framefields 2.12.0 → 2.13.0

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 (382) hide show
  1. package/dist/audio/index.d.mts +6 -5
  2. package/dist/audio/index.mjs +13 -13
  3. package/dist/{audio-afTBdB3U.d.mts → audio-CHV33Od9.d.mts} +3 -4
  4. package/dist/audio-CHV33Od9.d.mts.map +1 -0
  5. package/dist/{audio-DHLoNcxD.mjs → audio-DHzLQ_RG.mjs} +4 -4
  6. package/dist/{audio-DHLoNcxD.mjs.map → audio-DHzLQ_RG.mjs.map} +1 -1
  7. package/dist/{audio-KHBadECb.mjs → audio-DS9Jg2ls.mjs} +1 -1
  8. package/dist/{audio-KHBadECb.mjs.map → audio-DS9Jg2ls.mjs.map} +1 -1
  9. package/dist/{check-result-Culfu7Nx.mjs → check-result-DZWx73V8.mjs} +1 -1
  10. package/dist/{check-result-Culfu7Nx.mjs.map → check-result-DZWx73V8.mjs.map} +1 -1
  11. package/dist/cli/check-worker.mjs +51 -51
  12. package/dist/cli/check-worker.mjs.map +1 -1
  13. package/dist/cli/local-worker.d.mts +28 -0
  14. package/dist/cli/local-worker.d.mts.map +1 -0
  15. package/dist/cli/local-worker.mjs +83 -0
  16. package/dist/cli/local-worker.mjs.map +1 -0
  17. package/dist/cli.mjs +229 -54
  18. package/dist/cli.mjs.map +1 -1
  19. package/dist/cloud/index.d.mts +2 -0
  20. package/dist/cloud/index.d.mts.map +1 -1
  21. package/dist/cloud/index.mjs +1 -1
  22. package/dist/{cloud-COid1Ipa.mjs → cloud-Cj1TIme8.mjs} +306 -7
  23. package/dist/cloud-Cj1TIme8.mjs.map +1 -0
  24. package/dist/components/index.d.mts +15 -14
  25. package/dist/components/index.mjs +47 -47
  26. package/dist/{dist-CySGkG54.mjs → dist-BSKAbyea.mjs} +2 -2
  27. package/dist/{dist-CySGkG54.mjs.map → dist-BSKAbyea.mjs.map} +1 -1
  28. package/dist/{dist-BwtxciN4.mjs → dist-B_rSWeOz.mjs} +1 -1
  29. package/dist/{dist-Bf2_efYP.mjs → dist-C8XSqfTx.mjs} +1 -1
  30. package/dist/{dist-Bf2_efYP.mjs.map → dist-C8XSqfTx.mjs.map} +1 -1
  31. package/dist/{dist-BSqeChht.mjs → dist-CUNvNDS3.mjs} +129 -82
  32. package/dist/dist-CUNvNDS3.mjs.map +1 -0
  33. package/dist/dist-CiTgmfUw.mjs +502 -0
  34. package/dist/dist-CiTgmfUw.mjs.map +1 -0
  35. package/dist/{dist-B-OPY7Cs.mjs → dist-D3BeAZ7X.mjs} +44 -10
  36. package/dist/dist-D3BeAZ7X.mjs.map +1 -0
  37. package/dist/{dist-BIE8fvlv.mjs → dist-DgZpN6IK.mjs} +1 -1
  38. package/dist/{dist-BIE8fvlv.mjs.map → dist-DgZpN6IK.mjs.map} +1 -1
  39. package/dist/{dist-2_lT3Dwc.mjs → dist-Kbf-JTry.mjs} +2 -2
  40. package/dist/{dist-2_lT3Dwc.mjs.map → dist-Kbf-JTry.mjs.map} +1 -1
  41. package/dist/effects/index.d.mts +6 -6
  42. package/dist/effects/index.mjs +36 -36
  43. package/dist/{effects-C8CL9cOq.mjs → effects-BiDgCK1L.mjs} +3 -3
  44. package/dist/{effects-C8CL9cOq.mjs.map → effects-BiDgCK1L.mjs.map} +1 -1
  45. package/dist/fonts/index.d.mts +1 -1
  46. package/dist/fonts/index.mjs +3 -3
  47. package/dist/{fonts-BQrDjnpV.mjs → fonts-DeDPWdvJ.mjs} +2 -2
  48. package/dist/{fonts-BQrDjnpV.mjs.map → fonts-DeDPWdvJ.mjs.map} +1 -1
  49. package/dist/{gpu-DHa-3Dou.mjs → gpu-CWjgql4C.mjs} +2 -2
  50. package/dist/{gpu-DHa-3Dou.mjs.map → gpu-CWjgql4C.mjs.map} +1 -1
  51. package/dist/index-BFTtXosj.d.mts +63 -0
  52. package/dist/index-BFTtXosj.d.mts.map +1 -0
  53. package/dist/{index-BW0Q1ygn.d.mts → index-C5sgRLlG.d.mts} +1 -1
  54. package/dist/{index-BW0Q1ygn.d.mts.map → index-C5sgRLlG.d.mts.map} +1 -1
  55. package/dist/{index-CdCrae-I.d.mts → index-CnZhBlob.d.mts} +2 -2
  56. package/dist/index-CnZhBlob.d.mts.map +1 -0
  57. package/dist/{index-CTv9ZieD.d.mts → index-D68eGFNE.d.mts} +3 -30
  58. package/dist/index-D68eGFNE.d.mts.map +1 -0
  59. package/dist/{index-WwuuX8ZJ.d.mts → index-DBh3WphX.d.mts} +2 -2
  60. package/dist/{index-WwuuX8ZJ.d.mts.map → index-DBh3WphX.d.mts.map} +1 -1
  61. package/dist/{index-gOVtTm-P.d.mts → index-DQ1U3HC3.d.mts} +14 -6
  62. package/dist/index-DQ1U3HC3.d.mts.map +1 -0
  63. package/dist/{index-CAuNuvIg.d.mts → index-Dibc_xpC.d.mts} +5 -5
  64. package/dist/{index-CAuNuvIg.d.mts.map → index-Dibc_xpC.d.mts.map} +1 -1
  65. package/dist/{index-BNClElng.d.mts → index-E2IXX0Cz.d.mts} +282 -284
  66. package/dist/index-E2IXX0Cz.d.mts.map +1 -0
  67. package/dist/{index-Fliv2Z-w.d.mts → index-X2u96TEo.d.mts} +131 -5
  68. package/dist/index-X2u96TEo.d.mts.map +1 -0
  69. package/dist/{index-Drk6HC2k.d.mts → index-YB9j9KUx.d.mts} +3 -3
  70. package/dist/{index-Drk6HC2k.d.mts.map → index-YB9j9KUx.d.mts.map} +1 -1
  71. package/dist/{index-COYNQ_mf.d.mts → index-a6JrbAK0.d.mts} +1 -1
  72. package/dist/{index-COYNQ_mf.d.mts.map → index-a6JrbAK0.d.mts.map} +1 -1
  73. package/dist/{index-DQa7mhzq.d.mts → index-rtCXNxGO.d.mts} +2 -2
  74. package/dist/{index-DQa7mhzq.d.mts.map → index-rtCXNxGO.d.mts.map} +1 -1
  75. package/dist/index.d.mts +16 -15
  76. package/dist/index.mjs +58 -58
  77. package/dist/preview/index.d.mts +5 -4
  78. package/dist/preview/index.mjs +12 -12
  79. package/dist/{preview-BUtt481A.mjs → preview-PDz7o2xg.mjs} +323 -35
  80. package/dist/preview-PDz7o2xg.mjs.map +1 -0
  81. package/dist/preview-engine/audio.mjs +1 -1
  82. package/dist/preview-engine/chunk-4P3MMJWD.mjs +1 -0
  83. package/dist/preview-engine/{chunk-4JNIEQS2.mjs → chunk-77WWW75O.mjs} +1 -1
  84. package/dist/preview-engine/{chunk-UKZVUYB6.mjs → chunk-7M5LE6EM.mjs} +1 -1
  85. package/dist/preview-engine/{chunk-KBCZKIIQ.mjs → chunk-CYM75INB.mjs} +1 -1
  86. package/dist/preview-engine/chunk-FRJPXWAG.mjs +1 -0
  87. package/dist/preview-engine/{chunk-FJTURGJV.mjs → chunk-IEEV5RB3.mjs} +1 -1
  88. package/dist/preview-engine/chunk-LZNHGH56.mjs +5 -0
  89. package/dist/preview-engine/{chunk-RGKS6YIA.mjs → chunk-N2VISDTG.mjs} +1 -1
  90. package/dist/preview-engine/{chunk-O75BFM4S.mjs → chunk-NVXFEDJS.mjs} +1 -1
  91. package/dist/preview-engine/{chunk-VUO4K52B.mjs → chunk-PD2HKW2S.mjs} +1 -1
  92. package/dist/preview-engine/{chunk-HTAHYSCW.mjs → chunk-R4H52Q7S.mjs} +1 -1
  93. package/dist/preview-engine/{chunk-6O7UDVNL.mjs → chunk-RYSV44B4.mjs} +1 -1
  94. package/dist/preview-engine/{chunk-JAUMCOOJ.mjs → chunk-SMHEMYCV.mjs} +1 -1
  95. package/dist/preview-engine/{chunk-TKXOSEIJ.mjs → chunk-SV3ZNZQU.mjs} +1 -1
  96. package/dist/preview-engine/{chunk-32WC4FRR.mjs → chunk-UE7Y65C3.mjs} +3 -3
  97. package/dist/preview-engine/chunk-UFPA36D2.mjs +2227 -0
  98. package/dist/preview-engine/{chunk-M4QVCQ3O.mjs → chunk-VMXJZ4KQ.mjs} +1 -1
  99. package/dist/preview-engine/{chunk-EYKN2VET.mjs → chunk-XYCR3STG.mjs} +1 -1
  100. package/dist/preview-engine/components.mjs +1 -1
  101. package/dist/preview-engine/effects.mjs +1 -1
  102. package/dist/preview-engine/framefields.mjs +1 -1
  103. package/dist/preview-engine/player.mjs +5 -5
  104. package/dist/preview-engine/{renderers-L6GFGHS6.mjs → renderers-AFTUFMQQ.mjs} +1 -1
  105. package/dist/preview-engine/renderers-DU7KPFVV.mjs +1 -1
  106. package/dist/preview-engine/{renderers-PREFONJG.mjs → renderers-EPSF5CSQ.mjs} +1 -1
  107. package/dist/preview-engine/{renderers-R22CDFO4.mjs → renderers-OJWWIVNW.mjs} +1 -1
  108. package/dist/preview-engine/{renderers-TS32FDV7.mjs → renderers-RHMRWX46.mjs} +1 -1
  109. package/dist/preview-engine/{renderers-PSBTV2DO.mjs → renderers-TTXTV4PC.mjs} +1 -1
  110. package/dist/preview-engine/renderers-VEHYARKY.mjs +1 -0
  111. package/dist/preview-engine/renderers-VRXAG3FR.mjs +1 -0
  112. package/dist/preview-engine/renderers-ZHSOWEMQ.mjs +1 -0
  113. package/dist/preview-engine/renderers-ZMDRNYSS.mjs +1 -0
  114. package/dist/preview-engine/signals.mjs +1 -1
  115. package/dist/preview-engine/{src-GPF7RIBU.mjs → src-YXNX4MLK.mjs} +1 -1
  116. package/dist/{program-Cvv_nb9T.mjs → program-Bn6ko_I4.mjs} +4 -4
  117. package/dist/{program-Cvv_nb9T.mjs.map → program-Bn6ko_I4.mjs.map} +1 -1
  118. package/dist/renderer/index.d.mts +4 -3
  119. package/dist/renderer/index.mjs +3 -3
  120. package/dist/{renderer-CZClDMgF.mjs → renderer--Q0pM9Vh.mjs} +5 -5
  121. package/dist/{renderer-CZClDMgF.mjs.map → renderer--Q0pM9Vh.mjs.map} +1 -1
  122. package/dist/renderer-1aSF5BmY.mjs +5 -0
  123. package/dist/{renderer-tRi3KNoG.mjs → renderer-45ifiDkn.mjs} +5 -5
  124. package/dist/{renderer-tRi3KNoG.mjs.map → renderer-45ifiDkn.mjs.map} +1 -1
  125. package/dist/{renderer-BTd6tFcS.mjs → renderer-549d94qG.mjs} +5 -5
  126. package/dist/{renderer-BTd6tFcS.mjs.map → renderer-549d94qG.mjs.map} +1 -1
  127. package/dist/{renderer-CMCmljb0.mjs → renderer-B-LUGB9h.mjs} +3 -3
  128. package/dist/{renderer-CMCmljb0.mjs.map → renderer-B-LUGB9h.mjs.map} +1 -1
  129. package/dist/renderer-B2e4Gr9u.mjs +5 -0
  130. package/dist/{renderer-sMFJtt_H.mjs → renderer-B5b-ehRb.mjs} +3 -3
  131. package/dist/{renderer-sMFJtt_H.mjs.map → renderer-B5b-ehRb.mjs.map} +1 -1
  132. package/dist/renderer-B6fz4j50.mjs +5 -0
  133. package/dist/{renderer-BJEexai1.mjs → renderer-BCTUqJG7.mjs} +5 -5
  134. package/dist/{renderer-BJEexai1.mjs.map → renderer-BCTUqJG7.mjs.map} +1 -1
  135. package/dist/renderer-BEftIYw-.mjs +5 -0
  136. package/dist/{renderer-smP1F57W.mjs → renderer-BHPgkoEL.mjs} +4 -4
  137. package/dist/{renderer-smP1F57W.mjs.map → renderer-BHPgkoEL.mjs.map} +1 -1
  138. package/dist/renderer-BHTnO-7e.mjs +5 -0
  139. package/dist/{renderer-LrAldCWN.mjs → renderer-BIieU9pY.mjs} +5 -5
  140. package/dist/{renderer-LrAldCWN.mjs.map → renderer-BIieU9pY.mjs.map} +1 -1
  141. package/dist/{renderer-snjhPaP-.mjs → renderer-BKi6jDi_.mjs} +4 -4
  142. package/dist/{renderer-snjhPaP-.mjs.map → renderer-BKi6jDi_.mjs.map} +1 -1
  143. package/dist/renderer-BMlnQqTO.mjs +5 -0
  144. package/dist/{renderer-C2kFIZ4r.mjs → renderer-BMpmmYOq.mjs} +4 -4
  145. package/dist/{renderer-C2kFIZ4r.mjs.map → renderer-BMpmmYOq.mjs.map} +1 -1
  146. package/dist/{renderer-_KIBvES8.mjs → renderer-BO_wuUKA.mjs} +5 -5
  147. package/dist/{renderer-_KIBvES8.mjs.map → renderer-BO_wuUKA.mjs.map} +1 -1
  148. package/dist/renderer-BOzcFezY.mjs +5 -0
  149. package/dist/{renderer-DLaUT6JZ.mjs → renderer-BPOh9x5X.mjs} +4 -4
  150. package/dist/{renderer-DLaUT6JZ.mjs.map → renderer-BPOh9x5X.mjs.map} +1 -1
  151. package/dist/{renderer-CNpq7rL-.mjs → renderer-BPiWsrC2.mjs} +3 -3
  152. package/dist/{renderer-CNpq7rL-.mjs.map → renderer-BPiWsrC2.mjs.map} +1 -1
  153. package/dist/{renderer-t1sXDiqm.mjs → renderer-BUj7jE6t.mjs} +3 -3
  154. package/dist/{renderer-t1sXDiqm.mjs.map → renderer-BUj7jE6t.mjs.map} +1 -1
  155. package/dist/renderer-BVbjJIKJ.mjs +5 -0
  156. package/dist/renderer-BXsHKf4k.mjs +5 -0
  157. package/dist/{renderer-rKw5_EjG.mjs → renderer-BZgJj8Cl.mjs} +4 -4
  158. package/dist/{renderer-rKw5_EjG.mjs.map → renderer-BZgJj8Cl.mjs.map} +1 -1
  159. package/dist/{renderer-5fGj_tqN.mjs → renderer-BgjPbgbn.mjs} +6 -6
  160. package/dist/{renderer-5fGj_tqN.mjs.map → renderer-BgjPbgbn.mjs.map} +1 -1
  161. package/dist/{renderer-D3QPNBEj.mjs → renderer-BjgFpwVK.mjs} +5 -5
  162. package/dist/{renderer-D3QPNBEj.mjs.map → renderer-BjgFpwVK.mjs.map} +1 -1
  163. package/dist/renderer-Bks49NVl.mjs +5 -0
  164. package/dist/{renderer-HhJPFidU.mjs → renderer-BlZgyBSo.mjs} +5 -5
  165. package/dist/{renderer-HhJPFidU.mjs.map → renderer-BlZgyBSo.mjs.map} +1 -1
  166. package/dist/{renderer-DO_zXwMJ.mjs → renderer-BqUAyzCZ.mjs} +5 -5
  167. package/dist/{renderer-DO_zXwMJ.mjs.map → renderer-BqUAyzCZ.mjs.map} +1 -1
  168. package/dist/{renderer-O4y02xkD.mjs → renderer-Br8km655.mjs} +4 -4
  169. package/dist/{renderer-O4y02xkD.mjs.map → renderer-Br8km655.mjs.map} +1 -1
  170. package/dist/{renderer-DEoerd-j.mjs → renderer-BsMZ5Iaq.mjs} +4 -4
  171. package/dist/{renderer-DEoerd-j.mjs.map → renderer-BsMZ5Iaq.mjs.map} +1 -1
  172. package/dist/{renderer-BBjkX0Vt.mjs → renderer-BtgqTg2K.mjs} +3 -3
  173. package/dist/{renderer-BOg8i8eF.mjs → renderer-BuvKGwk3.mjs} +1 -1
  174. package/dist/{renderer-BOg8i8eF.mjs.map → renderer-BuvKGwk3.mjs.map} +1 -1
  175. package/dist/{renderer-DsPLMzy1.mjs → renderer-C-3qhk5x.mjs} +2 -2
  176. package/dist/{renderer-DsPLMzy1.mjs.map → renderer-C-3qhk5x.mjs.map} +1 -1
  177. package/dist/{renderer-BwV-o_1b.mjs → renderer-C-GTxnfv.mjs} +4 -4
  178. package/dist/{renderer-BwV-o_1b.mjs.map → renderer-C-GTxnfv.mjs.map} +1 -1
  179. package/dist/renderer-C-t7qFKr.mjs +5 -0
  180. package/dist/{renderer-Bxiiar50.mjs → renderer-C1ctHdXl.mjs} +4 -4
  181. package/dist/{renderer-Bxiiar50.mjs.map → renderer-C1ctHdXl.mjs.map} +1 -1
  182. package/dist/renderer-C24n-6CX.mjs +6 -0
  183. package/dist/{renderer-xNOKSN3V.mjs → renderer-C7m7Yxgc.mjs} +5 -5
  184. package/dist/{renderer-xNOKSN3V.mjs.map → renderer-C7m7Yxgc.mjs.map} +1 -1
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  188. package/dist/{renderer-CtpEzVBn.mjs → renderer-CE4535aW.mjs} +3 -3
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- {"version":3,"file":"renderer-BSsKlcHk.mjs","names":[],"sources":["../../../nodes/node-procedural-vfx/dist/renderers-DiW7Lt7Y.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VFX_SHADER = `\nstruct VFXUniforms {\n effectType : f32,\n outputType : f32,\n time : f32,\n _pad0 : f32,\n\n density : f32,\n scale : f32,\n speed : f32,\n intensity : f32,\n\n seed : f32,\n hasSigDensity : f32,\n hasSigScale : f32,\n hasSigSpeed : f32,\n\n hasSigIntensity : f32,\n hasSigSeed : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : VFXUniforms;\n\n@group(1) @binding(0) var densityTex : texture_2d<f32>;\n@group(1) @binding(1) var scaleTex : texture_2d<f32>;\n@group(1) @binding(2) var speedTex : texture_2d<f32>;\n@group(1) @binding(3) var intensityTex : texture_2d<f32>;\n@group(1) @binding(4) var seedTex : texture_2d<f32>;\n@group(1) @binding(5) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n// ---- hashing & noise primitives -------------------------------------------\nfn hash21(p: vec2<f32>) -> vec2<f32> {\n let p3 = fract(vec3<f32>(p.xyx) * vec3<f32>(0.1031, 0.1030, 0.0973));\n let p4 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p4.xx + p4.yz) * p4.zy);\n}\n\nfn hash1(n: f32) -> f32 {\n return fract(sin(n) * 43758.5453);\n}\n\nfn valueNoise(p: vec2<f32>) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let a = hash1(dot(i, vec2<f32>(127.1, 311.7)));\n let b = hash1(dot(i + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)));\n let c = hash1(dot(i + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)));\n let d = hash1(dot(i + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7)));\n return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\n\nfn fbm(p: vec2<f32>, octaves: i32) -> f32 {\n var value = 0.0;\n var amp = 0.5;\n var freq = 1.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * valueNoise(p * freq);\n freq *= 2.0;\n amp *= 0.5;\n }\n return value;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n return val;\n}\n\n// ---- effect synthesizers (return straight-alpha RGBA) ----------------------\nfn fxSmoke(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let sp = p * scl;\n // Domain-warped FBM gives structured puffs instead of a solid fill.\n let q = vec2<f32>(fbm(sp + time * 0.10, 4), fbm(sp + vec2<f32>(5.2, 1.3) + time * 0.08, 4));\n let f = fbm(sp + 4.0 * q + vec2<f32>(1.7, 9.2) + time * 0.05, 4); // ~[0, 0.94]\n // Billowing plume: denser at the base (bottom, p.y=0), dissipating toward the top.\n let vgrad = 1.0 - smoothstep(0.45, 0.9, p.y);\n let n = f * 2.0 - 1.0; // remap to [-1, 1]\n // Thresholded so only bright fbm patches are opaque -> reads as puffs, not solid.\n let cov = smoothstep(0.28, 0.6, n) * dens * (0.25 + 0.75 * vgrad);\n let alpha = cov * inten;\n let col = mix(cB * 0.35, cA, clamp(f + vgrad * 0.5, 0.0, 1.0));\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxFire(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let pn = vec2<f32>(p.x * 1.5, p.y) * scl;\n let n = fbm(pn * 6.0 + vec2<f32>(time * 2.0, time * 3.0), 4);\n // Heat concentrated near base, flickering upward\n let heat = n * smoothstep(1.0, 0.0 + (1.0 - dens) * 0.3, p.y);\n // Channeled vertical columns\n let columns = smoothstep(0.45, 0.9, n + 0.4 * sin(p.x * (20.0 + 40.0 * dens) * scl + time * 8.0));\n let d = clamp(heat * inten + columns * 0.3 * inten, 0.0, 1.0);\n // Fire color ramp mapped dynamically to cA and cB\n let dark = cB * 0.15;\n let orange = cB;\n let yellow = mix(cB, cA, 0.5);\n let white = cA;\n var col = mix(dark, orange, smoothstep(0.0, 0.4, d));\n col = mix(col, yellow, smoothstep(0.4, 0.75, d));\n col = mix(col, white, smoothstep(0.75, 1.0, d));\n let alpha = smoothstep(0.0, 0.3, d) * inten;\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxRain(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (60.0 * dens + 4.0) * scl;\n let gx = floor(p.x * n);\n let h = hash1(gx);\n let speed = 0.8 + h;\n let yFrac = fract(p.y * 8.0 - time * speed);\n let dropY = abs(yFrac - 0.5);\n let reveal = step(0.35, yFrac);\n let st = smoothstep(0.18, 0.02, dropY);\n let d = st * reveal;\n let g = smoothstep(0.18, 0.02, abs(fract(p.x * n) + h * 0.2 - 0.5));\n let a = d * g * inten;\n let col = mix(cA, cB, h);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSnow(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = vec2<f32>(0.5, 0.5) + 0.3 * hash21(cell + 7.0);\n let sway = 0.1 * sin(time * 1.2 + cell.y * 3.0);\n // Fall downward (toward p.y=0, the bottom): subtract an advancing phase.\n let fall = fract(time * (0.25 + 0.45 * h.y) + h.x);\n let pos = vec2<f32>(f.x - center.x - sway, f.y - center.y) - vec2<f32>(0.0, fall);\n let d = length(pos);\n let size = 0.05 + 0.07 * h.x;\n let a = smoothstep(size, size * 0.4, d) * inten;\n let col = mix(cA, cB, h.x);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxDust(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (90.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = h;\n let drift = fract(time * 0.05 * (0.5 + h.y) + cell.x * 0.01);\n let pos = vec2<f32>(f.x - center.x, f.y - center.y) + vec2<f32>((drift - 0.5) * 0.03, 0.0);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * smoothstep(0.0, 0.3, dens) * inten * 0.6;\n let col = mix(cA, cB, h.y);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxEmbers(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 4.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let sway = 0.12 * sin(time * 2.0 + cell.y * 2.0);\n let rise = fract(time * 0.18 * (0.7 + h.y) + cell.y * 0.12);\n // Rising: as rise grows, move toward p.y=1 (top).\n let pos = vec2<f32>(f.x - 0.5 - sway, f.y + rise * 1.2);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * (1.0 - rise) * inten;\n let col = mix(cA, cB, clamp(rise, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSparks(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Burst radiating from a low-center source; travel grows over time so it expands outward.\n let src = vec2<f32>(0.5, 0.15);\n let dir = p - src;\n let dist = length(dir);\n let ang = atan2(dir.y, dir.x);\n let n = (20.0 * dens + 5.0) * scl;\n let seg = floor(ang * n);\n let tFrame = floor(time * 3.0);\n let timeVal = tFrame - 10000.0 * floor(tFrame / 10000.0);\n let h = hash1(seg + timeVal * 97.0);\n let launch = fract(0.5 + h + time * 0.5);\n let travel = launch * 0.8;\n let trail = smoothstep(0.9, 0.4, dist - travel);\n let w = 0.02 + 0.02 * h;\n let blast = smoothstep(0.0, w * 2.0, dist - travel) * trail;\n let streak = smoothstep(w, 0.0, abs(dist - travel)) * trail;\n let a = clamp(max(streak, blast * 0.4), 0.0, 1.0) * inten;\n let col = mix(cA, cB, clamp(h, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxMagic(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv);\n let ang = atan2(dv.y, dv.x);\n let swirl = fbm(vec2<f32>(r * 8.0 * scl + time * 0.5, ang * 3.0 + time * 0.8), 4);\n let halo = smoothstep(0.5, 0.1, r) * 0.4 * dens;\n let wisp = smoothstep(1.0 - dens * 0.8, 1.5 - dens * 0.8, swirl) * (0.5 + 0.5 * sin(r * 20.0 * scl - time * 3.0));\n let a = clamp((halo + wisp * 0.8) * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(swirl, 0.0, 1.0));\n return vec4<f32>(col * 0.8 + vec3<f32>(1.0) * halo * 0.4, a);\n}\n\nfn fxLensFlare(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv) * scl;\n let ang = atan2(dv.y, dv.x);\n // Radial streak\n let streakCount = 2.0 * floor(1.0 + dens * 3.0);\n let streak = smoothstep(0.35, 0.6, fract(ang / 3.14159 * streakCount + 0.5)) * pow(1.0 - r, 3.0);\n // Concentric halos / chromatic rings\n let rings = (0.5 + 0.5 * sin(r * 40.0 - time * 2.0)) * dens;\n let core = smoothstep(0.25, 0.0, r);\n let chroma = mix(cA, cB, 0.5 + 0.5 * cos(ang * 3.0 + r * 30.0));\n let a = clamp((core * 0.9 + streak * 0.5 * dens + rings * 0.15 * (1.0 - r)) * inten, 0.0, 1.0);\n return vec4<f32>(chroma, a);\n}\n\nfn fxLightning(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Periodic bolt striking vertically, flickering briefly\n let period = mix(4.0, 0.6, clamp(dens, 0.0, 1.0));\n let cycle = fract(time / period);\n let flashWindow = mix(0.05, 0.35, clamp(dens, 0.0, 1.0));\n let flash = smoothstep(flashWindow, 0.0, cycle);\n \n let tFlicker = floor(time * 60.0);\n let flickerVal = tFlicker - 10000.0 * floor(tFlicker / 10000.0);\n let flicker = step(hash1(flickerVal * 1.7), 0.8); // rapid on/off shimmer\n\n // Jitter a vertical bolt with per-row hashes and interpolate between rows\n let rows = 18.0 * scl;\n let rg = p.y * rows;\n let row = floor(rg);\n let fr = fract(rg);\n \n let tLightning = floor(time * 24.0);\n let lightningVal = tLightning - 10000.0 * floor(tLightning / 10000.0);\n let x0 = 0.3 + 0.4 * hash1(row * 13.7 + lightningVal * 3.1);\n let x1 = 0.3 + 0.4 * hash1((row + 1.0) * 13.7 + lightningVal * 3.1);\n let boltX = mix(x0, x1, fr);\n\n // Secondary tiny forks\n let forkDrift = (hash1(row * 7.3) - 0.5) * 0.12 * smoothstep(0.0, 0.6, 1.0 - p.y);\n let boltDist = abs(p.x - (boltX + forkDrift)) * scl;\n let core = smoothstep(0.012, 0.0, boltDist);\n let glow = smoothstep(0.07, 0.0, boltDist) * 0.5;\n let a = clamp((core + glow) * flash * flicker * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(boltDist * 8.0, 0.0, 1.0) + 0.3 * flash);\n // Soft ambient flash behind the bolt\n let amb = smoothstep(0.35, 0.0, length(p - vec2<f32>(boltX, p.y)) * scl) * flash * 0.15;\n return vec4<f32>(col * (1.0 + amb), clamp(a + amb, 0.0, 1.0));\n}\n\nfn fxEnergyBeam(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let src = vec2<f32>(0.15, 0.5);\n let dirv = vec2<f32>(1.0, 0.0);\n let w = p - src;\n let along = dot(w, dirv) * scl;\n let perp = dot(w, vec2<f32>(-dirv.y, dirv.x)) * scl;\n let beamWidth = 0.01 + 0.03 * dens;\n let glowWidth = 0.05 + 0.1 * dens;\n let core = smoothstep(beamWidth, 0.0, abs(perp));\n let glow = smoothstep(glowWidth, 0.0, abs(perp)) * 0.4 * dens;\n let falloff = smoothstep(0.0, 1.0, along);\n let pulse = 0.7 + 0.3 * sin(along * 30.0 - time * 10.0);\n let a = clamp((core + glow) * falloff * pulse * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(along, 0.0, 1.0));\n return vec4<f32>(col * (1.0 + glow * 2.0), a);\n}\n\nfn fxAurora(p: vec2<f32>, seedOff: f32, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Northern lights: curtains hanging from a wavy band across the upper sky,\n // rippling sideways, with fine vertical rays. cA at the base, cB at the top.\n var acc = vec3<f32>(0.0);\n var keep = 1.0;\n for (var k = 0; k < 3; k++) {\n let fk = f32(k);\n let x = p.x * (1.0 + fk * 0.35) * scl * 1.5 + seedOff * 13.0 + fk * 3.1;\n // Curtain base line, a slow wave across the frame.\n let base = 0.42 + fk * 0.06 + 0.12 * (fbm(vec2<f32>(x * 1.3, time * 0.05 + fk), 3) - 0.5)\n + 0.05 * sin(x * 4.0 + time * 0.3 + fk);\n let h = 0.38 + 0.2 * fbm(vec2<f32>(x * 2.0 + 7.0, time * 0.04), 3);\n let d = base - p.y; // 0 at the base, rising upward\n let body = smoothstep(-0.06, 0.035, d) * pow(1.0 - smoothstep(0.0, h, d), 1.5);\n // Vertical rays drifting sideways.\n let rn = fbm(vec2<f32>(x * 40.0 + time * 0.3, d * 2.0 - time * 0.1), 3);\n let rays = 0.25 + 1.2 * rn * rn;\n let fold = 0.6 + 0.4 * sin(x * 9.0 + time * 0.5 + fbm(vec2<f32>(x * 3.0, time * 0.1), 2) * 6.0);\n let a = body * rays * fold * (1.0 - fk * 0.25);\n let col = mix(cA, cB, clamp(d / max(h, 1e-3), 0.0, 1.0));\n acc += col * a;\n keep *= 1.0 - clamp(a, 0.0, 1.0);\n }\n let alpha = 1.0 - keep;\n let a = clamp(alpha * (0.35 + 0.65 * dens) * inten * 1.4, 0.0, 1.0);\n return vec4<f32>(acc / max(alpha, 1e-3) * min(alpha * 2.0, 1.0), a);\n}\n\n// ---- main dispatch ---------------------------------------------------------\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let density = get_field(u.density, u.hasSigDensity, densityTex, signalSamp);\n let scale = get_field(u.scale, u.hasSigScale, scaleTex, signalSamp);\n let speed = get_field(u.speed, u.hasSigSpeed, speedTex, signalSamp);\n let intensity = get_field(u.intensity, u.hasSigIntensity, intensityTex, signalSamp);\n let seed = get_field(u.seed, u.hasSigSeed, seedTex, signalSamp);\n\n let isVideo = u.outputType > 0.5;\n let time = select(0.0, u.time * max(speed, 1e-4), isVideo);\n let seedOff = fract(seed * 1.618033);\n\n // Aspect correction\n let uv = in.uv;\n let p = vec2<f32>(uv.x, uv.y);\n\n // Move to a seed-scrambled space so different seeds look different\n let sp = p + vec2<f32>(seedOff * 17.0, seedOff * 31.0);\n\n var eff = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n let cA = u.colorStart.rgb;\n let cB = u.colorEnd.rgb;\n let scl = max(scale, 1e-4);\n let factor = scl * 100.0;\n\n if (u.effectType < 0.5) {\n eff = fxSmoke(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 1.5) {\n eff = fxFire(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 2.5) {\n eff = fxRain(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 3.5) {\n eff = fxSparks(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 4.5) {\n eff = fxSnow(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 5.5) {\n eff = fxDust(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 6.5) {\n eff = fxLightning(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 7.5) {\n eff = fxMagic(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 8.5) {\n eff = fxLensFlare(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 9.5) {\n eff = fxEmbers(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 10.5) {\n eff = fxEnergyBeam(sp, time, factor, density, intensity, cA, cB);\n } else {\n eff = fxAurora(p, seedOff, time, factor, density, intensity, cA, cB);\n }\n\n // Straight alpha is fine for compositing onto a transparent canvas.\n let a = clamp(eff.a, 0.0, 1.0);\n return vec4<f32>(clamp(eff.rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * a, a);\n}\n`;\nconst vfxUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVFXResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `procedural_vfx_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vfxModule = device.createShaderModule({\n\t\t\tlabel: `procedural_vfx_${format}.wgsl`,\n\t\t\tcode: VFX_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ProceduralVFXPipeline_${format}`,\n\t\t\tmodule: vfxModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvfxPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst VFX_EFFECT_INDEX = {\n\tSmoke: 0,\n\tFire: 1,\n\tRain: 2,\n\tSparks: 3,\n\tSnow: 4,\n\tDust: 5,\n\tLightning: 6,\n\tMagic: 7,\n\tLensFlare: 8,\n\tEmbers: 9,\n\tEnergyBeam: 10,\n\tAurora: 11\n};\nconst ProceduralVFXWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ProceduralVFX\" || !op) return;\n\tconst { vfxPipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getVFXResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst densityInfo = resolveSignalField(op, \"density\", .6);\n\tconst scaleInfo = resolveSignalField(op, \"scale\", .01);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", .8);\n\tconst seedInfo = resolveSignalField(op, \"seed\", 1234);\n\tconst effectIndex = VFX_EFFECT_INDEX[op.effectType ?? \"Smoke\"] ?? 0;\n\tconst outputTypeVal = op.outputType === \"Video\" ? 1 : 0;\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst colorStartVal = hexToRgba(op.colorStart ?? \"#ffffff\");\n\tconst colorEndVal = hexToRgba(op.colorEnd ?? \"#ff5500\");\n\tvfxUniformData[0] = effectIndex;\n\tvfxUniformData[1] = outputTypeVal;\n\tvfxUniformData[2] = elapsedSeconds;\n\tvfxUniformData[3] = 0;\n\tvfxUniformData[4] = densityInfo.value;\n\tvfxUniformData[5] = scaleInfo.value;\n\tvfxUniformData[6] = speedInfo.value;\n\tvfxUniformData[7] = intensityInfo.value;\n\tvfxUniformData[8] = seedInfo.value;\n\tvfxUniformData[9] = densityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[10] = scaleInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[11] = speedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[12] = intensityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[13] = seedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[14] = 0;\n\tvfxUniformData[15] = 0;\n\tvfxUniformData[16] = colorStartVal[0];\n\tvfxUniformData[17] = colorStartVal[1];\n\tvfxUniformData[18] = colorStartVal[2];\n\tvfxUniformData[19] = colorStartVal[3];\n\tvfxUniformData[20] = colorEndVal[0];\n\tvfxUniformData[21] = colorEndVal[1];\n\tvfxUniformData[22] = colorEndVal[2];\n\tvfxUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vfxUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"density\",\n\t\t\tinfo: densityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t},\n\t\t{\n\t\t\tname: \"intensity\",\n\t\t\tinfo: intensityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"seed\",\n\t\t\tinfo: seedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `procedural_vfx_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);\n\t\tsignalViews.push(view);\n\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tpass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tpass.draw(4);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ProceduralVFXWebGPURenderer });\n\n//#endregion\nexport { ProceduralVFXWebGPURenderer as n, renderers_default as t };\n//# 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VFXUniforms;\n\n@group(1) @binding(0) var densityTex : texture_2d<f32>;\n@group(1) @binding(1) var scaleTex : texture_2d<f32>;\n@group(1) @binding(2) var speedTex : texture_2d<f32>;\n@group(1) @binding(3) var intensityTex : texture_2d<f32>;\n@group(1) @binding(4) var seedTex : texture_2d<f32>;\n@group(1) @binding(5) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n// ---- hashing & noise primitives -------------------------------------------\nfn hash21(p: vec2<f32>) -> vec2<f32> {\n let p3 = fract(vec3<f32>(p.xyx) * vec3<f32>(0.1031, 0.1030, 0.0973));\n let p4 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p4.xx + p4.yz) * p4.zy);\n}\n\nfn hash1(n: f32) -> f32 {\n return fract(sin(n) * 43758.5453);\n}\n\nfn valueNoise(p: vec2<f32>) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let a = hash1(dot(i, vec2<f32>(127.1, 311.7)));\n let b = hash1(dot(i + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)));\n let c = hash1(dot(i + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)));\n let d = hash1(dot(i + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7)));\n return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\n\nfn fbm(p: vec2<f32>, octaves: i32) -> f32 {\n var value = 0.0;\n var amp = 0.5;\n var freq = 1.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * valueNoise(p * freq);\n freq *= 2.0;\n amp *= 0.5;\n }\n return value;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n return val;\n}\n\n// ---- effect synthesizers (return straight-alpha RGBA) ----------------------\nfn fxSmoke(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let sp = p * scl;\n // Domain-warped FBM gives structured puffs instead of a solid fill.\n let q = vec2<f32>(fbm(sp + time * 0.10, 4), fbm(sp + vec2<f32>(5.2, 1.3) + time * 0.08, 4));\n let f = fbm(sp + 4.0 * q + vec2<f32>(1.7, 9.2) + time * 0.05, 4); // ~[0, 0.94]\n // Billowing plume: denser at the base (bottom, p.y=0), dissipating toward the top.\n let vgrad = 1.0 - smoothstep(0.45, 0.9, p.y);\n let n = f * 2.0 - 1.0; // remap to [-1, 1]\n // Thresholded so only bright fbm patches are opaque -> reads as puffs, not solid.\n let cov = smoothstep(0.28, 0.6, n) * dens * (0.25 + 0.75 * vgrad);\n let alpha = cov * inten;\n let col = mix(cB * 0.35, cA, clamp(f + vgrad * 0.5, 0.0, 1.0));\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxFire(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let pn = vec2<f32>(p.x * 1.5, p.y) * scl;\n let n = fbm(pn * 6.0 + vec2<f32>(time * 2.0, time * 3.0), 4);\n // Heat concentrated near base, flickering upward\n let heat = n * smoothstep(1.0, 0.0 + (1.0 - dens) * 0.3, p.y);\n // Channeled vertical columns\n let columns = smoothstep(0.45, 0.9, n + 0.4 * sin(p.x * (20.0 + 40.0 * dens) * scl + time * 8.0));\n let d = clamp(heat * inten + columns * 0.3 * inten, 0.0, 1.0);\n // Fire color ramp mapped dynamically to cA and cB\n let dark = cB * 0.15;\n let orange = cB;\n let yellow = mix(cB, cA, 0.5);\n let white = cA;\n var col = mix(dark, orange, smoothstep(0.0, 0.4, d));\n col = mix(col, yellow, smoothstep(0.4, 0.75, d));\n col = mix(col, white, smoothstep(0.75, 1.0, d));\n let alpha = smoothstep(0.0, 0.3, d) * inten;\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxRain(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (60.0 * dens + 4.0) * scl;\n let gx = floor(p.x * n);\n let h = hash1(gx);\n let speed = 0.8 + h;\n let yFrac = fract(p.y * 8.0 - time * speed);\n let dropY = abs(yFrac - 0.5);\n let reveal = step(0.35, yFrac);\n let st = smoothstep(0.18, 0.02, dropY);\n let d = st * reveal;\n let g = smoothstep(0.18, 0.02, abs(fract(p.x * n) + h * 0.2 - 0.5));\n let a = d * g * inten;\n let col = mix(cA, cB, h);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSnow(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = vec2<f32>(0.5, 0.5) + 0.3 * hash21(cell + 7.0);\n let sway = 0.1 * sin(time * 1.2 + cell.y * 3.0);\n // Fall downward (toward p.y=0, the bottom): subtract an advancing phase.\n let fall = fract(time * (0.25 + 0.45 * h.y) + h.x);\n let pos = vec2<f32>(f.x - center.x - sway, f.y - center.y) - vec2<f32>(0.0, fall);\n let d = length(pos);\n let size = 0.05 + 0.07 * h.x;\n let a = smoothstep(size, size * 0.4, d) * inten;\n let col = mix(cA, cB, h.x);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxDust(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (90.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = h;\n let drift = fract(time * 0.05 * (0.5 + h.y) + cell.x * 0.01);\n let pos = vec2<f32>(f.x - center.x, f.y - center.y) + vec2<f32>((drift - 0.5) * 0.03, 0.0);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * smoothstep(0.0, 0.3, dens) * inten * 0.6;\n let col = mix(cA, cB, h.y);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxEmbers(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 4.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let sway = 0.12 * sin(time * 2.0 + cell.y * 2.0);\n let rise = fract(time * 0.18 * (0.7 + h.y) + cell.y * 0.12);\n // Rising: as rise grows, move toward p.y=1 (top).\n let pos = vec2<f32>(f.x - 0.5 - sway, f.y + rise * 1.2);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * (1.0 - rise) * inten;\n let col = mix(cA, cB, clamp(rise, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSparks(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Burst radiating from a low-center source; travel grows over time so it expands outward.\n let src = vec2<f32>(0.5, 0.15);\n let dir = p - src;\n let dist = length(dir);\n let ang = atan2(dir.y, dir.x);\n let n = (20.0 * dens + 5.0) * scl;\n let seg = floor(ang * n);\n let tFrame = floor(time * 3.0);\n let timeVal = tFrame - 10000.0 * floor(tFrame / 10000.0);\n let h = hash1(seg + timeVal * 97.0);\n let launch = fract(0.5 + h + time * 0.5);\n let travel = launch * 0.8;\n let trail = smoothstep(0.9, 0.4, dist - travel);\n let w = 0.02 + 0.02 * h;\n let blast = smoothstep(0.0, w * 2.0, dist - travel) * trail;\n let streak = smoothstep(w, 0.0, abs(dist - travel)) * trail;\n let a = clamp(max(streak, blast * 0.4), 0.0, 1.0) * inten;\n let col = mix(cA, cB, clamp(h, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxMagic(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv);\n let ang = atan2(dv.y, dv.x);\n let swirl = fbm(vec2<f32>(r * 8.0 * scl + time * 0.5, ang * 3.0 + time * 0.8), 4);\n let halo = smoothstep(0.5, 0.1, r) * 0.4 * dens;\n let wisp = smoothstep(1.0 - dens * 0.8, 1.5 - dens * 0.8, swirl) * (0.5 + 0.5 * sin(r * 20.0 * scl - time * 3.0));\n let a = clamp((halo + wisp * 0.8) * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(swirl, 0.0, 1.0));\n return vec4<f32>(col * 0.8 + vec3<f32>(1.0) * halo * 0.4, a);\n}\n\nfn fxLensFlare(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv) * scl;\n let ang = atan2(dv.y, dv.x);\n // Radial streak\n let streakCount = 2.0 * floor(1.0 + dens * 3.0);\n let streak = smoothstep(0.35, 0.6, fract(ang / 3.14159 * streakCount + 0.5)) * pow(1.0 - r, 3.0);\n // Concentric halos / chromatic rings\n let rings = (0.5 + 0.5 * sin(r * 40.0 - time * 2.0)) * dens;\n let core = smoothstep(0.25, 0.0, r);\n let chroma = mix(cA, cB, 0.5 + 0.5 * cos(ang * 3.0 + r * 30.0));\n let a = clamp((core * 0.9 + streak * 0.5 * dens + rings * 0.15 * (1.0 - r)) * inten, 0.0, 1.0);\n return vec4<f32>(chroma, a);\n}\n\nfn fxLightning(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Periodic bolt striking vertically, flickering briefly\n let period = mix(4.0, 0.6, clamp(dens, 0.0, 1.0));\n let cycle = fract(time / period);\n let flashWindow = mix(0.05, 0.35, clamp(dens, 0.0, 1.0));\n let flash = smoothstep(flashWindow, 0.0, cycle);\n \n let tFlicker = floor(time * 60.0);\n let flickerVal = tFlicker - 10000.0 * floor(tFlicker / 10000.0);\n let flicker = step(hash1(flickerVal * 1.7), 0.8); // rapid on/off shimmer\n\n // Jitter a vertical bolt with per-row hashes and interpolate between rows\n let rows = 18.0 * scl;\n let rg = p.y * rows;\n let row = floor(rg);\n let fr = fract(rg);\n \n let tLightning = floor(time * 24.0);\n let lightningVal = tLightning - 10000.0 * floor(tLightning / 10000.0);\n let x0 = 0.3 + 0.4 * hash1(row * 13.7 + lightningVal * 3.1);\n let x1 = 0.3 + 0.4 * hash1((row + 1.0) * 13.7 + lightningVal * 3.1);\n let boltX = mix(x0, x1, fr);\n\n // Secondary tiny forks\n let forkDrift = (hash1(row * 7.3) - 0.5) * 0.12 * smoothstep(0.0, 0.6, 1.0 - p.y);\n let boltDist = abs(p.x - (boltX + forkDrift)) * scl;\n let core = smoothstep(0.012, 0.0, boltDist);\n let glow = smoothstep(0.07, 0.0, boltDist) * 0.5;\n let a = clamp((core + glow) * flash * flicker * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(boltDist * 8.0, 0.0, 1.0) + 0.3 * flash);\n // Soft ambient flash behind the bolt\n let amb = smoothstep(0.35, 0.0, length(p - vec2<f32>(boltX, p.y)) * scl) * flash * 0.15;\n return vec4<f32>(col * (1.0 + amb), clamp(a + amb, 0.0, 1.0));\n}\n\nfn fxEnergyBeam(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let src = vec2<f32>(0.15, 0.5);\n let dirv = vec2<f32>(1.0, 0.0);\n let w = p - src;\n let along = dot(w, dirv) * scl;\n let perp = dot(w, vec2<f32>(-dirv.y, dirv.x)) * scl;\n let beamWidth = 0.01 + 0.03 * dens;\n let glowWidth = 0.05 + 0.1 * dens;\n let core = smoothstep(beamWidth, 0.0, abs(perp));\n let glow = smoothstep(glowWidth, 0.0, abs(perp)) * 0.4 * dens;\n let falloff = smoothstep(0.0, 1.0, along);\n let pulse = 0.7 + 0.3 * sin(along * 30.0 - time * 10.0);\n let a = clamp((core + glow) * falloff * pulse * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(along, 0.0, 1.0));\n return vec4<f32>(col * (1.0 + glow * 2.0), a);\n}\n\nfn fxAurora(p: vec2<f32>, seedOff: f32, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Northern lights: curtains hanging from a wavy band across the upper sky,\n // rippling sideways, with fine vertical rays. cA at the base, cB at the top.\n var acc = vec3<f32>(0.0);\n var keep = 1.0;\n for (var k = 0; k < 3; k++) {\n let fk = f32(k);\n let x = p.x * (1.0 + fk * 0.35) * scl * 1.5 + seedOff * 13.0 + fk * 3.1;\n // Curtain base line, a slow wave across the frame.\n let base = 0.42 + fk * 0.06 + 0.12 * (fbm(vec2<f32>(x * 1.3, time * 0.05 + fk), 3) - 0.5)\n + 0.05 * sin(x * 4.0 + time * 0.3 + fk);\n let h = 0.38 + 0.2 * fbm(vec2<f32>(x * 2.0 + 7.0, time * 0.04), 3);\n let d = base - p.y; // 0 at the base, rising upward\n let body = smoothstep(-0.06, 0.035, d) * pow(1.0 - smoothstep(0.0, h, d), 1.5);\n // Vertical rays drifting sideways.\n let rn = fbm(vec2<f32>(x * 40.0 + time * 0.3, d * 2.0 - time * 0.1), 3);\n let rays = 0.25 + 1.2 * rn * rn;\n let fold = 0.6 + 0.4 * sin(x * 9.0 + time * 0.5 + fbm(vec2<f32>(x * 3.0, time * 0.1), 2) * 6.0);\n let a = body * rays * fold * (1.0 - fk * 0.25);\n let col = mix(cA, cB, clamp(d / max(h, 1e-3), 0.0, 1.0));\n acc += col * a;\n keep *= 1.0 - clamp(a, 0.0, 1.0);\n }\n let alpha = 1.0 - keep;\n let a = clamp(alpha * (0.35 + 0.65 * dens) * inten * 1.4, 0.0, 1.0);\n return vec4<f32>(acc / max(alpha, 1e-3) * min(alpha * 2.0, 1.0), a);\n}\n\n// ---- main dispatch ---------------------------------------------------------\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let density = get_field(u.density, u.hasSigDensity, densityTex, signalSamp);\n let scale = get_field(u.scale, u.hasSigScale, scaleTex, signalSamp);\n let speed = get_field(u.speed, u.hasSigSpeed, speedTex, signalSamp);\n let intensity = get_field(u.intensity, u.hasSigIntensity, intensityTex, signalSamp);\n let seed = get_field(u.seed, u.hasSigSeed, seedTex, signalSamp);\n\n let isVideo = u.outputType > 0.5;\n let time = select(0.0, u.time * max(speed, 1e-4), isVideo);\n let seedOff = fract(seed * 1.618033);\n\n // Aspect correction\n let uv = in.uv;\n let p = vec2<f32>(uv.x, uv.y);\n\n // Move to a seed-scrambled space so different seeds look different\n let sp = p + vec2<f32>(seedOff * 17.0, seedOff * 31.0);\n\n var eff = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n let cA = u.colorStart.rgb;\n let cB = u.colorEnd.rgb;\n let scl = max(scale, 1e-4);\n let factor = scl * 100.0;\n\n if (u.effectType < 0.5) {\n eff = fxSmoke(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 1.5) {\n eff = fxFire(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 2.5) {\n eff = fxRain(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 3.5) {\n eff = fxSparks(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 4.5) {\n eff = fxSnow(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 5.5) {\n eff = fxDust(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 6.5) {\n eff = fxLightning(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 7.5) {\n eff = fxMagic(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 8.5) {\n eff = fxLensFlare(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 9.5) {\n eff = fxEmbers(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 10.5) {\n eff = fxEnergyBeam(sp, time, factor, density, intensity, cA, cB);\n } else {\n eff = fxAurora(p, seedOff, time, factor, density, intensity, cA, cB);\n }\n\n // Straight alpha is fine for compositing onto a transparent canvas.\n let a = clamp(eff.a, 0.0, 1.0);\n return vec4<f32>(clamp(eff.rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * a, a);\n}\n`;\nconst vfxUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVFXResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey 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parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst VFX_EFFECT_INDEX = {\n\tSmoke: 0,\n\tFire: 1,\n\tRain: 2,\n\tSparks: 3,\n\tSnow: 4,\n\tDust: 5,\n\tLightning: 6,\n\tMagic: 7,\n\tLensFlare: 8,\n\tEmbers: 9,\n\tEnergyBeam: 10,\n\tAurora: 11\n};\nconst ProceduralVFXWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ProceduralVFX\" || !op) return;\n\tconst { vfxPipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getVFXResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst densityInfo = resolveSignalField(op, \"density\", .6);\n\tconst scaleInfo = resolveSignalField(op, \"scale\", .01);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", .8);\n\tconst seedInfo = 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@@ -0,0 +1,5 @@
1
+ import "./chunk-DOL2i2sR.mjs";
2
+ import "./dist-D3BeAZ7X.mjs";
3
+ import { t as renderers_default } from "./renderer-BPiWsrC2.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,6 +1,6 @@
1
- import { n as defineRenderer } from "./renderer-BOg8i8eF.mjs";
2
- import { Bn as signalRegistry, W as lutStore } from "./dist-B-OPY7Cs.mjs";
3
- import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-DHa-3Dou.mjs";
1
+ import { n as defineRenderer } from "./renderer-BuvKGwk3.mjs";
2
+ import { Vn as signalRegistry, W as lutStore } from "./dist-D3BeAZ7X.mjs";
3
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CWjgql4C.mjs";
4
4
 
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  //#region ../../nodes/node-apply-lut/dist/renderers-BrWmp6fW.mjs
6
6
  const LUT_3D_SHADER = `
@@ -219,4 +219,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: LutWebGPURenderer });
219
219
 
220
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  //#endregion
221
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  export { renderers_default as t };
222
- //# sourceMappingURL=renderer-CGpi8CDT.mjs.map
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+ //# sourceMappingURL=renderer-CciiDHuU.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-CGpi8CDT.mjs","names":[],"sources":["../../../nodes/node-apply-lut/dist/renderers-BrWmp6fW.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming } from \"@framefields/node-sdk/gpu\";\nimport { lutStore, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_3D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_3d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\t// Coordinate adjustment to sample from texel centers\n\tlet uvw = inputColor.rgb * ((u.lutSize - 1.0) / u.lutSize) + vec3<f32>(0.5 / u.lutSize);\n\tlet mappedColor = textureSampleLevel(lutTex, lutSamp, uvw, 0.0);\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (mappedColor.rgb - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst LUT_1D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_1d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\tlet rCoord = inputColor.r * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet gCoord = inputColor.g * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet bCoord = inputColor.b * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\t\n\tlet mappedR = textureSampleLevel(lutTex, lutSamp, rCoord, 0.0).r;\n\tlet mappedG = textureSampleLevel(lutTex, lutSamp, gCoord, 0.0).g;\n\tlet mappedB = textureSampleLevel(lutTex, lutSamp, bCoord, 0.0).b;\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (vec3<f32>(mappedR, mappedG, mappedB) - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst lutUniformData = new Float32Array(4);\nconst getDeviceLayouts = perDevice((device) => ({\n\tlutUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tlutTextureLayout3D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"3d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tlutTextureLayout1D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"1d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tsignalTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getLutResources(device, format, type) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `lut_${type}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst shaderCode = type === \"3D\" ? LUT_3D_SHADER : LUT_1D_SHADER;\n\t\tconst lutModule = device.createShaderModule({\n\t\t\tlabel: `lut_${type.toLowerCase()}_${format}.wgsl`,\n\t\t\tcode: shaderCode\n\t\t});\n\t\tconst currentLutLayout = type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D;\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `LutPipeline_${type}_${format}`,\n\t\t\tmodule: lutModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.lutUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tcurrentLutLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tlutPipeline: pipeline,\n\t\tlutUniformLayout: layouts.lutUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tlutTextureLayout: type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst LutWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ApplyLUT\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst lutUrl = op.lutUrl;\n\tif (!lutUrl) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intensityInput = op.intensityHandleId ? op.inputs?.[op.intensityHandleId] : null;\n\tconst hasSignal = !!(intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? intensityInput?.outputItem?.data : null;\n\tlet intensity = 1;\n\tlet hasStaticSignal = false;\n\tif (!hasSignal) if (intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Number\") intensity = Number(intensityInput.outputItem.data ?? 1);\n\telse intensity = Number(op.intensity ?? 1);\n\telse if (sd && typeof sd === \"object\") {\n\t\tintensity = Number(sd.offset ?? 1);\n\t\thasStaticSignal = true;\n\t}\n\tintensity = Math.max(0, Math.min(10, intensity));\n\tlet lut = lutStore.get(lutUrl, ctx.device);\n\tif (!lut) {\n\t\tif ((props.isHeadless ?? (typeof window === \"undefined\" || globalThis.__IS_HEADLESS_RENDERER__)) || props.forceWait) try {\n\t\t\tlut = await lutStore.getOrLoad(lutUrl, ctx.device);\n\t\t} catch (err) {\n\t\t\tif (!(err instanceof DOMException && err.name === \"AbortError\") && !(err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\")) console.error(\"[ApplyLUT] Failed to load LUT synchronously:\", err);\n\t\t}\n\t\telse lutStore.getOrLoad(lutUrl, ctx.device).catch((err) => {\n\t\t\tif (err instanceof DOMException && err.name === \"AbortError\" || err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\") return;\n\t\t\tconsole.error(\"[ApplyLUT] Failed to load LUT in background:\", err);\n\t\t});\n\t\tif (!lut && lutUrl.startsWith(\"runtime://lut/\")) {\n\t\t\tconst prefix = lutUrl.substring(0, lutUrl.lastIndexOf(\"-\") + 1);\n\t\t\tif (prefix) lut = lutStore.getAnyMatching(prefix, ctx.device);\n\t\t}\n\t}\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (!lut) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { lutPipeline: pipeline, lutUniformLayout: uLayout, singleTextureLayout: tLayout, lutTextureLayout: lLayout, signalTextureLayout: sigLayout } = getLutResources(ctx.device, ctx.renderer.format, lut.type);\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\tlet signalView;\n\tif (hasStaticSignal) {\n\t\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\t\tsignalView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, sd.nodeId ?? \"lut_intensity_sig\", elapsedSeconds, durationSeconds, sd, width, height, props.renderId, frame, fps);\n\t} else signalView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlutUniformData[0] = intensity;\n\tlutUniformData[1] = lut.size;\n\tlutUniformData[2] = hasStaticSignal ? 1 : 0;\n\tlutUniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(lutUniformData);\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: uniformBuffer }\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: lLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.texture.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalView\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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+ {"version":3,"file":"renderer-CciiDHuU.mjs","names":[],"sources":["../../../nodes/node-apply-lut/dist/renderers-BrWmp6fW.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming } from \"@framefields/node-sdk/gpu\";\nimport { lutStore, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_3D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_3d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\t// Coordinate adjustment to sample from texel centers\n\tlet uvw = inputColor.rgb * ((u.lutSize - 1.0) / u.lutSize) + vec3<f32>(0.5 / u.lutSize);\n\tlet mappedColor = textureSampleLevel(lutTex, lutSamp, uvw, 0.0);\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (mappedColor.rgb - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst LUT_1D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_1d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\tlet rCoord = inputColor.r * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet gCoord = inputColor.g * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet bCoord = inputColor.b * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\t\n\tlet mappedR = textureSampleLevel(lutTex, lutSamp, rCoord, 0.0).r;\n\tlet mappedG = textureSampleLevel(lutTex, lutSamp, gCoord, 0.0).g;\n\tlet mappedB = textureSampleLevel(lutTex, lutSamp, bCoord, 0.0).b;\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (vec3<f32>(mappedR, mappedG, mappedB) - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst lutUniformData = new Float32Array(4);\nconst getDeviceLayouts = perDevice((device) => ({\n\tlutUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tlutTextureLayout3D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"3d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tlutTextureLayout1D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"1d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tsignalTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getLutResources(device, format, type) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `lut_${type}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst shaderCode = type === \"3D\" ? LUT_3D_SHADER : LUT_1D_SHADER;\n\t\tconst lutModule = device.createShaderModule({\n\t\t\tlabel: `lut_${type.toLowerCase()}_${format}.wgsl`,\n\t\t\tcode: shaderCode\n\t\t});\n\t\tconst currentLutLayout = type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D;\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `LutPipeline_${type}_${format}`,\n\t\t\tmodule: lutModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.lutUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tcurrentLutLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tlutPipeline: pipeline,\n\t\tlutUniformLayout: layouts.lutUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tlutTextureLayout: type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst LutWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ApplyLUT\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst lutUrl = op.lutUrl;\n\tif (!lutUrl) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intensityInput = op.intensityHandleId ? op.inputs?.[op.intensityHandleId] : null;\n\tconst hasSignal = !!(intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? intensityInput?.outputItem?.data : null;\n\tlet intensity = 1;\n\tlet hasStaticSignal = false;\n\tif (!hasSignal) if (intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Number\") intensity = Number(intensityInput.outputItem.data ?? 1);\n\telse intensity = Number(op.intensity ?? 1);\n\telse if (sd && typeof sd === \"object\") {\n\t\tintensity = Number(sd.offset ?? 1);\n\t\thasStaticSignal = true;\n\t}\n\tintensity = Math.max(0, Math.min(10, intensity));\n\tlet lut = lutStore.get(lutUrl, ctx.device);\n\tif (!lut) {\n\t\tif ((props.isHeadless ?? (typeof window === \"undefined\" || globalThis.__IS_HEADLESS_RENDERER__)) || props.forceWait) try {\n\t\t\tlut = await lutStore.getOrLoad(lutUrl, ctx.device);\n\t\t} catch (err) {\n\t\t\tif (!(err instanceof DOMException && err.name === \"AbortError\") && !(err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\")) console.error(\"[ApplyLUT] Failed to load LUT synchronously:\", err);\n\t\t}\n\t\telse lutStore.getOrLoad(lutUrl, ctx.device).catch((err) => {\n\t\t\tif (err instanceof DOMException && err.name === \"AbortError\" || err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\") return;\n\t\t\tconsole.error(\"[ApplyLUT] Failed to load LUT in background:\", err);\n\t\t});\n\t\tif (!lut && lutUrl.startsWith(\"runtime://lut/\")) {\n\t\t\tconst prefix = lutUrl.substring(0, lutUrl.lastIndexOf(\"-\") + 1);\n\t\t\tif (prefix) lut = lutStore.getAnyMatching(prefix, ctx.device);\n\t\t}\n\t}\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (!lut) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { lutPipeline: pipeline, lutUniformLayout: uLayout, singleTextureLayout: tLayout, lutTextureLayout: lLayout, signalTextureLayout: sigLayout } = getLutResources(ctx.device, ctx.renderer.format, lut.type);\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\tlet signalView;\n\tif (hasStaticSignal) {\n\t\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\t\tsignalView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, sd.nodeId ?? \"lut_intensity_sig\", elapsedSeconds, durationSeconds, sd, width, height, props.renderId, frame, fps);\n\t} else signalView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlutUniformData[0] = intensity;\n\tlutUniformData[1] = lut.size;\n\tlutUniformData[2] = hasStaticSignal ? 1 : 0;\n\tlutUniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(lutUniformData);\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: uniformBuffer }\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: lLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.texture.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalView\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\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-DOL2i2sR.mjs";
2
+ import "./dist-D3BeAZ7X.mjs";
3
+ import { t as renderers_default } from "./renderer-KgsVk9c6.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,5 +1,5 @@
1
- import "./chunk-W71TSjRM.mjs";
2
- import "./dist-B-OPY7Cs.mjs";
3
- import { n as renderers_default, t as GradientMapWebGPURenderer } from "./renderer-t1sXDiqm.mjs";
1
+ import "./chunk-DOL2i2sR.mjs";
2
+ import "./dist-D3BeAZ7X.mjs";
3
+ import { n as renderers_default, t as GradientMapWebGPURenderer } from "./renderer-BUj7jE6t.mjs";
4
4
 
5
5
  export { GradientMapWebGPURenderer, renderers_default as default };
@@ -1,5 +1,5 @@
1
- import "./chunk-W71TSjRM.mjs";
2
- import "./dist-B-OPY7Cs.mjs";
3
- import { n as renderers_default, t as RefractionCaustics3DWebGPURenderer } from "./renderer-BzTj_CeK.mjs";
1
+ import "./chunk-DOL2i2sR.mjs";
2
+ import "./dist-D3BeAZ7X.mjs";
3
+ import { n as renderers_default, t as RefractionCaustics3DWebGPURenderer } from "./renderer-CuPAQjDK.mjs";
4
4
 
5
5
  export { RefractionCaustics3DWebGPURenderer, renderers_default as default };
@@ -0,0 +1,5 @@
1
+ import "./chunk-DOL2i2sR.mjs";
2
+ import "./dist-D3BeAZ7X.mjs";
3
+ import { n as renderers_default, t as LiquifyWebGPURenderer } from "./renderer-DpZballM.mjs";
4
+
5
+ export { LiquifyWebGPURenderer, renderers_default as default };
@@ -1,7 +1,7 @@
1
- import "./chunk-W71TSjRM.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";
1
+ import "./chunk-DOL2i2sR.mjs";
2
+ import { n as defineRenderer } from "./renderer-BuvKGwk3.mjs";
3
+ import "./dist-D3BeAZ7X.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-CWjgql4C.mjs";
5
5
 
6
6
  //#region ../../nodes/node-dither/dist/renderers-v80Aclc6.mjs
7
7
  const OP = "Dither";
@@ -217,4 +217,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: DitherWebGPURenderer })
217
217
 
218
218
  //#endregion
219
219
  export { DitherWebGPURenderer, renderers_default as default };
220
- //# sourceMappingURL=renderer-BwJ0nXXu.mjs.map
220
+ //# sourceMappingURL=renderer-Cp_HOmp7.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-BwJ0nXXu.mjs","names":[],"sources":["../../../nodes/node-dither/dist/renderers-v80Aclc6.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 = \"Dither\";\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 mode = u32(u.v[1].x + 0.5);\n\tlet levels = u.v[1].y;\n\tlet scale = u.v[1].z;\n\tlet monochrome = u.v[1].w;\n\tlet dark = u.v[2];\n\tlet light = u.v[3];\n\n\tlet R = res();\n\tlet s = max(scale, 1.0);\n\tlet cellp = floor(in.uv * R / s);\n\tlet c = texelS(cellp * s + s * 0.5);\n\tvar t = bayer8(cellp);\n\tif (mode == 1u) { t = hash12(cellp); }\n\tif (mode == 2u) { t = clamp(length(fract(cellp / 4.0) - 0.5) * 1.414, 0.0, 1.0); }\n\tlet n = max(levels - 1.0, 1.0);\n\tvar rgb : vec3<f32>;\n\tif (monochrome > 0.5) {\n\t\tlet q = clamp(floor(luma(c.rgb) * n + t) / n, 0.0, 1.0);\n\t\trgb = mix(dark.rgb, light.rgb, q);\n\t} else {\n\t\trgb = clamp(floor(c.rgb * n + vec3<f32>(t)) / n, vec3<f32>(0.0), vec3<f32>(1.0));\n\t}\n\treturn premul(vec4<f32>(rgb, c.a));\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}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\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, [\n\t\t\"bayer\",\n\t\t\"noise\",\n\t\t\"halftone\"\n\t].indexOf(String(raw.mode ?? \"bayer\")));\n\tdata[5] = num(raw.levels, 2);\n\tdata[6] = num(raw.scale, 2);\n\tdata[7] = raw.monochrome === void 0 ? 1 : raw.monochrome ? 1 : 0;\n\tdata.set(hexToRgba(String(raw.dark ?? \"#111111\")), 8);\n\tdata.set(hexToRgba(String(raw.light ?? \"#f2efe6\")), 12);\n}\nconst DitherWebGPURenderer = 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 ?? 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+ {"version":3,"file":"renderer-Cp_HOmp7.mjs","names":[],"sources":["../../../nodes/node-dither/dist/renderers-v80Aclc6.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 = \"Dither\";\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 mode = u32(u.v[1].x + 0.5);\n\tlet levels = u.v[1].y;\n\tlet scale = u.v[1].z;\n\tlet monochrome = u.v[1].w;\n\tlet dark = u.v[2];\n\tlet light = u.v[3];\n\n\tlet R = res();\n\tlet s = max(scale, 1.0);\n\tlet cellp = floor(in.uv * R / s);\n\tlet c = texelS(cellp * s + s * 0.5);\n\tvar t = bayer8(cellp);\n\tif (mode == 1u) { t = hash12(cellp); }\n\tif (mode == 2u) { t = clamp(length(fract(cellp / 4.0) - 0.5) * 1.414, 0.0, 1.0); }\n\tlet n = max(levels - 1.0, 1.0);\n\tvar rgb : vec3<f32>;\n\tif (monochrome > 0.5) {\n\t\tlet q = clamp(floor(luma(c.rgb) * n + t) / n, 0.0, 1.0);\n\t\trgb = mix(dark.rgb, light.rgb, q);\n\t} else {\n\t\trgb = clamp(floor(c.rgb * n + vec3<f32>(t)) / n, vec3<f32>(0.0), vec3<f32>(1.0));\n\t}\n\treturn premul(vec4<f32>(rgb, c.a));\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}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\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, [\n\t\t\"bayer\",\n\t\t\"noise\",\n\t\t\"halftone\"\n\t].indexOf(String(raw.mode ?? \"bayer\")));\n\tdata[5] = num(raw.levels, 2);\n\tdata[6] = num(raw.scale, 2);\n\tdata[7] = raw.monochrome === void 0 ? 1 : raw.monochrome ? 1 : 0;\n\tdata.set(hexToRgba(String(raw.dark ?? \"#111111\")), 8);\n\tdata.set(hexToRgba(String(raw.light ?? \"#f2efe6\")), 12);\n}\nconst DitherWebGPURenderer = 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: DitherWebGPURenderer });\n\n//#endregion\nexport { DitherWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-v80Aclc6.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwErB;AACF,MAAM,YAAY,WAAW,YAAY;CACxC,QAAQ,wBAAwB,QAAQ;EACvC;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,SAAS;CAClB,2BAA2B,IAAI,KAAK;CACpC,SAAS,OAAO,cAAc;EAC7B,WAAW;EACX,WAAW;EACX,cAAc;EACd,cAAc;EACd,CAAC;CACF,EAAE;AACH,SAAS,aAAa,QAAQ,QAAQ;CACrC,MAAM,IAAI,UAAU,OAAO;CAC3B,IAAI,OAAO,EAAE,UAAU,IAAI,OAAO;AAClC,KAAI,CAAC,MAAM;AACV,SAAO,OAAO,KAAK,MAAM,MAAM;GAC9B,MAAM,SAAS,OAAO,mBAAmB;IACxC;IACA,OAAO,GAAG,GAAG,GAAG,EAAE;IAClB,CAAC;AACF,UAAO,OAAO,qBAAqB;IAClC,OAAO,GAAG,GAAG,GAAG;IAChB,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,EAAE,OAAO,EAAE,CAAC;IACrE,QAAQ;KACP;KACA,YAAY;KACZ;IACD,UAAU;KACT;KACA,YAAY;KACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;KACrB;IACD,WAAW,EAAE,UAAU,kBAAkB;IACzC,CAAC;IACD;AACF,IAAE,UAAU,IAAI,QAAQ,KAAK;;AAE9B,QAAO;;AAER,SAAS,IAAI,GAAG,UAAU;CACzB,MAAM,IAAI,OAAO,MAAM,WAAW,IAAI,OAAO,EAAE;AAC/C,QAAO,OAAO,SAAS,EAAE,GAAG,IAAI;;AAEjC,SAAS,UAAU,KAAK;CACvB,IAAI,IAAI,IAAI,MAAM,CAAC,QAAQ,KAAK,GAAG;AACnC,KAAI,EAAE,WAAW,KAAK,EAAE,WAAW,EAAG,KAAI,CAAC,GAAG,EAAE,CAAC,KAAK,MAAM,IAAI,EAAE,CAAC,KAAK,GAAG;CAC3E,MAAM,KAAK,MAAM,OAAO,SAAS,EAAE,MAAM,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG;AAC1D,QAAO;EACN,EAAE,EAAE;EACJ,EAAE,EAAE;EACJ,EAAE,EAAE;EACJ,EAAE,UAAU,IAAI,EAAE,EAAE,GAAG;EACvB;;;AAGF,SAAS,KAAK,KAAK,MAAM,MAAM,OAAO;AACrC,MAAK,KAAK,EAAE;AACZ,MAAK,KAAK;AACV,MAAK,KAAK;AACV,MAAK,KAAK,KAAK,IAAI,GAAG;EACrB;EACA;EACA;EACA,CAAC,QAAQ,OAAO,IAAI,QAAQ,QAAQ,CAAC,CAAC;AACvC,MAAK,KAAK,IAAI,IAAI,QAAQ,EAAE;AAC5B,MAAK,KAAK,IAAI,IAAI,OAAO,EAAE;AAC3B,MAAK,KAAK,IAAI,eAAe,KAAK,IAAI,IAAI,IAAI,aAAa,IAAI;AAC/D,MAAK,IAAI,UAAU,OAAO,IAAI,QAAQ,UAAU,CAAC,EAAE,EAAE;AACrD,MAAK,IAAI,UAAU,OAAO,IAAI,SAAS,UAAU,CAAC,EAAE,GAAG;;AAExD,MAAM,uBAAuB,OAAO,SAAS;CAC5C,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,GAAI;CACnB,MAAM,QAAQ,MAAM,cAAc,WAAW;AAC7C,KAAI,CAAC,MAAO;AACZ,MAAK,KAAK;CACV,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,QAAQ,KAAK,MAAM,MAAM,oBAAoB,MAAM,SAAS,EAAE;CACpE,MAAM,MAAM,GAAG,QAAQ,kBAAkB,GAAG,OAAO,gBAAgB;EAClE;EACA;EACA,MAAM,QAAQ;EACd,CAAC,GAAG;CACL,MAAM,OAAO,IAAI,aAAa,eAAe;AAC7C,MAAK,KAAK,MAAM,QAAQ,KAAK,MAAM;CACnC,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,MAAM;CACnE,MAAM,SAAS,IAAI;CACnB,MAAM,IAAI,UAAU,OAAO;CAC3B,MAAM,YAAY,aAAa,QAAQ,IAAI,SAAS,OAAO;CAC3D,MAAM,MAAM,IAAI,SAAS,mBAAmB,KAAK;CACjD,IAAI,OAAO;AACX,MAAK,MAAM,YAAY,WAAW;EACjC,MAAM,MAAM,IAAI,SAAS,oBAAoB,aAAa,cAAc;GACvE;GACA;GACA;GACA,GAAG,MAAM,mBAAmB,EAAE;GAC9B,CAAC;AACF,qBAAmB,SAAS,IAAI,YAAY,EAAE,UAAU,CAAC,OAAO,gBAAgB;GAC/E,QAAQ,EAAE;GACV,SAAS;IACR;KACC,SAAS;KACT,UAAU,EAAE,QAAQ,KAAK;KACzB;IACD;KACC,SAAS;KACT,UAAU,SAAS,YAAY;KAC/B;IACD;KACC,SAAS;KACT,UAAU,KAAK,YAAY;KAC3B;IACD;KACC,SAAS;KACT,UAAU,EAAE;KACZ;IACD;GACD,CAAC,CAAC,CAAC;AACJ,SAAO;;AAER,qBAAoB,MAAM,KAAK;;AAKhC,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,sBAAsB,CAAC"}
@@ -0,0 +1,5 @@
1
+ import "./chunk-DOL2i2sR.mjs";
2
+ import "./dist-D3BeAZ7X.mjs";
3
+ import { t as renderers_default } from "./renderer-C1ctHdXl.mjs";
4
+
5
+ export { renderers_default as default };
@@ -0,0 +1,5 @@
1
+ import "./chunk-DOL2i2sR.mjs";
2
+ import "./dist-D3BeAZ7X.mjs";
3
+ import { n as renderers_default, t as WebGPURenderer } from "./renderer-CYwVNbUh.mjs";
4
+
5
+ export { WebGPURenderer, renderers_default as default };
@@ -1,7 +1,7 @@
1
- import "./chunk-W71TSjRM.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";
1
+ import "./chunk-DOL2i2sR.mjs";
2
+ import { n as defineRenderer } from "./renderer-BuvKGwk3.mjs";
3
+ import "./dist-D3BeAZ7X.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-CWjgql4C.mjs";
5
5
 
6
6
  //#region ../../nodes/node-rgb-split/dist/renderers-BrKktWQX.mjs
7
7
  const OP = "RGBSplit";
@@ -188,4 +188,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: RGBSplitWebGPURenderer
188
188
 
189
189
  //#endregion
190
190
  export { RGBSplitWebGPURenderer, renderers_default as default };
191
- //# sourceMappingURL=renderer-C3CGYjrC.mjs.map
191
+ //# sourceMappingURL=renderer-Cu3iKMSJ.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-C3CGYjrC.mjs","names":[],"sources":["../../../nodes/node-rgb-split/dist/renderers-BrKktWQX.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 = \"RGBSplit\";\nconst UNIFORM_FLOATS = 8;\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>, 2> };\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 amount = u.v[1].x;\n\tlet angle = u.v[1].y;\n\tlet radial = u.v[1].z;\n\n\tlet R = res();\n\tlet a = radians(angle);\n\tvar d = vec2<f32>(cos(a), sin(a)) * amount / R;\n\tif (radial > 0.5) { d = (in.uv - 0.5) * 2.0 * amount / R; }\n\tlet cr = sampleP(in.uv + d);\n\tlet cg = sampleP(in.uv);\n\tlet cb = sampleP(in.uv - d);\n\treturn vec4<f32>(cr.r, cg.g, cb.b, max(max(cr.a, cg.a), cb.a));\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.amount, 8);\n\tdata[5] = num(raw.angle, 0);\n\tdata[6] = raw.radial === void 0 ? 0 : raw.radial ? 1 : 0;\n}\nconst RGBSplitWebGPURenderer = 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: RGBSplitWebGPURenderer });\n\n//#endregion\nexport { RGBSplitWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-BrKktWQX.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA6DrB;AACF,MAAM,YAAY,WAAW,YAAY;CACxC,QAAQ,wBAAwB,QAAQ;EACvC;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,SAAS;CAClB,2BAA2B,IAAI,KAAK;CACpC,SAAS,OAAO,cAAc;EAC7B,WAAW;EACX,WAAW;EACX,cAAc;EACd,cAAc;EACd,CAAC;CACF,EAAE;AACH,SAAS,aAAa,QAAQ,QAAQ;CACrC,MAAM,IAAI,UAAU,OAAO;CAC3B,IAAI,OAAO,EAAE,UAAU,IAAI,OAAO;AAClC,KAAI,CAAC,MAAM;AACV,SAAO,OAAO,KAAK,MAAM,MAAM;GAC9B,MAAM,SAAS,OAAO,mBAAmB;IACxC;IACA,OAAO,GAAG,GAAG,GAAG,EAAE;IAClB,CAAC;AACF,UAAO,OAAO,qBAAqB;IAClC,OAAO,GAAG,GAAG,GAAG;IAChB,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,EAAE,OAAO,EAAE,CAAC;IACrE,QAAQ;KACP;KACA,YAAY;KACZ;IACD,UAAU;KACT;KACA,YAAY;KACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;KACrB;IACD,WAAW,EAAE,UAAU,kBAAkB;IACzC,CAAC;IACD;AACF,IAAE,UAAU,IAAI,QAAQ,KAAK;;AAE9B,QAAO;;AAER,SAAS,IAAI,GAAG,UAAU;CACzB,MAAM,IAAI,OAAO,MAAM,WAAW,IAAI,OAAO,EAAE;AAC/C,QAAO,OAAO,SAAS,EAAE,GAAG,IAAI;;;AAGjC,SAAS,KAAK,KAAK,MAAM,MAAM,OAAO;AACrC,MAAK,KAAK,EAAE;AACZ,MAAK,KAAK;AACV,MAAK,KAAK;AACV,MAAK,KAAK,IAAI,IAAI,QAAQ,EAAE;AAC5B,MAAK,KAAK,IAAI,IAAI,OAAO,EAAE;AAC3B,MAAK,KAAK,IAAI,WAAW,KAAK,IAAI,IAAI,IAAI,SAAS,IAAI;;AAExD,MAAM,yBAAyB,OAAO,SAAS;CAC9C,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,GAAI;CACnB,MAAM,QAAQ,MAAM,cAAc,WAAW;AAC7C,KAAI,CAAC,MAAO;AACZ,MAAK,KAAK;CACV,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,QAAQ,KAAK,MAAM,MAAM,oBAAoB,MAAM,SAAS,EAAE;CACpE,MAAM,MAAM,GAAG,QAAQ,kBAAkB,GAAG,OAAO,gBAAgB;EAClE;EACA;EACA,MAAM,QAAQ;EACd,CAAC,GAAG;CACL,MAAM,OAAO,IAAI,aAAa,eAAe;AAC7C,MAAK,KAAK,MAAM,QAAQ,KAAK,MAAM;CACnC,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,MAAM;CACnE,MAAM,SAAS,IAAI;CACnB,MAAM,IAAI,UAAU,OAAO;CAC3B,MAAM,YAAY,aAAa,QAAQ,IAAI,SAAS,OAAO;CAC3D,MAAM,MAAM,IAAI,SAAS,mBAAmB,KAAK;CACjD,IAAI,OAAO;AACX,MAAK,MAAM,YAAY,WAAW;EACjC,MAAM,MAAM,IAAI,SAAS,oBAAoB,aAAa,cAAc;GACvE;GACA;GACA;GACA,GAAG,MAAM,mBAAmB,EAAE;GAC9B,CAAC;AACF,qBAAmB,SAAS,IAAI,YAAY,EAAE,UAAU,CAAC,OAAO,gBAAgB;GAC/E,QAAQ,EAAE;GACV,SAAS;IACR;KACC,SAAS;KACT,UAAU,EAAE,QAAQ,KAAK;KACzB;IACD;KACC,SAAS;KACT,UAAU,SAAS,YAAY;KAC/B;IACD;KACC,SAAS;KACT,UAAU,KAAK,YAAY;KAC3B;IACD;KACC,SAAS;KACT,UAAU,EAAE;KACZ;IACD;GACD,CAAC,CAAC,CAAC;AACJ,SAAO;;AAER,qBAAoB,MAAM,KAAK;;AAKhC,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,wBAAwB,CAAC"}
1
+ {"version":3,"file":"renderer-Cu3iKMSJ.mjs","names":[],"sources":["../../../nodes/node-rgb-split/dist/renderers-BrKktWQX.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 = \"RGBSplit\";\nconst UNIFORM_FLOATS = 8;\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>, 2> };\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 amount = u.v[1].x;\n\tlet angle = u.v[1].y;\n\tlet radial = u.v[1].z;\n\n\tlet R = res();\n\tlet a = radians(angle);\n\tvar d = vec2<f32>(cos(a), sin(a)) * amount / R;\n\tif (radial > 0.5) { d = (in.uv - 0.5) * 2.0 * amount / R; }\n\tlet cr = sampleP(in.uv + d);\n\tlet cg = sampleP(in.uv);\n\tlet cb = sampleP(in.uv - d);\n\treturn vec4<f32>(cr.r, cg.g, cb.b, max(max(cr.a, cg.a), cb.a));\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.amount, 8);\n\tdata[5] = num(raw.angle, 0);\n\tdata[6] = raw.radial === void 0 ? 0 : raw.radial ? 1 : 0;\n}\nconst RGBSplitWebGPURenderer = 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: RGBSplitWebGPURenderer });\n\n//#endregion\nexport { RGBSplitWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-BrKktWQX.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA6DrB;AACF,MAAM,YAAY,WAAW,YAAY;CACxC,QAAQ,wBAAwB,QAAQ;EACvC;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,SAAS;CAClB,2BAA2B,IAAI,KAAK;CACpC,SAAS,OAAO,cAAc;EAC7B,WAAW;EACX,WAAW;EACX,cAAc;EACd,cAAc;EACd,CAAC;CACF,EAAE;AACH,SAAS,aAAa,QAAQ,QAAQ;CACrC,MAAM,IAAI,UAAU,OAAO;CAC3B,IAAI,OAAO,EAAE,UAAU,IAAI,OAAO;AAClC,KAAI,CAAC,MAAM;AACV,SAAO,OAAO,KAAK,MAAM,MAAM;GAC9B,MAAM,SAAS,OAAO,mBAAmB;IACxC;IACA,OAAO,GAAG,GAAG,GAAG,EAAE;IAClB,CAAC;AACF,UAAO,OAAO,qBAAqB;IAClC,OAAO,GAAG,GAAG,GAAG;IAChB,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,EAAE,OAAO,EAAE,CAAC;IACrE,QAAQ;KACP;KACA,YAAY;KACZ;IACD,UAAU;KACT;KACA,YAAY;KACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;KACrB;IACD,WAAW,EAAE,UAAU,kBAAkB;IACzC,CAAC;IACD;AACF,IAAE,UAAU,IAAI,QAAQ,KAAK;;AAE9B,QAAO;;AAER,SAAS,IAAI,GAAG,UAAU;CACzB,MAAM,IAAI,OAAO,MAAM,WAAW,IAAI,OAAO,EAAE;AAC/C,QAAO,OAAO,SAAS,EAAE,GAAG,IAAI;;;AAGjC,SAAS,KAAK,KAAK,MAAM,MAAM,OAAO;AACrC,MAAK,KAAK,EAAE;AACZ,MAAK,KAAK;AACV,MAAK,KAAK;AACV,MAAK,KAAK,IAAI,IAAI,QAAQ,EAAE;AAC5B,MAAK,KAAK,IAAI,IAAI,OAAO,EAAE;AAC3B,MAAK,KAAK,IAAI,WAAW,KAAK,IAAI,IAAI,IAAI,SAAS,IAAI;;AAExD,MAAM,yBAAyB,OAAO,SAAS;CAC9C,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,GAAI;CACnB,MAAM,QAAQ,MAAM,cAAc,WAAW;AAC7C,KAAI,CAAC,MAAO;AACZ,MAAK,KAAK;CACV,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,QAAQ,KAAK,MAAM,MAAM,oBAAoB,MAAM,SAAS,EAAE;CACpE,MAAM,MAAM,GAAG,QAAQ,kBAAkB,GAAG,OAAO,gBAAgB;EAClE;EACA;EACA,MAAM,QAAQ;EACd,CAAC,GAAG;CACL,MAAM,OAAO,IAAI,aAAa,eAAe;AAC7C,MAAK,KAAK,MAAM,QAAQ,KAAK,MAAM;CACnC,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,MAAM;CACnE,MAAM,SAAS,IAAI;CACnB,MAAM,IAAI,UAAU,OAAO;CAC3B,MAAM,YAAY,aAAa,QAAQ,IAAI,SAAS,OAAO;CAC3D,MAAM,MAAM,IAAI,SAAS,mBAAmB,KAAK;CACjD,IAAI,OAAO;AACX,MAAK,MAAM,YAAY,WAAW;EACjC,MAAM,MAAM,IAAI,SAAS,oBAAoB,aAAa,cAAc;GACvE;GACA;GACA;GACA,GAAG,MAAM,mBAAmB,EAAE;GAC9B,CAAC;AACF,qBAAmB,SAAS,IAAI,YAAY,EAAE,UAAU,CAAC,OAAO,gBAAgB;GAC/E,QAAQ,EAAE;GACV,SAAS;IACR;KACC,SAAS;KACT,UAAU,EAAE,QAAQ,KAAK;KACzB;IACD;KACC,SAAS;KACT,UAAU,SAAS,YAAY;KAC/B;IACD;KACC,SAAS;KACT,UAAU,KAAK,YAAY;KAC3B;IACD;KACC,SAAS;KACT,UAAU,EAAE;KACZ;IACD;GACD,CAAC,CAAC,CAAC;AACJ,SAAO;;AAER,qBAAoB,MAAM,KAAK;;AAKhC,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,wBAAwB,CAAC"}
@@ -1,6 +1,6 @@
1
- import { l as resolveSignalField, n as defineRenderer } from "./renderer-BOg8i8eF.mjs";
2
- import { Bn as signalRegistry, q as parseColor } 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 } from "./gpu-DHa-3Dou.mjs";
1
+ import { l as resolveSignalField, n as defineRenderer } from "./renderer-BuvKGwk3.mjs";
2
+ import { Vn as signalRegistry, q as parseColor } from "./dist-D3BeAZ7X.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 } from "./gpu-CWjgql4C.mjs";
4
4
 
5
5
  //#region ../../nodes/node-refraction-caustics/dist/renderers-BuTkLbVU.mjs
6
6
  const REFRACTION_CAUSTICS_SHADER = `
@@ -563,4 +563,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: RefractionCaustics3DWeb
563
563
 
564
564
  //#endregion
565
565
  export { renderers_default as n, RefractionCaustics3DWebGPURenderer as t };
566
- //# sourceMappingURL=renderer-BzTj_CeK.mjs.map
566
+ //# sourceMappingURL=renderer-CuPAQjDK.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-BzTj_CeK.mjs","names":[],"sources":["../../../nodes/node-refraction-caustics/dist/renderers-BuTkLbVU.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst REFRACTION_CAUSTICS_SHADER = `\nstruct RefractionCausticsUniforms {\n // vec4 0\n _pad0 : f32,\n ior : f32,\n dispersion : f32,\n refractionScale : f32,\n\n // vec4 1\n causticBrightness : f32,\n causticScale : f32,\n fluidRipples : f32,\n rippleSpeed : f32,\n\n // vec4 2\n roughness : f32,\n specularIntensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 3\n tintStrength : f32,\n depthInvert : f32,\n depthScale : f32,\n hasDepthMap : f32,\n\n // vec4 4\n timeProgress : f32,\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n // vec4 5: signal flags\n hasSigIOR : f32,\n hasSigDispersion : f32,\n hasSigRefractScale : f32,\n hasSigCaustic : f32,\n\n // vec4 6: signal flags\n hasSigRipples : f32,\n hasSigRoughness : f32,\n hasSigLightPosX : f32,\n hasSigLightPosY : f32,\n\n // vec4 7: reserved\n _pad3 : f32,\n _pad4 : f32,\n _pad5 : f32,\n _pad6 : f32,\n\n // vec4 8: color\n tintColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RefractionCausticsUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var iorSigTex : texture_2d<f32>;\n@group(3) @binding(1) var dispersionSigTex : texture_2d<f32>;\n@group(3) @binding(2) var refractScaleSigTex : texture_2d<f32>;\n@group(3) @binding(3) var causticSigTex : texture_2d<f32>;\n@group(3) @binding(4) var ripplesSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var lightPosXSigTex : texture_2d<f32>;\n@group(3) @binding(7) var lightPosYSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\n// Analytical fluid ripple wave height and normal gradient\nfn getFluidWave(uv: vec2<f32>, time: f32, freqScale: f32) -> vec3<f32> {\n let p = uv * freqScale * 18.0;\n let t = time * 3.0;\n\n let a1 = sin(p.x * 1.4 + p.y * 1.0 + t * 1.2);\n let a2 = sin(p.x * -1.8 + p.y * 1.6 + t * 0.9);\n let a3 = cos((p.x + p.y) * 2.2 - t * 1.4);\n\n let height = (a1 + a2 + a3) * 0.333;\n\n let dx = (1.4 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n - 1.8 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n let dy = (1.0 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n + 1.6 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n return vec3<f32>(dx, dy, height);\n}\n\n// Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)\nfn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {\n let p = uv * scale * 32.0;\n let t1 = time * 0.8;\n let t2 = time * 1.1;\n\n var p1 = p;\n p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;\n p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;\n\n var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);\n p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;\n p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;\n\n let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));\n let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));\n\n // Sharp interconnected caustic web filaments\n let web = pow(k1 * k2, 3.5);\n return web;\n}\n\nfn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {\n let step = texelSize * 2.0;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n var dx = (dR - dL) * depthScaleVal * 2.0;\n var dy = (dU - dD) * depthScaleVal * 2.0;\n\n if (fluidRippleAmount > 0.001) {\n let wave = getFluidWave(uv, rippleTime, causticScaleVal);\n dx = dx + wave.x * fluidRippleAmount * 0.08;\n dy = dy + wave.y * fluidRippleAmount * 0.08;\n }\n\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n// Snell's Law ray refraction with Total Internal Reflection (TIR) fallback\nfn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {\n let cosi = dot(-I, N);\n let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);\n if (cost2 < 0.0) {\n // Total internal reflection -> reflect\n let R = reflect(I, N);\n return R.xy * thickness * 0.5;\n }\n let R = eta * I + (eta * cosi - sqrt(cost2)) * N;\n return R.xy * (thickness / max(0.2, abs(R.z)));\n}\n\nfn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle clamp for border inpainting / anti-tearing\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\nfn spectralWavelength(t: f32) -> vec3<f32> {\n let x = clamp(t, 0.0, 1.0) * 6.0;\n var r: f32 = 0.0;\n var g: f32 = 0.0;\n var b: f32 = 0.0;\n\n if (x < 1.0) {\n r = 1.0;\n g = x;\n b = 0.0;\n } else if (x < 2.0) {\n r = 2.0 - x;\n g = 1.0;\n b = 0.0;\n } else if (x < 3.0) {\n r = 0.0;\n g = 1.0;\n b = x - 2.0;\n } else if (x < 4.0) {\n r = 0.0;\n g = 4.0 - x;\n b = 1.0;\n } else if (x < 5.0) {\n r = x - 4.0;\n g = 0.0;\n b = 1.0;\n } else {\n r = 1.0;\n g = 0.0;\n b = max(0.4, 6.0 - x);\n }\n return vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var ior = u.ior;\n if (u.hasSigIOR > 0.5) {\n ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);\n }\n\n var dispersion = u.dispersion;\n if (u.hasSigDispersion > 0.5) {\n dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);\n }\n\n var refractionScale = u.refractionScale;\n if (u.hasSigRefractScale > 0.5) {\n refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var causticBrightness = u.causticBrightness;\n if (u.hasSigCaustic > 0.5) {\n causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var fluidRipples = u.fluidRipples;\n if (u.hasSigRipples > 0.5) {\n fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var roughness = u.roughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosX = u.lightPosX;\n if (u.hasSigLightPosX > 0.5) {\n lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosY = u.lightPosY;\n if (u.hasSigLightPosY > 0.5) {\n lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n let depthScaleVal = u.depthScale;\n let causticScaleVal = max(0.1, u.causticScale);\n let rippleSpeedVal = u.rippleSpeed;\n let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;\n\n // Surface Normal & Incident Vectors\n let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);\n let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface\n let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera\n\n // Base Snell's Law Refraction\n let eta = 1.0 / max(1.001, ior);\n let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);\n let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);\n\n // Multi-Spectral Chromatic Rainbow Dispersion\n var accumColor = vec3<f32>(0.0);\n var accumWeight = vec3<f32>(0.0);\n var accumAlpha: f32 = 0.0;\n\n let dispersionStrength = dispersion * refractionScale * 0.6;\n let dispDirection = vec2<f32>(N.x / aspect, N.y);\n\n // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)\n for (var s = 0; s < 7; s = s + 1) {\n let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)\n let specColor = spectralWavelength(t);\n let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);\n let sampleUV = baseUV + lambdaOffset;\n\n var sampledTex = sampleAlbedoSafe(sampleUV);\n\n // Microfacet frosted blur if roughness is enabled\n if (roughness > 0.005) {\n let blurRad = roughness * 0.018;\n let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));\n let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));\n sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;\n }\n\n accumColor = accumColor + sampledTex.rgb * specColor;\n accumWeight = accumWeight + specColor;\n accumAlpha = accumAlpha + sampledTex.a;\n }\n\n let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));\n let finalAlpha = accumAlpha / 7.0;\n\n // Incident light vector\n let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);\n let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);\n let L = normalize(lightPos3D - surfPos3D);\n\n // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)\n var fluidCaustic = 0.0;\n if (fluidRipples > 0.001) {\n let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);\n let pLight = vec2<f32>(lightPosX, lightPosY);\n let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));\n let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);\n fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;\n }\n\n // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);\n\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specShininess = mix(256.0, 32.0, roughness);\n let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;\n\n // Glass Absorption & Tinting\n let tintStrengthVal = u.tintStrength;\n let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);\n\n // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)\n let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);\n\n return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\t\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\t\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\t\tsignalTextureLayout: texturesLayout(device, 8),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getRefractionCausticsResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `refraction_caustics_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `refraction_caustics_${format}.wgsl`,\n\t\t\tcode: REFRACTION_CAUSTICS_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RefractionCausticsPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst RefractionCaustics3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefractionCaustics3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps, 4);\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst iorInfo = resolveSignalField(op, \"ior\", 1.52, 1, 2.5);\n\tconst dispersionInfo = resolveSignalField(op, \"dispersion\", .04, 0, .2);\n\tconst refractScaleInfo = resolveSignalField(op, \"refractionScale\", .5, 0, 2);\n\tconst causticInfo = resolveSignalField(op, \"causticBrightness\", .6, 0, 2);\n\tconst causticScaleInfo = resolveSignalField(op, \"causticScale\", 1, .1, 5);\n\tconst ripplesInfo = resolveSignalField(op, \"fluidRipples\", 0, 0, 1);\n\tconst roughnessInfo = resolveSignalField(op, \"roughness\", 0, 0, 1);\n\tconst lightPosXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1);\n\tconst lightPosYInfo = resolveSignalField(op, \"lightPosY\", .2, 0, 1);\n\tconst specularInfo = resolveSignalField(op, \"specularIntensity\", .8, 0, 2);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 5);\n\tconst tintStrengthInfo = resolveSignalField(op, \"tintStrength\", 0, 0, 1);\n\tconst rippleSpeedInfo = resolveSignalField(op, \"rippleSpeed\", 1, 0, 5);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIORView = getSigTextureView(iorInfo, \"refr_ior_sig\");\n\tconst sigDispersionView = getSigTextureView(dispersionInfo, \"refr_disp_sig\");\n\tconst sigRefractScaleView = getSigTextureView(refractScaleInfo, \"refr_scale_sig\");\n\tconst sigCausticView = getSigTextureView(causticInfo, \"refr_caust_sig\");\n\tconst sigRipplesView = getSigTextureView(ripplesInfo, \"refr_rip_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"refr_rough_sig\");\n\tconst sigLightPosXView = getSigTextureView(lightPosXInfo, \"refr_lightx_sig\");\n\tconst sigLightPosYView = getSigTextureView(lightPosYInfo, \"refr_lighty_sig\");\n\tconst uniformData = new Float32Array(36);\n\tuniformData[0] = 0;\n\tuniformData[1] = iorInfo.value;\n\tuniformData[2] = dispersionInfo.value;\n\tuniformData[3] = refractScaleInfo.value;\n\tuniformData[4] = causticInfo.value;\n\tuniformData[5] = causticScaleInfo.value;\n\tuniformData[6] = ripplesInfo.value;\n\tuniformData[7] = rippleSpeedInfo.value;\n\tuniformData[8] = roughnessInfo.value;\n\tuniformData[9] = specularInfo.value;\n\tuniformData[10] = lightPosXInfo.value;\n\tuniformData[11] = lightPosYInfo.value;\n\tuniformData[12] = tintStrengthInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = depthScaleInfo.value;\n\tuniformData[15] = hasDepthMap ? 1 : 0;\n\tuniformData[16] = timeProgress;\n\tuniformData[17] = width / Math.max(1, height);\n\tuniformData[18] = 0;\n\tuniformData[19] = 0;\n\tuniformData[20] = iorInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = dispersionInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = refractScaleInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = causticInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = ripplesInfo.hasSignal ? 1 : 0;\n\tuniformData[25] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[26] = lightPosXInfo.hasSignal ? 1 : 0;\n\tuniformData[27] = lightPosYInfo.hasSignal ? 1 : 0;\n\tuniformData[28] = 0;\n\tuniformData[29] = 0;\n\tuniformData[30] = 0;\n\tuniformData[31] = 0;\n\tconst tintParsed = parseColor(op.tintColor ?? \"#ffffff\");\n\tuniformData[32] = tintParsed.r;\n\tuniformData[33] = tintParsed.g;\n\tuniformData[34] = tintParsed.b;\n\tuniformData[35] = tintParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\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: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, 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: sigIORView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigDispersionView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigRefractScaleView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigCausticView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRipplesView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigLightPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigLightPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: RefractionCaustics3DWebGPURenderer });\n\n//#endregion\nexport { RefractionCaustics3DWebGPURenderer as n, renderers_default as t };\n//# 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2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n return vec3<f32>(dx, dy, height);\n}\n\n// Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)\nfn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {\n let p = uv * scale * 32.0;\n let t1 = time * 0.8;\n let t2 = time * 1.1;\n\n var p1 = p;\n p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;\n p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;\n\n var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);\n p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;\n p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;\n\n let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));\n let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));\n\n // Sharp interconnected caustic web filaments\n let web = pow(k1 * k2, 3.5);\n return web;\n}\n\nfn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {\n let step = texelSize * 2.0;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n var dx = (dR - dL) * depthScaleVal * 2.0;\n var dy = (dU - dD) * depthScaleVal * 2.0;\n\n if (fluidRippleAmount > 0.001) {\n let wave = getFluidWave(uv, rippleTime, causticScaleVal);\n dx = dx + wave.x * fluidRippleAmount * 0.08;\n dy = dy + wave.y * fluidRippleAmount * 0.08;\n }\n\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n// Snell's Law ray refraction with Total Internal Reflection (TIR) fallback\nfn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {\n let cosi = dot(-I, N);\n let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);\n if (cost2 < 0.0) {\n // Total internal reflection -> reflect\n let R = reflect(I, N);\n return R.xy * thickness * 0.5;\n }\n let R = eta * I + (eta * cosi - sqrt(cost2)) * N;\n return R.xy * (thickness / max(0.2, abs(R.z)));\n}\n\nfn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle clamp for border inpainting / anti-tearing\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\nfn spectralWavelength(t: f32) -> vec3<f32> {\n let x = clamp(t, 0.0, 1.0) * 6.0;\n var r: f32 = 0.0;\n var g: f32 = 0.0;\n var b: f32 = 0.0;\n\n if (x < 1.0) {\n r = 1.0;\n g = x;\n b = 0.0;\n } else if (x < 2.0) {\n r = 2.0 - x;\n g = 1.0;\n b = 0.0;\n } else if (x < 3.0) {\n r = 0.0;\n g = 1.0;\n b = x - 2.0;\n } else if (x < 4.0) {\n r = 0.0;\n g = 4.0 - x;\n b = 1.0;\n } else if (x < 5.0) {\n r = x - 4.0;\n g = 0.0;\n b = 1.0;\n } else {\n r = 1.0;\n g = 0.0;\n b = max(0.4, 6.0 - x);\n }\n return vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var ior = u.ior;\n if (u.hasSigIOR > 0.5) {\n ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);\n }\n\n var dispersion = u.dispersion;\n if (u.hasSigDispersion > 0.5) {\n dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);\n }\n\n var refractionScale = u.refractionScale;\n if (u.hasSigRefractScale > 0.5) {\n refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var causticBrightness = u.causticBrightness;\n if (u.hasSigCaustic > 0.5) {\n causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var fluidRipples = u.fluidRipples;\n if (u.hasSigRipples > 0.5) {\n fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var roughness = u.roughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosX = u.lightPosX;\n if (u.hasSigLightPosX > 0.5) {\n lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosY = u.lightPosY;\n if (u.hasSigLightPosY > 0.5) {\n lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n let depthScaleVal = u.depthScale;\n let causticScaleVal = max(0.1, u.causticScale);\n let rippleSpeedVal = u.rippleSpeed;\n let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;\n\n // Surface Normal & Incident Vectors\n let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);\n let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface\n let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera\n\n // Base Snell's Law Refraction\n let eta = 1.0 / max(1.001, ior);\n let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);\n let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);\n\n // Multi-Spectral Chromatic Rainbow Dispersion\n var accumColor = vec3<f32>(0.0);\n var accumWeight = vec3<f32>(0.0);\n var accumAlpha: f32 = 0.0;\n\n let dispersionStrength = dispersion * refractionScale * 0.6;\n let dispDirection = vec2<f32>(N.x / aspect, N.y);\n\n // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)\n for (var s = 0; s < 7; s = s + 1) {\n let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)\n let specColor = spectralWavelength(t);\n let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);\n let sampleUV = baseUV + lambdaOffset;\n\n var sampledTex = sampleAlbedoSafe(sampleUV);\n\n // Microfacet frosted blur if roughness is enabled\n if (roughness > 0.005) {\n let blurRad = roughness * 0.018;\n let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));\n let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));\n sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;\n }\n\n accumColor = accumColor + sampledTex.rgb * specColor;\n accumWeight = accumWeight + specColor;\n accumAlpha = accumAlpha + sampledTex.a;\n }\n\n let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));\n let finalAlpha = accumAlpha / 7.0;\n\n // Incident light vector\n let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);\n let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);\n let L = normalize(lightPos3D - surfPos3D);\n\n // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)\n var fluidCaustic = 0.0;\n if (fluidRipples > 0.001) {\n let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);\n let pLight = vec2<f32>(lightPosX, lightPosY);\n let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));\n let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);\n fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;\n }\n\n // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);\n\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specShininess = mix(256.0, 32.0, roughness);\n let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;\n\n // Glass Absorption & Tinting\n let tintStrengthVal = u.tintStrength;\n let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);\n\n // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)\n let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);\n\n return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\t\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\t\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\t\tsignalTextureLayout: texturesLayout(device, 8),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getRefractionCausticsResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `refraction_caustics_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `refraction_caustics_${format}.wgsl`,\n\t\t\tcode: REFRACTION_CAUSTICS_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RefractionCausticsPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst RefractionCaustics3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefractionCaustics3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps, 4);\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst iorInfo = resolveSignalField(op, \"ior\", 1.52, 1, 2.5);\n\tconst dispersionInfo = resolveSignalField(op, \"dispersion\", .04, 0, .2);\n\tconst refractScaleInfo = resolveSignalField(op, \"refractionScale\", .5, 0, 2);\n\tconst causticInfo = resolveSignalField(op, \"causticBrightness\", .6, 0, 2);\n\tconst causticScaleInfo = resolveSignalField(op, \"causticScale\", 1, .1, 5);\n\tconst ripplesInfo = resolveSignalField(op, \"fluidRipples\", 0, 0, 1);\n\tconst roughnessInfo = resolveSignalField(op, \"roughness\", 0, 0, 1);\n\tconst lightPosXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1);\n\tconst lightPosYInfo = resolveSignalField(op, \"lightPosY\", .2, 0, 1);\n\tconst specularInfo = resolveSignalField(op, \"specularIntensity\", .8, 0, 2);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 5);\n\tconst tintStrengthInfo = resolveSignalField(op, \"tintStrength\", 0, 0, 1);\n\tconst rippleSpeedInfo = resolveSignalField(op, \"rippleSpeed\", 1, 0, 5);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIORView = getSigTextureView(iorInfo, \"refr_ior_sig\");\n\tconst sigDispersionView = getSigTextureView(dispersionInfo, \"refr_disp_sig\");\n\tconst sigRefractScaleView = getSigTextureView(refractScaleInfo, \"refr_scale_sig\");\n\tconst sigCausticView = getSigTextureView(causticInfo, \"refr_caust_sig\");\n\tconst sigRipplesView = getSigTextureView(ripplesInfo, \"refr_rip_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"refr_rough_sig\");\n\tconst sigLightPosXView = getSigTextureView(lightPosXInfo, \"refr_lightx_sig\");\n\tconst sigLightPosYView = getSigTextureView(lightPosYInfo, \"refr_lighty_sig\");\n\tconst uniformData = new Float32Array(36);\n\tuniformData[0] = 0;\n\tuniformData[1] = iorInfo.value;\n\tuniformData[2] = dispersionInfo.value;\n\tuniformData[3] = refractScaleInfo.value;\n\tuniformData[4] = causticInfo.value;\n\tuniformData[5] = causticScaleInfo.value;\n\tuniformData[6] = ripplesInfo.value;\n\tuniformData[7] = rippleSpeedInfo.value;\n\tuniformData[8] = roughnessInfo.value;\n\tuniformData[9] = specularInfo.value;\n\tuniformData[10] = lightPosXInfo.value;\n\tuniformData[11] = lightPosYInfo.value;\n\tuniformData[12] = tintStrengthInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = depthScaleInfo.value;\n\tuniformData[15] = hasDepthMap ? 1 : 0;\n\tuniformData[16] = timeProgress;\n\tuniformData[17] = width / Math.max(1, height);\n\tuniformData[18] = 0;\n\tuniformData[19] = 0;\n\tuniformData[20] = iorInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = dispersionInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = refractScaleInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = causticInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = ripplesInfo.hasSignal ? 1 : 0;\n\tuniformData[25] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[26] = lightPosXInfo.hasSignal ? 1 : 0;\n\tuniformData[27] = lightPosYInfo.hasSignal ? 1 : 0;\n\tuniformData[28] = 0;\n\tuniformData[29] = 0;\n\tuniformData[30] = 0;\n\tuniformData[31] = 0;\n\tconst tintParsed = parseColor(op.tintColor ?? \"#ffffff\");\n\tuniformData[32] = tintParsed.r;\n\tuniformData[33] = tintParsed.g;\n\tuniformData[34] = tintParsed.b;\n\tuniformData[35] = tintParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\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: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, 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: sigIORView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigDispersionView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigRefractScaleView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigCausticView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRipplesView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigLightPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigLightPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: RefractionCaustics3DWebGPURenderer });\n\n//#endregion\nexport { RefractionCaustics3DWebGPURenderer as n, renderers_default as t };\n//# 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@@ -1,5 +1,5 @@
1
- import { n as defineRenderer } from "./renderer-BOg8i8eF.mjs";
2
- import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-DHa-3Dou.mjs";
1
+ import { n as defineRenderer } from "./renderer-BuvKGwk3.mjs";
2
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-CWjgql4C.mjs";
3
3
 
4
4
  //#region ../../nodes/node-curves/dist/renderers-DzdBU1io.mjs
5
5
  /**
@@ -639,4 +639,4 @@ var renderers_default = rendererNode;
639
639
 
640
640
  //#endregion
641
641
  export { renderers_default as n, rendererNode as t };
642
- //# sourceMappingURL=renderer-FvvywNvv.mjs.map
642
+ //# sourceMappingURL=renderer-CwlY8Tb-.mjs.map