framefields 2.13.0 → 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.
Files changed (285) hide show
  1. package/README.md +9 -4
  2. package/dist/audio/index.d.mts +3 -3
  3. package/dist/audio/index.mjs +10 -10
  4. package/dist/{audio-CHV33Od9.d.mts → audio-C4B9p_yq.d.mts} +2 -2
  5. package/dist/{audio-CHV33Od9.d.mts.map → audio-C4B9p_yq.d.mts.map} +1 -1
  6. package/dist/{audio-DHzLQ_RG.mjs → audio-DIvi6hTD.mjs} +3 -3
  7. package/dist/{audio-DHzLQ_RG.mjs.map → audio-DIvi6hTD.mjs.map} +1 -1
  8. package/dist/cli/check-worker.mjs +43 -43
  9. package/dist/cloud/index.d.mts.map +1 -1
  10. package/dist/components/index.d.mts +7 -7
  11. package/dist/components/index.mjs +42 -42
  12. package/dist/{dist-CUNvNDS3.mjs → dist-CCrYOkcc.mjs} +18 -4
  13. package/dist/dist-CCrYOkcc.mjs.map +1 -0
  14. package/dist/{dist-D3BeAZ7X.mjs → dist-DtPPPsZV.mjs} +314 -137
  15. package/dist/dist-DtPPPsZV.mjs.map +1 -0
  16. package/dist/effects/index.d.mts +3 -3
  17. package/dist/effects/index.mjs +34 -34
  18. package/dist/{effects-BiDgCK1L.mjs → effects-B-L3rLs6.mjs} +2 -2
  19. package/dist/{effects-BiDgCK1L.mjs.map → effects-B-L3rLs6.mjs.map} +1 -1
  20. package/dist/fonts/index.mjs +2 -2
  21. package/dist/{fonts-DeDPWdvJ.mjs → fonts-k5ll8NTE.mjs} +2 -2
  22. package/dist/{fonts-DeDPWdvJ.mjs.map → fonts-k5ll8NTE.mjs.map} +1 -1
  23. package/dist/{gpu-CWjgql4C.mjs → gpu-D2HT3KcE.mjs} +2 -2
  24. package/dist/{gpu-CWjgql4C.mjs.map → gpu-D2HT3KcE.mjs.map} +1 -1
  25. package/dist/{index-D68eGFNE.d.mts → index-B08eSpaI.d.mts} +2 -2
  26. package/dist/{index-D68eGFNE.d.mts.map → index-B08eSpaI.d.mts.map} +1 -1
  27. package/dist/index-BFTtXosj.d.mts.map +1 -1
  28. package/dist/{index-YB9j9KUx.d.mts → index-BGlaws7-.d.mts} +2 -2
  29. package/dist/{index-YB9j9KUx.d.mts.map → index-BGlaws7-.d.mts.map} +1 -1
  30. package/dist/{index-Dibc_xpC.d.mts → index-ByhlTwxh.d.mts} +3 -3
  31. package/dist/{index-Dibc_xpC.d.mts.map → index-ByhlTwxh.d.mts.map} +1 -1
  32. package/dist/{index-X2u96TEo.d.mts → index-C2yaponf.d.mts} +2 -3
  33. package/dist/index-C2yaponf.d.mts.map +1 -0
  34. package/dist/{index-E2IXX0Cz.d.mts → index-CtKUQ2VG.d.mts} +4 -4
  35. package/dist/{index-E2IXX0Cz.d.mts.map → index-CtKUQ2VG.d.mts.map} +1 -1
  36. package/dist/index.d.mts +7 -7
  37. package/dist/index.mjs +49 -49
  38. package/dist/preview/index.d.mts +1 -1
  39. package/dist/preview/index.mjs +10 -10
  40. package/dist/preview-engine/audio.mjs +1 -1
  41. package/dist/preview-engine/{chunk-IEEV5RB3.mjs → chunk-3C2XT64C.mjs} +1 -1
  42. package/dist/preview-engine/chunk-52X7SURQ.mjs +494 -0
  43. package/dist/preview-engine/{chunk-77WWW75O.mjs → chunk-5ZS46EFB.mjs} +1 -1
  44. package/dist/preview-engine/{chunk-4P3MMJWD.mjs → chunk-FZ4RD7HV.mjs} +1 -1
  45. package/dist/preview-engine/{chunk-UFPA36D2.mjs → chunk-N3XTDAL6.mjs} +18 -18
  46. package/dist/preview-engine/chunk-OBIJIQCZ.mjs +1 -0
  47. package/dist/preview-engine/{chunk-SMHEMYCV.mjs → chunk-UBY2UYEL.mjs} +1 -1
  48. package/dist/preview-engine/{chunk-XYCR3STG.mjs → chunk-XCPRRMMW.mjs} +31 -31
  49. package/dist/preview-engine/components.mjs +1 -1
  50. package/dist/preview-engine/effects.mjs +1 -1
  51. package/dist/preview-engine/framefields.mjs +1 -1
  52. package/dist/preview-engine/player.mjs +1 -1
  53. package/dist/preview-engine/renderers-ZMMQ7S2A.mjs +228 -0
  54. package/dist/preview-engine/signals.mjs +1 -1
  55. package/dist/{preview-PDz7o2xg.mjs → preview-lHH8Tv4j.mjs} +3 -3
  56. package/dist/{preview-PDz7o2xg.mjs.map → preview-lHH8Tv4j.mjs.map} +1 -1
  57. package/dist/{program-Bn6ko_I4.mjs → program-BfiB9ttP.mjs} +15 -2
  58. package/dist/program-BfiB9ttP.mjs.map +1 -0
  59. package/dist/renderer/index.d.mts +1 -1
  60. package/dist/renderer/index.mjs +2 -2
  61. package/dist/renderer-0rLmztAv.mjs +5 -0
  62. package/dist/{renderer-BjgFpwVK.mjs → renderer-4nsuReW2.mjs} +3 -3
  63. package/dist/{renderer-BjgFpwVK.mjs.map → renderer-4nsuReW2.mjs.map} +1 -1
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  66. package/dist/renderer-B0pjOXFY.mjs +5 -0
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  77. package/dist/renderer-B7J13reL.mjs +5 -0
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  79. package/dist/{renderer-Nnu32rqg.mjs.map → renderer-BEhZiOT4.mjs.map} +1 -1
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  81. package/dist/{renderer-C7m7Yxgc.mjs.map → renderer-BEuXJY-C.mjs.map} +1 -1
  82. package/dist/{renderer-D-fzEZfX.mjs → renderer-BGchUBW_.mjs} +2 -2
  83. package/dist/{renderer-D-fzEZfX.mjs.map → renderer-BGchUBW_.mjs.map} +1 -1
  84. package/dist/{renderer--Q0pM9Vh.mjs → renderer-BIKkxw_Z.mjs} +3 -3
  85. package/dist/{renderer--Q0pM9Vh.mjs.map → renderer-BIKkxw_Z.mjs.map} +1 -1
  86. package/dist/{renderer-Dz6P-rPI.mjs → renderer-BM19iK8v.mjs} +2 -2
  87. package/dist/{renderer-Dz6P-rPI.mjs.map → renderer-BM19iK8v.mjs.map} +1 -1
  88. package/dist/{renderer-CE4535aW.mjs → renderer-BOlHW3Mi.mjs} +2 -2
  89. package/dist/{renderer-CE4535aW.mjs.map → renderer-BOlHW3Mi.mjs.map} +1 -1
  90. package/dist/renderer-BPGIKGgl.mjs +5 -0
  91. package/dist/{renderer-C9dqx3U7.mjs → renderer-BTwuM9u-.mjs} +3 -3
  92. package/dist/{renderer-C9dqx3U7.mjs.map → renderer-BTwuM9u-.mjs.map} +1 -1
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  103. package/dist/{renderer-CMnlgAGs.mjs → renderer-BsrKj6Td.mjs} +2 -2
  104. package/dist/{renderer-CMnlgAGs.mjs.map → renderer-BsrKj6Td.mjs.map} +1 -1
  105. package/dist/renderer-Bv-Artj1.mjs +5 -0
  106. package/dist/{renderer-BO_wuUKA.mjs → renderer-BvBqTAtk.mjs} +3 -3
  107. package/dist/{renderer-BO_wuUKA.mjs.map → renderer-BvBqTAtk.mjs.map} +1 -1
  108. package/dist/renderer-BvLjbhcL.mjs +5 -0
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  122. package/dist/renderer-CDgud_HB.mjs +5 -0
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- {"version":3,"file":"renderer-B-LUGB9h.mjs","names":[],"sources":["../../../nodes/node-layer-style/dist/renderers-DjBomwgE.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, PREMULTIPLIED_BLEND, createFullscreenPipeline, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, pixelScale } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nfunction hexToRgba(hex) {\n\tif (!hex) return [\n\t\t1,\n\t\t1,\n\t\t1,\n\t\t1\n\t];\n\tlet cleaned = hex.trim().replace(/^#/, \"\");\n\tif (cleaned.length === 3) cleaned = cleaned.split(\"\").map((c) => c + c).join(\"\") + \"ff\";\n\telse if (cleaned.length === 6) cleaned = cleaned + \"ff\";\n\telse if (cleaned.length === 8) {} else return [\n\t\t1,\n\t\t1,\n\t\t1,\n\t\t1\n\t];\n\tconst r = parseInt(cleaned.slice(0, 2), 16) / 255;\n\tconst g = parseInt(cleaned.slice(2, 4), 16) / 255;\n\tconst b = parseInt(cleaned.slice(4, 6), 16) / 255;\n\tconst a = parseInt(cleaned.slice(6, 8), 16) / 255;\n\treturn [\n\t\tNumber.isFinite(r) ? r : 1,\n\t\tNumber.isFinite(g) ? g : 1,\n\t\tNumber.isFinite(b) ? b : 1,\n\t\tNumber.isFinite(a) ? a : 1\n\t];\n}\nconst BLEND_MODE_MAP = {\n\tnormal: 0,\n\t\"source-over\": 0,\n\tmultiply: 1,\n\tscreen: 2,\n\toverlay: 3,\n\tdarken: 4,\n\tlighten: 5,\n\t\"color-dodge\": 6,\n\t\"color-burn\": 7,\n\t\"hard-light\": 8,\n\t\"soft-light\": 9,\n\tdifference: 10,\n\texclusion: 11,\n\thue: 12,\n\tsaturation: 13,\n\tcolor: 14,\n\tluminosity: 15,\n\t\"mask-in\": 16,\n\t\"destination-in\": 16,\n\t\"mask-out\": 17,\n\t\"destination-out\": 17,\n\t\"source-in\": 18,\n\t\"source-out\": 19,\n\t\"source-atop\": 20,\n\t\"destination-over\": 21,\n\t\"destination-atop\": 22,\n\tlighter: 23,\n\tcopy: 24,\n\txor: 25\n};\nconst BEVEL_STYLE_MAP = {\n\tInnerBevel: 0,\n\tOuterBevel: 1,\n\tEmboss: 2,\n\tPillowEmboss: 3\n};\nconst BEVEL_TECHNIQUE_MAP = {\n\tSmooth: 0,\n\tChiselHard: 1,\n\tChiselSoft: 2\n};\nconst STROKE_POS_MAP = {\n\toutside: 0,\n\tcenter: 1,\n\tinside: 2\n};\n/** Blur, glow and stroke kernels in the shader stop at this radius, px. */\nconst MAX_KERNEL = 24;\n/** The inner glow's and inner shadow's kernels stop sooner, px. */\nconst MAX_INNER_KERNEL = 16;\nconst WGSL_LAYER_STYLE_SHADER = `\nstruct LayerStyleUniforms {\n\t// Drop Shadow (vec4 x 3)\n\tdropShadowColor : vec4<f32>,\n\tdropShadowParams : vec4<f32>, // x: enabled, y: opacity, z: angle(rad), w: distance\n\tdropShadowParams2 : vec4<f32>, // x: spread, y: size, z: blendMode, w: pad\n\n\t// Inner Shadow (vec4 x 3)\n\tinnerShadowColor : vec4<f32>,\n\tinnerShadowParams : vec4<f32>, // x: enabled, y: opacity, z: angle(rad), w: distance\n\tinnerShadowParams2 : vec4<f32>, // x: choke, y: size, z: blendMode, w: pad\n\n\t// Outer Glow (vec4 x 3)\n\touterGlowColor : vec4<f32>,\n\touterGlowParams : vec4<f32>, // x: enabled, y: opacity, z: size, w: spread\n\touterGlowParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Inner Glow (vec4 x 3)\n\tinnerGlowColor : vec4<f32>,\n\tinnerGlowParams : vec4<f32>, // x: enabled, y: opacity, z: size, w: spread\n\tinnerGlowParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Stroke (vec4 x 3)\n\tstrokeColor : vec4<f32>,\n\tstrokeParams : vec4<f32>, // x: enabled, y: size, z: position(0:out,1:center,2:in), w: opacity\n\tstrokeParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Bevel & Emboss (vec4 x 5)\n\tbevelHighlightColor : vec4<f32>,\n\tbevelShadowColor : vec4<f32>,\n\tbevelParams1 : vec4<f32>, // x: enabled, y: style, z: technique, w: depth\n\tbevelParams2 : vec4<f32>, // x: direction(1:up, -1:down), y: size, z: soften, w: angle(rad)\n\tbevelParams3 : vec4<f32>, // x: altitude(rad), y: hlOpacity, z: shOpacity, w: pad\n\n\t// Color Overlay (vec4 x 2)\n\tcolorOverlayColor : vec4<f32>,\n\tcolorOverlayParams : vec4<f32>, // x: enabled, y: opacity, z: blendMode, w: pad\n};\n\n@group(0) @binding(0) var<uniform> u : LayerStyleUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleAlpha(uv: vec2<f32>) -> f32 {\n\tif (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {\n\t\treturn 0.0;\n\t}\n\treturn textureSampleLevel(tex, samp, uv, 0.0).a;\n}\n\nfn lum(c: vec3<f32>) -> f32 {\n\treturn 0.3 * c.r + 0.59 * c.g + 0.11 * c.b;\n}\n\nfn clip_color(c: vec3<f32>) -> vec3<f32> {\n\tlet l = lum(c);\n\tlet n = min(min(c.r, c.g), c.b);\n\tlet x = max(max(c.r, c.g), c.b);\n\tvar res = c;\n\tif (n < 0.0) {\n\t\tres = l + (((res - l) * l) / max(l - n, 1e-5));\n\t}\n\tif (x > 1.0) {\n\t\tres = l + (((res - l) * (1.0 - l)) / max(x - l, 1e-5));\n\t}\n\treturn res;\n}\n\nfn set_lum(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet diff = l - lum(c);\n\treturn clip_color(c + vec3<f32>(diff));\n}\n\nfn sat(c: vec3<f32>) -> f32 {\n\treturn max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b);\n}\n\nfn set_sat(c: vec3<f32>, s: f32) -> vec3<f32> {\n\tlet c_min = min(min(c.r, c.g), c.b);\n\tlet c_max = max(max(c.r, c.g), c.b);\n\tif (c_max <= c_min) {\n\t\treturn vec3<f32>(0.0);\n\t}\n\treturn (c - vec3<f32>(c_min)) * s / max(c_max - c_min, 1e-5);\n}\n\nfn blendRgb(d_rgb: vec3<f32>, s_rgb: vec3<f32>, mode: u32) -> vec3<f32> {\n\tswitch (mode) {\n\t\tcase 1u: { // multiply\n\t\t\treturn d_rgb * s_rgb;\n\t\t}\n\t\tcase 2u: { // screen\n\t\t\treturn d_rgb + s_rgb - d_rgb * s_rgb;\n\t\t}\n\t\tcase 3u: { // overlay\n\t\t\treturn select(\n\t\t\t\t1.0 - 2.0 * (1.0 - d_rgb) * (1.0 - s_rgb),\n\t\t\t\t2.0 * d_rgb * s_rgb,\n\t\t\t\td_rgb < vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 4u: { // darken\n\t\t\treturn min(d_rgb, s_rgb);\n\t\t}\n\t\tcase 5u: { // lighten\n\t\t\treturn max(d_rgb, s_rgb);\n\t\t}\n\t\tcase 6u: { // color-dodge\n\t\t\treturn select(min(d_rgb / max(1.0 - s_rgb, vec3<f32>(1e-4)), vec3<f32>(1.0)), vec3<f32>(1.0), s_rgb >= vec3<f32>(0.999));\n\t\t}\n\t\tcase 7u: { // color-burn\n\t\t\treturn select(1.0 - min((1.0 - d_rgb) / max(s_rgb, vec3<f32>(1e-4)), vec3<f32>(1.0)), vec3<f32>(0.0), s_rgb <= vec3<f32>(0.001));\n\t\t}\n\t\tcase 8u: { // hard-light\n\t\t\treturn select(\n\t\t\t\t1.0 - 2.0 * (1.0 - d_rgb) * (1.0 - s_rgb),\n\t\t\t\t2.0 * d_rgb * s_rgb,\n\t\t\t\ts_rgb < vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 9u: { // soft-light\n\t\t\treturn select(\n\t\t\t\td_rgb + (2.0 * s_rgb - 1.0) * (sqrt(d_rgb) - d_rgb),\n\t\t\t\td_rgb - (1.0 - 2.0 * s_rgb) * d_rgb * (1.0 - d_rgb),\n\t\t\t\ts_rgb <= vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 10u: { // difference\n\t\t\treturn abs(d_rgb - s_rgb);\n\t\t}\n\t\tcase 11u: { // exclusion\n\t\t\treturn d_rgb + s_rgb - 2.0 * d_rgb * s_rgb;\n\t\t}\n\t\tcase 12u: { // hue\n\t\t\treturn set_lum(set_sat(s_rgb, sat(d_rgb)), lum(d_rgb));\n\t\t}\n\t\tcase 13u: { // saturation\n\t\t\treturn set_lum(set_sat(d_rgb, sat(s_rgb)), lum(d_rgb));\n\t\t}\n\t\tcase 14u: { // color\n\t\t\treturn set_lum(s_rgb, lum(d_rgb));\n\t\t}\n\t\tcase 15u: { // luminosity\n\t\t\treturn set_lum(d_rgb, lum(s_rgb));\n\t\t}\n\t\tdefault: { // normal / source-over\n\t\t\treturn s_rgb;\n\t\t}\n\t}\n}\n\nfn compositeLayer(dst: vec4<f32>, src: vec4<f32>, blendMode: u32) -> vec4<f32> {\n\tlet sa = clamp(src.a, 0.0, 1.0);\n\tif (sa <= 0.0001) {\n\t\treturn dst;\n\t}\n\tlet da = clamp(dst.a, 0.0, 1.0);\n\tif (da <= 0.0001) {\n\t\treturn src;\n\t}\n\n\tswitch (blendMode) {\n\t\tcase 16u: { return dst * sa; } // mask-in / destination-in\n\t\tcase 17u: { return dst * (1.0 - sa); } // mask-out / destination-out\n\t\tcase 18u: { return src * da; } // source-in\n\t\tcase 19u: { return src * (1.0 - da); } // source-out\n\t\tcase 20u: { return src * da + dst * (1.0 - sa); } // source-atop\n\t\tcase 21u: { return dst + src * (1.0 - da); } // destination-over\n\t\tcase 22u: { return dst * sa + src * (1.0 - da); } // destination-atop\n\t\tcase 23u: { return src + dst; } // lighter / add\n\t\tcase 24u: { return src; } // copy\n\t\tcase 25u: { return src * (1.0 - da) + dst * (1.0 - sa); } // xor\n\t\tdefault: {}\n\t}\n\n\tlet b_rgb = blendRgb(dst.rgb, src.rgb, blendMode);\n\tlet out_a = sa + da * (1.0 - sa);\n\tlet out_rgb = select(\n\t\t((1.0 - da) * src.rgb + (1.0 - sa) * dst.rgb + sa * da * b_rgb) / max(out_a, 1e-5),\n\t\tb_rgb,\n\t\tout_a <= 1e-4\n\t);\n\n\treturn vec4<f32>(out_rgb, out_a);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / max(dimensions, vec2<f32>(1.0, 1.0));\n\tlet origColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tlet origA = origColor.a;\n\n\tvar result = vec4<f32>(0.0);\n\n\t// =========================================================================\n\t// 1. DROP SHADOW (Bottom Layer)\n\t// =========================================================================\n\tif (u.dropShadowParams.x > 0.5) {\n\t\tlet opacity = u.dropShadowParams.y;\n\t\tlet angle = u.dropShadowParams.z;\n\t\tlet distance = u.dropShadowParams.w;\n\t\tlet spread = u.dropShadowParams2.x;\n\t\tlet size = u.dropShadowParams2.y;\n\t\tlet blendMode = u32(u.dropShadowParams2.z);\n\n\t\tlet shadowOffset = vec2<f32>(-cos(angle), sin(angle)) * distance * texelSize;\n\t\tlet shadowCenterUv = in.uv - shadowOffset;\n\n\t\tvar shadowAccum = 0.0;\n\t\tvar shadowWeightSum = 0.0;\n\n\t\tlet sigma = max(0.5, size * 0.4);\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\n\t\tif (size <= 0.5) {\n\t\t\tshadowAccum = sampleAlpha(shadowCenterUv);\n\t\t\tshadowWeightSum = 1.0;\n\t\t} else {\n\t\t\tlet stepVal = max(1, sampleRadius / 8);\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tlet weight = exp(-0.5 * distSq / (sigma * sigma));\n\t\t\t\t\tshadowAccum += sampleAlpha(shadowCenterUv + offset) * weight;\n\t\t\t\t\tshadowWeightSum += weight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet blurredShadow = shadowAccum / max(shadowWeightSum, 1e-4);\n\t\tlet spreadFactor = spread / 100.0;\n\t\tlet finalShadowAlpha = clamp(blurredShadow / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0) * opacity;\n\n\t\tif (finalShadowAlpha > 0.001) {\n\t\t\tlet shadowCol = vec4<f32>(u.dropShadowColor.rgb, finalShadowAlpha);\n\t\t\tresult = compositeLayer(result, shadowCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 2. OUTER GLOW\n\t// =========================================================================\n\tif (u.outerGlowParams.x > 0.5) {\n\t\tlet opacity = u.outerGlowParams.y;\n\t\tlet size = u.outerGlowParams.z;\n\t\tlet spread = u.outerGlowParams.w;\n\t\tlet blendMode = u32(u.outerGlowParams2.x);\n\n\t\tvar glowAccum = 0.0;\n\t\tvar glowWeightSum = 0.0;\n\t\tlet sigma = max(0.5, size * 0.4);\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\n\t\tif (size <= 0.5) {\n\t\t\tglowAccum = origA;\n\t\t\tglowWeightSum = 1.0;\n\t\t} else {\n\t\t\tlet stepVal = max(1, sampleRadius / 8);\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tlet weight = exp(-0.5 * distSq / (sigma * sigma));\n\t\t\t\t\tglowAccum += sampleAlpha(in.uv + offset) * weight;\n\t\t\t\t\tglowWeightSum += weight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet blurredGlow = glowAccum / max(glowWeightSum, 1e-4);\n\t\tlet spreadFactor = spread / 100.0;\n\t\tlet spreadGlow = clamp(blurredGlow / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0);\n\t\tlet finalGlowAlpha = max(0.0, spreadGlow - origA) * opacity;\n\n\t\tif (finalGlowAlpha > 0.001) {\n\t\t\tlet glowCol = vec4<f32>(u.outerGlowColor.rgb, finalGlowAlpha);\n\t\t\tresult = compositeLayer(result, glowCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 3. OUTSIDE STROKE\n\t// =========================================================================\n\tif (u.strokeParams.x > 0.5 && u.strokeParams.z < 0.5) { // position == 0: outside\n\t\tlet size = u.strokeParams.y;\n\t\tlet opacity = u.strokeParams.w;\n\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\tvar maxAlpha = 0.0;\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\t\tlet sizeSq = size * size;\n\n\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\tif (distSq <= sizeSq) {\n\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\tmaxAlpha = max(maxAlpha, sAlpha);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet strokeAlpha = clamp(maxAlpha - origA, 0.0, 1.0) * opacity;\n\t\tif (strokeAlpha > 0.001) {\n\t\t\tlet strokeCol = vec4<f32>(u.strokeColor.rgb, strokeAlpha);\n\t\t\tresult = compositeLayer(result, strokeCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 4. BASE IMAGE LAYER (with Color Overlay, Bevel & Emboss, Inner Glow/Shadow)\n\t// =========================================================================\n\tif (origA > 0.001) {\n\t\tvar baseRgb = origColor.rgb;\n\n\t\t// Color Overlay\n\t\tif (u.colorOverlayParams.x > 0.5) {\n\t\t\tlet overlayOpacity = u.colorOverlayParams.y;\n\t\t\tlet overlayBlendMode = u32(u.colorOverlayParams.z);\n\t\t\tlet blendedOverlay = blendRgb(baseRgb, u.colorOverlayColor.rgb, overlayBlendMode);\n\t\t\tbaseRgb = mix(baseRgb, blendedOverlay, overlayOpacity);\n\t\t}\n\n\t\t// Bevel & Emboss\n\t\tif (u.bevelParams1.x > 0.5) {\n\t\t\tlet style = u.bevelParams1.y;\n\t\t\tlet technique = u.bevelParams1.z;\n\t\t\tlet depth = u.bevelParams1.w / 100.0;\n\t\t\tlet direction = u.bevelParams2.x;\n\t\t\tlet bevelSize = max(0.5, u.bevelParams2.y);\n\t\t\tlet soften = u.bevelParams2.z;\n\t\t\tlet lightAngle = u.bevelParams2.w;\n\t\t\tlet lightAltitude = u.bevelParams3.x;\n\t\t\tlet hlOpacity = u.bevelParams3.y;\n\t\t\tlet shOpacity = u.bevelParams3.z;\n\n\t\t\tlet lightDir = normalize(vec3<f32>(\n\t\t\t\t-cos(lightAngle) * cos(lightAltitude),\n\t\t\t\tsin(lightAngle) * cos(lightAltitude),\n\t\t\t\tsin(lightAltitude)\n\t\t\t));\n\n\t\t\tlet stepSize = max(1.0, bevelSize * 0.5 + soften) * texelSize;\n\t\t\tlet aL = sampleAlpha(in.uv - vec2<f32>(stepSize.x, 0.0));\n\t\t\tlet aR = sampleAlpha(in.uv + vec2<f32>(stepSize.x, 0.0));\n\t\t\tlet aT = sampleAlpha(in.uv - vec2<f32>(0.0, stepSize.y));\n\t\t\tlet aB = sampleAlpha(in.uv + vec2<f32>(0.0, stepSize.y));\n\n\t\t\tvar dx = (aR - aL) * depth * direction;\n\t\t\tvar dy = (aB - aT) * depth * direction;\n\n\t\t\tif (technique > 0.5) { // ChiselHard or ChiselSoft\n\t\t\t\tlet rampFactor = select(2.0, 1.5, technique > 1.5);\n\t\t\t\tdx = clamp(dx * rampFactor, -1.0, 1.0);\n\t\t\t\tdy = clamp(dy * rampFactor, -1.0, 1.0);\n\t\t\t}\n\n\t\t\tlet normal = normalize(vec3<f32>(-dx, -dy, 1.0));\n\t\t\tlet nDotL = dot(normal, lightDir);\n\n\t\t\tlet highlightAmount = max(0.0, nDotL) * hlOpacity;\n\t\t\tlet shadowAmount = max(0.0, -nDotL) * shOpacity;\n\n\t\t\tlet hlColor = mix(baseRgb, u.bevelHighlightColor.rgb + baseRgb, highlightAmount);\n\t\t\tlet shColor = mix(baseRgb, baseRgb * (1.0 - shadowAmount) + u.bevelShadowColor.rgb * shadowAmount, shadowAmount);\n\t\t\tbaseRgb = mix(shColor, hlColor, clamp(nDotL * 0.5 + 0.5, 0.0, 1.0));\n\t\t}\n\n\t\t// Inner Glow\n\t\tif (u.innerGlowParams.x > 0.5) {\n\t\t\tlet igOpacity = u.innerGlowParams.y;\n\t\t\tlet igSize = u.innerGlowParams.z;\n\t\t\tlet igSpread = u.innerGlowParams.w;\n\t\t\tlet igBlendMode = u32(u.innerGlowParams2.x);\n\n\t\t\tvar innerAccum = 0.0;\n\t\t\tvar innerWeight = 0.0;\n\t\t\tlet sigma = max(0.5, igSize * 0.4);\n\t\t\tlet sampleRadius = min(i32(ceil(igSize)), ${MAX_INNER_KERNEL});\n\t\t\tlet stepVal = max(1, sampleRadius / 6);\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet weight = exp(-0.5 * f32(x * x + y * y) / (sigma * sigma));\n\t\t\t\t\tinnerAccum += sampleAlpha(in.uv + offset) * weight;\n\t\t\t\t\tinnerWeight += weight;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet blurredInner = innerAccum / max(innerWeight, 1e-4);\n\t\t\tlet innerGlowMask = max(0.0, origA - blurredInner);\n\t\t\tlet spreadFactor = igSpread / 100.0;\n\t\t\tlet finalInnerGlowAlpha = clamp(innerGlowMask / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0) * igOpacity;\n\n\t\t\tif (finalInnerGlowAlpha > 0.001) {\n\t\t\t\tlet igBlended = blendRgb(baseRgb, u.innerGlowColor.rgb, igBlendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, igBlended, finalInnerGlowAlpha);\n\t\t\t}\n\t\t}\n\n\t\t// Inner Shadow\n\t\tif (u.innerShadowParams.x > 0.5) {\n\t\t\tlet isOpacity = u.innerShadowParams.y;\n\t\t\tlet isAngle = u.innerShadowParams.z;\n\t\t\tlet isDistance = u.innerShadowParams.w;\n\t\t\tlet isChoke = u.innerShadowParams2.x;\n\t\t\tlet isSize = u.innerShadowParams2.y;\n\t\t\tlet isBlendMode = u32(u.innerShadowParams2.z);\n\n\t\t\tlet isOffset = vec2<f32>(-cos(isAngle), sin(isAngle)) * isDistance * texelSize;\n\t\t\tlet shiftedA = sampleAlpha(in.uv + isOffset);\n\n\t\t\tvar isAccum = 0.0;\n\t\t\tvar isWeight = 0.0;\n\t\t\tlet sigma = max(0.5, isSize * 0.4);\n\t\t\tlet sampleRadius = min(i32(ceil(isSize)), ${MAX_INNER_KERNEL});\n\t\t\tlet stepVal = max(1, sampleRadius / 6);\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet weight = exp(-0.5 * f32(x * x + y * y) / (sigma * sigma));\n\t\t\t\t\tlet sShifted = sampleAlpha(in.uv + isOffset + offset);\n\t\t\t\t\tlet sOrig = sampleAlpha(in.uv + offset);\n\t\t\t\t\tisAccum += max(0.0, sOrig - sShifted) * weight;\n\t\t\t\t\tisWeight += weight;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet blurredIS = isAccum / max(isWeight, 1e-4);\n\t\t\tlet chokeFactor = isChoke / 100.0;\n\t\t\tlet finalISAlpha = clamp(blurredIS / max(1.0 - chokeFactor * 0.95, 0.01), 0.0, 1.0) * isOpacity;\n\n\t\t\tif (finalISAlpha > 0.001) {\n\t\t\t\tlet isBlended = blendRgb(baseRgb, u.innerShadowColor.rgb, isBlendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, isBlended, finalISAlpha);\n\t\t\t}\n\t\t}\n\n\t\t// Inside Stroke\n\t\tif (u.strokeParams.x > 0.5 && u.strokeParams.z > 1.5) { // position == 2: inside\n\t\t\tlet size = u.strokeParams.y;\n\t\t\tlet opacity = u.strokeParams.w;\n\t\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\t\tvar minAlpha = 1.0;\n\t\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\t\t\tlet sizeSq = size * size;\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tif (distSq <= sizeSq) {\n\t\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\t\tminAlpha = min(minAlpha, sAlpha);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet insideStrokeAlpha = clamp(origA - minAlpha, 0.0, 1.0) * opacity;\n\t\t\tif (insideStrokeAlpha > 0.001) {\n\t\t\t\tlet sBlended = blendRgb(baseRgb, u.strokeColor.rgb, blendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, sBlended, insideStrokeAlpha);\n\t\t\t}\n\t\t}\n\n\t\tlet baseLayer = vec4<f32>(baseRgb, origA);\n\t\tresult = compositeLayer(result, baseLayer, 0u);\n\t}\n\n\t// =========================================================================\n\t// 5. CENTER STROKE\n\t// =========================================================================\n\tif (u.strokeParams.x > 0.5 && u.strokeParams.z >= 0.5 && u.strokeParams.z <= 1.5) { // position == 1: center\n\t\tlet size = u.strokeParams.y;\n\t\tlet opacity = u.strokeParams.w;\n\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\tvar maxAlpha = 0.0;\n\t\tvar minAlpha = 1.0;\n\t\tlet halfSize = max(0.5, size * 0.5);\n\t\tlet sampleRadius = min(i32(ceil(halfSize)), ${MAX_KERNEL});\n\t\tlet halfSizeSq = halfSize * halfSize;\n\n\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\tif (distSq <= halfSizeSq) {\n\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\tmaxAlpha = max(maxAlpha, sAlpha);\n\t\t\t\t\tminAlpha = min(minAlpha, sAlpha);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet centerStrokeAlpha = clamp(maxAlpha - minAlpha, 0.0, 1.0) * opacity;\n\t\tif (centerStrokeAlpha > 0.001) {\n\t\t\tlet strokeCol = vec4<f32>(u.strokeColor.rgb, centerStrokeAlpha);\n\t\t\tresult = compositeLayer(result, strokeCol, blendMode);\n\t\t}\n\t}\n\n\t// Output premultiplied alpha for QuadPipeline / WebGPU rendering\n\treturn vec4<f32>(result.rgb * result.a, result.a);\n}\n`;\nconst resourcesCache = /* @__PURE__ */ new WeakMap();\nfunction getLayerStyleResources(device, format) {\n\tlet res = resourcesCache.get(device);\n\tif (res) return res;\n\tconst module = device.createShaderModule({ code: WGSL_LAYER_STYLE_SHADER });\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tres = {\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule,\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [uniformLayout, textureLayout] }),\n\t\t\tformat,\n\t\t\tblend: PREMULTIPLIED_BLEND\n\t\t}),\n\t\tuniformLayout,\n\t\ttextureLayout\n\t};\n\tresourcesCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(88);\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"LayerStyle\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst px = pixelScale(args);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : (props.frame ?? 0) / (props.fps || 30);\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (!outputItem) return Math.max(clampMin, Math.min(clampMax, fallbackVal));\n\t\t\tif (outputItem.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn Math.max(clampMin, Math.min(clampMax, numVal));\n\t\t\t}\n\t\t\tif (outputItem.type === \"Signal\") {\n\t\t\t\tconst data = outputItem.data;\n\t\t\t\tif (typeof data === \"number\") return Math.max(clampMin, Math.min(clampMax, data));\n\t\t\t\tif (data && typeof data === \"object\") {\n\t\t\t\t\tif (typeof data.value === \"number\") return Math.max(clampMin, Math.min(clampMax, data.value));\n\t\t\t\t\tconst amp = typeof data.amplitude === \"number\" ? data.amplitude : 1;\n\t\t\t\t\tconst freq = typeof data.frequency === \"number\" ? data.frequency : 1;\n\t\t\t\t\tconst phase = typeof data.phase === \"number\" ? data.phase : 0;\n\t\t\t\t\tconst offset = typeof data.offset === \"number\" ? data.offset : fallbackVal;\n\t\t\t\t\tconst t = elapsedSeconds;\n\t\t\t\t\tconst computed = offset + amp * Math.sin(2 * Math.PI * freq * t + phase);\n\t\t\t\t\treturn Math.max(clampMin, Math.min(clampMax, computed));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn Math.max(clampMin, Math.min(clampMax, fallbackVal));\n\t};\n\tconst childW = width;\n\tconst childH = height;\n\tconst childTex = ctx.renderer.getTemporaryTexture(childW, childH, [...props.excludeTextures || [], targetTexture]);\n\tconst childView = childTex.createView();\n\tctx.renderer.beginFrame(encoder, childView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, childW, childH, \"clear\").end();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\tcontainerWidth: childW,\n\t\tcontainerHeight: childH\n\t}, childView, childTex, childW, childH);\n\tconst inputTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst inputView = inputTex.createView();\n\tconst inputPass = ctx.renderer.beginFrame(encoder, inputView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\");\n\tctx.renderer.drawTexture(inputPass, childTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: childW,\n\t\theight: childH\n\t}, { opacity: 1 });\n\tinputPass.end();\n\tconst { pipeline, uniformLayout, textureLayout } = getLayerStyleResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst ds = op.dropShadow ?? {};\n\tconst is = op.innerShadow ?? {};\n\tconst og = op.outerGlow ?? {};\n\tconst ig = op.innerGlow ?? {};\n\tconst st = op.stroke ?? {};\n\tconst be = op.bevelEmboss ?? {};\n\tconst co = op.colorOverlay ?? {};\n\tconst dsCol = hexToRgba(ds.color ?? \"#000000\");\n\tconst dsOpacity = resolveField(op.dropShadowOpacityHandleId, ds.opacity ?? .75, 0, 1);\n\tconst dsAngle = resolveField(op.dropShadowAngleHandleId, ds.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst dsDist = resolveField(op.dropShadowDistanceHandleId, ds.distance ?? 10, 0, 500) * px;\n\tconst dsSpread = resolveField(op.dropShadowSpreadHandleId, ds.spread ?? 0, 0, 100);\n\tconst dsSize = resolveField(op.dropShadowSizeHandleId, ds.size ?? 10, 0, 250) * px;\n\tconst dsBlend = BLEND_MODE_MAP[ds.blendMode ?? \"multiply\"] ?? 1;\n\tconst isCol = hexToRgba(is.color ?? \"#000000\");\n\tconst isOpacity = resolveField(op.innerShadowOpacityHandleId, is.opacity ?? .75, 0, 1);\n\tconst isAngle = resolveField(op.innerShadowAngleHandleId, is.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst isDist = resolveField(op.innerShadowDistanceHandleId, is.distance ?? 5, 0, 500) * px;\n\tconst isChoke = resolveField(op.innerShadowChokeHandleId, is.choke ?? 0, 0, 100);\n\tconst isSize = resolveField(op.innerShadowSizeHandleId, is.size ?? 5, 0, 250) * px;\n\tconst isBlend = BLEND_MODE_MAP[is.blendMode ?? \"multiply\"] ?? 1;\n\tconst ogCol = hexToRgba(og.color ?? \"#ffffff\");\n\tconst ogOpacity = resolveField(op.outerGlowOpacityHandleId, og.opacity ?? .75, 0, 1);\n\tconst ogSize = resolveField(op.outerGlowSizeHandleId, og.size ?? 15, 0, 250) * px;\n\tconst ogSpread = resolveField(op.outerGlowSpreadHandleId, og.spread ?? 0, 0, 100);\n\tconst ogBlend = BLEND_MODE_MAP[og.blendMode ?? \"screen\"] ?? 2;\n\tconst igCol = hexToRgba(ig.color ?? \"#ffffff\");\n\tconst igOpacity = resolveField(op.innerGlowOpacityHandleId, ig.opacity ?? .75, 0, 1);\n\tconst igSize = resolveField(op.innerGlowSizeHandleId, ig.size ?? 15, 0, 250) * px;\n\tconst igSpread = resolveField(op.innerGlowSpreadHandleId, ig.spread ?? 0, 0, 100);\n\tconst igBlend = BLEND_MODE_MAP[ig.blendMode ?? \"screen\"] ?? 2;\n\tconst stCol = hexToRgba(st.color ?? \"#ffffff\");\n\tconst stSize = resolveField(op.strokeSizeHandleId, st.size ?? 2, 0, 100) * px;\n\tconst stPos = STROKE_POS_MAP[st.position ?? \"outside\"] ?? 0;\n\tconst stOpacity = resolveField(op.strokeOpacityHandleId, st.opacity ?? 1, 0, 1);\n\tconst stBlend = BLEND_MODE_MAP[st.blendMode ?? \"normal\"] ?? 0;\n\tconst beHlCol = hexToRgba(be.highlightColor ?? \"#ffffff\");\n\tconst beShCol = hexToRgba(be.shadowColor ?? \"#000000\");\n\tconst beStyle = BEVEL_STYLE_MAP[be.style ?? \"InnerBevel\"] ?? 0;\n\tconst beTech = BEVEL_TECHNIQUE_MAP[be.technique ?? \"Smooth\"] ?? 0;\n\tconst beDepth = resolveField(op.bevelEmbossDepthHandleId, be.depth ?? 100, 1, 1e3);\n\tconst beDir = be.direction === \"Down\" ? -1 : 1;\n\tconst beSize = resolveField(op.bevelEmbossSizeHandleId, be.size ?? 5, 0, 250) * px;\n\tconst beSoften = resolveField(op.bevelEmbossSoftenHandleId, be.soften ?? 0, 0, 50) * px;\n\tconst beAngle = resolveField(op.bevelEmbossAngleHandleId, be.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst beAltitude = resolveField(op.bevelEmbossAltitudeHandleId, be.altitude ?? 30, 0, 90) * Math.PI / 180;\n\tconst beHlOpacity = resolveField(op.bevelEmbossHighlightOpacityHandleId, be.highlightOpacity ?? .75, 0, 1);\n\tconst beShOpacity = resolveField(op.bevelEmbossShadowOpacityHandleId, be.shadowOpacity ?? .75, 0, 1);\n\tconst coCol = hexToRgba(co.color ?? \"#ff0000\");\n\tconst coOpacity = resolveField(op.colorOverlayOpacityHandleId, co.opacity ?? 1, 0, 1);\n\tconst coBlend = BLEND_MODE_MAP[co.blendMode ?? \"normal\"] ?? 0;\n\tuniformBufferData.fill(0);\n\tuniformBufferData[0] = dsCol[0];\n\tuniformBufferData[1] = dsCol[1];\n\tuniformBufferData[2] = dsCol[2];\n\tuniformBufferData[3] = dsCol[3];\n\tuniformBufferData[4] = ds.enabled ? 1 : 0;\n\tuniformBufferData[5] = dsOpacity;\n\tuniformBufferData[6] = dsAngle;\n\tuniformBufferData[7] = dsDist;\n\tuniformBufferData[8] = dsSpread;\n\tuniformBufferData[9] = dsSize;\n\tuniformBufferData[10] = dsBlend;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = isCol[0];\n\tuniformBufferData[13] = isCol[1];\n\tuniformBufferData[14] = isCol[2];\n\tuniformBufferData[15] = isCol[3];\n\tuniformBufferData[16] = is.enabled ? 1 : 0;\n\tuniformBufferData[17] = isOpacity;\n\tuniformBufferData[18] = isAngle;\n\tuniformBufferData[19] = isDist;\n\tuniformBufferData[20] = isChoke;\n\tuniformBufferData[21] = isSize;\n\tuniformBufferData[22] = isBlend;\n\tuniformBufferData[23] = 0;\n\tuniformBufferData[24] = ogCol[0];\n\tuniformBufferData[25] = ogCol[1];\n\tuniformBufferData[26] = ogCol[2];\n\tuniformBufferData[27] = ogCol[3];\n\tuniformBufferData[28] = og.enabled ? 1 : 0;\n\tuniformBufferData[29] = ogOpacity;\n\tuniformBufferData[30] = ogSize;\n\tuniformBufferData[31] = ogSpread;\n\tuniformBufferData[32] = ogBlend;\n\tuniformBufferData[33] = 0;\n\tuniformBufferData[34] = 0;\n\tuniformBufferData[35] = 0;\n\tuniformBufferData[36] = igCol[0];\n\tuniformBufferData[37] = igCol[1];\n\tuniformBufferData[38] = igCol[2];\n\tuniformBufferData[39] = igCol[3];\n\tuniformBufferData[40] = ig.enabled ? 1 : 0;\n\tuniformBufferData[41] = igOpacity;\n\tuniformBufferData[42] = igSize;\n\tuniformBufferData[43] = igSpread;\n\tuniformBufferData[44] = igBlend;\n\tuniformBufferData[45] = 0;\n\tuniformBufferData[46] = 0;\n\tuniformBufferData[47] = 0;\n\tuniformBufferData[48] = stCol[0];\n\tuniformBufferData[49] = stCol[1];\n\tuniformBufferData[50] = stCol[2];\n\tuniformBufferData[51] = stCol[3];\n\tuniformBufferData[52] = st.enabled ? 1 : 0;\n\tuniformBufferData[53] = stSize;\n\tuniformBufferData[54] = stPos;\n\tuniformBufferData[55] = stOpacity;\n\tuniformBufferData[56] = stBlend;\n\tuniformBufferData[57] = 0;\n\tuniformBufferData[58] = 0;\n\tuniformBufferData[59] = 0;\n\tuniformBufferData[60] = beHlCol[0];\n\tuniformBufferData[61] = beHlCol[1];\n\tuniformBufferData[62] = beHlCol[2];\n\tuniformBufferData[63] = beHlCol[3];\n\tuniformBufferData[64] = beShCol[0];\n\tuniformBufferData[65] = beShCol[1];\n\tuniformBufferData[66] = beShCol[2];\n\tuniformBufferData[67] = beShCol[3];\n\tuniformBufferData[68] = be.enabled ? 1 : 0;\n\tuniformBufferData[69] = beStyle;\n\tuniformBufferData[70] = beTech;\n\tuniformBufferData[71] = beDepth;\n\tuniformBufferData[72] = beDir;\n\tuniformBufferData[73] = beSize;\n\tuniformBufferData[74] = beSoften;\n\tuniformBufferData[75] = beAngle;\n\tuniformBufferData[76] = beAltitude;\n\tuniformBufferData[77] = beHlOpacity;\n\tuniformBufferData[78] = beShOpacity;\n\tuniformBufferData[79] = 0;\n\tuniformBufferData[80] = coCol[0];\n\tuniformBufferData[81] = coCol[1];\n\tuniformBufferData[82] = coCol[2];\n\tuniformBufferData[83] = coCol[3];\n\tuniformBufferData[84] = co.enabled ? 1 : 0;\n\tuniformBufferData[85] = coOpacity;\n\tuniformBufferData[86] = coBlend;\n\tuniformBufferData[87] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst tBindGroup = ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: inputView\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t});\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tinputTex,\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uBindGroup, tBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n/** Whether `handle` names an input with a live connection driving a field. */\nconst drivenBy = (op, handle) => typeof handle === \"string\" && op.inputs?.[handle]?.connectionValid === true;\n/** One style's settings; a style may be a signal holding its value. */\nconst styleOf = (v) => v && typeof v === \"object\" && \"_value\" in v ? v._value : v;\n/**\n* How far a LayerStyle draws past its layer: the drop shadow's offset plus\n* its blur, the outer glow, an outside or centred stroke. Unknown (null)\n* when one of those sizes is driven by a connected signal. Keep in step with\n* the shader above: anything it draws farther out must count here, or a\n* compositor running the style over the layer's region will clip it.\n*/\nconst layerStyleReach = (operation) => {\n\tconst op = operation;\n\tif (drivenBy(op, op.dropShadowDistanceHandleId) || drivenBy(op, op.dropShadowSizeHandleId) || drivenBy(op, op.outerGlowSizeHandleId) || drivenBy(op, op.strokeSizeHandleId)) return null;\n\tconst kernel = (size) => Math.min(Math.ceil(size ?? 0), MAX_KERNEL);\n\tconst ds = styleOf(op.dropShadow);\n\tconst og = styleOf(op.outerGlow);\n\tconst st = styleOf(op.stroke);\n\tlet r = 0;\n\tif (ds?.enabled) r = Math.max(r, (ds.distance ?? 0) + kernel(ds.size));\n\tif (og?.enabled) r = Math.max(r, kernel(og.size));\n\tif (st?.enabled && st.position !== \"inside\") r = Math.max(r, kernel(st.size));\n\treturn Math.ceil(r) + 2;\n};\n/**\n* How many pixels per layout px a LayerStyle keeps its look at: its blur,\n* glow and stroke kernels stop at MAX_KERNEL target pixels (the inner glow's\n* and inner shadow's at MAX_INNER_KERNEL), so a size scaled past that would\n* be cut short. 1 when a size is driven by a signal, known only at render\n* time. 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+ {"version":3,"file":"renderer-DWYmJSrl.mjs","names":[],"sources":["../../../nodes/node-layer-style/dist/renderers-DjBomwgE.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, PREMULTIPLIED_BLEND, createFullscreenPipeline, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, pixelScale } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nfunction hexToRgba(hex) {\n\tif (!hex) return [\n\t\t1,\n\t\t1,\n\t\t1,\n\t\t1\n\t];\n\tlet cleaned = hex.trim().replace(/^#/, \"\");\n\tif (cleaned.length === 3) cleaned = cleaned.split(\"\").map((c) => c + c).join(\"\") + \"ff\";\n\telse if (cleaned.length === 6) cleaned = cleaned + \"ff\";\n\telse if (cleaned.length === 8) {} else return [\n\t\t1,\n\t\t1,\n\t\t1,\n\t\t1\n\t];\n\tconst r = parseInt(cleaned.slice(0, 2), 16) / 255;\n\tconst g = parseInt(cleaned.slice(2, 4), 16) / 255;\n\tconst b = parseInt(cleaned.slice(4, 6), 16) / 255;\n\tconst a = parseInt(cleaned.slice(6, 8), 16) / 255;\n\treturn [\n\t\tNumber.isFinite(r) ? r : 1,\n\t\tNumber.isFinite(g) ? g : 1,\n\t\tNumber.isFinite(b) ? b : 1,\n\t\tNumber.isFinite(a) ? a : 1\n\t];\n}\nconst BLEND_MODE_MAP = {\n\tnormal: 0,\n\t\"source-over\": 0,\n\tmultiply: 1,\n\tscreen: 2,\n\toverlay: 3,\n\tdarken: 4,\n\tlighten: 5,\n\t\"color-dodge\": 6,\n\t\"color-burn\": 7,\n\t\"hard-light\": 8,\n\t\"soft-light\": 9,\n\tdifference: 10,\n\texclusion: 11,\n\thue: 12,\n\tsaturation: 13,\n\tcolor: 14,\n\tluminosity: 15,\n\t\"mask-in\": 16,\n\t\"destination-in\": 16,\n\t\"mask-out\": 17,\n\t\"destination-out\": 17,\n\t\"source-in\": 18,\n\t\"source-out\": 19,\n\t\"source-atop\": 20,\n\t\"destination-over\": 21,\n\t\"destination-atop\": 22,\n\tlighter: 23,\n\tcopy: 24,\n\txor: 25\n};\nconst BEVEL_STYLE_MAP = {\n\tInnerBevel: 0,\n\tOuterBevel: 1,\n\tEmboss: 2,\n\tPillowEmboss: 3\n};\nconst BEVEL_TECHNIQUE_MAP = {\n\tSmooth: 0,\n\tChiselHard: 1,\n\tChiselSoft: 2\n};\nconst STROKE_POS_MAP = {\n\toutside: 0,\n\tcenter: 1,\n\tinside: 2\n};\n/** Blur, glow and stroke kernels in the shader stop at this radius, px. */\nconst MAX_KERNEL = 24;\n/** The inner glow's and inner shadow's kernels stop sooner, px. */\nconst MAX_INNER_KERNEL = 16;\nconst WGSL_LAYER_STYLE_SHADER = `\nstruct LayerStyleUniforms {\n\t// Drop Shadow (vec4 x 3)\n\tdropShadowColor : vec4<f32>,\n\tdropShadowParams : vec4<f32>, // x: enabled, y: opacity, z: angle(rad), w: distance\n\tdropShadowParams2 : vec4<f32>, // x: spread, y: size, z: blendMode, w: pad\n\n\t// Inner Shadow (vec4 x 3)\n\tinnerShadowColor : vec4<f32>,\n\tinnerShadowParams : vec4<f32>, // x: enabled, y: opacity, z: angle(rad), w: distance\n\tinnerShadowParams2 : vec4<f32>, // x: choke, y: size, z: blendMode, w: pad\n\n\t// Outer Glow (vec4 x 3)\n\touterGlowColor : vec4<f32>,\n\touterGlowParams : vec4<f32>, // x: enabled, y: opacity, z: size, w: spread\n\touterGlowParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Inner Glow (vec4 x 3)\n\tinnerGlowColor : vec4<f32>,\n\tinnerGlowParams : vec4<f32>, // x: enabled, y: opacity, z: size, w: spread\n\tinnerGlowParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Stroke (vec4 x 3)\n\tstrokeColor : vec4<f32>,\n\tstrokeParams : vec4<f32>, // x: enabled, y: size, z: position(0:out,1:center,2:in), w: opacity\n\tstrokeParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Bevel & Emboss (vec4 x 5)\n\tbevelHighlightColor : vec4<f32>,\n\tbevelShadowColor : vec4<f32>,\n\tbevelParams1 : vec4<f32>, // x: enabled, y: style, z: technique, w: depth\n\tbevelParams2 : vec4<f32>, // x: direction(1:up, -1:down), y: size, z: soften, w: angle(rad)\n\tbevelParams3 : vec4<f32>, // x: altitude(rad), y: hlOpacity, z: shOpacity, w: pad\n\n\t// Color Overlay (vec4 x 2)\n\tcolorOverlayColor : vec4<f32>,\n\tcolorOverlayParams : vec4<f32>, // x: enabled, y: opacity, z: blendMode, w: pad\n};\n\n@group(0) @binding(0) var<uniform> u : LayerStyleUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleAlpha(uv: vec2<f32>) -> f32 {\n\tif (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {\n\t\treturn 0.0;\n\t}\n\treturn textureSampleLevel(tex, samp, uv, 0.0).a;\n}\n\nfn lum(c: vec3<f32>) -> f32 {\n\treturn 0.3 * c.r + 0.59 * c.g + 0.11 * c.b;\n}\n\nfn clip_color(c: vec3<f32>) -> vec3<f32> {\n\tlet l = lum(c);\n\tlet n = min(min(c.r, c.g), c.b);\n\tlet x = max(max(c.r, c.g), c.b);\n\tvar res = c;\n\tif (n < 0.0) {\n\t\tres = l + (((res - l) * l) / max(l - n, 1e-5));\n\t}\n\tif (x > 1.0) {\n\t\tres = l + (((res - l) * (1.0 - l)) / max(x - l, 1e-5));\n\t}\n\treturn res;\n}\n\nfn set_lum(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet diff = l - lum(c);\n\treturn clip_color(c + vec3<f32>(diff));\n}\n\nfn sat(c: vec3<f32>) -> f32 {\n\treturn max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b);\n}\n\nfn set_sat(c: vec3<f32>, s: f32) -> vec3<f32> {\n\tlet c_min = min(min(c.r, c.g), c.b);\n\tlet c_max = max(max(c.r, c.g), c.b);\n\tif (c_max <= c_min) {\n\t\treturn vec3<f32>(0.0);\n\t}\n\treturn (c - vec3<f32>(c_min)) * s / max(c_max - c_min, 1e-5);\n}\n\nfn blendRgb(d_rgb: vec3<f32>, s_rgb: vec3<f32>, mode: u32) -> vec3<f32> {\n\tswitch (mode) {\n\t\tcase 1u: { // multiply\n\t\t\treturn d_rgb * s_rgb;\n\t\t}\n\t\tcase 2u: { // screen\n\t\t\treturn d_rgb + s_rgb - d_rgb * s_rgb;\n\t\t}\n\t\tcase 3u: { // overlay\n\t\t\treturn select(\n\t\t\t\t1.0 - 2.0 * (1.0 - d_rgb) * (1.0 - s_rgb),\n\t\t\t\t2.0 * d_rgb * s_rgb,\n\t\t\t\td_rgb < vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 4u: { // darken\n\t\t\treturn min(d_rgb, s_rgb);\n\t\t}\n\t\tcase 5u: { // lighten\n\t\t\treturn max(d_rgb, s_rgb);\n\t\t}\n\t\tcase 6u: { // color-dodge\n\t\t\treturn select(min(d_rgb / max(1.0 - s_rgb, vec3<f32>(1e-4)), vec3<f32>(1.0)), vec3<f32>(1.0), s_rgb >= vec3<f32>(0.999));\n\t\t}\n\t\tcase 7u: { // color-burn\n\t\t\treturn select(1.0 - min((1.0 - d_rgb) / max(s_rgb, vec3<f32>(1e-4)), vec3<f32>(1.0)), vec3<f32>(0.0), s_rgb <= vec3<f32>(0.001));\n\t\t}\n\t\tcase 8u: { // hard-light\n\t\t\treturn select(\n\t\t\t\t1.0 - 2.0 * (1.0 - d_rgb) * (1.0 - s_rgb),\n\t\t\t\t2.0 * d_rgb * s_rgb,\n\t\t\t\ts_rgb < vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 9u: { // soft-light\n\t\t\treturn select(\n\t\t\t\td_rgb + (2.0 * s_rgb - 1.0) * (sqrt(d_rgb) - d_rgb),\n\t\t\t\td_rgb - (1.0 - 2.0 * s_rgb) * d_rgb * (1.0 - d_rgb),\n\t\t\t\ts_rgb <= vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 10u: { // difference\n\t\t\treturn abs(d_rgb - s_rgb);\n\t\t}\n\t\tcase 11u: { // exclusion\n\t\t\treturn d_rgb + s_rgb - 2.0 * d_rgb * s_rgb;\n\t\t}\n\t\tcase 12u: { // hue\n\t\t\treturn set_lum(set_sat(s_rgb, sat(d_rgb)), lum(d_rgb));\n\t\t}\n\t\tcase 13u: { // saturation\n\t\t\treturn set_lum(set_sat(d_rgb, sat(s_rgb)), lum(d_rgb));\n\t\t}\n\t\tcase 14u: { // color\n\t\t\treturn set_lum(s_rgb, lum(d_rgb));\n\t\t}\n\t\tcase 15u: { // luminosity\n\t\t\treturn set_lum(d_rgb, lum(s_rgb));\n\t\t}\n\t\tdefault: { // normal / source-over\n\t\t\treturn s_rgb;\n\t\t}\n\t}\n}\n\nfn compositeLayer(dst: vec4<f32>, src: vec4<f32>, blendMode: u32) -> vec4<f32> {\n\tlet sa = clamp(src.a, 0.0, 1.0);\n\tif (sa <= 0.0001) {\n\t\treturn dst;\n\t}\n\tlet da = clamp(dst.a, 0.0, 1.0);\n\tif (da <= 0.0001) {\n\t\treturn src;\n\t}\n\n\tswitch (blendMode) {\n\t\tcase 16u: { return dst * sa; } // mask-in / destination-in\n\t\tcase 17u: { return dst * (1.0 - sa); } // mask-out / destination-out\n\t\tcase 18u: { return src * da; } // source-in\n\t\tcase 19u: { return src * (1.0 - da); } // source-out\n\t\tcase 20u: { return src * da + dst * (1.0 - sa); } // source-atop\n\t\tcase 21u: { return dst + src * (1.0 - da); } // destination-over\n\t\tcase 22u: { return dst * sa + src * (1.0 - da); } // destination-atop\n\t\tcase 23u: { return src + dst; } // lighter / add\n\t\tcase 24u: { return src; } // copy\n\t\tcase 25u: { return src * (1.0 - da) + dst * (1.0 - sa); } // xor\n\t\tdefault: {}\n\t}\n\n\tlet b_rgb = blendRgb(dst.rgb, src.rgb, blendMode);\n\tlet out_a = sa + da * (1.0 - sa);\n\tlet out_rgb = select(\n\t\t((1.0 - da) * src.rgb + (1.0 - sa) * dst.rgb + sa * da * b_rgb) / max(out_a, 1e-5),\n\t\tb_rgb,\n\t\tout_a <= 1e-4\n\t);\n\n\treturn vec4<f32>(out_rgb, out_a);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / max(dimensions, vec2<f32>(1.0, 1.0));\n\tlet origColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tlet origA = origColor.a;\n\n\tvar result = vec4<f32>(0.0);\n\n\t// =========================================================================\n\t// 1. DROP SHADOW (Bottom Layer)\n\t// =========================================================================\n\tif (u.dropShadowParams.x > 0.5) {\n\t\tlet opacity = u.dropShadowParams.y;\n\t\tlet angle = u.dropShadowParams.z;\n\t\tlet distance = u.dropShadowParams.w;\n\t\tlet spread = u.dropShadowParams2.x;\n\t\tlet size = u.dropShadowParams2.y;\n\t\tlet blendMode = u32(u.dropShadowParams2.z);\n\n\t\tlet shadowOffset = vec2<f32>(-cos(angle), sin(angle)) * distance * texelSize;\n\t\tlet shadowCenterUv = in.uv - shadowOffset;\n\n\t\tvar shadowAccum = 0.0;\n\t\tvar shadowWeightSum = 0.0;\n\n\t\tlet sigma = max(0.5, size * 0.4);\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\n\t\tif (size <= 0.5) {\n\t\t\tshadowAccum = sampleAlpha(shadowCenterUv);\n\t\t\tshadowWeightSum = 1.0;\n\t\t} else {\n\t\t\tlet stepVal = max(1, sampleRadius / 8);\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tlet weight = exp(-0.5 * distSq / (sigma * sigma));\n\t\t\t\t\tshadowAccum += sampleAlpha(shadowCenterUv + offset) * weight;\n\t\t\t\t\tshadowWeightSum += weight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet blurredShadow = shadowAccum / max(shadowWeightSum, 1e-4);\n\t\tlet spreadFactor = spread / 100.0;\n\t\tlet finalShadowAlpha = clamp(blurredShadow / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0) * opacity;\n\n\t\tif (finalShadowAlpha > 0.001) {\n\t\t\tlet shadowCol = vec4<f32>(u.dropShadowColor.rgb, finalShadowAlpha);\n\t\t\tresult = compositeLayer(result, shadowCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 2. OUTER GLOW\n\t// =========================================================================\n\tif (u.outerGlowParams.x > 0.5) {\n\t\tlet opacity = u.outerGlowParams.y;\n\t\tlet size = u.outerGlowParams.z;\n\t\tlet spread = u.outerGlowParams.w;\n\t\tlet blendMode = u32(u.outerGlowParams2.x);\n\n\t\tvar glowAccum = 0.0;\n\t\tvar glowWeightSum = 0.0;\n\t\tlet sigma = max(0.5, size * 0.4);\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\n\t\tif (size <= 0.5) {\n\t\t\tglowAccum = origA;\n\t\t\tglowWeightSum = 1.0;\n\t\t} else {\n\t\t\tlet stepVal = max(1, sampleRadius / 8);\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tlet weight = exp(-0.5 * distSq / (sigma * sigma));\n\t\t\t\t\tglowAccum += sampleAlpha(in.uv + offset) * weight;\n\t\t\t\t\tglowWeightSum += weight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet blurredGlow = glowAccum / max(glowWeightSum, 1e-4);\n\t\tlet spreadFactor = spread / 100.0;\n\t\tlet spreadGlow = clamp(blurredGlow / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0);\n\t\tlet finalGlowAlpha = max(0.0, spreadGlow - origA) * opacity;\n\n\t\tif (finalGlowAlpha > 0.001) {\n\t\t\tlet glowCol = vec4<f32>(u.outerGlowColor.rgb, finalGlowAlpha);\n\t\t\tresult = compositeLayer(result, glowCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 3. OUTSIDE STROKE\n\t// =========================================================================\n\tif (u.strokeParams.x > 0.5 && u.strokeParams.z < 0.5) { // position == 0: outside\n\t\tlet size = u.strokeParams.y;\n\t\tlet opacity = u.strokeParams.w;\n\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\tvar maxAlpha = 0.0;\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\t\tlet sizeSq = size * size;\n\n\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\tif (distSq <= sizeSq) {\n\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\tmaxAlpha = max(maxAlpha, sAlpha);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet strokeAlpha = clamp(maxAlpha - origA, 0.0, 1.0) * opacity;\n\t\tif (strokeAlpha > 0.001) {\n\t\t\tlet strokeCol = vec4<f32>(u.strokeColor.rgb, strokeAlpha);\n\t\t\tresult = compositeLayer(result, strokeCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 4. BASE IMAGE LAYER (with Color Overlay, Bevel & Emboss, Inner Glow/Shadow)\n\t// =========================================================================\n\tif (origA > 0.001) {\n\t\tvar baseRgb = origColor.rgb;\n\n\t\t// Color Overlay\n\t\tif (u.colorOverlayParams.x > 0.5) {\n\t\t\tlet overlayOpacity = u.colorOverlayParams.y;\n\t\t\tlet overlayBlendMode = u32(u.colorOverlayParams.z);\n\t\t\tlet blendedOverlay = blendRgb(baseRgb, u.colorOverlayColor.rgb, overlayBlendMode);\n\t\t\tbaseRgb = mix(baseRgb, blendedOverlay, overlayOpacity);\n\t\t}\n\n\t\t// Bevel & Emboss\n\t\tif (u.bevelParams1.x > 0.5) {\n\t\t\tlet style = u.bevelParams1.y;\n\t\t\tlet technique = u.bevelParams1.z;\n\t\t\tlet depth = u.bevelParams1.w / 100.0;\n\t\t\tlet direction = u.bevelParams2.x;\n\t\t\tlet bevelSize = max(0.5, u.bevelParams2.y);\n\t\t\tlet soften = u.bevelParams2.z;\n\t\t\tlet lightAngle = u.bevelParams2.w;\n\t\t\tlet lightAltitude = u.bevelParams3.x;\n\t\t\tlet hlOpacity = u.bevelParams3.y;\n\t\t\tlet shOpacity = u.bevelParams3.z;\n\n\t\t\tlet lightDir = normalize(vec3<f32>(\n\t\t\t\t-cos(lightAngle) * cos(lightAltitude),\n\t\t\t\tsin(lightAngle) * cos(lightAltitude),\n\t\t\t\tsin(lightAltitude)\n\t\t\t));\n\n\t\t\tlet stepSize = max(1.0, bevelSize * 0.5 + soften) * texelSize;\n\t\t\tlet aL = sampleAlpha(in.uv - vec2<f32>(stepSize.x, 0.0));\n\t\t\tlet aR = sampleAlpha(in.uv + vec2<f32>(stepSize.x, 0.0));\n\t\t\tlet aT = sampleAlpha(in.uv - vec2<f32>(0.0, stepSize.y));\n\t\t\tlet aB = sampleAlpha(in.uv + vec2<f32>(0.0, stepSize.y));\n\n\t\t\tvar dx = (aR - aL) * depth * direction;\n\t\t\tvar dy = (aB - aT) * depth * direction;\n\n\t\t\tif (technique > 0.5) { // ChiselHard or ChiselSoft\n\t\t\t\tlet rampFactor = select(2.0, 1.5, technique > 1.5);\n\t\t\t\tdx = clamp(dx * rampFactor, -1.0, 1.0);\n\t\t\t\tdy = clamp(dy * rampFactor, -1.0, 1.0);\n\t\t\t}\n\n\t\t\tlet normal = normalize(vec3<f32>(-dx, -dy, 1.0));\n\t\t\tlet nDotL = dot(normal, lightDir);\n\n\t\t\tlet highlightAmount = max(0.0, nDotL) * hlOpacity;\n\t\t\tlet shadowAmount = max(0.0, -nDotL) * shOpacity;\n\n\t\t\tlet hlColor = mix(baseRgb, u.bevelHighlightColor.rgb + baseRgb, highlightAmount);\n\t\t\tlet shColor = mix(baseRgb, baseRgb * (1.0 - shadowAmount) + u.bevelShadowColor.rgb * shadowAmount, shadowAmount);\n\t\t\tbaseRgb = mix(shColor, hlColor, clamp(nDotL * 0.5 + 0.5, 0.0, 1.0));\n\t\t}\n\n\t\t// Inner Glow\n\t\tif (u.innerGlowParams.x > 0.5) {\n\t\t\tlet igOpacity = u.innerGlowParams.y;\n\t\t\tlet igSize = u.innerGlowParams.z;\n\t\t\tlet igSpread = u.innerGlowParams.w;\n\t\t\tlet igBlendMode = u32(u.innerGlowParams2.x);\n\n\t\t\tvar innerAccum = 0.0;\n\t\t\tvar innerWeight = 0.0;\n\t\t\tlet sigma = max(0.5, igSize * 0.4);\n\t\t\tlet sampleRadius = min(i32(ceil(igSize)), ${MAX_INNER_KERNEL});\n\t\t\tlet stepVal = max(1, sampleRadius / 6);\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet weight = exp(-0.5 * f32(x * x + y * y) / (sigma * sigma));\n\t\t\t\t\tinnerAccum += sampleAlpha(in.uv + offset) * weight;\n\t\t\t\t\tinnerWeight += weight;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet blurredInner = innerAccum / max(innerWeight, 1e-4);\n\t\t\tlet innerGlowMask = max(0.0, origA - blurredInner);\n\t\t\tlet spreadFactor = igSpread / 100.0;\n\t\t\tlet finalInnerGlowAlpha = clamp(innerGlowMask / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0) * igOpacity;\n\n\t\t\tif (finalInnerGlowAlpha > 0.001) {\n\t\t\t\tlet igBlended = blendRgb(baseRgb, u.innerGlowColor.rgb, igBlendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, igBlended, finalInnerGlowAlpha);\n\t\t\t}\n\t\t}\n\n\t\t// Inner Shadow\n\t\tif (u.innerShadowParams.x > 0.5) {\n\t\t\tlet isOpacity = u.innerShadowParams.y;\n\t\t\tlet isAngle = u.innerShadowParams.z;\n\t\t\tlet isDistance = u.innerShadowParams.w;\n\t\t\tlet isChoke = u.innerShadowParams2.x;\n\t\t\tlet isSize = u.innerShadowParams2.y;\n\t\t\tlet isBlendMode = u32(u.innerShadowParams2.z);\n\n\t\t\tlet isOffset = vec2<f32>(-cos(isAngle), sin(isAngle)) * isDistance * texelSize;\n\t\t\tlet shiftedA = sampleAlpha(in.uv + isOffset);\n\n\t\t\tvar isAccum = 0.0;\n\t\t\tvar isWeight = 0.0;\n\t\t\tlet sigma = max(0.5, isSize * 0.4);\n\t\t\tlet sampleRadius = min(i32(ceil(isSize)), ${MAX_INNER_KERNEL});\n\t\t\tlet stepVal = max(1, sampleRadius / 6);\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet weight = exp(-0.5 * f32(x * x + y * y) / (sigma * sigma));\n\t\t\t\t\tlet sShifted = sampleAlpha(in.uv + isOffset + offset);\n\t\t\t\t\tlet sOrig = sampleAlpha(in.uv + offset);\n\t\t\t\t\tisAccum += max(0.0, sOrig - sShifted) * weight;\n\t\t\t\t\tisWeight += weight;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet blurredIS = isAccum / max(isWeight, 1e-4);\n\t\t\tlet chokeFactor = isChoke / 100.0;\n\t\t\tlet finalISAlpha = clamp(blurredIS / max(1.0 - chokeFactor * 0.95, 0.01), 0.0, 1.0) * isOpacity;\n\n\t\t\tif (finalISAlpha > 0.001) {\n\t\t\t\tlet isBlended = blendRgb(baseRgb, u.innerShadowColor.rgb, isBlendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, isBlended, finalISAlpha);\n\t\t\t}\n\t\t}\n\n\t\t// Inside Stroke\n\t\tif (u.strokeParams.x > 0.5 && u.strokeParams.z > 1.5) { // position == 2: inside\n\t\t\tlet size = u.strokeParams.y;\n\t\t\tlet opacity = u.strokeParams.w;\n\t\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\t\tvar minAlpha = 1.0;\n\t\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\t\t\tlet sizeSq = size * size;\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tif (distSq <= sizeSq) {\n\t\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\t\tminAlpha = min(minAlpha, sAlpha);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet insideStrokeAlpha = clamp(origA - minAlpha, 0.0, 1.0) * opacity;\n\t\t\tif (insideStrokeAlpha > 0.001) {\n\t\t\t\tlet sBlended = blendRgb(baseRgb, u.strokeColor.rgb, blendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, sBlended, insideStrokeAlpha);\n\t\t\t}\n\t\t}\n\n\t\tlet baseLayer = vec4<f32>(baseRgb, origA);\n\t\tresult = compositeLayer(result, baseLayer, 0u);\n\t}\n\n\t// =========================================================================\n\t// 5. CENTER STROKE\n\t// =========================================================================\n\tif (u.strokeParams.x > 0.5 && u.strokeParams.z >= 0.5 && u.strokeParams.z <= 1.5) { // position == 1: center\n\t\tlet size = u.strokeParams.y;\n\t\tlet opacity = u.strokeParams.w;\n\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\tvar maxAlpha = 0.0;\n\t\tvar minAlpha = 1.0;\n\t\tlet halfSize = max(0.5, size * 0.5);\n\t\tlet sampleRadius = min(i32(ceil(halfSize)), ${MAX_KERNEL});\n\t\tlet halfSizeSq = halfSize * halfSize;\n\n\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\tif (distSq <= halfSizeSq) {\n\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\tmaxAlpha = max(maxAlpha, sAlpha);\n\t\t\t\t\tminAlpha = min(minAlpha, sAlpha);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet centerStrokeAlpha = clamp(maxAlpha - minAlpha, 0.0, 1.0) * opacity;\n\t\tif (centerStrokeAlpha > 0.001) {\n\t\t\tlet strokeCol = vec4<f32>(u.strokeColor.rgb, centerStrokeAlpha);\n\t\t\tresult = compositeLayer(result, strokeCol, blendMode);\n\t\t}\n\t}\n\n\t// Output premultiplied alpha for QuadPipeline / WebGPU rendering\n\treturn vec4<f32>(result.rgb * result.a, result.a);\n}\n`;\nconst resourcesCache = /* @__PURE__ */ new WeakMap();\nfunction getLayerStyleResources(device, format) {\n\tlet res = resourcesCache.get(device);\n\tif (res) return res;\n\tconst module = device.createShaderModule({ code: WGSL_LAYER_STYLE_SHADER });\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tres = {\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule,\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [uniformLayout, textureLayout] }),\n\t\t\tformat,\n\t\t\tblend: PREMULTIPLIED_BLEND\n\t\t}),\n\t\tuniformLayout,\n\t\ttextureLayout\n\t};\n\tresourcesCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(88);\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"LayerStyle\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst px = pixelScale(args);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : (props.frame ?? 0) / (props.fps || 30);\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (!outputItem) return Math.max(clampMin, Math.min(clampMax, fallbackVal));\n\t\t\tif (outputItem.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn Math.max(clampMin, Math.min(clampMax, numVal));\n\t\t\t}\n\t\t\tif (outputItem.type === \"Signal\") {\n\t\t\t\tconst data = outputItem.data;\n\t\t\t\tif (typeof data === \"number\") return Math.max(clampMin, Math.min(clampMax, data));\n\t\t\t\tif (data && typeof data === \"object\") {\n\t\t\t\t\tif (typeof data.value === \"number\") return Math.max(clampMin, Math.min(clampMax, data.value));\n\t\t\t\t\tconst amp = typeof data.amplitude === \"number\" ? data.amplitude : 1;\n\t\t\t\t\tconst freq = typeof data.frequency === \"number\" ? data.frequency : 1;\n\t\t\t\t\tconst phase = typeof data.phase === \"number\" ? data.phase : 0;\n\t\t\t\t\tconst offset = typeof data.offset === \"number\" ? data.offset : fallbackVal;\n\t\t\t\t\tconst t = elapsedSeconds;\n\t\t\t\t\tconst computed = offset + amp * Math.sin(2 * Math.PI * freq * t + phase);\n\t\t\t\t\treturn Math.max(clampMin, Math.min(clampMax, computed));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn Math.max(clampMin, Math.min(clampMax, fallbackVal));\n\t};\n\tconst childW = width;\n\tconst childH = height;\n\tconst childTex = ctx.renderer.getTemporaryTexture(childW, childH, [...props.excludeTextures || [], targetTexture]);\n\tconst childView = childTex.createView();\n\tctx.renderer.beginFrame(encoder, childView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, childW, childH, \"clear\").end();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\tcontainerWidth: childW,\n\t\tcontainerHeight: childH\n\t}, childView, childTex, childW, childH);\n\tconst inputTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst inputView = inputTex.createView();\n\tconst inputPass = ctx.renderer.beginFrame(encoder, inputView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\");\n\tctx.renderer.drawTexture(inputPass, childTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: childW,\n\t\theight: childH\n\t}, { opacity: 1 });\n\tinputPass.end();\n\tconst { pipeline, uniformLayout, textureLayout } = getLayerStyleResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst ds = op.dropShadow ?? {};\n\tconst is = op.innerShadow ?? {};\n\tconst og = op.outerGlow ?? {};\n\tconst ig = op.innerGlow ?? {};\n\tconst st = op.stroke ?? {};\n\tconst be = op.bevelEmboss ?? {};\n\tconst co = op.colorOverlay ?? {};\n\tconst dsCol = hexToRgba(ds.color ?? \"#000000\");\n\tconst dsOpacity = resolveField(op.dropShadowOpacityHandleId, ds.opacity ?? .75, 0, 1);\n\tconst dsAngle = resolveField(op.dropShadowAngleHandleId, ds.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst dsDist = resolveField(op.dropShadowDistanceHandleId, ds.distance ?? 10, 0, 500) * px;\n\tconst dsSpread = resolveField(op.dropShadowSpreadHandleId, ds.spread ?? 0, 0, 100);\n\tconst dsSize = resolveField(op.dropShadowSizeHandleId, ds.size ?? 10, 0, 250) * px;\n\tconst dsBlend = BLEND_MODE_MAP[ds.blendMode ?? \"multiply\"] ?? 1;\n\tconst isCol = hexToRgba(is.color ?? \"#000000\");\n\tconst isOpacity = resolveField(op.innerShadowOpacityHandleId, is.opacity ?? .75, 0, 1);\n\tconst isAngle = resolveField(op.innerShadowAngleHandleId, is.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst isDist = resolveField(op.innerShadowDistanceHandleId, is.distance ?? 5, 0, 500) * px;\n\tconst isChoke = resolveField(op.innerShadowChokeHandleId, is.choke ?? 0, 0, 100);\n\tconst isSize = resolveField(op.innerShadowSizeHandleId, is.size ?? 5, 0, 250) * px;\n\tconst isBlend = BLEND_MODE_MAP[is.blendMode ?? \"multiply\"] ?? 1;\n\tconst ogCol = hexToRgba(og.color ?? \"#ffffff\");\n\tconst ogOpacity = resolveField(op.outerGlowOpacityHandleId, og.opacity ?? .75, 0, 1);\n\tconst ogSize = resolveField(op.outerGlowSizeHandleId, og.size ?? 15, 0, 250) * px;\n\tconst ogSpread = resolveField(op.outerGlowSpreadHandleId, og.spread ?? 0, 0, 100);\n\tconst ogBlend = BLEND_MODE_MAP[og.blendMode ?? \"screen\"] ?? 2;\n\tconst igCol = hexToRgba(ig.color ?? \"#ffffff\");\n\tconst igOpacity = resolveField(op.innerGlowOpacityHandleId, ig.opacity ?? .75, 0, 1);\n\tconst igSize = resolveField(op.innerGlowSizeHandleId, ig.size ?? 15, 0, 250) * px;\n\tconst igSpread = resolveField(op.innerGlowSpreadHandleId, ig.spread ?? 0, 0, 100);\n\tconst igBlend = BLEND_MODE_MAP[ig.blendMode ?? \"screen\"] ?? 2;\n\tconst stCol = hexToRgba(st.color ?? \"#ffffff\");\n\tconst stSize = resolveField(op.strokeSizeHandleId, st.size ?? 2, 0, 100) * px;\n\tconst stPos = STROKE_POS_MAP[st.position ?? \"outside\"] ?? 0;\n\tconst stOpacity = resolveField(op.strokeOpacityHandleId, st.opacity ?? 1, 0, 1);\n\tconst stBlend = BLEND_MODE_MAP[st.blendMode ?? \"normal\"] ?? 0;\n\tconst beHlCol = hexToRgba(be.highlightColor ?? \"#ffffff\");\n\tconst beShCol = hexToRgba(be.shadowColor ?? \"#000000\");\n\tconst beStyle = BEVEL_STYLE_MAP[be.style ?? \"InnerBevel\"] ?? 0;\n\tconst beTech = BEVEL_TECHNIQUE_MAP[be.technique ?? \"Smooth\"] ?? 0;\n\tconst beDepth = resolveField(op.bevelEmbossDepthHandleId, be.depth ?? 100, 1, 1e3);\n\tconst beDir = be.direction === \"Down\" ? -1 : 1;\n\tconst beSize = resolveField(op.bevelEmbossSizeHandleId, be.size ?? 5, 0, 250) * px;\n\tconst beSoften = resolveField(op.bevelEmbossSoftenHandleId, be.soften ?? 0, 0, 50) * px;\n\tconst beAngle = resolveField(op.bevelEmbossAngleHandleId, be.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst beAltitude = resolveField(op.bevelEmbossAltitudeHandleId, be.altitude ?? 30, 0, 90) * Math.PI / 180;\n\tconst beHlOpacity = resolveField(op.bevelEmbossHighlightOpacityHandleId, be.highlightOpacity ?? .75, 0, 1);\n\tconst beShOpacity = resolveField(op.bevelEmbossShadowOpacityHandleId, be.shadowOpacity ?? .75, 0, 1);\n\tconst coCol = hexToRgba(co.color ?? \"#ff0000\");\n\tconst coOpacity = resolveField(op.colorOverlayOpacityHandleId, co.opacity ?? 1, 0, 1);\n\tconst coBlend = BLEND_MODE_MAP[co.blendMode ?? \"normal\"] ?? 0;\n\tuniformBufferData.fill(0);\n\tuniformBufferData[0] = dsCol[0];\n\tuniformBufferData[1] = dsCol[1];\n\tuniformBufferData[2] = dsCol[2];\n\tuniformBufferData[3] = dsCol[3];\n\tuniformBufferData[4] = ds.enabled ? 1 : 0;\n\tuniformBufferData[5] = dsOpacity;\n\tuniformBufferData[6] = dsAngle;\n\tuniformBufferData[7] = dsDist;\n\tuniformBufferData[8] = dsSpread;\n\tuniformBufferData[9] = dsSize;\n\tuniformBufferData[10] = dsBlend;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = isCol[0];\n\tuniformBufferData[13] = isCol[1];\n\tuniformBufferData[14] = isCol[2];\n\tuniformBufferData[15] = isCol[3];\n\tuniformBufferData[16] = is.enabled ? 1 : 0;\n\tuniformBufferData[17] = isOpacity;\n\tuniformBufferData[18] = isAngle;\n\tuniformBufferData[19] = isDist;\n\tuniformBufferData[20] = isChoke;\n\tuniformBufferData[21] = isSize;\n\tuniformBufferData[22] = isBlend;\n\tuniformBufferData[23] = 0;\n\tuniformBufferData[24] = ogCol[0];\n\tuniformBufferData[25] = ogCol[1];\n\tuniformBufferData[26] = ogCol[2];\n\tuniformBufferData[27] = ogCol[3];\n\tuniformBufferData[28] = og.enabled ? 1 : 0;\n\tuniformBufferData[29] = ogOpacity;\n\tuniformBufferData[30] = ogSize;\n\tuniformBufferData[31] = ogSpread;\n\tuniformBufferData[32] = ogBlend;\n\tuniformBufferData[33] = 0;\n\tuniformBufferData[34] = 0;\n\tuniformBufferData[35] = 0;\n\tuniformBufferData[36] = igCol[0];\n\tuniformBufferData[37] = igCol[1];\n\tuniformBufferData[38] = igCol[2];\n\tuniformBufferData[39] = igCol[3];\n\tuniformBufferData[40] = ig.enabled ? 1 : 0;\n\tuniformBufferData[41] = igOpacity;\n\tuniformBufferData[42] = igSize;\n\tuniformBufferData[43] = igSpread;\n\tuniformBufferData[44] = igBlend;\n\tuniformBufferData[45] = 0;\n\tuniformBufferData[46] = 0;\n\tuniformBufferData[47] = 0;\n\tuniformBufferData[48] = stCol[0];\n\tuniformBufferData[49] = stCol[1];\n\tuniformBufferData[50] = stCol[2];\n\tuniformBufferData[51] = stCol[3];\n\tuniformBufferData[52] = st.enabled ? 1 : 0;\n\tuniformBufferData[53] = stSize;\n\tuniformBufferData[54] = stPos;\n\tuniformBufferData[55] = stOpacity;\n\tuniformBufferData[56] = stBlend;\n\tuniformBufferData[57] = 0;\n\tuniformBufferData[58] = 0;\n\tuniformBufferData[59] = 0;\n\tuniformBufferData[60] = beHlCol[0];\n\tuniformBufferData[61] = beHlCol[1];\n\tuniformBufferData[62] = beHlCol[2];\n\tuniformBufferData[63] = beHlCol[3];\n\tuniformBufferData[64] = beShCol[0];\n\tuniformBufferData[65] = beShCol[1];\n\tuniformBufferData[66] = beShCol[2];\n\tuniformBufferData[67] = beShCol[3];\n\tuniformBufferData[68] = be.enabled ? 1 : 0;\n\tuniformBufferData[69] = beStyle;\n\tuniformBufferData[70] = beTech;\n\tuniformBufferData[71] = beDepth;\n\tuniformBufferData[72] = beDir;\n\tuniformBufferData[73] = beSize;\n\tuniformBufferData[74] = beSoften;\n\tuniformBufferData[75] = beAngle;\n\tuniformBufferData[76] = beAltitude;\n\tuniformBufferData[77] = beHlOpacity;\n\tuniformBufferData[78] = beShOpacity;\n\tuniformBufferData[79] = 0;\n\tuniformBufferData[80] = coCol[0];\n\tuniformBufferData[81] = coCol[1];\n\tuniformBufferData[82] = coCol[2];\n\tuniformBufferData[83] = coCol[3];\n\tuniformBufferData[84] = co.enabled ? 1 : 0;\n\tuniformBufferData[85] = coOpacity;\n\tuniformBufferData[86] = coBlend;\n\tuniformBufferData[87] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst tBindGroup = ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: inputView\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t});\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tinputTex,\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uBindGroup, tBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n/** Whether `handle` names an input with a live connection driving a field. */\nconst drivenBy = (op, handle) => typeof handle === \"string\" && op.inputs?.[handle]?.connectionValid === true;\n/** One style's settings; a style may be a signal holding its value. */\nconst styleOf = (v) => v && typeof v === \"object\" && \"_value\" in v ? v._value : v;\n/**\n* How far a LayerStyle draws past its layer: the drop shadow's offset plus\n* its blur, the outer glow, an outside or centred stroke. Unknown (null)\n* when one of those sizes is driven by a connected signal. Keep in step with\n* the shader above: anything it draws farther out must count here, or a\n* compositor running the style over the layer's region will clip it.\n*/\nconst layerStyleReach = (operation) => {\n\tconst op = operation;\n\tif (drivenBy(op, op.dropShadowDistanceHandleId) || drivenBy(op, op.dropShadowSizeHandleId) || drivenBy(op, op.outerGlowSizeHandleId) || drivenBy(op, op.strokeSizeHandleId)) return null;\n\tconst kernel = (size) => Math.min(Math.ceil(size ?? 0), MAX_KERNEL);\n\tconst ds = styleOf(op.dropShadow);\n\tconst og = styleOf(op.outerGlow);\n\tconst st = styleOf(op.stroke);\n\tlet r = 0;\n\tif (ds?.enabled) r = Math.max(r, (ds.distance ?? 0) + kernel(ds.size));\n\tif (og?.enabled) r = Math.max(r, kernel(og.size));\n\tif (st?.enabled && st.position !== \"inside\") r = Math.max(r, kernel(st.size));\n\treturn Math.ceil(r) + 2;\n};\n/**\n* How many pixels per layout px a LayerStyle keeps its look at: its blur,\n* glow and stroke kernels stop at MAX_KERNEL target pixels (the inner glow's\n* and inner shadow's at MAX_INNER_KERNEL), so a size scaled past that would\n* be cut short. 1 when a size is driven by a signal, known only at render\n* time. 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@@ -0,0 +1,5 @@
1
+ import "./chunk-DOL2i2sR.mjs";
2
+ import "./dist-DtPPPsZV.mjs";
3
+ import { t as renderers_default } from "./renderer-CO9vE3sd.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,6 +1,6 @@
1
1
  import { n as defineRenderer } from "./renderer-BuvKGwk3.mjs";
2
- import { Vn as signalRegistry, W as lutStore } from "./dist-D3BeAZ7X.mjs";
3
- import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CWjgql4C.mjs";
2
+ import { Hn as signalRegistry, W as lutStore } from "./dist-DtPPPsZV.mjs";
3
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-D2HT3KcE.mjs";
4
4
 
5
5
  //#region ../../nodes/node-apply-lut/dist/renderers-BrWmp6fW.mjs
6
6
  const LUT_3D_SHADER = `
@@ -219,4 +219,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: LutWebGPURenderer });
219
219
 
220
220
  //#endregion
221
221
  export { renderers_default as t };
222
- //# sourceMappingURL=renderer-CciiDHuU.mjs.map
222
+ //# sourceMappingURL=renderer-DYeNNc_G.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-CciiDHuU.mjs","names":[],"sources":["../../../nodes/node-apply-lut/dist/renderers-BrWmp6fW.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming } from \"@framefields/node-sdk/gpu\";\nimport { lutStore, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_3D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_3d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\t// Coordinate adjustment to sample from texel centers\n\tlet uvw = inputColor.rgb * ((u.lutSize - 1.0) / u.lutSize) + vec3<f32>(0.5 / u.lutSize);\n\tlet mappedColor = textureSampleLevel(lutTex, lutSamp, uvw, 0.0);\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (mappedColor.rgb - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst LUT_1D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_1d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\tlet rCoord = inputColor.r * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet gCoord = inputColor.g * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet bCoord = inputColor.b * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\t\n\tlet mappedR = textureSampleLevel(lutTex, lutSamp, rCoord, 0.0).r;\n\tlet mappedG = textureSampleLevel(lutTex, lutSamp, gCoord, 0.0).g;\n\tlet mappedB = textureSampleLevel(lutTex, lutSamp, bCoord, 0.0).b;\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (vec3<f32>(mappedR, mappedG, mappedB) - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst lutUniformData = new Float32Array(4);\nconst getDeviceLayouts = perDevice((device) => ({\n\tlutUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tlutTextureLayout3D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"3d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tlutTextureLayout1D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"1d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tsignalTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getLutResources(device, format, type) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `lut_${type}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst shaderCode = type === \"3D\" ? LUT_3D_SHADER : LUT_1D_SHADER;\n\t\tconst lutModule = device.createShaderModule({\n\t\t\tlabel: `lut_${type.toLowerCase()}_${format}.wgsl`,\n\t\t\tcode: shaderCode\n\t\t});\n\t\tconst currentLutLayout = type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D;\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `LutPipeline_${type}_${format}`,\n\t\t\tmodule: lutModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.lutUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tcurrentLutLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tlutPipeline: pipeline,\n\t\tlutUniformLayout: layouts.lutUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tlutTextureLayout: type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst LutWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ApplyLUT\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst lutUrl = op.lutUrl;\n\tif (!lutUrl) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intensityInput = op.intensityHandleId ? op.inputs?.[op.intensityHandleId] : null;\n\tconst hasSignal = !!(intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? intensityInput?.outputItem?.data : null;\n\tlet intensity = 1;\n\tlet hasStaticSignal = false;\n\tif (!hasSignal) if (intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Number\") intensity = Number(intensityInput.outputItem.data ?? 1);\n\telse intensity = Number(op.intensity ?? 1);\n\telse if (sd && typeof sd === \"object\") {\n\t\tintensity = Number(sd.offset ?? 1);\n\t\thasStaticSignal = true;\n\t}\n\tintensity = Math.max(0, Math.min(10, intensity));\n\tlet lut = lutStore.get(lutUrl, ctx.device);\n\tif (!lut) {\n\t\tif ((props.isHeadless ?? (typeof window === \"undefined\" || globalThis.__IS_HEADLESS_RENDERER__)) || props.forceWait) try {\n\t\t\tlut = await lutStore.getOrLoad(lutUrl, ctx.device);\n\t\t} catch (err) {\n\t\t\tif (!(err instanceof DOMException && err.name === \"AbortError\") && !(err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\")) console.error(\"[ApplyLUT] Failed to load LUT synchronously:\", err);\n\t\t}\n\t\telse lutStore.getOrLoad(lutUrl, ctx.device).catch((err) => {\n\t\t\tif (err instanceof DOMException && err.name === \"AbortError\" || err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\") return;\n\t\t\tconsole.error(\"[ApplyLUT] Failed to load LUT in background:\", err);\n\t\t});\n\t\tif (!lut && lutUrl.startsWith(\"runtime://lut/\")) {\n\t\t\tconst prefix = lutUrl.substring(0, lutUrl.lastIndexOf(\"-\") + 1);\n\t\t\tif (prefix) lut = lutStore.getAnyMatching(prefix, ctx.device);\n\t\t}\n\t}\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (!lut) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { lutPipeline: pipeline, lutUniformLayout: uLayout, singleTextureLayout: tLayout, lutTextureLayout: lLayout, signalTextureLayout: sigLayout } = getLutResources(ctx.device, ctx.renderer.format, lut.type);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tlet signalView;\n\tif (hasStaticSignal) {\n\t\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\t\tsignalView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, sd.nodeId ?? \"lut_intensity_sig\", elapsedSeconds, durationSeconds, sd, width, height, props.renderId, frame, fps);\n\t} else signalView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlutUniformData[0] = intensity;\n\tlutUniformData[1] = lut.size;\n\tlutUniformData[2] = hasStaticSignal ? 1 : 0;\n\tlutUniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(lutUniformData);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: lLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.texture.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalView\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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+ {"version":3,"file":"renderer-DYeNNc_G.mjs","names":[],"sources":["../../../nodes/node-apply-lut/dist/renderers-BrWmp6fW.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming } from \"@framefields/node-sdk/gpu\";\nimport { lutStore, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_3D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_3d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\t// Coordinate adjustment to sample from texel centers\n\tlet uvw = inputColor.rgb * ((u.lutSize - 1.0) / u.lutSize) + vec3<f32>(0.5 / u.lutSize);\n\tlet mappedColor = textureSampleLevel(lutTex, lutSamp, uvw, 0.0);\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (mappedColor.rgb - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst LUT_1D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_1d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\tlet rCoord = inputColor.r * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet gCoord = inputColor.g * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet bCoord = inputColor.b * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\t\n\tlet mappedR = textureSampleLevel(lutTex, lutSamp, rCoord, 0.0).r;\n\tlet mappedG = textureSampleLevel(lutTex, lutSamp, gCoord, 0.0).g;\n\tlet mappedB = textureSampleLevel(lutTex, lutSamp, bCoord, 0.0).b;\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (vec3<f32>(mappedR, mappedG, mappedB) - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst lutUniformData = new Float32Array(4);\nconst getDeviceLayouts = perDevice((device) => ({\n\tlutUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tlutTextureLayout3D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"3d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tlutTextureLayout1D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"1d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tsignalTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getLutResources(device, format, type) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `lut_${type}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst shaderCode = type === \"3D\" ? LUT_3D_SHADER : LUT_1D_SHADER;\n\t\tconst lutModule = device.createShaderModule({\n\t\t\tlabel: `lut_${type.toLowerCase()}_${format}.wgsl`,\n\t\t\tcode: shaderCode\n\t\t});\n\t\tconst currentLutLayout = type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D;\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `LutPipeline_${type}_${format}`,\n\t\t\tmodule: lutModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.lutUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tcurrentLutLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tlutPipeline: pipeline,\n\t\tlutUniformLayout: layouts.lutUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tlutTextureLayout: type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst LutWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ApplyLUT\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst lutUrl = op.lutUrl;\n\tif (!lutUrl) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intensityInput = op.intensityHandleId ? op.inputs?.[op.intensityHandleId] : null;\n\tconst hasSignal = !!(intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? intensityInput?.outputItem?.data : null;\n\tlet intensity = 1;\n\tlet hasStaticSignal = false;\n\tif (!hasSignal) if (intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Number\") intensity = Number(intensityInput.outputItem.data ?? 1);\n\telse intensity = Number(op.intensity ?? 1);\n\telse if (sd && typeof sd === \"object\") {\n\t\tintensity = Number(sd.offset ?? 1);\n\t\thasStaticSignal = true;\n\t}\n\tintensity = Math.max(0, Math.min(10, intensity));\n\tlet lut = lutStore.get(lutUrl, ctx.device);\n\tif (!lut) {\n\t\tif ((props.isHeadless ?? (typeof window === \"undefined\" || globalThis.__IS_HEADLESS_RENDERER__)) || props.forceWait) try {\n\t\t\tlut = await lutStore.getOrLoad(lutUrl, ctx.device);\n\t\t} catch (err) {\n\t\t\tif (!(err instanceof DOMException && err.name === \"AbortError\") && !(err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\")) console.error(\"[ApplyLUT] Failed to load LUT synchronously:\", err);\n\t\t}\n\t\telse lutStore.getOrLoad(lutUrl, ctx.device).catch((err) => {\n\t\t\tif (err instanceof DOMException && err.name === \"AbortError\" || err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\") return;\n\t\t\tconsole.error(\"[ApplyLUT] Failed to load LUT in background:\", err);\n\t\t});\n\t\tif (!lut && lutUrl.startsWith(\"runtime://lut/\")) {\n\t\t\tconst prefix = lutUrl.substring(0, lutUrl.lastIndexOf(\"-\") + 1);\n\t\t\tif (prefix) lut = lutStore.getAnyMatching(prefix, ctx.device);\n\t\t}\n\t}\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (!lut) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { lutPipeline: pipeline, lutUniformLayout: uLayout, singleTextureLayout: tLayout, lutTextureLayout: lLayout, signalTextureLayout: sigLayout } = getLutResources(ctx.device, ctx.renderer.format, lut.type);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tlet signalView;\n\tif (hasStaticSignal) {\n\t\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\t\tsignalView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, sd.nodeId ?? \"lut_intensity_sig\", elapsedSeconds, durationSeconds, sd, width, height, props.renderId, frame, fps);\n\t} else signalView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlutUniformData[0] = intensity;\n\tlutUniformData[1] = lut.size;\n\tlutUniformData[2] = hasStaticSignal ? 1 : 0;\n\tlutUniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(lutUniformData);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: lLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.texture.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalView\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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@@ -1,6 +1,6 @@
1
1
  import { c as resolveHandleParam, n as defineRenderer } from "./renderer-BuvKGwk3.mjs";
2
2
  import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-BSKAbyea.mjs";
3
- import { a as createFullscreenPipeline, c as drawTextureToTarget, f as signalTextureView, l as fragmentBindGroupLayout, m as texturesLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-CWjgql4C.mjs";
3
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, f as signalTextureView, l as fragmentBindGroupLayout, m as texturesLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-D2HT3KcE.mjs";
4
4
  import { z } from "zod";
5
5
 
6
6
  //#region ../../nodes/node-mask-math/dist/renderers-YQJYtdXA.mjs
@@ -585,4 +585,4 @@ var renderers_default = defineRenderer({ WebGPURenderer });
585
585
 
586
586
  //#endregion
587
587
  export { renderers_default as n, WebGPURenderer as t };
588
- //# sourceMappingURL=renderer-CYwVNbUh.mjs.map
588
+ //# sourceMappingURL=renderer-DYlx7VHo.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-CYwVNbUh.mjs","names":[],"sources":["../../../nodes/node-mask-math/dist/renderers-YQJYtdXA.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 200;\nconst MaskOperationEnum = z.enum([\n\t\"Union\",\n\t\"Intersect\",\n\t\"Subtract\",\n\t\"Difference\",\n\t\"Invert\",\n\t\"Dilate\",\n\t\"Erode\",\n\t\"Choke\",\n\t\"Feather\"\n]);\nconst MaskChannelEnum = z.enum([\n\t\"Alpha\",\n\t\"Luminance\",\n\t\"Red\",\n\t\"Green\",\n\t\"Blue\"\n]);\nconst MaskOutputFormatEnum = z.enum([\n\t\"WhiteWithAlpha\",\n\t\"GrayscaleRGB\",\n\t\"AlphaOnly\",\n\t\"PassthroughRGB\"\n]);\nconst maskMathConfig = configBuilder().field(\"operation\", MaskOperationEnum.default(\"Union\"), {\n\tlabel: \"Operation\",\n\tdescription: \"Morphological or Boolean set operation applied to input alpha masks.\"\n}).field(\"radius\", z.number().min(0).max(MAX_RADIUS).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius / Width (px)\",\n\tdescription: \"Kernel radius in pixels for Dilate, Erode, Choke, or Feather operations.\"\n}).field(\"threshold\", z.number().multipleOf(.01).min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Threshold\",\n\tdescription: \"Cutoff threshold level (0.0–1.0) for binarization step or non-linear choke.\"\n}).field(\"clampMin\", z.number().multipleOf(.01).min(0).max(1).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Clamp Min\",\n\tdescription: \"Minimum alpha matte cutoff limit (0.0–1.0).\"\n}).field(\"clampMax\", z.number().multipleOf(.01).min(0).max(1).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Clamp Max\",\n\tdescription: \"Maximum alpha matte cutoff limit (0.0–1.0).\"\n}).field(\"channelA\", MaskChannelEnum.default(\"Alpha\"), {\n\tlabel: \"Mask A Channel\",\n\tdescription: \"Source channel to extract mask from Mask A (Alpha, Luminance, Red, Green, Blue).\"\n}).field(\"channelB\", MaskChannelEnum.default(\"Alpha\"), {\n\tlabel: \"Mask B Channel\",\n\tdescription: \"Source channel to extract mask from Mask B (Alpha, Luminance, Red, Green, Blue).\"\n}).field(\"binarize\", z.boolean().default(false), {\n\tlabel: \"Binarize\",\n\tdescription: \"When enabled, outputs crisp 1-bit binary matte based on threshold.\"\n}).field(\"invertResult\", z.boolean().default(false), {\n\tlabel: \"Invert Result\",\n\tdescription: \"Inverts final matte output.\"\n}).field(\"outputFormat\", MaskOutputFormatEnum.default(\"WhiteWithAlpha\"), {\n\tlabel: \"Output Format\",\n\tdescription: \"WhiteWithAlpha (rgba(1,1,1,a)), GrayscaleRGB (rgba(a,a,a,1)), AlphaOnly (rgba(0,0,0,a)), PassthroughRGB (Mask A RGB with new alpha).\"\n}).build();\nconst MaskMathNodeConfigSchema = maskMathConfig.schema;\nconst MaskMathResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst MASK_MATH_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst OPERATION_MAP = {\n\tUnion: 0,\n\tIntersect: 1,\n\tSubtract: 2,\n\tDifference: 3,\n\tInvert: 4,\n\tDilate: 5,\n\tErode: 6,\n\tChoke: 7,\n\tFeather: 8\n};\nconst CHANNEL_MAP = {\n\tAlpha: 0,\n\tLuminance: 1,\n\tRed: 2,\n\tGreen: 3,\n\tBlue: 4\n};\nconst OUTPUT_FORMAT_MAP = {\n\tWhiteWithAlpha: 0,\n\tGrayscaleRGB: 1,\n\tAlphaOnly: 2,\n\tPassthroughRGB: 3\n};\nconst WGSL_MASKMATH = `\nstruct MaskMathUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tthreshold : f32,\n\n\tclampMin : f32,\n\tclampMax : f32,\n\toperation : f32,\n\tchannelA : f32,\n\n\tchannelB : f32,\n\tbinarize : f32,\n\tinvertResult : f32,\n\toutputFormat : f32,\n\n\thasMaskB : f32,\n\thasRadiusSig : f32,\n\thasThreshSig : f32,\n\thasClampMinSig : f32,\n\n\thasClampMaxSig : f32,\n\tisSecondPass : f32,\n\tpad0 : f32,\n\tpad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : MaskMathUniforms;\n\n@group(1) @binding(0) var texA : texture_2d<f32>;\n@group(1) @binding(1) var texB : texture_2d<f32>;\n@group(1) @binding(2) var origTexA : texture_2d<f32>;\n@group(1) @binding(3) var samp : sampler;\n\n@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(1) var threshSigTex : texture_2d<f32>;\n@group(2) @binding(2) var clampMinSigTex : texture_2d<f32>;\n@group(2) @binding(3) var clampMaxSigTex : texture_2d<f32>;\n@group(2) @binding(4) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn extractChannel(color : vec4<f32>, chCode : f32) -> f32 {\n\tif (chCode < 0.5) {\n\t\t// Alpha\n\t\treturn color.a;\n\t} else if (chCode < 1.5) {\n\t\t// Luminance\n\t\tlet luma = dot(color.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, luma / color.a);\n\t\t}\n\t\treturn luma;\n\t} else if (chCode < 2.5) {\n\t\t// Red\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.r / color.a);\n\t\t}\n\t\treturn color.r;\n\t} else if (chCode < 3.5) {\n\t\t// Green\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.g / color.a);\n\t\t}\n\t\treturn color.g;\n\t} else {\n\t\t// Blue\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.b / color.a);\n\t\t}\n\t\treturn color.b;\n\t}\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(texA));\n\tlet texelSize = 1.0 / max(dimensions, vec2<f32>(1.0, 1.0));\n\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = clamp(textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 200.0);\n\t}\n\tvar threshold = u.threshold;\n\tif (u.hasThreshSig > 0.5) {\n\t\tthreshold = clamp(textureSampleLevel(threshSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 1.0);\n\t}\n\tvar clampMin = u.clampMin;\n\tif (u.hasClampMinSig > 0.5) {\n\t\tclampMin = clamp(textureSampleLevel(clampMinSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 1.0);\n\t}\n\tvar clampMax = u.clampMax;\n\tif (u.hasClampMaxSig > 0.5) {\n\t\tclampMax = clamp(textureSampleLevel(clampMaxSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 1.0);\n\t}\n\n\tlet op = u.operation;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar val = 0.0;\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// -------------------------------------------------------------\n\t\t// PASS 1: Horizontal pass / Boolean operation\n\t\t// -------------------------------------------------------------\n\t\tlet sampleA = textureSampleLevel(texA, samp, in.uv, 0.0);\n\t\tlet sampleB = textureSampleLevel(texB, samp, in.uv, 0.0);\n\n\t\tlet a = extractChannel(sampleA, u.channelA);\n\t\tlet b = select(0.0, extractChannel(sampleB, u.channelB), u.hasMaskB > 0.5);\n\n\t\tif (op < 0.5) {\n\t\t\t// Union (A + B)\n\t\t\tval = select(a, clamp(a + b, 0.0, 1.0), u.hasMaskB > 0.5);\n\t\t} else if (op < 1.5) {\n\t\t\t// Intersect (min(A, B))\n\t\t\tval = select(a, min(a, b), u.hasMaskB > 0.5);\n\t\t} else if (op < 2.5) {\n\t\t\t// Subtract (clamp(A - B, 0, 1))\n\t\t\tval = select(a, clamp(a - b, 0.0, 1.0), u.hasMaskB > 0.5);\n\t\t} else if (op < 3.5) {\n\t\t\t// Difference (|A - B|)\n\t\t\tval = select(a, abs(a - b), u.hasMaskB > 0.5);\n\t\t} else if (op < 4.5) {\n\t\t\t// Invert (1 - A)\n\t\t\tval = 1.0 - a;\n\t\t} else if (op < 5.5) {\n\t\t\t// Dilate (Horizontal Max)\n\t\t\tif (radius <= 0.0) {\n\t\t\t\tval = a;\n\t\t\t} else {\n\t\t\t\tlet stepScale = max(1.0, radius / 20.0);\n\t\t\t\tlet sampleRadius = min(i32(ceil(radius / stepScale)), 48);\n\t\t\t\tvar maxVal = a;\n\t\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\t\tmaxVal = max(maxVal, extractChannel(s, u.channelA));\n\t\t\t\t}\n\t\t\t\tval = maxVal;\n\t\t\t}\n\t\t} else if (op < 7.5) {\n\t\t\t// Erode & Choke (Horizontal Min)\n\t\t\tif (radius <= 0.0) {\n\t\t\t\tval = a;\n\t\t\t} else {\n\t\t\t\tlet stepScale = max(1.0, radius / 20.0);\n\t\t\t\tlet sampleRadius = min(i32(ceil(radius / stepScale)), 48);\n\t\t\t\tvar minVal = a;\n\t\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\t\tminVal = min(minVal, extractChannel(s, u.channelA));\n\t\t\t\t}\n\t\t\t\tval = minVal;\n\t\t\t}\n\t\t} else {\n\t\t\t// Feather (Horizontal Gaussian Blur)\n\t\t\tif (radius <= 0.0) {\n\t\t\t\tval = a;\n\t\t\t} else {\n\t\t\t\tlet spatial_sigma = max(0.1, radius / 2.0);\n\t\t\t\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\t\t\t\tlet effectiveSigma = spatial_sigma / stepScale;\n\t\t\t\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 48);\n\t\t\t\tvar accum = 0.0;\n\t\t\t\tvar totalWeight = 0.0;\n\t\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\t\tlet x = f32(i) * stepScale;\n\t\t\t\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\t\taccum += extractChannel(s, u.channelA) * weight;\n\t\t\t\t\ttotalWeight += weight;\n\t\t\t\t}\n\t\t\t\tval = accum / max(totalWeight, 1e-5);\n\t\t\t}\n\t\t}\n\n\t\treturn vec4<f32>(val, val, val, val);\n\t}\n\n\t// -------------------------------------------------------------\n\t// PASS 2: Vertical pass & Post-processing (clamp, binarize, format)\n\t// -------------------------------------------------------------\n\tlet samplePass1 = textureSampleLevel(texA, samp, in.uv, 0.0);\n\tvar matte = samplePass1.r;\n\n\t// 1. Spatial kernel processing (Dilate, Erode, Choke, Feather) when radius > 0\n\tif (radius > 0.0) {\n\t\tif (op >= 4.5 && op < 5.5) {\n\t\t\t// Dilate (Vertical Max)\n\t\t\tlet stepScale = max(1.0, radius / 20.0);\n\t\t\tlet sampleRadius = min(i32(ceil(radius / stepScale)), 48);\n\t\t\tvar maxVal = matte;\n\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\tmaxVal = max(maxVal, s.r);\n\t\t\t}\n\t\t\tmatte = maxVal;\n\t\t} else if (op >= 5.5 && op < 7.5) {\n\t\t\t// Erode & Choke (Vertical Min)\n\t\t\tlet stepScale = max(1.0, radius / 20.0);\n\t\t\tlet sampleRadius = min(i32(ceil(radius / stepScale)), 48);\n\t\t\tvar minVal = matte;\n\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\tminVal = min(minVal, s.r);\n\t\t\t}\n\t\t\tmatte = minVal;\n\t\t} else if (op >= 7.5) {\n\t\t\t// Feather (Vertical Gaussian Blur)\n\t\t\tlet spatial_sigma = max(0.1, radius / 2.0);\n\t\t\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\t\t\tlet effectiveSigma = spatial_sigma / stepScale;\n\t\t\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 48);\n\t\t\tvar accum = 0.0;\n\t\t\tvar totalWeight = 0.0;\n\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\tlet x = f32(i) * stepScale;\n\t\t\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\taccum += s.r * weight;\n\t\t\t\ttotalWeight += weight;\n\t\t\t}\n\t\t\tmatte = accum / max(totalWeight, 1e-5);\n\t\t}\n\t}\n\n\t// 2. Choke non-linear threshold contraction curve (applies even if radius == 0)\n\tif (op >= 6.5 && op < 7.5) {\n\t\tlet threshRange = max(0.01, 1.0 - threshold);\n\t\tmatte = clamp((matte - threshold) / threshRange, 0.0, 1.0);\n\t}\n\n\t// Range clamping\n\tlet lowerLimit = min(clampMin, clampMax);\n\tlet upperLimit = max(clampMin, clampMax);\n\tmatte = clamp(matte, lowerLimit, upperLimit);\n\n\t// Optional Binarization\n\tif (u.binarize > 0.5) {\n\t\tmatte = select(0.0, 1.0, matte >= threshold);\n\t}\n\n\t// Optional Inversion\n\tif (u.invertResult > 0.5) {\n\t\tmatte = 1.0 - matte;\n\t}\n\n\t// Output format conversion\n\tlet fmt = u.outputFormat;\n\tif (fmt < 0.5) {\n\t\t// WhiteWithAlpha: vec4(matte, matte, matte, matte) (premultiplied standard mask)\n\t\treturn vec4<f32>(matte, matte, matte, matte);\n\t} else if (fmt < 1.5) {\n\t\t// GrayscaleRGB: vec4(matte, matte, matte, 1.0)\n\t\treturn vec4<f32>(matte, matte, matte, 1.0);\n\t} else if (fmt < 2.5) {\n\t\t// AlphaOnly: vec4(0.0, 0.0, 0.0, matte)\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, matte);\n\t} else {\n\t\t// PassthroughRGB: Mask A color with new alpha\n\t\tlet origCol = textureSampleLevel(origTexA, samp, in.uv, 0.0);\n\t\tif (origCol.a < 1e-4) {\n\t\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t\t}\n\t\tlet unpremult = origCol.rgb / origCol.a;\n\t\treturn vec4<f32>(unpremult * matte, matte);\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getMaskMathResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = texturesLayout(device, 3);\n\tconst signalTextureLayout = texturesLayout(device, 4);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_MASKMATH }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"MaskMath\" || !op) return;\n\tconst childMedia = props.virtualMedia?.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 0), 0, MAX_RADIUS);\n\tconst thresholdRes = resolveField(op.thresholdHandleId, Number(op.threshold ?? .5), 0, 1);\n\tconst clampMinRes = resolveField(op.clampMinHandleId, Number(op.clampMin ?? 0), 0, 1);\n\tconst clampMaxRes = resolveField(op.clampMaxHandleId, Number(op.clampMax ?? 1), 0, 1);\n\tconst { texture: tmpATex, view: tmpAView } = await drawChildToTexture(args, childMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\trenderId: `${props.renderId}-maskA`\n\t} });\n\tlet tmpBTex = null;\n\tif (op.maskBMedia) ({texture: tmpBTex} = await drawChildToTexture(args, op.maskBMedia, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: op.maskBMedia,\n\t\t\trenderId: `${props.renderId}-maskB`,\n\t\t\texcludeTextures: [...props.excludeTextures || [], tmpATex]\n\t\t},\n\t\texclude: [tmpATex]\n\t}));\n\tconst { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getMaskMathResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, res.handleId ?? `${props.renderId ?? \"maskmath\"}_${suffix}`);\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst threshView = getSignalView(thresholdRes, \"threshold_sig\");\n\tconst clampMinView = getSignalView(clampMinRes, \"clampMin_sig\");\n\tconst clampMaxView = getSignalView(clampMaxRes, \"clampMax_sig\");\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: threshView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: clampMinView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: clampMaxView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tconst operationCode = OPERATION_MAP[op.operation ?? \"Union\"] ?? 0;\n\tconst channelACode = CHANNEL_MAP[op.channelA ?? \"Alpha\"] ?? 0;\n\tconst channelBCode = CHANNEL_MAP[op.channelB ?? \"Alpha\"] ?? 0;\n\tconst outputFormatCode = OUTPUT_FORMAT_MAP[op.outputFormat ?? \"WhiteWithAlpha\"] ?? 0;\n\tconst dummyBView = tmpBTex ? tmpBTex.createView() : tmpAView;\n\tconst hUniformData = new Float32Array(20);\n\tconst vUniformData = new Float32Array(20);\n\tconst baseUniforms = [\n\t\t0,\n\t\t0,\n\t\tradiusRes.val,\n\t\tthresholdRes.val,\n\t\tclampMinRes.val,\n\t\tclampMaxRes.val,\n\t\toperationCode,\n\t\tchannelACode,\n\t\tchannelBCode,\n\t\top.binarize ? 1 : 0,\n\t\top.invertResult ? 1 : 0,\n\t\toutputFormatCode,\n\t\ttmpBTex ? 1 : 0,\n\t\tradiusRes.hasStaticSig ? 1 : 0,\n\t\tthresholdRes.hasStaticSig ? 1 : 0,\n\t\tclampMinRes.hasStaticSig ? 1 : 0,\n\t\tclampMaxRes.hasStaticSig ? 1 : 0,\n\t\t0,\n\t\t0,\n\t\t0\n\t];\n\thUniformData.set(baseUniforms);\n\thUniformData[0] = 1;\n\thUniformData[1] = 0;\n\thUniformData[17] = 0;\n\tvUniformData.set(baseUniforms);\n\tvUniformData[0] = 0;\n\tvUniformData[1] = 1;\n\tvUniformData[17] = 1;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpATex,\n\t\t...tmpBTex ? [tmpBTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpATex,\n\t\t...tmpBTex ? [tmpBTex] : [],\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(hUniformData);\n\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: textureLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: tmpAView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: dummyBView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: tmpAView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t}),\n\t\tsigBindGroup\n\t]);\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(vUniformData);\n\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: 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+ {"version":3,"file":"renderer-DYlx7VHo.mjs","names":[],"sources":["../../../nodes/node-mask-math/dist/renderers-YQJYtdXA.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 200;\nconst MaskOperationEnum = z.enum([\n\t\"Union\",\n\t\"Intersect\",\n\t\"Subtract\",\n\t\"Difference\",\n\t\"Invert\",\n\t\"Dilate\",\n\t\"Erode\",\n\t\"Choke\",\n\t\"Feather\"\n]);\nconst MaskChannelEnum = z.enum([\n\t\"Alpha\",\n\t\"Luminance\",\n\t\"Red\",\n\t\"Green\",\n\t\"Blue\"\n]);\nconst MaskOutputFormatEnum = z.enum([\n\t\"WhiteWithAlpha\",\n\t\"GrayscaleRGB\",\n\t\"AlphaOnly\",\n\t\"PassthroughRGB\"\n]);\nconst maskMathConfig = configBuilder().field(\"operation\", MaskOperationEnum.default(\"Union\"), {\n\tlabel: \"Operation\",\n\tdescription: \"Morphological or Boolean set operation applied to input alpha masks.\"\n}).field(\"radius\", z.number().min(0).max(MAX_RADIUS).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius / Width (px)\",\n\tdescription: \"Kernel radius in pixels for Dilate, Erode, Choke, or Feather operations.\"\n}).field(\"threshold\", z.number().multipleOf(.01).min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Threshold\",\n\tdescription: \"Cutoff threshold level (0.0–1.0) for binarization step or non-linear choke.\"\n}).field(\"clampMin\", z.number().multipleOf(.01).min(0).max(1).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Clamp Min\",\n\tdescription: \"Minimum alpha matte cutoff limit (0.0–1.0).\"\n}).field(\"clampMax\", z.number().multipleOf(.01).min(0).max(1).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Clamp Max\",\n\tdescription: \"Maximum alpha matte cutoff limit (0.0–1.0).\"\n}).field(\"channelA\", MaskChannelEnum.default(\"Alpha\"), {\n\tlabel: \"Mask A Channel\",\n\tdescription: \"Source channel to extract mask from Mask A (Alpha, Luminance, Red, Green, Blue).\"\n}).field(\"channelB\", MaskChannelEnum.default(\"Alpha\"), {\n\tlabel: \"Mask B Channel\",\n\tdescription: \"Source channel to extract mask from Mask B (Alpha, Luminance, Red, Green, Blue).\"\n}).field(\"binarize\", z.boolean().default(false), {\n\tlabel: \"Binarize\",\n\tdescription: \"When enabled, outputs crisp 1-bit binary matte based on threshold.\"\n}).field(\"invertResult\", z.boolean().default(false), {\n\tlabel: \"Invert Result\",\n\tdescription: \"Inverts final matte output.\"\n}).field(\"outputFormat\", MaskOutputFormatEnum.default(\"WhiteWithAlpha\"), {\n\tlabel: \"Output Format\",\n\tdescription: \"WhiteWithAlpha (rgba(1,1,1,a)), GrayscaleRGB (rgba(a,a,a,1)), AlphaOnly (rgba(0,0,0,a)), PassthroughRGB (Mask A RGB with new alpha).\"\n}).build();\nconst MaskMathNodeConfigSchema = maskMathConfig.schema;\nconst MaskMathResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst MASK_MATH_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst OPERATION_MAP = {\n\tUnion: 0,\n\tIntersect: 1,\n\tSubtract: 2,\n\tDifference: 3,\n\tInvert: 4,\n\tDilate: 5,\n\tErode: 6,\n\tChoke: 7,\n\tFeather: 8\n};\nconst CHANNEL_MAP = {\n\tAlpha: 0,\n\tLuminance: 1,\n\tRed: 2,\n\tGreen: 3,\n\tBlue: 4\n};\nconst OUTPUT_FORMAT_MAP = {\n\tWhiteWithAlpha: 0,\n\tGrayscaleRGB: 1,\n\tAlphaOnly: 2,\n\tPassthroughRGB: 3\n};\nconst WGSL_MASKMATH = `\nstruct MaskMathUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tthreshold : f32,\n\n\tclampMin : f32,\n\tclampMax : f32,\n\toperation : f32,\n\tchannelA : f32,\n\n\tchannelB : f32,\n\tbinarize : f32,\n\tinvertResult : f32,\n\toutputFormat : f32,\n\n\thasMaskB : f32,\n\thasRadiusSig : f32,\n\thasThreshSig : f32,\n\thasClampMinSig : f32,\n\n\thasClampMaxSig : f32,\n\tisSecondPass : f32,\n\tpad0 : f32,\n\tpad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : MaskMathUniforms;\n\n@group(1) @binding(0) var texA : texture_2d<f32>;\n@group(1) @binding(1) var texB : texture_2d<f32>;\n@group(1) @binding(2) var origTexA : texture_2d<f32>;\n@group(1) @binding(3) var samp : sampler;\n\n@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(1) var threshSigTex : texture_2d<f32>;\n@group(2) @binding(2) var clampMinSigTex : texture_2d<f32>;\n@group(2) @binding(3) var clampMaxSigTex : texture_2d<f32>;\n@group(2) @binding(4) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn extractChannel(color : vec4<f32>, chCode : f32) -> f32 {\n\tif (chCode < 0.5) {\n\t\t// Alpha\n\t\treturn color.a;\n\t} else if (chCode < 1.5) {\n\t\t// Luminance\n\t\tlet luma = dot(color.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, luma / color.a);\n\t\t}\n\t\treturn luma;\n\t} else if (chCode < 2.5) {\n\t\t// Red\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.r / color.a);\n\t\t}\n\t\treturn color.r;\n\t} else if (chCode < 3.5) {\n\t\t// Green\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.g / color.a);\n\t\t}\n\t\treturn color.g;\n\t} else {\n\t\t// Blue\n\t\tif (color.a > 1e-4) {\n\t\t\treturn min(1.0, color.b / color.a);\n\t\t}\n\t\treturn color.b;\n\t}\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(texA));\n\tlet texelSize = 1.0 / max(dimensions, vec2<f32>(1.0, 1.0));\n\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = clamp(textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 200.0);\n\t}\n\tvar threshold = u.threshold;\n\tif (u.hasThreshSig > 0.5) {\n\t\tthreshold = clamp(textureSampleLevel(threshSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 1.0);\n\t}\n\tvar clampMin = u.clampMin;\n\tif (u.hasClampMinSig > 0.5) {\n\t\tclampMin = clamp(textureSampleLevel(clampMinSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 1.0);\n\t}\n\tvar clampMax = u.clampMax;\n\tif (u.hasClampMaxSig > 0.5) {\n\t\tclampMax = clamp(textureSampleLevel(clampMaxSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, 0.0, 1.0);\n\t}\n\n\tlet op = u.operation;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar val = 0.0;\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// -------------------------------------------------------------\n\t\t// PASS 1: Horizontal pass / Boolean operation\n\t\t// -------------------------------------------------------------\n\t\tlet sampleA = textureSampleLevel(texA, samp, in.uv, 0.0);\n\t\tlet sampleB = textureSampleLevel(texB, samp, in.uv, 0.0);\n\n\t\tlet a = extractChannel(sampleA, u.channelA);\n\t\tlet b = select(0.0, extractChannel(sampleB, u.channelB), u.hasMaskB > 0.5);\n\n\t\tif (op < 0.5) {\n\t\t\t// Union (A + B)\n\t\t\tval = select(a, clamp(a + b, 0.0, 1.0), u.hasMaskB > 0.5);\n\t\t} else if (op < 1.5) {\n\t\t\t// Intersect (min(A, B))\n\t\t\tval = select(a, min(a, b), u.hasMaskB > 0.5);\n\t\t} else if (op < 2.5) {\n\t\t\t// Subtract (clamp(A - B, 0, 1))\n\t\t\tval = select(a, clamp(a - b, 0.0, 1.0), u.hasMaskB > 0.5);\n\t\t} else if (op < 3.5) {\n\t\t\t// Difference (|A - B|)\n\t\t\tval = select(a, abs(a - b), u.hasMaskB > 0.5);\n\t\t} else if (op < 4.5) {\n\t\t\t// Invert (1 - A)\n\t\t\tval = 1.0 - a;\n\t\t} else if (op < 5.5) {\n\t\t\t// Dilate (Horizontal Max)\n\t\t\tif (radius <= 0.0) {\n\t\t\t\tval = a;\n\t\t\t} else {\n\t\t\t\tlet stepScale = max(1.0, radius / 20.0);\n\t\t\t\tlet sampleRadius = min(i32(ceil(radius / stepScale)), 48);\n\t\t\t\tvar maxVal = a;\n\t\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\t\tmaxVal = max(maxVal, extractChannel(s, u.channelA));\n\t\t\t\t}\n\t\t\t\tval = maxVal;\n\t\t\t}\n\t\t} else if (op < 7.5) {\n\t\t\t// Erode & Choke (Horizontal Min)\n\t\t\tif (radius <= 0.0) {\n\t\t\t\tval = a;\n\t\t\t} else {\n\t\t\t\tlet stepScale = max(1.0, radius / 20.0);\n\t\t\t\tlet sampleRadius = min(i32(ceil(radius / stepScale)), 48);\n\t\t\t\tvar minVal = a;\n\t\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\t\tminVal = min(minVal, extractChannel(s, u.channelA));\n\t\t\t\t}\n\t\t\t\tval = minVal;\n\t\t\t}\n\t\t} else {\n\t\t\t// Feather (Horizontal Gaussian Blur)\n\t\t\tif (radius <= 0.0) {\n\t\t\t\tval = a;\n\t\t\t} else {\n\t\t\t\tlet spatial_sigma = max(0.1, radius / 2.0);\n\t\t\t\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\t\t\t\tlet effectiveSigma = spatial_sigma / stepScale;\n\t\t\t\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 48);\n\t\t\t\tvar accum = 0.0;\n\t\t\t\tvar totalWeight = 0.0;\n\t\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\t\tlet x = f32(i) * stepScale;\n\t\t\t\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\t\taccum += extractChannel(s, u.channelA) * weight;\n\t\t\t\t\ttotalWeight += weight;\n\t\t\t\t}\n\t\t\t\tval = accum / max(totalWeight, 1e-5);\n\t\t\t}\n\t\t}\n\n\t\treturn vec4<f32>(val, val, val, val);\n\t}\n\n\t// -------------------------------------------------------------\n\t// PASS 2: Vertical pass & Post-processing (clamp, binarize, format)\n\t// -------------------------------------------------------------\n\tlet samplePass1 = textureSampleLevel(texA, samp, in.uv, 0.0);\n\tvar matte = samplePass1.r;\n\n\t// 1. Spatial kernel processing (Dilate, Erode, Choke, Feather) when radius > 0\n\tif (radius > 0.0) {\n\t\tif (op >= 4.5 && op < 5.5) {\n\t\t\t// Dilate (Vertical Max)\n\t\t\tlet stepScale = max(1.0, radius / 20.0);\n\t\t\tlet sampleRadius = min(i32(ceil(radius / stepScale)), 48);\n\t\t\tvar maxVal = matte;\n\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\tmaxVal = max(maxVal, s.r);\n\t\t\t}\n\t\t\tmatte = maxVal;\n\t\t} else if (op >= 5.5 && op < 7.5) {\n\t\t\t// Erode & Choke (Vertical Min)\n\t\t\tlet stepScale = max(1.0, radius / 20.0);\n\t\t\tlet sampleRadius = min(i32(ceil(radius / stepScale)), 48);\n\t\t\tvar minVal = matte;\n\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\tminVal = min(minVal, s.r);\n\t\t\t}\n\t\t\tmatte = minVal;\n\t\t} else if (op >= 7.5) {\n\t\t\t// Feather (Vertical Gaussian Blur)\n\t\t\tlet spatial_sigma = max(0.1, radius / 2.0);\n\t\t\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\t\t\tlet effectiveSigma = spatial_sigma / stepScale;\n\t\t\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 48);\n\t\t\tvar accum = 0.0;\n\t\t\tvar totalWeight = 0.0;\n\t\t\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\t\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\t\t\tlet x = f32(i) * stepScale;\n\t\t\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\t\t\tlet s = textureSampleLevel(texA, samp, in.uv + offset, 0.0);\n\t\t\t\taccum += s.r * weight;\n\t\t\t\ttotalWeight += weight;\n\t\t\t}\n\t\t\tmatte = accum / max(totalWeight, 1e-5);\n\t\t}\n\t}\n\n\t// 2. Choke non-linear threshold contraction curve (applies even if radius == 0)\n\tif (op >= 6.5 && op < 7.5) {\n\t\tlet threshRange = max(0.01, 1.0 - threshold);\n\t\tmatte = clamp((matte - threshold) / threshRange, 0.0, 1.0);\n\t}\n\n\t// Range clamping\n\tlet lowerLimit = min(clampMin, clampMax);\n\tlet upperLimit = max(clampMin, clampMax);\n\tmatte = clamp(matte, lowerLimit, upperLimit);\n\n\t// Optional Binarization\n\tif (u.binarize > 0.5) {\n\t\tmatte = select(0.0, 1.0, matte >= threshold);\n\t}\n\n\t// Optional Inversion\n\tif (u.invertResult > 0.5) {\n\t\tmatte = 1.0 - matte;\n\t}\n\n\t// Output format conversion\n\tlet fmt = u.outputFormat;\n\tif (fmt < 0.5) {\n\t\t// WhiteWithAlpha: vec4(matte, matte, matte, matte) (premultiplied standard mask)\n\t\treturn vec4<f32>(matte, matte, matte, matte);\n\t} else if (fmt < 1.5) {\n\t\t// GrayscaleRGB: vec4(matte, matte, matte, 1.0)\n\t\treturn vec4<f32>(matte, matte, matte, 1.0);\n\t} else if (fmt < 2.5) {\n\t\t// AlphaOnly: vec4(0.0, 0.0, 0.0, matte)\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, matte);\n\t} else {\n\t\t// PassthroughRGB: Mask A color with new alpha\n\t\tlet origCol = textureSampleLevel(origTexA, samp, in.uv, 0.0);\n\t\tif (origCol.a < 1e-4) {\n\t\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t\t}\n\t\tlet unpremult = origCol.rgb / origCol.a;\n\t\treturn vec4<f32>(unpremult * matte, matte);\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getMaskMathResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = texturesLayout(device, 3);\n\tconst signalTextureLayout = texturesLayout(device, 4);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_MASKMATH }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"MaskMath\" || !op) return;\n\tconst childMedia = props.virtualMedia?.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 0), 0, MAX_RADIUS);\n\tconst thresholdRes = resolveField(op.thresholdHandleId, Number(op.threshold ?? .5), 0, 1);\n\tconst clampMinRes = resolveField(op.clampMinHandleId, Number(op.clampMin ?? 0), 0, 1);\n\tconst clampMaxRes = resolveField(op.clampMaxHandleId, Number(op.clampMax ?? 1), 0, 1);\n\tconst { texture: tmpATex, view: tmpAView } = await drawChildToTexture(args, childMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\trenderId: `${props.renderId}-maskA`\n\t} });\n\tlet tmpBTex = null;\n\tif (op.maskBMedia) ({texture: tmpBTex} = await drawChildToTexture(args, op.maskBMedia, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: op.maskBMedia,\n\t\t\trenderId: `${props.renderId}-maskB`,\n\t\t\texcludeTextures: [...props.excludeTextures || [], tmpATex]\n\t\t},\n\t\texclude: [tmpATex]\n\t}));\n\tconst { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getMaskMathResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, res.handleId ?? `${props.renderId ?? \"maskmath\"}_${suffix}`);\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst threshView = getSignalView(thresholdRes, \"threshold_sig\");\n\tconst clampMinView = getSignalView(clampMinRes, \"clampMin_sig\");\n\tconst clampMaxView = getSignalView(clampMaxRes, \"clampMax_sig\");\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: threshView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: clampMinView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: clampMaxView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tconst operationCode = OPERATION_MAP[op.operation ?? \"Union\"] ?? 0;\n\tconst channelACode = CHANNEL_MAP[op.channelA ?? \"Alpha\"] ?? 0;\n\tconst channelBCode = CHANNEL_MAP[op.channelB ?? \"Alpha\"] ?? 0;\n\tconst outputFormatCode = OUTPUT_FORMAT_MAP[op.outputFormat ?? \"WhiteWithAlpha\"] ?? 0;\n\tconst dummyBView = tmpBTex ? tmpBTex.createView() : tmpAView;\n\tconst hUniformData = new Float32Array(20);\n\tconst vUniformData = new Float32Array(20);\n\tconst baseUniforms = [\n\t\t0,\n\t\t0,\n\t\tradiusRes.val,\n\t\tthresholdRes.val,\n\t\tclampMinRes.val,\n\t\tclampMaxRes.val,\n\t\toperationCode,\n\t\tchannelACode,\n\t\tchannelBCode,\n\t\top.binarize ? 1 : 0,\n\t\top.invertResult ? 1 : 0,\n\t\toutputFormatCode,\n\t\ttmpBTex ? 1 : 0,\n\t\tradiusRes.hasStaticSig ? 1 : 0,\n\t\tthresholdRes.hasStaticSig ? 1 : 0,\n\t\tclampMinRes.hasStaticSig ? 1 : 0,\n\t\tclampMaxRes.hasStaticSig ? 1 : 0,\n\t\t0,\n\t\t0,\n\t\t0\n\t];\n\thUniformData.set(baseUniforms);\n\thUniformData[0] = 1;\n\thUniformData[1] = 0;\n\thUniformData[17] = 0;\n\tvUniformData.set(baseUniforms);\n\tvUniformData[0] = 0;\n\tvUniformData[1] = 1;\n\tvUniformData[17] = 1;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpATex,\n\t\t...tmpBTex ? [tmpBTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpATex,\n\t\t...tmpBTex ? [tmpBTex] : [],\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(hUniformData);\n\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: textureLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: tmpAView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: dummyBView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: tmpAView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t}),\n\t\tsigBindGroup\n\t]);\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(vUniformData);\n\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: textureLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: outTex1.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: dummyBView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: tmpAView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t}),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, props.opacity ?? op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer });\n\n//#endregion\nexport { MaskChannelEnum as a, MaskOperationEnum as c, MAX_RADIUS as i, MaskOutputFormatEnum as l, WebGPURenderer as n, MaskMathNodeConfigSchema as o, MASK_MATH_OUTPUT_TYPE_MAP as r, MaskMathResultSchema as s, renderers_default as t, maskMathConfig as u };\n//# 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@@ -1,5 +1,5 @@
1
1
  import { d as unwrapFrameParam, n as defineRenderer } from "./renderer-BuvKGwk3.mjs";
2
- import { a as createFullscreenPipeline, c as drawTextureToTarget, f as signalTextureView, l as fragmentBindGroupLayout, m as texturesLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CWjgql4C.mjs";
2
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, f as signalTextureView, l as fragmentBindGroupLayout, m as texturesLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-D2HT3KcE.mjs";
3
3
 
4
4
  //#region ../../nodes/node-vignette/dist/renderers-B_pue82_.mjs
5
5
  const VIGNETTE_SHADER = `
@@ -271,4 +271,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: VignetteWebGPURenderer
271
271
 
272
272
  //#endregion
273
273
  export { renderers_default as t };
274
- //# sourceMappingURL=renderer-CZ5mwBW1.mjs.map
274
+ //# sourceMappingURL=renderer-D_m6Qbsi.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-CZ5mwBW1.mjs","names":[],"sources":["../../../nodes/node-vignette/dist/renderers-B_pue82_.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VIGNETTE_SHADER = `\nstruct VignetteUniforms {\n strength : f32,\n radius : f32,\n softness : f32,\n roundness : f32,\n\n centerX : f32,\n centerY : f32,\n hasStrengthSig : f32,\n hasRadiusSig : f32,\n\n hasSoftnessSig : f32,\n hasRoundnessSig: f32,\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : VignetteUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var softnessSigTex : texture_2d<f32>;\n@group(2) @binding(3) var roundnessSigTex : texture_2d<f32>;\n@group(2) @binding(4) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(5) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(6) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\n if (color.a < 1e-5) {\n return color;\n }\n\n // Resolve parameter overrides or dynamic signals\n var strength = u.strength;\n if (u.hasStrengthSig > 0.5) {\n strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var softness = u.softness;\n if (u.hasSoftnessSig > 0.5) {\n softness = textureSampleLevel(softnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var roundness = u.roundness;\n if (u.hasRoundnessSig > 0.5) {\n roundness = textureSampleLevel(roundnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let center = vec2<f32>(centerX, centerY);\n let dimensions = vec2<f32>(textureDimensions(tex));\n let aspect = dimensions.x / dimensions.y;\n let uvOffset = in.uv - center;\n\n // Calculate aspect ratio corrected coordinate for circle\n let correctedOffset = vec2<f32>(\n uvOffset.x * mix(1.0, aspect, roundness),\n uvOffset.y\n );\n let dist = length(correctedOffset);\n\n // Calculate vignette edge falloff\n let edge0 = radius;\n let edge1 = max(0.0, radius - softness);\n let vignetteFactor = smoothstep(edge0, edge1, dist);\n\n // Blend based on strength\n let intensity = strength / 100.0;\n let finalVignette = mix(1.0, vignetteFactor, intensity);\n\n // Unpremultiply, apply vignette, and repremultiply\n let unpremult_rgb = color.rgb / color.a;\n let final_rgb = unpremult_rgb * finalVignette;\n\n return vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * color.a, color.a);\n}\n`;\nconst vignetteUniformData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVignetteResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `vignette_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vignetteModule = device.createShaderModule({\n\t\t\tlabel: `vignette_${format}.wgsl`,\n\t\t\tcode: VIGNETTE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `VignettePipeline_${format}`,\n\t\t\tmodule: vignetteModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvignettePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst VignetteWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Vignette\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"vignette_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tconst unwrapped = unwrapFrameParam(op[configKey], compositionFrame, fps);\n\t\t\tif (unwrapped.gpuTextureView) {\n\t\t\t\tgpuTextureView = unwrapped.gpuTextureView;\n\t\t\t\thasStaticSig = true;\n\t\t\t}\n\t\t\tconst rawVal = unwrapped.value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 50, 0, 100);\n\tconst radiusRes = resolveBindable(\"radius\", 1, .1, 2);\n\tconst softnessRes = resolveBindable(\"softness\", .5, 0, 1);\n\tconst roundnessRes = resolveBindable(\"roundness\", .5, 0, 1);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\targs.pass.end();\n\tconst { vignettePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getVignetteResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst softnessView = getSignalView(softnessRes, \"softness_sig\");\n\tconst roundnessView = getSignalView(roundnessRes, \"roundness_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\tvignetteUniformData[0] = strengthRes.val;\n\tvignetteUniformData[1] = radiusRes.val;\n\tvignetteUniformData[2] = softnessRes.val;\n\tvignetteUniformData[3] = roundnessRes.val;\n\tvignetteUniformData[4] = centerXRes.val;\n\tvignetteUniformData[5] = centerYRes.val;\n\tvignetteUniformData[6] = strengthRes.hasStaticSig ? 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+ {"version":3,"file":"renderer-D_m6Qbsi.mjs","names":[],"sources":["../../../nodes/node-vignette/dist/renderers-B_pue82_.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VIGNETTE_SHADER = `\nstruct VignetteUniforms {\n strength : f32,\n radius : f32,\n softness : f32,\n roundness : f32,\n\n centerX : f32,\n centerY : f32,\n hasStrengthSig : f32,\n hasRadiusSig : f32,\n\n hasSoftnessSig : f32,\n hasRoundnessSig: f32,\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : VignetteUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var softnessSigTex : texture_2d<f32>;\n@group(2) @binding(3) var roundnessSigTex : texture_2d<f32>;\n@group(2) @binding(4) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(5) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(6) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\n if (color.a < 1e-5) {\n return color;\n }\n\n // Resolve parameter overrides or dynamic signals\n var strength = u.strength;\n if (u.hasStrengthSig > 0.5) {\n strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var softness = u.softness;\n if (u.hasSoftnessSig > 0.5) {\n softness = textureSampleLevel(softnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var roundness = u.roundness;\n if (u.hasRoundnessSig > 0.5) {\n roundness = textureSampleLevel(roundnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let center = vec2<f32>(centerX, centerY);\n let dimensions = vec2<f32>(textureDimensions(tex));\n let aspect = dimensions.x / dimensions.y;\n let uvOffset = in.uv - center;\n\n // Calculate aspect ratio corrected coordinate for circle\n let correctedOffset = vec2<f32>(\n uvOffset.x * mix(1.0, aspect, roundness),\n uvOffset.y\n );\n let dist = length(correctedOffset);\n\n // Calculate vignette edge falloff\n let edge0 = radius;\n let edge1 = max(0.0, radius - softness);\n let vignetteFactor = smoothstep(edge0, edge1, dist);\n\n // Blend based on strength\n let intensity = strength / 100.0;\n let finalVignette = mix(1.0, vignetteFactor, intensity);\n\n // Unpremultiply, apply vignette, and repremultiply\n let unpremult_rgb = color.rgb / color.a;\n let final_rgb = unpremult_rgb * finalVignette;\n\n return vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * color.a, color.a);\n}\n`;\nconst vignetteUniformData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVignetteResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `vignette_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vignetteModule = device.createShaderModule({\n\t\t\tlabel: `vignette_${format}.wgsl`,\n\t\t\tcode: VIGNETTE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `VignettePipeline_${format}`,\n\t\t\tmodule: vignetteModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvignettePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst VignetteWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Vignette\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"vignette_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tconst unwrapped = unwrapFrameParam(op[configKey], compositionFrame, fps);\n\t\t\tif (unwrapped.gpuTextureView) {\n\t\t\t\tgpuTextureView = unwrapped.gpuTextureView;\n\t\t\t\thasStaticSig = true;\n\t\t\t}\n\t\t\tconst rawVal = unwrapped.value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 50, 0, 100);\n\tconst radiusRes = resolveBindable(\"radius\", 1, .1, 2);\n\tconst softnessRes = resolveBindable(\"softness\", .5, 0, 1);\n\tconst roundnessRes = resolveBindable(\"roundness\", .5, 0, 1);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\targs.pass.end();\n\tconst { vignettePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getVignetteResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst softnessView = getSignalView(softnessRes, \"softness_sig\");\n\tconst roundnessView = getSignalView(roundnessRes, \"roundness_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\tvignetteUniformData[0] = strengthRes.val;\n\tvignetteUniformData[1] = radiusRes.val;\n\tvignetteUniformData[2] = softnessRes.val;\n\tvignetteUniformData[3] = roundnessRes.val;\n\tvignetteUniformData[4] = centerXRes.val;\n\tvignetteUniformData[5] = centerYRes.val;\n\tvignetteUniformData[6] = strengthRes.hasStaticSig ? 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@@ -0,0 +1,5 @@
1
+ import "./chunk-DOL2i2sR.mjs";
2
+ import "./dist-DtPPPsZV.mjs";
3
+ import { t as renderers_default } from "./renderer-D_m6Qbsi.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,6 +1,6 @@
1
1
  import { n as defineRenderer } from "./renderer-BuvKGwk3.mjs";
2
- import { Vn as signalRegistry } from "./dist-D3BeAZ7X.mjs";
3
- import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, m as texturesLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CWjgql4C.mjs";
2
+ import { Hn as signalRegistry } from "./dist-DtPPPsZV.mjs";
3
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, m as texturesLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-D2HT3KcE.mjs";
4
4
 
5
5
  //#region ../../nodes/node-displacement-map/dist/renderers-DzMCAYTg.mjs
6
6
  const STRENGTH_MIN = 0;
@@ -249,4 +249,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: DisplacementMapWebGPURe
249
249
 
250
250
  //#endregion
251
251
  export { renderers_default as t };
252
- //# sourceMappingURL=renderer-BKi6jDi_.mjs.map
252
+ //# sourceMappingURL=renderer-DhGZ41hQ.mjs.map