tlet vignette = u.v[2].x;\n\tlet noise = u.v[2].y;\n\tlet flicker = u.v[2].z;\n\tlet tracking = u.v[2].w;\n\tlet chroma = u.v[3].x;\n\n\tlet R = res();\n\tlet t = time;\n\tlet cc = in.uv * 2.0 - 1.0;\n\tvar uv = (cc * (1.0 + curvature * 0.25 * dot(cc, cc))) * 0.5 + 0.5;\n\tif (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) { return vec4<f32>(0.0, 0.0, 0.0, 1.0); }\n\tlet line = floor(uv.y * lineCount);\n\tlet jitter = (hash12(vec2<f32>(line, floor(t * 30.0))) - 0.5) * tracking * 0.006;\n\tlet bandY = fract(t * 0.13);\n\tlet band = smoothstep(0.07, 0.0, abs(uv.y - bandY)) * tracking;\n\tuv.x += jitter + band * 0.015 * sin(uv.y * 400.0 + t * 20.0);\n\tlet base = sampleS(uv);\n\tvar rgb = base.rgb;\n\tif (chroma > 0.0) {\n\t\tlet off = chroma / R.x;\n\t\tlet avg = (sampleS(uv - vec2<f32>(off, 0.0)).rgb + base.rgb + sampleS(uv + vec2<f32>(off * 2.0, 0.0)).rgb) / 3.0;\n\t\tlet y = luma(base.rgb);\n\t\trgb = vec3<f32>(y) + (avg - vec3<f32>(luma(avg)));\n\t}\n\tlet sl = 0.5 + 0.5 * cos(uv.y * lineCount * 6.2831853);\n\trgb *= 1.0 - scanlines * (1.0 - sl) * 0.7;\n\tlet tri = u32(floor(in.uv.x * R.x)) % 3u;\n\tvar m = vec3<f32>(0.75);\n\tif (tri == 0u) { m.r = 1.25; } else if (tri == 1u) { m.g = 1.25; } else { m.b = 1.25; }\n\trgb *= mix(vec3<f32>(1.0), m, mask);\n\trgb += (hash12(in.uv * R + vec2<f32>(t * 61.0, t * 17.0)) - 0.5) * noise * 0.3;\n\trgb *= 1.0 - flicker * hash12(vec2<f32>(floor(t * 24.0), 3.0));\n\trgb *= 1.0 - vignette * dot(cc, cc) * 0.35;\n\trgb += band * 0.12;\n\treturn vec4<f32>(clamp(rgb, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = num(raw.scanlines, .45);\n\tdata[5] = num(raw.lineCount, 540);\n\tdata[6] = num(raw.curvature, .12);\n\tdata[7] = num(raw.mask, .25);\n\tdata[8] = num(raw.vignette, .35);\n\tdata[9] = num(raw.noise, .08);\n\tdata[10] = num(raw.flicker, .03);\n\tdata[11] = num(raw.tracking, 0);\n\tdata[12] = num(raw.chroma, 0);\n}\nconst CRTWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, 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@@ -1,7 +1,7 @@
1
1
  import "./chunk-W71TSjRM.mjs";
2
- import { n as defineRenderer } from "./renderer-DcvjSolU.mjs";
3
- import "./dist-CWLLnigL.mjs";
4
- import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CpkJJLQP.mjs";
2
+ import { n as defineRenderer } from "./renderer-BOg8i8eF.mjs";
3
+ import "./dist-B-OPY7Cs.mjs";
4
+ import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-DHa-3Dou.mjs";
5
5
  import { i as OpticalFlowComputePipeline } from "./dist-BIE8fvlv.mjs";
6
6
 
7
7
  //#region ../../nodes/node-datamosh/dist/renderers-D-M1-_H_.mjs
@@ -205,4 +205,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: DatamoshWebGPURenderer
205
205
 
206
206
  //#endregion
207
207
  export { DatamoshWebGPURenderer, renderers_default as default };
208
- //# sourceMappingURL=renderer-V4dhrf_h.mjs.map
208
+ //# sourceMappingURL=renderer-5fGj_tqN.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-V4dhrf_h.mjs","names":[],"sources":["../../../nodes/node-datamosh/dist/renderers-D-M1-_H_.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\nimport { OpticalFlowComputePipeline } from \"@framefields/tensor-webgpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst HISTORY_FORMAT = \"rgba16float\";\nconst MOSH_WGSL = `\nstruct U { a : vec4<f32>, b : vec4<f32> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var moshTex : texture_2d<f32>;\n@group(0) @binding(2) var currentTex : texture_2d<f32>;\n@group(0) @binding(3) var flowTex : texture_2d<f32>;\n@group(0) @binding(4) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet strength = u.a.x;\n\tlet bleed = u.a.y;\n\tlet inv = u.a.zw;\n\tlet cur0 = textureSampleLevel(currentTex, samp, in.uv, 0.0);\n\tif (u.b.x > 0.5) { return cur0; }\n\tlet dims = vec2<f32>(textureDimensions(flowTex));\n\tlet coord = vec2<i32>(clamp(in.uv * dims, vec2<f32>(0.0), dims - 1.0));\n\tlet flow = textureLoad(flowTex, coord, 0).xy;\n\tlet cur = textureSampleLevel(currentTex, samp, in.uv, 0.0);\n\t// The old picture moves with the new motion instead of being replaced.\n\tlet moved = textureSampleLevel(moshTex, samp, clamp(in.uv - flow * inv * strength, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n\tvar out = mix(moved, cur, bleed);\n\tif (moved.a < 0.01) { out = cur; }\n\treturn out;\n}\n`;\nconst resources = perDevice((device) => {\n\tconst layout = fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], \"datamosh_layout\");\n\tconst module = device.createShaderModule({\n\t\tcode: MOSH_WGSL,\n\t\tlabel: \"datamosh.wgsl\"\n\t});\n\treturn {\n\t\tlayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlabel: \"datamosh\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),\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: HISTORY_FORMAT }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t}),\n\t\tflow: new OpticalFlowComputePipeline(device),\n\t\tsampler: device.createSampler({\n\t\t\tmagFilter: \"linear\",\n\t\t\tminFilter: \"linear\"\n\t\t})\n\t};\n});\nfunction historyFor(effect, device, width, height, format) {\n\tconst h = effect.feedbackHistory;\n\tif (h && h.device === device && h.width === width && h.height === height) return h;\n\th?.front.destroy();\n\th?.back.destroy();\n\th?.prev?.destroy();\n\tconst make = (label, fmt) => device.createTexture({\n\t\tlabel,\n\t\tsize: [width, height],\n\t\tformat: fmt,\n\t\tusage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST\n\t});\n\tconst next = {\n\t\tdevice,\n\t\twidth,\n\t\theight,\n\t\tfront: make(\"feedback_front\", HISTORY_FORMAT),\n\t\tback: make(\"feedback_back\", HISTORY_FORMAT),\n\t\tprev: make(\"feedback_prev\", format),\n\t\tframe: -1\n\t};\n\teffect.feedbackHistory = next;\n\treturn next;\n}\nasync function childAt(args, frame, compositionStart, h) {\n\tconst child = args.props.virtualMedia?.children?.[0];\n\tif (!child) return null;\n\treturn drawChildToTexture(args, child, {\n\t\texclude: [\n\t\t\th.front,\n\t\t\th.back,\n\t\t\t...h.prev ? 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+ {"version":3,"file":"renderer-5fGj_tqN.mjs","names":[],"sources":["../../../nodes/node-datamosh/dist/renderers-D-M1-_H_.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\nimport { OpticalFlowComputePipeline } from \"@framefields/tensor-webgpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst HISTORY_FORMAT = \"rgba16float\";\nconst MOSH_WGSL = `\nstruct U { a : vec4<f32>, b : vec4<f32> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var moshTex : texture_2d<f32>;\n@group(0) @binding(2) var currentTex : texture_2d<f32>;\n@group(0) @binding(3) var flowTex : texture_2d<f32>;\n@group(0) @binding(4) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet strength = u.a.x;\n\tlet bleed = u.a.y;\n\tlet inv = u.a.zw;\n\tlet cur0 = textureSampleLevel(currentTex, samp, in.uv, 0.0);\n\tif (u.b.x > 0.5) { return cur0; }\n\tlet dims = vec2<f32>(textureDimensions(flowTex));\n\tlet coord = vec2<i32>(clamp(in.uv * dims, vec2<f32>(0.0), dims - 1.0));\n\tlet flow = textureLoad(flowTex, coord, 0).xy;\n\tlet cur = textureSampleLevel(currentTex, samp, in.uv, 0.0);\n\t// The old picture moves with the new motion instead of being replaced.\n\tlet moved = textureSampleLevel(moshTex, samp, clamp(in.uv - flow * inv * strength, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n\tvar out = mix(moved, cur, bleed);\n\tif (moved.a < 0.01) { out = cur; }\n\treturn out;\n}\n`;\nconst resources = perDevice((device) => {\n\tconst layout = fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], \"datamosh_layout\");\n\tconst module = device.createShaderModule({\n\t\tcode: MOSH_WGSL,\n\t\tlabel: \"datamosh.wgsl\"\n\t});\n\treturn {\n\t\tlayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlabel: \"datamosh\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),\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: HISTORY_FORMAT }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t}),\n\t\tflow: new OpticalFlowComputePipeline(device),\n\t\tsampler: device.createSampler({\n\t\t\tmagFilter: \"linear\",\n\t\t\tminFilter: \"linear\"\n\t\t})\n\t};\n});\nfunction historyFor(effect, device, width, height, format) {\n\tconst h = effect.feedbackHistory;\n\tif (h && h.device === device && h.width === width && h.height === height) return h;\n\th?.front.destroy();\n\th?.back.destroy();\n\th?.prev?.destroy();\n\tconst make = (label, fmt) => device.createTexture({\n\t\tlabel,\n\t\tsize: [width, height],\n\t\tformat: fmt,\n\t\tusage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST\n\t});\n\tconst next = {\n\t\tdevice,\n\t\twidth,\n\t\theight,\n\t\tfront: make(\"feedback_front\", HISTORY_FORMAT),\n\t\tback: make(\"feedback_back\", HISTORY_FORMAT),\n\t\tprev: make(\"feedback_prev\", format),\n\t\tframe: -1\n\t};\n\teffect.feedbackHistory = next;\n\treturn next;\n}\nasync function childAt(args, frame, compositionStart, h) {\n\tconst child = args.props.virtualMedia?.children?.[0];\n\tif (!child) return null;\n\treturn drawChildToTexture(args, child, {\n\t\texclude: [\n\t\t\th.front,\n\t\t\th.back,\n\t\t\t...h.prev ? [h.prev] : []\n\t\t],\n\t\tprops: {\n\t\t\t...args.props,\n\t\t\tvirtualMedia: child,\n\t\t\tframe,\n\t\t\tcompositionFrame: compositionStart + frame\n\t\t}\n\t});\n}\nfunction swap(h) {\n\tconst t = h.front;\n\th.front = h.back;\n\th.back = t;\n}\nasync function stepDatamosh(args, h, v, frame, compositionStart, key) {\n\tconst cur = await childAt(args, frame, compositionStart, h);\n\tif (!cur || !h.prev) return;\n\tconst r = resources(args.ctx.device);\n\tconst { encoder } = args;\n\tconst clean = key || h.frame < 0;\n\tconst flow = clean ? cur.texture : r.flow.execute(h.prev, cur.texture, {}, encoder);\n\tconst uniforms = new Float32Array([\n\t\tv.strength,\n\t\tv.bleed,\n\t\t1 / h.width,\n\t\t1 / h.height,\n\t\tclean ? 1 : 0,\n\t\t0,\n\t\t0,\n\t\t0\n\t]);\n\tdrawFullscreenPass(encoder, h.back.createView(), r.pipeline, [args.ctx.device.createBindGroup({\n\t\tlayout: r.layout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: args.ctx.renderer.getTemporaryBuffer(uniforms) }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: h.front.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: cur.view\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: flow.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: r.sampler\n\t\t\t}\n\t\t]\n\t})]);\n\tencoder.copyTextureToTexture({ texture: cur.texture }, { texture: h.prev }, [\n\t\th.width,\n\t\th.height,\n\t\t1\n\t]);\n\tswap(h);\n\th.frame = frame;\n}\nfunction num(v, fallback) {\n\treturn typeof v === \"number\" && Number.isFinite(v) ? v : fallback;\n}\nconst DatamoshWebGPURenderer = async (args) => {\n\tconst { ctx, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Datamosh\" || !op.effect?.resolveUniforms) return;\n\tif (!props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst local = Math.max(0, Math.round(props.frame ?? 0));\n\tconst compositionFrame = Math.round(props.compositionFrame ?? local);\n\tconst compositionStart = compositionFrame - local;\n\tconst raw = op.effect.resolveUniforms({\n\t\tframe: compositionFrame,\n\t\tfps,\n\t\ttime: compositionFrame / fps\n\t});\n\tconst h = historyFor(op.effect, ctx.device, targetWidth, targetHeight, ctx.renderer.format);\n\t{\n\t\tconst v = {\n\t\t\tkeyframes: Array.isArray(raw.keyframes) ? raw.keyframes.map(Math.round) : [],\n\t\t\tstrength: num(raw.strength, 1),\n\t\t\tbleed: Math.min(1, Math.max(0, num(raw.bleed, 0))),\n\t\t\twarmup: Math.max(1, Math.round(num(raw.warmup, 48)))\n\t\t};\n\t\tif (h.frame !== local) {\n\t\t\tlet start = local;\n\t\t\tif (h.frame !== local - 1) {\n\t\t\t\tconst lastKey = Math.max(0, ...v.keyframes.filter((k) => k <= local));\n\t\t\t\tstart = Math.max(lastKey, local - v.warmup);\n\t\t\t\th.frame = -1;\n\t\t\t}\n\t\t\tfor (let f = start; 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@@ -1,7 +1,7 @@
1
1
  import "./chunk-W71TSjRM.mjs";
2
- import { n as defineRenderer } from "./renderer-DcvjSolU.mjs";
3
- import "./dist-CWLLnigL.mjs";
4
- import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CpkJJLQP.mjs";
2
+ import { n as defineRenderer } from "./renderer-BOg8i8eF.mjs";
3
+ import "./dist-B-OPY7Cs.mjs";
4
+ import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-DHa-3Dou.mjs";
5
5
 
6
6
  //#region ../../nodes/node-painterly/dist/renderers-DhYrtjqf.mjs
7
7
  const OP = "Painterly";
@@ -219,4 +219,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: PainterlyWebGPURenderer
219
219
 
220
220
  //#endregion
221
221
  export { PainterlyWebGPURenderer, renderers_default as default };
222
- //# sourceMappingURL=renderer-ByjaseAo.mjs.map
222
+ //# sourceMappingURL=renderer-6g1ri445.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-ByjaseAo.mjs","names":[],"sources":["../../../nodes/node-painterly/dist/renderers-DhYrtjqf.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Painterly\";\nconst UNIFORM_FLOATS = 12;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 3> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : 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vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet style = u32(u.v[1].x + 0.5);\n\tlet radius = u.v[1].y;\n\tlet edgeDarkening = u.v[1].z;\n\tlet paper = u.v[1].w;\n\tlet saturation = u.v[2].x;\n\n\tlet R = res();\n\tlet r = i32(radius);\n\tvar mean = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar sq = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar a = 0.0;\n\tfor (var j = -r; j <= r; j++) {\n\t\tfor (var i = -r; i <= r; i++) {\n\t\t\tlet c = sampleS(in.uv + vec2<f32>(f32(i), f32(j)) / R);\n\t\t\ta += c.a;\n\t\t\tlet q = select(select(3, 2, i <= 0), select(1, 0, i <= 0), j <= 0);\n\t\t\tmean[q] += c.rgb;\n\t\t\tsq[q] += c.rgb * c.rgb;\n\t\t}\n\t}\n\tlet n = f32((r + 1) * (r + 1));\n\tvar best = vec3<f32>(0.0);\n\tvar bestV = 1e9;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet m = mean[k] / n;\n\t\tlet v = sq[k] / n - m * m;\n\t\tlet vs = v.r + v.g + v.b;\n\t\tif (vs < bestV) { bestV = vs; best = m; }\n\t}\n\tvar rgb = best;\n\tlet grain = vnoise(in.uv * R / 3.0) * 0.6 + vnoise(in.uv * R / 11.0) * 0.4;\n\tif (style == 1u) {\n\t\trgb = mix(rgb, vec3<f32>(1.0), 0.06);\n\t\trgb *= 1.0 - edgeDarkening * 0.45 * smoothstep(0.004, 0.05, sqrt(max(bestV, 0.0)));\n\t\trgb *= 1.0 - paper * 0.18 * (grain - 0.5);\n\t} else {\n\t\trgb *= 1.0 - paper * 0.1 * (grain - 0.5);\n\t}\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet alpha = a / f32((2 * r + 1) * (2 * r + 1));\n\treturn premul(vec4<f32>(rgb, alpha));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\"oil\", \"watercolor\"].indexOf(String(raw.style ?? \"oil\")));\n\tdata[5] = num(raw.radius, 5);\n\tdata[6] = num(raw.edgeDarkening, .5);\n\tdata[7] = 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+ {"version":3,"file":"renderer-6g1ri445.mjs","names":[],"sources":["../../../nodes/node-painterly/dist/renderers-DhYrtjqf.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Painterly\";\nconst UNIFORM_FLOATS = 12;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 3> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet style = u32(u.v[1].x + 0.5);\n\tlet radius = u.v[1].y;\n\tlet edgeDarkening = u.v[1].z;\n\tlet paper = u.v[1].w;\n\tlet saturation = u.v[2].x;\n\n\tlet R = res();\n\tlet r = i32(radius);\n\tvar mean = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar sq = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar a = 0.0;\n\tfor (var j = -r; j <= r; j++) {\n\t\tfor (var i = -r; i <= r; i++) {\n\t\t\tlet c = sampleS(in.uv + vec2<f32>(f32(i), f32(j)) / R);\n\t\t\ta += c.a;\n\t\t\tlet q = select(select(3, 2, i <= 0), select(1, 0, i <= 0), j <= 0);\n\t\t\tmean[q] += c.rgb;\n\t\t\tsq[q] += c.rgb * c.rgb;\n\t\t}\n\t}\n\tlet n = f32((r + 1) * (r + 1));\n\tvar best = vec3<f32>(0.0);\n\tvar bestV = 1e9;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet m = mean[k] / n;\n\t\tlet v = sq[k] / n - m * m;\n\t\tlet vs = v.r + v.g + v.b;\n\t\tif (vs < bestV) { bestV = vs; best = m; }\n\t}\n\tvar rgb = best;\n\tlet grain = vnoise(in.uv * R / 3.0) * 0.6 + vnoise(in.uv * R / 11.0) * 0.4;\n\tif (style == 1u) {\n\t\trgb = mix(rgb, vec3<f32>(1.0), 0.06);\n\t\trgb *= 1.0 - edgeDarkening * 0.45 * smoothstep(0.004, 0.05, sqrt(max(bestV, 0.0)));\n\t\trgb *= 1.0 - paper * 0.18 * (grain - 0.5);\n\t} else {\n\t\trgb *= 1.0 - paper * 0.1 * (grain - 0.5);\n\t}\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet alpha = a / f32((2 * r + 1) * (2 * r + 1));\n\treturn premul(vec4<f32>(rgb, alpha));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\"oil\", \"watercolor\"].indexOf(String(raw.style ?? \"oil\")));\n\tdata[5] = num(raw.radius, 5);\n\tdata[6] = num(raw.edgeDarkening, .5);\n\tdata[7] = num(raw.paper, .3);\n\tdata[8] = num(raw.saturation, 1.05);\n}\nconst PainterlyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: PainterlyWebGPURenderer });\n\n//#endregion\nexport { PainterlyWebGPURenderer as n, renderers_default as t };\n//# 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@@ -1,5 +1,5 @@
1
1
  import "./chunk-W71TSjRM.mjs";
2
- import "./dist-CWLLnigL.mjs";
3
- import { n as renderers_default, t as RefractionCaustics3DWebGPURenderer } from "./renderer-D4f8f66C.mjs";
2
+ import "./dist-B-OPY7Cs.mjs";
3
+ import { n as renderers_default, t as RefractionCaustics3DWebGPURenderer } from "./renderer-BzTj_CeK.mjs";
4
4
 
5
5
  export { RefractionCaustics3DWebGPURenderer, renderers_default as default };
@@ -1,8 +1,8 @@
1
1
  import { an as OutputItem, bt as MediaOperation, ur as VirtualMediaData } from "./index-COYNQ_mf.mjs";
2
- import { O as RenderContextValue } from "./index-BuiZzc6i.mjs";
2
+ import { O as RenderContextValue } from "./index-Fliv2Z-w.mjs";
3
3
  import { z } from "zod";
4
4
 
5
- //#region ../node-sdk/dist/index-BwBRn_wY.d.mts
5
+ //#region ../node-sdk/dist/index-DCPaiCIF.d.mts
6
6
 
7
7
  //#endregion
8
8
  //#region renderer/index.d.ts
@@ -19,6 +19,12 @@ interface NodeRenderProps<TOperation extends MediaOperation = MediaOperation> {
19
19
  trimEndOverride?: number;
20
20
  containerWidth: number;
21
21
  containerHeight: number;
22
+ /**
23
+ * Target pixels per layout pixel, when a compositor runs an effect on a
24
+ * layer rasterized above layout size so it stays sharp scaled up; unset
25
+ * means 1. Only renderers that declare `maxPixelScale` get more than 1.
26
+ */
27
+ pixelScale?: number;
22
28
  opacity?: number;
23
29
  frame?: number;
24
30
  compositionFrame?: number;
@@ -46,13 +52,25 @@ interface NodeRenderProps<TOperation extends MediaOperation = MediaOperation> {
46
52
  * like a mirror or a portal) or can't tell (a size driven by a signal).
47
53
  */
48
54
  type EffectReach = (operation: Record<string, unknown>) => number | null;
55
+ /**
56
+ * How many target pixels per layout pixel (`props.pixelScale`) an effect can
57
+ * run at and still look as it does at layout size, for one of its operations:
58
+ * it reads its pixel-unit parameters (a blur radius, a shadow's distance) in
59
+ * layout px and multiplies them by `pixelScale`, up to its own kernel limits.
60
+ * `Infinity` when nothing in it is measured in pixels.
61
+ */
62
+ type EffectMaxPixelScale = (operation: Record<string, unknown>) => number;
49
63
  /**
50
64
  * A node's GPU renderer. An effect renderer may carry `reach`: a compositor
51
65
  * then runs it over the layer's own region plus that margin instead of the
52
- * whole target. Without it the effect always gets the whole target.
66
+ * whole target. Without it the effect always gets the whole target. It may
67
+ * also carry `maxPixelScale`: a compositor may then rasterize a layer it
68
+ * styles above layout size (a layer scaled up stays sharp). Without it such a
69
+ * layer keeps its layout size.
53
70
  */
54
71
  type WebGPUNodeRenderer<TOperation extends MediaOperation = MediaOperation> = WebGPUNodeRenderFn<TOperation> & {
55
72
  reach?: EffectReach;
73
+ maxPixelScale?: EffectMaxPixelScale;
56
74
  };
57
75
  type WebGPUNodeRenderFn<TOperation extends MediaOperation> = (args: {
58
76
  ctx: RenderContextValue;
@@ -96,4 +114,4 @@ declare const SignalResultSchema: z.ZodObject<{
96
114
  }, z.core.$strip>;
97
115
  //#endregion
98
116
  export { NodeRendererPlugin as n, WebGPUNodeRenderer as r, SignalResultSchema as t };
99
- //# sourceMappingURL=renderer-BVKOQarx.d.mts.map
117
+ //# sourceMappingURL=renderer-B1U6YRRV.d.mts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"renderer-B1U6YRRV.d.mts","names":["MediaOperation","NodeInputConnection","NodeOperation","SignalData","VirtualMediaData","isSignal","resolveBoolean","resolveNumber","resolveParam","resolveString","RenderContextValue","WebGPUNodeRendererArgs","WebGPUNodeRenderer","Parameters","FULLSCREEN_QUAD_WGSL","PREMULTIPLIED_BLEND","GPUBlendState","STRAIGHT_ALPHA_BLEND","FragmentBinding","GPUBindGroupLayoutEntry","Omit","fragmentBindGroupLayout","GPUDevice","GPUBindGroupLayout","texturesLayout","perDevice","T","FullscreenPipelineOptions","GPUShaderModule","GPUPipelineLayout","GPUTextureFormat","createFullscreenPipeline","GPURenderPipeline","DrawChildToTextureOptions","NodeRenderProps","Partial","GPUTexture","drawChildToTexture","GPUTextureView","Promise","beginTargetPass","GPURenderPassEncoder","pixelScale","drawTextureToTarget","signalTiming","NodeSignalData","SignalTextureContext","signalTextureView","drawFullscreenPass","GPUCommandEncoder","GPUBindGroup","Point2D","solveHomography","GPUCommandEncoder$1","globalThis","GPURenderPassEncoder$1","GPUTextureView$1","GPUTexture$1","TOperation","Record","EffectReach","EffectMaxPixelScale","WebGPUNodeRenderFn","AudioProcessorContext","AudioProcessor","Float32Array","resolveFrameNumber","unwrapFrameParam","NodeOperationInputs","HandleParam","SD","resolveHandleParam","resolveSignalField","isHandleConnected","NodeRendererPlugin","defineRenderer","Readonly","WebGPURegistry","webgpuRegistry","registerWebGPURenderer","effectReach","effectMaxPixelScale","TextureSourceOp","AudioProcessorRegistry","audioRegistry","$","A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","U","V","W","X","Y","Z","_","a","b","c","d","et","f","g","h","i","j","k","l","m","n","nt","o","p","q","r","s","t","tt","u","v","w","x","y","z","A","resolveParam","C","isHandleConnected","D","resolveFrameNumber","E","resolveBoolean","F","Point2D","G","WebGPUNodeRendererArgs","I","solveHomography","M","resolveString","N","unwrapFrameParam","O","resolveHandleParam","P","webgpuRegistry","S","effectReach","T","registerWebGPURenderer","_","WebGPUNodeRenderer","a","GPUCommandEncoder","b","defineRenderer","c","GPUTextureView","d","NodeInputConnection","f","NodeOperation","g","TextureSourceOp","h","NodeRendererPlugin","i","EffectReach","j","resolveSignalField","k","resolveNumber","l","HandleParam","m","NodeRenderProps","n","AudioProcessorContext","o","GPURenderPassEncoder","p","NodeOperationInputs","r","EffectMaxPixelScale","s","GPUTexture","t","AudioProcessor","u","MediaOperation","v","WebGPURegistry","w","isSignal","x","effectMaxPixelScale","y","audioRegistry","_framefields_core0","FileDataSchema","MultiOutputGenericSchema","SingleOutputGenericSchema","VirtualMediaDataSchema","createOutputItemSchema","z","FieldMeta","FieldOptions","ConfigBuilder","TKey","TType","TShape","ZodRawShape","Record","ZodTypeAny","core","$strip","ZodObject","configBuilder","COMPOSITE_OPERATIONS","GlobalCompositeOperation","ZodEnum","ColorSchema","ZodString","ZodOptional","PercentageSchema","ZodNumber","DimensionSchema","AnimationSchema","ZodArray","StrokeSchema","ZodDefault","ImageResultSchema","ZodLiteral","OutputItem","$ZodTypeInternals","ZodType","ZodTuple","ImageResult","infer","VideoResultSchema","VideoResult","AudioResultSchema","AudioResult","TextResultSchema","TextResult","NumberResultSchema","NumberResult","SignalResultSchema","SignalResult","OperationInputsSchema","ZodBoolean","ZodUnknown","ZodNullable","ZodRecord"],"sources":["../../node-sdk/dist/index-DCPaiCIF.d.mts","../../node-sdk/dist/index.d.mts"],"sourcesContent":["import { MediaOperation, NodeInputConnection, NodeOperation, SignalData, VirtualMediaData, isSignal, resolveBoolean, resolveNumber, resolveParam, resolveString } from \"@framefields/core\";\nimport { RenderContextValue } from \"@framefields/webgpu-renderers\";\n\n//#region renderer/gpu.d.ts\n/** The argument object every WebGPU node renderer receives. */\ntype WebGPUNodeRendererArgs = Parameters<WebGPUNodeRenderer>[0];\n/**\n * Full-screen quad vertex stage: a 4-vertex triangle strip (draw(4)) that\n * hands `in.uv` (0,0 top-left → 1,1 bottom-right) to an `fs` reading `VSOut`.\n */\ndeclare const FULLSCREEN_QUAD_WGSL = \"\\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/** Premultiplied-alpha \"over\" blending. */\ndeclare const PREMULTIPLIED_BLEND: GPUBlendState;\n/** Straight-alpha color over a premultiplied-alpha accumulation. */\ndeclare const STRAIGHT_ALPHA_BLEND: GPUBlendState;\n/**\n * One bind-group entry, visible to the fragment stage unless it says\n * otherwise: `\"uniform\"` buffer, `\"texture\"` (filterable float 2D) or\n * `\"sampler\"` (filtering), or any other entry minus its binding index.\n */\ntype FragmentBinding = \"uniform\" | \"texture\" | \"sampler\" | Omit<GPUBindGroupLayoutEntry, \"binding\" | \"visibility\"> | Omit<GPUBindGroupLayoutEntry, \"binding\">;\n/** A bind group layout whose entries are bound at 0, 1, 2… in order. */\ndeclare function fragmentBindGroupLayout(device: GPUDevice, bindings: FragmentBinding[], label?: string): GPUBindGroupLayout;\n/** `count` float textures followed by one filtering sampler. */\ndeclare function texturesLayout(device: GPUDevice, count: number): GPUBindGroupLayout;\n/** Memoizes `create` per GPUDevice (resources can't cross devices). */\ndeclare function perDevice<T>(create: (device: GPUDevice) => T): (device: GPUDevice) => T;\ninterface FullscreenPipelineOptions {\n label?: string;\n module: GPUShaderModule;\n layouts: GPUBindGroupLayout[] | GPUPipelineLayout;\n format: GPUTextureFormat;\n blend?: GPUBlendState;\n /** Defaults to \"vs\". */\n vertexEntryPoint?: string;\n /** Defaults to \"fs\". */\n fragmentEntryPoint?: string;\n}\n/** A triangle-strip pipeline drawing one full-screen quad (`draw(4)`). */\ndeclare function createFullscreenPipeline(device: GPUDevice, options: FullscreenPipelineOptions): GPURenderPipeline;\ninterface DrawChildToTextureOptions {\n /** Defaults to the target's size. */\n width?: number;\n height?: number;\n /** Props for the child; defaults to the node's props with the child as media. */\n props?: Partial<NodeRenderProps>;\n /** Textures still in use that the temporary texture must not alias. */\n exclude?: GPUTexture[];\n}\n/**\n * Renders `child` into a cleared temporary texture with an identity\n * transform and a full-size scissor, and returns that texture.\n */\ndeclare function drawChildToTexture(args: WebGPUNodeRendererArgs, child: VirtualMediaData, options?: DrawChildToTextureOptions): Promise<{\n texture: GPUTexture;\n view: GPUTextureView;\n}>;\n/**\n * Opens a \"load\" pass on the node's target and makes it the node's current\n * pass (the caller hands it back to the compositor).\n */\ndeclare function beginTargetPass(args: WebGPUNodeRendererArgs, width?: number, height?: number): GPURenderPassEncoder;\n/**\n * Target pixels per layout pixel (`props.pixelScale`, 1 when unset). A\n * renderer multiplies its pixel-unit parameters by it and declares\n * `maxPixelScale`.\n */\ndeclare function pixelScale(args: WebGPUNodeRendererArgs): number;\n/** Draws `texture` over the whole target at `opacity` (the node's output). */\ndeclare function drawTextureToTarget(args: WebGPUNodeRendererArgs, texture: GPUTexture, opacity?: number): void;\n/** Clock a signal texture is evaluated at, in seconds. */\ndeclare function signalTiming(props: NodeRenderProps, frame: number, fps: number, fallbackDurationSeconds?: number): {\n elapsedSeconds: number;\n durationSeconds: number;\n};\ntype NodeSignalData = SignalData & {\n nodeId?: string;\n};\ninterface SignalTextureContext {\n args: WebGPUNodeRendererArgs;\n width: number;\n height: number;\n frame: number;\n fps: number;\n elapsedSeconds: number;\n durationSeconds: number;\n}\n/**\n * The texture a bound parameter samples: its own GPU binding, the signal's\n * texture (cached under `sd.nodeId`, else `fallbackId`), or a 1×1 dummy.\n */\ndeclare function signalTextureView(sc: SignalTextureContext, param: {\n hasStaticSig: boolean;\n sd: NodeSignalData | null;\n gpuTextureView?: GPUTextureView;\n}, fallbackId: string): GPUTextureView;\n/** Clears `target` to transparent and draws one full-screen quad into it. */\ndeclare function drawFullscreenPass(encoder: GPUCommandEncoder, target: GPUTextureView, pipeline: GPURenderPipeline, bindGroups: GPUBindGroup[]): void;\n//#endregion\n//#region renderer/homography.d.ts\ninterface Point2D {\n x: number;\n y: number;\n}\n/**\n * Computes an 8-parameter 3x3 homography matrix mapping destination coordinates (quad)\n * to normalized source coordinates (unit square [0, 1]^2).\n *\n * The homography H maps destination (x, y) to source (u, v):\n * u = (h00*x + h01*y + h02) / (h20*x + h21*y + h22)\n * v = (h10*x + h11*y + h12) / (h20*x + h21*y + h22)\n *\n * Resulting array: [h00, h01, h02, h10, h11, h12, h20, h21, 1.0]\n */\ndeclare function solveHomography(dstPoints: Point2D[], srcPoints?: Point2D[]): number[];\n//#endregion\n//#region renderer/index.d.ts\ntype GPUCommandEncoder$1 = globalThis.GPUCommandEncoder;\ntype GPURenderPassEncoder$1 = globalThis.GPURenderPassEncoder;\ntype GPUTextureView$1 = globalThis.GPUTextureView;\ntype GPUTexture$1 = globalThis.GPUTexture;\ninterface NodeRenderProps<TOperation extends MediaOperation = MediaOperation> {\n renderId: string;\n virtualMedia: VirtualMediaData<TOperation>;\n volume?: number;\n playbackRateOverride?: number;\n trimStartOverride?: number;\n trimEndOverride?: number;\n containerWidth: number;\n containerHeight: number;\n /**\n * Target pixels per layout pixel, when a compositor runs an effect on a\n * layer rasterized above layout size so it stays sharp scaled up; unset\n * means 1. Only renderers that declare `maxPixelScale` get more than 1.\n */\n pixelScale?: number;\n opacity?: number;\n frame?: number;\n compositionFrame?: number;\n /** Absolute source time for a remapped media leaf; effect clocks stay unchanged. */\n sourceTimeSec?: number;\n fps?: number;\n elapsedMs?: number;\n durationMs?: number;\n timestampSec?: number;\n renderingContext?: \"visual\" | \"audio\";\n inheritedSeekOffset?: number;\n inheritedClockOffset?: number;\n isHeadless?: boolean;\n forceWait?: boolean;\n isVideoMode?: boolean;\n isPlaying?: boolean;\n excludeTextures?: GPUTexture$1[];\n /** Signal values that override the node's own (text animators read them). */\n signals?: Record<string, unknown>;\n renderChild?: (child: VirtualMediaData, overrides?: Partial<NodeRenderProps>) => unknown;\n}\n/**\n * How far an effect draws past the pixels it is given, px, for one of its\n * operations; `null` when it isn't local (it reads or writes pixels anywhere,\n * like a mirror or a portal) or can't tell (a size driven by a signal).\n */\ntype EffectReach = (operation: Record<string, unknown>) => number | null;\n/**\n * How many target pixels per layout pixel (`props.pixelScale`) an effect can\n * run at and still look as it does at layout size, for one of its operations:\n * it reads its pixel-unit parameters (a blur radius, a shadow's distance) in\n * layout px and multiplies them by `pixelScale`, up to its own kernel limits.\n * `Infinity` when nothing in it is measured in pixels.\n */\ntype EffectMaxPixelScale = (operation: Record<string, unknown>) => number;\n/**\n * A node's GPU renderer. An effect renderer may carry `reach`: a compositor\n * then runs it over the layer's own region plus that margin instead of the\n * whole target. Without it the effect always gets the whole target. It may\n * also carry `maxPixelScale`: a compositor may then rasterize a layer it\n * styles above layout size (a layer scaled up stays sharp). Without it such a\n * layer keeps its layout size.\n */\ntype WebGPUNodeRenderer<TOperation extends MediaOperation = MediaOperation> = WebGPUNodeRenderFn<TOperation> & {\n reach?: EffectReach;\n maxPixelScale?: EffectMaxPixelScale;\n};\ntype WebGPUNodeRenderFn<TOperation extends MediaOperation> = (args: {\n ctx: RenderContextValue;\n encoder: GPUCommandEncoder$1;\n pass: GPURenderPassEncoder$1;\n targetView: GPUTextureView$1;\n targetTexture: GPUTexture$1;\n targetWidth: number;\n targetHeight: number;\n props: NodeRenderProps<TOperation>;\n drawChild: (child: VirtualMediaData, overrides?: Partial<NodeRenderProps>, targetViewOverride?: GPUTextureView$1, targetTextureOverride?: GPUTexture$1, targetWidthOverride?: number, targetHeightOverride?: number) => Promise<void>;\n}) => Promise<void> | void;\ninterface AudioProcessorContext {\n device?: GPUDevice;\n frame?: number;\n compositionFrame?: number;\n fps?: number;\n elapsedMs?: number;\n durationMs?: number;\n renderId?: string;\n}\ntype AudioProcessor<TOperation extends MediaOperation = MediaOperation> = (channels: Float32Array[], sampleRate: number, virtualMedia: VirtualMediaData<TOperation>, ctx?: AudioProcessorContext) => void | Promise<void>;\n/**\n * A numeric node parameter at `frame`: a number, a signal-like `get(ctx)` or\n * `{ value }`, a `(ctx) => number` function, or anything `Number()` accepts;\n * `fallback` when none of those yields a finite number.\n */\ndeclare function resolveFrameNumber(val: unknown, fallback: number, frame: number, fps: number): number;\n/**\n * A static node parameter at `frame`: calls `get(ctx)` / `(frame, fps)`\n * functions and reads `{ value }` wrappers, keeping a signal's GPU texture\n * binding when it has one. Anything else is returned as-is.\n */\ndeclare function unwrapFrameParam(raw: unknown, frame: number, fps: number): {\n value: unknown;\n gpuTextureView?: GPUTextureView$1;\n};\n/** The `inputs` map node operations carry: one entry per connected handle. */\ntype NodeOperationInputs = Record<string, {\n connectionValid: boolean;\n outputItem: {\n type: string;\n data: unknown;\n } | null;\n}>;\ninterface HandleParam<SD> {\n val: number;\n /** The value comes from a signal (`sd`) sampled on the GPU. */\n hasStaticSig: boolean;\n sd: SD | null;\n handleId: string | null | undefined;\n}\n/**\n * A numeric parameter fed through `handleId`: a connected Number (clamped), a\n * connected Signal (sampled on the GPU, `val` stays `fallbackVal`), or else\n * `fallbackVal` clamped to [clampMin, clampMax].\n */\ndeclare function resolveHandleParam<SD>(inputs: NodeOperationInputs | undefined, handleId: string | null | undefined, fallbackVal: number, clampMin: number, clampMax: number): HandleParam<SD>;\n/**\n * A numeric field `fieldName` of a node operation, fed through its\n * `${fieldName}HandleId` input: a connected Signal/Numeric (`sd`, sampled on\n * the GPU; `value` is its offset), a connected Number, or the operation's own\n * value — each clamped to [minVal, maxVal].\n */\ndeclare function resolveSignalField<SD>(op: {\n inputs?: NodeOperationInputs;\n}, fieldName: string, defaultValue: number, minVal?: number, maxVal?: number): {\n hasSignal: boolean;\n sd: SD | null;\n value: number;\n};\n/**\n * Whether the handle whose id is stored at `op[handleIdKey]` has a valid\n * Signal or Number connection.\n */\ndeclare function isHandleConnected(op: Record<string, unknown>, handleIdKey: string): boolean;\ninterface NodeRendererPlugin {\n WebGPURenderer?: WebGPUNodeRenderer;\n audioProcessor?: AudioProcessor;\n}\ndeclare function defineRenderer(plugin: NodeRendererPlugin): Readonly<NodeRendererPlugin>;\ndeclare class WebGPURegistry {\n private renderers;\n register(op: string, renderer: WebGPUNodeRenderer): void;\n get(op: string): WebGPUNodeRenderer | undefined;\n has(op: string): boolean;\n}\ndeclare const webgpuRegistry: WebGPURegistry;\ndeclare function registerWebGPURenderer(op: string, renderer: WebGPUNodeRenderer): void;\n/**\n * How far an operation's effect draws past its pixels, from its registered\n * renderer; `null` when unknown: no renderer, no `reach`, or no answer.\n */\ndeclare function effectReach(operation: Record<string, unknown>): number | null;\n/**\n * How far above layout resolution an operation's effect may run, from its\n * registered renderer; 1 when it doesn't say.\n */\ndeclare function effectMaxPixelScale(operation: Record<string, unknown>): number;\ninterface TextureSourceOp {\n op: \"TextureSource\";\n sourceTexture: GPUTexture$1;\n opacity?: number;\n dataType?: \"Image\";\n}\ndeclare class AudioProcessorRegistry {\n private processors;\n register(opType: string, processor: AudioProcessor): void;\n get(opType: string): AudioProcessor | null;\n}\ndeclare const audioRegistry: AudioProcessorRegistry;\n//#endregion\nexport { pixelScale as $, resolveParam as A, FullscreenPipelineOptions as B, isHandleConnected as C, resolveFrameNumber as D, resolveBoolean as E, Point2D as F, WebGPUNodeRendererArgs as G, PREMULTIPLIED_BLEND as H, solveHomography as I, drawChildToTexture as J, beginTargetPass as K, DrawChildToTextureOptions as L, resolveString as M, unwrapFrameParam as N, resolveHandleParam as O, webgpuRegistry as P, perDevice as Q, FULLSCREEN_QUAD_WGSL as R, effectReach as S, registerWebGPURenderer as T, STRAIGHT_ALPHA_BLEND as U, NodeSignalData as V, SignalTextureContext as W, drawTextureToTarget as X, drawFullscreenPass as Y, fragmentBindGroupLayout as Z, WebGPUNodeRenderer as _, GPUCommandEncoder$1 as a, defineRenderer as b, GPUTextureView$1 as c, NodeInputConnection as d, signalTextureView as et, NodeOperation as f, TextureSourceOp as g, NodeRendererPlugin as h, EffectReach as i, resolveSignalField as j, resolveNumber as k, HandleParam as l, NodeRenderProps as m, AudioProcessorContext as n, texturesLayout as nt, GPURenderPassEncoder$1 as o, NodeOperationInputs as p, createFullscreenPipeline as q, EffectMaxPixelScale as r, GPUTexture$1 as s, AudioProcessor as t, signalTiming as tt, MediaOperation as u, WebGPURegistry as v, isSignal as w, effectMaxPixelScale as x, audioRegistry as y, FragmentBinding as z };\n//# sourceMappingURL=index-DCPaiCIF.d.mts.map","import { A as resolveParam, C as isHandleConnected, D as resolveFrameNumber, E as resolveBoolean, F as Point2D, G as WebGPUNodeRendererArgs, I as solveHomography, M as resolveString, N as unwrapFrameParam, O as resolveHandleParam, P as webgpuRegistry, S as effectReach, T as registerWebGPURenderer, _ as WebGPUNodeRenderer, a as GPUCommandEncoder, b as defineRenderer, c as GPUTextureView, d as NodeInputConnection, f as NodeOperation, g as TextureSourceOp, h as NodeRendererPlugin, i as EffectReach, j as resolveSignalField, k as resolveNumber, l as HandleParam, m as NodeRenderProps, n as AudioProcessorContext, o as GPURenderPassEncoder, p as NodeOperationInputs, r as EffectMaxPixelScale, s as GPUTexture, t as AudioProcessor, u as MediaOperation, v as WebGPURegistry, w as isSignal, x as effectMaxPixelScale, y as audioRegistry } from \"./index-DCPaiCIF.mjs\";\nimport * as _framefields_core0 from \"@framefields/core\";\nimport { FileDataSchema, MultiOutputGenericSchema, SingleOutputGenericSchema, VirtualMediaDataSchema, createOutputItemSchema } from \"@framefields/core\";\nimport { z } from \"zod\";\n\n//#region shared/config-builder.d.ts\n\n/**\n * Per-field metadata, attached to the field's zod schema with `.meta()`.\n *\n * It is readable from the schema itself (`z.globalRegistry.get(schema)`) and\n * from `z.toJSONSchema(schema)`, which is what `scripts/generate-effects.mts`\n * uses to emit the authoring classes. Raw `z.object` configs can call\n * `.meta({...})` with these keys directly; `configBuilder().field()` is sugar\n * for the same thing. See `spec/sync-node.md` §5.2.\n */\ninterface FieldMeta {\n label?: string;\n description?: string;\n dataTypes?: string[];\n /** Editor: the node shows an input handle for this field. */\n bindable?: boolean;\n /**\n * Authoring: the prop is typed `EffectProp<T>` (value, signal or frame\n * function). Defaults to `bindable`. Set it explicitly where the two differ.\n */\n signal?: boolean;\n /** Editor wiring only. Excluded from the generated authoring surface. */\n editorOnly?: boolean;\n /** Escape hatch for a value zod cannot type, e.g. a GPU texture handle. */\n tsType?: {\n name: string;\n from: string;\n };\n}\n/** @deprecated Use {@link FieldMeta}. */\ntype FieldOptions = FieldMeta;\ndeclare class ConfigBuilder<TShape extends z.ZodRawShape = Record<string, never>> {\n private shape;\n private options;\n constructor(shape?: TShape, options?: {\n strict?: boolean;\n });\n field<TKey extends string, TType extends z.ZodTypeAny>(key: TKey, schema: TType, options?: FieldMeta): ConfigBuilder<TShape & { [K in TKey]: TType }>;\n build(): {\n schema: z.ZodObject<{ -readonly [P in keyof TShape]: TShape[P] }, z.core.$strip>;\n };\n}\ndeclare function configBuilder(options?: {\n strict?: boolean;\n}): ConfigBuilder<{}>;\n//#endregion\n//#region shared/schemas.d.ts\ndeclare const COMPOSITE_OPERATIONS: readonly [\"source-over\", \"source-in\", \"source-out\", \"source-atop\", \"destination-over\", \"destination-in\", \"destination-out\", \"destination-atop\", \"lighter\", \"copy\", \"xor\", \"multiply\", \"screen\", \"overlay\", \"darken\", \"lighten\", \"color-dodge\", \"color-burn\", \"hard-light\", \"soft-light\", \"difference\", \"exclusion\", \"hue\", \"saturation\", \"color\", \"luminosity\"];\ndeclare const GlobalCompositeOperation: z.ZodEnum<{\n \"source-over\": \"source-over\";\n \"source-in\": \"source-in\";\n \"source-out\": \"source-out\";\n \"source-atop\": \"source-atop\";\n \"destination-over\": \"destination-over\";\n \"destination-in\": \"destination-in\";\n \"destination-out\": \"destination-out\";\n \"destination-atop\": \"destination-atop\";\n lighter: \"lighter\";\n copy: \"copy\";\n xor: \"xor\";\n multiply: \"multiply\";\n screen: \"screen\";\n overlay: \"overlay\";\n darken: \"darken\";\n lighten: \"lighten\";\n \"color-dodge\": \"color-dodge\";\n \"color-burn\": \"color-burn\";\n \"hard-light\": \"hard-light\";\n \"soft-light\": \"soft-light\";\n difference: \"difference\";\n exclusion: \"exclusion\";\n hue: \"hue\";\n saturation: \"saturation\";\n color: \"color\";\n luminosity: \"luminosity\";\n}>;\ndeclare const ColorSchema: z.ZodOptional<z.ZodString>;\ndeclare const PercentageSchema: z.ZodNumber;\ndeclare const DimensionSchema: z.ZodOptional<z.ZodNumber>;\ndeclare const AnimationSchema: z.ZodObject<{\n animations: z.ZodOptional<z.ZodArray<z.ZodObject<{\n id: z.ZodString;\n type: z.ZodEnum<{\n \"fade-in\": \"fade-in\";\n \"fade-out\": \"fade-out\";\n \"slide-in-left\": \"slide-in-left\";\n \"slide-in-right\": \"slide-in-right\";\n \"slide-in-top\": \"slide-in-top\";\n \"slide-in-bottom\": \"slide-in-bottom\";\n \"zoom-in\": \"zoom-in\";\n \"zoom-out\": \"zoom-out\";\n \"rotate-cw\": \"rotate-cw\";\n \"rotate-ccw\": \"rotate-ccw\";\n bounce: \"bounce\";\n shake: \"shake\";\n }>;\n value: z.ZodNumber;\n }, z.core.$strip>>>;\n}, z.core.$strip>;\ndeclare const StrokeSchema: z.ZodObject<{\n stroke: z.ZodOptional<z.ZodString>;\n strokeWidth: z.ZodOptional<z.ZodNumber>;\n strokeAlign: z.ZodDefault<z.ZodOptional<z.ZodEnum<{\n inside: \"inside\";\n center: \"center\";\n outside: \"outside\";\n }>>>;\n strokeRadius: z.ZodOptional<z.ZodNumber>;\n}, z.core.$strip>;\ndeclare const ImageResultSchema: z.ZodObject<{\n selectedOutputIndex: z.ZodLiteral<0>;\n outputs: z.ZodTuple<[z.ZodObject<{\n items: z.ZodTuple<[z.ZodType<_framefields_core0.OutputItem<\"Image\">, unknown, z.core.$ZodTypeInternals<_framefields_core0.OutputItem<\"Image\">, unknown>>], null>;\n }, z.core.$strip>], null>;\n}, z.core.$strip>;\ntype ImageResult = z.infer<typeof ImageResultSchema>;\ndeclare const VideoResultSchema: z.ZodObject<{\n selectedOutputIndex: z.ZodLiteral<0>;\n outputs: z.ZodTuple<[z.ZodObject<{\n items: z.ZodTuple<[z.ZodType<_framefields_core0.OutputItem<\"Video\">, unknown, z.core.$ZodTypeInternals<_framefields_core0.OutputItem<\"Video\">, unknown>>], null>;\n }, z.core.$strip>], null>;\n}, z.core.$strip>;\ntype VideoResult = z.infer<typeof VideoResultSchema>;\ndeclare const AudioResultSchema: z.ZodObject<{\n selectedOutputIndex: z.ZodLiteral<0>;\n outputs: z.ZodTuple<[z.ZodObject<{\n items: z.ZodTuple<[z.ZodType<_framefields_core0.OutputItem<\"Audio\">, unknown, z.core.$ZodTypeInternals<_framefields_core0.OutputItem<\"Audio\">, unknown>>], null>;\n }, z.core.$strip>], null>;\n}, z.core.$strip>;\ntype AudioResult = z.infer<typeof AudioResultSchema>;\ndeclare const TextResultSchema: z.ZodObject<{\n selectedOutputIndex: z.ZodLiteral<0>;\n outputs: z.ZodTuple<[z.ZodObject<{\n items: z.ZodTuple<[z.ZodType<_framefields_core0.OutputItem<\"Text\">, unknown, z.core.$ZodTypeInternals<_framefields_core0.OutputItem<\"Text\">, unknown>>], null>;\n }, z.core.$strip>], null>;\n}, z.core.$strip>;\ntype TextResult = z.infer<typeof TextResultSchema>;\ndeclare const NumberResultSchema: z.ZodObject<{\n selectedOutputIndex: z.ZodLiteral<0>;\n outputs: z.ZodTuple<[z.ZodObject<{\n items: z.ZodTuple<[z.ZodType<_framefields_core0.OutputItem<\"Number\">, unknown, z.core.$ZodTypeInternals<_framefields_core0.OutputItem<\"Number\">, unknown>>], null>;\n }, z.core.$strip>], null>;\n}, z.core.$strip>;\ntype NumberResult = z.infer<typeof NumberResultSchema>;\ndeclare const SignalResultSchema: z.ZodObject<{\n selectedOutputIndex: z.ZodLiteral<0>;\n outputs: z.ZodTuple<[z.ZodObject<{\n items: z.ZodTuple<[z.ZodType<_framefields_core0.OutputItem<\"Signal\">, unknown, z.core.$ZodTypeInternals<_framefields_core0.OutputItem<\"Signal\">, unknown>>], null>;\n }, z.core.$strip>], null>;\n}, z.core.$strip>;\ntype SignalResult = z.infer<typeof SignalResultSchema>;\n/** The `inputs` map an operation carries: one entry per connected handle. */\ndeclare const OperationInputsSchema: z.ZodRecord<z.ZodString, z.ZodObject<{\n connectionValid: z.ZodBoolean;\n outputItem: z.ZodOptional<z.ZodNullable<z.ZodObject<{\n type: z.ZodString;\n data: z.ZodUnknown;\n }, z.core.$strip>>>;\n}, z.core.$strip>>;\n//#endregion\nexport { AnimationSchema, AudioProcessor, AudioProcessorContext, AudioResult, AudioResultSchema, COMPOSITE_OPERATIONS, ColorSchema, ConfigBuilder, DimensionSchema, EffectMaxPixelScale, EffectReach, FieldMeta, FieldOptions, FileDataSchema, GPUCommandEncoder, GPURenderPassEncoder, GPUTexture, GPUTextureView, GlobalCompositeOperation, HandleParam, ImageResult, ImageResultSchema, MediaOperation, MultiOutputGenericSchema, NodeInputConnection, NodeOperation, NodeOperationInputs, NodeRenderProps, NodeRendererPlugin, NumberResult, NumberResultSchema, OperationInputsSchema, PercentageSchema, Point2D, SignalResult, SignalResultSchema, SingleOutputGenericSchema, StrokeSchema, TextResult, TextResultSchema, TextureSourceOp, VideoResult, VideoResultSchema, VirtualMediaDataSchema, WebGPUNodeRenderer, WebGPUNodeRendererArgs, WebGPURegistry, audioRegistry, configBuilder, createOutputItemSchema, defineRenderer, effectMaxPixelScale, effectReach, isHandleConnected, isSignal, registerWebGPURenderer, resolveBoolean, resolveFrameNumber, resolveHandleParam, resolveNumber, resolveParam, resolveSignalField, resolveString, solveHomography, unwrapFrameParam, webgpuRegistry };\n//# sourceMappingURL=index.d.mts.map"],"mappings":";;;;;;;;KAqHKqD,mBAAAA,GAAsBC,UAAAA,CAAWL;KACjCM,sBAAAA,GAAyBD,UAAAA,CAAWb;KACpCe,gBAAAA,GAAmBF,UAAAA,CAAWhB;KAC9BmB,YAAAA,GAAeH,UAAAA,CAAWlB;UACrBF,mCAAmClC,iBAAiBA;;gBAE9CI,iBAAiBsD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;oBA6BbD;;YAERE;wBACYvD,8BAA8B+B,QAAQD;;;;;;;KAOzD0B,WAAAA,eAA0BD;;;;;;;;KAQ1BE,mBAAAA,eAAkCF;;;;;;;;;KASlC/C,sCAAsCZ,iBAAiBA,kBAAkB8D,mBAAmBJ;UACvFE;kBACQC;;KAEbC,sCAAsC9D;OACpCU;WACI2C;QACHE;cACMC;iBACGC;;;SAGRvB,gBAAgBwB;qBACJtD,8BAA8B+B,QAAQD,uCAAuCsB,0CAA0CC,8EAA8ElB;MACpNA;UACIwB,qBAAAA;WACCzC;;;;;;;;KAQN0C,kCAAkChE,iBAAiBA,6BAA6BiE,kDAAkD7D,iBAAiBsD,mBAAmBK,iCAAiCxB;;;;;;;UAuDlMmC,kBAAAA;mBACS9D;mBACAoD;;;;;cC9GLuM,oBAAoB3C,CAAAA,CAAEY;uBACbZ,CAAAA,CAAE4B;WACd5B,CAAAA,CAAEgC,UAAUhC,CAAAA,CAAEY;WACdZ,CAAAA,CAAEgC,UAAUhC,CAAAA,CAAE+B,QAAQrC,+BAAkDM,CAAAA,CAAEU,IAAAA,CAAKoB,kBAAkBpC;KACvGM,CAAAA,CAAEU,IAAAA,CAAKC;GACTX,CAAAA,CAAEU,IAAAA,CAAKC"}
@@ -0,0 +1,5 @@
1
+ import "./chunk-W71TSjRM.mjs";
2
+ import "./dist-B-OPY7Cs.mjs";
3
+ import { t as renderers_default } from "./renderer-smP1F57W.mjs";
4
+
5
+ export { renderers_default as default };
@@ -0,0 +1,5 @@
1
+ import "./chunk-W71TSjRM.mjs";
2
+ import "./dist-B-OPY7Cs.mjs";
3
+ import { t as renderers_default } from "./renderer-CNpq7rL-.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,5 +1,5 @@
1
1
  import "./chunk-W71TSjRM.mjs";
2
- import "./dist-CWLLnigL.mjs";
3
- import { n as renderers_default, t as ColorBalanceWebGPURenderer } from "./renderer-7ow5Acsg.mjs";
2
+ import "./dist-B-OPY7Cs.mjs";
3
+ import { n as renderers_default, t as ColorBalanceWebGPURenderer } from "./renderer-b0H3oDae.mjs";
4
4
 
5
5
  export { ColorBalanceWebGPURenderer, renderers_default as default };
@@ -1,6 +1,6 @@
1
- import { n as defineRenderer } from "./renderer-DcvjSolU.mjs";
2
- import { zn as signalRegistry } from "./dist-CWLLnigL.mjs";
3
- import { a as createFullscreenPipeline, c as drawTextureToTarget, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CpkJJLQP.mjs";
1
+ import { n as defineRenderer } from "./renderer-BOg8i8eF.mjs";
2
+ import { Bn as signalRegistry } from "./dist-B-OPY7Cs.mjs";
3
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, m as texturesLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-DHa-3Dou.mjs";
4
4
 
5
5
  //#region ../../nodes/node-modulate/dist/renderers-B9q42xr2.mjs
6
6
  function resolveVal(val, fallback, frame, fps) {
@@ -370,4 +370,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: ModulateWebGPURenderer
370
370
 
371
371
  //#endregion
372
372
  export { renderers_default as t };
373
- //# sourceMappingURL=renderer-DAn9xiQT.mjs.map
373
+ //# sourceMappingURL=renderer-BC_Nse6h.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-DAn9xiQT.mjs","names":[],"sources":["../../../nodes/node-modulate/dist/renderers-B9q42xr2.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nfunction resolveVal(val, fallback, frame, fps) {\n\tif (val === void 0 || val === null) return 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} else if (typeof val === \"function\") try {\n\t\tconst res = val(frame, fps);\n\t\tconst n$1 = Number(res);\n\t\tif (Number.isFinite(n$1)) return n$1;\n\t} catch {}\n\tconst n = Number(val);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction resolveModulateField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = Number(signalInput.outputItem.data ?? defaultValue);\n\telse value = resolveVal(op[fieldName] ?? op.signals?.[fieldName], defaultValue, frame, fps);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\tvalue = Math.max(minVal, Math.min(maxVal, value));\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst STATIC_MODULATE_SHADER = `\nstruct ModulateUniforms {\n\thue : f32,\n\tbrightness : f32,\n\tcontrast : f32,\n\texposure : f32,\n\tsaturation : f32,\n\tsepia : f32,\n\n\thasSignal_hue : f32,\n\thasSignal_brightness : f32,\n\thasSignal_contrast : f32,\n\thasSignal_exposure : f32,\n\thasSignal_saturation : f32,\n\thasSignal_sepia : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ModulateUniforms;\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 hueTex : texture_2d<f32>;\n@group(2) @binding(1) var brightnessTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastTex : texture_2d<f32>;\n@group(2) @binding(3) var exposureTex : texture_2d<f32>;\n@group(2) @binding(4) var saturationTex : texture_2d<f32>;\n@group(2) @binding(5) var sepiaTex : texture_2d<f32>;\n@group(2) @binding(6) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn apply_exposure(c: vec4<f32>, exposure: f32) -> vec4<f32> {\n\tlet scale = pow(2.0, exposure);\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = scale * unpremult.r;\n\tlet g = scale * unpremult.g;\n\tlet b = scale * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_hue(c: vec4<f32>, degrees: f32) -> vec4<f32> {\n\tlet rad = (degrees * 3.1415926535) / 180.0;\n\tlet cosVal = cos(rad);\n\tlet sinVal = sin(rad);\n\n\tlet row0 = vec4<f32>(0.213 + cosVal * 0.787 - sinVal * 0.213, 0.715 - cosVal * 0.715 - sinVal * 0.715, 0.072 - cosVal * 0.072 + sinVal * 0.928, 0.0);\n\tlet row1 = vec4<f32>(0.213 - cosVal * 0.213 + sinVal * 0.143, 0.715 + cosVal * 0.285 + sinVal * 0.14, 0.072 - cosVal * 0.072 - sinVal * 0.283, 0.0);\n\tlet row2 = vec4<f32>(0.213 - cosVal * 0.213 - sinVal * 0.787, 0.715 - cosVal * 0.715 + sinVal * 0.715, 0.072 + cosVal * 0.928 + sinVal * 0.072, 0.0);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_saturation(c: vec4<f32>, sat: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(0.213 + sat * 0.787, 0.715 * (1.0 - sat), 0.072 * (1.0 - sat), 0.0);\n\tlet row1 = vec4<f32>(0.213 * (1.0 - sat), 0.715 + sat * 0.285, 0.072 * (1.0 - sat), 0.0);\n\tlet row2 = vec4<f32>(0.213 * (1.0 - sat), 0.715 * (1.0 - sat), 0.072 + sat * 0.928, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_contrast(c: vec4<f32>, contrast: f32) -> vec4<f32> {\n\tlet offset = 0.5 * (1.0 - contrast);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = contrast * unpremult.r + offset;\n\tlet g = contrast * unpremult.g + offset;\n\tlet b = contrast * unpremult.b + offset;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_brightness(c: vec4<f32>, bright: f32) -> vec4<f32> {\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = bright * unpremult.r;\n\tlet g = bright * unpremult.g;\n\tlet b = bright * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_sepia(c: vec4<f32>, s: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(1.0 - 0.607 * s, 0.769 * s, 0.189 * s, 0.0);\n\tlet row1 = vec4<f32>(0.349 * s, 1.0 - 0.314 * s, 0.168 * s, 0.0);\n\tlet row2 = vec4<f32>(0.272 * s, 0.534 * s, 1.0 - 0.869 * s, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet original = textureSample(tex, samp, in.uv);\n\tvar color = original;\n\n\t// 1. Exposure\n\tvar exposure = u.exposure;\n\tif (u.hasSignal_exposure > 0.5) {\n\t\texposure = textureSampleLevel(exposureTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_exposure(color, exposure);\n\n\t// 2. Hue\n\tvar hue = u.hue;\n\tif (u.hasSignal_hue > 0.5) {\n\t\thue = textureSampleLevel(hueTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_hue(color, hue);\n\n\t// 3. Saturation\n\tvar saturation = u.saturation;\n\tif (u.hasSignal_saturation > 0.5) {\n\t\tsaturation = textureSampleLevel(saturationTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_saturation(color, saturation);\n\n\t// 4. Contrast\n\tvar contrast = u.contrast;\n\tif (u.hasSignal_contrast > 0.5) {\n\t\tcontrast = textureSampleLevel(contrastTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_contrast(color, contrast);\n\n\t// 5. Brightness\n\tvar brightness = u.brightness;\n\tif (u.hasSignal_brightness > 0.5) {\n\t\tbrightness = textureSampleLevel(brightnessTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_brightness(color, brightness);\n\n\t// 6. Sepia\n\tvar sepia = u.sepia;\n\tif (u.hasSignal_sepia > 0.5) {\n\t\tsepia = textureSampleLevel(sepiaTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_sepia(color, sepia);\n\n\treturn color;\n}\n`;\nconst modulateData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tmodulateUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tmodulateSignalsLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getModulateResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `modulate_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst modulateModule = device.createShaderModule({\n\t\t\tlabel: `modulate_static_${format}.wgsl`,\n\t\t\tcode: STATIC_MODULATE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ModulatePipeline_static_${format}`,\n\t\t\tmodule: modulateModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.modulateUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.modulateSignalsLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tmodulatePipeline: pipeline,\n\t\tmodulateUniformLayout: layouts.modulateUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tmodulateSignalsLayout: layouts.modulateSignalsLayout\n\t};\n}\nconst ModulateWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Modulate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst hueInfo = resolveModulateField(op, \"hue\", 0, 0, 360, compositionFrame, fps);\n\tconst brightnessInfo = resolveModulateField(op, \"brightness\", 1, 0, 2, compositionFrame, fps);\n\tconst contrastInfo = resolveModulateField(op, \"contrast\", 1, 0, 2, compositionFrame, fps);\n\tconst exposureInfo = resolveModulateField(op, \"exposure\", 0, -2, 2, compositionFrame, fps);\n\tconst saturationInfo = resolveModulateField(op, \"saturation\", 1, 0, 2, compositionFrame, fps);\n\tconst sepiaInfo = resolveModulateField(op, \"sepia\", 0, 0, 1, compositionFrame, fps);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { modulatePipeline: pipeline, modulateUniformLayout: uLayout, singleTextureLayout: tLayout, modulateSignalsLayout: sigLayout } = getModulateResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tmodulateData[0] = hueInfo.value;\n\tmodulateData[1] = brightnessInfo.value;\n\tmodulateData[2] = contrastInfo.value;\n\tmodulateData[3] = exposureInfo.value;\n\tmodulateData[4] = saturationInfo.value;\n\tmodulateData[5] = sepiaInfo.value;\n\tconst fields = [\n\t\t{\n\t\t\tname: \"hue\",\n\t\t\tinfo: hueInfo,\n\t\t\tidx: 6\n\t\t},\n\t\t{\n\t\t\tname: \"brightness\",\n\t\t\tinfo: brightnessInfo,\n\t\t\tidx: 7\n\t\t},\n\t\t{\n\t\t\tname: \"contrast\",\n\t\t\tinfo: contrastInfo,\n\t\t\tidx: 8\n\t\t},\n\t\t{\n\t\t\tname: \"exposure\",\n\t\t\tinfo: exposureInfo,\n\t\t\tidx: 9\n\t\t},\n\t\t{\n\t\t\tname: \"saturation\",\n\t\t\tinfo: saturationInfo,\n\t\t\tidx: 10\n\t\t},\n\t\t{\n\t\t\tname: \"sepia\",\n\t\t\tinfo: sepiaInfo,\n\t\t\tidx: 11\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tfor (const f of fields) {\n\t\tconst isGenerator = !!(f.info.hasSignal && f.info.sd);\n\t\tmodulateData[f.idx] = isGenerator ? 1 : 0;\n\t\tif (isGenerator) {\n\t\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd.nodeId ?? `modulate_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, width, height, props.renderId, frame, fps);\n\t\t\tsignalViews.push(view);\n\t\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\t}\n\tconst buffer = ctx.renderer.getTemporaryBuffer(modulateData);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.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: signalViews[0]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: signalViews[1]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: signalViews[2]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: signalViews[3]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: signalViews[4]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: signalViews[5]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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}\n\tlet r = scale * unpremult.r;\n\tlet g = scale * unpremult.g;\n\tlet b = scale * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_hue(c: vec4<f32>, degrees: f32) -> vec4<f32> {\n\tlet rad = (degrees * 3.1415926535) / 180.0;\n\tlet cosVal = cos(rad);\n\tlet sinVal = sin(rad);\n\n\tlet row0 = vec4<f32>(0.213 + cosVal * 0.787 - sinVal * 0.213, 0.715 - cosVal * 0.715 - sinVal * 0.715, 0.072 - cosVal * 0.072 + sinVal * 0.928, 0.0);\n\tlet row1 = vec4<f32>(0.213 - cosVal * 0.213 + sinVal * 0.143, 0.715 + cosVal * 0.285 + sinVal * 0.14, 0.072 - cosVal * 0.072 - sinVal * 0.283, 0.0);\n\tlet row2 = vec4<f32>(0.213 - cosVal * 0.213 - sinVal * 0.787, 0.715 - cosVal * 0.715 + sinVal * 0.715, 0.072 + cosVal * 0.928 + sinVal * 0.072, 0.0);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_saturation(c: vec4<f32>, sat: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(0.213 + sat * 0.787, 0.715 * (1.0 - sat), 0.072 * (1.0 - sat), 0.0);\n\tlet row1 = vec4<f32>(0.213 * (1.0 - sat), 0.715 + sat * 0.285, 0.072 * (1.0 - sat), 0.0);\n\tlet row2 = vec4<f32>(0.213 * (1.0 - sat), 0.715 * (1.0 - sat), 0.072 + sat * 0.928, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_contrast(c: vec4<f32>, contrast: f32) -> vec4<f32> {\n\tlet offset = 0.5 * (1.0 - contrast);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = contrast * unpremult.r + offset;\n\tlet g = contrast * unpremult.g + offset;\n\tlet b = contrast * unpremult.b + offset;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_brightness(c: vec4<f32>, bright: f32) -> vec4<f32> {\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = bright * unpremult.r;\n\tlet g = bright * unpremult.g;\n\tlet b = bright * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_sepia(c: vec4<f32>, s: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(1.0 - 0.607 * s, 0.769 * s, 0.189 * s, 0.0);\n\tlet row1 = vec4<f32>(0.349 * s, 1.0 - 0.314 * s, 0.168 * s, 0.0);\n\tlet row2 = vec4<f32>(0.272 * s, 0.534 * s, 1.0 - 0.869 * s, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet original = textureSample(tex, samp, in.uv);\n\tvar color = original;\n\n\t// 1. Exposure\n\tvar exposure = u.exposure;\n\tif (u.hasSignal_exposure > 0.5) {\n\t\texposure = textureSampleLevel(exposureTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_exposure(color, exposure);\n\n\t// 2. Hue\n\tvar hue = u.hue;\n\tif (u.hasSignal_hue > 0.5) {\n\t\thue = textureSampleLevel(hueTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_hue(color, hue);\n\n\t// 3. Saturation\n\tvar saturation = u.saturation;\n\tif (u.hasSignal_saturation > 0.5) {\n\t\tsaturation = textureSampleLevel(saturationTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_saturation(color, saturation);\n\n\t// 4. Contrast\n\tvar contrast = u.contrast;\n\tif (u.hasSignal_contrast > 0.5) {\n\t\tcontrast = textureSampleLevel(contrastTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_contrast(color, contrast);\n\n\t// 5. Brightness\n\tvar brightness = u.brightness;\n\tif (u.hasSignal_brightness > 0.5) {\n\t\tbrightness = textureSampleLevel(brightnessTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_brightness(color, brightness);\n\n\t// 6. Sepia\n\tvar sepia = u.sepia;\n\tif (u.hasSignal_sepia > 0.5) {\n\t\tsepia = textureSampleLevel(sepiaTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_sepia(color, sepia);\n\n\treturn color;\n}\n`;\nconst modulateData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tmodulateUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tmodulateSignalsLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getModulateResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `modulate_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst modulateModule = device.createShaderModule({\n\t\t\tlabel: `modulate_static_${format}.wgsl`,\n\t\t\tcode: STATIC_MODULATE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ModulatePipeline_static_${format}`,\n\t\t\tmodule: modulateModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.modulateUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.modulateSignalsLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tmodulatePipeline: pipeline,\n\t\tmodulateUniformLayout: layouts.modulateUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tmodulateSignalsLayout: layouts.modulateSignalsLayout\n\t};\n}\nconst ModulateWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Modulate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst hueInfo = resolveModulateField(op, \"hue\", 0, 0, 360, compositionFrame, fps);\n\tconst brightnessInfo = resolveModulateField(op, \"brightness\", 1, 0, 2, compositionFrame, fps);\n\tconst contrastInfo = resolveModulateField(op, \"contrast\", 1, 0, 2, compositionFrame, fps);\n\tconst exposureInfo = resolveModulateField(op, \"exposure\", 0, -2, 2, compositionFrame, fps);\n\tconst saturationInfo = resolveModulateField(op, \"saturation\", 1, 0, 2, compositionFrame, fps);\n\tconst sepiaInfo = resolveModulateField(op, \"sepia\", 0, 0, 1, compositionFrame, fps);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { modulatePipeline: pipeline, modulateUniformLayout: uLayout, singleTextureLayout: tLayout, modulateSignalsLayout: sigLayout } = getModulateResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tmodulateData[0] = hueInfo.value;\n\tmodulateData[1] = brightnessInfo.value;\n\tmodulateData[2] = contrastInfo.value;\n\tmodulateData[3] = exposureInfo.value;\n\tmodulateData[4] = saturationInfo.value;\n\tmodulateData[5] = sepiaInfo.value;\n\tconst fields = [\n\t\t{\n\t\t\tname: \"hue\",\n\t\t\tinfo: hueInfo,\n\t\t\tidx: 6\n\t\t},\n\t\t{\n\t\t\tname: \"brightness\",\n\t\t\tinfo: brightnessInfo,\n\t\t\tidx: 7\n\t\t},\n\t\t{\n\t\t\tname: \"contrast\",\n\t\t\tinfo: contrastInfo,\n\t\t\tidx: 8\n\t\t},\n\t\t{\n\t\t\tname: \"exposure\",\n\t\t\tinfo: exposureInfo,\n\t\t\tidx: 9\n\t\t},\n\t\t{\n\t\t\tname: \"saturation\",\n\t\t\tinfo: saturationInfo,\n\t\t\tidx: 10\n\t\t},\n\t\t{\n\t\t\tname: \"sepia\",\n\t\t\tinfo: sepiaInfo,\n\t\t\tidx: 11\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tfor (const f of fields) {\n\t\tconst isGenerator = !!(f.info.hasSignal && f.info.sd);\n\t\tmodulateData[f.idx] = isGenerator ? 1 : 0;\n\t\tif (isGenerator) {\n\t\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd.nodeId ?? `modulate_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, width, height, props.renderId, frame, fps);\n\t\t\tsignalViews.push(view);\n\t\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\t}\n\tconst buffer = ctx.renderer.getTemporaryBuffer(modulateData);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.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: signalViews[0]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: signalViews[1]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: signalViews[2]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: signalViews[3]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: signalViews[4]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: signalViews[5]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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@@ -0,0 +1,5 @@
1
+ import "./chunk-W71TSjRM.mjs";
2
+ import "./dist-B-OPY7Cs.mjs";
3
+ import { t as renderers_default } from "./renderer-DLaUT6JZ.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,7 +1,7 @@
1
1
  import "./chunk-W71TSjRM.mjs";
2
- import { n as defineRenderer } from "./renderer-DcvjSolU.mjs";
3
- import "./dist-CWLLnigL.mjs";
4
- import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CpkJJLQP.mjs";
2
+ import { n as defineRenderer } from "./renderer-BOg8i8eF.mjs";
3
+ import "./dist-B-OPY7Cs.mjs";
4
+ import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-DHa-3Dou.mjs";
5
5
 
6
6
  //#region ../../nodes/node-contour/dist/renderers-CJmaeupk.mjs
7
7
  const OP = "Contour";
@@ -219,4 +219,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: ContourWebGPURenderer }
219
219
 
220
220
  //#endregion
221
221
  export { ContourWebGPURenderer, renderers_default as default };
222
- //# sourceMappingURL=renderer-_9gbYS-3.mjs.map
222
+ //# sourceMappingURL=renderer-BJEexai1.mjs.map