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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@@ -1,6 +1,6 @@
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  import { xn as resolveNumber } from "./dist-C8XSqfTx.mjs";
2
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  import { a as isHandleConnected, n as defineRenderer } from "./renderer-BuvKGwk3.mjs";
3
- import { g as WebGPUAudioProcessor } from "./dist-D3BeAZ7X.mjs";
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+ import { g as WebGPUAudioProcessor } from "./dist-DtPPPsZV.mjs";
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  //#region ../../nodes/node-audio-compressor/dist/renderers-BorUA3F3.mjs
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  const PARAM_ORDER = [
@@ -248,4 +248,4 @@ var renderers_default = defineRenderer({ audioProcessor: compressorAudioProcesso
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  //#endregion
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  export { renderers_default as t };
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@@ -1 +1 @@
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- {"version":3,"file":"renderer-DxB_OfLs.mjs","names":[],"sources":["../../../nodes/node-audio-compressor/dist/renderers-BorUA3F3.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"threshold\",\n\t\"ratio\",\n\t\"attack\",\n\t\"release\",\n\t\"knee\",\n\t\"makeupGain\"\n];\nconst COMPRESSOR_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n threshold : f32,\n ratio : f32,\n attack : f32,\n release : f32,\n knee : f32,\n makeupGain : f32,\n hasThresholdSig : f32,\n hasRatioSig : f32,\n hasAttackSig : f32,\n hasReleaseSig : f32,\n hasKneeSig : f32,\n hasMakeupGainSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = envelope\n@group(0) @binding(4) var<storage, read> thresholdSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> ratioSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> attackSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> releaseSignal : array<f32>;\n@group(0) @binding(8) var<storage, read> kneeSignal : array<f32>;\n@group(0) @binding(9) var<storage, read> makeupGainSignal : array<f32>;\n\nfn log10(x: f32) -> f32 {\n return log(x) * 0.4342944819032518f;\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n var envelope = state[0];\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effThreshold = u.threshold;\n if (u.hasThresholdSig > 0.5f) {\n effThreshold = thresholdSignal[index];\n }\n effThreshold = clamp(effThreshold, -120.0f, 0.0f);\n\n var effRatio = u.ratio;\n if (u.hasRatioSig > 0.5f) {\n effRatio = ratioSignal[index];\n }\n effRatio = clamp(effRatio, 1.0f, 100.0f);\n\n var effAttack = u.attack;\n if (u.hasAttackSig > 0.5f) {\n effAttack = attackSignal[index];\n }\n effAttack = clamp(effAttack, 0.0001f, 10.0f);\n\n var effRelease = u.release;\n if (u.hasReleaseSig > 0.5f) {\n effRelease = releaseSignal[index];\n }\n effRelease = clamp(effRelease, 0.001f, 10.0f);\n\n var effKnee = u.knee;\n if (u.hasKneeSig > 0.5f) {\n effKnee = kneeSignal[index];\n }\n effKnee = clamp(effKnee, 0.0f, 40.0f);\n\n var effMakeupGain = u.makeupGain;\n if (u.hasMakeupGainSig > 0.5f) {\n effMakeupGain = makeupGainSignal[index];\n }\n effMakeupGain = clamp(effMakeupGain, -60.0f, 36.0f);\n\n // 2. Safe Attack / Release Coefficients\n let attackCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effAttack)), 0.00001f, 1.0f);\n let releaseCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effRelease)), 0.00001f, 1.0f);\n\n // 3. Peak Detection with NaN / Inf sanitization\n var peak = 0.0f;\n for (var c = 0u; c < numChannels; c = c + 1u) {\n var val = abs(inputChannels[c * numSamples + index]);\n if (is_nan_or_inf(val)) {\n val = 0.0f;\n }\n if (val > peak) {\n peak = val;\n }\n }\n \n // 4. Convert Peak to dBFS\n let dB = 20.0f * log10(max(peak, 1e-9f));\n\n // 5. Compute target reduction (soft-knee & ratio)\n var targetReductiondB = 0.0f;\n if (effKnee > 0.0f) {\n let x = dB - effThreshold;\n if (x <= -effKnee / 2.0f) {\n targetReductiondB = 0.0f;\n } else if (x >= effKnee / 2.0f) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n } else {\n let kneeTerm = x + effKnee / 2.0f;\n targetReductiondB = ((kneeTerm * kneeTerm) / (2.0f * effKnee)) * (1.0f - 1.0f / effRatio);\n }\n } else {\n if (dB > effThreshold) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n }\n }\n\n targetReductiondB = clamp(targetReductiondB, 0.0f, 120.0f);\n\n // 6. Envelope Smoothing\n let targetGaindB = -targetReductiondB;\n if (targetGaindB < envelope) {\n envelope += (targetGaindB - envelope) * attackCoeff;\n } else {\n envelope += (targetGaindB - envelope) * releaseCoeff;\n }\n\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n envelope = clamp(envelope, -120.0f, 0.0f);\n\n // 7. 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+ {"version":3,"file":"renderer-yNWYqvvq.mjs","names":[],"sources":["../../../nodes/node-audio-compressor/dist/renderers-BorUA3F3.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"threshold\",\n\t\"ratio\",\n\t\"attack\",\n\t\"release\",\n\t\"knee\",\n\t\"makeupGain\"\n];\nconst COMPRESSOR_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n threshold : f32,\n ratio : f32,\n attack : f32,\n release : f32,\n knee : f32,\n makeupGain : f32,\n hasThresholdSig : f32,\n hasRatioSig : f32,\n hasAttackSig : f32,\n hasReleaseSig : f32,\n hasKneeSig : f32,\n hasMakeupGainSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = envelope\n@group(0) @binding(4) var<storage, read> thresholdSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> ratioSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> attackSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> releaseSignal : array<f32>;\n@group(0) @binding(8) var<storage, read> kneeSignal : array<f32>;\n@group(0) @binding(9) var<storage, read> makeupGainSignal : array<f32>;\n\nfn log10(x: f32) -> f32 {\n return log(x) * 0.4342944819032518f;\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n var envelope = state[0];\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effThreshold = u.threshold;\n if (u.hasThresholdSig > 0.5f) {\n effThreshold = thresholdSignal[index];\n }\n effThreshold = clamp(effThreshold, -120.0f, 0.0f);\n\n var effRatio = u.ratio;\n if (u.hasRatioSig > 0.5f) {\n effRatio = ratioSignal[index];\n }\n effRatio = clamp(effRatio, 1.0f, 100.0f);\n\n var effAttack = u.attack;\n if (u.hasAttackSig > 0.5f) {\n effAttack = attackSignal[index];\n }\n effAttack = clamp(effAttack, 0.0001f, 10.0f);\n\n var effRelease = u.release;\n if (u.hasReleaseSig > 0.5f) {\n effRelease = releaseSignal[index];\n }\n effRelease = clamp(effRelease, 0.001f, 10.0f);\n\n var effKnee = u.knee;\n if (u.hasKneeSig > 0.5f) {\n effKnee = kneeSignal[index];\n }\n effKnee = clamp(effKnee, 0.0f, 40.0f);\n\n var effMakeupGain = u.makeupGain;\n if (u.hasMakeupGainSig > 0.5f) {\n effMakeupGain = makeupGainSignal[index];\n }\n effMakeupGain = clamp(effMakeupGain, -60.0f, 36.0f);\n\n // 2. Safe Attack / Release Coefficients\n let attackCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effAttack)), 0.00001f, 1.0f);\n let releaseCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effRelease)), 0.00001f, 1.0f);\n\n // 3. Peak Detection with NaN / Inf sanitization\n var peak = 0.0f;\n for (var c = 0u; c < numChannels; c = c + 1u) {\n var val = abs(inputChannels[c * numSamples + index]);\n if (is_nan_or_inf(val)) {\n val = 0.0f;\n }\n if (val > peak) {\n peak = val;\n }\n }\n \n // 4. Convert Peak to dBFS\n let dB = 20.0f * log10(max(peak, 1e-9f));\n\n // 5. Compute target reduction (soft-knee & ratio)\n var targetReductiondB = 0.0f;\n if (effKnee > 0.0f) {\n let x = dB - effThreshold;\n if (x <= -effKnee / 2.0f) {\n targetReductiondB = 0.0f;\n } else if (x >= effKnee / 2.0f) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n } else {\n let kneeTerm = x + effKnee / 2.0f;\n targetReductiondB = ((kneeTerm * kneeTerm) / (2.0f * effKnee)) * (1.0f - 1.0f / effRatio);\n }\n } else {\n if (dB > effThreshold) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n }\n }\n\n targetReductiondB = clamp(targetReductiondB, 0.0f, 120.0f);\n\n // 6. Envelope Smoothing\n let targetGaindB = -targetReductiondB;\n if (targetGaindB < envelope) {\n envelope += (targetGaindB - envelope) * attackCoeff;\n } else {\n envelope += (targetGaindB - envelope) * releaseCoeff;\n }\n\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n envelope = clamp(envelope, -120.0f, 0.0f);\n\n // 7. Apply linear gain and soft clipping\n let totalGaindB = clamp(envelope + effMakeupGain, -120.0f, 36.0f);\n let gainLinear = clamp(pow(10.0f, totalGaindB / 20.0f), 0.0f, 63.1f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) {\n inVal = 0.0f;\n }\n\n var outVal = inVal * gainLinear;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n \n // Soft clipping at ±1.0 with smooth tanh transition starting at ±0.9\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n \n outputChannels[sampleIndex] = outVal;\n }\n }\n\n if (is_nan_or_inf(envelope)) {\n state[0] = 0.0f;\n } else {\n state[0] = clamp(envelope, -120.0f, 0.0f);\n }\n}\n`;\nconst compressorAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Dynamics Compressor.\");\n\tconst op = virtualMedia.operation || {};\n\tconst threshold = resolveNumber(op.threshold, -24);\n\tconst ratio = resolveNumber(op.ratio, 4);\n\tconst attack = resolveNumber(op.attack, .003);\n\tconst release = resolveNumber(op.release, .25);\n\tconst knee = resolveNumber(op.knee, 6);\n\tconst makeupGain = resolveNumber(op.makeupGain, 0);\n\tconst hasThresholdSig = isHandleConnected(op, \"thresholdHandleId\") ? 1 : 0;\n\tconst hasRatioSig = isHandleConnected(op, \"ratioHandleId\") ? 1 : 0;\n\tconst hasAttackSig = isHandleConnected(op, \"attackHandleId\") ? 1 : 0;\n\tconst hasReleaseSig = isHandleConnected(op, \"releaseHandleId\") ? 1 : 0;\n\tconst hasKneeSig = isHandleConnected(op, \"kneeHandleId\") ? 1 : 0;\n\tconst hasMakeupGainSig = isHandleConnected(op, \"makeupGainHandleId\") ? 1 : 0;\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst nodeId = op.id || \"audio-compressor\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, COMPRESSOR_SHADER_TEMPLATE, (t) => [\n\t\tsampleRate,\n\t\tthreshold,\n\t\tratio,\n\t\tattack,\n\t\trelease,\n\t\tknee,\n\t\tmakeupGain,\n\t\thasThresholdSig,\n\t\thasRatioSig,\n\t\thasAttackSig,\n\t\thasReleaseSig,\n\t\thasKneeSig,\n\t\thasMakeupGainSig,\n\t\tt,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0,\n\t\t0,\n\t\t0\n\t], 20, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: compressorAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-BorUA3F3.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,mCAAmC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4LzC,MAAM,2BAA2B,OAAO,UAAU,YAAY,cAAc,QAAQ;AACnF,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,wDAAwD;CAC1F,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,YAAY,cAAc,GAAG,WAAW,IAAI;CAClD,MAAM,QAAQ,cAAc,GAAG,OAAO,EAAE;CACxC,MAAM,SAAS,cAAc,GAAG,QAAQ,KAAK;CAC7C,MAAM,UAAU,cAAc,GAAG,SAAS,IAAI;CAC9C,MAAM,OAAO,cAAc,GAAG,MAAM,EAAE;CACtC,MAAM,aAAa,cAAc,GAAG,YAAY,EAAE;CAClD,MAAM,kBAAkB,kBAAkB,IAAI,oBAAoB,GAAG,IAAI;CACzE,MAAM,cAAc,kBAAkB,IAAI,gBAAgB,GAAG,IAAI;CACjE,MAAM,eAAe,kBAAkB,IAAI,iBAAiB,GAAG,IAAI;CACnE,MAAM,gBAAgB,kBAAkB,IAAI,kBAAkB,GAAG,IAAI;CACrE,MAAM,aAAa,kBAAkB,IAAI,eAAe,GAAG,IAAI;CAC/D,MAAM,mBAAmB,kBAAkB,IAAI,qBAAqB,GAAG,IAAI;CAC3E,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;AACvB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,6BAA6B,MAAM;EACzI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,0BAA0B,CAAC"}
@@ -1,6 +1,6 @@
1
1
  import { c as resolveHandleParam } 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-shadows-highlights/dist/renderers-CCz2R7ss.mjs
@@ -498,4 +498,4 @@ var renderers_default = { WebGPURenderer };
498
498
 
499
499
  //#endregion
500
500
  export { renderers_default as n, WebGPURenderer as t };
501
- //# sourceMappingURL=renderer-dGEMVaZ3.mjs.map
501
+ //# sourceMappingURL=renderer-zLi2qFGT.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-dGEMVaZ3.mjs","names":[],"sources":["../../../nodes/node-shadows-highlights/dist/renderers-CCz2R7ss.mjs"],"sourcesContent":["import { 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 = 250;\nconst MIN_RADIUS = 1;\nconst MAX_AMOUNT = 100;\nconst shadowsHighlightsConfig = configBuilder().field(\"shadowAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Boost (%)\",\n\tdescription: \"Percentage to lift and recover crushed shadow details (0–100%).\"\n}).field(\"shadowTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Range (%)\",\n\tdescription: \"Range of dark tones affected by shadow adjustments (0–100%).\"\n}).field(\"shadowRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine shadow illumination (1–250px).\"\n}).field(\"highlightAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Suppression (%)\",\n\tdescription: \"Percentage to suppress and recover blown highlight details (0–100%).\"\n}).field(\"highlightTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Range (%)\",\n\tdescription: \"Range of bright tones affected by highlight adjustments (0–100%).\"\n}).field(\"highlightRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine highlight exposure (1–250px).\"\n}).field(\"colorCorrection\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Correction (%)\",\n\tdescription: \"Fine-tunes color saturation in recovered shadow/highlight zones (-100 to +100%).\"\n}).field(\"midtoneContrast\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Midtone Contrast (%)\",\n\tdescription: \"Adjusts contrast centered on the midtones (-100 to +100%).\"\n}).build();\nconst ShadowsHighlightsNodeConfigSchema = shadowsHighlightsConfig.schema;\nconst ShadowsHighlightsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ShadowsHighlightsOperationSchema = ShadowsHighlightsNodeConfigSchema.extend({\n\top: z.literal(\"ShadowsHighlights\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultShadowsHighlightsConfig = ShadowsHighlightsNodeConfigSchema.parse({});\nconst SHADOWS_HIGHLIGHTS_PRESETS = [\n\t{\n\t\tid: \"default\",\n\t\tname: \"Default (Neutral)\",\n\t\tdescription: \"Zero adjustments across dynamic range\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 0,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"shadow-lift\",\n\t\tname: \"Shadow Detail Lift\",\n\t\tdescription: \"Gently opens up underexposed shadows without bleaching midtones\",\n\t\tconfig: {\n\t\t\tshadowAmount: 40,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 35,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 10,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"highlight-recovery\",\n\t\tname: \"Highlight Recovery\",\n\t\tdescription: \"Pulls back blown sky, cloud, and specular highlight clipping\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 45,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: -5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"hdr-balance\",\n\t\tname: \"HDR Dynamic Range\",\n\t\tdescription: \"Balanced recovery expanding visible dynamic range in high contrast scenes\",\n\t\tconfig: {\n\t\t\tshadowAmount: 35,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 40,\n\t\t\thighlightAmount: 35,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 40,\n\t\t\tcolorCorrection: 15,\n\t\t\tmidtoneContrast: 10\n\t\t}\n\t},\n\t{\n\t\tid: \"backlight-correction\",\n\t\tname: \"Backlight Correction\",\n\t\tdescription: \"Compensates for harsh backlighting illuminating silhouetted subjects\",\n\t\tconfig: {\n\t\t\tshadowAmount: 60,\n\t\t\tshadowTonalWidth: 60,\n\t\t\tshadowRadius: 50,\n\t\t\thighlightAmount: 20,\n\t\t\thighlightTonalWidth: 35,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 20,\n\t\t\tmidtoneContrast: 5\n\t\t}\n\t},\n\t{\n\t\tid: \"dramatic-punch\",\n\t\tname: \"Dramatic Contrast & Clarity\",\n\t\tdescription: \"Deepens shadows, compresses highlights, and boosts midtone punch\",\n\t\tconfig: {\n\t\t\tshadowAmount: 10,\n\t\t\tshadowTonalWidth: 30,\n\t\t\tshadowRadius: 25,\n\t\t\thighlightAmount: 30,\n\t\t\thighlightTonalWidth: 55,\n\t\t\thighlightRadius: 25,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 25\n\t\t}\n\t},\n\t{\n\t\tid: \"gentle-fill\",\n\t\tname: \"Gentle Fill Light\",\n\t\tdescription: \"Subtle lift to low-light areas preserving photographic atmosphere\",\n\t\tconfig: {\n\t\t\tshadowAmount: 20,\n\t\t\tshadowTonalWidth: 40,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 15,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t}\n];\nconst SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS = `\nstruct ShadowsHighlightsUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tshadowRadius : f32,\n\thighlightRadius : f32,\n\n\tshadowAmount : f32,\n\tshadowTonalWidth : f32,\n\thighlightAmount : f32,\n\thighlightTonalWidth : f32,\n\n\tcolorCorrection : f32,\n\tmidtoneContrast : f32,\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\n\thasShadowAmountSig : f32,\n\thasShadowTonalWidthSig : f32,\n\thasShadowRadiusSig : f32,\n\thasHighlightAmountSig : f32,\n\n\thasHighlightTonalWidthSig : f32,\n\thasHighlightRadiusSig : f32,\n\thasColorCorrectionSig : f32,\n\thasMidtoneContrastSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ShadowsHighlightsUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var shadowAmountSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(3) var highlightAmountSigTex : texture_2d<f32>;\n@group(2) @binding(4) var highlightTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(5) var highlightRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(6) var colorCorrectionSigTex : texture_2d<f32>;\n@group(2) @binding(7) var midtoneContrastSigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar sAmount = u.shadowAmount;\n\tif (u.hasShadowAmountSig > 0.5) {\n\t\tsAmount = textureSampleLevel(shadowAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsAmount = clamp(sAmount, 0.0, 100.0);\n\n\tvar sTonalWidthVal = u.shadowTonalWidth;\n\tif (u.hasShadowTonalWidthSig > 0.5) {\n\t\tsTonalWidthVal = textureSampleLevel(shadowTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsTonalWidthVal = clamp(sTonalWidthVal, 0.0, 100.0);\n\n\tvar sRadius = u.shadowRadius;\n\tif (u.hasShadowRadiusSig > 0.5) {\n\t\tsRadius = textureSampleLevel(shadowRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsRadius = clamp(sRadius, 1.0, 250.0);\n\n\tvar hAmount = u.highlightAmount;\n\tif (u.hasHighlightAmountSig > 0.5) {\n\t\thAmount = textureSampleLevel(highlightAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thAmount = clamp(hAmount, 0.0, 100.0);\n\n\tvar hTonalWidthVal = u.highlightTonalWidth;\n\tif (u.hasHighlightTonalWidthSig > 0.5) {\n\t\thTonalWidthVal = textureSampleLevel(highlightTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thTonalWidthVal = clamp(hTonalWidthVal, 0.0, 100.0);\n\n\tvar hRadius = u.highlightRadius;\n\tif (u.hasHighlightRadiusSig > 0.5) {\n\t\thRadius = textureSampleLevel(highlightRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thRadius = clamp(hRadius, 1.0, 250.0);\n\n\tvar colCorrVal = u.colorCorrection;\n\tif (u.hasColorCorrectionSig > 0.5) {\n\t\tcolCorrVal = textureSampleLevel(colorCorrectionSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolCorrVal = clamp(colCorrVal, -100.0, 100.0);\n\n\tvar midContrastVal = u.midtoneContrast;\n\tif (u.hasMidtoneContrastSig > 0.5) {\n\t\tmidContrastVal = textureSampleLevel(midtoneContrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tmidContrastVal = clamp(midContrastVal, -100.0, 100.0);\n\n\tif (sAmount <= 0.0 && hAmount <= 0.0 && abs(midContrastVal) <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tlet lumaOrig = get_luminance(origCol.rgb / max(origCol.a, 1e-5));\n\n\t// Shadow blur parameters\n\tlet sSpatialSigma = sRadius;\n\tlet stepScaleS = max(1.0, sSpatialSigma / 20.0);\n\tlet effectiveSigmaS = sSpatialSigma / stepScaleS;\n\tlet sampleRadiusS = min(i32(ceil(3.0 * effectiveSigmaS)), 64);\n\n\t// Highlight blur parameters\n\tlet hSpatialSigma = hRadius;\n\tlet stepScaleH = max(1.0, hSpatialSigma / 20.0);\n\tlet effectiveSigmaH = hSpatialSigma / stepScaleH;\n\tlet sampleRadiusH = min(i32(ceil(3.0 * effectiveSigmaH)), 64);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// PASS 1: Horizontal blur of luminance from origTex\n\t\t// Output packed channels: R = sLumaPass1, G = hLumaPass1, B = sAlphaPass1, A = hAlphaPass1\n\t\tvar sSum = 0.0;\n\t\tvar sWeightSum = 0.0;\n\t\tvar sAlphaSum = 0.0;\n\t\tvar sKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleS;\n\t\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\t\tsWeightSum += weight * sampleAlpha;\n\t\t\tsAlphaSum += sampleAlpha * weight;\n\t\t\tsKernelSum += weight;\n\t\t}\n\n\t\tvar hSum = 0.0;\n\t\tvar hWeightSum = 0.0;\n\t\tvar hAlphaSum = 0.0;\n\t\tvar hKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleH;\n\t\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\t\thWeightSum += weight * sampleAlpha;\n\t\t\thAlphaSum += sampleAlpha * weight;\n\t\t\thKernelSum += weight;\n\t\t}\n\n\t\tlet sLumaPass1 = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\t\tlet sAlphaPass1 = sAlphaSum / max(sKernelSum, 1e-5);\n\t\tlet hLumaPass1 = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\t\tlet hAlphaPass1 = hAlphaSum / max(hKernelSum, 1e-5);\n\n\t\treturn vec4<f32>(sLumaPass1, hLumaPass1, sAlphaPass1, hAlphaPass1);\n\t}\n\n\t// PASS 2: Vertical blur of Pass 1 + Dynamic Range Recovery\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tvar sSum = 0.0;\n\tvar sWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleS;\n\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.b;\n\t\tlet sampleLuma = samplePass1.r;\n\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\tsWeightSum += weight * sampleAlpha;\n\t}\n\n\tvar hSum = 0.0;\n\tvar hWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleH;\n\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.a;\n\t\tlet sampleLuma = samplePass1.g;\n\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\thWeightSum += weight * sampleAlpha;\n\t}\n\n\tlet sLumaBlur = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\tlet hLumaBlur = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\n\tlet alpha = origCol.a;\n\tlet rgb = origCol.rgb / alpha;\n\n\tlet sAmountNorm = sAmount / 100.0;\n\tlet hAmountNorm = hAmount / 100.0;\n\tlet sTonalWidth = clamp(sTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet hTonalWidth = clamp(hTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet colCorrNorm = colCorrVal / 100.0;\n\tlet midContrastNorm = midContrastVal / 100.0;\n\n\tlet sEvalLuma = 0.65 * sLumaBlur + 0.35 * lumaOrig;\n\tlet hEvalLuma = 0.65 * hLumaBlur + 0.35 * lumaOrig;\n\n\tlet wShadow = 1.0 - smoothstep(0.0, sTonalWidth, sEvalLuma);\n\tlet wHighlight = smoothstep(1.0 - hTonalWidth, 1.0, hEvalLuma);\n\n\tlet shadowBoost = sAmountNorm * wShadow * (1.0 - lumaOrig) * (1.0 - sqrt(clamp(sLumaBlur, 0.0, 1.0)));\n\tlet highlightSuppression = hAmountNorm * wHighlight * lumaOrig * sqrt(clamp(hLumaBlur, 0.0, 1.0));\n\n\tvar targetLuma = clamp(lumaOrig + shadowBoost - highlightSuppression, 0.0, 1.0);\n\n\tif (abs(midContrastNorm) > 0.001) {\n\t\tlet midDiff = targetLuma - 0.5;\n\t\tlet sCurve = midDiff * (1.0 - 4.0 * midDiff * midDiff);\n\t\ttargetLuma = clamp(targetLuma + midContrastNorm * sCurve * 0.4, 0.0, 1.0);\n\t}\n\n\tvar adjustedRgb = rgb * ((targetLuma + 1e-4) / (lumaOrig + 1e-4));\n\n\tlet effectIntensity = sAmountNorm * wShadow + hAmountNorm * wHighlight;\n\tlet satFactor = clamp(1.0 + colCorrNorm * effectIntensity * 1.5, 0.0, 3.0);\n\tadjustedRgb = mix(vec3<f32>(targetLuma), adjustedRgb, satFactor);\n\n\tlet finalRgb = clamp(adjustedRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(finalRgb * alpha, alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst shadowsHighlightsUniformData = new Float32Array(20);\nfunction getShadowsHighlightsResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 8);\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_SHADOWS_HIGHLIGHTS_UNIFORMS }),\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 !== \"ShadowsHighlights\" || !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 nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"shadowshighlights_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst shadowAmountRes = resolveField(op.shadowAmountHandleId, Number(op.shadowAmount ?? 0), 0, MAX_AMOUNT);\n\tconst shadowTonalWidthRes = resolveField(op.shadowTonalWidthHandleId, Number(op.shadowTonalWidth ?? 50), 0, 100);\n\tconst shadowRadiusRes = resolveField(op.shadowRadiusHandleId, Number(op.shadowRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst highlightAmountRes = resolveField(op.highlightAmountHandleId, Number(op.highlightAmount ?? 0), 0, MAX_AMOUNT);\n\tconst highlightTonalWidthRes = resolveField(op.highlightTonalWidthHandleId, Number(op.highlightTonalWidth ?? 50), 0, 100);\n\tconst highlightRadiusRes = resolveField(op.highlightRadiusHandleId, Number(op.highlightRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst colorCorrectionRes = resolveField(op.colorCorrectionHandleId, Number(op.colorCorrection ?? 0), -100, 100);\n\tconst midtoneContrastRes = resolveField(op.midtoneContrastHandleId, Number(op.midtoneContrast ?? 0), -100, 100);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (shadowAmountRes.val <= 0 && !shadowAmountRes.hasStaticSig && highlightAmountRes.val <= 0 && !highlightAmountRes.hasStaticSig && midtoneContrastRes.val === 0 && !midtoneContrastRes.hasStaticSig) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getShadowsHighlightsResources(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 shadowAmountView = getSignalView(shadowAmountRes, \"shadow_amount_sig\");\n\tconst shadowTonalWidthView = getSignalView(shadowTonalWidthRes, \"shadow_tonal_width_sig\");\n\tconst shadowRadiusView = getSignalView(shadowRadiusRes, \"shadow_radius_sig\");\n\tconst highlightAmountView = getSignalView(highlightAmountRes, \"highlight_amount_sig\");\n\tconst highlightTonalWidthView = getSignalView(highlightTonalWidthRes, \"highlight_tonal_width_sig\");\n\tconst highlightRadiusView = getSignalView(highlightRadiusRes, \"highlight_radius_sig\");\n\tconst colorCorrectionView = getSignalView(colorCorrectionRes, \"color_correction_sig\");\n\tconst midtoneContrastView = getSignalView(midtoneContrastRes, \"midtone_contrast_sig\");\n\tconst createBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[2] = shadowRadiusRes.val;\n\tshadowsHighlightsUniformData[3] = highlightRadiusRes.val;\n\tshadowsHighlightsUniformData[4] = shadowAmountRes.val;\n\tshadowsHighlightsUniformData[5] = shadowTonalWidthRes.val;\n\tshadowsHighlightsUniformData[6] = highlightAmountRes.val;\n\tshadowsHighlightsUniformData[7] = highlightTonalWidthRes.val;\n\tshadowsHighlightsUniformData[8] = colorCorrectionRes.val;\n\tshadowsHighlightsUniformData[9] = midtoneContrastRes.val;\n\tshadowsHighlightsUniformData[10] = 0;\n\tshadowsHighlightsUniformData[11] = 0;\n\tshadowsHighlightsUniformData[12] = shadowAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[13] = shadowTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[14] = shadowRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[15] = highlightAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[16] = highlightTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[17] = highlightRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[18] = colorCorrectionRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[19] = midtoneContrastRes.hasStaticSig ? 1 : 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: shadowAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: shadowTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: shadowRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: highlightAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: highlightTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: highlightRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: colorCorrectionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: midtoneContrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[0] = 1;\n\tshadowsHighlightsUniformData[1] = 0;\n\tshadowsHighlightsUniformData[10] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex1.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: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tshadowsHighlightsUniformData[0] = 0;\n\tshadowsHighlightsUniformData[1] = 1;\n\tshadowsHighlightsUniformData[10] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex2.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: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer };\n\n//#endregion\nexport { MIN_RADIUS as a, ShadowsHighlightsNodeConfigSchema as c, defaultShadowsHighlightsConfig as d, shadowsHighlightsConfig as f, MAX_RADIUS as i, ShadowsHighlightsOperationSchema as l, WebGPURenderer as n, SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP as o, MAX_AMOUNT as r, SHADOWS_HIGHLIGHTS_PRESETS as s, renderers_default as t, ShadowsHighlightsResultSchema as u };\n//# 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{\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Range (%)\",\n\tdescription: \"Range of dark tones affected by shadow adjustments (0–100%).\"\n}).field(\"shadowRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine shadow illumination (1–250px).\"\n}).field(\"highlightAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Suppression (%)\",\n\tdescription: \"Percentage to suppress and recover blown highlight details (0–100%).\"\n}).field(\"highlightTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Range (%)\",\n\tdescription: \"Range of bright tones affected by highlight adjustments (0–100%).\"\n}).field(\"highlightRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine highlight exposure (1–250px).\"\n}).field(\"colorCorrection\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Correction (%)\",\n\tdescription: \"Fine-tunes color saturation in recovered shadow/highlight zones (-100 to +100%).\"\n}).field(\"midtoneContrast\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Midtone Contrast (%)\",\n\tdescription: \"Adjusts contrast centered on the midtones (-100 to +100%).\"\n}).build();\nconst ShadowsHighlightsNodeConfigSchema = shadowsHighlightsConfig.schema;\nconst ShadowsHighlightsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ShadowsHighlightsOperationSchema = ShadowsHighlightsNodeConfigSchema.extend({\n\top: z.literal(\"ShadowsHighlights\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultShadowsHighlightsConfig = ShadowsHighlightsNodeConfigSchema.parse({});\nconst SHADOWS_HIGHLIGHTS_PRESETS = [\n\t{\n\t\tid: \"default\",\n\t\tname: \"Default (Neutral)\",\n\t\tdescription: \"Zero adjustments across dynamic range\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 0,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"shadow-lift\",\n\t\tname: \"Shadow Detail Lift\",\n\t\tdescription: \"Gently opens up underexposed shadows without bleaching midtones\",\n\t\tconfig: {\n\t\t\tshadowAmount: 40,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 35,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 10,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"highlight-recovery\",\n\t\tname: \"Highlight Recovery\",\n\t\tdescription: \"Pulls back blown sky, cloud, and specular highlight clipping\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 45,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: -5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"hdr-balance\",\n\t\tname: \"HDR Dynamic Range\",\n\t\tdescription: \"Balanced recovery expanding visible dynamic range in high contrast scenes\",\n\t\tconfig: {\n\t\t\tshadowAmount: 35,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 40,\n\t\t\thighlightAmount: 35,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 40,\n\t\t\tcolorCorrection: 15,\n\t\t\tmidtoneContrast: 10\n\t\t}\n\t},\n\t{\n\t\tid: \"backlight-correction\",\n\t\tname: \"Backlight Correction\",\n\t\tdescription: \"Compensates for harsh backlighting illuminating silhouetted subjects\",\n\t\tconfig: {\n\t\t\tshadowAmount: 60,\n\t\t\tshadowTonalWidth: 60,\n\t\t\tshadowRadius: 50,\n\t\t\thighlightAmount: 20,\n\t\t\thighlightTonalWidth: 35,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 20,\n\t\t\tmidtoneContrast: 5\n\t\t}\n\t},\n\t{\n\t\tid: \"dramatic-punch\",\n\t\tname: \"Dramatic Contrast & Clarity\",\n\t\tdescription: \"Deepens shadows, compresses highlights, and boosts midtone punch\",\n\t\tconfig: {\n\t\t\tshadowAmount: 10,\n\t\t\tshadowTonalWidth: 30,\n\t\t\tshadowRadius: 25,\n\t\t\thighlightAmount: 30,\n\t\t\thighlightTonalWidth: 55,\n\t\t\thighlightRadius: 25,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 25\n\t\t}\n\t},\n\t{\n\t\tid: \"gentle-fill\",\n\t\tname: \"Gentle Fill Light\",\n\t\tdescription: \"Subtle lift to low-light areas preserving photographic atmosphere\",\n\t\tconfig: {\n\t\t\tshadowAmount: 20,\n\t\t\tshadowTonalWidth: 40,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 15,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t}\n];\nconst SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS = `\nstruct ShadowsHighlightsUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tshadowRadius : f32,\n\thighlightRadius : f32,\n\n\tshadowAmount : f32,\n\tshadowTonalWidth : f32,\n\thighlightAmount : f32,\n\thighlightTonalWidth : f32,\n\n\tcolorCorrection : f32,\n\tmidtoneContrast : f32,\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\n\thasShadowAmountSig : f32,\n\thasShadowTonalWidthSig : f32,\n\thasShadowRadiusSig : f32,\n\thasHighlightAmountSig : f32,\n\n\thasHighlightTonalWidthSig : f32,\n\thasHighlightRadiusSig : f32,\n\thasColorCorrectionSig : f32,\n\thasMidtoneContrastSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ShadowsHighlightsUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var shadowAmountSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(3) var highlightAmountSigTex : texture_2d<f32>;\n@group(2) @binding(4) var highlightTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(5) var highlightRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(6) var colorCorrectionSigTex : texture_2d<f32>;\n@group(2) @binding(7) var midtoneContrastSigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar sAmount = u.shadowAmount;\n\tif (u.hasShadowAmountSig > 0.5) {\n\t\tsAmount = textureSampleLevel(shadowAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsAmount = clamp(sAmount, 0.0, 100.0);\n\n\tvar sTonalWidthVal = u.shadowTonalWidth;\n\tif (u.hasShadowTonalWidthSig > 0.5) {\n\t\tsTonalWidthVal = textureSampleLevel(shadowTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsTonalWidthVal = clamp(sTonalWidthVal, 0.0, 100.0);\n\n\tvar sRadius = u.shadowRadius;\n\tif (u.hasShadowRadiusSig > 0.5) {\n\t\tsRadius = textureSampleLevel(shadowRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsRadius = clamp(sRadius, 1.0, 250.0);\n\n\tvar hAmount = u.highlightAmount;\n\tif (u.hasHighlightAmountSig > 0.5) {\n\t\thAmount = textureSampleLevel(highlightAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thAmount = clamp(hAmount, 0.0, 100.0);\n\n\tvar hTonalWidthVal = u.highlightTonalWidth;\n\tif (u.hasHighlightTonalWidthSig > 0.5) {\n\t\thTonalWidthVal = textureSampleLevel(highlightTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thTonalWidthVal = clamp(hTonalWidthVal, 0.0, 100.0);\n\n\tvar hRadius = u.highlightRadius;\n\tif (u.hasHighlightRadiusSig > 0.5) {\n\t\thRadius = textureSampleLevel(highlightRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thRadius = clamp(hRadius, 1.0, 250.0);\n\n\tvar colCorrVal = u.colorCorrection;\n\tif (u.hasColorCorrectionSig > 0.5) {\n\t\tcolCorrVal = textureSampleLevel(colorCorrectionSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolCorrVal = clamp(colCorrVal, -100.0, 100.0);\n\n\tvar midContrastVal = u.midtoneContrast;\n\tif (u.hasMidtoneContrastSig > 0.5) {\n\t\tmidContrastVal = textureSampleLevel(midtoneContrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tmidContrastVal = clamp(midContrastVal, -100.0, 100.0);\n\n\tif (sAmount <= 0.0 && hAmount <= 0.0 && abs(midContrastVal) <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tlet lumaOrig = get_luminance(origCol.rgb / max(origCol.a, 1e-5));\n\n\t// Shadow blur parameters\n\tlet sSpatialSigma = sRadius;\n\tlet stepScaleS = max(1.0, sSpatialSigma / 20.0);\n\tlet effectiveSigmaS = sSpatialSigma / stepScaleS;\n\tlet sampleRadiusS = min(i32(ceil(3.0 * effectiveSigmaS)), 64);\n\n\t// Highlight blur parameters\n\tlet hSpatialSigma = hRadius;\n\tlet stepScaleH = max(1.0, hSpatialSigma / 20.0);\n\tlet effectiveSigmaH = hSpatialSigma / stepScaleH;\n\tlet sampleRadiusH = min(i32(ceil(3.0 * effectiveSigmaH)), 64);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// PASS 1: Horizontal blur of luminance from origTex\n\t\t// Output packed channels: R = sLumaPass1, G = hLumaPass1, B = sAlphaPass1, A = hAlphaPass1\n\t\tvar sSum = 0.0;\n\t\tvar sWeightSum = 0.0;\n\t\tvar sAlphaSum = 0.0;\n\t\tvar sKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleS;\n\t\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\t\tsWeightSum += weight * sampleAlpha;\n\t\t\tsAlphaSum += sampleAlpha * weight;\n\t\t\tsKernelSum += weight;\n\t\t}\n\n\t\tvar hSum = 0.0;\n\t\tvar hWeightSum = 0.0;\n\t\tvar hAlphaSum = 0.0;\n\t\tvar hKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleH;\n\t\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\t\thWeightSum += weight * sampleAlpha;\n\t\t\thAlphaSum += sampleAlpha * weight;\n\t\t\thKernelSum += weight;\n\t\t}\n\n\t\tlet sLumaPass1 = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\t\tlet sAlphaPass1 = sAlphaSum / max(sKernelSum, 1e-5);\n\t\tlet hLumaPass1 = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\t\tlet hAlphaPass1 = hAlphaSum / max(hKernelSum, 1e-5);\n\n\t\treturn vec4<f32>(sLumaPass1, hLumaPass1, sAlphaPass1, hAlphaPass1);\n\t}\n\n\t// PASS 2: Vertical blur of Pass 1 + Dynamic Range Recovery\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tvar sSum = 0.0;\n\tvar sWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleS;\n\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.b;\n\t\tlet sampleLuma = samplePass1.r;\n\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\tsWeightSum += weight * sampleAlpha;\n\t}\n\n\tvar hSum = 0.0;\n\tvar hWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleH;\n\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.a;\n\t\tlet sampleLuma = samplePass1.g;\n\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\thWeightSum += weight * sampleAlpha;\n\t}\n\n\tlet sLumaBlur = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\tlet hLumaBlur = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\n\tlet alpha = origCol.a;\n\tlet rgb = origCol.rgb / alpha;\n\n\tlet sAmountNorm = sAmount / 100.0;\n\tlet hAmountNorm = hAmount / 100.0;\n\tlet sTonalWidth = clamp(sTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet hTonalWidth = clamp(hTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet colCorrNorm = colCorrVal / 100.0;\n\tlet midContrastNorm = midContrastVal / 100.0;\n\n\tlet sEvalLuma = 0.65 * sLumaBlur + 0.35 * lumaOrig;\n\tlet hEvalLuma = 0.65 * hLumaBlur + 0.35 * lumaOrig;\n\n\tlet wShadow = 1.0 - smoothstep(0.0, sTonalWidth, sEvalLuma);\n\tlet wHighlight = smoothstep(1.0 - hTonalWidth, 1.0, hEvalLuma);\n\n\tlet shadowBoost = sAmountNorm * wShadow * (1.0 - lumaOrig) * (1.0 - sqrt(clamp(sLumaBlur, 0.0, 1.0)));\n\tlet highlightSuppression = hAmountNorm * wHighlight * lumaOrig * sqrt(clamp(hLumaBlur, 0.0, 1.0));\n\n\tvar targetLuma = clamp(lumaOrig + shadowBoost - highlightSuppression, 0.0, 1.0);\n\n\tif (abs(midContrastNorm) > 0.001) {\n\t\tlet midDiff = targetLuma - 0.5;\n\t\tlet sCurve = midDiff * (1.0 - 4.0 * midDiff * midDiff);\n\t\ttargetLuma = clamp(targetLuma + midContrastNorm * sCurve * 0.4, 0.0, 1.0);\n\t}\n\n\tvar adjustedRgb = rgb * ((targetLuma + 1e-4) / (lumaOrig + 1e-4));\n\n\tlet effectIntensity = sAmountNorm * wShadow + hAmountNorm * wHighlight;\n\tlet satFactor = clamp(1.0 + colCorrNorm * effectIntensity * 1.5, 0.0, 3.0);\n\tadjustedRgb = mix(vec3<f32>(targetLuma), adjustedRgb, satFactor);\n\n\tlet finalRgb = clamp(adjustedRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(finalRgb * alpha, alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst shadowsHighlightsUniformData = new Float32Array(20);\nfunction getShadowsHighlightsResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 8);\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_SHADOWS_HIGHLIGHTS_UNIFORMS }),\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 !== \"ShadowsHighlights\" || !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 nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"shadowshighlights_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst shadowAmountRes = resolveField(op.shadowAmountHandleId, Number(op.shadowAmount ?? 0), 0, MAX_AMOUNT);\n\tconst shadowTonalWidthRes = resolveField(op.shadowTonalWidthHandleId, Number(op.shadowTonalWidth ?? 50), 0, 100);\n\tconst shadowRadiusRes = resolveField(op.shadowRadiusHandleId, Number(op.shadowRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst highlightAmountRes = resolveField(op.highlightAmountHandleId, Number(op.highlightAmount ?? 0), 0, MAX_AMOUNT);\n\tconst highlightTonalWidthRes = resolveField(op.highlightTonalWidthHandleId, Number(op.highlightTonalWidth ?? 50), 0, 100);\n\tconst highlightRadiusRes = resolveField(op.highlightRadiusHandleId, Number(op.highlightRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst colorCorrectionRes = resolveField(op.colorCorrectionHandleId, Number(op.colorCorrection ?? 0), -100, 100);\n\tconst midtoneContrastRes = resolveField(op.midtoneContrastHandleId, Number(op.midtoneContrast ?? 0), -100, 100);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (shadowAmountRes.val <= 0 && !shadowAmountRes.hasStaticSig && highlightAmountRes.val <= 0 && !highlightAmountRes.hasStaticSig && midtoneContrastRes.val === 0 && !midtoneContrastRes.hasStaticSig) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getShadowsHighlightsResources(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 shadowAmountView = getSignalView(shadowAmountRes, \"shadow_amount_sig\");\n\tconst shadowTonalWidthView = getSignalView(shadowTonalWidthRes, \"shadow_tonal_width_sig\");\n\tconst shadowRadiusView = getSignalView(shadowRadiusRes, \"shadow_radius_sig\");\n\tconst highlightAmountView = getSignalView(highlightAmountRes, \"highlight_amount_sig\");\n\tconst highlightTonalWidthView = getSignalView(highlightTonalWidthRes, \"highlight_tonal_width_sig\");\n\tconst highlightRadiusView = getSignalView(highlightRadiusRes, \"highlight_radius_sig\");\n\tconst colorCorrectionView = getSignalView(colorCorrectionRes, \"color_correction_sig\");\n\tconst midtoneContrastView = getSignalView(midtoneContrastRes, \"midtone_contrast_sig\");\n\tconst createBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[2] = shadowRadiusRes.val;\n\tshadowsHighlightsUniformData[3] = highlightRadiusRes.val;\n\tshadowsHighlightsUniformData[4] = shadowAmountRes.val;\n\tshadowsHighlightsUniformData[5] = shadowTonalWidthRes.val;\n\tshadowsHighlightsUniformData[6] = highlightAmountRes.val;\n\tshadowsHighlightsUniformData[7] = highlightTonalWidthRes.val;\n\tshadowsHighlightsUniformData[8] = colorCorrectionRes.val;\n\tshadowsHighlightsUniformData[9] = midtoneContrastRes.val;\n\tshadowsHighlightsUniformData[10] = 0;\n\tshadowsHighlightsUniformData[11] = 0;\n\tshadowsHighlightsUniformData[12] = shadowAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[13] = shadowTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[14] = shadowRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[15] = highlightAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[16] = highlightTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[17] = highlightRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[18] = colorCorrectionRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[19] = midtoneContrastRes.hasStaticSig ? 1 : 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: shadowAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: shadowTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: shadowRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: highlightAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: highlightTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: highlightRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: colorCorrectionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: midtoneContrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[0] = 1;\n\tshadowsHighlightsUniformData[1] = 0;\n\tshadowsHighlightsUniformData[10] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex1.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: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tshadowsHighlightsUniformData[0] = 0;\n\tshadowsHighlightsUniformData[1] = 1;\n\tshadowsHighlightsUniformData[10] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex2.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: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer };\n\n//#endregion\nexport { MIN_RADIUS as a, ShadowsHighlightsNodeConfigSchema as c, defaultShadowsHighlightsConfig as d, shadowsHighlightsConfig as f, MAX_RADIUS as i, ShadowsHighlightsOperationSchema as l, WebGPURenderer as n, SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP as o, MAX_AMOUNT as r, SHADOWS_HIGHLIGHTS_PRESETS as s, renderers_default as t, ShadowsHighlightsResultSchema as u };\n//# 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@@ -1,6 +1,6 @@
1
1
  import { Cn as resolveString, xn as resolveNumber } from "./dist-C8XSqfTx.mjs";
2
2
  import { n as defineRenderer } from "./renderer-BuvKGwk3.mjs";
3
- import { At as AudioSignalComputePipeline, Vn as signalRegistry, at as shaderStore } from "./dist-D3BeAZ7X.mjs";
3
+ import { Hn as signalRegistry, jt as AudioSignalComputePipeline, ot as shaderStore } from "./dist-DtPPPsZV.mjs";
4
4
 
5
5
  //#region ../../nodes/node-audio-signal-extractor/dist/renderers-CP8CFWDs.mjs
6
6
  const audioSignalExtractorAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {
@@ -49,4 +49,4 @@ var renderers_default = defineRenderer({ audioProcessor: audioSignalExtractorAud
49
49
 
50
50
  //#endregion
51
51
  export { renderers_default as t };
52
- //# sourceMappingURL=renderers-CP8CFWDs-BRQyvcut.mjs.map
52
+ //# sourceMappingURL=renderers-CP8CFWDs-BufiCyn7.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderers-CP8CFWDs-BRQyvcut.mjs","names":[],"sources":["../../../nodes/node-audio-signal-extractor/dist/renderers-CP8CFWDs.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveNumber, resolveString } from \"@framefields/node-sdk\";\nimport { AudioSignalComputePipeline, shaderStore, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst audioSignalExtractorAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) return;\n\tif (!channels || channels.length === 0 || channels[0].length === 0) return;\n\tconst op = virtualMedia.operation || {};\n\tconst nodeId = op.nodeId || op.id || \"audio-signal-extractor\";\n\tconst fps = ctx.fps ?? 24;\n\tconst mode = resolveString(op.extractionMode, \"\");\n\tconst curveStr = resolveString(op.curve, \"\");\n\tconst config = {\n\t\textractionMode: mode || void 0,\n\t\tattackMs: resolveNumber(op.attackMs, 10),\n\t\treleaseMs: resolveNumber(op.releaseMs, 120),\n\t\tsensitivity: resolveNumber(op.sensitivity, 1),\n\t\tnoiseFloorDb: resolveNumber(op.noiseFloorDb, -45),\n\t\tdynamicRangeDb: resolveNumber(op.dynamicRangeDb, 36),\n\t\tsmoothing: resolveNumber(op.smoothing, .15),\n\t\tcurve: curveStr || void 0,\n\t\tbeatThreshold: resolveNumber(op.beatThreshold, .55),\n\t\tbeatDecayMs: resolveNumber(op.beatDecayMs, 80)\n\t};\n\tconst signals = await AudioSignalComputePipeline.extractFeatures(ctx.device, channels, sampleRate, fps, config, 512);\n\tsignalRegistry.registerBuffer(ctx.device, nodeId, signals.primaryBuffer, ctx.renderId);\n\tsignalRegistry.registerBuffer(ctx.device, `${nodeId}_beat`, signals.beatBuffer, ctx.renderId);\n\tsignalRegistry.registerBuffer(ctx.device, `${nodeId}_bass`, signals.bassBuffer, ctx.renderId);\n\tsignalRegistry.registerBuffer(ctx.device, `${nodeId}_energy`, signals.energyBuffer, ctx.renderId);\n\tsignalRegistry.registerTexture(ctx.device, nodeId, signals.texture, signals.textureView, ctx.renderId);\n\tsignalRegistry.registerTexture(ctx.device, `${nodeId}_beat`, signals.texture, signals.textureView, ctx.renderId);\n\tsignalRegistry.registerTexture(ctx.device, `${nodeId}_bass`, signals.texture, signals.textureView, ctx.renderId);\n\tsignalRegistry.registerTexture(ctx.device, `${nodeId}_energy`, signals.texture, signals.textureView, ctx.renderId);\n\tconst fnName = `signal_${nodeId.replace(/[^a-zA-Z0-9]/g, \"_\")}`;\n\tconst wgsl = `\nfn ${fnName}(t: f32, x: f32, y: f32, z: f32, i: u32, n: u32, frame: u32, color: vec4f, t_elapsed: f32, duration: f32) -> f32 {\n return 0.0f;\n}\n`;\n\tshaderStore.register(nodeId, {\n\t\twgsl,\n\t\tname: fnName,\n\t\toutputType: \"f32\",\n\t\tfnParams: []\n\t}, ctx.renderId);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: audioSignalExtractorAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-CP8CFWDs.mjs.map"],"mappings":";;;;;AAKA,MAAM,qCAAqC,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC7F,KAAI,CAAC,KAAK,OAAQ;AAClB,KAAI,CAAC,YAAY,SAAS,WAAW,KAAK,SAAS,GAAG,WAAW,EAAG;CACpE,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,SAAS,GAAG,UAAU,GAAG,MAAM;CACrC,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,OAAO,cAAc,GAAG,gBAAgB,GAAG;CACjD,MAAM,WAAW,cAAc,GAAG,OAAO,GAAG;CAC5C,MAAM,SAAS;EACd,gBAAgB,QAAQ,KAAK;EAC7B,UAAU,cAAc,GAAG,UAAU,GAAG;EACxC,WAAW,cAAc,GAAG,WAAW,IAAI;EAC3C,aAAa,cAAc,GAAG,aAAa,EAAE;EAC7C,cAAc,cAAc,GAAG,cAAc,IAAI;EACjD,gBAAgB,cAAc,GAAG,gBAAgB,GAAG;EACpD,WAAW,cAAc,GAAG,WAAW,IAAI;EAC3C,OAAO,YAAY,KAAK;EACxB,eAAe,cAAc,GAAG,eAAe,IAAI;EACnD,aAAa,cAAc,GAAG,aAAa,GAAG;EAC9C;CACD,MAAM,UAAU,MAAM,2BAA2B,gBAAgB,IAAI,QAAQ,UAAU,YAAY,KAAK,QAAQ,IAAI;AACpH,gBAAe,eAAe,IAAI,QAAQ,QAAQ,QAAQ,eAAe,IAAI,SAAS;AACtF,gBAAe,eAAe,IAAI,QAAQ,GAAG,OAAO,QAAQ,QAAQ,YAAY,IAAI,SAAS;AAC7F,gBAAe,eAAe,IAAI,QAAQ,GAAG,OAAO,QAAQ,QAAQ,YAAY,IAAI,SAAS;AAC7F,gBAAe,eAAe,IAAI,QAAQ,GAAG,OAAO,UAAU,QAAQ,cAAc,IAAI,SAAS;AACjG,gBAAe,gBAAgB,IAAI,QAAQ,QAAQ,QAAQ,SAAS,QAAQ,aAAa,IAAI,SAAS;AACtG,gBAAe,gBAAgB,IAAI,QAAQ,GAAG,OAAO,QAAQ,QAAQ,SAAS,QAAQ,aAAa,IAAI,SAAS;AAChH,gBAAe,gBAAgB,IAAI,QAAQ,GAAG,OAAO,QAAQ,QAAQ,SAAS,QAAQ,aAAa,IAAI,SAAS;AAChH,gBAAe,gBAAgB,IAAI,QAAQ,GAAG,OAAO,UAAU,QAAQ,SAAS,QAAQ,aAAa,IAAI,SAAS;CAClH,MAAM,SAAS,UAAU,OAAO,QAAQ,iBAAiB,IAAI;CAC7D,MAAM,OAAO;KACT,OAAO;;;;AAIX,aAAY,SAAS,QAAQ;EAC5B;EACA,MAAM;EACN,YAAY;EACZ,UAAU,EAAE;EACZ,EAAE,IAAI,SAAS;;AAKjB,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,oCAAoC,CAAC"}
1
+ {"version":3,"file":"renderers-CP8CFWDs-BufiCyn7.mjs","names":[],"sources":["../../../nodes/node-audio-signal-extractor/dist/renderers-CP8CFWDs.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveNumber, resolveString } from \"@framefields/node-sdk\";\nimport { AudioSignalComputePipeline, shaderStore, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst audioSignalExtractorAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) return;\n\tif (!channels || channels.length === 0 || channels[0].length === 0) return;\n\tconst op = virtualMedia.operation || {};\n\tconst nodeId = op.nodeId || op.id || \"audio-signal-extractor\";\n\tconst fps = ctx.fps ?? 24;\n\tconst mode = resolveString(op.extractionMode, \"\");\n\tconst curveStr = resolveString(op.curve, \"\");\n\tconst config = {\n\t\textractionMode: mode || void 0,\n\t\tattackMs: resolveNumber(op.attackMs, 10),\n\t\treleaseMs: resolveNumber(op.releaseMs, 120),\n\t\tsensitivity: resolveNumber(op.sensitivity, 1),\n\t\tnoiseFloorDb: resolveNumber(op.noiseFloorDb, -45),\n\t\tdynamicRangeDb: resolveNumber(op.dynamicRangeDb, 36),\n\t\tsmoothing: resolveNumber(op.smoothing, .15),\n\t\tcurve: curveStr || void 0,\n\t\tbeatThreshold: resolveNumber(op.beatThreshold, .55),\n\t\tbeatDecayMs: resolveNumber(op.beatDecayMs, 80)\n\t};\n\tconst signals = await AudioSignalComputePipeline.extractFeatures(ctx.device, channels, sampleRate, fps, config, 512);\n\tsignalRegistry.registerBuffer(ctx.device, nodeId, signals.primaryBuffer, ctx.renderId);\n\tsignalRegistry.registerBuffer(ctx.device, `${nodeId}_beat`, signals.beatBuffer, ctx.renderId);\n\tsignalRegistry.registerBuffer(ctx.device, `${nodeId}_bass`, signals.bassBuffer, ctx.renderId);\n\tsignalRegistry.registerBuffer(ctx.device, `${nodeId}_energy`, signals.energyBuffer, ctx.renderId);\n\tsignalRegistry.registerTexture(ctx.device, nodeId, signals.texture, signals.textureView, ctx.renderId);\n\tsignalRegistry.registerTexture(ctx.device, `${nodeId}_beat`, signals.texture, signals.textureView, ctx.renderId);\n\tsignalRegistry.registerTexture(ctx.device, `${nodeId}_bass`, signals.texture, signals.textureView, ctx.renderId);\n\tsignalRegistry.registerTexture(ctx.device, `${nodeId}_energy`, signals.texture, signals.textureView, ctx.renderId);\n\tconst fnName = `signal_${nodeId.replace(/[^a-zA-Z0-9]/g, \"_\")}`;\n\tconst wgsl = `\nfn ${fnName}(t: f32, x: f32, y: f32, z: f32, i: u32, n: u32, frame: u32, color: vec4f, t_elapsed: f32, duration: f32) -> f32 {\n return 0.0f;\n}\n`;\n\tshaderStore.register(nodeId, {\n\t\twgsl,\n\t\tname: fnName,\n\t\toutputType: \"f32\",\n\t\tfnParams: []\n\t}, ctx.renderId);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: audioSignalExtractorAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-CP8CFWDs.mjs.map"],"mappings":";;;;;AAKA,MAAM,qCAAqC,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC7F,KAAI,CAAC,KAAK,OAAQ;AAClB,KAAI,CAAC,YAAY,SAAS,WAAW,KAAK,SAAS,GAAG,WAAW,EAAG;CACpE,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,SAAS,GAAG,UAAU,GAAG,MAAM;CACrC,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,OAAO,cAAc,GAAG,gBAAgB,GAAG;CACjD,MAAM,WAAW,cAAc,GAAG,OAAO,GAAG;CAC5C,MAAM,SAAS;EACd,gBAAgB,QAAQ,KAAK;EAC7B,UAAU,cAAc,GAAG,UAAU,GAAG;EACxC,WAAW,cAAc,GAAG,WAAW,IAAI;EAC3C,aAAa,cAAc,GAAG,aAAa,EAAE;EAC7C,cAAc,cAAc,GAAG,cAAc,IAAI;EACjD,gBAAgB,cAAc,GAAG,gBAAgB,GAAG;EACpD,WAAW,cAAc,GAAG,WAAW,IAAI;EAC3C,OAAO,YAAY,KAAK;EACxB,eAAe,cAAc,GAAG,eAAe,IAAI;EACnD,aAAa,cAAc,GAAG,aAAa,GAAG;EAC9C;CACD,MAAM,UAAU,MAAM,2BAA2B,gBAAgB,IAAI,QAAQ,UAAU,YAAY,KAAK,QAAQ,IAAI;AACpH,gBAAe,eAAe,IAAI,QAAQ,QAAQ,QAAQ,eAAe,IAAI,SAAS;AACtF,gBAAe,eAAe,IAAI,QAAQ,GAAG,OAAO,QAAQ,QAAQ,YAAY,IAAI,SAAS;AAC7F,gBAAe,eAAe,IAAI,QAAQ,GAAG,OAAO,QAAQ,QAAQ,YAAY,IAAI,SAAS;AAC7F,gBAAe,eAAe,IAAI,QAAQ,GAAG,OAAO,UAAU,QAAQ,cAAc,IAAI,SAAS;AACjG,gBAAe,gBAAgB,IAAI,QAAQ,QAAQ,QAAQ,SAAS,QAAQ,aAAa,IAAI,SAAS;AACtG,gBAAe,gBAAgB,IAAI,QAAQ,GAAG,OAAO,QAAQ,QAAQ,SAAS,QAAQ,aAAa,IAAI,SAAS;AAChH,gBAAe,gBAAgB,IAAI,QAAQ,GAAG,OAAO,QAAQ,QAAQ,SAAS,QAAQ,aAAa,IAAI,SAAS;AAChH,gBAAe,gBAAgB,IAAI,QAAQ,GAAG,OAAO,UAAU,QAAQ,SAAS,QAAQ,aAAa,IAAI,SAAS;CAClH,MAAM,SAAS,UAAU,OAAO,QAAQ,iBAAiB,IAAI;CAC7D,MAAM,OAAO;KACT,OAAO;;;;AAIX,aAAY,SAAS,QAAQ;EAC5B;EACA,MAAM;EACN,YAAY;EACZ,UAAU,EAAE;EACZ,EAAE,IAAI,SAAS;;AAKjB,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,oCAAoC,CAAC"}
@@ -1,8 +1,8 @@
1
1
  import "../chunk-DOL2i2sR.mjs";
2
2
  import { $ as FrameSignal, Fn as SineSignalOptions, Li as signal, Pn as SignalValue, Ri as signalBuilder, Tn as SignalContext, Tr as cosineSignal, wr as computed, xn as Signal, zi as sineSignal } from "../index-a6JrbAK0.mjs";
3
- import { B as SignalRegistryResource, C as MasterAudioEntry, Y as buildWGSLSignalFn, ct as signalRegistry, d as AudioSignalComputePipeline, z as SignalRegistry } from "../index-X2u96TEo.mjs";
3
+ import { B as SignalRegistryResource, C as MasterAudioEntry, Y as buildWGSLSignalFn, ct as signalRegistry, d as AudioSignalComputePipeline, z as SignalRegistry } from "../index-C2yaponf.mjs";
4
4
  import "../renderer-DKJOon6y.mjs";
5
- import "../renderer-aRk849b3.mjs";
6
- import { i as index_d_exports, n as index_d_exports$1, r as index_d_exports$3, t as index_d_exports$2 } from "../index-YB9j9KUx.mjs";
7
- import { a as ExtractedAudioSignalsBundle, i as AudioSignalOptions, n as AudioPitchSignals, o as _default, r as AudioSignal, t as AudioPitchOptions } from "../audio-CHV33Od9.mjs";
5
+ import "../renderer-fG8Jy8Rx.mjs";
6
+ import { i as index_d_exports, n as index_d_exports$1, r as index_d_exports$3, t as index_d_exports$2 } from "../index-BGlaws7-.mjs";
7
+ import { a as ExtractedAudioSignalsBundle, i as AudioSignalOptions, n as AudioPitchSignals, o as _default, r as AudioSignal, t as AudioPitchOptions } from "../audio-C4B9p_yq.mjs";
8
8
  export { AudioPitchOptions, AudioPitchSignals, AudioSignal, AudioSignalComputePipeline, index_d_exports as AudioSignalExtractorNode, AudioSignalOptions, ExtractedAudioSignalsBundle, FrameSignal, MasterAudioEntry, Signal, SignalContext, index_d_exports$1 as SignalGateNode, index_d_exports$2 as SignalMathNode, index_d_exports$3 as SignalNode, SignalRegistry, SignalRegistryResource, SignalValue, SineSignalOptions, buildWGSLSignalFn, computed, cosineSignal, _default as modulateRenderer, signal, signalBuilder, signalRegistry, sineSignal };
@@ -1,10 +1,10 @@
1
1
  import "../chunk-DOL2i2sR.mjs";
2
2
  import { K as Signal, Mn as signal, Nn as signalBuilder, Pn as sineSignal, bt as cosineSignal, yt as computed } from "../dist-C8XSqfTx.mjs";
3
- import { At as AudioSignalComputePipeline, Jt as SignalRegistry, Vn as signalRegistry, _n as buildWGSLSignalFn } from "../dist-D3BeAZ7X.mjs";
4
- import "../renderers-CP8CFWDs-BRQyvcut.mjs";
3
+ import { Hn as signalRegistry, Yt as SignalRegistry, jt as AudioSignalComputePipeline, vn as buildWGSLSignalFn } from "../dist-DtPPPsZV.mjs";
4
+ import "../renderers-CP8CFWDs-BufiCyn7.mjs";
5
5
  import { i as dist_exports, n as dist_exports$1, r as dist_exports$3, t as dist_exports$2 } from "../signals-tiho_9fp.mjs";
6
- import { t as renderers_default } from "../renderer-D8gN7aqk.mjs";
6
+ import { t as renderers_default } from "../renderer-Bw-_GZVw.mjs";
7
7
  import "../renderer-DGOMfyh8.mjs";
8
- import { t as AudioSignal } from "../audio-DHzLQ_RG.mjs";
8
+ import { t as AudioSignal } from "../audio-DIvi6hTD.mjs";
9
9
 
10
10
  export { AudioSignal, AudioSignalComputePipeline, dist_exports as AudioSignalExtractorNode, Signal, dist_exports$1 as SignalGateNode, dist_exports$2 as SignalMathNode, dist_exports$3 as SignalNode, SignalRegistry, buildWGSLSignalFn, computed, cosineSignal, renderers_default as modulateRenderer, signal, signalBuilder, signalRegistry, sineSignal };
@@ -1,12 +1,12 @@
1
1
  import { G as ProgrammaticSignal, K as Signal, Mt as frameArraySignal, N as MediaSignalRecorder, St as createVirtualMedia, pt as appendOperation, rn as mediaSourceTime, tn as mediaSourceRange, y as Effect$1, yn as resolveFrameRequest } from "./dist-C8XSqfTx.mjs";
2
- import { F as getPrimitiveGeometry, K as mediaDecoderCache, N as generateExtrudedTextGeometry, Z as parseSvgPathToSegments, _ as buildShapeSvgPath, p as SlugFontCache, q as parseColor$1, yt as Path3D, z as inputStore } from "./dist-D3BeAZ7X.mjs";
3
- import { a as preflightMediaTime, n as decodeAudioSource } from "./dist-CUNvNDS3.mjs";
4
- import { t as FontManager } from "./fonts-DeDPWdvJ.mjs";
2
+ import { F as getPrimitiveGeometry, K as mediaDecoderCache, N as generateExtrudedTextGeometry, Q as parseSvgPathToSegments, _ as buildShapeSvgPath, bt as Path3D, p as SlugFontCache, q as parseColor$1, z as inputStore } from "./dist-DtPPPsZV.mjs";
3
+ import { n as decodeAudioSource, o as preflightMediaTime } from "./dist-CCrYOkcc.mjs";
4
+ import { t as FontManager } from "./fonts-k5ll8NTE.mjs";
5
5
  import { s as TensorPipeline } from "./dist-DgZpN6IK.mjs";
6
6
  import { E as pinNodeToObject, S as maskObject, T as pinNodeToLandmark, d as VisionNode, f as VisionRunner, i as COCO17_KEYPOINT_NAMES, l as VisionBundle, p as analyzeSequence, t as CLIP_SUBJECT, w as mergeSubjectMask } from "./src-BU6vm9sP-DdTHmCr4.mjs";
7
- import { G as mediaSignalSampler, K as mergeAnimationTracks, N as collectNodeOps, P as compositorToProgram, W as lintComposition, f as LayerAnimation, q as sampleMediaTimeSignal } from "./program-Bn6ko_I4.mjs";
8
- import { C as effectFactories, H as Dither, I as ColorBalance, K as Iridescence, L as ColorKey, M as CRT, R as Contour, S as Vision, T as Ascii, Y as LayerStyle, _ as SelectiveColor, a as CustomEffect, at as Posterize, b as TileOffset, c as GradientMap, d as Levels, et as OpArt, f as Modulate, g as SSAO, h as Relight3D, ht as Vignette, i as Curves, it as Pixelate, l as HalftoneScreen, m as PBRGlass, nt as Painterly, o as DepthOfField, ot as ProceduralVFX, p as MotionBlur, pt as Toon, q as Kaleidoscope, r as Crop, s as FilmGrain, st as RGBSplit, t as ApplyLUT, u as HighPass, v as ShadowsHighlights, w as Blur, x as UnsharpMask, y as TemporalDeflicker } from "./effects-BiDgCK1L.mjs";
9
- import { n as renderFrameGrid, s as HeadlessMediaRenderer } from "./renderer-S9tVGneU.mjs";
7
+ import { G as mediaSignalSampler, K as mergeAnimationTracks, N as collectNodeOps, P as compositorToProgram, W as lintComposition, f as LayerAnimation, q as sampleMediaTimeSignal } from "./program-BfiB9ttP.mjs";
8
+ import { C as effectFactories, H as Dither, I as ColorBalance, K as Iridescence, L as ColorKey, M as CRT, R as Contour, S as Vision, T as Ascii, Y as LayerStyle, _ as SelectiveColor, a as CustomEffect, at as Posterize, b as TileOffset, c as GradientMap, d as Levels, et as OpArt, f as Modulate, g as SSAO, h as Relight3D, ht as Vignette, i as Curves, it as Pixelate, l as HalftoneScreen, m as PBRGlass, nt as Painterly, o as DepthOfField, ot as ProceduralVFX, p as MotionBlur, pt as Toon, q as Kaleidoscope, r as Crop, s as FilmGrain, st as RGBSplit, t as ApplyLUT, u as HighPass, v as ShadowsHighlights, w as Blur, x as UnsharpMask, y as TemporalDeflicker } from "./effects-B-L3rLs6.mjs";
9
+ import { n as renderFrameGrid, s as HeadlessMediaRenderer } from "./renderer-CO4NGvAh.mjs";
10
10
  import { z, z as z$2 } from "zod";
11
11
  import path from "node:path";
12
12
  import fs from "node:fs/promises";
@@ -6279,7 +6279,7 @@ const Styles = {
6279
6279
  };
6280
6280
 
6281
6281
  //#endregion
6282
- //#region ../components/dist/meta-1w21OBWA.mjs
6282
+ //#region ../components/dist/meta-KpdSunrT.mjs
6283
6283
  /** splitmix32: tiny, fast, and well distributed for animation jitter. */
6284
6284
  function rng(seed) {
6285
6285
  let state = seed >>> 0;
@@ -7431,6 +7431,25 @@ function squigglePath(from, to, { amplitude = 6, waves, wobble = 0, seed = 1 } =
7431
7431
  seed
7432
7432
  }, variant));
7433
7433
  }
7434
+ const smoothstep = (t) => {
7435
+ const k = Math.min(1, Math.max(0, t));
7436
+ return k * k * (3 - 2 * k);
7437
+ };
7438
+ /** The point `distance` back along a polyline from its end (its start, if shorter). */
7439
+ function pointBack(points, distance) {
7440
+ let left = distance;
7441
+ for (let i = points.length - 1; i > 0; i--) {
7442
+ const b = points[i];
7443
+ const a = points[i - 1];
7444
+ const len = Math.hypot(b[0] - a[0], b[1] - a[1]);
7445
+ if (len >= left && len > 0) {
7446
+ const k = left / len;
7447
+ return [b[0] + (a[0] - b[0]) * k, b[1] + (a[1] - b[1]) * k];
7448
+ }
7449
+ left -= len;
7450
+ }
7451
+ return points[0];
7452
+ }
7434
7453
  /** An arrow from `from` to `to` with a separate head path. */
7435
7454
  function arrowPaths(from, to, { curve = "arc", headSize = 18, wobble = 0, seed = 1 } = {}, variant = 0) {
7436
7455
  const dx = to[0] - from[0];
@@ -7449,12 +7468,18 @@ function arrowPaths(from, to, { curve = "arc", headSize = 18, wobble = 0, seed =
7449
7468
  [from[0] + dx * .5 + nx * length * bend, from[1] + dy * .5 + ny * length * bend],
7450
7469
  to
7451
7470
  ];
7452
- const wobbled = wobblePoints(bend === 0 ? [from, to] : catmullRom(controls, 12), {
7471
+ const points = bend === 0 ? [from, to] : catmullRom(controls, 12);
7472
+ const wobbled = wobblePoints(points, {
7453
7473
  wobble,
7454
7474
  seed
7455
- }, variant);
7456
- const tail = wobbled[wobbled.length - 2] ?? from;
7457
- const angle = Math.atan2(to[1] - tail[1], to[0] - tail[0]);
7475
+ }, variant).map((p, i) => {
7476
+ const t = points.length === 1 ? 0 : i / (points.length - 1);
7477
+ const hold = t <= .75 ? 1 : 1 - smoothstep((t - .75) / .25);
7478
+ const clean = points[i];
7479
+ return [clean[0] + (p[0] - clean[0]) * hold, clean[1] + (p[1] - clean[1]) * hold];
7480
+ });
7481
+ const back = pointBack(points, headSize);
7482
+ const angle = Math.atan2(to[1] - back[1], to[0] - back[0]);
7458
7483
  const wing = (side) => [to[0] - Math.cos(angle + side * .5) * headSize, to[1] - Math.sin(angle + side * .5) * headSize];
7459
7484
  const left = wing(1);
7460
7485
  const right = wing(-1);
@@ -10081,4 +10106,4 @@ const Effect = Object.assign(Effect$1, effectFactories, {
10081
10106
 
10082
10107
  //#endregion
10083
10108
  export { glyphAnimator as $, wordRanges as $t, boilKeys as A, squigglePath as At, defineTheme as B, themes as Bt, audioLevelsSchema as C, span as Cn, scaleFrames as Ct, basePropsSchema as D, FRAMEFIELDS_AI_PROXY_URL as Dn, springKeys as Dt, bandEdges as E, ApiError as En, springAt as Et, constantExpression as F, surfaceFill as Ft, elevationStyle as G, transparent as Gt, drawOnKeys as H, toPathData as Ht, contrastRatio as I, targetPoint as It, evaluateEase as J, windowExpression as Jt, ellipsePath as K, typingFrames as Kt, cover as L, targetSchema as Lt, boxPath as M, staggerRanks as Mt, catmullRom as N, stepExpression as Nt, beats as O, ValidationError as On, springSettleFrames as Ot, chain as P, supersede as Pt, frameSpan as Q, wobblePoints as Qt, defineComponent as R, textLayout as Rt, ascending as S, size as Sn, safeArea as St, bakeSamples as T, sup as Tn, smoothRelease as Tt, ease as U, toSeconds as Ut, dist as V, toFrames as Vt, elevate as W, transformPathData as Wt, exitAnimation as X, withDefaults as Xt, evaluateGlyphExpression as Y, withAlpha as Yt, findRange as Z, within as Zt, after as _, italic as _n, resampleBands as _t, Media as a, PhysicsWorld2D as an, last as at, arcPath as b, parseMarkup as bn, rng as bt, section as c, Layer3D as cn, lineShift as ct, analyzeAudio as d, PersonTrack as dn, offsetCues as dt, Styles as en, hashRng as et, KeyBook as f, DEFAULT_CHART_COLORS as fn, parseColor as ft, UNIT_INDEX as g, color as gn, rendererChars as gt, Track as h, code as hn, rangeRects as ht, Light as i, PhysicsBody2D as in, isLight as it, boundsOf as j, staggerOffsets as jt, bind as k, ai as kn, springTrack as kt, bindComponent as l, Particles as ln, luminance as lt, SAFE_INSETS as m, bold as mn, quantize as mt, Effect as n, PhysicsBody3D as nn, holdFirstKeys as nt, blurRegion as o, Lighting as on, lerp2 as ot, MOTION_PRESETS as p, accent as pn, pulseKeys as pt, enterAnimation as q, valueAt as qt, Layer as r, PhysicsWorld3D as rn, inkOn as rt, editTrackedRegion as s, Transition as sn, linePath as st, Composition as t, Physics as tn, hashString as tt, z$2 as u, ClipVision as un, mix as ut, analyzeChannels as v, mark as vn, resolveMotion as vt, bakeFunction as w, sub as wn, scheduleExpression as wt, arrowPaths as x, rich as xn, round as xt, anchorPoint as y, normalizeTextSpans as yn, resolveTarget as yt, defineMeta as z, themeFrames as zt };
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- //# sourceMappingURL=src-BzFGotRc.mjs.map
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+ //# sourceMappingURL=src-DrP7fGJX.mjs.map