framefields 2.12.0 → 2.13.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +9 -4
- package/dist/audio/index.d.mts +6 -5
- package/dist/audio/index.mjs +13 -13
- package/dist/{audio-afTBdB3U.d.mts → audio-C4B9p_yq.d.mts} +3 -4
- package/dist/audio-C4B9p_yq.d.mts.map +1 -0
- package/dist/{audio-DHLoNcxD.mjs → audio-DIvi6hTD.mjs} +4 -4
- package/dist/{audio-DHLoNcxD.mjs.map → audio-DIvi6hTD.mjs.map} +1 -1
- package/dist/{audio-KHBadECb.mjs → audio-DS9Jg2ls.mjs} +1 -1
- package/dist/{audio-KHBadECb.mjs.map → audio-DS9Jg2ls.mjs.map} +1 -1
- package/dist/{check-result-Culfu7Nx.mjs → check-result-DZWx73V8.mjs} +1 -1
- package/dist/{check-result-Culfu7Nx.mjs.map → check-result-DZWx73V8.mjs.map} +1 -1
- package/dist/cli/check-worker.mjs +51 -51
- package/dist/cli/check-worker.mjs.map +1 -1
- package/dist/cli/local-worker.d.mts +28 -0
- package/dist/cli/local-worker.d.mts.map +1 -0
- package/dist/cli/local-worker.mjs +83 -0
- package/dist/cli/local-worker.mjs.map +1 -0
- package/dist/cli.mjs +229 -54
- package/dist/cli.mjs.map +1 -1
- package/dist/cloud/index.d.mts +2 -0
- package/dist/cloud/index.d.mts.map +1 -1
- package/dist/cloud/index.mjs +1 -1
- package/dist/{cloud-COid1Ipa.mjs → cloud-Cj1TIme8.mjs} +306 -7
- package/dist/cloud-Cj1TIme8.mjs.map +1 -0
- package/dist/components/index.d.mts +15 -14
- package/dist/components/index.mjs +47 -47
- package/dist/{dist-CySGkG54.mjs → dist-BSKAbyea.mjs} +2 -2
- package/dist/{dist-CySGkG54.mjs.map → dist-BSKAbyea.mjs.map} +1 -1
- package/dist/{dist-BwtxciN4.mjs → dist-B_rSWeOz.mjs} +1 -1
- package/dist/{dist-Bf2_efYP.mjs → dist-C8XSqfTx.mjs} +1 -1
- package/dist/{dist-Bf2_efYP.mjs.map → dist-C8XSqfTx.mjs.map} +1 -1
- package/dist/{dist-BSqeChht.mjs → dist-CCrYOkcc.mjs} +145 -84
- package/dist/dist-CCrYOkcc.mjs.map +1 -0
- package/dist/dist-CiTgmfUw.mjs +502 -0
- package/dist/dist-CiTgmfUw.mjs.map +1 -0
- package/dist/{dist-BIE8fvlv.mjs → dist-DgZpN6IK.mjs} +1 -1
- package/dist/{dist-BIE8fvlv.mjs.map → dist-DgZpN6IK.mjs.map} +1 -1
- package/dist/{dist-B-OPY7Cs.mjs → dist-DtPPPsZV.mjs} +356 -145
- package/dist/dist-DtPPPsZV.mjs.map +1 -0
- package/dist/{dist-2_lT3Dwc.mjs → dist-Kbf-JTry.mjs} +2 -2
- package/dist/{dist-2_lT3Dwc.mjs.map → dist-Kbf-JTry.mjs.map} +1 -1
- package/dist/effects/index.d.mts +6 -6
- package/dist/effects/index.mjs +36 -36
- package/dist/{effects-C8CL9cOq.mjs → effects-B-L3rLs6.mjs} +3 -3
- package/dist/{effects-C8CL9cOq.mjs.map → effects-B-L3rLs6.mjs.map} +1 -1
- package/dist/fonts/index.d.mts +1 -1
- package/dist/fonts/index.mjs +3 -3
- package/dist/{fonts-BQrDjnpV.mjs → fonts-k5ll8NTE.mjs} +2 -2
- package/dist/{fonts-BQrDjnpV.mjs.map → fonts-k5ll8NTE.mjs.map} +1 -1
- package/dist/{gpu-DHa-3Dou.mjs → gpu-D2HT3KcE.mjs} +2 -2
- package/dist/{gpu-DHa-3Dou.mjs.map → gpu-D2HT3KcE.mjs.map} +1 -1
- package/dist/{index-CTv9ZieD.d.mts → index-B08eSpaI.d.mts} +3 -30
- package/dist/index-B08eSpaI.d.mts.map +1 -0
- package/dist/index-BFTtXosj.d.mts +63 -0
- package/dist/index-BFTtXosj.d.mts.map +1 -0
- package/dist/{index-Drk6HC2k.d.mts → index-BGlaws7-.d.mts} +3 -3
- package/dist/{index-Drk6HC2k.d.mts.map → index-BGlaws7-.d.mts.map} +1 -1
- package/dist/{index-CAuNuvIg.d.mts → index-ByhlTwxh.d.mts} +5 -5
- package/dist/{index-CAuNuvIg.d.mts.map → index-ByhlTwxh.d.mts.map} +1 -1
- package/dist/{index-Fliv2Z-w.d.mts → index-C2yaponf.d.mts} +132 -7
- package/dist/index-C2yaponf.d.mts.map +1 -0
- package/dist/{index-BW0Q1ygn.d.mts → index-C5sgRLlG.d.mts} +1 -1
- package/dist/{index-BW0Q1ygn.d.mts.map → index-C5sgRLlG.d.mts.map} +1 -1
- package/dist/{index-CdCrae-I.d.mts → index-CnZhBlob.d.mts} +2 -2
- package/dist/index-CnZhBlob.d.mts.map +1 -0
- package/dist/{index-BNClElng.d.mts → index-CtKUQ2VG.d.mts} +281 -283
- package/dist/index-CtKUQ2VG.d.mts.map +1 -0
- package/dist/{index-WwuuX8ZJ.d.mts → index-DBh3WphX.d.mts} +2 -2
- package/dist/{index-WwuuX8ZJ.d.mts.map → index-DBh3WphX.d.mts.map} +1 -1
- package/dist/{index-gOVtTm-P.d.mts → index-DQ1U3HC3.d.mts} +14 -6
- package/dist/index-DQ1U3HC3.d.mts.map +1 -0
- package/dist/{index-COYNQ_mf.d.mts → index-a6JrbAK0.d.mts} +1 -1
- package/dist/{index-COYNQ_mf.d.mts.map → index-a6JrbAK0.d.mts.map} +1 -1
- package/dist/{index-DQa7mhzq.d.mts → index-rtCXNxGO.d.mts} +2 -2
- package/dist/{index-DQa7mhzq.d.mts.map → index-rtCXNxGO.d.mts.map} +1 -1
- package/dist/index.d.mts +16 -15
- package/dist/index.mjs +58 -58
- package/dist/preview/index.d.mts +5 -4
- package/dist/preview/index.mjs +12 -12
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/{chunk-FJTURGJV.mjs → chunk-3C2XT64C.mjs} +1 -1
- package/dist/preview-engine/chunk-52X7SURQ.mjs +494 -0
- package/dist/preview-engine/{chunk-4JNIEQS2.mjs → chunk-5ZS46EFB.mjs} +1 -1
- package/dist/preview-engine/{chunk-KBCZKIIQ.mjs → chunk-CYM75INB.mjs} +1 -1
- package/dist/preview-engine/chunk-FZ4RD7HV.mjs +1 -0
- package/dist/preview-engine/chunk-LZNHGH56.mjs +5 -0
- package/dist/preview-engine/{chunk-RGKS6YIA.mjs → chunk-N2VISDTG.mjs} +1 -1
- package/dist/preview-engine/chunk-N3XTDAL6.mjs +2227 -0
- package/dist/preview-engine/{chunk-O75BFM4S.mjs → chunk-NVXFEDJS.mjs} +1 -1
- package/dist/preview-engine/chunk-OBIJIQCZ.mjs +1 -0
- package/dist/preview-engine/{chunk-VUO4K52B.mjs → chunk-PD2HKW2S.mjs} +1 -1
- package/dist/preview-engine/{chunk-HTAHYSCW.mjs → chunk-R4H52Q7S.mjs} +1 -1
- package/dist/preview-engine/{chunk-6O7UDVNL.mjs → chunk-RYSV44B4.mjs} +1 -1
- package/dist/preview-engine/{chunk-TKXOSEIJ.mjs → chunk-SV3ZNZQU.mjs} +1 -1
- package/dist/preview-engine/{chunk-JAUMCOOJ.mjs → chunk-UBY2UYEL.mjs} +1 -1
- package/dist/preview-engine/{chunk-32WC4FRR.mjs → chunk-UE7Y65C3.mjs} +3 -3
- package/dist/preview-engine/{chunk-M4QVCQ3O.mjs → chunk-VMXJZ4KQ.mjs} +1 -1
- package/dist/preview-engine/{chunk-EYKN2VET.mjs → chunk-XCPRRMMW.mjs} +31 -31
- package/dist/preview-engine/components.mjs +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +1 -1
- package/dist/preview-engine/player.mjs +5 -5
- package/dist/preview-engine/{renderers-L6GFGHS6.mjs → renderers-AFTUFMQQ.mjs} +1 -1
- package/dist/preview-engine/renderers-DU7KPFVV.mjs +1 -1
- package/dist/preview-engine/{renderers-PREFONJG.mjs → renderers-EPSF5CSQ.mjs} +1 -1
- package/dist/preview-engine/{renderers-R22CDFO4.mjs → renderers-OJWWIVNW.mjs} +1 -1
- package/dist/preview-engine/{renderers-TS32FDV7.mjs → renderers-RHMRWX46.mjs} +1 -1
- package/dist/preview-engine/renderers-VEHYARKY.mjs +1 -0
- package/dist/preview-engine/renderers-VRXAG3FR.mjs +1 -0
- package/dist/preview-engine/renderers-ZHSOWEMQ.mjs +1 -0
- package/dist/preview-engine/renderers-ZMDRNYSS.mjs +1 -0
- package/dist/preview-engine/renderers-ZMMQ7S2A.mjs +228 -0
- package/dist/preview-engine/signals.mjs +1 -1
- package/dist/preview-engine/{src-GPF7RIBU.mjs → src-YXNX4MLK.mjs} +1 -1
- package/dist/{preview-BUtt481A.mjs → preview-lHH8Tv4j.mjs} +323 -35
- package/dist/preview-lHH8Tv4j.mjs.map +1 -0
- package/dist/{program-Cvv_nb9T.mjs → program-BfiB9ttP.mjs} +17 -4
- package/dist/program-BfiB9ttP.mjs.map +1 -0
- package/dist/renderer/index.d.mts +4 -3
- package/dist/renderer/index.mjs +3 -3
- package/dist/renderer-0rLmztAv.mjs +5 -0
- package/dist/{renderer-D3QPNBEj.mjs → renderer-4nsuReW2.mjs} +5 -5
- package/dist/{renderer-D3QPNBEj.mjs.map → renderer-4nsuReW2.mjs.map} +1 -1
- package/dist/{renderer-DO1SZ5xY.mjs → renderer-7xQmXXMH.mjs} +5 -5
- package/dist/{renderer-DO1SZ5xY.mjs.map → renderer-7xQmXXMH.mjs.map} +1 -1
- package/dist/renderer-B0pjOXFY.mjs +5 -0
- package/dist/{renderer-BSsKlcHk.mjs → renderer-B10HDC13.mjs} +5 -5
- package/dist/{renderer-BSsKlcHk.mjs.map → renderer-B10HDC13.mjs.map} +1 -1
- package/dist/{renderer-DaY04IyU.mjs → renderer-B2IUPjhw.mjs} +5 -5
- package/dist/{renderer-DaY04IyU.mjs.map → renderer-B2IUPjhw.mjs.map} +1 -1
- package/dist/{renderer-O4y02xkD.mjs → renderer-B3_GddgJ.mjs} +4 -4
- package/dist/{renderer-O4y02xkD.mjs.map → renderer-B3_GddgJ.mjs.map} +1 -1
- package/dist/{renderer-DQJHjU0L.mjs → renderer-B3un4Pdi.mjs} +5 -5
- package/dist/{renderer-DQJHjU0L.mjs.map → renderer-B3un4Pdi.mjs.map} +1 -1
- package/dist/{renderer-PnnkUWm-.mjs → renderer-B6bK9rXm.mjs} +4 -4
- package/dist/{renderer-PnnkUWm-.mjs.map → renderer-B6bK9rXm.mjs.map} +1 -1
- package/dist/renderer-B7J13reL.mjs +5 -0
- package/dist/{renderer-HXw4cJZx.mjs → renderer-BEhZiOT4.mjs} +3 -3
- package/dist/{renderer-HXw4cJZx.mjs.map → renderer-BEhZiOT4.mjs.map} +1 -1
- package/dist/{renderer-xNOKSN3V.mjs → renderer-BEuXJY-C.mjs} +5 -5
- package/dist/{renderer-xNOKSN3V.mjs.map → renderer-BEuXJY-C.mjs.map} +1 -1
- package/dist/{renderer-IAffbHXx.mjs → renderer-BGchUBW_.mjs} +4 -4
- package/dist/{renderer-IAffbHXx.mjs.map → renderer-BGchUBW_.mjs.map} +1 -1
- package/dist/{renderer-CZClDMgF.mjs → renderer-BIKkxw_Z.mjs} +5 -5
- package/dist/{renderer-CZClDMgF.mjs.map → renderer-BIKkxw_Z.mjs.map} +1 -1
- package/dist/{renderer-BvRM3OZ6.mjs → renderer-BM19iK8v.mjs} +3 -3
- package/dist/{renderer-BvRM3OZ6.mjs.map → renderer-BM19iK8v.mjs.map} +1 -1
- package/dist/{renderer-CtpEzVBn.mjs → renderer-BOlHW3Mi.mjs} +3 -3
- package/dist/{renderer-CtpEzVBn.mjs.map → renderer-BOlHW3Mi.mjs.map} +1 -1
- package/dist/renderer-BPGIKGgl.mjs +5 -0
- package/dist/{renderer-4uZGSmUD.mjs → renderer-BTwuM9u-.mjs} +5 -5
- package/dist/{renderer-4uZGSmUD.mjs.map → renderer-BTwuM9u-.mjs.map} +1 -1
- package/dist/{renderer-DO_zXwMJ.mjs → renderer-BZMh2io2.mjs} +5 -5
- package/dist/{renderer-DO_zXwMJ.mjs.map → renderer-BZMh2io2.mjs.map} +1 -1
- package/dist/{renderer-rKw5_EjG.mjs → renderer-BZX932Lj.mjs} +4 -4
- package/dist/{renderer-rKw5_EjG.mjs.map → renderer-BZX932Lj.mjs.map} +1 -1
- package/dist/{renderer-5fGj_tqN.mjs → renderer-BhcTYhaP.mjs} +6 -6
- package/dist/{renderer-5fGj_tqN.mjs.map → renderer-BhcTYhaP.mjs.map} +1 -1
- package/dist/{renderer-DL3o_lG1.mjs → renderer-BmyFfvVA.mjs} +5 -5
- package/dist/{renderer-DL3o_lG1.mjs.map → renderer-BmyFfvVA.mjs.map} +1 -1
- package/dist/{renderer-DX60Kr20.mjs → renderer-BrEeUw7T.mjs} +3 -3
- package/dist/{renderer-DX60Kr20.mjs.map → renderer-BrEeUw7T.mjs.map} +1 -1
- package/dist/{renderer-Bf7Z7WT5.mjs → renderer-BsrKj6Td.mjs} +4 -4
- package/dist/{renderer-Bf7Z7WT5.mjs.map → renderer-BsrKj6Td.mjs.map} +1 -1
- package/dist/{renderer-BOg8i8eF.mjs → renderer-BuvKGwk3.mjs} +1 -1
- package/dist/{renderer-BOg8i8eF.mjs.map → renderer-BuvKGwk3.mjs.map} +1 -1
- package/dist/renderer-Bv-Artj1.mjs +5 -0
- package/dist/{renderer-_KIBvES8.mjs → renderer-BvBqTAtk.mjs} +5 -5
- package/dist/{renderer-_KIBvES8.mjs.map → renderer-BvBqTAtk.mjs.map} +1 -1
- package/dist/renderer-BvLjbhcL.mjs +5 -0
- package/dist/{renderer-BC_Nse6h.mjs → renderer-Bw-_GZVw.mjs} +4 -4
- package/dist/{renderer-BC_Nse6h.mjs.map → renderer-Bw-_GZVw.mjs.map} +1 -1
- package/dist/{renderer-CLTRTtQ8.mjs → renderer-Bw0O--gW.mjs} +5 -5
- package/dist/{renderer-CLTRTtQ8.mjs.map → renderer-Bw0O--gW.mjs.map} +1 -1
- package/dist/renderer-By6awWaf.mjs +5 -0
- package/dist/{renderer-DsPLMzy1.mjs → renderer-C-3qhk5x.mjs} +2 -2
- package/dist/{renderer-DsPLMzy1.mjs.map → renderer-C-3qhk5x.mjs.map} +1 -1
- package/dist/renderer-C0rvsz7m.mjs +5 -0
- package/dist/{renderer-DP9ScNM6.mjs → renderer-C4hd6Cqi.mjs} +3 -3
- package/dist/{renderer-DP9ScNM6.mjs.map → renderer-C4hd6Cqi.mjs.map} +1 -1
- package/dist/{renderer-B09I95bo.mjs → renderer-C64_B8It.mjs} +3 -3
- package/dist/{renderer-DrL3J9ci.mjs → renderer-C98XwEIr.mjs} +4 -4
- package/dist/{renderer-DrL3J9ci.mjs.map → renderer-C98XwEIr.mjs.map} +1 -1
- package/dist/{renderer-6g1ri445.mjs → renderer-CC22Djgi.mjs} +5 -5
- package/dist/{renderer-6g1ri445.mjs.map → renderer-CC22Djgi.mjs.map} +1 -1
- package/dist/renderer-CDgud_HB.mjs +5 -0
- package/dist/renderer-CDiRF3bG.mjs +6 -0
- package/dist/{renderer-FvvywNvv.mjs → renderer-CHCRcCKw.mjs} +3 -3
- package/dist/{renderer-FvvywNvv.mjs.map → renderer-CHCRcCKw.mjs.map} +1 -1
- package/dist/renderer-CIIEQd4B.mjs +5 -0
- package/dist/renderer-CJblwOA9.mjs +5 -0
- package/dist/renderer-CNMOXtXE.mjs +5 -0
- package/dist/{renderer-D3YbHjRG.mjs → renderer-CO4NGvAh.mjs} +95 -80
- package/dist/renderer-CO4NGvAh.mjs.map +1 -0
- package/dist/{renderer-ByFPmHBC.mjs → renderer-CO9vE3sd.mjs} +4 -4
- package/dist/{renderer-ByFPmHBC.mjs.map → renderer-CO9vE3sd.mjs.map} +1 -1
- package/dist/renderer-COeSeNGg.mjs +5 -0
- package/dist/{renderer-CN-mCIoI.mjs → renderer-CQ4h8n7p.mjs} +5 -5
- package/dist/{renderer-CN-mCIoI.mjs.map → renderer-CQ4h8n7p.mjs.map} +1 -1
- package/dist/{renderer-DEoerd-j.mjs → renderer-CRhEGqW4.mjs} +4 -4
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- package/dist/{renderer-C2kFIZ4r.mjs.map → renderer-D0h1hTOo.mjs.map} +1 -1
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- package/dist/{renderer-C_gR2H3R.mjs.map → renderer-D0xM67cK.mjs.map} +1 -1
- package/dist/renderer-D3ziOPhX.mjs +5 -0
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- package/dist/{renderer-Dak_wVh9.mjs → renderer-DGOMfyh8.mjs} +2 -2
- package/dist/{renderer-Dak_wVh9.mjs.map → renderer-DGOMfyh8.mjs.map} +1 -1
- package/dist/renderer-DKJOon6y.d.mts +1 -0
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- package/dist/renderer-DUGfsT-E.mjs +5 -0
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{"version":3,"file":"renderer-DsPLMzy1.mjs","names":[],"sources":["../../../nodes/node-particles/dist/renderers-C4F7TVQQ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/shared/program.ts\nfunction isParticleProgram(value) {\n\treturn typeof value === \"object\" && value !== null && \"particleStatic\" in value && typeof value.particleFrame === \"function\";\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst PARTICLE_BYTES = 32;\nconst PARAM_VEC4S = 32;\nconst MAX_ATTRACTORS = 8;\nconst MAX_COLORS = 8;\nconst SNAPSHOT_EVERY = 24;\nconst MAX_SNAPSHOTS = 64;\nconst WORKGROUP = 64;\nconst COMMON_WGSL = `\nstruct Particle {\n\tpos : vec2<f32>,\n\tvel : vec2<f32>,\n\tage : f32,\n\tlife : f32,\n\tjitter : f32,\n\t_pad : f32,\n};\n\nstruct Params { v : array<vec4<f32>, ${PARAM_VEC4S}> };\n`;\nconst SIM_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read_write> particles : array<Particle>;\n@group(0) @binding(2) var<storage, read> mask : array<f32>;\n\nfn pcg(v : u32) -> u32 {\n\tlet state = v * 747796405u + 2891336453u;\n\tlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\n\treturn (word >> 22u) ^ word;\n}\nfn rnd(idx : u32, channel : u32, seed : u32) -> f32 {\n\treturn f32(pcg(idx * 16u + channel + pcg(seed))) / 4294967295.0;\n}\n\nfn hash2(p : vec2<f32>) -> f32 {\n\tlet q = fract(p * vec2<f32>(0.1031, 0.1030));\n\tlet r = q + dot(q, q.yx + 33.33);\n\treturn fract((r.x + r.y) * r.x);\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\tlet a = hash2(i);\n\tlet b = hash2(i + vec2<f32>(1.0, 0.0));\n\tlet c = hash2(i + vec2<f32>(0.0, 1.0));\n\tlet d = hash2(i + vec2<f32>(1.0, 1.0));\n\treturn mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\nfn fbm(p : vec2<f32>) -> f32 {\n\treturn vnoise(p) * 0.6 + vnoise(p * 2.03 + 17.0) * 0.3 + vnoise(p * 4.01 + 41.0) * 0.1;\n}\n// Divergence-free flow: the curl of a scalar noise field.\nfn curl(p : vec2<f32>) -> vec2<f32> {\n\tlet e = 0.02;\n\tlet dx = fbm(p + vec2<f32>(e, 0.0)) - fbm(p - vec2<f32>(e, 0.0));\n\tlet dy = fbm(p + vec2<f32>(0.0, e)) - fbm(p - vec2<f32>(0.0, e));\n\treturn vec2<f32>(dy, -dx) / (2.0 * e);\n}\n\nfn maskAt(cell : vec2<f32>, offset : u32) -> f32 {\n\tlet w = i32(P.v[18].x);\n\tlet h = i32(P.v[18].y);\n\tlet c0 = vec2<i32>(floor(cell));\n\tlet t = cell - floor(cell);\n\tvar s = 0.0;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet o = vec2<i32>(k & 1, k >> 1);\n\t\tlet c = c0 + o;\n\t\tvar v = 0.0;\n\t\tif (c.x >= 0 && c.y >= 0 && c.x < w && c.y < h) {\n\t\t\tv = mask[offset + u32(c.y * w + c.x)];\n\t\t}\n\t\tlet wx = select(1.0 - t.x, t.x, o.x == 1);\n\t\tlet wy = select(1.0 - t.y, t.y, o.y == 1);\n\t\ts += v * wx * wy;\n\t}\n\treturn s;\n}\n\nfn spawn(i : u32, idx : u32, birthFrac : f32) {\n\tlet birthAge = birthFrac * P.v[1].z;\n\tlet seed = u32(P.v[1].y);\n\tlet shape = u32(P.v[4].x);\n\tlet ex = P.v[4].y; let ey = P.v[4].z; let ew = P.v[4].w;\n\tlet eh = P.v[5].x; let er = P.v[5].y;\n\tlet r0 = rnd(idx, 0u, seed); let r1 = rnd(idx, 1u, seed);\n\tvar pos = vec2<f32>(ex, ey);\n\tvar center = vec2<f32>(ex, ey);\n\tif (shape == 1u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r0); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 2u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r1); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 3u) {\n\t\tlet a = r0 * 6.2831853; let rr = er * sqrt(r1);\n\t\tpos = vec2<f32>(ex + cos(a) * rr, ey + sin(a) * rr);\n\t} else if (shape == 4u) {\n\t\tlet a = r0 * 6.2831853;\n\t\tpos = vec2<f32>(ex + cos(a) * er, ey + sin(a) * er);\n\t}\n\tlet radial = P.v[1].w > 0.5;\n\tvar dir = P.v[6].x + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y;\n\tif (radial) {\n\t\tlet d = pos - center;\n\t\tif (dot(d, d) > 1e-6) { dir = atan2(d.y, d.x) + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y; }\n\t}\n\t// A moving emitter: older births of the frame start nearer last frame's spot.\n\tif (P.v[30].z > 0.5) { pos += (P.v[30].xy - vec2<f32>(ex, ey)) * birthFrac; }\n\tlet speed = mix(P.v[5].z, P.v[5].w, rnd(idx, 3u, seed));\n\tlet vel = vec2<f32>(cos(dir), sin(dir)) * speed;\n\tvar p : Particle;\n\tp.vel = vel;\n\tp.pos = pos + vel * birthAge;\n\tp.age = birthAge;\n\tp.life = mix(P.v[6].z, P.v[6].w, rnd(idx, 4u, seed));\n\tp.jitter = 1.0 - P.v[16].w * rnd(idx, 5u, seed);\n\tp._pad = 0.0;\n\tparticles[i] = p;\n}\n\n@compute @workgroup_size(${WORKGROUP})\nfn simulate(@builtin(global_invocation_id) gid : vec3<u32>) {\n\tlet i = gid.x;\n\tlet maxN = u32(P.v[1].x);\n\tif (i >= maxN) { return; }\n\tlet dt = P.v[0].x;\n\tlet time = P.v[0].y;\n\tlet emitStart = u32(P.v[0].z);\n\tlet emitCount = u32(P.v[0].w);\n\tlet frameDt = P.v[1].z;\n\n\tif (emitCount > 0u) {\n\t\tlet k = (i + maxN - (emitStart % maxN)) % maxN;\n\t\tif (k < emitCount) {\n\t\t\t// Births spread over the frame, oldest first.\n\t\t\tspawn(i, emitStart + k, 1.0 - (f32(k) + 0.5) / f32(emitCount));\n\t\t\treturn;\n\t\t}\n\t}\n\n\tvar p = particles[i];\n\tif (p.life <= 0.0) { return; }\n\tp.age += dt;\n\tif (p.age >= p.life) { p.life = 0.0; particles[i] = p; return; }\n\n\tvar acc = vec2<f32>(P.v[2].z, P.v[2].w);\n\tlet ns = P.v[3].y;\n\tif (ns != 0.0) {\n\t\tlet sc = max(P.v[3].z, 1.0);\n\t\tacc += curl(p.pos / sc + vec2<f32>(time * P.v[3].w, time * P.v[3].w * 0.7)) * ns;\n\t}\n\tlet nAttr = u32(P.v[7].w);\n\tfor (var a = 0u; a < nAttr; a++) {\n\t\tlet at = P.v[8u + a];\n\t\tlet d = at.xy - p.pos;\n\t\tlet dist = length(d) + 1e-3;\n\t\tlet fall = exp(-(dist * dist) / max(at.w * at.w, 1.0));\n\t\tacc += d / dist * at.z * fall;\n\t}\n\tif (P.v[16].x > 0.5) {\n\t\t// Silhouette push: out along the gradient, harder where it just arrived.\n\t\tlet comp = p.pos + P.v[18].zw;\n\t\tlet cell = (comp - P.v[17].xy) / P.v[17].zw - 0.5;\n\t\tlet cellCount = u32(P.v[18].x * P.v[18].y);\n\t\tlet a0 = maskAt(cell, 0u);\n\t\tif (a0 > 0.02) {\n\t\t\tlet gx = maskAt(cell + vec2<f32>(1.0, 0.0), 0u) - maskAt(cell - vec2<f32>(1.0, 0.0), 0u);\n\t\t\tlet gy = maskAt(cell + vec2<f32>(0.0, 1.0), 0u) - maskAt(cell - vec2<f32>(0.0, 1.0), 0u);\n\t\t\tlet g = vec2<f32>(gx, gy);\n\t\t\tlet gl = length(g);\n\t\t\tif (gl > 1e-5) {\n\t\t\t\tlet before = maskAt(cell, cellCount);\n\t\t\t\tlet k = a0 * P.v[16].y + max(0.0, a0 - before) * P.v[16].z;\n\t\t\t\tacc -= g / gl * k;\n\t\t\t}\n\t\t}\n\t}\n\n\tp.vel += acc * dt;\n\tp.vel *= exp(-P.v[3].x * dt);\n\tp.pos += p.vel * dt;\n\n\tlet w = P.v[2].x; let h = P.v[2].y;\n\tlet floorY = P.v[7].y;\n\tlet bounce = P.v[7].z;\n\tif (floorY >= 0.0 && p.pos.y > floorY) { p.pos.y = floorY; p.vel.y = -abs(p.vel.y) * bounce; p.vel.x *= 0.9; }\n\tlet mode = u32(P.v[7].x);\n\tif (mode == 1u) {\n\t\tif (p.pos.x < 0.0 || p.pos.y < 0.0 || p.pos.x > w || p.pos.y > h) { p.life = 0.0; }\n\t} else if (mode == 2u) {\n\t\tif (p.pos.x < 0.0) { p.pos.x = 0.0; p.vel.x = abs(p.vel.x) * bounce; }\n\t\tif (p.pos.x > w) { p.pos.x = w; p.vel.x = -abs(p.vel.x) * bounce; }\n\t\tif (p.pos.y < 0.0) { p.pos.y = 0.0; p.vel.y = abs(p.vel.y) * bounce; }\n\t\tif (p.pos.y > h) { p.pos.y = h; p.vel.y = -abs(p.vel.y) * bounce; }\n\t} else if (mode == 3u) {\n\t\tp.pos = vec2<f32>(p.pos.x - floor(p.pos.x / w) * w, p.pos.y - floor(p.pos.y / h) * h);\n\t}\n\tparticles[i] = p;\n}\n`;\nconst DRAW_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read> particles : array<Particle>;\n\nstruct VOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n\t@location(1) color : vec4<f32>,\n\t@location(2) aspect : f32,\n};\n\nfn gradient(t : f32) -> vec4<f32> {\n\tlet n = i32(P.v[21].x);\n\tif (n <= 1) { return P.v[22]; }\n\tlet x = clamp(t, 0.0, 1.0) * f32(n - 1);\n\tlet i = min(i32(floor(x)), n - 2);\n\treturn mix(P.v[22 + i], P.v[23 + i], x - f32(i));\n}\n\n@vertex\nfn vs(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> VOut {\n\tvar out : VOut;\n\tlet p = particles[ii];\n\tif (p.life <= 0.0) {\n\t\tout.pos = vec4<f32>(2.0, 2.0, 0.0, 1.0);\n\t\tout.color = vec4<f32>(0.0);\n\t\treturn out;\n\t}\n\tlet t = p.age / p.life;\n\tlet size = mix(P.v[19].x, P.v[19].y, t) * p.jitter;\n\tvar corner = vec2<f32>(0.0);\n\tswitch (vi) {\n\t\tcase 0u: { corner = vec2<f32>(-1.0, -1.0); }\n\t\tcase 1u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tcase 2u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 3u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 4u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tdefault: { corner = vec2<f32>(1.0, 1.0); }\n\t}\n\tlet speed = length(p.vel);\n\tvar axisX = vec2<f32>(1.0, 0.0);\n\tvar halfLen = size * 0.5;\n\tlet shape = u32(P.v[20].x);\n\tif (shape == 3u && speed > 1e-3) {\n\t\taxisX = p.vel / speed;\n\t\thalfLen = size * 0.5 + speed * P.v[20].y * 0.5;\n\t}\n\tlet axisY = vec2<f32>(-axisX.y, axisX.x);\n\tlet local = axisX * corner.x * halfLen + axisY * corner.y * size * 0.5;\n\tlet px = (p.pos + local) * P.v[21].yz;\n\tlet tsize = P.v[2].xy * P.v[21].yz;\n\tout.pos = vec4<f32>(px.x / tsize.x * 2.0 - 1.0, 1.0 - px.y / tsize.y * 2.0, 0.0, 1.0);\n\tout.uv = corner;\n\tout.aspect = halfLen / max(size * 0.5, 1e-3);\n\n\tvar c = gradient(t);\n\tif (P.v[20].z > 0.5) { c = gradient(speed / max(P.v[20].w, 1e-3)); }\n\tlet fadeIn = max(P.v[19].z, 1e-4);\n\tlet fadeOut = max(P.v[19].w, 1e-4);\n\tlet a = c.a * smoothstep(0.0, fadeIn, t) * (1.0 - smoothstep(1.0 - fadeOut, 1.0, t)) * P.v[21].w;\n\tout.color = vec4<f32>(c.rgb * a, a);\n\treturn out;\n}\n\n@fragment\nfn fs(in : VOut) -> @location(0) vec4<f32> {\n\tlet shape = u32(P.v[20].x);\n\tvar m = 1.0;\n\tif (shape == 0u) {\n\t\tlet d = length(in.uv);\n\t\tlet e = max(fwidth(d), 1e-3);\n\t\tm = 1.0 - smoothstep(1.0 - e, 1.0, d);\n\t} else if (shape == 1u) {\n\t\tlet d = length(in.uv);\n\t\tm = exp(-3.5 * d * d) * (1.0 - smoothstep(0.9, 1.0, d));\n\t} else if (shape == 3u) {\n\t\t// A capsule along the motion, soft at the sides.\n\t\tlet ax = abs(in.uv.x) * in.aspect;\n\t\tlet ex = max(ax - (in.aspect - 1.0), 0.0);\n\t\tlet d = length(vec2<f32>(ex, in.uv.y));\n\t\tm = 1.0 - smoothstep(0.5, 1.0, d);\n\t}\n\treturn in.color * m;\n}\n`;\nconst pipelines = /* @__PURE__ */ new WeakMap();\nfunction getPipelines(device) {\n\tlet p = pipelines.get(device);\n\tif (p) return p;\n\tconst simLayout = device.createBindGroupLayout({\n\t\tlabel: \"particles_sim_layout\",\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}\n\t\t]\n\t});\n\tp = {\n\t\tsimLayout,\n\t\tsim: device.createComputePipeline({\n\t\t\tlabel: \"particles_sim\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [simLayout] }),\n\t\t\tcompute: {\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"particles_sim.wgsl\",\n\t\t\t\t\tcode: SIM_WGSL\n\t\t\t\t}),\n\t\t\t\tentryPoint: \"simulate\"\n\t\t\t}\n\t\t}),\n\t\tdrawLayout: device.createBindGroupLayout({\n\t\t\tlabel: \"particles_draw_layout\",\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}]\n\t\t}),\n\t\tdraw: /* @__PURE__ */ new Map(),\n\t\tdrawModule: device.createShaderModule({\n\t\t\tlabel: \"particles_draw.wgsl\",\n\t\t\tcode: DRAW_WGSL\n\t\t})\n\t};\n\tpipelines.set(device, p);\n\treturn p;\n}\nconst BLENDS = {\n\tnormal: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tadd: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tscreen: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t}\n};\nfunction drawPipeline(device, format, blend) {\n\tconst p = getPipelines(device);\n\tconst key = `${format}|${blend}`;\n\tlet pipe = p.draw.get(key);\n\tif (!pipe) {\n\t\tpipe = device.createRenderPipeline({\n\t\t\tlabel: `particles_draw_${blend}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [p.drawLayout] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{\n\t\t\t\t\tformat,\n\t\t\t\t\tblend: BLENDS[blend]\n\t\t\t\t}]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t});\n\t\tp.draw.set(key, pipe);\n\t}\n\treturn pipe;\n}\nconst SHAPES = {\n\tcircle: 0,\n\tsoft: 1,\n\tsquare: 2,\n\tspark: 3\n};\nconst EMITTERS = {\n\tpoint: 0,\n\tline: 1,\n\trect: 2,\n\tcircle: 3,\n\tring: 4\n};\nconst BOUNDS = {\n\tnone: 0,\n\tkill: 1,\n\tbounce: 2,\n\twrap: 3\n};\n/** Packs static settings and one frame's inputs into the shared parameter block. */\nfunction packParams(s, f, out, sim, view) {\n\tout.fill(0);\n\tconst v = (i, a, b, c, d) => out.set([\n\t\ta,\n\t\tb,\n\t\tc,\n\t\td\n\t], i * 4);\n\tconst deg = Math.PI / 180;\n\tv(0, sim.dt, sim.time, sim.emitStart, sim.emitCount);\n\tv(1, s.max, s.seed, sim.frameDt, s.emitter.radial ? 1 : 0);\n\tv(2, s.layer.width, s.layer.height, f.gravity[0], f.gravity[1]);\n\tv(3, f.drag, f.noise.strength, f.noise.scale, f.noise.speed);\n\tconst e = s.emitter;\n\tconst ex = f.emitter?.x ?? e.x;\n\tconst ey = f.emitter?.y ?? e.y;\n\tv(4, EMITTERS[e.shape], ex, ey, e.width);\n\tif (f.emitter) v(30, f.emitter.previousX, f.emitter.previousY, 1, 0);\n\tv(5, e.height, e.radius, s.speed[0], s.speed[1]);\n\tv(6, s.direction * deg, s.spread * deg, s.lifetime[0], s.lifetime[1]);\n\tconst attractors = f.attractors.slice(0, MAX_ATTRACTORS);\n\tv(7, BOUNDS[s.bounds], s.floor ?? -1, s.bounce, attractors.length);\n\tfor (const [i, a] of attractors.entries()) v(8 + i, a.x, a.y, a.strength, a.radius);\n\tconst m = f.push?.mask;\n\tv(16, m ? 1 : 0, f.push?.strength ?? 0, f.push?.sweep ?? 0, s.sizeJitter);\n\tv(17, m?.originX ?? 0, m?.originY ?? 0, m?.scaleX ?? 1, m?.scaleY ?? 1);\n\tv(18, m?.width ?? 0, m?.height ?? 0, s.layer.x, s.layer.y);\n\tv(19, s.size[0], s.size[1], s.fade[0], s.fade[1]);\n\tv(20, SHAPES[s.shape], s.stretch, s.colorBySpeed !== null ? 1 : 0, s.colorBySpeed ?? 1);\n\tconst colors = s.colors.slice(0, MAX_COLORS);\n\tv(21, colors.length, view.scaleX, view.scaleY, s.opacity);\n\tfor (const [i, c] of colors.entries()) v(22 + i, c[0], c[1], c[2], c[3]);\n}\nfunction stateFor(program, device) {\n\tconst existing = program.particleState;\n\tif (existing && existing.device === device) return existing;\n\tconst s = program.particleStatic;\n\tconst state = {\n\t\tdevice,\n\t\tparticles: device.createBuffer({\n\t\t\tlabel: \"particles\",\n\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t}),\n\t\tframe: -1,\n\t\temitted: 0,\n\t\tcarry: 0,\n\t\tsnapshots: /* @__PURE__ */ new Map(),\n\t\tmaskBuffer: null,\n\t\tmaskSize: 0,\n\t\tubo: device.createBuffer({\n\t\t\tlabel: \"particles_params\",\n\t\t\tsize: PARAM_VEC4S * 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n\t\t})\n\t};\n\tprogram.particleState = state;\n\treturn state;\n}\n/** Uploads this frame's (and the previous frame's) silhouette; a 1-float buffer when there is none. */\nfunction uploadMask(state, f) {\n\tconst m = f.push?.mask;\n\tconst cells = m ? m.width * m.height : 0;\n\tconst size = Math.max(16, cells * 2 * 4);\n\tif (!state.maskBuffer || state.maskSize < size) {\n\t\tstate.maskBuffer?.destroy();\n\t\tstate.maskBuffer = state.device.createBuffer({\n\t\t\tlabel: \"particles_mask\",\n\t\t\tsize,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n\t\t});\n\t\tstate.maskSize = size;\n\t}\n\tif (m) {\n\t\tconst both = new Float32Array(cells * 2);\n\t\tboth.set(m.data.subarray(0, cells));\n\t\tboth.set((f.push?.previous ?? m).data.subarray(0, cells), cells);\n\t\tstate.device.queue.writeBuffer(state.maskBuffer, 0, both);\n\t}\n\treturn state.maskBuffer;\n}\n/** Steps the system from the frame it holds to `frame` (layer-local), restoring a snapshot to go back. */\nfunction advance(program, state, frame, compositionStart, fps) {\n\tconst { device } = state;\n\tconst s = program.particleStatic;\n\tif (frame < state.frame || state.frame < 0) {\n\t\tlet best = -1;\n\t\tfor (const k of state.snapshots.keys()) if (k <= frame && k > best) best = k;\n\t\tconst encoder = device.createCommandEncoder({ label: \"particles_restore\" });\n\t\tif (best >= 0) {\n\t\t\tconst snap = state.snapshots.get(best);\n\t\t\tencoder.copyBufferToBuffer(snap.buffer, 0, state.particles, 0, s.max * PARTICLE_BYTES);\n\t\t\tstate.emitted = snap.emitted;\n\t\t\tstate.carry = snap.carry;\n\t\t\tstate.frame = best;\n\t\t} else {\n\t\t\tencoder.clearBuffer(state.particles);\n\t\t\tstate.emitted = 0;\n\t\t\tstate.carry = 0;\n\t\t\tstate.frame = -1;\n\t\t}\n\t\tdevice.queue.submit([encoder.finish()]);\n\t}\n\tconst p = getPipelines(device);\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tconst substeps = Math.max(1, Math.round(s.substeps));\n\tconst frameDt = 1 / fps;\n\tconst prewarmFrames = Math.round(s.prewarm * fps);\n\tfor (let f = state.frame + 1; f <= frame; f++) {\n\t\tconst steps = f === 0 ? prewarmFrames + 1 : 1;\n\t\tfor (let w = 0; w < steps; w++) {\n\t\t\tconst simFrame = f === 0 ? w - prewarmFrames : f;\n\t\t\tconst inputs = program.particleFrame(compositionStart + Math.max(0, simFrame), fps);\n\t\t\tstate.carry += Math.max(0, inputs.rate) * frameDt;\n\t\t\tlet born = Math.floor(state.carry);\n\t\t\tstate.carry -= born;\n\t\t\tborn += Math.max(0, Math.round(inputs.burst));\n\t\t\tborn = Math.min(born, s.max);\n\t\t\tconst mask = uploadMask(state, inputs);\n\t\t\tconst bindGroup = device.createBindGroup({\n\t\t\t\tlayout: p.simLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: { buffer: state.ubo }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: { buffer: state.particles }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: { buffer: mask }\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tfor (let k = 0; k < substeps; k++) {\n\t\t\t\tpackParams(s, inputs, params, {\n\t\t\t\t\tdt: frameDt / substeps,\n\t\t\t\t\ttime: (simFrame + k / substeps) * frameDt,\n\t\t\t\t\temitStart: state.emitted,\n\t\t\t\t\temitCount: k === 0 ? born : 0,\n\t\t\t\t\tframeDt\n\t\t\t\t}, {\n\t\t\t\t\tscaleX: 1,\n\t\t\t\t\tscaleY: 1\n\t\t\t\t});\n\t\t\t\tdevice.queue.writeBuffer(state.ubo, 0, params);\n\t\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_step\" });\n\t\t\t\tconst pass = encoder.beginComputePass({ label: \"particles_sim\" });\n\t\t\t\tpass.setPipeline(p.sim);\n\t\t\t\tpass.setBindGroup(0, bindGroup);\n\t\t\t\tpass.dispatchWorkgroups(Math.ceil(s.max / WORKGROUP));\n\t\t\t\tpass.end();\n\t\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\t}\n\t\t\tstate.emitted += born;\n\t\t}\n\t\tstate.frame = f;\n\t\tif (f % SNAPSHOT_EVERY === 0 && !state.snapshots.has(f) && state.snapshots.size < MAX_SNAPSHOTS) {\n\t\t\tconst buffer = device.createBuffer({\n\t\t\t\tlabel: `particles_snapshot_${f}`,\n\t\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\t\tusage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t\t});\n\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_snapshot\" });\n\t\t\tencoder.copyBufferToBuffer(state.particles, 0, buffer, 0, s.max * PARTICLE_BYTES);\n\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\tstate.snapshots.set(f, {\n\t\t\t\tbuffer,\n\t\t\t\temitted: state.emitted,\n\t\t\t\tcarry: state.carry\n\t\t\t});\n\t\t}\n\t}\n}\nconst ParticlesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Particles\" || !isParticleProgram(op.effect)) return;\n\tconst program = op.effect;\n\tconst s = program.particleStatic;\n\tconst fps = props.fps || 30;\n\tconst local = Math.max(0, Math.round(props.frame ?? 0));\n\tconst compositionFrame = Math.round(props.compositionFrame ?? local);\n\tconst compositionStart = compositionFrame - local;\n\tconst state = stateFor(program, ctx.device);\n\tadvance(program, state, local, compositionStart, fps);\n\tpass.end();\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tpackParams(s, program.particleFrame(compositionFrame, fps), params, {\n\t\tdt: 0,\n\t\ttime: 0,\n\t\temitStart: 0,\n\t\temitCount: 0,\n\t\tframeDt: 1 / fps\n\t}, {\n\t\tscaleX: targetWidth / s.layer.width,\n\t\tscaleY: targetHeight / s.layer.height\n\t});\n\tconst ubo = ctx.renderer.getTemporaryBuffer(params);\n\tconst draw = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tdraw.setPipeline(drawPipeline(ctx.device, ctx.renderer.format, s.blend));\n\tdraw.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: getPipelines(ctx.device).drawLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: ubo }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: { buffer: state.particles }\n\t\t}]\n\t}));\n\tdraw.draw(6, s.max);\n\tdraw.end();\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ParticlesWebGPURenderer });\n\n//#endregion\nexport { ParticlesWebGPURenderer as n, isParticleProgram as r, renderers_default as t };\n//# 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{"version":3,"file":"renderer-C-3qhk5x.mjs","names":[],"sources":["../../../nodes/node-particles/dist/renderers-C4F7TVQQ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/shared/program.ts\nfunction isParticleProgram(value) {\n\treturn typeof value === \"object\" && value !== null && \"particleStatic\" in value && typeof value.particleFrame === \"function\";\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst PARTICLE_BYTES = 32;\nconst PARAM_VEC4S = 32;\nconst MAX_ATTRACTORS = 8;\nconst MAX_COLORS = 8;\nconst SNAPSHOT_EVERY = 24;\nconst MAX_SNAPSHOTS = 64;\nconst WORKGROUP = 64;\nconst COMMON_WGSL = `\nstruct Particle {\n\tpos : vec2<f32>,\n\tvel : vec2<f32>,\n\tage : f32,\n\tlife : f32,\n\tjitter : f32,\n\t_pad : f32,\n};\n\nstruct Params { v : array<vec4<f32>, ${PARAM_VEC4S}> };\n`;\nconst SIM_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read_write> particles : array<Particle>;\n@group(0) @binding(2) var<storage, read> mask : array<f32>;\n\nfn pcg(v : u32) -> u32 {\n\tlet state = v * 747796405u + 2891336453u;\n\tlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\n\treturn (word >> 22u) ^ word;\n}\nfn rnd(idx : u32, channel : u32, seed : u32) -> f32 {\n\treturn f32(pcg(idx * 16u + channel + pcg(seed))) / 4294967295.0;\n}\n\nfn hash2(p : vec2<f32>) -> f32 {\n\tlet q = fract(p * vec2<f32>(0.1031, 0.1030));\n\tlet r = q + dot(q, q.yx + 33.33);\n\treturn fract((r.x + r.y) * r.x);\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\tlet a = hash2(i);\n\tlet b = hash2(i + vec2<f32>(1.0, 0.0));\n\tlet c = hash2(i + vec2<f32>(0.0, 1.0));\n\tlet d = hash2(i + vec2<f32>(1.0, 1.0));\n\treturn mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\nfn fbm(p : vec2<f32>) -> f32 {\n\treturn vnoise(p) * 0.6 + vnoise(p * 2.03 + 17.0) * 0.3 + vnoise(p * 4.01 + 41.0) * 0.1;\n}\n// Divergence-free flow: the curl of a scalar noise field.\nfn curl(p : vec2<f32>) -> vec2<f32> {\n\tlet e = 0.02;\n\tlet dx = fbm(p + vec2<f32>(e, 0.0)) - fbm(p - vec2<f32>(e, 0.0));\n\tlet dy = fbm(p + vec2<f32>(0.0, e)) - fbm(p - vec2<f32>(0.0, e));\n\treturn vec2<f32>(dy, -dx) / (2.0 * e);\n}\n\nfn maskAt(cell : vec2<f32>, offset : u32) -> f32 {\n\tlet w = i32(P.v[18].x);\n\tlet h = i32(P.v[18].y);\n\tlet c0 = vec2<i32>(floor(cell));\n\tlet t = cell - floor(cell);\n\tvar s = 0.0;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet o = vec2<i32>(k & 1, k >> 1);\n\t\tlet c = c0 + o;\n\t\tvar v = 0.0;\n\t\tif (c.x >= 0 && c.y >= 0 && c.x < w && c.y < h) {\n\t\t\tv = mask[offset + u32(c.y * w + c.x)];\n\t\t}\n\t\tlet wx = select(1.0 - t.x, t.x, o.x == 1);\n\t\tlet wy = select(1.0 - t.y, t.y, o.y == 1);\n\t\ts += v * wx * wy;\n\t}\n\treturn s;\n}\n\nfn spawn(i : u32, idx : u32, birthFrac : f32) {\n\tlet birthAge = birthFrac * P.v[1].z;\n\tlet seed = u32(P.v[1].y);\n\tlet shape = u32(P.v[4].x);\n\tlet ex = P.v[4].y; let ey = P.v[4].z; let ew = P.v[4].w;\n\tlet eh = P.v[5].x; let er = P.v[5].y;\n\tlet r0 = rnd(idx, 0u, seed); let r1 = rnd(idx, 1u, seed);\n\tvar pos = vec2<f32>(ex, ey);\n\tvar center = vec2<f32>(ex, ey);\n\tif (shape == 1u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r0); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 2u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r1); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 3u) {\n\t\tlet a = r0 * 6.2831853; let rr = er * sqrt(r1);\n\t\tpos = vec2<f32>(ex + cos(a) * rr, ey + sin(a) * rr);\n\t} else if (shape == 4u) {\n\t\tlet a = r0 * 6.2831853;\n\t\tpos = vec2<f32>(ex + cos(a) * er, ey + sin(a) * er);\n\t}\n\tlet radial = P.v[1].w > 0.5;\n\tvar dir = P.v[6].x + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y;\n\tif (radial) {\n\t\tlet d = pos - center;\n\t\tif (dot(d, d) > 1e-6) { dir = atan2(d.y, d.x) + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y; }\n\t}\n\t// A moving emitter: older births of the frame start nearer last frame's spot.\n\tif (P.v[30].z > 0.5) { pos += (P.v[30].xy - vec2<f32>(ex, ey)) * birthFrac; }\n\tlet speed = mix(P.v[5].z, P.v[5].w, rnd(idx, 3u, seed));\n\tlet vel = vec2<f32>(cos(dir), sin(dir)) * speed;\n\tvar p : Particle;\n\tp.vel = vel;\n\tp.pos = pos + vel * birthAge;\n\tp.age = birthAge;\n\tp.life = mix(P.v[6].z, P.v[6].w, rnd(idx, 4u, seed));\n\tp.jitter = 1.0 - P.v[16].w * rnd(idx, 5u, seed);\n\tp._pad = 0.0;\n\tparticles[i] = p;\n}\n\n@compute @workgroup_size(${WORKGROUP})\nfn simulate(@builtin(global_invocation_id) gid : vec3<u32>) {\n\tlet i = gid.x;\n\tlet maxN = u32(P.v[1].x);\n\tif (i >= maxN) { return; }\n\tlet dt = P.v[0].x;\n\tlet time = P.v[0].y;\n\tlet emitStart = u32(P.v[0].z);\n\tlet emitCount = u32(P.v[0].w);\n\tlet frameDt = P.v[1].z;\n\n\tif (emitCount > 0u) {\n\t\tlet k = (i + maxN - (emitStart % maxN)) % maxN;\n\t\tif (k < emitCount) {\n\t\t\t// Births spread over the frame, oldest first.\n\t\t\tspawn(i, emitStart + k, 1.0 - (f32(k) + 0.5) / f32(emitCount));\n\t\t\treturn;\n\t\t}\n\t}\n\n\tvar p = particles[i];\n\tif (p.life <= 0.0) { return; }\n\tp.age += dt;\n\tif (p.age >= p.life) { p.life = 0.0; particles[i] = p; return; }\n\n\tvar acc = vec2<f32>(P.v[2].z, P.v[2].w);\n\tlet ns = P.v[3].y;\n\tif (ns != 0.0) {\n\t\tlet sc = max(P.v[3].z, 1.0);\n\t\tacc += curl(p.pos / sc + vec2<f32>(time * P.v[3].w, time * P.v[3].w * 0.7)) * ns;\n\t}\n\tlet nAttr = u32(P.v[7].w);\n\tfor (var a = 0u; a < nAttr; a++) {\n\t\tlet at = P.v[8u + a];\n\t\tlet d = at.xy - p.pos;\n\t\tlet dist = length(d) + 1e-3;\n\t\tlet fall = exp(-(dist * dist) / max(at.w * at.w, 1.0));\n\t\tacc += d / dist * at.z * fall;\n\t}\n\tif (P.v[16].x > 0.5) {\n\t\t// Silhouette push: out along the gradient, harder where it just arrived.\n\t\tlet comp = p.pos + P.v[18].zw;\n\t\tlet cell = (comp - P.v[17].xy) / P.v[17].zw - 0.5;\n\t\tlet cellCount = u32(P.v[18].x * P.v[18].y);\n\t\tlet a0 = maskAt(cell, 0u);\n\t\tif (a0 > 0.02) {\n\t\t\tlet gx = maskAt(cell + vec2<f32>(1.0, 0.0), 0u) - maskAt(cell - vec2<f32>(1.0, 0.0), 0u);\n\t\t\tlet gy = maskAt(cell + vec2<f32>(0.0, 1.0), 0u) - maskAt(cell - vec2<f32>(0.0, 1.0), 0u);\n\t\t\tlet g = vec2<f32>(gx, gy);\n\t\t\tlet gl = length(g);\n\t\t\tif (gl > 1e-5) {\n\t\t\t\tlet before = maskAt(cell, cellCount);\n\t\t\t\tlet k = a0 * P.v[16].y + max(0.0, a0 - before) * P.v[16].z;\n\t\t\t\tacc -= g / gl * k;\n\t\t\t}\n\t\t}\n\t}\n\n\tp.vel += acc * dt;\n\tp.vel *= exp(-P.v[3].x * dt);\n\tp.pos += p.vel * dt;\n\n\tlet w = P.v[2].x; let h = P.v[2].y;\n\tlet floorY = P.v[7].y;\n\tlet bounce = P.v[7].z;\n\tif (floorY >= 0.0 && p.pos.y > floorY) { p.pos.y = floorY; p.vel.y = -abs(p.vel.y) * bounce; p.vel.x *= 0.9; }\n\tlet mode = u32(P.v[7].x);\n\tif (mode == 1u) {\n\t\tif (p.pos.x < 0.0 || p.pos.y < 0.0 || p.pos.x > w || p.pos.y > h) { p.life = 0.0; }\n\t} else if (mode == 2u) {\n\t\tif (p.pos.x < 0.0) { p.pos.x = 0.0; p.vel.x = abs(p.vel.x) * bounce; }\n\t\tif (p.pos.x > w) { p.pos.x = w; p.vel.x = -abs(p.vel.x) * bounce; }\n\t\tif (p.pos.y < 0.0) { p.pos.y = 0.0; p.vel.y = abs(p.vel.y) * bounce; }\n\t\tif (p.pos.y > h) { p.pos.y = h; p.vel.y = -abs(p.vel.y) * bounce; }\n\t} else if (mode == 3u) {\n\t\tp.pos = vec2<f32>(p.pos.x - floor(p.pos.x / w) * w, p.pos.y - floor(p.pos.y / h) * h);\n\t}\n\tparticles[i] = p;\n}\n`;\nconst DRAW_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read> particles : array<Particle>;\n\nstruct VOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n\t@location(1) color : vec4<f32>,\n\t@location(2) aspect : f32,\n};\n\nfn gradient(t : f32) -> vec4<f32> {\n\tlet n = i32(P.v[21].x);\n\tif (n <= 1) { return P.v[22]; }\n\tlet x = clamp(t, 0.0, 1.0) * f32(n - 1);\n\tlet i = min(i32(floor(x)), n - 2);\n\treturn mix(P.v[22 + i], P.v[23 + i], x - f32(i));\n}\n\n@vertex\nfn vs(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> VOut {\n\tvar out : VOut;\n\tlet p = particles[ii];\n\tif (p.life <= 0.0) {\n\t\tout.pos = vec4<f32>(2.0, 2.0, 0.0, 1.0);\n\t\tout.color = vec4<f32>(0.0);\n\t\treturn out;\n\t}\n\tlet t = p.age / p.life;\n\tlet size = mix(P.v[19].x, P.v[19].y, t) * p.jitter;\n\tvar corner = vec2<f32>(0.0);\n\tswitch (vi) {\n\t\tcase 0u: { corner = vec2<f32>(-1.0, -1.0); }\n\t\tcase 1u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tcase 2u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 3u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 4u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tdefault: { corner = vec2<f32>(1.0, 1.0); }\n\t}\n\tlet speed = length(p.vel);\n\tvar axisX = vec2<f32>(1.0, 0.0);\n\tvar halfLen = size * 0.5;\n\tlet shape = u32(P.v[20].x);\n\tif (shape == 3u && speed > 1e-3) {\n\t\taxisX = p.vel / speed;\n\t\thalfLen = size * 0.5 + speed * P.v[20].y * 0.5;\n\t}\n\tlet axisY = vec2<f32>(-axisX.y, axisX.x);\n\tlet local = axisX * corner.x * halfLen + axisY * corner.y * size * 0.5;\n\tlet px = (p.pos + local) * P.v[21].yz;\n\tlet tsize = P.v[2].xy * P.v[21].yz;\n\tout.pos = vec4<f32>(px.x / tsize.x * 2.0 - 1.0, 1.0 - px.y / tsize.y * 2.0, 0.0, 1.0);\n\tout.uv = corner;\n\tout.aspect = halfLen / max(size * 0.5, 1e-3);\n\n\tvar c = gradient(t);\n\tif (P.v[20].z > 0.5) { c = gradient(speed / max(P.v[20].w, 1e-3)); }\n\tlet fadeIn = max(P.v[19].z, 1e-4);\n\tlet fadeOut = max(P.v[19].w, 1e-4);\n\tlet a = c.a * smoothstep(0.0, fadeIn, t) * (1.0 - smoothstep(1.0 - fadeOut, 1.0, t)) * P.v[21].w;\n\tout.color = vec4<f32>(c.rgb * a, a);\n\treturn out;\n}\n\n@fragment\nfn fs(in : VOut) -> @location(0) vec4<f32> {\n\tlet shape = u32(P.v[20].x);\n\tvar m = 1.0;\n\tif (shape == 0u) {\n\t\tlet d = length(in.uv);\n\t\tlet e = max(fwidth(d), 1e-3);\n\t\tm = 1.0 - smoothstep(1.0 - e, 1.0, d);\n\t} else if (shape == 1u) {\n\t\tlet d = length(in.uv);\n\t\tm = exp(-3.5 * d * d) * (1.0 - smoothstep(0.9, 1.0, d));\n\t} else if (shape == 3u) {\n\t\t// A capsule along the motion, soft at the sides.\n\t\tlet ax = abs(in.uv.x) * in.aspect;\n\t\tlet ex = max(ax - (in.aspect - 1.0), 0.0);\n\t\tlet d = length(vec2<f32>(ex, in.uv.y));\n\t\tm = 1.0 - smoothstep(0.5, 1.0, d);\n\t}\n\treturn in.color * m;\n}\n`;\nconst pipelines = /* @__PURE__ */ new WeakMap();\nfunction getPipelines(device) {\n\tlet p = pipelines.get(device);\n\tif (p) return p;\n\tconst simLayout = device.createBindGroupLayout({\n\t\tlabel: \"particles_sim_layout\",\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}\n\t\t]\n\t});\n\tp = {\n\t\tsimLayout,\n\t\tsim: device.createComputePipeline({\n\t\t\tlabel: \"particles_sim\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [simLayout] }),\n\t\t\tcompute: {\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"particles_sim.wgsl\",\n\t\t\t\t\tcode: SIM_WGSL\n\t\t\t\t}),\n\t\t\t\tentryPoint: \"simulate\"\n\t\t\t}\n\t\t}),\n\t\tdrawLayout: device.createBindGroupLayout({\n\t\t\tlabel: \"particles_draw_layout\",\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}]\n\t\t}),\n\t\tdraw: /* @__PURE__ */ new Map(),\n\t\tdrawModule: device.createShaderModule({\n\t\t\tlabel: \"particles_draw.wgsl\",\n\t\t\tcode: DRAW_WGSL\n\t\t})\n\t};\n\tpipelines.set(device, p);\n\treturn p;\n}\nconst BLENDS = {\n\tnormal: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tadd: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tscreen: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t}\n};\nfunction drawPipeline(device, format, blend) {\n\tconst p = getPipelines(device);\n\tconst key = `${format}|${blend}`;\n\tlet pipe = p.draw.get(key);\n\tif (!pipe) {\n\t\tpipe = device.createRenderPipeline({\n\t\t\tlabel: `particles_draw_${blend}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [p.drawLayout] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{\n\t\t\t\t\tformat,\n\t\t\t\t\tblend: BLENDS[blend]\n\t\t\t\t}]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t});\n\t\tp.draw.set(key, pipe);\n\t}\n\treturn pipe;\n}\nconst SHAPES = {\n\tcircle: 0,\n\tsoft: 1,\n\tsquare: 2,\n\tspark: 3\n};\nconst EMITTERS = {\n\tpoint: 0,\n\tline: 1,\n\trect: 2,\n\tcircle: 3,\n\tring: 4\n};\nconst BOUNDS = {\n\tnone: 0,\n\tkill: 1,\n\tbounce: 2,\n\twrap: 3\n};\n/** Packs static settings and one frame's inputs into the shared parameter block. */\nfunction packParams(s, f, out, sim, view) {\n\tout.fill(0);\n\tconst v = (i, a, b, c, d) => out.set([\n\t\ta,\n\t\tb,\n\t\tc,\n\t\td\n\t], i * 4);\n\tconst deg = Math.PI / 180;\n\tv(0, sim.dt, sim.time, sim.emitStart, sim.emitCount);\n\tv(1, s.max, s.seed, sim.frameDt, s.emitter.radial ? 1 : 0);\n\tv(2, s.layer.width, s.layer.height, f.gravity[0], f.gravity[1]);\n\tv(3, f.drag, f.noise.strength, f.noise.scale, f.noise.speed);\n\tconst e = s.emitter;\n\tconst ex = f.emitter?.x ?? e.x;\n\tconst ey = f.emitter?.y ?? e.y;\n\tv(4, EMITTERS[e.shape], ex, ey, e.width);\n\tif (f.emitter) v(30, f.emitter.previousX, f.emitter.previousY, 1, 0);\n\tv(5, e.height, e.radius, s.speed[0], s.speed[1]);\n\tv(6, s.direction * deg, s.spread * deg, s.lifetime[0], s.lifetime[1]);\n\tconst attractors = f.attractors.slice(0, MAX_ATTRACTORS);\n\tv(7, BOUNDS[s.bounds], s.floor ?? -1, s.bounce, attractors.length);\n\tfor (const [i, a] of attractors.entries()) v(8 + i, a.x, a.y, a.strength, a.radius);\n\tconst m = f.push?.mask;\n\tv(16, m ? 1 : 0, f.push?.strength ?? 0, f.push?.sweep ?? 0, s.sizeJitter);\n\tv(17, m?.originX ?? 0, m?.originY ?? 0, m?.scaleX ?? 1, m?.scaleY ?? 1);\n\tv(18, m?.width ?? 0, m?.height ?? 0, s.layer.x, s.layer.y);\n\tv(19, s.size[0], s.size[1], s.fade[0], s.fade[1]);\n\tv(20, SHAPES[s.shape], s.stretch, s.colorBySpeed !== null ? 1 : 0, s.colorBySpeed ?? 1);\n\tconst colors = s.colors.slice(0, MAX_COLORS);\n\tv(21, colors.length, view.scaleX, view.scaleY, s.opacity);\n\tfor (const [i, c] of colors.entries()) v(22 + i, c[0], c[1], c[2], c[3]);\n}\nfunction stateFor(program, device) {\n\tconst existing = program.particleState;\n\tif (existing && existing.device === device) return existing;\n\tconst s = program.particleStatic;\n\tconst state = {\n\t\tdevice,\n\t\tparticles: device.createBuffer({\n\t\t\tlabel: \"particles\",\n\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t}),\n\t\tframe: -1,\n\t\temitted: 0,\n\t\tcarry: 0,\n\t\tsnapshots: /* @__PURE__ */ new Map(),\n\t\tmaskBuffer: null,\n\t\tmaskSize: 0,\n\t\tubo: device.createBuffer({\n\t\t\tlabel: \"particles_params\",\n\t\t\tsize: PARAM_VEC4S * 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n\t\t})\n\t};\n\tprogram.particleState = state;\n\treturn state;\n}\n/** Uploads this frame's (and the previous frame's) silhouette; a 1-float buffer when there is none. */\nfunction uploadMask(state, f) {\n\tconst m = f.push?.mask;\n\tconst cells = m ? m.width * m.height : 0;\n\tconst size = Math.max(16, cells * 2 * 4);\n\tif (!state.maskBuffer || state.maskSize < size) {\n\t\tstate.maskBuffer?.destroy();\n\t\tstate.maskBuffer = state.device.createBuffer({\n\t\t\tlabel: \"particles_mask\",\n\t\t\tsize,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n\t\t});\n\t\tstate.maskSize = size;\n\t}\n\tif (m) {\n\t\tconst both = new Float32Array(cells * 2);\n\t\tboth.set(m.data.subarray(0, cells));\n\t\tboth.set((f.push?.previous ?? m).data.subarray(0, cells), cells);\n\t\tstate.device.queue.writeBuffer(state.maskBuffer, 0, both);\n\t}\n\treturn state.maskBuffer;\n}\n/** Steps the system from the frame it holds to `frame` (layer-local), restoring a snapshot to go back. */\nfunction advance(program, state, frame, compositionStart, fps) {\n\tconst { device } = state;\n\tconst s = program.particleStatic;\n\tif (frame < state.frame || state.frame < 0) {\n\t\tlet best = -1;\n\t\tfor (const k of state.snapshots.keys()) if (k <= frame && k > best) best = k;\n\t\tconst encoder = device.createCommandEncoder({ label: \"particles_restore\" });\n\t\tif (best >= 0) {\n\t\t\tconst snap = state.snapshots.get(best);\n\t\t\tencoder.copyBufferToBuffer(snap.buffer, 0, state.particles, 0, s.max * PARTICLE_BYTES);\n\t\t\tstate.emitted = snap.emitted;\n\t\t\tstate.carry = snap.carry;\n\t\t\tstate.frame = best;\n\t\t} else {\n\t\t\tencoder.clearBuffer(state.particles);\n\t\t\tstate.emitted = 0;\n\t\t\tstate.carry = 0;\n\t\t\tstate.frame = -1;\n\t\t}\n\t\tdevice.queue.submit([encoder.finish()]);\n\t}\n\tconst p = getPipelines(device);\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tconst substeps = Math.max(1, Math.round(s.substeps));\n\tconst frameDt = 1 / fps;\n\tconst prewarmFrames = Math.round(s.prewarm * fps);\n\tfor (let f = state.frame + 1; f <= frame; f++) {\n\t\tconst steps = f === 0 ? prewarmFrames + 1 : 1;\n\t\tfor (let w = 0; w < steps; w++) {\n\t\t\tconst simFrame = f === 0 ? w - prewarmFrames : f;\n\t\t\tconst inputs = program.particleFrame(compositionStart + Math.max(0, simFrame), fps);\n\t\t\tstate.carry += Math.max(0, inputs.rate) * frameDt;\n\t\t\tlet born = Math.floor(state.carry);\n\t\t\tstate.carry -= born;\n\t\t\tborn += Math.max(0, Math.round(inputs.burst));\n\t\t\tborn = Math.min(born, s.max);\n\t\t\tconst mask = uploadMask(state, inputs);\n\t\t\tconst bindGroup = device.createBindGroup({\n\t\t\t\tlayout: p.simLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: { buffer: state.ubo }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: { buffer: state.particles }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: { buffer: mask }\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tfor (let k = 0; k < substeps; k++) {\n\t\t\t\tpackParams(s, inputs, params, {\n\t\t\t\t\tdt: frameDt / substeps,\n\t\t\t\t\ttime: (simFrame + k / substeps) * frameDt,\n\t\t\t\t\temitStart: state.emitted,\n\t\t\t\t\temitCount: k === 0 ? born : 0,\n\t\t\t\t\tframeDt\n\t\t\t\t}, {\n\t\t\t\t\tscaleX: 1,\n\t\t\t\t\tscaleY: 1\n\t\t\t\t});\n\t\t\t\tdevice.queue.writeBuffer(state.ubo, 0, params);\n\t\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_step\" });\n\t\t\t\tconst pass = encoder.beginComputePass({ label: \"particles_sim\" });\n\t\t\t\tpass.setPipeline(p.sim);\n\t\t\t\tpass.setBindGroup(0, bindGroup);\n\t\t\t\tpass.dispatchWorkgroups(Math.ceil(s.max / WORKGROUP));\n\t\t\t\tpass.end();\n\t\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\t}\n\t\t\tstate.emitted += born;\n\t\t}\n\t\tstate.frame = f;\n\t\tif (f % SNAPSHOT_EVERY === 0 && !state.snapshots.has(f) && state.snapshots.size < MAX_SNAPSHOTS) {\n\t\t\tconst buffer = device.createBuffer({\n\t\t\t\tlabel: `particles_snapshot_${f}`,\n\t\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\t\tusage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t\t});\n\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_snapshot\" });\n\t\t\tencoder.copyBufferToBuffer(state.particles, 0, buffer, 0, s.max * PARTICLE_BYTES);\n\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\tstate.snapshots.set(f, {\n\t\t\t\tbuffer,\n\t\t\t\temitted: state.emitted,\n\t\t\t\tcarry: state.carry\n\t\t\t});\n\t\t}\n\t}\n}\nconst ParticlesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Particles\" || !isParticleProgram(op.effect)) return;\n\tconst program = op.effect;\n\tconst s = program.particleStatic;\n\tconst fps = props.fps || 30;\n\tconst local = Math.max(0, Math.round(props.frame ?? 0));\n\tconst compositionFrame = Math.round(props.compositionFrame ?? local);\n\tconst compositionStart = compositionFrame - local;\n\tconst state = stateFor(program, ctx.device);\n\tadvance(program, state, local, compositionStart, fps);\n\tpass.end();\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tpackParams(s, program.particleFrame(compositionFrame, fps), params, {\n\t\tdt: 0,\n\t\ttime: 0,\n\t\temitStart: 0,\n\t\temitCount: 0,\n\t\tframeDt: 1 / fps\n\t}, {\n\t\tscaleX: targetWidth / s.layer.width,\n\t\tscaleY: targetHeight / s.layer.height\n\t});\n\tconst ubo = ctx.renderer.getTemporaryBuffer(params);\n\tconst draw = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tdraw.setPipeline(drawPipeline(ctx.device, ctx.renderer.format, s.blend));\n\tdraw.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: getPipelines(ctx.device).drawLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: ubo }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: { buffer: state.particles }\n\t\t}]\n\t}));\n\tdraw.draw(6, 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import { n as defineRenderer, u as solveHomography } from "./renderer-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, r as STRAIGHT_ALPHA_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import { n as defineRenderer, u as solveHomography } from "./renderer-BuvKGwk3.mjs";
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, r as STRAIGHT_ALPHA_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-D2HT3KcE.mjs";
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//#region ../../nodes/node-corner-pin/dist/renderers-pM5Tx32P.mjs
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function getDefaultPoints() {
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{"version":3,"file":"renderer-
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{"version":3,"file":"renderer-C4hd6Cqi.mjs","names":[],"sources":["../../../nodes/node-corner-pin/dist/renderers-pM5Tx32P.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, STRAIGHT_ALPHA_BLEND, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\nimport { solveHomography } from \"@framefields/node-sdk\";\n\n//#region src/shared/utils.ts\nfunction getDefaultPoints() {\n\treturn [\n\t\t{\n\t\t\tx: 0,\n\t\t\ty: 0\n\t\t},\n\t\t{\n\t\t\tx: 100,\n\t\t\ty: 0\n\t\t},\n\t\t{\n\t\t\tx: 0,\n\t\t\ty: 100\n\t\t},\n\t\t{\n\t\t\tx: 100,\n\t\t\ty: 100\n\t\t}\n\t];\n}\n/**\n* Homography mapping the corner-pin quad (percent coordinates, TL, TR, BL, BR)\n* to the unit square it samples from. Falls back to the identity quad.\n*/\nfunction solveCornerPinHomography(targetPoints) {\n\treturn solveHomography((targetPoints && targetPoints.length === 4 ? targetPoints : getDefaultPoints()).map((p) => ({\n\t\tx: p.x / 100,\n\t\ty: p.y / 100\n\t})));\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst cornerPinWgsl = `\nstruct CornerPinUniforms {\n\tmatrix_row0 : vec4<f32>,\n\tmatrix_row1 : vec4<f32>,\n\tmatrix_row2 : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : CornerPinUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet x = in.uv.x;\n\tlet y = in.uv.y;\n\n\tlet d = u.matrix_row2.x * x + u.matrix_row2.y * y + u.matrix_row2.z;\n\tif (abs(d) < 1e-6) {\n\t\treturn vec4<f32>(0.0);\n\t}\n\n\tlet src_u = (u.matrix_row0.x * x + u.matrix_row0.y * y + u.matrix_row0.z) / d;\n\tlet src_v = (u.matrix_row1.x * x + u.matrix_row1.y * y + u.matrix_row1.z) / d;\n\n\tif (src_u < 0.0 || src_u > 1.0 || src_v < 0.0 || src_v > 1.0) {\n\t\treturn vec4<f32>(0.0);\n\t}\n\n\tlet color = textureSampleLevel(tex, samp, vec2<f32>(src_u, src_v), 0.0);\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getCornerPinResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst pinUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst pinTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpinPipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CornerPinPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"corner_pin.wgsl\",\n\t\t\t\t\tcode: cornerPinWgsl\n\t\t\t\t}),\n\t\t\t\tlayouts: [pinUniformLayout, pinTextureLayout],\n\t\t\t\tformat,\n\t\t\t\tblend: STRAIGHT_ALPHA_BLEND\n\t\t\t}),\n\t\t\tpinUniformLayout,\n\t\t\tpinTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst CornerPinWebGPURenderer = async (args) => {\n\tconst { ctx, props, targetTexture, targetWidth, targetHeight, encoder } = args;\n\tconst { virtualMedia } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"CornerPin\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? props.containerHeight ?? targetHeight;\n\targs.pass.end();\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight,\n\t\t\tvirtualMedia: childMedia\n\t\t}\n\t});\n\tconst h = solveCornerPinHomography(op.points || []);\n\tconst uniformData = new Float32Array(12);\n\tuniformData[0] = h[0];\n\tuniformData[1] = h[1];\n\tuniformData[2] = h[2];\n\tuniformData[3] = 0;\n\tuniformData[4] = h[3];\n\tuniformData[5] = h[4];\n\tuniformData[6] = h[5];\n\tuniformData[7] = 0;\n\tuniformData[8] = h[6];\n\tuniformData[9] = h[7];\n\tuniformData[10] = h[8];\n\tuniformData[11] = 0;\n\tconst { pinPipeline: pipeline, pinUniformLayout: uLayout, pinTextureLayout: tLayout } = getCornerPinResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uniformBindGroup = 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\tconst textureBindGroup = ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, childTex, sampler);\n\tconst outTex = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uniformBindGroup, textureBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: CornerPinWebGPURenderer });\n\n//#endregion\nexport { getDefaultPoints as n, solveCornerPinHomography as r, renderers_default as t };\n//# sourceMappingURL=renderers-pM5Tx32P.mjs.map"],"mappings":";;;;AAKA,SAAS,mBAAmB;AAC3B,QAAO;EACN;GACC,GAAG;GACH,GAAG;GACH;EACD;GACC,GAAG;GACH,GAAG;GACH;EACD;GACC,GAAG;GACH,GAAG;GACH;EACD;GACC,GAAG;GACH,GAAG;GACH;EACD;;;;;;AAMF,SAAS,yBAAyB,cAAc;AAC/C,QAAO,iBAAiB,gBAAgB,aAAa,WAAW,IAAI,eAAe,kBAAkB,EAAE,KAAK,OAAO;EAClH,GAAG,EAAE,IAAI;EACT,GAAG,EAAE,IAAI;EACT,EAAE,CAAC;;AAKL,MAAM,gBAAgB;;;;;;;;;;EAUpB,qBAAqB;;;;;;;;;;;;;;;;;;;;;;AAsBvB,MAAM,sCAAsC,IAAI,SAAS;AACzD,SAAS,sBAAsB,QAAQ,QAAQ;CAC9C,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,CAAC,KAAK;EACT,MAAM,mBAAmB,wBAAwB,QAAQ,CAAC,UAAU,CAAC;EACrE,MAAM,mBAAmB,wBAAwB,QAAQ,CAAC,WAAW,UAAU,CAAC;AAChF,QAAM;GACL,aAAa,yBAAyB,QAAQ;IAC7C,OAAO;IACP,QAAQ,OAAO,mBAAmB;KACjC,OAAO;KACP,MAAM;KACN,CAAC;IACF,SAAS,CAAC,kBAAkB,iBAAiB;IAC7C;IACA,OAAO;IACP,CAAC;GACF;GACA;GACA;AACD,sBAAoB,IAAI,QAAQ,IAAI;;AAErC,QAAO;;AAER,MAAM,0BAA0B,OAAO,SAAS;CAC/C,MAAM,EAAE,KAAK,OAAO,eAAe,aAAa,cAAc,YAAY;CAC1E,MAAM,EAAE,iBAAiB;CACzB,MAAM,KAAK,cAAc;AACzB,KAAI,CAAC,MAAM,GAAG,OAAO,YAAa;CAClC,MAAM,aAAa,aAAa,WAAW;AAC3C,KAAI,CAAC,WAAY;CACjB,MAAM,cAAc,GAAG,iBAAiB,WAAW,UAAU,SAAS,MAAM,kBAAkB;CAC9F,MAAM,eAAe,GAAG,kBAAkB,WAAW,UAAU,UAAU,MAAM,mBAAmB;AAClG,MAAK,KAAK,KAAK;CACf,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,YAAY;EACxE,OAAO;EACP,QAAQ;EACR,OAAO;GACN,GAAG;GACH,gBAAgB;GAChB,iBAAiB;GACjB,cAAc;GACd;EACD,CAAC;CACF,MAAM,IAAI,yBAAyB,GAAG,UAAU,EAAE,CAAC;CACnD,MAAM,cAAc,IAAI,aAAa,GAAG;AACxC,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK;AACjB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK;AACjB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,MAAM,EAAE;AACpB,aAAY,MAAM;CAClB,MAAM,EAAE,aAAa,UAAU,kBAAkB,SAAS,kBAAkB,YAAY,sBAAsB,IAAI,QAAQ,IAAI,SAAS,OAAO;CAC9I,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,gBAAgB,IAAI,SAAS,mBAAmB,YAAY;CAClE,MAAM,mBAAmB,IAAI,OAAO,gBAAgB;EACnD,QAAQ;EACR,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ,eAAe;GACnC,CAAC;EACF,CAAC;CACF,MAAM,mBAAmB,IAAI,SAAS,eAAe,aAAa,IAAI,QAAQ,SAAS,UAAU,QAAQ;CACzG,MAAM,SAAS,IAAI,SAAS,oBAAoB,aAAa,cAAc;EAC1E;EACA;EACA,GAAG,MAAM,mBAAmB,EAAE;EAC9B,CAAC;AACF,oBAAmB,SAAS,OAAO,YAAY,EAAE,UAAU,CAAC,kBAAkB,iBAAiB,CAAC;AAChG,qBAAoB,MAAM,QAAQ,GAAG,WAAW,EAAE;;AAKnD,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,yBAAyB,CAAC"}
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{"version":3,"file":"renderer-DrL3J9ci.mjs","names":[],"sources":["../../../nodes/node-shape-generator/dist/renderers-CpnJ1Qiz.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { drawSvgNode } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/geometry.ts\n/**\n* Scale corner radii proportionally if their sum exceeds the box dimensions (W3C CSS standard).\n*/\nfunction normalizeCornerRadii(w, h, rTL, rTR, rBR, rBL) {\n\tconst topSum = rTL + rTR;\n\tconst bottomSum = rBL + rBR;\n\tconst leftSum = rTL + rBL;\n\tconst rightSum = rTR + rBR;\n\tlet scale = 1;\n\tif (topSum > w && topSum > 0) scale = Math.min(scale, w / topSum);\n\tif (bottomSum > w && bottomSum > 0) scale = Math.min(scale, w / bottomSum);\n\tif (leftSum > h && leftSum > 0) scale = Math.min(scale, h / leftSum);\n\tif (rightSum > h && rightSum > 0) scale = Math.min(scale, h / rightSum);\n\treturn [\n\t\tMath.max(0, rTL * scale),\n\t\tMath.max(0, rTR * scale),\n\t\tMath.max(0, rBR * scale),\n\t\tMath.max(0, rBL * scale)\n\t];\n}\n/**\n* Generates an SVG path string for a rounded rectangle with 4 independent corner radii.\n*/\nfunction buildRectanglePath(w, h, rTL, rTR, rBR, rBL, strokeWidth = 0) {\n\tconst inset = strokeWidth > 0 ? strokeWidth / 2 : 0;\n\tconst x = inset;\n\tconst y = inset;\n\tconst boxW = Math.max(.1, w - strokeWidth);\n\tconst boxH = Math.max(.1, h - strokeWidth);\n\tconst [rtl, rtr, rbr, rbl] = normalizeCornerRadii(boxW, boxH, rTL, rTR, rBR, rBL);\n\treturn [\n\t\t`M ${x + rtl} ${y}`,\n\t\t`L ${x + boxW - rtr} ${y}`,\n\t\trtr > 0 ? `A ${rtr} ${rtr} 0 0 1 ${x + boxW} ${y + rtr}` : \"\",\n\t\t`L ${x + boxW} ${y + boxH - rbr}`,\n\t\trbr > 0 ? `A ${rbr} ${rbr} 0 0 1 ${x + boxW - rbr} ${y + boxH}` : \"\",\n\t\t`L ${x + rbl} ${y + boxH}`,\n\t\trbl > 0 ? `A ${rbl} ${rbl} 0 0 1 ${x} ${y + boxH - rbl}` : \"\",\n\t\t`L ${x} ${y + rtl}`,\n\t\trtl > 0 ? `A ${rtl} ${rtl} 0 0 1 ${x + rtl} ${y}` : \"\",\n\t\t\"Z\"\n\t].filter(Boolean).join(\" \");\n}\n/**\n* Generates an SVG path string for an ellipse/circle.\n*/\nfunction buildEllipsePath(w, h, strokeWidth = 0) {\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst rx = Math.max(.1, (w - strokeWidth) / 2);\n\tconst ry = Math.max(.1, (h - strokeWidth) / 2);\n\treturn `M ${cx - rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx + rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx - rx} ${cy} Z`;\n}\n/**\n* Generates an SVG path string for a regular polygon with N sides.\n*/\nfunction buildPolygonPath(w, h, sides, strokeWidth = 0) {\n\tconst n = Math.max(3, Math.min(64, Math.floor(sides)));\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst radius = Math.max(.1, Math.min(w - strokeWidth, h - strokeWidth) / 2);\n\tconst points = [];\n\tconst angleStep = 2 * Math.PI / n;\n\tconst startAngle = -Math.PI / 2;\n\tfor (let i = 0; i < n; i++) {\n\t\tconst angle = startAngle + i * angleStep;\n\t\tpoints.push({\n\t\t\tx: cx + radius * Math.cos(angle),\n\t\t\ty: cy + radius * Math.sin(angle)\n\t\t});\n\t}\n\treturn points.map((p, i) => `${i === 0 ? \"M\" : \"L\"} ${p.x.toFixed(3)} ${p.y.toFixed(3)}`).join(\" \") + \" Z\";\n}\n/**\n* Generates an SVG path string for a star with N spikes and configurable inner radius ratio.\n*/\nfunction buildStarPath(w, h, pointsCount, innerRadiusRatio, strokeWidth = 0) {\n\tconst n = Math.max(3, Math.min(64, Math.floor(pointsCount)));\n\tconst ratio = Math.max(.01, Math.min(.99, innerRadiusRatio));\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst outerRadius = Math.max(.1, Math.min(w - strokeWidth, h - strokeWidth) / 2);\n\tconst innerRadius = outerRadius * ratio;\n\tconst points = [];\n\tconst totalVertices = n * 2;\n\tconst angleStep = Math.PI / n;\n\tconst startAngle = -Math.PI / 2;\n\tfor (let i = 0; i < totalVertices; i++) {\n\t\tconst r = i % 2 === 0 ? outerRadius : innerRadius;\n\t\tconst angle = startAngle + i * angleStep;\n\t\tpoints.push({\n\t\t\tx: cx + r * Math.cos(angle),\n\t\t\ty: cy + r * Math.sin(angle)\n\t\t});\n\t}\n\treturn points.map((p, i) => `${i === 0 ? \"M\" : \"L\"} ${p.x.toFixed(3)} ${p.y.toFixed(3)}`).join(\" \") + \" Z\";\n}\n/**\n* Generates an SVG path string for a parametric arrow pointing right.\n*/\nfunction buildArrowPath(w, h, headWidth, headLength, shaftWidth, strokeWidth = 0) {\n\tconst inset = strokeWidth > 0 ? strokeWidth / 2 : 0;\n\tconst boxW = Math.max(1, w - strokeWidth);\n\tconst boxH = Math.max(1, h - strokeWidth);\n\tconst cy = h / 2;\n\tconst hw = Math.min(boxH, Math.max(4, headWidth));\n\tconst hl = Math.min(boxW * .9, Math.max(4, headLength));\n\tconst sw = Math.min(hw * .95, Math.max(2, shaftWidth));\n\tconst leftX = inset;\n\tconst rightX = inset + boxW;\n\tconst headBaseX = rightX - hl;\n\tconst topShaftY = cy - sw / 2;\n\tconst bottomShaftY = cy + sw / 2;\n\tconst topHeadY = cy - hw / 2;\n\tconst bottomHeadY = cy + hw / 2;\n\treturn [\n\t\t`M ${leftX.toFixed(2)} ${topShaftY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${topShaftY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${topHeadY.toFixed(2)}`,\n\t\t`L ${rightX.toFixed(2)} ${cy.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomHeadY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t`L ${leftX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t\"Z\"\n\t].join(\" \");\n}\n/**\n* Calculates linear gradient coordinate vector from an angle in degrees.\n*/\nfunction calculateLinearGradientCoords(angleDeg = 0) {\n\tconst rad = angleDeg * Math.PI / 180;\n\tconst cos = Math.cos(rad);\n\tconst sin = Math.sin(rad);\n\tconst x1 = ((.5 - cos * .5) * 100).toFixed(2);\n\tconst y1 = ((.5 - sin * .5) * 100).toFixed(2);\n\tconst x2 = ((.5 + cos * .5) * 100).toFixed(2);\n\tconst y2 = ((.5 + sin * .5) * 100).toFixed(2);\n\treturn {\n\t\tx1: `${x1}%`,\n\t\ty1: `${y1}%`,\n\t\tx2: `${x2}%`,\n\t\ty2: `${y2}%`\n\t};\n}\n/**\n* Builds the complete shape geometry path for any ShapeGenerator config.\n*/\nfunction generateShapePath(config) {\n\tconst width = Math.max(1, config.width ?? 500);\n\tconst height = Math.max(1, config.height ?? 500);\n\tconst strokeWidth = config.strokeWidth ?? 0;\n\tswitch (config.shapeType) {\n\t\tcase \"Rectangle\": return buildRectanglePath(width, height, config.radiusTL ?? 0, config.radiusTR ?? 0, config.radiusBR ?? 0, config.radiusBL ?? 0, strokeWidth);\n\t\tcase \"Ellipse\": return buildEllipsePath(width, height, strokeWidth);\n\t\tcase \"Polygon\": return buildPolygonPath(width, height, config.polygonSides ?? 5, strokeWidth);\n\t\tcase \"Star\": return buildStarPath(width, height, config.starPoints ?? 5, config.starInnerRadius ?? .5, strokeWidth);\n\t\tcase \"Arrow\": return buildArrowPath(width, height, config.arrowHeadWidth ?? 40, config.arrowHeadLength ?? 40, config.arrowShaftWidth ?? 20, strokeWidth);\n\t\tcase \"CustomPath\": return config.customPath?.trim() || buildRectanglePath(width, height, 0, 0, 0, 0, strokeWidth);\n\t\tdefault: return buildRectanglePath(width, height, 0, 0, 0, 0, strokeWidth);\n\t}\n}\n\n//#endregion\n//#region src/shared/svg-generator.ts\n/**\n* Generates an SVG string representation of the parametric shape configuration.\n*/\nfunction generateShapeSvg(config) {\n\tconst width = Math.max(1, config.width ?? 500);\n\tconst height = Math.max(1, config.height ?? 500);\n\tconst pathD = generateShapePath(config);\n\tconst fillType = config.fillType ?? \"solid\";\n\tconst fillColor = config.fillColor ?? \"#3b82f6\";\n\tconst gradientEndColor = config.gradientEndColor ?? \"#1d4ed8\";\n\tconst gradientAngle = config.gradientAngle ?? 0;\n\tconst strokeColor = config.strokeColor ?? \"#ffffff\";\n\tconst strokeWidth = Math.max(0, config.strokeWidth ?? 0);\n\tconst strokeDashArray = config.strokeDashArray?.trim();\n\tconst strokeLineCap = config.strokeLineCap ?? \"round\";\n\tconst strokeLineJoin = config.strokeLineJoin ?? \"round\";\n\tconst strokeDashOffset = config.strokeDashOffset ?? 0;\n\tconst rotation = config.rotation ?? 0;\n\tconst opacity = Math.max(0, Math.min(1, config.opacity ?? 1));\n\tconst customPathScale = config.shapeType === \"CustomPath\" ? config.customPathScale ?? 1 : 1;\n\tconst gradId = `gw_shape_grad_${Math.abs(Math.round(gradientAngle) * 31 + (fillType === \"linear\" ? 1 : 2))}`;\n\tlet defs = \"\";\n\tlet fillAttr = fillColor;\n\tif (fillType === \"none\") fillAttr = \"none\";\n\telse if (fillType === \"linear\") {\n\t\tconst coords = calculateLinearGradientCoords(gradientAngle);\n\t\tdefs = `<defs><linearGradient id=\"${gradId}\" x1=\"${coords.x1}\" y1=\"${coords.y1}\" x2=\"${coords.x2}\" y2=\"${coords.y2}\"><stop offset=\"0%\" stop-color=\"${fillColor}\"/><stop offset=\"100%\" stop-color=\"${gradientEndColor}\"/></linearGradient></defs>`;\n\t\tfillAttr = `url(#${gradId})`;\n\t} else if (fillType === \"radial\") {\n\t\tdefs = `<defs><radialGradient id=\"${gradId}\" cx=\"50%\" cy=\"50%\" r=\"50%\"><stop offset=\"0%\" stop-color=\"${fillColor}\"/><stop offset=\"100%\" 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{"version":3,"file":"renderer-C98XwEIr.mjs","names":[],"sources":["../../../nodes/node-shape-generator/dist/renderers-CpnJ1Qiz.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { drawSvgNode } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/geometry.ts\n/**\n* Scale corner radii proportionally if their sum exceeds the box dimensions (W3C CSS standard).\n*/\nfunction normalizeCornerRadii(w, h, rTL, rTR, rBR, rBL) {\n\tconst topSum = rTL + rTR;\n\tconst bottomSum = rBL + rBR;\n\tconst leftSum = rTL + rBL;\n\tconst rightSum = rTR + rBR;\n\tlet scale = 1;\n\tif (topSum > w && topSum > 0) scale = Math.min(scale, w / topSum);\n\tif (bottomSum > w && bottomSum > 0) scale = Math.min(scale, w / bottomSum);\n\tif (leftSum > h && leftSum > 0) scale = Math.min(scale, h / leftSum);\n\tif (rightSum > h && rightSum > 0) scale = Math.min(scale, h / rightSum);\n\treturn [\n\t\tMath.max(0, rTL * scale),\n\t\tMath.max(0, rTR * scale),\n\t\tMath.max(0, rBR * scale),\n\t\tMath.max(0, rBL * scale)\n\t];\n}\n/**\n* Generates an SVG path string for a rounded rectangle with 4 independent corner radii.\n*/\nfunction buildRectanglePath(w, h, rTL, rTR, rBR, rBL, strokeWidth = 0) {\n\tconst inset = strokeWidth > 0 ? strokeWidth / 2 : 0;\n\tconst x = inset;\n\tconst y = inset;\n\tconst boxW = Math.max(.1, w - strokeWidth);\n\tconst boxH = Math.max(.1, h - strokeWidth);\n\tconst [rtl, rtr, rbr, rbl] = normalizeCornerRadii(boxW, boxH, rTL, rTR, rBR, rBL);\n\treturn [\n\t\t`M ${x + rtl} ${y}`,\n\t\t`L ${x + boxW - rtr} ${y}`,\n\t\trtr > 0 ? `A ${rtr} ${rtr} 0 0 1 ${x + boxW} ${y + rtr}` : \"\",\n\t\t`L ${x + boxW} ${y + boxH - rbr}`,\n\t\trbr > 0 ? `A ${rbr} ${rbr} 0 0 1 ${x + boxW - rbr} ${y + boxH}` : \"\",\n\t\t`L ${x + rbl} ${y + boxH}`,\n\t\trbl > 0 ? `A ${rbl} ${rbl} 0 0 1 ${x} ${y + boxH - rbl}` : \"\",\n\t\t`L ${x} ${y + rtl}`,\n\t\trtl > 0 ? `A ${rtl} ${rtl} 0 0 1 ${x + rtl} ${y}` : \"\",\n\t\t\"Z\"\n\t].filter(Boolean).join(\" \");\n}\n/**\n* Generates an SVG path string for an ellipse/circle.\n*/\nfunction buildEllipsePath(w, h, strokeWidth = 0) {\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst rx = Math.max(.1, (w - strokeWidth) / 2);\n\tconst ry = Math.max(.1, (h - strokeWidth) / 2);\n\treturn `M ${cx - rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx + rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx - rx} ${cy} Z`;\n}\n/**\n* Generates an SVG path string for a regular polygon with N sides.\n*/\nfunction buildPolygonPath(w, h, sides, strokeWidth = 0) {\n\tconst n = Math.max(3, Math.min(64, Math.floor(sides)));\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst radius = Math.max(.1, Math.min(w - strokeWidth, h - strokeWidth) / 2);\n\tconst points = [];\n\tconst angleStep = 2 * Math.PI / n;\n\tconst startAngle = -Math.PI / 2;\n\tfor (let i = 0; i < n; i++) {\n\t\tconst angle = startAngle + i * angleStep;\n\t\tpoints.push({\n\t\t\tx: cx + radius * Math.cos(angle),\n\t\t\ty: cy + radius * Math.sin(angle)\n\t\t});\n\t}\n\treturn points.map((p, i) => `${i === 0 ? \"M\" : \"L\"} ${p.x.toFixed(3)} ${p.y.toFixed(3)}`).join(\" \") + \" Z\";\n}\n/**\n* Generates an SVG path string for a star with N spikes and configurable inner radius ratio.\n*/\nfunction buildStarPath(w, h, pointsCount, innerRadiusRatio, strokeWidth = 0) {\n\tconst n = Math.max(3, Math.min(64, Math.floor(pointsCount)));\n\tconst ratio = Math.max(.01, Math.min(.99, innerRadiusRatio));\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst outerRadius = Math.max(.1, Math.min(w - strokeWidth, h - strokeWidth) / 2);\n\tconst innerRadius = outerRadius * ratio;\n\tconst points = [];\n\tconst totalVertices = n * 2;\n\tconst angleStep = Math.PI / n;\n\tconst startAngle = -Math.PI / 2;\n\tfor (let i = 0; i < totalVertices; i++) {\n\t\tconst r = i % 2 === 0 ? outerRadius : innerRadius;\n\t\tconst angle = startAngle + i * angleStep;\n\t\tpoints.push({\n\t\t\tx: cx + r * Math.cos(angle),\n\t\t\ty: cy + r * Math.sin(angle)\n\t\t});\n\t}\n\treturn points.map((p, i) => `${i === 0 ? \"M\" : \"L\"} ${p.x.toFixed(3)} ${p.y.toFixed(3)}`).join(\" \") + \" Z\";\n}\n/**\n* Generates an SVG path string for a parametric arrow pointing right.\n*/\nfunction buildArrowPath(w, h, headWidth, headLength, shaftWidth, strokeWidth = 0) {\n\tconst inset = strokeWidth > 0 ? strokeWidth / 2 : 0;\n\tconst boxW = Math.max(1, w - strokeWidth);\n\tconst boxH = Math.max(1, h - strokeWidth);\n\tconst cy = h / 2;\n\tconst hw = Math.min(boxH, Math.max(4, headWidth));\n\tconst hl = Math.min(boxW * .9, Math.max(4, headLength));\n\tconst sw = Math.min(hw * .95, Math.max(2, shaftWidth));\n\tconst leftX = inset;\n\tconst rightX = inset + boxW;\n\tconst headBaseX = rightX - hl;\n\tconst topShaftY = cy - sw / 2;\n\tconst bottomShaftY = cy + sw / 2;\n\tconst topHeadY = cy - hw / 2;\n\tconst bottomHeadY = cy + hw / 2;\n\treturn [\n\t\t`M ${leftX.toFixed(2)} ${topShaftY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${topShaftY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${topHeadY.toFixed(2)}`,\n\t\t`L ${rightX.toFixed(2)} ${cy.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomHeadY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t`L ${leftX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t\"Z\"\n\t].join(\" \");\n}\n/**\n* Calculates linear gradient coordinate vector from an angle in degrees.\n*/\nfunction calculateLinearGradientCoords(angleDeg = 0) {\n\tconst rad = angleDeg * Math.PI / 180;\n\tconst cos = Math.cos(rad);\n\tconst sin = Math.sin(rad);\n\tconst x1 = ((.5 - cos * .5) * 100).toFixed(2);\n\tconst y1 = ((.5 - sin * .5) * 100).toFixed(2);\n\tconst x2 = ((.5 + cos * .5) * 100).toFixed(2);\n\tconst y2 = ((.5 + sin * .5) * 100).toFixed(2);\n\treturn {\n\t\tx1: `${x1}%`,\n\t\ty1: `${y1}%`,\n\t\tx2: `${x2}%`,\n\t\ty2: `${y2}%`\n\t};\n}\n/**\n* Builds the complete shape geometry path for any ShapeGenerator config.\n*/\nfunction generateShapePath(config) {\n\tconst width = Math.max(1, config.width ?? 500);\n\tconst height = Math.max(1, config.height ?? 500);\n\tconst strokeWidth = config.strokeWidth ?? 0;\n\tswitch (config.shapeType) {\n\t\tcase \"Rectangle\": return buildRectanglePath(width, height, config.radiusTL ?? 0, config.radiusTR ?? 0, config.radiusBR ?? 0, config.radiusBL ?? 0, strokeWidth);\n\t\tcase \"Ellipse\": return buildEllipsePath(width, height, strokeWidth);\n\t\tcase \"Polygon\": return buildPolygonPath(width, height, config.polygonSides ?? 5, strokeWidth);\n\t\tcase \"Star\": return buildStarPath(width, height, config.starPoints ?? 5, config.starInnerRadius ?? .5, strokeWidth);\n\t\tcase \"Arrow\": return buildArrowPath(width, height, config.arrowHeadWidth ?? 40, config.arrowHeadLength ?? 40, config.arrowShaftWidth ?? 20, strokeWidth);\n\t\tcase \"CustomPath\": return config.customPath?.trim() || buildRectanglePath(width, height, 0, 0, 0, 0, strokeWidth);\n\t\tdefault: return buildRectanglePath(width, height, 0, 0, 0, 0, strokeWidth);\n\t}\n}\n\n//#endregion\n//#region src/shared/svg-generator.ts\n/**\n* Generates an SVG string representation of the parametric shape configuration.\n*/\nfunction generateShapeSvg(config) {\n\tconst width = Math.max(1, config.width ?? 500);\n\tconst height = Math.max(1, config.height ?? 500);\n\tconst pathD = generateShapePath(config);\n\tconst fillType = config.fillType ?? \"solid\";\n\tconst fillColor = config.fillColor ?? \"#3b82f6\";\n\tconst gradientEndColor = config.gradientEndColor ?? \"#1d4ed8\";\n\tconst gradientAngle = config.gradientAngle ?? 0;\n\tconst strokeColor = config.strokeColor ?? \"#ffffff\";\n\tconst strokeWidth = Math.max(0, config.strokeWidth ?? 0);\n\tconst strokeDashArray = config.strokeDashArray?.trim();\n\tconst strokeLineCap = config.strokeLineCap ?? \"round\";\n\tconst strokeLineJoin = config.strokeLineJoin ?? \"round\";\n\tconst strokeDashOffset = config.strokeDashOffset ?? 0;\n\tconst rotation = config.rotation ?? 0;\n\tconst opacity = 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stop-color=\"${gradientEndColor}\"/></radialGradient></defs>`;\n\t\tfillAttr = `url(#${gradId})`;\n\t}\n\tconst strokeAttrs = strokeWidth > 0 ? `stroke=\"${strokeColor}\" stroke-width=\"${strokeWidth}\" stroke-linecap=\"${strokeLineCap}\" stroke-linejoin=\"${strokeLineJoin}\" ${strokeDashArray ? `stroke-dasharray=\"${strokeDashArray}\"` : \"\"} ${strokeDashOffset ? `stroke-dashoffset=\"${strokeDashOffset}\"` : \"\"}` : \"stroke=\\\"none\\\"\";\n\tconst cx = width / 2;\n\tconst cy = height / 2;\n\tconst transformParts = [];\n\tif (rotation !== 0) transformParts.push(`rotate(${rotation} ${cx} ${cy})`);\n\tif (customPathScale !== 1) transformParts.push(`scale(${customPathScale})`);\n\tconst transformAttr = transformParts.length > 0 ? `transform=\"${transformParts.join(\" \")}\"` : \"\";\n\tconst opacityAttr = opacity < 1 ? `opacity=\"${opacity}\"` : \"\";\n\treturn `<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 ${width} ${height}\" width=\"${width}\" height=\"${height}\">${defs}<g ${transformAttr} ${opacityAttr}><path d=\"${pathD}\" fill=\"${fillAttr}\" ${strokeAttrs} /></g></svg>`;\n}\n/**\n* Encodes the SVG into a base64 data URL for robust cross-environment rendering.\n*/\nfunction generateShapeSvgDataUrl(config) {\n\tconst svgString = generateShapeSvg(config);\n\tif (typeof Buffer !== \"undefined\") return `data:image/svg+xml;base64,${Buffer.from(svgString).toString(\"base64\")}`;\n\treturn `data:image/svg+xml;base64,${btoa(unescape(encodeURIComponent(svgString)))}`;\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst ShapeGeneratorWebGPURenderer = async (args) => {\n\tconst { ctx, pass, props, targetWidth, targetHeight } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (!op || op.op !== \"ShapeGenerator\" && op.op !== \"source\") return;\n\tconst svgDataUrl = generateShapeSvgDataUrl(op);\n\tconst width = targetWidth > 0 ? targetWidth : op.width ?? 500;\n\tconst height = targetHeight > 0 ? 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{"version":3,"file":"renderer-6g1ri445.mjs","names":[],"sources":["../../../nodes/node-painterly/dist/renderers-DhYrtjqf.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Painterly\";\nconst UNIFORM_FLOATS = 12;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 3> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet style = u32(u.v[1].x + 0.5);\n\tlet radius = u.v[1].y;\n\tlet edgeDarkening = u.v[1].z;\n\tlet paper = u.v[1].w;\n\tlet saturation = u.v[2].x;\n\n\tlet R = res();\n\tlet r = i32(radius);\n\tvar mean = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar sq = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar a = 0.0;\n\tfor (var j = -r; j <= r; j++) {\n\t\tfor (var i = -r; i <= r; i++) {\n\t\t\tlet c = sampleS(in.uv + vec2<f32>(f32(i), f32(j)) / R);\n\t\t\ta += c.a;\n\t\t\tlet q = select(select(3, 2, i <= 0), select(1, 0, i <= 0), j <= 0);\n\t\t\tmean[q] += c.rgb;\n\t\t\tsq[q] += c.rgb * c.rgb;\n\t\t}\n\t}\n\tlet n = f32((r + 1) * (r + 1));\n\tvar best = vec3<f32>(0.0);\n\tvar bestV = 1e9;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet m = mean[k] / n;\n\t\tlet v = sq[k] / n - m * m;\n\t\tlet vs = v.r + v.g + v.b;\n\t\tif (vs < bestV) { bestV = vs; best = m; }\n\t}\n\tvar rgb = best;\n\tlet grain = vnoise(in.uv * R / 3.0) * 0.6 + vnoise(in.uv * R / 11.0) * 0.4;\n\tif (style == 1u) {\n\t\trgb = mix(rgb, vec3<f32>(1.0), 0.06);\n\t\trgb *= 1.0 - edgeDarkening * 0.45 * smoothstep(0.004, 0.05, sqrt(max(bestV, 0.0)));\n\t\trgb *= 1.0 - paper * 0.18 * (grain - 0.5);\n\t} else {\n\t\trgb *= 1.0 - paper * 0.1 * (grain - 0.5);\n\t}\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet alpha = a / f32((2 * r + 1) * (2 * r + 1));\n\treturn premul(vec4<f32>(rgb, alpha));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\"oil\", \"watercolor\"].indexOf(String(raw.style ?? \"oil\")));\n\tdata[5] = num(raw.radius, 5);\n\tdata[6] = num(raw.edgeDarkening, .5);\n\tdata[7] = 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{"version":3,"file":"renderer-CC22Djgi.mjs","names":[],"sources":["../../../nodes/node-painterly/dist/renderers-DhYrtjqf.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Painterly\";\nconst UNIFORM_FLOATS = 12;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 3> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet style = u32(u.v[1].x + 0.5);\n\tlet radius = u.v[1].y;\n\tlet edgeDarkening = u.v[1].z;\n\tlet paper = u.v[1].w;\n\tlet saturation = u.v[2].x;\n\n\tlet R = res();\n\tlet r = i32(radius);\n\tvar mean = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar sq = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar a = 0.0;\n\tfor (var j = -r; j <= r; j++) {\n\t\tfor (var i = -r; i <= r; i++) {\n\t\t\tlet c = sampleS(in.uv + vec2<f32>(f32(i), f32(j)) / R);\n\t\t\ta += c.a;\n\t\t\tlet q = select(select(3, 2, i <= 0), select(1, 0, i <= 0), j <= 0);\n\t\t\tmean[q] += c.rgb;\n\t\t\tsq[q] += c.rgb * c.rgb;\n\t\t}\n\t}\n\tlet n = f32((r + 1) * (r + 1));\n\tvar best = vec3<f32>(0.0);\n\tvar bestV = 1e9;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet m = mean[k] / n;\n\t\tlet v = sq[k] / n - m * m;\n\t\tlet vs = v.r + v.g + v.b;\n\t\tif (vs < bestV) { bestV = vs; best = m; }\n\t}\n\tvar rgb = best;\n\tlet grain = vnoise(in.uv * R / 3.0) * 0.6 + vnoise(in.uv * R / 11.0) * 0.4;\n\tif (style == 1u) {\n\t\trgb = mix(rgb, vec3<f32>(1.0), 0.06);\n\t\trgb *= 1.0 - edgeDarkening * 0.45 * smoothstep(0.004, 0.05, sqrt(max(bestV, 0.0)));\n\t\trgb *= 1.0 - paper * 0.18 * (grain - 0.5);\n\t} else {\n\t\trgb *= 1.0 - paper * 0.1 * (grain - 0.5);\n\t}\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet alpha = a / f32((2 * r + 1) * (2 * r + 1));\n\treturn premul(vec4<f32>(rgb, alpha));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\"oil\", \"watercolor\"].indexOf(String(raw.style ?? \"oil\")));\n\tdata[5] = num(raw.radius, 5);\n\tdata[6] = num(raw.edgeDarkening, .5);\n\tdata[7] = num(raw.paper, .3);\n\tdata[8] = num(raw.saturation, 1.05);\n}\nconst PainterlyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: PainterlyWebGPURenderer });\n\n//#endregion\nexport { PainterlyWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-FvvywNvv.mjs","names":[],"sources":["../../../nodes/node-curves/dist/renderers-DzdBU1io.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/spline.ts\n/**\n* Solves the Fritsch-Carlson Monotonic Cubic Hermite Spline interpolation\n* for a set of control points. Returns an interpolation function.\n*/\nfunction solveMonotonicSpline(points) {\n\tconst pts = [...points].sort((a, b) => a.x - b.x);\n\tconst uniquePts = [];\n\tfor (const p of pts) if (uniquePts.length === 0 || Math.abs(p.x - uniquePts[uniquePts.length - 1].x) > 1e-6) uniquePts.push(p);\n\tconst n = uniquePts.length;\n\tif (n === 0) return (x) => x;\n\tif (n === 1) return () => uniquePts[0].y;\n\tconst dx = new Float32Array(n - 1);\n\tconst dy = new Float32Array(n - 1);\n\tconst ms = new Float32Array(n - 1);\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tdx[i] = uniquePts[i + 1].x - uniquePts[i].x;\n\t\tdy[i] = uniquePts[i + 1].y - uniquePts[i].y;\n\t\tms[i] = dy[i] / dx[i];\n\t}\n\tconst tangents = new Float32Array(n);\n\ttangents[0] = ms[0];\n\tfor (let i = 1; i < n - 1; i++) tangents[i] = (ms[i - 1] + ms[i]) / 2;\n\ttangents[n - 1] = ms[n - 2];\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tconst m = ms[i];\n\t\tif (Math.abs(m) < 1e-9) {\n\t\t\ttangents[i] = 0;\n\t\t\ttangents[i + 1] = 0;\n\t\t} else {\n\t\t\tconst alpha = tangents[i] / m;\n\t\t\tconst beta = tangents[i + 1] / m;\n\t\t\tconst alphaSq = alpha * alpha;\n\t\t\tconst betaSq = beta * beta;\n\t\t\tif (alphaSq + betaSq > 9) {\n\t\t\t\tconst tau = 3 / Math.sqrt(alphaSq + betaSq);\n\t\t\t\ttangents[i] = tau * alpha * m;\n\t\t\t\ttangents[i + 1] = tau * beta * m;\n\t\t\t}\n\t\t}\n\t}\n\treturn (x) => {\n\t\tif (x <= uniquePts[0].x) return uniquePts[0].y;\n\t\tif (x >= uniquePts[n - 1].x) return uniquePts[n - 1].y;\n\t\tlet low = 0;\n\t\tlet high = n - 2;\n\t\tlet idx = 0;\n\t\twhile (low <= high) {\n\t\t\tconst mid = low + high >> 1;\n\t\t\tif (x >= uniquePts[mid].x && x <= uniquePts[mid + 1].x) {\n\t\t\t\tidx = mid;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif (x < uniquePts[mid].x) high = mid - 1;\n\t\t\telse low = mid + 1;\n\t\t}\n\t\tconst h = dx[idx];\n\t\tconst t = (x - uniquePts[idx].x) / h;\n\t\tconst t2 = t * t;\n\t\tconst t3 = t2 * t;\n\t\tconst h00 = 2 * t3 - 3 * t2 + 1;\n\t\tconst h10 = t3 - 2 * t2 + t;\n\t\tconst h01 = -2 * t3 + 3 * t2;\n\t\tconst h11 = t3 - t2;\n\t\tconst y = uniquePts[idx].y * h00 + h * tangents[idx] * h10 + uniquePts[idx + 1].y * h01 + h * tangents[idx + 1] * h11;\n\t\treturn Math.max(0, Math.min(1, y));\n\t};\n}\n\n//#endregion\n//#region src/renderers/histogram-computer.ts\nconst PER_CHAN_SIZE = 256 * 4;\nconst HISTOGRAM_COMPUTE_SHADER = `\n@group(0) @binding(0) var t_src: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> bins_r: array<atomic<u32>, 256>;\n@group(0) @binding(2) var<storage, read_write> bins_g: array<atomic<u32>, 256>;\n@group(0) @binding(3) var<storage, read_write> bins_b: array<atomic<u32>, 256>;\n@group(0) @binding(4) var<storage, read_write> bins_luma: array<atomic<u32>, 256>;\n\n@compute @workgroup_size(8, 8)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tlet dims = textureDimensions(t_src, 0);\n\tif (gid.x >= dims.x || gid.y >= dims.y) { return; }\n\n\tlet color = textureLoad(t_src, vec2<u32>(gid.x, gid.y), 0);\n\tlet a = color.a;\n\tif (a < 1e-5) { return; }\n\n\tlet rgb = color.rgb / a;\n\n\tlet ri = u32(clamp(rgb.r * 255.0, 0.0, 255.0));\n\tlet gi = u32(clamp(rgb.g * 255.0, 0.0, 255.0));\n\tlet bi = u32(clamp(rgb.b * 255.0, 0.0, 255.0));\n\tlet luma = 0.2126 * rgb.r + 0.7152 * rgb.g + 0.0722 * rgb.b;\n\tlet lumai = u32(clamp(luma * 255.0, 0.0, 255.0));\n\n\tatomicAdd(&bins_r[ri], 1u);\n\tatomicAdd(&bins_g[gi], 1u);\n\tatomicAdd(&bins_b[bi], 1u);\n\tatomicAdd(&bins_luma[lumai], 1u);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getHistogramResources(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst bindGroupLayout = device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\ttexture: {\n\t\t\t\t\tsampleType: \"float\",\n\t\t\t\t\tviewDimension: \"2d\"\n\t\t\t\t}\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t}\n\t\t] });\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"histogram.wgsl\",\n\t\t\tcode: HISTOGRAM_COMPUTE_SHADER\n\t\t});\n\t\tres = {\n\t\t\tpipeline: device.createComputePipeline({\n\t\t\t\tlabel: \"HistogramPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),\n\t\t\t\tcompute: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"main\"\n\t\t\t\t}\n\t\t\t}),\n\t\t\tbindGroupLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst histogramCallbacks = /* @__PURE__ */ new Map();\nconst inflight = /* @__PURE__ */ new Set();\n/**\n* Records histogram compute + buffer copy commands into the provided encoder.\n* The async readback fires after the queue processes the encoder's commands.\n* This ensures the source texture data is valid when the compute pass reads it.\n*/\nfunction computeHistogramFromEncoder(device, encoder, srcTexture, nodeId) {\n\tif (!histogramCallbacks.get(nodeId)) return;\n\tif (inflight.has(nodeId)) return;\n\tinflight.add(nodeId);\n\tconst { pipeline, bindGroupLayout } = getHistogramResources(device);\n\tconst makeStorage = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t});\n\tconst bufR = makeStorage();\n\tconst bufG = makeStorage();\n\tconst bufB = makeStorage();\n\tconst bufLuma = makeStorage();\n\tencoder.clearBuffer(bufR);\n\tencoder.clearBuffer(bufG);\n\tencoder.clearBuffer(bufB);\n\tencoder.clearBuffer(bufLuma);\n\tconst bindGroup = device.createBindGroup({\n\t\tlayout: bindGroupLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: srcTexture.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: { buffer: bufR }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: { buffer: bufG }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: { buffer: bufB }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: { buffer: bufLuma }\n\t\t\t}\n\t\t]\n\t});\n\tconst pass = encoder.beginComputePass({ label: \"histogram-pass\" });\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, bindGroup);\n\tpass.dispatchWorkgroups(Math.ceil(srcTexture.width / 8), Math.ceil(srcTexture.height / 8));\n\tpass.end();\n\tconst makeReadback = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST\n\t});\n\tconst rbR = makeReadback();\n\tconst rbG = makeReadback();\n\tconst rbB = makeReadback();\n\tconst rbLuma = makeReadback();\n\tencoder.copyBufferToBuffer(bufR, 0, rbR, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufG, 0, rbG, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufB, 0, rbB, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufLuma, 0, rbLuma, 0, PER_CHAN_SIZE);\n\tdevice.queue.onSubmittedWorkDone().then(() => {\n\t\treturn Promise.all([\n\t\t\trbR.mapAsync(GPUMapMode.READ),\n\t\t\trbG.mapAsync(GPUMapMode.READ),\n\t\t\trbB.mapAsync(GPUMapMode.READ),\n\t\t\trbLuma.mapAsync(GPUMapMode.READ)\n\t\t]);\n\t}).then(() => {\n\t\tconst r = new Uint32Array(rbR.getMappedRange().slice(0));\n\t\tconst g = new Uint32Array(rbG.getMappedRange().slice(0));\n\t\tconst b = new Uint32Array(rbB.getMappedRange().slice(0));\n\t\tconst luma = new Uint32Array(rbLuma.getMappedRange().slice(0));\n\t\trbR.unmap();\n\t\trbG.unmap();\n\t\trbB.unmap();\n\t\trbLuma.unmap();\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t\tconst currentCb = histogramCallbacks.get(nodeId);\n\t\tif (currentCb) currentCb({\n\t\t\tr,\n\t\t\tg,\n\t\t\tb,\n\t\t\tluma\n\t\t});\n\t}).catch(() => {\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t});\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_SIZE = 1024;\nconst LUT_FORMAT = \"rgba8unorm\";\nconst LUT_BYTES_PER_ROW = LUT_SIZE * 4;\nconst CURVES_RGB_SHADER = `\n${FULLSCREEN_QUAD_WGSL}\n\n@group(0) @binding(0) var t_lut : texture_2d<f32>;\n@group(0) @binding(1) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_r = (rgb.r * (N - 1.0) + 0.5) / N;\n\tlet uv_g = (rgb.g * (N - 1.0) + 0.5) / N;\n\tlet uv_b = (rgb.b * (N - 1.0) + 0.5) / N;\n\n\tlet r_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_r, 0.5), 0.0).r;\n\tlet g_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_g, 0.5), 0.0).g;\n\tlet b_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_b, 0.5), 0.0).b;\n\n\tlet graded = vec3<f32>(r_graded, g_graded, b_graded);\n\treturn vec4<f32>(graded * src.a, src.a);\n}\n`;\nconst CURVES_HSL_SHADER = `\nstruct Uniforms {\n\tmode: u32,\n\tpad0: u32,\n\tpad1: u32,\n\tpad2: u32,\n};\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var t_lut : texture_2d<f32>;\n@group(0) @binding(2) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n${FULLSCREEN_QUAD_WGSL}\n\nfn rgb_to_hsl(rgb: vec3<f32>) -> vec3<f32> {\n\tlet r = rgb.r; let g = rgb.g; let b = rgb.b;\n\tlet cmax = max(r, max(g, b));\n\tlet cmin = min(r, min(g, b));\n\tlet delta = cmax - cmin;\n\n\tvar h = 0.0;\n\tvar s = 0.0;\n\tlet l = (cmax + cmin) * 0.5;\n\n\tif (delta > 1e-5) {\n\t\ts = delta / (1.0 - abs(2.0 * l - 1.0));\n\t\tif (cmax == r) {\n\t\t\th = ((g - b) / delta) % 6.0;\n\t\t} else if (cmax == g) {\n\t\t\th = (b - r) / delta + 2.0;\n\t\t} else {\n\t\t\th = (r - g) / delta + 4.0;\n\t\t}\n\t\th = h / 6.0;\n\t\tif (h < 0.0) { h = h + 1.0; }\n\t}\n\treturn vec3<f32>(h, s, l);\n}\n\nfn hsl_to_rgb(hsl: vec3<f32>) -> vec3<f32> {\n\tlet h = hsl.x; let s = hsl.y; let l = hsl.z;\n\tlet c = (1.0 - abs(2.0 * l - 1.0)) * s;\n\tlet x = c * (1.0 - abs((h * 6.0) % 2.0 - 1.0));\n\tlet m = l - c * 0.5;\n\n\tvar rgb = vec3<f32>(0.0);\n\tlet hi = u32(h * 6.0) % 6u;\n\tif (hi == 0u) { rgb = vec3<f32>(c, x, 0.0); }\n\telse if (hi == 1u) { rgb = vec3<f32>(x, c, 0.0); }\n\telse if (hi == 2u) { rgb = vec3<f32>(0.0, c, x); }\n\telse if (hi == 3u) { rgb = vec3<f32>(0.0, x, c); }\n\telse if (hi == 4u) { rgb = vec3<f32>(x, 0.0, c); }\n\telse { rgb = vec3<f32>(c, 0.0, x); }\n\treturn rgb + vec3<f32>(m);\n}\n\nfn lut_sample(x: f32) -> f32 {\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_x = (x * (N - 1.0) + 0.5) / N;\n\treturn textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_x, 0.5), 0.0).r;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\tlet hsl = rgb_to_hsl(rgb);\n\n\tvar out_hsl = hsl;\n\n\tif (u.mode == 0u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.x = fract(hsl.x + (adj - 0.5) * 2.0);\n\t} else if (u.mode == 1u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else if (u.mode == 2u) {\n\t\tlet adj = lut_sample(hsl.z);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else {\n\t\tlet adj = lut_sample(hsl.y);\n\t\tout_hsl.y = clamp(adj, 0.0, 1.0);\n\t}\n\n\tlet out_rgb = clamp(hsl_to_rgb(out_hsl), vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(out_rgb * src.a, src.a);\n}\n`;\nconst rgbResourceCache = /* @__PURE__ */ new WeakMap();\nconst hslResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getRgbResources(device, format) {\n\tlet res = rgbResourceCache.get(device);\n\tif (!res) {\n\t\tconst lutBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesRgbPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-rgb.wgsl\",\n\t\t\t\t\tcode: CURVES_RGB_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [lutBGL, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tlutBindGroupLayout: lutBGL,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\trgbResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getHslResources(device, format) {\n\tlet res = hslResourceCache.get(device);\n\tif (!res) {\n\t\tconst uniformLayout = fragmentBindGroupLayout(device, [\n\t\t\t\"uniform\",\n\t\t\t\"texture\",\n\t\t\t\"sampler\"\n\t\t]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesHslPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-hsl.wgsl\",\n\t\t\t\t\tcode: CURVES_HSL_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [uniformLayout, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tuniformLayout,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\thslResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst LUT_CACHE_LIMIT = 32;\nconst deviceTextureCache = /* @__PURE__ */ new WeakMap();\nfunction getLut(device, configKey, build) {\n\tlet cache = deviceTextureCache.get(device);\n\tif (!cache) {\n\t\tcache = /* @__PURE__ */ new Map();\n\t\tdeviceTextureCache.set(device, cache);\n\t}\n\tconst hit = cache.get(configKey);\n\tif (hit) {\n\t\tcache.delete(configKey);\n\t\tcache.set(configKey, hit);\n\t\treturn hit;\n\t}\n\tconst texture = build();\n\tcache.set(configKey, texture);\n\tif (cache.size > LUT_CACHE_LIMIT) {\n\t\tconst [oldestKey, oldest] = cache.entries().next().value;\n\t\tcache.delete(oldestKey);\n\t\toldest.destroy();\n\t}\n\treturn texture;\n}\nfunction buildRgbLut(device, op) {\n\tconst masterSpline = solveMonotonicSpline(op.master || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst redSpline = solveMonotonicSpline(op.red || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst greenSpline = solveMonotonicSpline(op.green || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst blueSpline = solveMonotonicSpline(op.blue || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst masterVal = masterSpline(i / (LUT_SIZE - 1));\n\t\tconst r = Math.max(0, Math.min(1, redSpline(masterVal)));\n\t\tconst g = Math.max(0, Math.min(1, greenSpline(masterVal)));\n\t\tconst b = Math.max(0, Math.min(1, blueSpline(masterVal)));\n\t\tlutData[i * 4 + 0] = Math.round(r * 255);\n\t\tlutData[i * 4 + 1] = Math.round(g * 255);\n\t\tlutData[i * 4 + 2] = Math.round(b * 255);\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nfunction buildHslLut(device, points) {\n\tconst spline = solveMonotonicSpline(points);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst u = i / (LUT_SIZE - 1);\n\t\tconst val = Math.round(Math.max(0, Math.min(1, spline(u))) * 255);\n\t\tlutData[i * 4 + 0] = val;\n\t\tlutData[i * 4 + 1] = val;\n\t\tlutData[i * 4 + 2] = val;\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nconst HSL_MODE_MAP = {\n\t\"hue-vs-hue\": 0,\n\t\"hue-vs-sat\": 1,\n\t\"lum-vs-sat\": 2,\n\t\"sat-vs-sat\": 3\n};\nconst HSL_CURVE_KEY_MAP = {\n\t\"hue-vs-hue\": \"hueVsHue\",\n\t\"hue-vs-sat\": \"hueVsSat\",\n\t\"lum-vs-sat\": \"lumVsSat\",\n\t\"sat-vs-sat\": \"satVsSat\"\n};\nconst CurvesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Curves\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.nodeId || \"curves_fallback\";\n\tconst curveType = op.curveType || \"rgb\";\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\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\tif (curveType === \"rgb\") {\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tmaster: op.master,\n\t\t\tred: op.red,\n\t\t\tgreen: op.green,\n\t\t\tblue: op.blue\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildRgbLut(ctx.device, op));\n\t\tconst { pipeline, lutBindGroupLayout, srcBindGroupLayout } = getRgbResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: lutBindGroupLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t} else {\n\t\tconst hslPoints = op[HSL_CURVE_KEY_MAP[curveType]] || [{\n\t\t\tx: 0,\n\t\t\ty: .5\n\t\t}, {\n\t\t\tx: 1,\n\t\t\ty: .5\n\t\t}];\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tpoints: hslPoints\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildHslLut(ctx.device, hslPoints));\n\t\tconst uniformData = new Uint32Array([\n\t\t\tHSL_MODE_MAP[curveType] ?? 0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t]);\n\t\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\t\tconst { pipeline, uniformLayout, srcBindGroupLayout } = getHslResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: lut.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t}\n\tcomputeHistogramFromEncoder(ctx.device, encoder, outTex, nodeId);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nconst rendererNode = defineRenderer({ WebGPURenderer: CurvesWebGPURenderer });\nvar renderers_default = rendererNode;\n\n//#endregion\nexport { renderers_default as n, solveMonotonicSpline as r, rendererNode as t };\n//# 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+
{"version":3,"file":"renderer-CHCRcCKw.mjs","names":[],"sources":["../../../nodes/node-curves/dist/renderers-DzdBU1io.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/spline.ts\n/**\n* Solves the Fritsch-Carlson Monotonic Cubic Hermite Spline interpolation\n* for a set of control points. Returns an interpolation function.\n*/\nfunction solveMonotonicSpline(points) {\n\tconst pts = [...points].sort((a, b) => a.x - b.x);\n\tconst uniquePts = [];\n\tfor (const p of pts) if (uniquePts.length === 0 || Math.abs(p.x - uniquePts[uniquePts.length - 1].x) > 1e-6) uniquePts.push(p);\n\tconst n = uniquePts.length;\n\tif (n === 0) return (x) => x;\n\tif (n === 1) return () => uniquePts[0].y;\n\tconst dx = new Float32Array(n - 1);\n\tconst dy = new Float32Array(n - 1);\n\tconst ms = new Float32Array(n - 1);\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tdx[i] = uniquePts[i + 1].x - uniquePts[i].x;\n\t\tdy[i] = uniquePts[i + 1].y - uniquePts[i].y;\n\t\tms[i] = dy[i] / dx[i];\n\t}\n\tconst tangents = new Float32Array(n);\n\ttangents[0] = ms[0];\n\tfor (let i = 1; i < n - 1; i++) tangents[i] = (ms[i - 1] + ms[i]) / 2;\n\ttangents[n - 1] = ms[n - 2];\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tconst m = ms[i];\n\t\tif (Math.abs(m) < 1e-9) {\n\t\t\ttangents[i] = 0;\n\t\t\ttangents[i + 1] = 0;\n\t\t} else {\n\t\t\tconst alpha = tangents[i] / m;\n\t\t\tconst beta = tangents[i + 1] / m;\n\t\t\tconst alphaSq = alpha * alpha;\n\t\t\tconst betaSq = beta * beta;\n\t\t\tif (alphaSq + betaSq > 9) {\n\t\t\t\tconst tau = 3 / Math.sqrt(alphaSq + betaSq);\n\t\t\t\ttangents[i] = tau * alpha * m;\n\t\t\t\ttangents[i + 1] = tau * beta * m;\n\t\t\t}\n\t\t}\n\t}\n\treturn (x) => {\n\t\tif (x <= uniquePts[0].x) return uniquePts[0].y;\n\t\tif (x >= uniquePts[n - 1].x) return uniquePts[n - 1].y;\n\t\tlet low = 0;\n\t\tlet high = n - 2;\n\t\tlet idx = 0;\n\t\twhile (low <= high) {\n\t\t\tconst mid = low + high >> 1;\n\t\t\tif (x >= uniquePts[mid].x && x <= uniquePts[mid + 1].x) {\n\t\t\t\tidx = mid;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif (x < uniquePts[mid].x) high = mid - 1;\n\t\t\telse low = mid + 1;\n\t\t}\n\t\tconst h = dx[idx];\n\t\tconst t = (x - uniquePts[idx].x) / h;\n\t\tconst t2 = t * t;\n\t\tconst t3 = t2 * t;\n\t\tconst h00 = 2 * t3 - 3 * t2 + 1;\n\t\tconst h10 = t3 - 2 * t2 + t;\n\t\tconst h01 = -2 * t3 + 3 * t2;\n\t\tconst h11 = t3 - t2;\n\t\tconst y = uniquePts[idx].y * h00 + h * tangents[idx] * h10 + uniquePts[idx + 1].y * h01 + h * tangents[idx + 1] * h11;\n\t\treturn Math.max(0, Math.min(1, y));\n\t};\n}\n\n//#endregion\n//#region src/renderers/histogram-computer.ts\nconst PER_CHAN_SIZE = 256 * 4;\nconst HISTOGRAM_COMPUTE_SHADER = `\n@group(0) @binding(0) var t_src: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> bins_r: array<atomic<u32>, 256>;\n@group(0) @binding(2) var<storage, read_write> bins_g: array<atomic<u32>, 256>;\n@group(0) @binding(3) var<storage, read_write> bins_b: array<atomic<u32>, 256>;\n@group(0) @binding(4) var<storage, read_write> bins_luma: array<atomic<u32>, 256>;\n\n@compute @workgroup_size(8, 8)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tlet dims = textureDimensions(t_src, 0);\n\tif (gid.x >= dims.x || gid.y >= dims.y) { return; }\n\n\tlet color = textureLoad(t_src, vec2<u32>(gid.x, gid.y), 0);\n\tlet a = color.a;\n\tif (a < 1e-5) { return; }\n\n\tlet rgb = color.rgb / a;\n\n\tlet ri = u32(clamp(rgb.r * 255.0, 0.0, 255.0));\n\tlet gi = u32(clamp(rgb.g * 255.0, 0.0, 255.0));\n\tlet bi = u32(clamp(rgb.b * 255.0, 0.0, 255.0));\n\tlet luma = 0.2126 * rgb.r + 0.7152 * rgb.g + 0.0722 * rgb.b;\n\tlet lumai = u32(clamp(luma * 255.0, 0.0, 255.0));\n\n\tatomicAdd(&bins_r[ri], 1u);\n\tatomicAdd(&bins_g[gi], 1u);\n\tatomicAdd(&bins_b[bi], 1u);\n\tatomicAdd(&bins_luma[lumai], 1u);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getHistogramResources(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst bindGroupLayout = device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\ttexture: {\n\t\t\t\t\tsampleType: \"float\",\n\t\t\t\t\tviewDimension: \"2d\"\n\t\t\t\t}\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t}\n\t\t] });\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"histogram.wgsl\",\n\t\t\tcode: HISTOGRAM_COMPUTE_SHADER\n\t\t});\n\t\tres = {\n\t\t\tpipeline: device.createComputePipeline({\n\t\t\t\tlabel: \"HistogramPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),\n\t\t\t\tcompute: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"main\"\n\t\t\t\t}\n\t\t\t}),\n\t\t\tbindGroupLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst histogramCallbacks = /* @__PURE__ */ new Map();\nconst inflight = /* @__PURE__ */ new Set();\n/**\n* Records histogram compute + buffer copy commands into the provided encoder.\n* The async readback fires after the queue processes the encoder's commands.\n* This ensures the source texture data is valid when the compute pass reads it.\n*/\nfunction computeHistogramFromEncoder(device, encoder, srcTexture, nodeId) {\n\tif (!histogramCallbacks.get(nodeId)) return;\n\tif (inflight.has(nodeId)) return;\n\tinflight.add(nodeId);\n\tconst { pipeline, bindGroupLayout } = getHistogramResources(device);\n\tconst makeStorage = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t});\n\tconst bufR = makeStorage();\n\tconst bufG = makeStorage();\n\tconst bufB = makeStorage();\n\tconst bufLuma = makeStorage();\n\tencoder.clearBuffer(bufR);\n\tencoder.clearBuffer(bufG);\n\tencoder.clearBuffer(bufB);\n\tencoder.clearBuffer(bufLuma);\n\tconst bindGroup = device.createBindGroup({\n\t\tlayout: bindGroupLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: srcTexture.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: { buffer: bufR }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: { buffer: bufG }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: { buffer: bufB }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: { buffer: bufLuma }\n\t\t\t}\n\t\t]\n\t});\n\tconst pass = encoder.beginComputePass({ label: \"histogram-pass\" });\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, bindGroup);\n\tpass.dispatchWorkgroups(Math.ceil(srcTexture.width / 8), Math.ceil(srcTexture.height / 8));\n\tpass.end();\n\tconst makeReadback = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST\n\t});\n\tconst rbR = makeReadback();\n\tconst rbG = makeReadback();\n\tconst rbB = makeReadback();\n\tconst rbLuma = makeReadback();\n\tencoder.copyBufferToBuffer(bufR, 0, rbR, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufG, 0, rbG, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufB, 0, rbB, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufLuma, 0, rbLuma, 0, PER_CHAN_SIZE);\n\tdevice.queue.onSubmittedWorkDone().then(() => {\n\t\treturn Promise.all([\n\t\t\trbR.mapAsync(GPUMapMode.READ),\n\t\t\trbG.mapAsync(GPUMapMode.READ),\n\t\t\trbB.mapAsync(GPUMapMode.READ),\n\t\t\trbLuma.mapAsync(GPUMapMode.READ)\n\t\t]);\n\t}).then(() => {\n\t\tconst r = new Uint32Array(rbR.getMappedRange().slice(0));\n\t\tconst g = new Uint32Array(rbG.getMappedRange().slice(0));\n\t\tconst b = new Uint32Array(rbB.getMappedRange().slice(0));\n\t\tconst luma = new Uint32Array(rbLuma.getMappedRange().slice(0));\n\t\trbR.unmap();\n\t\trbG.unmap();\n\t\trbB.unmap();\n\t\trbLuma.unmap();\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t\tconst currentCb = histogramCallbacks.get(nodeId);\n\t\tif (currentCb) currentCb({\n\t\t\tr,\n\t\t\tg,\n\t\t\tb,\n\t\t\tluma\n\t\t});\n\t}).catch(() => {\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t});\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_SIZE = 1024;\nconst LUT_FORMAT = \"rgba8unorm\";\nconst LUT_BYTES_PER_ROW = LUT_SIZE * 4;\nconst CURVES_RGB_SHADER = `\n${FULLSCREEN_QUAD_WGSL}\n\n@group(0) @binding(0) var t_lut : texture_2d<f32>;\n@group(0) @binding(1) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_r = (rgb.r * (N - 1.0) + 0.5) / N;\n\tlet uv_g = (rgb.g * (N - 1.0) + 0.5) / N;\n\tlet uv_b = (rgb.b * (N - 1.0) + 0.5) / N;\n\n\tlet r_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_r, 0.5), 0.0).r;\n\tlet g_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_g, 0.5), 0.0).g;\n\tlet b_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_b, 0.5), 0.0).b;\n\n\tlet graded = vec3<f32>(r_graded, g_graded, b_graded);\n\treturn vec4<f32>(graded * src.a, src.a);\n}\n`;\nconst CURVES_HSL_SHADER = `\nstruct Uniforms {\n\tmode: u32,\n\tpad0: u32,\n\tpad1: u32,\n\tpad2: u32,\n};\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var t_lut : texture_2d<f32>;\n@group(0) @binding(2) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n${FULLSCREEN_QUAD_WGSL}\n\nfn rgb_to_hsl(rgb: vec3<f32>) -> vec3<f32> {\n\tlet r = rgb.r; let g = rgb.g; let b = rgb.b;\n\tlet cmax = max(r, max(g, b));\n\tlet cmin = min(r, min(g, b));\n\tlet delta = cmax - cmin;\n\n\tvar h = 0.0;\n\tvar s = 0.0;\n\tlet l = (cmax + cmin) * 0.5;\n\n\tif (delta > 1e-5) {\n\t\ts = delta / (1.0 - abs(2.0 * l - 1.0));\n\t\tif (cmax == r) {\n\t\t\th = ((g - b) / delta) % 6.0;\n\t\t} else if (cmax == g) {\n\t\t\th = (b - r) / delta + 2.0;\n\t\t} else {\n\t\t\th = (r - g) / delta + 4.0;\n\t\t}\n\t\th = h / 6.0;\n\t\tif (h < 0.0) { h = h + 1.0; }\n\t}\n\treturn vec3<f32>(h, s, l);\n}\n\nfn hsl_to_rgb(hsl: vec3<f32>) -> vec3<f32> {\n\tlet h = hsl.x; let s = hsl.y; let l = hsl.z;\n\tlet c = (1.0 - abs(2.0 * l - 1.0)) * s;\n\tlet x = c * (1.0 - abs((h * 6.0) % 2.0 - 1.0));\n\tlet m = l - c * 0.5;\n\n\tvar rgb = vec3<f32>(0.0);\n\tlet hi = u32(h * 6.0) % 6u;\n\tif (hi == 0u) { rgb = vec3<f32>(c, x, 0.0); }\n\telse if (hi == 1u) { rgb = vec3<f32>(x, c, 0.0); }\n\telse if (hi == 2u) { rgb = vec3<f32>(0.0, c, x); }\n\telse if (hi == 3u) { rgb = vec3<f32>(0.0, x, c); }\n\telse if (hi == 4u) { rgb = vec3<f32>(x, 0.0, c); }\n\telse { rgb = vec3<f32>(c, 0.0, x); }\n\treturn rgb + vec3<f32>(m);\n}\n\nfn lut_sample(x: f32) -> f32 {\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_x = (x * (N - 1.0) + 0.5) / N;\n\treturn textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_x, 0.5), 0.0).r;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\tlet hsl = rgb_to_hsl(rgb);\n\n\tvar out_hsl = hsl;\n\n\tif (u.mode == 0u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.x = fract(hsl.x + (adj - 0.5) * 2.0);\n\t} else if (u.mode == 1u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else if (u.mode == 2u) {\n\t\tlet adj = lut_sample(hsl.z);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else {\n\t\tlet adj = lut_sample(hsl.y);\n\t\tout_hsl.y = clamp(adj, 0.0, 1.0);\n\t}\n\n\tlet out_rgb = clamp(hsl_to_rgb(out_hsl), vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(out_rgb * src.a, src.a);\n}\n`;\nconst rgbResourceCache = /* @__PURE__ */ new WeakMap();\nconst hslResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getRgbResources(device, format) {\n\tlet res = rgbResourceCache.get(device);\n\tif (!res) {\n\t\tconst lutBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesRgbPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-rgb.wgsl\",\n\t\t\t\t\tcode: CURVES_RGB_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [lutBGL, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tlutBindGroupLayout: lutBGL,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\trgbResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getHslResources(device, format) {\n\tlet res = hslResourceCache.get(device);\n\tif (!res) {\n\t\tconst uniformLayout = fragmentBindGroupLayout(device, [\n\t\t\t\"uniform\",\n\t\t\t\"texture\",\n\t\t\t\"sampler\"\n\t\t]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesHslPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-hsl.wgsl\",\n\t\t\t\t\tcode: CURVES_HSL_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [uniformLayout, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tuniformLayout,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\thslResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst LUT_CACHE_LIMIT = 32;\nconst deviceTextureCache = /* @__PURE__ */ new WeakMap();\nfunction getLut(device, configKey, build) {\n\tlet cache = deviceTextureCache.get(device);\n\tif (!cache) {\n\t\tcache = /* @__PURE__ */ new Map();\n\t\tdeviceTextureCache.set(device, cache);\n\t}\n\tconst hit = cache.get(configKey);\n\tif (hit) {\n\t\tcache.delete(configKey);\n\t\tcache.set(configKey, hit);\n\t\treturn hit;\n\t}\n\tconst texture = build();\n\tcache.set(configKey, texture);\n\tif (cache.size > LUT_CACHE_LIMIT) {\n\t\tconst [oldestKey, oldest] = cache.entries().next().value;\n\t\tcache.delete(oldestKey);\n\t\toldest.destroy();\n\t}\n\treturn texture;\n}\nfunction buildRgbLut(device, op) {\n\tconst masterSpline = solveMonotonicSpline(op.master || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst redSpline = solveMonotonicSpline(op.red || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst greenSpline = solveMonotonicSpline(op.green || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst blueSpline = solveMonotonicSpline(op.blue || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst masterVal = masterSpline(i / (LUT_SIZE - 1));\n\t\tconst r = Math.max(0, Math.min(1, redSpline(masterVal)));\n\t\tconst g = Math.max(0, Math.min(1, greenSpline(masterVal)));\n\t\tconst b = Math.max(0, Math.min(1, blueSpline(masterVal)));\n\t\tlutData[i * 4 + 0] = Math.round(r * 255);\n\t\tlutData[i * 4 + 1] = Math.round(g * 255);\n\t\tlutData[i * 4 + 2] = Math.round(b * 255);\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nfunction buildHslLut(device, points) {\n\tconst spline = solveMonotonicSpline(points);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst u = i / (LUT_SIZE - 1);\n\t\tconst val = Math.round(Math.max(0, Math.min(1, spline(u))) * 255);\n\t\tlutData[i * 4 + 0] = val;\n\t\tlutData[i * 4 + 1] = val;\n\t\tlutData[i * 4 + 2] = val;\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nconst HSL_MODE_MAP = {\n\t\"hue-vs-hue\": 0,\n\t\"hue-vs-sat\": 1,\n\t\"lum-vs-sat\": 2,\n\t\"sat-vs-sat\": 3\n};\nconst HSL_CURVE_KEY_MAP = {\n\t\"hue-vs-hue\": \"hueVsHue\",\n\t\"hue-vs-sat\": \"hueVsSat\",\n\t\"lum-vs-sat\": \"lumVsSat\",\n\t\"sat-vs-sat\": \"satVsSat\"\n};\nconst CurvesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Curves\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.nodeId || \"curves_fallback\";\n\tconst curveType = op.curveType || \"rgb\";\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\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\tif (curveType === \"rgb\") {\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tmaster: op.master,\n\t\t\tred: op.red,\n\t\t\tgreen: op.green,\n\t\t\tblue: op.blue\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildRgbLut(ctx.device, op));\n\t\tconst { pipeline, lutBindGroupLayout, srcBindGroupLayout } = getRgbResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: lutBindGroupLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t} else {\n\t\tconst hslPoints = op[HSL_CURVE_KEY_MAP[curveType]] || [{\n\t\t\tx: 0,\n\t\t\ty: .5\n\t\t}, {\n\t\t\tx: 1,\n\t\t\ty: .5\n\t\t}];\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tpoints: hslPoints\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildHslLut(ctx.device, hslPoints));\n\t\tconst uniformData = new Uint32Array([\n\t\t\tHSL_MODE_MAP[curveType] ?? 0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t]);\n\t\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\t\tconst { pipeline, uniformLayout, srcBindGroupLayout } = getHslResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: lut.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t}\n\tcomputeHistogramFromEncoder(ctx.device, encoder, outTex, nodeId);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 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