framefields 2.14.0 → 2.15.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/NOTICE.md +5 -1
- package/dist/audio/index.d.mts +3 -3
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-DFwRbID_.mjs → audio-6TfPlfl4.mjs} +3 -3
- package/dist/{audio-DFwRbID_.mjs.map → audio-6TfPlfl4.mjs.map} +1 -1
- package/dist/{audio-CdCuGK5d.d.mts → audio-7oqTUi4G.d.mts} +2 -2
- package/dist/{audio-CdCuGK5d.d.mts.map → audio-7oqTUi4G.d.mts.map} +1 -1
- package/dist/cli/check-worker.mjs +44 -44
- package/dist/cli.mjs +1 -1
- package/dist/cloud/index.d.mts.map +1 -1
- package/dist/cloud/index.mjs +1 -1
- package/dist/{cloud-Cj1TIme8.mjs → cloud-jnk1hPYf.mjs} +2 -2
- package/dist/{cloud-Cj1TIme8.mjs.map → cloud-jnk1hPYf.mjs.map} +1 -1
- package/dist/components/index.d.mts +11 -11
- package/dist/components/index.mjs +43 -43
- package/dist/{dist-Kbf-JTry.mjs → dist-BtI6ukB5.mjs} +2 -2
- package/dist/{dist-Kbf-JTry.mjs.map → dist-BtI6ukB5.mjs.map} +1 -1
- package/dist/{dist-B8Nby2CU.mjs → dist-COOpgG9G.mjs} +4 -3
- package/dist/{dist-B8Nby2CU.mjs.map → dist-COOpgG9G.mjs.map} +1 -1
- package/dist/{dist--Uu5bQ_6.mjs → dist-XqlFM2a8.mjs} +13733 -5323
- package/dist/dist-XqlFM2a8.mjs.map +1 -0
- package/dist/{dist-CiTgmfUw.mjs → dist-f1zkl69f.mjs} +4 -4
- package/dist/dist-f1zkl69f.mjs.map +1 -0
- package/dist/{dist-B_rSWeOz.mjs → dist-umQOWz0a.mjs} +1 -1
- package/dist/effects/index.d.mts +4 -4
- package/dist/effects/index.mjs +35 -35
- package/dist/{effects-WMgv8ZaD.mjs → effects-DlRMovU5.mjs} +2 -2
- package/dist/{effects-WMgv8ZaD.mjs.map → effects-DlRMovU5.mjs.map} +1 -1
- package/dist/fonts/index.d.mts +1 -1
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-OW3yAfO5.mjs → fonts-BWYcXjyK.mjs} +3 -3
- package/dist/fonts-BWYcXjyK.mjs.map +1 -0
- package/dist/{gpu-R4T2Tndu.mjs → gpu-CH1PdM4T.mjs} +2 -2
- package/dist/{gpu-R4T2Tndu.mjs.map → gpu-CH1PdM4T.mjs.map} +1 -1
- package/dist/{index-CEKxvGY-.d.mts → index-BHTycml5.d.mts} +2 -2
- package/dist/{index-CEKxvGY-.d.mts.map → index-BHTycml5.d.mts.map} +1 -1
- package/dist/{index-DoP6EiHj.d.mts → index-BcxxxwhV.d.mts} +4 -4
- package/dist/{index-DoP6EiHj.d.mts.map → index-BcxxxwhV.d.mts.map} +1 -1
- package/dist/{index-Bv7gxGK1.d.mts → index-BnB_Ou2y.d.mts} +2 -2
- package/dist/index-BnB_Ou2y.d.mts.map +1 -0
- package/dist/index-C-V6CAhP.d.mts.map +1 -1
- package/dist/{index-D1FqV1eu.d.mts → index-CMhkkc56.d.mts} +43 -11
- package/dist/index-CMhkkc56.d.mts.map +1 -0
- package/dist/{index-B0Vq8Bwf.d.mts → index-CYVpYGM-.d.mts} +2 -2
- package/dist/{index-B0Vq8Bwf.d.mts.map → index-CYVpYGM-.d.mts.map} +1 -1
- package/dist/{index-C7-p9zwU.d.mts → index-DhL7ckvs.d.mts} +5 -5
- package/dist/index-DhL7ckvs.d.mts.map +1 -0
- package/dist/{index-9xte4JgL.d.mts → index-DkAjKnhW.d.mts} +1464 -559
- package/dist/index-DkAjKnhW.d.mts.map +1 -0
- package/dist/{index-GA9_Z8Fn.d.mts → index-RILu3ULT.d.mts} +2 -2
- package/dist/{index-GA9_Z8Fn.d.mts.map → index-RILu3ULT.d.mts.map} +1 -1
- package/dist/{index-C5sgRLlG.d.mts → index-TCtdSXd7.d.mts} +3 -1
- package/dist/index-TCtdSXd7.d.mts.map +1 -0
- package/dist/{index-CRaydvLi.d.mts → index-s2qQ8ifZ.d.mts} +886 -51
- package/dist/index-s2qQ8ifZ.d.mts.map +1 -0
- package/dist/index.d.mts +13 -13
- package/dist/index.mjs +52 -52
- package/dist/preview/index.d.mts +3 -3
- package/dist/preview/index.mjs +10 -10
- package/dist/preview-BeGF1Bb1.mjs +1002 -0
- package/dist/preview-BeGF1Bb1.mjs.map +1 -0
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/{chunk-64L4GUOF.mjs → chunk-4F3DG6YB.mjs} +2 -2
- package/dist/preview-engine/chunk-A2OTOW3B.mjs +4694 -0
- package/dist/preview-engine/{chunk-GNDE3OXQ.mjs → chunk-BR56TQBP.mjs} +1 -1
- package/dist/preview-engine/{chunk-ADLIF544.mjs → chunk-H2XKXXAU.mjs} +1 -1
- package/dist/preview-engine/chunk-NDUODAY2.mjs +3 -0
- package/dist/preview-engine/{chunk-FZ4RD7HV.mjs → chunk-QAQJSWUT.mjs} +1 -1
- package/dist/preview-engine/chunk-SWRGQTVC.mjs +138 -0
- package/dist/preview-engine/{chunk-52X7SURQ.mjs → chunk-TEA3GVBJ.mjs} +1 -1
- package/dist/preview-engine/chunk-VM2ZBPLM.mjs +644 -0
- package/dist/preview-engine/{chunk-UBY2UYEL.mjs → chunk-XSHNQJ7L.mjs} +1 -1
- package/dist/preview-engine/components.mjs +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/fonts.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +1 -1
- package/dist/preview-engine/player.mjs +2 -2
- package/dist/preview-engine/{renderers-DU7KPFVV.mjs → renderers-6C7NWWDX.mjs} +1 -1
- package/dist/preview-engine/renderers-HHVGNMSJ.mjs +206 -0
- package/dist/preview-engine/{src-YXNX4MLK.mjs → src-RCNEKIRP.mjs} +1 -1
- package/dist/preview-page/index.html +19 -0
- package/dist/preview-page/main.css +1 -0
- package/dist/preview-page/main.js +327 -0
- package/dist/{program-tFKCWU2j.mjs → program-CMigyfso.mjs} +829 -52
- package/dist/program-CMigyfso.mjs.map +1 -0
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/{renderer-DkOuQi84.mjs → renderer-0GMEL_Zi.mjs} +3 -3
- package/dist/{renderer-DkOuQi84.mjs.map → renderer-0GMEL_Zi.mjs.map} +1 -1
- package/dist/{renderer-BGp0An5A.mjs → renderer-3Wv2ZBJG.mjs} +3 -3
- package/dist/{renderer-BGp0An5A.mjs.map → renderer-3Wv2ZBJG.mjs.map} +1 -1
- package/dist/{renderer-BVIXKfbC.mjs → renderer-4nXkaAWu.mjs} +1178 -199
- package/dist/renderer-4nXkaAWu.mjs.map +1 -0
- package/dist/{renderer-Cw6_NL2i.mjs → renderer-6SnfLXeg.mjs} +3 -3
- package/dist/{renderer-Cw6_NL2i.mjs.map → renderer-6SnfLXeg.mjs.map} +1 -1
- package/dist/{renderer-BVU22lBS.mjs → renderer-8gHw3O0P.mjs} +2 -2
- package/dist/{renderer-BVU22lBS.mjs.map → renderer-8gHw3O0P.mjs.map} +1 -1
- package/dist/{renderer-BjDddtw9.mjs → renderer-AOBglZHC.mjs} +2 -2
- package/dist/{renderer-D-KHHWQD.mjs → renderer-B0bSARK3.mjs} +3 -3
- package/dist/{renderer-D-KHHWQD.mjs.map → renderer-B0bSARK3.mjs.map} +1 -1
- package/dist/{renderer-CCxk-RJR.mjs → renderer-B2_tuRfl.mjs} +2 -2
- package/dist/{renderer-CCxk-RJR.mjs.map → renderer-B2_tuRfl.mjs.map} +1 -1
- package/dist/{renderer-k5d7JSbs.mjs → renderer-B82FhkEr.mjs} +3 -3
- package/dist/{renderer-k5d7JSbs.mjs.map → renderer-B82FhkEr.mjs.map} +1 -1
- package/dist/{renderer-I0Hh9cLK.mjs → renderer-B9lzA0PY.mjs} +3 -3
- package/dist/{renderer-I0Hh9cLK.mjs.map → renderer-B9lzA0PY.mjs.map} +1 -1
- package/dist/{renderer-Dwwnx7Dk.mjs → renderer-BBSIWSry.mjs} +2 -2
- package/dist/{renderer-Dwwnx7Dk.mjs.map → renderer-BBSIWSry.mjs.map} +1 -1
- package/dist/{renderer-_pC-jB9O.mjs → renderer-BEKDMxbi.mjs} +2 -2
- package/dist/{renderer-_pC-jB9O.mjs.map → renderer-BEKDMxbi.mjs.map} +1 -1
- package/dist/renderer-BERGAxqA.mjs +5 -0
- package/dist/{renderer-raxwsiGI.mjs → renderer-BF960HY8.mjs} +3 -3
- package/dist/{renderer-raxwsiGI.mjs.map → renderer-BF960HY8.mjs.map} +1 -1
- package/dist/{renderer-Dr0tXA4k.mjs → renderer-BFwyVxCu.mjs} +3 -3
- package/dist/{renderer-Dr0tXA4k.mjs.map → renderer-BFwyVxCu.mjs.map} +1 -1
- package/dist/{renderer-DEjo6dw_.mjs → renderer-BNiwcI3-.mjs} +2 -2
- package/dist/{renderer-DEjo6dw_.mjs.map → renderer-BNiwcI3-.mjs.map} +1 -1
- package/dist/{renderer-DIEeHiQA.mjs → renderer-BPbVb2Q4.mjs} +2 -2
- package/dist/{renderer-DIEeHiQA.mjs.map → renderer-BPbVb2Q4.mjs.map} +1 -1
- package/dist/renderer-BQ_YkBMt.mjs +6 -0
- package/dist/{renderer-BBMtmxks.mjs → renderer-BUWxlA8T.mjs} +3 -3
- package/dist/{renderer-BBMtmxks.mjs.map → renderer-BUWxlA8T.mjs.map} +1 -1
- package/dist/renderer-BW0Tjsv9.mjs +5 -0
- package/dist/{renderer-Dgj46uEU.mjs → renderer-BX8liu-e.mjs} +2 -2
- package/dist/{renderer-ZnrEfkYh.mjs → renderer-BXIwDAr_.mjs} +2 -2
- package/dist/{renderer-ZnrEfkYh.mjs.map → renderer-BXIwDAr_.mjs.map} +1 -1
- package/dist/{renderer-DA8YEo_d.mjs → renderer-B_Hy1W-g.mjs} +3 -3
- package/dist/{renderer-DA8YEo_d.mjs.map → renderer-B_Hy1W-g.mjs.map} +1 -1
- package/dist/{renderer-iMiYStcW.mjs → renderer-Bb6cvSgh.mjs} +2 -2
- package/dist/{renderer-iMiYStcW.mjs.map → renderer-Bb6cvSgh.mjs.map} +1 -1
- package/dist/{renderer-BacY4nh8.mjs → renderer-BdppwWC9.mjs} +2 -2
- package/dist/{renderer-BacY4nh8.mjs.map → renderer-BdppwWC9.mjs.map} +1 -1
- package/dist/{renderer-CrxwW6VQ.mjs → renderer-Bhc24HVe.mjs} +3 -3
- package/dist/{renderer-CrxwW6VQ.mjs.map → renderer-Bhc24HVe.mjs.map} +1 -1
- package/dist/{renderer-BH7UCMPQ.mjs → renderer-BiNA2wF0.mjs} +2 -2
- package/dist/{renderer-BH7UCMPQ.mjs.map → renderer-BiNA2wF0.mjs.map} +1 -1
- package/dist/{renderer-DVPgWHZw.mjs → renderer-BmoBgTp5.mjs} +3 -3
- package/dist/{renderer-DVPgWHZw.mjs.map → renderer-BmoBgTp5.mjs.map} +1 -1
- package/dist/{renderer-C20efMI0.mjs → renderer-BmqFmCWS.mjs} +3 -3
- package/dist/{renderer-C20efMI0.mjs.map → renderer-BmqFmCWS.mjs.map} +1 -1
- package/dist/{renderer-B0yVUOPP.mjs → renderer-BnVwAObV.mjs} +2 -2
- package/dist/{renderer-B0yVUOPP.mjs.map → renderer-BnVwAObV.mjs.map} +1 -1
- package/dist/{renderer-CP8wLzTU.mjs → renderer-BxttZHme.mjs} +2 -2
- package/dist/{renderer-CP8wLzTU.mjs.map → renderer-BxttZHme.mjs.map} +1 -1
- package/dist/renderer-BzyPdUD1.mjs +5 -0
- package/dist/renderer-C0hM-mtY.mjs +5 -0
- package/dist/renderer-C6cyUTvk.mjs +5 -0
- package/dist/{renderer-BOSZAdgF.mjs → renderer-C8E4XsSg.mjs} +2 -2
- package/dist/{renderer-BOSZAdgF.mjs.map → renderer-C8E4XsSg.mjs.map} +1 -1
- package/dist/renderer-C8zY3pzk.mjs +5 -0
- package/dist/{renderer-DWq9gYRw.mjs → renderer-C9U-LY50.mjs} +3 -3
- package/dist/{renderer-DWq9gYRw.mjs.map → renderer-C9U-LY50.mjs.map} +1 -1
- package/dist/{renderer-Dj2H5JPR.mjs → renderer-CB2JVu5x.mjs} +3 -3
- package/dist/{renderer-Dj2H5JPR.mjs.map → renderer-CB2JVu5x.mjs.map} +1 -1
- package/dist/{renderer-Bcu3UrI-.mjs → renderer-CC4YBJ8Z.mjs} +3 -3
- package/dist/{renderer-Bcu3UrI-.mjs.map → renderer-CC4YBJ8Z.mjs.map} +1 -1
- package/dist/renderer-CEkSOyKu.mjs +5 -0
- package/dist/{renderer-DzLrvCB2.mjs → renderer-CIycc5O-.mjs} +2 -2
- package/dist/{renderer-DzLrvCB2.mjs.map → renderer-CIycc5O-.mjs.map} +1 -1
- package/dist/renderer-CJYtfa4x.mjs +5 -0
- package/dist/{renderer-BeNl_6EG.mjs → renderer-CJraQlV-.mjs} +2 -2
- package/dist/{renderer-BeNl_6EG.mjs.map → renderer-CJraQlV-.mjs.map} +1 -1
- package/dist/renderer-CKMtHGZh.mjs +5 -0
- package/dist/renderer-CLzicoiy.mjs +5 -0
- package/dist/renderer-CM2A4BHd.mjs +5 -0
- package/dist/{renderer-DtMVitEF.mjs → renderer-COWGWtob.mjs} +2 -2
- package/dist/{renderer-DtMVitEF.mjs.map → renderer-COWGWtob.mjs.map} +1 -1
- package/dist/{renderer-CT3zkfbf.mjs → renderer-COxG2XGf.mjs} +2 -2
- package/dist/{renderer-CT3zkfbf.mjs.map → renderer-COxG2XGf.mjs.map} +1 -1
- package/dist/{renderer-DNxWOz8Q.mjs → renderer-CQDCIsQm.mjs} +2 -2
- package/dist/{renderer-DNxWOz8Q.mjs.map → renderer-CQDCIsQm.mjs.map} +1 -1
- package/dist/{renderer-C5AoaymD.mjs → renderer-CRUeag8i.mjs} +3 -3
- package/dist/{renderer-C5AoaymD.mjs.map → renderer-CRUeag8i.mjs.map} +1 -1
- package/dist/{renderer-ngmYIIob.mjs → renderer-CWVput06.mjs} +3 -3
- package/dist/{renderer-ngmYIIob.mjs.map → renderer-CWVput06.mjs.map} +1 -1
- package/dist/renderer-CZlHjcxr.mjs +5 -0
- package/dist/{renderer-0rveCDm-.mjs → renderer-CbbnBLOB.mjs} +3 -3
- package/dist/{renderer-0rveCDm-.mjs.map → renderer-CbbnBLOB.mjs.map} +1 -1
- package/dist/renderer-CbimvSU8.mjs +5 -0
- package/dist/renderer-Ccvc63yd.mjs +5 -0
- package/dist/renderer-Cdp-SGfq.mjs +5 -0
- package/dist/renderer-CeTcSs3e.mjs +5 -0
- package/dist/{renderer-Brmbl12Y.mjs → renderer-CfLZein2.mjs} +3 -3
- package/dist/{renderer-Brmbl12Y.mjs.map → renderer-CfLZein2.mjs.map} +1 -1
- package/dist/{renderer-BJ8ea92W.mjs → renderer-Ch-q1O-q.mjs} +3 -3
- package/dist/{renderer-BJ8ea92W.mjs.map → renderer-Ch-q1O-q.mjs.map} +1 -1
- package/dist/{renderer-CP108ABB.mjs → renderer-Ch5JvJWl.mjs} +2 -2
- package/dist/{renderer-CP108ABB.mjs.map → renderer-Ch5JvJWl.mjs.map} +1 -1
- package/dist/{renderer-47y12Z37.mjs → renderer-ChtEzq-R.mjs} +2 -2
- package/dist/{renderer-47y12Z37.mjs.map → renderer-ChtEzq-R.mjs.map} +1 -1
- package/dist/{renderer-DhyMfG1v.mjs → renderer-Cj9nTC5l.mjs} +3 -3
- package/dist/{renderer-DhyMfG1v.mjs.map → renderer-Cj9nTC5l.mjs.map} +1 -1
- package/dist/{renderer-BDzn1AKF.mjs → renderer-CqT8HsSS.mjs} +2 -2
- package/dist/{renderer-BDzn1AKF.mjs.map → renderer-CqT8HsSS.mjs.map} +1 -1
- package/dist/{renderer-B7G1KohJ.mjs → renderer-CuQjMhdV.mjs} +2 -2
- package/dist/renderer-CvNuu52U.mjs +5 -0
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- package/dist/{renderer-Cm0tsbQH.mjs.map → renderer-Cz30EVws.mjs.map} +1 -1
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{"version":3,"file":"renderer-Bcu3UrI-.mjs","names":[],"sources":["../../../nodes/node-blur/dist/renderers-BxgmtfSl.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { ImageResultSchema, VideoResultSchema, configBuilder, unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, pixelScale, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_BLUR = 100;\nconst blurConfig = configBuilder().field(\"blurType\", z.enum([\n\t\"Gaussian\",\n\t\"Box\",\n\t\"Median\",\n\t\"Motion\",\n\t\"Bilateral\",\n\t\"Edge-preserving\",\n\t\"Radial\",\n\t\"Zoom\"\n]).default(\"Gaussian\"), {\n\tbindable: false,\n\tlabel: \"Blur Type\"\n}).field(\"strength\", z.number().min(0).max(MAX_BLUR).default(5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Strength Signal\",\n\tdescription: \"The intensity of the blur. 0 = no blur. Can be modulated by a static number or a dynamic signal.\"\n}).field(\"angle\", z.number().int().min(0).max(360).default(0), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Angle\",\n\tdescription: \"Direction of a Motion blur, in degrees.\"\n}).field(\"sigmaColor\", z.number().min(.01).max(1).default(.1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Sigma Signal\",\n\tdescription: \"Sigma value for color space in Bilateral / Edge-preserving blurs. Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerX\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center X Signal\",\n\tdescription: \"The X coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerY\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center Y Signal\",\n\tdescription: \"The Y coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"partialBlur\", z.boolean().default(false), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Partial Blur\",\n\tdescription: \"Blurs only a specific circular area around center point.\"\n}).field(\"radius\", z.number().min(.01).max(1).default(.3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Signal\",\n\tdescription: \"Radius of the partial blur region (0.01 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"radiusY\", z.number().min(0).max(1).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Y Signal\",\n\tdescription: \"Vertical radius of the partial blur region (0 to 1.0). 0 reuses the horizontal radius.\"\n}).field(\"shape\", z.enum([\n\t\"ellipse\",\n\t\"circle\",\n\t\"rect\"\n]).default(\"circle\"), {\n\tbindable: false,\n\tlabel: \"Partial Shape\",\n\tdescription: \"Shape of the partial blur region.\"\n}).build();\nconst BlurNodeConfigSchema = blurConfig.schema;\nconst BlurResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst BLUR_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_BLUR_UNIFORMS = `\nstruct BlurUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tstrength : f32,\n\tangle : f32,\n\n\tsigmaColor : f32,\n\tcenterX : f32,\n\tcenterY : f32,\n\tradius : f32,\n\n\tpartialBlur : f32,\n\thasStrengthSig : f32,\n\thasSigmaColorSig: f32,\n\thasCenterXSig : f32,\n\n\thasCenterYSig : f32,\n\thasRadiusSig : f32,\n\tradiusY : f32,\n\tshape : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : BlurUniforms;\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 strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var sigmaColorSigTex : texture_2d<f32>;\n@group(2) @binding(2) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(3) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(5) var signalSamp : sampler;\n\nfn applyPartialBlur(blurred: vec4<f32>, uv: vec2<f32>, dimensions: vec2<f32>) -> vec4<f32> {\n\tif (u.partialBlur <= 0.5) {\n\t\treturn blurred;\n\t}\n\tlet orig = textureSampleLevel(origTex, samp, uv, 0.0);\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusX = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradiusX = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusY = u.radiusY;\n\n\tvar mask = 0.0;\n\tif (radiusY <= 0.0) {\n\t\tlet aspect = dimensions.x / dimensions.y;\n\t\tlet diff = (uv - vec2<f32>(centerX, centerY)) * vec2<f32>(aspect, 1.0);\n\t\tlet dist = length(diff);\n\t\tlet feather = 0.05;\n\t\tmask = 1.0 - smoothstep(radiusX - feather, radiusX + feather, dist);\n\t} else {\n\t\tlet diff = abs(uv - vec2<f32>(centerX, centerY));\n\t\tif (u.shape > 0.5) {\n\t\t\tlet feather = 0.02;\n\t\t\tlet edgeX = 1.0 - smoothstep(radiusX - feather, radiusX + feather, diff.x);\n\t\t\tlet edgeY = 1.0 - smoothstep(radiusY - feather, radiusY + feather, diff.y);\n\t\t\tmask = edgeX * edgeY;\n\t\t} else {\n\t\t\tlet normDist = length(vec2<f32>(diff.x / max(1e-4, radiusX), diff.y / max(1e-4, radiusY)));\n\t\t\tlet feather = 0.08;\n\t\t\tmask = 1.0 - smoothstep(1.0 - feather, 1.0 + feather, normDist);\n\t\t}\n\t}\n\treturn mix(orig, blurred, mask);\n}\n`;\nconst GAUSSIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet radius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\t\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -radius; i <= radius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurred = color / totalWeight;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BOX_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = i32(round(strength));\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar count = 0.0;\n\n\tfor (var i = -radius; i <= radius; i++) {\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tcount += 1.0;\n\t}\n\n\tlet blurred = color / count;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst MEDIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\nstruct Val {\n\tluma : f32,\n\tcolor : vec4<f32>,\n};\n\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = min(i32(round(strength)), 16);\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet count = radius * 2 + 1;\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar values : array<Val, 33>;\n\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count) { break; }\n\t\tlet offset = vec2<f32>(f32(i - radius)) * direction * texelSize;\n\t\tlet col = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tvalues[i] = Val(dot(col.rgb, vec3<f32>(0.299, 0.587, 0.114)), col);\n\t}\n\n\t// Selection sort\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count - 1) { break; }\n\t\tvar minIdx = i;\n\t\tfor (var j = 0; j < 33; j++) {\n\t\t\tif (j <= i) { continue; }\n\t\t\tif (j >= count) { break; }\n\t\t\tif (values[j].luma < values[minIdx].luma) {\n\t\t\t\tminIdx = j;\n\t\t\t}\n\t\t}\n\t\tif (minIdx != i) {\n\t\t\tlet temp = values[i];\n\t\t\tvalues[i] = values[minIdx];\n\t\t\tvalues[minIdx] = temp;\n\t\t}\n\t}\n\n\tlet medianIdx = count / 2;\n\treturn applyPartialBlur(values[medianIdx].color, in.uv, dimensions);\n}\n`;\nconst MOTION_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet PI = 3.14159265359;\n\tlet angleRad = u.angle * PI / 180.0;\n\tlet dir = vec2<f32>(cos(angleRad), sin(angleRad));\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet step = dir * texelSize;\n\n\tlet numSamples = i32(clamp(strength, 1.0, 64.0));\n\tvar color = vec4<f32>(0.0);\n\t\n\tfor (var i = 0; i < 64; i++) {\n\t\tif (i >= numSamples) { break; }\n\t\tlet offset = f32(i - numSamples / 2) * step;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / f32(numSamples);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BILATERAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar sigmaColor = u.sigmaColor;\n\tif (u.hasSigmaColorSig > 0.5) {\n\t\tsigmaColor = textureSampleLevel(sigmaColorSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet radius = min(i32(ceil(3.0 * spatial_sigma)), 32);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -32; i <= 32; i++) {\n\t\tif (i < -radius || i > radius) { continue; }\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\n\t\tlet spatialDistSq = f32(i * i);\n\t\tlet spatialWeight = exp(-0.5 * spatialDistSq / (spatial_sigma * spatial_sigma));\n\t\t\n\t\tlet diff = sampleCol - centerCol;\n\t\tlet colorDistSq = dot(diff, diff);\n\t\tlet rangeWeight = exp(-0.5 * colorDistSq / (sigmaColor * sigmaColor));\n\t\t\n\t\tlet weight = spatialWeight * rangeWeight;\n\t\tcolor += sampleCol * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tvar blurred = centerCol;\n\tif (totalWeight > 0.0) {\n\t\tblurred = color / totalWeight;\n\t}\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst EDGE_PRESERVING_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\t// Map strength (1-10) to radius (1-6)\n\tlet radius = i32(clamp(round(strength * 5.0 / 10.0) + 1.0, 1.0, 6.0));\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\n\tvar m0 = vec3<f32>(0.0); var m1 = vec3<f32>(0.0); var m2 = vec3<f32>(0.0); var m3 = vec3<f32>(0.0);\n\tvar s0 = vec3<f32>(0.0); var s1 = vec3<f32>(0.0); var s2 = vec3<f32>(0.0); var s3 = vec3<f32>(0.0);\n\n\tlet n = f32((radius + 1) * (radius + 1));\n\n\tfor (var j = -6; j <= 6; j++) {\n\t\tif (j < -radius || j > radius) { continue; }\n\t\tfor (var i = -6; i <= 6; i++) {\n\t\t\tif (i < -radius || i > radius) { continue; }\n\t\t\t\n\t\t\tlet c = textureSampleLevel(tex, samp, in.uv + vec2<f32>(f32(i), f32(j)) * texelSize, 0.0).rgb;\n\t\t\t\n\t\t\tif (i <= 0 && j <= 0) {\n\t\t\t\tm0 += c;\n\t\t\t\ts0 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j <= 0) {\n\t\t\t\tm1 += c;\n\t\t\t\ts1 += c * c;\n\t\t\t}\n\t\t\tif (i <= 0 && j >= 0) {\n\t\t\t\tm2 += c;\n\t\t\t\ts2 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j >= 0) {\n\t\t\t\tm3 += c;\n\t\t\t\ts3 += c * c;\n\t\t\t}\n\t\t}\n\t}\n\n\tm0 = m0 / n; s0 = abs(s0 / n - m0 * m0);\n\tm1 = m1 / n; s1 = abs(s1 / n - m1 * m1);\n\tm2 = m2 / n; s2 = abs(s2 / n - m2 * m2);\n\tm3 = m3 / n; s3 = abs(s3 / n - m3 * m3);\n\n\tlet v0 = s0.r + s0.g + s0.b;\n\tlet v1 = s1.r + s1.g + s1.b;\n\tlet v2 = s2.r + s2.g + s2.b;\n\tlet v3 = s3.r + s3.g + s3.b;\n\n\tvar minVar = v0;\n\tvar finalCol = m0;\n\n\tif (v1 < minVar) {\n\t\tminVar = v1;\n\t\tfinalCol = m1;\n\t}\n\tif (v2 < minVar) {\n\t\tminVar = v2;\n\t\tfinalCol = m2;\n\t}\n\tif (v3 < minVar) {\n\t\tminVar = v3;\n\t\tfinalCol = m3;\n\t}\n\n\tlet blurred = vec4<f32>(finalCol, centerCol.a);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst RADIAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet dist = length(toPixel);\n\tif (dist <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet dir = vec2<f32>(-toPixel.y, toPixel.x);\n\tlet blurAmount = (strength / 100.0) * 0.1 * dist;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = dir * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst ZOOM_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet blurAmount = (strength / 100.0) * 0.15;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = toPixel * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tblurUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]),\n\tsignalTextureLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getBlurResources(device, format, blurType) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `blur_${blurType}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tlet code = GAUSSIAN_BLUR_SHADER;\n\t\tif (blurType === \"Box\") code = BOX_BLUR_SHADER;\n\t\telse if (blurType === \"Median\") code = MEDIAN_BLUR_SHADER;\n\t\telse if (blurType === \"Motion\") code = MOTION_BLUR_SHADER;\n\t\telse if (blurType === \"Bilateral\") code = BILATERAL_BLUR_SHADER;\n\t\telse if (blurType === \"Edge-preserving\") code = EDGE_PRESERVING_SHADER;\n\t\telse if (blurType === \"Radial\") code = RADIAL_BLUR_SHADER;\n\t\telse if (blurType === \"Zoom\") code = ZOOM_BLUR_SHADER;\n\t\tconst blurModule = device.createShaderModule({\n\t\t\tlabel: `blur_${blurType}_${format}.wgsl`,\n\t\t\tcode\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `BlurPipeline_${blurType}_${format}`,\n\t\t\tmodule: blurModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.blurUniformLayout,\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\tblurPipeline: pipeline,\n\t\tblurUniformLayout: layouts.blurUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst BlurWebGPURenderer = 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 !== \"Blur\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst blurData = new Float32Array(16);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst dpiScale = width / (props.containerWidth ?? ctx.surface.width / (typeof window !== \"undefined\" ? window.devicePixelRatio : 1)) * pixelScale(args);\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"blur_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal, scaleByDpi = false) => {\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\") {\n\t\t\tconst rawVal = Number(input.outputItem.data ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t} else {\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\tif (scaleByDpi) val *= dpiScale;\n\t\t}\n\t\telse if (sd) {\n\t\t\tconst rawVal = Number(sd.offset ?? 0);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\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\", 5, 0, MAX_BLUR, true);\n\tconst sigmaColorRes = resolveBindable(\"sigmaColor\", .1, .01, 1, false);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1, false);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1, false);\n\tconst radiusRes = resolveBindable(\"radius\", .3, .001, 1, false);\n\tconst radiusYRes = resolveBindable(\"radiusY\", 0, 0, 1, false);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst blurType = op.blurType ?? \"Gaussian\";\n\tconst isSeparable = blurType === \"Gaussian\" || blurType === \"Box\" || blurType === \"Median\" || blurType === \"Bilateral\";\n\tconst { blurPipeline: pipeline, blurUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getBlurResources(ctx.device, ctx.renderer.format, blurType);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tfor (const bindableRes of [\n\t\tstrengthRes,\n\t\tsigmaColorRes,\n\t\tcenterXRes,\n\t\tcenterYRes,\n\t\tradiusRes\n\t]) if (bindableRes.hasStaticSig && bindableRes.sd) await signalRegistry.ensureAudioSourcesExtracted(ctx.device, bindableRes.sd, fps, props.renderId);\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 sigmaColorView = getSignalView(sigmaColorRes, \"sigmacolor_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerx_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centery_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst createBlurBindGroup1 = (inputTex, origTex) => 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: origTex.createView()\n\t\t\t}\n\t\t]\n\t});\n\tconst isPartial = Boolean(op.partialBlur && op.partialBlur !== \"false\" && op.partialBlur !== 0);\n\tblurData[2] = strengthRes.val;\n\tblurData[3] = Number(op.angle ?? 0);\n\tblurData[4] = sigmaColorRes.val;\n\tblurData[5] = centerXRes.val;\n\tblurData[6] = centerYRes.val;\n\tblurData[7] = radiusRes.val;\n\tblurData[8] = isPartial ? 1 : 0;\n\tblurData[9] = strengthRes.hasStaticSig ? 1 : 0;\n\tblurData[10] = sigmaColorRes.hasStaticSig ? 1 : 0;\n\tblurData[11] = centerXRes.hasStaticSig ? 1 : 0;\n\tblurData[12] = centerYRes.hasStaticSig ? 1 : 0;\n\tblurData[13] = radiusRes.hasStaticSig ? 1 : 0;\n\tblurData[14] = radiusYRes.val;\n\tblurData[15] = op.shape === \"rect\" ? 1 : 0;\n\tlet outTex2;\n\tif (isSeparable) {\n\t\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\toutTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\toutTex1,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tblurData[0] = 1;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = 0;\n\t\tconst hBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(tmpTex, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t\tblurData[0] = 0;\n\t\tblurData[1] = 1;\n\t\tblurData[8] = isPartial ? 1 : 0;\n\t\tconst vBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: vBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(outTex1, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t} else {\n\t\toutTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tblurData[0] = 0;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = isPartial ? 1 : 0;\n\t\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: singleBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(tmpTex, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t}\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n/**\n* A Gaussian or box blur of a set strength keeps its look at any pixel\n* scale: the strength scales with it and neither kernel has a cap (the\n* Gaussian strides past 20 px). The other kinds stop at fixed radii, and a\n* strength bound to a signal is read on the GPU, unscaled.\n*/\nBlurWebGPURenderer.maxPixelScale = (operation) => {\n\tconst op = operation;\n\tconst kind = op.blurType ?? \"Gaussian\";\n\tconst bound = typeof op.strengthHandleId === \"string\" && op.inputs?.[op.strengthHandleId]?.connectionValid === true;\n\tconst fixed = op.strength === void 0 || typeof op.strength === \"number\";\n\treturn (kind === \"Gaussian\" || kind === \"Box\") && fixed && !bound ? 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Can be modulated by a static number or a dynamic signal.\"\n}).field(\"angle\", z.number().int().min(0).max(360).default(0), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Angle\",\n\tdescription: \"Direction of a Motion blur, in degrees.\"\n}).field(\"sigmaColor\", z.number().min(.01).max(1).default(.1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Sigma Signal\",\n\tdescription: \"Sigma value for color space in Bilateral / Edge-preserving blurs. Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerX\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center X Signal\",\n\tdescription: \"The X coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerY\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center Y Signal\",\n\tdescription: \"The Y coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"partialBlur\", z.boolean().default(false), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Partial Blur\",\n\tdescription: \"Blurs only a specific circular area around center point.\"\n}).field(\"radius\", z.number().min(.01).max(1).default(.3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Signal\",\n\tdescription: \"Radius of the partial blur region (0.01 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"radiusY\", z.number().min(0).max(1).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Y Signal\",\n\tdescription: \"Vertical radius of the partial blur region (0 to 1.0). 0 reuses the horizontal radius.\"\n}).field(\"shape\", z.enum([\n\t\"ellipse\",\n\t\"circle\",\n\t\"rect\"\n]).default(\"circle\"), {\n\tbindable: false,\n\tlabel: \"Partial Shape\",\n\tdescription: \"Shape of the partial blur region.\"\n}).build();\nconst BlurNodeConfigSchema = blurConfig.schema;\nconst BlurResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst BLUR_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_BLUR_UNIFORMS = `\nstruct BlurUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tstrength : f32,\n\tangle : f32,\n\n\tsigmaColor : f32,\n\tcenterX : f32,\n\tcenterY : f32,\n\tradius : f32,\n\n\tpartialBlur : f32,\n\thasStrengthSig : f32,\n\thasSigmaColorSig: f32,\n\thasCenterXSig : f32,\n\n\thasCenterYSig : f32,\n\thasRadiusSig : f32,\n\tradiusY : f32,\n\tshape : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : BlurUniforms;\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 strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var sigmaColorSigTex : texture_2d<f32>;\n@group(2) @binding(2) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(3) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(5) var signalSamp : sampler;\n\nfn applyPartialBlur(blurred: vec4<f32>, uv: vec2<f32>, dimensions: vec2<f32>) -> vec4<f32> {\n\tif (u.partialBlur <= 0.5) {\n\t\treturn blurred;\n\t}\n\tlet orig = textureSampleLevel(origTex, samp, uv, 0.0);\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusX = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradiusX = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusY = u.radiusY;\n\n\tvar mask = 0.0;\n\tif (radiusY <= 0.0) {\n\t\tlet aspect = dimensions.x / dimensions.y;\n\t\tlet diff = (uv - vec2<f32>(centerX, centerY)) * vec2<f32>(aspect, 1.0);\n\t\tlet dist = length(diff);\n\t\tlet feather = 0.05;\n\t\tmask = 1.0 - smoothstep(radiusX - feather, radiusX + feather, dist);\n\t} else {\n\t\tlet diff = abs(uv - vec2<f32>(centerX, centerY));\n\t\tif (u.shape > 0.5) {\n\t\t\tlet feather = 0.02;\n\t\t\tlet edgeX = 1.0 - smoothstep(radiusX - feather, radiusX + feather, diff.x);\n\t\t\tlet edgeY = 1.0 - smoothstep(radiusY - feather, radiusY + feather, diff.y);\n\t\t\tmask = edgeX * edgeY;\n\t\t} else {\n\t\t\tlet normDist = length(vec2<f32>(diff.x / max(1e-4, radiusX), diff.y / max(1e-4, radiusY)));\n\t\t\tlet feather = 0.08;\n\t\t\tmask = 1.0 - smoothstep(1.0 - feather, 1.0 + feather, normDist);\n\t\t}\n\t}\n\treturn mix(orig, blurred, mask);\n}\n`;\nconst GAUSSIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet radius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\t\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -radius; i <= radius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurred = color / totalWeight;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BOX_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = i32(round(strength));\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar count = 0.0;\n\n\tfor (var i = -radius; i <= radius; i++) {\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tcount += 1.0;\n\t}\n\n\tlet blurred = color / count;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst MEDIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\nstruct Val {\n\tluma : f32,\n\tcolor : vec4<f32>,\n};\n\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = min(i32(round(strength)), 16);\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet count = radius * 2 + 1;\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar values : array<Val, 33>;\n\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count) { break; }\n\t\tlet offset = vec2<f32>(f32(i - radius)) * direction * texelSize;\n\t\tlet col = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tvalues[i] = Val(dot(col.rgb, vec3<f32>(0.299, 0.587, 0.114)), col);\n\t}\n\n\t// Selection sort\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count - 1) { break; }\n\t\tvar minIdx = i;\n\t\tfor (var j = 0; j < 33; j++) {\n\t\t\tif (j <= i) { continue; }\n\t\t\tif (j >= count) { break; }\n\t\t\tif (values[j].luma < values[minIdx].luma) {\n\t\t\t\tminIdx = j;\n\t\t\t}\n\t\t}\n\t\tif (minIdx != i) {\n\t\t\tlet temp = values[i];\n\t\t\tvalues[i] = values[minIdx];\n\t\t\tvalues[minIdx] = temp;\n\t\t}\n\t}\n\n\tlet medianIdx = count / 2;\n\treturn applyPartialBlur(values[medianIdx].color, in.uv, dimensions);\n}\n`;\nconst MOTION_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet PI = 3.14159265359;\n\tlet angleRad = u.angle * PI / 180.0;\n\tlet dir = vec2<f32>(cos(angleRad), sin(angleRad));\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet step = dir * texelSize;\n\n\tlet numSamples = i32(clamp(strength, 1.0, 64.0));\n\tvar color = vec4<f32>(0.0);\n\t\n\tfor (var i = 0; i < 64; i++) {\n\t\tif (i >= numSamples) { break; }\n\t\tlet offset = f32(i - numSamples / 2) * step;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / f32(numSamples);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BILATERAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar sigmaColor = u.sigmaColor;\n\tif (u.hasSigmaColorSig > 0.5) {\n\t\tsigmaColor = textureSampleLevel(sigmaColorSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet radius = min(i32(ceil(3.0 * spatial_sigma)), 32);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -32; i <= 32; i++) {\n\t\tif (i < -radius || i > radius) { continue; }\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\n\t\tlet spatialDistSq = f32(i * i);\n\t\tlet spatialWeight = exp(-0.5 * spatialDistSq / (spatial_sigma * spatial_sigma));\n\t\t\n\t\tlet diff = sampleCol - centerCol;\n\t\tlet colorDistSq = dot(diff, diff);\n\t\tlet rangeWeight = exp(-0.5 * colorDistSq / (sigmaColor * sigmaColor));\n\t\t\n\t\tlet weight = spatialWeight * rangeWeight;\n\t\tcolor += sampleCol * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tvar blurred = centerCol;\n\tif (totalWeight > 0.0) {\n\t\tblurred = color / totalWeight;\n\t}\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst EDGE_PRESERVING_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\t// Map strength (1-10) to radius (1-6)\n\tlet radius = i32(clamp(round(strength * 5.0 / 10.0) + 1.0, 1.0, 6.0));\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\n\tvar m0 = vec3<f32>(0.0); var m1 = vec3<f32>(0.0); var m2 = vec3<f32>(0.0); var m3 = vec3<f32>(0.0);\n\tvar s0 = vec3<f32>(0.0); var s1 = vec3<f32>(0.0); var s2 = vec3<f32>(0.0); var s3 = vec3<f32>(0.0);\n\n\tlet n = f32((radius + 1) * (radius + 1));\n\n\tfor (var j = -6; j <= 6; j++) {\n\t\tif (j < -radius || j > radius) { continue; }\n\t\tfor (var i = -6; i <= 6; i++) {\n\t\t\tif (i < -radius || i > radius) { continue; }\n\t\t\t\n\t\t\tlet c = textureSampleLevel(tex, samp, in.uv + vec2<f32>(f32(i), f32(j)) * texelSize, 0.0).rgb;\n\t\t\t\n\t\t\tif (i <= 0 && j <= 0) {\n\t\t\t\tm0 += c;\n\t\t\t\ts0 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j <= 0) {\n\t\t\t\tm1 += c;\n\t\t\t\ts1 += c * c;\n\t\t\t}\n\t\t\tif (i <= 0 && j >= 0) {\n\t\t\t\tm2 += c;\n\t\t\t\ts2 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j >= 0) {\n\t\t\t\tm3 += c;\n\t\t\t\ts3 += c * c;\n\t\t\t}\n\t\t}\n\t}\n\n\tm0 = m0 / n; s0 = abs(s0 / n - m0 * m0);\n\tm1 = m1 / n; s1 = abs(s1 / n - m1 * m1);\n\tm2 = m2 / n; s2 = abs(s2 / n - m2 * m2);\n\tm3 = m3 / n; s3 = abs(s3 / n - m3 * m3);\n\n\tlet v0 = s0.r + s0.g + s0.b;\n\tlet v1 = s1.r + s1.g + s1.b;\n\tlet v2 = s2.r + s2.g + s2.b;\n\tlet v3 = s3.r + s3.g + s3.b;\n\n\tvar minVar = v0;\n\tvar finalCol = m0;\n\n\tif (v1 < minVar) {\n\t\tminVar = v1;\n\t\tfinalCol = m1;\n\t}\n\tif (v2 < minVar) {\n\t\tminVar = v2;\n\t\tfinalCol = m2;\n\t}\n\tif (v3 < minVar) {\n\t\tminVar = v3;\n\t\tfinalCol = m3;\n\t}\n\n\tlet blurred = vec4<f32>(finalCol, centerCol.a);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst RADIAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet dist = length(toPixel);\n\tif (dist <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet dir = vec2<f32>(-toPixel.y, toPixel.x);\n\tlet blurAmount = (strength / 100.0) * 0.1 * dist;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = dir * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst ZOOM_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet blurAmount = (strength / 100.0) * 0.15;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = toPixel * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tblurUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]),\n\tsignalTextureLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getBlurResources(device, format, blurType) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `blur_${blurType}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tlet code = GAUSSIAN_BLUR_SHADER;\n\t\tif (blurType === \"Box\") code = BOX_BLUR_SHADER;\n\t\telse if (blurType === \"Median\") code = MEDIAN_BLUR_SHADER;\n\t\telse if (blurType === \"Motion\") code = MOTION_BLUR_SHADER;\n\t\telse if (blurType === \"Bilateral\") code = BILATERAL_BLUR_SHADER;\n\t\telse if (blurType === \"Edge-preserving\") code = EDGE_PRESERVING_SHADER;\n\t\telse if (blurType === \"Radial\") code = RADIAL_BLUR_SHADER;\n\t\telse if (blurType === \"Zoom\") code = ZOOM_BLUR_SHADER;\n\t\tconst blurModule = device.createShaderModule({\n\t\t\tlabel: `blur_${blurType}_${format}.wgsl`,\n\t\t\tcode\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `BlurPipeline_${blurType}_${format}`,\n\t\t\tmodule: blurModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.blurUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tblurPipeline: pipeline,\n\t\tblurUniformLayout: layouts.blurUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst BlurWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Blur\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst blurData = new Float32Array(16);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst dpiScale = width / (props.containerWidth ?? ctx.surface.width / (typeof window !== \"undefined\" ? window.devicePixelRatio : 1)) * pixelScale(args);\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"blur_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal, scaleByDpi = false) => {\n\t\tconst handleId = op[`${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\") {\n\t\t\tconst rawVal = Number(input.outputItem.data ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t} else {\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\tif (scaleByDpi) val *= dpiScale;\n\t\t}\n\t\telse if (sd) {\n\t\t\tconst rawVal = Number(sd.offset ?? 0);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\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\", 5, 0, MAX_BLUR, true);\n\tconst sigmaColorRes = resolveBindable(\"sigmaColor\", .1, .01, 1, false);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1, false);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1, false);\n\tconst radiusRes = resolveBindable(\"radius\", .3, .001, 1, false);\n\tconst radiusYRes = resolveBindable(\"radiusY\", 0, 0, 1, false);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst blurType = op.blurType ?? \"Gaussian\";\n\tconst isSeparable = blurType === \"Gaussian\" || blurType === \"Box\" || blurType === \"Median\" || blurType === \"Bilateral\";\n\tconst { blurPipeline: pipeline, blurUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getBlurResources(ctx.device, ctx.renderer.format, blurType);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tfor (const bindableRes of [\n\t\tstrengthRes,\n\t\tsigmaColorRes,\n\t\tcenterXRes,\n\t\tcenterYRes,\n\t\tradiusRes\n\t]) if (bindableRes.hasStaticSig && bindableRes.sd) await signalRegistry.ensureAudioSourcesExtracted(ctx.device, bindableRes.sd, fps, props.renderId);\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 sigmaColorView = getSignalView(sigmaColorRes, \"sigmacolor_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerx_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centery_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst createBlurBindGroup1 = (inputTex, origTex) => 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: origTex.createView()\n\t\t\t}\n\t\t]\n\t});\n\tconst isPartial = Boolean(op.partialBlur && op.partialBlur !== \"false\" && op.partialBlur !== 0);\n\tblurData[2] = strengthRes.val;\n\tblurData[3] = Number(op.angle ?? 0);\n\tblurData[4] = sigmaColorRes.val;\n\tblurData[5] = centerXRes.val;\n\tblurData[6] = centerYRes.val;\n\tblurData[7] = radiusRes.val;\n\tblurData[8] = isPartial ? 1 : 0;\n\tblurData[9] = strengthRes.hasStaticSig ? 1 : 0;\n\tblurData[10] = sigmaColorRes.hasStaticSig ? 1 : 0;\n\tblurData[11] = centerXRes.hasStaticSig ? 1 : 0;\n\tblurData[12] = centerYRes.hasStaticSig ? 1 : 0;\n\tblurData[13] = radiusRes.hasStaticSig ? 1 : 0;\n\tblurData[14] = radiusYRes.val;\n\tblurData[15] = op.shape === \"rect\" ? 1 : 0;\n\tlet outTex2;\n\tif (isSeparable) {\n\t\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\toutTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\toutTex1,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tblurData[0] = 1;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = 0;\n\t\tconst hBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(tmpTex, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t\tblurData[0] = 0;\n\t\tblurData[1] = 1;\n\t\tblurData[8] = isPartial ? 1 : 0;\n\t\tconst vBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: vBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(outTex1, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t} else {\n\t\toutTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tblurData[0] = 0;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = isPartial ? 1 : 0;\n\t\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: singleBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(tmpTex, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t}\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n/**\n* A Gaussian or box blur of a set strength keeps its look at any pixel\n* scale: the strength scales with it and neither kernel has a cap (the\n* Gaussian strides past 20 px). The other kinds stop at fixed radii, and a\n* strength bound to a signal is read on the GPU, unscaled.\n*/\nBlurWebGPURenderer.maxPixelScale = (operation) => {\n\tconst op = operation;\n\tconst kind = op.blurType ?? \"Gaussian\";\n\tconst bound = typeof op.strengthHandleId === \"string\" && op.inputs?.[op.strengthHandleId]?.connectionValid === true;\n\tconst fixed = op.strength === void 0 || typeof op.strength === \"number\";\n\treturn (kind === \"Gaussian\" || kind === \"Box\") && fixed && !bound ? Number.POSITIVE_INFINITY : 1;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: BlurWebGPURenderer });\n\n//#endregion\nexport { MAX_BLUR as a, BlurResultSchema as i, BLUR_OUTPUT_TYPE_MAP as n, blurConfig as o, BlurNodeConfigSchema as r, renderers_default as t };\n//# 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import { c as resolveHandleParam } from "./renderer-BuvKGwk3.mjs";
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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-
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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-CH1PdM4T.mjs";
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//#region ../../nodes/node-shadows-highlights/dist/renderers-CCz2R7ss.mjs
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{"version":3,"file":"renderer-DzLrvCB2.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, 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{"version":3,"file":"renderer-CIycc5O-.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: 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//#region ../../nodes/node-audio-compressor/dist/renderers-BorUA3F3.mjs
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{"version":3,"file":"renderer-BeNl_6EG.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"}
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{"version":3,"file":"renderer-CJraQlV-.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"}
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-CH1PdM4T.mjs";
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{"version":3,"file":"renderer-COWGWtob.mjs","names":[],"sources":["../../../nodes/node-selective-color/dist/renderers-BZ3S3Cgo.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst WGSL_SELECTIVE_COLOR_SHADER = `\nstruct SelectiveColorUniforms {\n\treds : vec4<f32>,\n\tyellows : vec4<f32>,\n\tgreens : vec4<f32>,\n\tcyans : vec4<f32>,\n\tblues : vec4<f32>,\n\tmagentas : vec4<f32>,\n\twhites : vec4<f32>,\n\tneutrals : vec4<f32>,\n\tblacks : vec4<f32>,\n\tmethod : f32,\n\tpad0 : f32,\n\tpad1 : f32,\n\tpad2 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : SelectiveColorUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn calcAdjustment(cmy: vec3<f32>, adj: vec4<f32>, weight: f32, isAbsolute: bool) -> vec3<f32> {\n\tif (weight <= 0.00001) {\n\t\treturn vec3<f32>(0.0);\n\t}\n\tlet adjC = adj.x;\n\tlet adjM = adj.y;\n\tlet adjY = adj.z;\n\tlet adjK = adj.w;\n\n\tif (isAbsolute) {\n\t\tlet cDelta = adjC + adjK * (1.0 + adjC);\n\t\tlet mDelta = adjM + adjK * (1.0 + adjM);\n\t\tlet yDelta = adjY + adjK * (1.0 + adjY);\n\t\treturn vec3<f32>(cDelta, mDelta, yDelta) * weight;\n\t} else {\n\t\tlet cDelta = ((1.0 + adjK) * (1.0 + adjC) - 1.0) * cmy.x;\n\t\tlet mDelta = ((1.0 + adjK) * (1.0 + adjM) - 1.0) * cmy.y;\n\t\tlet yDelta = ((1.0 + adjK) * (1.0 + adjY) - 1.0) * cmy.z;\n\t\treturn vec3<f32>(cDelta, mDelta, yDelta) * weight;\n\t}\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (color.a <= 0.00001) {\n\t\treturn color;\n\t}\n\n\tlet rgb = clamp(color.rgb / max(color.a, 0.00001), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet r = rgb.r;\n\tlet g = rgb.g;\n\tlet b = rgb.b;\n\n\tlet maxVal = max(r, max(g, b));\n\tlet minVal = min(r, min(g, b));\n\n\t// Chromatic weights\n\tlet wRed = max(0.0, r - max(g, b));\n\tlet wYellow = max(0.0, min(r, g) - b);\n\tlet wGreen = max(0.0, g - max(r, b));\n\tlet wCyan = max(0.0, min(g, b) - r);\n\tlet wBlue = max(0.0, b - max(r, g));\n\tlet wMagenta = max(0.0, min(r, b) - g);\n\n\t// Achromatic weights (Whites, Blacks, and true Midtone Neutrals)\n\tlet wWhite = max(0.0, (minVal - 0.5) * 2.0);\n\tlet wBlack = max(0.0, (0.5 - maxVal) * 2.0);\n\tlet wNeutral = max(0.0, 1.0 - (wRed + wYellow + wGreen + wCyan + wBlue + wMagenta + wWhite + wBlack));\n\n\tlet cmy = vec3<f32>(1.0 - r, 1.0 - g, 1.0 - b);\n\tlet isAbs = u.method > 0.5;\n\n\tvar totalDelta = vec3<f32>(0.0);\n\ttotalDelta += calcAdjustment(cmy, u.reds, wRed, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.yellows, wYellow, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.greens, wGreen, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.cyans, wCyan, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.blues, wBlue, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.magentas, wMagenta, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.whites, wWhite, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.neutrals, wNeutral, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.blacks, wBlack, isAbs);\n\n\tlet finalCMY = clamp(cmy + totalDelta, vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet finalRGB = vec3<f32>(1.0 - finalCMY.x, 1.0 - finalCMY.y, 1.0 - finalCMY.z);\n\n\treturn vec4<f32>(finalRGB * color.a, color.a);\n}\n`;\nfunction getSelectiveColorResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"SelectiveColorPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"selective-color.wgsl\",\n\t\t\t\t\tcode: WGSL_SELECTIVE_COLOR_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [uniformLayout, textureLayout],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tuniformLayout,\n\t\t\ttextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction packAdjustment(data, offset, adj) {\n\tdata[offset + 0] = (adj?.cyan ?? 0) / 100;\n\tdata[offset + 1] = (adj?.magenta ?? 0) / 100;\n\tdata[offset + 2] = (adj?.yellow ?? 0) / 100;\n\tdata[offset + 3] = (adj?.black ?? 0) / 100;\n}\nconst uniformBufferData = new Float32Array(40);\nconst SelectiveColorWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"SelectiveColor\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tpackAdjustment(uniformBufferData, 0, op.reds);\n\tpackAdjustment(uniformBufferData, 4, op.yellows);\n\tpackAdjustment(uniformBufferData, 8, op.greens);\n\tpackAdjustment(uniformBufferData, 12, op.cyans);\n\tpackAdjustment(uniformBufferData, 16, op.blues);\n\tpackAdjustment(uniformBufferData, 20, op.magentas);\n\tpackAdjustment(uniformBufferData, 24, op.whites);\n\tpackAdjustment(uniformBufferData, 28, op.neutrals);\n\tpackAdjustment(uniformBufferData, 32, op.blacks);\n\tuniformBufferData[36] = op.method === \"Absolute\" ? 1 : 0;\n\tuniformBufferData[37] = 0;\n\tuniformBufferData[38] = 0;\n\tuniformBufferData[39] = 0;\n\tconst { pipeline, uniformLayout, textureLayout } = getSelectiveColorResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst buffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, textureLayout, tmpTex, sampler)]);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: SelectiveColorWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-BZ3S3Cgo.mjs.map"],"mappings":";;;;AAIA,MAAM,sCAAsC,IAAI,SAAS;AACzD,MAAM,8BAA8B;;;;;;;;;;;;;;;;;;;;EAoBlC,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuEvB,SAAS,2BAA2B,QAAQ,QAAQ;CACnD,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,CAAC,KAAK;EACT,MAAM,gBAAgB,wBAAwB,QAAQ,CAAC,UAAU,CAAC;EAClE,MAAM,gBAAgB,wBAAwB,QAAQ,CAAC,WAAW,UAAU,CAAC;AAC7E,QAAM;GACL,UAAU,yBAAyB,QAAQ;IAC1C,OAAO;IACP,QAAQ,OAAO,mBAAmB;KACjC,OAAO;KACP,MAAM;KACN,CAAC;IACF,SAAS,CAAC,eAAe,cAAc;IACvC;IACA,CAAC;GACF;GACA;GACA;AACD,sBAAoB,IAAI,QAAQ,IAAI;;AAErC,QAAO;;AAER,SAAS,eAAe,MAAM,QAAQ,KAAK;AAC1C,MAAK,SAAS,MAAM,KAAK,QAAQ,KAAK;AACtC,MAAK,SAAS,MAAM,KAAK,WAAW,KAAK;AACzC,MAAK,SAAS,MAAM,KAAK,UAAU,KAAK;AACxC,MAAK,SAAS,MAAM,KAAK,SAAS,KAAK;;AAExC,MAAM,oBAAoB,IAAI,aAAa,GAAG;AAC9C,MAAM,+BAA+B,OAAO,SAAS;CACpD,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,oBAAoB,CAAC,MAAM,cAAc,WAAW,GAAI;AACvE,MAAK,KAAK;CACV,MAAM,aAAa,MAAM,aAAa,SAAS;CAC/C,MAAM,QAAQ;CACd,MAAM,SAAS;CACf,MAAM,EAAE,SAAS,WAAW,MAAM,mBAAmB,MAAM,WAAW;AACtE,gBAAe,mBAAmB,GAAG,GAAG,KAAK;AAC7C,gBAAe,mBAAmB,GAAG,GAAG,QAAQ;AAChD,gBAAe,mBAAmB,GAAG,GAAG,OAAO;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,MAAM;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,MAAM;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,SAAS;AAClD,gBAAe,mBAAmB,IAAI,GAAG,OAAO;AAChD,gBAAe,mBAAmB,IAAI,GAAG,SAAS;AAClD,gBAAe,mBAAmB,IAAI,GAAG,OAAO;AAChD,mBAAkB,MAAM,GAAG,WAAW,aAAa,IAAI;AACvD,mBAAkB,MAAM;AACxB,mBAAkB,MAAM;AACxB,mBAAkB,MAAM;CACxB,MAAM,EAAE,UAAU,eAAe,kBAAkB,2BAA2B,IAAI,QAAQ,IAAI,SAAS,OAAO;CAC9G,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,SAAS,IAAI,SAAS,mBAAmB,kBAAkB;CACjE,MAAM,SAAS,IAAI,SAAS,oBAAoB,OAAO,QAAQ;EAC9D;EACA;EACA,GAAG,MAAM,mBAAmB,EAAE;EAC9B,CAAC;AACF,oBAAmB,SAAS,OAAO,YAAY,EAAE,UAAU,CAAC,IAAI,OAAO,gBAAgB;EACtF,QAAQ;EACR,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ;GACpB,CAAC;EACF,CAAC,EAAE,IAAI,SAAS,eAAe,aAAa,IAAI,QAAQ,eAAe,QAAQ,QAAQ,CAAC,CAAC;AAC1F,qBAAoB,MAAM,QAAQ,MAAM,WAAW,EAAE;;AAKtD,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,8BAA8B,CAAC"}
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{"version":3,"file":"renderer-CT3zkfbf.mjs","names":[],"sources":["../../../nodes/node-crop/dist/renderers-BE15Jhmk.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst maskWgsl = `\nstruct MaskUniforms {\n\trect : vec4<f32>,\n\troundness : f32,\n\tmode : f32,\n\tnumPoints : f32,\n\tpadding : f32,\n\tpoints : array<vec2<f32>, 64>,\n};\n\n@group(0) @binding(0) var<uniform> u : MaskUniforms;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sdRoundedRect(p: vec2<f32>, b: vec2<f32>, r: f32) -> f32 {\n\tlet q = abs(p) - b + r;\n\treturn min(max(q.x, q.y), 0.0) + length(max(q, vec2<f32>(0.0))) - r;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet p = in.pos.xy;\n\t\n\tif (u.mode > 0.5) { // Path\n\t\tvar inside = false;\n\t\tlet count = u32(u.numPoints);\n\t\tfor (var i = 0u; i < count; i = i + 1u) {\n\t\t\tlet j = (i + 1u) % count;\n\t\t\tlet pi = u.points[i];\n\t\t\tlet pj = u.points[j];\n\t\t\tif (((pi.y > p.y) != (pj.y > p.y)) &&\n\t\t\t\t(p.x < (pj.x - pi.x) * (p.y - pi.y) / (pj.y - pi.y) + pi.x)) {\n\t\t\t\tinside = !inside;\n\t\t\t}\n\t\t}\n\t\treturn select(vec4<f32>(0.0), vec4<f32>(1.0), inside);\n\t} else { // RRect\n\t\tlet center = u.rect.xy + u.rect.zw * 0.5;\n\t\tlet size = u.rect.zw * 0.5;\n\t\tlet d = sdRoundedRect(p - center, size, u.roundness);\n\t\tlet alpha = 1.0 - smoothstep(0.0, 1.5, d);\n\t\treturn vec4<f32>(1.0, 1.0, 1.0, alpha);\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getMaskPipeline(device, format) {\n\tlet pipeline = deviceResourceCache.get(device);\n\tif (!pipeline) {\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: \"CropMaskPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tvertex: {\n\t\t\t\tmodule: device.createShaderModule({ code: maskWgsl }),\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: device.createShaderModule({ code: maskWgsl }),\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tdeviceResourceCache.set(device, pipeline);\n\t}\n\treturn pipeline;\n}\nconst CropWebGPURenderer = async (args) => {\n\tconst { ctx, props, targetTexture, targetView, targetWidth, targetHeight, encoder } = args;\n\tconst { virtualMedia, containerWidth: propsContainerWidth, containerHeight: propsContainerHeight, opacity = 1 } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"Crop\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst containerWidth = propsContainerWidth ?? ctx.surface.width;\n\tconst containerHeight = propsContainerHeight ?? ctx.surface.height;\n\tconst isRest = op.mode === \"rest\";\n\tconst isPath = op.cropType === \"path\";\n\tconst pathPoints = op.pathPoints || [];\n\tconst roundness = Number(op.roundness) || 0;\n\tlet finalLp = Number(op.leftPercentage) || 0;\n\tlet finalTp = Number(op.topPercentage) || 0;\n\tlet finalWp = Math.max(.01, Number(op.widthPercentage) || 100);\n\tlet finalHp = Math.max(.01, Number(op.heightPercentage) || 100);\n\tif (isPath && pathPoints.length > 0) {\n\t\tconst xs = pathPoints.map((p) => p.x);\n\t\tconst ys = pathPoints.map((p) => p.y);\n\t\tfinalLp = Math.min(...xs);\n\t\tfinalTp = Math.min(...ys);\n\t\tfinalWp = Math.max(.01, Math.max(...xs) - finalLp);\n\t\tfinalHp = Math.max(.01, Math.max(...ys) - finalTp);\n\t}\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? props.containerHeight ?? targetHeight;\n\tconst srcRect = {\n\t\tx: finalLp / 100 * sourceWidth,\n\t\ty: finalTp / 100 * sourceHeight,\n\t\twidth: finalWp / 100 * sourceWidth,\n\t\theight: finalHp / 100 * sourceHeight\n\t};\n\tconst dstRect = {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: containerWidth,\n\t\theight: containerHeight\n\t};\n\targs.pass.end();\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight\n\t\t}\n\t});\n\tif (!(roundness > 0 || isPath || isRest) && !isRest) {\n\t\tconst outPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"load\");\n\t\tctx.renderer.drawTextureRegion(outPass, childTex, srcRect, dstRect, { opacity });\n\t\targs.pass = outPass;\n\t\treturn;\n\t}\n\tlet maskedSourceTex = childTex;\n\tif (!isRest) {\n\t\tconst upscaledTex = ctx.renderer.getTemporaryTexture(containerWidth, containerHeight, [\n\t\t\tchildTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tconst upscaledView = upscaledTex.createView();\n\t\tconst upscaledPass = ctx.renderer.beginFrame(encoder, upscaledView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, containerWidth, containerHeight, \"clear\");\n\t\tctx.renderer.drawTextureRegion(upscaledPass, childTex, srcRect, dstRect);\n\t\tupscaledPass.end();\n\t\tmaskedSourceTex = upscaledTex;\n\t} else if (sourceWidth !== containerWidth || sourceHeight !== containerHeight) {\n\t\tconst upscaledTex = ctx.renderer.getTemporaryTexture(containerWidth, containerHeight, [\n\t\t\tchildTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tconst upscaledView = upscaledTex.createView();\n\t\tconst upscaledPass = ctx.renderer.beginFrame(encoder, upscaledView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, containerWidth, containerHeight, \"clear\");\n\t\tctx.renderer.drawTexture(upscaledPass, childTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: containerWidth,\n\t\t\theight: containerHeight\n\t\t});\n\t\tupscaledPass.end();\n\t\tmaskedSourceTex = upscaledTex;\n\t}\n\tconst maskTex = ctx.renderer.getTemporaryTexture(containerWidth, containerHeight, [\n\t\tmaskedSourceTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst maskView = maskTex.createView();\n\tconst maskPass = ctx.renderer.beginFrame(encoder, maskView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, containerWidth, containerHeight, \"clear\");\n\tconst maskPipeline = getMaskPipeline(ctx.device, ctx.renderer.format);\n\tconst maskData = new Float32Array(136);\n\tconst rectX = isRest ? finalLp / 100 * containerWidth : 0;\n\tconst rectY = isRest ? finalTp / 100 * containerHeight : 0;\n\tconst rectW = isRest ? finalWp / 100 * containerWidth : containerWidth;\n\tconst rectH = isRest ? finalHp / 100 * containerHeight : containerHeight;\n\tconst pixelRoundness = roundness / 100 * (Math.min(rectW, rectH) / 2);\n\tmaskData[0] = rectX;\n\tmaskData[1] = rectY;\n\tmaskData[2] = rectW;\n\tmaskData[3] = rectH;\n\tmaskData[4] = pixelRoundness;\n\tmaskData[5] = isPath ? 1 : 0;\n\tmaskData[6] = pathPoints.length;\n\tif (isPath) for (let i = 0; i < Math.min(pathPoints.length, 64); i++) {\n\t\tlet px = pathPoints[i].x / 100 * containerWidth;\n\t\tlet py = pathPoints[i].y / 100 * containerHeight;\n\t\tif (!isRest) {\n\t\t\tpx = (pathPoints[i].x - finalLp) / finalWp * containerWidth;\n\t\t\tpy = (pathPoints[i].y - finalTp) / finalHp * containerHeight;\n\t\t}\n\t\tmaskData[8 + i * 2] = px;\n\t\tmaskData[8 + i * 2 + 1] = py;\n\t}\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(maskData);\n\tconst bindGroup = ctx.device.createBindGroup({\n\t\tlayout: maskPipeline.getBindGroupLayout(0),\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tmaskPass.setPipeline(maskPipeline);\n\tmaskPass.setBindGroup(0, bindGroup);\n\tmaskPass.draw(4);\n\tmaskPass.end();\n\tconst resultTex = ctx.renderer.composite(encoder, maskedSourceTex, maskTex, isRest ? \"mask-out\" : \"mask-in\", [\n\t\tmaskedSourceTex,\n\t\tmaskTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, resultTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: containerWidth,\n\t\theight: containerHeight\n\t}, { opacity });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: CropWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-COxG2XGf.mjs","names":[],"sources":["../../../nodes/node-crop/dist/renderers-BE15Jhmk.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst maskWgsl = `\nstruct MaskUniforms {\n\trect : vec4<f32>,\n\troundness : f32,\n\tmode : f32,\n\tnumPoints : f32,\n\tpadding : f32,\n\tpoints : array<vec2<f32>, 64>,\n};\n\n@group(0) @binding(0) var<uniform> u : MaskUniforms;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sdRoundedRect(p: vec2<f32>, b: vec2<f32>, r: f32) -> f32 {\n\tlet q = abs(p) - b + r;\n\treturn min(max(q.x, q.y), 0.0) + length(max(q, vec2<f32>(0.0))) - r;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet p = in.pos.xy;\n\t\n\tif (u.mode > 0.5) { // Path\n\t\tvar inside = false;\n\t\tlet count = u32(u.numPoints);\n\t\tfor (var i = 0u; i < count; i = i + 1u) {\n\t\t\tlet j = (i + 1u) % count;\n\t\t\tlet pi = u.points[i];\n\t\t\tlet pj = u.points[j];\n\t\t\tif (((pi.y > p.y) != (pj.y > p.y)) &&\n\t\t\t\t(p.x < (pj.x - pi.x) * (p.y - pi.y) / (pj.y - pi.y) + pi.x)) {\n\t\t\t\tinside = !inside;\n\t\t\t}\n\t\t}\n\t\treturn select(vec4<f32>(0.0), vec4<f32>(1.0), inside);\n\t} else { // RRect\n\t\tlet center = u.rect.xy + u.rect.zw * 0.5;\n\t\tlet size = u.rect.zw * 0.5;\n\t\tlet d = sdRoundedRect(p - center, size, u.roundness);\n\t\tlet alpha = 1.0 - smoothstep(0.0, 1.5, d);\n\t\treturn vec4<f32>(1.0, 1.0, 1.0, alpha);\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getMaskPipeline(device, format) {\n\tlet pipeline = deviceResourceCache.get(device);\n\tif (!pipeline) {\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: \"CropMaskPipeline\",\n\t\t\tlayout: \"auto\",\n\t\t\tvertex: {\n\t\t\t\tmodule: device.createShaderModule({ code: maskWgsl }),\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: device.createShaderModule({ code: maskWgsl }),\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tdeviceResourceCache.set(device, pipeline);\n\t}\n\treturn pipeline;\n}\nconst CropWebGPURenderer = async (args) => {\n\tconst { ctx, props, targetTexture, targetView, targetWidth, targetHeight, encoder } = args;\n\tconst { virtualMedia, containerWidth: propsContainerWidth, containerHeight: propsContainerHeight, opacity = 1 } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"Crop\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst containerWidth = propsContainerWidth ?? ctx.surface.width;\n\tconst containerHeight = propsContainerHeight ?? ctx.surface.height;\n\tconst isRest = op.mode === \"rest\";\n\tconst isPath = op.cropType === \"path\";\n\tconst pathPoints = op.pathPoints || [];\n\tconst roundness = Number(op.roundness) || 0;\n\tlet finalLp = Number(op.leftPercentage) || 0;\n\tlet finalTp = Number(op.topPercentage) || 0;\n\tlet finalWp = Math.max(.01, Number(op.widthPercentage) || 100);\n\tlet finalHp = Math.max(.01, Number(op.heightPercentage) || 100);\n\tif (isPath && pathPoints.length > 0) {\n\t\tconst xs = pathPoints.map((p) => p.x);\n\t\tconst ys = pathPoints.map((p) => p.y);\n\t\tfinalLp = Math.min(...xs);\n\t\tfinalTp = Math.min(...ys);\n\t\tfinalWp = Math.max(.01, Math.max(...xs) - finalLp);\n\t\tfinalHp = Math.max(.01, Math.max(...ys) - finalTp);\n\t}\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? props.containerHeight ?? targetHeight;\n\tconst srcRect = {\n\t\tx: finalLp / 100 * sourceWidth,\n\t\ty: finalTp / 100 * sourceHeight,\n\t\twidth: finalWp / 100 * sourceWidth,\n\t\theight: finalHp / 100 * sourceHeight\n\t};\n\tconst dstRect = {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: containerWidth,\n\t\theight: containerHeight\n\t};\n\targs.pass.end();\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight\n\t\t}\n\t});\n\tif (!(roundness > 0 || isPath || isRest) && !isRest) {\n\t\tconst outPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"load\");\n\t\tctx.renderer.drawTextureRegion(outPass, childTex, srcRect, dstRect, { opacity });\n\t\targs.pass = outPass;\n\t\treturn;\n\t}\n\tlet maskedSourceTex = childTex;\n\tif (!isRest) {\n\t\tconst upscaledTex = ctx.renderer.getTemporaryTexture(containerWidth, containerHeight, [\n\t\t\tchildTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tconst upscaledView = upscaledTex.createView();\n\t\tconst upscaledPass = ctx.renderer.beginFrame(encoder, upscaledView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, containerWidth, containerHeight, \"clear\");\n\t\tctx.renderer.drawTextureRegion(upscaledPass, childTex, srcRect, dstRect);\n\t\tupscaledPass.end();\n\t\tmaskedSourceTex = upscaledTex;\n\t} else if (sourceWidth !== containerWidth || sourceHeight !== containerHeight) {\n\t\tconst upscaledTex = ctx.renderer.getTemporaryTexture(containerWidth, containerHeight, [\n\t\t\tchildTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tconst upscaledView = upscaledTex.createView();\n\t\tconst upscaledPass = ctx.renderer.beginFrame(encoder, upscaledView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, containerWidth, containerHeight, \"clear\");\n\t\tctx.renderer.drawTexture(upscaledPass, childTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: containerWidth,\n\t\t\theight: containerHeight\n\t\t});\n\t\tupscaledPass.end();\n\t\tmaskedSourceTex = upscaledTex;\n\t}\n\tconst maskTex = ctx.renderer.getTemporaryTexture(containerWidth, containerHeight, [\n\t\tmaskedSourceTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst maskView = maskTex.createView();\n\tconst maskPass = ctx.renderer.beginFrame(encoder, maskView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, containerWidth, containerHeight, \"clear\");\n\tconst maskPipeline = getMaskPipeline(ctx.device, ctx.renderer.format);\n\tconst maskData = new Float32Array(136);\n\tconst rectX = isRest ? finalLp / 100 * containerWidth : 0;\n\tconst rectY = isRest ? finalTp / 100 * containerHeight : 0;\n\tconst rectW = isRest ? finalWp / 100 * containerWidth : containerWidth;\n\tconst rectH = isRest ? finalHp / 100 * containerHeight : containerHeight;\n\tconst pixelRoundness = roundness / 100 * (Math.min(rectW, rectH) / 2);\n\tmaskData[0] = rectX;\n\tmaskData[1] = rectY;\n\tmaskData[2] = rectW;\n\tmaskData[3] = rectH;\n\tmaskData[4] = pixelRoundness;\n\tmaskData[5] = isPath ? 1 : 0;\n\tmaskData[6] = pathPoints.length;\n\tif (isPath) for (let i = 0; i < Math.min(pathPoints.length, 64); i++) {\n\t\tlet px = pathPoints[i].x / 100 * containerWidth;\n\t\tlet py = pathPoints[i].y / 100 * containerHeight;\n\t\tif (!isRest) {\n\t\t\tpx = (pathPoints[i].x - finalLp) / finalWp * containerWidth;\n\t\t\tpy = (pathPoints[i].y - finalTp) / finalHp * containerHeight;\n\t\t}\n\t\tmaskData[8 + i * 2] = px;\n\t\tmaskData[8 + i * 2 + 1] = py;\n\t}\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(maskData);\n\tconst bindGroup = ctx.device.createBindGroup({\n\t\tlayout: maskPipeline.getBindGroupLayout(0),\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tmaskPass.setPipeline(maskPipeline);\n\tmaskPass.setBindGroup(0, bindGroup);\n\tmaskPass.draw(4);\n\tmaskPass.end();\n\tconst resultTex = ctx.renderer.composite(encoder, maskedSourceTex, maskTex, isRest ? \"mask-out\" : \"mask-in\", [\n\t\tmaskedSourceTex,\n\t\tmaskTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, resultTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: containerWidth,\n\t\theight: containerHeight\n\t}, { opacity });\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: CropWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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