framefields 2.2.0-beta.3 → 2.2.0
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/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-1QquqDJs.d.mts → audio-BvYmTu5T.d.mts} +3 -3
- package/dist/{audio-1QquqDJs.d.mts.map → audio-BvYmTu5T.d.mts.map} +1 -1
- package/dist/{audio-BYqbtdH8.mjs → audio-DMUr01vS.mjs} +3 -3
- package/dist/{audio-BYqbtdH8.mjs.map → audio-DMUr01vS.mjs.map} +1 -1
- package/dist/{dist-BLbXEC6V.mjs → dist-CT___nEU.mjs} +3 -5
- package/dist/dist-CT___nEU.mjs.map +1 -0
- package/dist/{dist-DQlYw4eG.mjs → dist-cjxDXQdx.mjs} +49 -48
- package/dist/dist-cjxDXQdx.mjs.map +1 -0
- package/dist/effects/index.d.mts +4 -4
- package/dist/effects/index.mjs +34 -34
- package/dist/{effects-DgpPr38s.mjs → effects-C06-AOge.mjs} +2 -2
- package/dist/{effects-DgpPr38s.mjs.map → effects-C06-AOge.mjs.map} +1 -1
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-DakFEiDw.mjs → fonts-C0UuLQvr.mjs} +2 -2
- package/dist/{fonts-DakFEiDw.mjs.map → fonts-C0UuLQvr.mjs.map} +1 -1
- package/dist/{gpu-AbcLcr1f.mjs → gpu-Du7GpVFW.mjs} +2 -2
- package/dist/{gpu-AbcLcr1f.mjs.map → gpu-Du7GpVFW.mjs.map} +1 -1
- package/dist/{index--1jnkoBj.d.mts → index-B-oUlLoO.d.mts} +7 -1
- package/dist/index-B-oUlLoO.d.mts.map +1 -0
- package/dist/{index-CaZfxDXx.d.mts → index-CdyE1tst.d.mts} +3 -3
- package/dist/{index-CaZfxDXx.d.mts.map → index-CdyE1tst.d.mts.map} +1 -1
- package/dist/{index-YSmPWdZw.d.mts → index-CwbszPDG.d.mts} +4 -4
- package/dist/{index-YSmPWdZw.d.mts.map → index-CwbszPDG.d.mts.map} +1 -1
- package/dist/{index-BqzHDFkU.d.mts → index-D-Iek5sq.d.mts} +3 -3
- package/dist/{index-BqzHDFkU.d.mts.map → index-D-Iek5sq.d.mts.map} +1 -1
- package/dist/{index-D6_KcajH.d.mts → index-DXfp_T-3.d.mts} +2 -2
- package/dist/{index-D6_KcajH.d.mts.map → index-DXfp_T-3.d.mts.map} +1 -1
- package/dist/{index-DgJIBC_N.d.mts → index-XdQPNJnq.d.mts} +3 -3
- package/dist/index-XdQPNJnq.d.mts.map +1 -0
- package/dist/index.d.mts +8 -8
- package/dist/index.mjs +48 -48
- package/dist/preview/index.d.mts +2 -2
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview-QjhWe5QE.mjs → preview-M0TsUzC6.mjs} +2 -2
- package/dist/{preview-QjhWe5QE.mjs.map → preview-M0TsUzC6.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/chunk-2SJ4BBMT.mjs +1 -0
- package/dist/preview-engine/{chunk-N4OG2BHX.mjs → chunk-3T4LB4ZH.mjs} +1 -1
- package/dist/preview-engine/{chunk-FJH5A2PV.mjs → chunk-7B5S5D4N.mjs} +1 -1
- package/dist/preview-engine/{chunk-2W4BMOAZ.mjs → chunk-G4K6TLNA.mjs} +1 -1
- package/dist/preview-engine/{chunk-XHDUZY7Y.mjs → chunk-HVCAOHNI.mjs} +1 -1
- package/dist/preview-engine/{chunk-5MSAA3DL.mjs → chunk-KBO6EX3M.mjs} +1 -1
- package/dist/preview-engine/{chunk-AKMCLVJ6.mjs → chunk-LQBDZSQD.mjs} +1 -1
- package/dist/preview-engine/chunk-NIRW77QA.mjs +58 -0
- package/dist/preview-engine/{chunk-MOW55DX2.mjs → chunk-QXCY2ATH.mjs} +1 -1
- package/dist/preview-engine/chunk-XN56POGE.mjs +1 -0
- package/dist/preview-engine/{chunk-3NXJVSZY.mjs → chunk-ZTHWCQ2A.mjs} +2 -2
- 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 +5 -5
- package/dist/preview-engine/{renderers-UHYNEWQD.mjs → renderers-3SRG77SC.mjs} +1 -1
- package/dist/preview-engine/{renderers-OZYUGZG7.mjs → renderers-VUL4HBX3.mjs} +2 -2
- package/dist/preview-engine/signals.mjs +1 -1
- package/dist/{program-Cc_2_YXn.mjs → program-DzknMiY0.mjs} +2 -2
- package/dist/{program-Cc_2_YXn.mjs.map → program-DzknMiY0.mjs.map} +1 -1
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/renderer--IDyGdqT.mjs +5 -0
- package/dist/{renderer-CZ9gHx-4.mjs → renderer-0gY4IQhM.mjs} +2 -2
- package/dist/{renderer-CZ9gHx-4.mjs.map → renderer-0gY4IQhM.mjs.map} +1 -1
- package/dist/renderer-17K4tjid.mjs +5 -0
- package/dist/{renderer-CivH0UuT.mjs → renderer-1vhaKMeg.mjs} +55 -54
- package/dist/{renderer-CivH0UuT.mjs.map → renderer-1vhaKMeg.mjs.map} +1 -1
- package/dist/{renderer-Bfrwo_It.mjs → renderer-57ATc_mQ.mjs} +2 -2
- package/dist/{renderer-Bfrwo_It.mjs.map → renderer-57ATc_mQ.mjs.map} +1 -1
- package/dist/{renderer-CSfLMXN8.mjs → renderer-AF884a7T.mjs} +3 -3
- package/dist/{renderer-CSfLMXN8.mjs.map → renderer-AF884a7T.mjs.map} +1 -1
- package/dist/renderer-Ab9Ttn_m.mjs +5 -0
- package/dist/renderer-B-roDBBo.mjs +5 -0
- package/dist/renderer-B03uwoUX.mjs +5 -0
- package/dist/renderer-B3BI_7YJ.mjs +5 -0
- package/dist/{renderer-B4cnT3ce.mjs → renderer-BC8XOVl5.mjs} +3 -3
- package/dist/{renderer-B4cnT3ce.mjs.map → renderer-BC8XOVl5.mjs.map} +1 -1
- package/dist/renderer-BGD4lQ74.mjs +5 -0
- package/dist/renderer-BHXhYfeC.mjs +5 -0
- package/dist/{renderer-ClWgdN2v.mjs → renderer-BHskWZNG.mjs} +2 -2
- package/dist/{renderer-C4UqxwcT.mjs → renderer-BNqwn0gZ.mjs} +2 -2
- package/dist/{renderer-C4UqxwcT.mjs.map → renderer-BNqwn0gZ.mjs.map} +1 -1
- package/dist/renderer-BRsTIMFa.mjs +5 -0
- package/dist/{renderer-BO-7bYa5.d.mts → renderer-BT-_EoXw.d.mts} +2 -2
- package/dist/{renderer-BO-7bYa5.d.mts.map → renderer-BT-_EoXw.d.mts.map} +1 -1
- package/dist/{renderer-CB87_0vL.mjs → renderer-BbdZ0YHR.mjs} +3 -3
- package/dist/{renderer-CB87_0vL.mjs.map → renderer-BbdZ0YHR.mjs.map} +1 -1
- package/dist/{renderer-sHDPBywo.mjs → renderer-BeIUgp1r.mjs} +2 -2
- package/dist/{renderer-sHDPBywo.mjs.map → renderer-BeIUgp1r.mjs.map} +1 -1
- package/dist/{renderer-FgcNOe1R.mjs → renderer-Beg7FLt2.mjs} +5 -5
- package/dist/{renderer-FgcNOe1R.mjs.map → renderer-Beg7FLt2.mjs.map} +1 -1
- package/dist/{renderer-Cv1wmjhA.mjs → renderer-BerD3T-X.mjs} +2 -2
- package/dist/{renderer-Cv1wmjhA.mjs.map → renderer-BerD3T-X.mjs.map} +1 -1
- package/dist/{renderer-CK0u3Psf.mjs → renderer-BiwIh_w4.mjs} +3 -3
- package/dist/{renderer-CK0u3Psf.mjs.map → renderer-BiwIh_w4.mjs.map} +1 -1
- package/dist/renderer-BjMTtYZw.mjs +5 -0
- package/dist/{renderer-dwTzrQ2G.mjs → renderer-BmGPTWwV.mjs} +3 -3
- package/dist/{renderer-dwTzrQ2G.mjs.map → renderer-BmGPTWwV.mjs.map} +1 -1
- package/dist/{renderer-DfSRmz7q.mjs → renderer-Bn2eQE-t.mjs} +3 -3
- package/dist/{renderer-DfSRmz7q.mjs.map → renderer-Bn2eQE-t.mjs.map} +1 -1
- package/dist/renderer-BoCh3Yts.mjs +5 -0
- package/dist/renderer-BqPbR8c4.mjs +5 -0
- package/dist/{renderer-BPMywsr4.mjs → renderer-Br6KyRO_.mjs} +3 -3
- package/dist/{renderer-BPMywsr4.mjs.map → renderer-Br6KyRO_.mjs.map} +1 -1
- package/dist/{renderer-DU3216cx.mjs → renderer-BteUC_7n.mjs} +3 -3
- package/dist/{renderer-DU3216cx.mjs.map → renderer-BteUC_7n.mjs.map} +1 -1
- package/dist/{renderer-DwCg5pXn.mjs → renderer-Bvx56GR6.mjs} +2 -2
- package/dist/{renderer-DwCg5pXn.mjs.map → renderer-Bvx56GR6.mjs.map} +1 -1
- package/dist/{renderer-4GYrnTfw.mjs → renderer-BzDjy1_x.mjs} +2 -2
- package/dist/{renderer-4GYrnTfw.mjs.map → renderer-BzDjy1_x.mjs.map} +1 -1
- package/dist/renderer-C4Da2I1-.mjs +5 -0
- package/dist/{renderer-CD38wGmN.mjs → renderer-C6md3msE.mjs} +2 -2
- package/dist/{renderer-CD38wGmN.mjs.map → renderer-C6md3msE.mjs.map} +1 -1
- package/dist/{renderer-CHkqgIOL.mjs → renderer-C8uKdelk.mjs} +2 -2
- package/dist/{renderer-CHkqgIOL.mjs.map → renderer-C8uKdelk.mjs.map} +1 -1
- package/dist/renderer-C93X6dgl.mjs +5 -0
- package/dist/{renderer-CciB_sav.mjs → renderer-CJB9nU1x.mjs} +3 -3
- package/dist/{renderer-CciB_sav.mjs.map → renderer-CJB9nU1x.mjs.map} +1 -1
- package/dist/renderer-CMAwFfGx.mjs +6 -0
- package/dist/{renderer-CPW9o3Lc.mjs → renderer-CMT4QcpV.mjs} +3 -3
- package/dist/{renderer-CPW9o3Lc.mjs.map → renderer-CMT4QcpV.mjs.map} +1 -1
- package/dist/renderer-CRXeSuX2.mjs +5 -0
- package/dist/renderer-CSp6WYBN.mjs +5 -0
- package/dist/renderer-CUXX7HTL.mjs +5 -0
- package/dist/renderer-CUgThpka.mjs +5 -0
- package/dist/{renderer-BKd2nRnO.mjs → renderer-CWBHVCvA.mjs} +2 -2
- package/dist/{renderer-BKd2nRnO.mjs.map → renderer-CWBHVCvA.mjs.map} +1 -1
- package/dist/{renderer-B5PFBOjv.mjs → renderer-Cce2fgpX.mjs} +3 -3
- package/dist/{renderer-B5PFBOjv.mjs.map → renderer-Cce2fgpX.mjs.map} +1 -1
- package/dist/renderer-CeVtufiT.mjs +5 -0
- package/dist/{renderer-egZPy7vq.mjs → renderer-CebB0v1y.mjs} +2 -2
- package/dist/{renderer-egZPy7vq.mjs.map → renderer-CebB0v1y.mjs.map} +1 -1
- package/dist/renderer-CespkZUk.mjs +5 -0
- package/dist/{renderer-Dyh8c41v.mjs → renderer-CeyAgJnw.mjs} +2 -2
- package/dist/{renderer-CGZqCmf2.mjs → renderer-CrABA3lB.mjs} +2 -2
- package/dist/{renderer-CGZqCmf2.mjs.map → renderer-CrABA3lB.mjs.map} +1 -1
- package/dist/{renderer-DU6i7shO.mjs → renderer-CuVPo-wP.mjs} +2 -2
- package/dist/{renderer-DU6i7shO.mjs.map → renderer-CuVPo-wP.mjs.map} +1 -1
- package/dist/{renderer-DEQ09sg7.mjs → renderer-CursFKUf.mjs} +2 -2
- package/dist/{renderer-DEQ09sg7.mjs.map → renderer-CursFKUf.mjs.map} +1 -1
- package/dist/{renderer-DT3QVVht.mjs → renderer-D-vRKssW.mjs} +2 -2
- package/dist/{renderer-DT3QVVht.mjs.map → renderer-D-vRKssW.mjs.map} +1 -1
- package/dist/{renderer-DqhZTIiC.mjs → renderer-D1Cm21eq.mjs} +2 -2
- package/dist/{renderer-DqhZTIiC.mjs.map → renderer-D1Cm21eq.mjs.map} +1 -1
- package/dist/renderer-D1l47xhL.mjs +5 -0
- package/dist/{renderer-PbJk25JW.mjs → renderer-D8thCpS7.mjs} +3 -3
- package/dist/{renderer-PbJk25JW.mjs.map → renderer-D8thCpS7.mjs.map} +1 -1
- package/dist/{renderer-BNcsS03m.mjs → renderer-DD8napek.mjs} +2 -2
- package/dist/{renderer-BNcsS03m.mjs.map → renderer-DD8napek.mjs.map} +1 -1
- package/dist/renderer-DDuG18J8.mjs +5 -0
- package/dist/{renderer-gwV6hyYm.mjs → renderer-DEuIwr-t.mjs} +2 -2
- package/dist/{renderer-gwV6hyYm.mjs.map → renderer-DEuIwr-t.mjs.map} +1 -1
- package/dist/renderer-DFhrFSMn.mjs +5 -0
- package/dist/{renderer-DlqDnh-8.mjs → renderer-DHGTzype.mjs} +2 -2
- package/dist/{renderer-DlqDnh-8.mjs.map → renderer-DHGTzype.mjs.map} +1 -1
- package/dist/{renderer-DkGODUgE.mjs → renderer-DJfFc-XW.mjs} +3 -3
- package/dist/{renderer-DkGODUgE.mjs.map → renderer-DJfFc-XW.mjs.map} +1 -1
- package/dist/renderer-DO48vQ7Y.mjs +5 -0
- package/dist/renderer-DTC39B_n.mjs +5 -0
- package/dist/{renderer-L7UTxwZT.mjs → renderer-DXqIslFk.mjs} +2 -2
- package/dist/{renderer-L7UTxwZT.mjs.map → renderer-DXqIslFk.mjs.map} +1 -1
- package/dist/{renderer-C2eBC0FB.mjs → renderer-DZXbgVMK.mjs} +3 -3
- package/dist/{renderer-C2eBC0FB.mjs.map → renderer-DZXbgVMK.mjs.map} +1 -1
- package/dist/{renderer-Cxh7j423.mjs → renderer-Db3JIF1K.mjs} +3 -3
- package/dist/{renderer-Cxh7j423.mjs.map → renderer-Db3JIF1K.mjs.map} +1 -1
- package/dist/renderer-DbyU3hNF.mjs +5 -0
- package/dist/renderer-DftVpmfu.mjs +5 -0
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- package/dist/{renderer-C6u-XrH-.mjs → renderer-DpW_LxLO.mjs} +3 -3
- package/dist/{renderer-C6u-XrH-.mjs.map → renderer-DpW_LxLO.mjs.map} +1 -1
- package/dist/{renderer-CSoyJ8GH.mjs → renderer-DqdhsSwS.mjs} +2 -2
- package/dist/{renderer-CSoyJ8GH.mjs.map → renderer-DqdhsSwS.mjs.map} +1 -1
- package/dist/{renderer-2DjggBBS.mjs → renderer-DtgMsjyL.mjs} +2 -2
- package/dist/{renderer-2DjggBBS.mjs.map → renderer-DtgMsjyL.mjs.map} +1 -1
- package/dist/{renderer-DppnY7RT.mjs → renderer-DupsdRIw.mjs} +3 -3
- package/dist/{renderer-DppnY7RT.mjs.map → renderer-DupsdRIw.mjs.map} +1 -1
- package/dist/{renderer-BN0CzoG_.mjs → renderer-DvFaC_-7.mjs} +2 -2
- package/dist/{renderer-BN0CzoG_.mjs.map → renderer-DvFaC_-7.mjs.map} +1 -1
- package/dist/renderer-ETF46K0D.mjs +5 -0
- package/dist/{renderer-dj3f8cMg.mjs → renderer-EemDpvv3.mjs} +3 -3
- package/dist/{renderer-dj3f8cMg.mjs.map → renderer-EemDpvv3.mjs.map} +1 -1
- package/dist/{renderer-n2kYIGtb.mjs → renderer-KnCcN_Nz.mjs} +2 -2
- package/dist/{renderer-n2kYIGtb.mjs.map → renderer-KnCcN_Nz.mjs.map} +1 -1
- package/dist/{renderer-scbJx-Dx.mjs → renderer-PKQNH21k.mjs} +2 -2
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- package/dist/{renderer-BhxQzrHF.mjs → renderer-aArb4RwJ.mjs} +2 -2
- package/dist/{renderer-BhxQzrHF.mjs.map → renderer-aArb4RwJ.mjs.map} +1 -1
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{"version":3,"file":"renderer-DU3216cx.mjs","names":[],"sources":["../../../nodes/node-relight-3d/dist/renderers-CXgKN5yn.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveFrameNumber } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst RELIGHT_SHADER = `\nstruct RelightUniforms {\n // vec4 0\n lightType : f32, // 0=Point, 1=Spot, 2=Directional, 3=Rim\n intensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 1\n lightPosZ : f32,\n lightRadius : f32,\n spotConeAngle : f32, // in radians\n specularRoughness : f32,\n\n // vec4 2\n specularStrength : f32,\n metallic : f32,\n ambientIntensity : f32,\n volumetricDensity : f32,\n\n // vec4 3\n depthScale : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n hasNormalMap : f32,\n\n // vec4 4: signal flags\n hasSigIntensity : f32,\n hasSigPosX : f32,\n hasSigPosY : f32,\n hasSigPosZ : f32,\n\n // vec4 5: signal flags\n hasSigRadius : f32,\n hasSigRoughness : f32,\n hasSigSpecular : f32,\n hasSigVolumetric : f32,\n\n // vec4 6 & 7: colors\n lightColor : vec4<f32>,\n ambientColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RelightUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var intensitySigTex : texture_2d<f32>;\n@group(3) @binding(1) var posXSigTex : texture_2d<f32>;\n@group(3) @binding(2) var posYSigTex : texture_2d<f32>;\n@group(3) @binding(3) var posZSigTex : texture_2d<f32>;\n@group(3) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var specularSigTex : texture_2d<f32>;\n@group(3) @binding(7) var volumetricSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return raw;\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\nfn computeNormal(uv: vec2<f32>, texelSize: vec2<f32>) -> vec3<f32> {\n if (u.hasNormalMap > 0.5) {\n let rawNormal = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).rgb;\n return normalize(rawNormal * 2.0 - 1.0);\n }\n let step = texelSize * 2.5;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n let dx = (dR - dL) * u.depthScale * 1.5;\n let dy = (dU - dD) * u.depthScale * 1.5;\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let albedo = textureSampleLevel(srcTex, srcSamp, in.uv, 0.0);\n if (albedo.a <= 0.0) {\n return albedo;\n }\n\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = dims.x / dims.y;\n\n // Resolve signals\n var intensity = u.intensity;\n if (u.hasSigIntensity > 0.5) {\n intensity = textureSampleLevel(intensitySigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posX = u.lightPosX;\n if (u.hasSigPosX > 0.5) {\n posX = textureSampleLevel(posXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posY = u.lightPosY;\n if (u.hasSigPosY > 0.5) {\n posY = textureSampleLevel(posYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posZ = u.lightPosZ;\n if (u.hasSigPosZ > 0.5) {\n posZ = textureSampleLevel(posZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var radius = u.lightRadius;\n if (u.hasSigRadius > 0.5) {\n radius = max(0.05, textureSampleLevel(radiusSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var roughness = u.specularRoughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.01, 1.0);\n }\n\n var specularStrength = u.specularStrength;\n if (u.hasSigSpecular > 0.5) {\n specularStrength = max(0.0, textureSampleLevel(specularSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var volumetricDensity = u.volumetricDensity;\n if (u.hasSigVolumetric > 0.5) {\n volumetricDensity = clamp(textureSampleLevel(volumetricSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Geometry & Surface Normals\n let depth = sampleSmoothDepth(in.uv, texelSize) * u.depthScale;\n let N = computeNormal(in.uv, texelSize);\n let V = vec3<f32>(0.0, 0.0, 1.0);\n\n // 3D coordinates (Aspect corrected for uniform radius)\n let pSurface = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, - (1.0 - depth) * 0.4);\n let pLight = vec3<f32>((posX - 0.5) * aspect, posY - 0.5, max(0.02, posZ));\n\n let toLight = pLight - pSurface;\n let dist3D = length(toLight);\n var L = normalize(toLight);\n\n // Attenuation\n var att = 1.0 / (1.0 + (dist3D / max(0.05, radius)) * (dist3D / max(0.05, radius)));\n var diffuse = max(dot(N, L), 0.0);\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\n var specular = pow(NdotH, specPower) * specularStrength;\n\n let lightMode = u.lightType;\n\n if (lightMode > 0.5 && lightMode < 1.5) {\n // Spot Light\n let spotDir = normalize(vec3<f32>(0.0, 0.0, -1.0));\n let spotAngleCos = dot(-L, spotDir);\n let coneCos = cos(u.spotConeAngle);\n let spotAtt = smoothstep(coneCos, coneCos + 0.15, spotAngleCos);\n\n diffuse = diffuse * spotAtt;\n specular = specular * spotAtt;\n } else if (lightMode > 1.5 && lightMode < 2.5) {\n // Directional Light\n L = normalize(vec3<f32>(posX - 0.5, posY - 0.5, max(0.1, posZ)));\n att = 1.0;\n diffuse = max(dot(N, L), 0.0);\n let dirH = normalize(L + V);\n specular = pow(max(dot(N, dirH), 0.0), specPower) * specularStrength;\n } else if (lightMode > 2.5) {\n // Rim Light\n let rimTerm = 1.0 - max(dot(N, V), 0.0);\n let rim = pow(rimTerm, 2.5) * (0.5 + depth * 0.8) * 1.5;\n diffuse = max(dot(N, L), 0.0) * 0.2 + rim;\n }\n\n // Volumetric Atmospheric Light Scatter / Glow\n let dist2D = length(vec2<f32>((in.uv.x - posX) * aspect, in.uv.y - posY));\n let volGlow = volumetricDensity * (1.0 / (1.0 + (dist2D / (radius * 0.5)) * (dist2D / (radius * 0.5)))) * (1.0 - clamp(depth * 0.3, 0.0, 0.8));\n\n let lightCol = u.lightColor.rgb;\n let ambientCol = u.ambientColor.rgb;\n\n // Natural Relighting Energy Distribution\n let ambientLighting = ambientCol * clamp(u.ambientIntensity, 0.0, 1.5);\n let diffuseLighting = lightCol * (diffuse * att * intensity * 0.6);\n let specularLighting = mix(vec3<f32>(1.0), albedo.rgb, u.metallic) * (specular * att * intensity * 0.35);\n let volLighting = lightCol * (volGlow * intensity * 0.2);\n\n let litRgb = albedo.rgb * (ambientLighting + diffuseLighting) + specularLighting + volLighting;\n\n return vec4<f32>(clamp(litRgb, vec3<f32>(0.0), vec3<f32>(1.0)), albedo.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getRelightResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `relight_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `relight_${format}.wgsl`,\n\t\t\tcode: RELIGHT_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RelightPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = resolveFrameNumber(signalInput.outputItem.data, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = resolveFrameNumber(op[fieldName], defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = resolveFrameNumber(sd.offset, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst Relight3DWebGPURenderer = 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 !== \"Relight3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst normalMedia = op.normalMedia ?? (op.inputs?.normalMap?.connectionValid ? op.inputs.normalMap.outputItem?.data : null);\n\tconst depthMedia = normalMedia ?? op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tconst hasNormalMap = Boolean(normalMedia);\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRelightResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", 1, 0, 10, compositionFrame, fps);\n\tconst posXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1, compositionFrame, fps);\n\tconst posYInfo = resolveSignalField(op, \"lightPosY\", .5, 0, 1, compositionFrame, fps);\n\tconst posZInfo = resolveSignalField(op, \"lightPosZ\", .3, -2, 2, compositionFrame, fps);\n\tconst radiusInfo = resolveSignalField(op, \"lightRadius\", .8, .05, 5, compositionFrame, fps);\n\tconst spotConeInfo = resolveSignalField(op, \"spotConeAngle\", 45, 5, 90, compositionFrame, fps);\n\tconst roughnessInfo = resolveSignalField(op, \"specularRoughness\", .35, .01, 1, compositionFrame, fps);\n\tconst specularInfo = resolveSignalField(op, \"specularStrength\", .7, 0, 3, compositionFrame, fps);\n\tconst metallicInfo = resolveSignalField(op, \"metallic\", 0, 0, 1, compositionFrame, fps);\n\tconst ambientInfo = resolveSignalField(op, \"ambientIntensity\", .4, 0, 2, compositionFrame, fps);\n\tconst volumetricInfo = resolveSignalField(op, \"volumetricDensity\", .2, 0, 1, compositionFrame, fps);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 10, compositionFrame, fps);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, compositionFrame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIntensityView = getSigTextureView(intensityInfo, \"relight_int_sig\");\n\tconst sigPosXView = getSigTextureView(posXInfo, \"relight_posx_sig\");\n\tconst sigPosYView = getSigTextureView(posYInfo, \"relight_posy_sig\");\n\tconst sigPosZView = getSigTextureView(posZInfo, \"relight_posz_sig\");\n\tconst sigRadiusView = getSigTextureView(radiusInfo, \"relight_rad_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"relight_rough_sig\");\n\tconst sigSpecularView = getSigTextureView(specularInfo, \"relight_spec_sig\");\n\tconst sigVolumetricView = getSigTextureView(volumetricInfo, \"relight_vol_sig\");\n\tconst uniformData = new Float32Array(32);\n\tconst lightColorParsed = parseColor(op.lightColor ?? \"#ffffff\");\n\tconst ambientColorParsed = parseColor(op.ambientColor ?? \"#ffffff\");\n\tuniformData[0] = op.lightType === \"Spot\" ? 1 : op.lightType === \"Directional\" ? 2 : op.lightType === \"Rim\" ? 3 : 0;\n\tuniformData[1] = intensityInfo.value;\n\tuniformData[2] = posXInfo.value;\n\tuniformData[3] = posYInfo.value;\n\tuniformData[4] = posZInfo.value;\n\tuniformData[5] = radiusInfo.value;\n\tuniformData[6] = spotConeInfo.value * Math.PI / 180;\n\tuniformData[7] = roughnessInfo.value;\n\tuniformData[8] = specularInfo.value;\n\tuniformData[9] = metallicInfo.value;\n\tuniformData[10] = ambientInfo.value;\n\tuniformData[11] = volumetricInfo.value;\n\tuniformData[12] = depthScaleInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = hasDepthMap || hasNormalMap ? 1 : 0;\n\tuniformData[15] = hasNormalMap ? 1 : 0;\n\tuniformData[16] = intensityInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = posXInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = posYInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = posZInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = radiusInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = specularInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = volumetricInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = lightColorParsed.r;\n\tuniformData[25] = lightColorParsed.g;\n\tuniformData[26] = lightColorParsed.b;\n\tuniformData[27] = lightColorParsed.a;\n\tuniformData[28] = ambientColorParsed.r;\n\tuniformData[29] = ambientColorParsed.g;\n\tuniformData[30] = ambientColorParsed.b;\n\tuniformData[31] = ambientColorParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIntensityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigPosZView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigSpecularView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigVolumetricView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: Relight3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-BteUC_7n.mjs","names":[],"sources":["../../../nodes/node-relight-3d/dist/renderers-CXgKN5yn.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveFrameNumber } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst RELIGHT_SHADER = `\nstruct RelightUniforms {\n // vec4 0\n lightType : f32, // 0=Point, 1=Spot, 2=Directional, 3=Rim\n intensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 1\n lightPosZ : f32,\n lightRadius : f32,\n spotConeAngle : f32, // in radians\n specularRoughness : f32,\n\n // vec4 2\n specularStrength : f32,\n metallic : f32,\n ambientIntensity : f32,\n volumetricDensity : f32,\n\n // vec4 3\n depthScale : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n hasNormalMap : f32,\n\n // vec4 4: signal flags\n hasSigIntensity : f32,\n hasSigPosX : f32,\n hasSigPosY : f32,\n hasSigPosZ : f32,\n\n // vec4 5: signal flags\n hasSigRadius : f32,\n hasSigRoughness : f32,\n hasSigSpecular : f32,\n hasSigVolumetric : f32,\n\n // vec4 6 & 7: colors\n lightColor : vec4<f32>,\n ambientColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RelightUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var intensitySigTex : texture_2d<f32>;\n@group(3) @binding(1) var posXSigTex : texture_2d<f32>;\n@group(3) @binding(2) var posYSigTex : texture_2d<f32>;\n@group(3) @binding(3) var posZSigTex : texture_2d<f32>;\n@group(3) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var specularSigTex : texture_2d<f32>;\n@group(3) @binding(7) var volumetricSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return raw;\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\nfn computeNormal(uv: vec2<f32>, texelSize: vec2<f32>) -> vec3<f32> {\n if (u.hasNormalMap > 0.5) {\n let rawNormal = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).rgb;\n return normalize(rawNormal * 2.0 - 1.0);\n }\n let step = texelSize * 2.5;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n let dx = (dR - dL) * u.depthScale * 1.5;\n let dy = (dU - dD) * u.depthScale * 1.5;\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let albedo = textureSampleLevel(srcTex, srcSamp, in.uv, 0.0);\n if (albedo.a <= 0.0) {\n return albedo;\n }\n\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = dims.x / dims.y;\n\n // Resolve signals\n var intensity = u.intensity;\n if (u.hasSigIntensity > 0.5) {\n intensity = textureSampleLevel(intensitySigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posX = u.lightPosX;\n if (u.hasSigPosX > 0.5) {\n posX = textureSampleLevel(posXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posY = u.lightPosY;\n if (u.hasSigPosY > 0.5) {\n posY = textureSampleLevel(posYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posZ = u.lightPosZ;\n if (u.hasSigPosZ > 0.5) {\n posZ = textureSampleLevel(posZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var radius = u.lightRadius;\n if (u.hasSigRadius > 0.5) {\n radius = max(0.05, textureSampleLevel(radiusSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var roughness = u.specularRoughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.01, 1.0);\n }\n\n var specularStrength = u.specularStrength;\n if (u.hasSigSpecular > 0.5) {\n specularStrength = max(0.0, textureSampleLevel(specularSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var volumetricDensity = u.volumetricDensity;\n if (u.hasSigVolumetric > 0.5) {\n volumetricDensity = clamp(textureSampleLevel(volumetricSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Geometry & Surface Normals\n let depth = sampleSmoothDepth(in.uv, texelSize) * u.depthScale;\n let N = computeNormal(in.uv, texelSize);\n let V = vec3<f32>(0.0, 0.0, 1.0);\n\n // 3D coordinates (Aspect corrected for uniform radius)\n let pSurface = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, - (1.0 - depth) * 0.4);\n let pLight = vec3<f32>((posX - 0.5) * aspect, posY - 0.5, max(0.02, posZ));\n\n let toLight = pLight - pSurface;\n let dist3D = length(toLight);\n var L = normalize(toLight);\n\n // Attenuation\n var att = 1.0 / (1.0 + (dist3D / max(0.05, radius)) * (dist3D / max(0.05, radius)));\n var diffuse = max(dot(N, L), 0.0);\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\n var specular = pow(NdotH, specPower) * specularStrength;\n\n let lightMode = u.lightType;\n\n if (lightMode > 0.5 && lightMode < 1.5) {\n // Spot Light\n let spotDir = normalize(vec3<f32>(0.0, 0.0, -1.0));\n let spotAngleCos = dot(-L, spotDir);\n let coneCos = cos(u.spotConeAngle);\n let spotAtt = smoothstep(coneCos, coneCos + 0.15, spotAngleCos);\n\n diffuse = diffuse * spotAtt;\n specular = specular * spotAtt;\n } else if (lightMode > 1.5 && lightMode < 2.5) {\n // Directional Light\n L = normalize(vec3<f32>(posX - 0.5, posY - 0.5, max(0.1, posZ)));\n att = 1.0;\n diffuse = max(dot(N, L), 0.0);\n let dirH = normalize(L + V);\n specular = pow(max(dot(N, dirH), 0.0), specPower) * specularStrength;\n } else if (lightMode > 2.5) {\n // Rim Light\n let rimTerm = 1.0 - max(dot(N, V), 0.0);\n let rim = pow(rimTerm, 2.5) * (0.5 + depth * 0.8) * 1.5;\n diffuse = max(dot(N, L), 0.0) * 0.2 + rim;\n }\n\n // Volumetric Atmospheric Light Scatter / Glow\n let dist2D = length(vec2<f32>((in.uv.x - posX) * aspect, in.uv.y - posY));\n let volGlow = volumetricDensity * (1.0 / (1.0 + (dist2D / (radius * 0.5)) * (dist2D / (radius * 0.5)))) * (1.0 - clamp(depth * 0.3, 0.0, 0.8));\n\n let lightCol = u.lightColor.rgb;\n let ambientCol = u.ambientColor.rgb;\n\n // Natural Relighting Energy Distribution\n let ambientLighting = ambientCol * clamp(u.ambientIntensity, 0.0, 1.5);\n let diffuseLighting = lightCol * (diffuse * att * intensity * 0.6);\n let specularLighting = mix(vec3<f32>(1.0), albedo.rgb, u.metallic) * (specular * att * intensity * 0.35);\n let volLighting = lightCol * (volGlow * intensity * 0.2);\n\n let litRgb = albedo.rgb * (ambientLighting + diffuseLighting) + specularLighting + volLighting;\n\n return vec4<f32>(clamp(litRgb, vec3<f32>(0.0), vec3<f32>(1.0)), albedo.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getRelightResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `relight_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `relight_${format}.wgsl`,\n\t\t\tcode: RELIGHT_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RelightPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = resolveFrameNumber(signalInput.outputItem.data, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = resolveFrameNumber(op[fieldName], defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = resolveFrameNumber(sd.offset, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst Relight3DWebGPURenderer = 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 !== \"Relight3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst normalMedia = op.normalMedia ?? (op.inputs?.normalMap?.connectionValid ? op.inputs.normalMap.outputItem?.data : null);\n\tconst depthMedia = normalMedia ?? op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tconst hasNormalMap = Boolean(normalMedia);\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRelightResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", 1, 0, 10, compositionFrame, fps);\n\tconst posXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1, compositionFrame, fps);\n\tconst posYInfo = resolveSignalField(op, \"lightPosY\", .5, 0, 1, compositionFrame, fps);\n\tconst posZInfo = resolveSignalField(op, \"lightPosZ\", .3, -2, 2, compositionFrame, fps);\n\tconst radiusInfo = resolveSignalField(op, \"lightRadius\", .8, .05, 5, compositionFrame, fps);\n\tconst spotConeInfo = resolveSignalField(op, \"spotConeAngle\", 45, 5, 90, compositionFrame, fps);\n\tconst roughnessInfo = resolveSignalField(op, \"specularRoughness\", .35, .01, 1, compositionFrame, fps);\n\tconst specularInfo = resolveSignalField(op, \"specularStrength\", .7, 0, 3, compositionFrame, fps);\n\tconst metallicInfo = resolveSignalField(op, \"metallic\", 0, 0, 1, compositionFrame, fps);\n\tconst ambientInfo = resolveSignalField(op, \"ambientIntensity\", .4, 0, 2, compositionFrame, fps);\n\tconst volumetricInfo = resolveSignalField(op, \"volumetricDensity\", .2, 0, 1, compositionFrame, fps);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 10, compositionFrame, fps);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, compositionFrame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIntensityView = getSigTextureView(intensityInfo, \"relight_int_sig\");\n\tconst sigPosXView = getSigTextureView(posXInfo, \"relight_posx_sig\");\n\tconst sigPosYView = getSigTextureView(posYInfo, \"relight_posy_sig\");\n\tconst sigPosZView = getSigTextureView(posZInfo, \"relight_posz_sig\");\n\tconst sigRadiusView = getSigTextureView(radiusInfo, \"relight_rad_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"relight_rough_sig\");\n\tconst sigSpecularView = getSigTextureView(specularInfo, \"relight_spec_sig\");\n\tconst sigVolumetricView = getSigTextureView(volumetricInfo, \"relight_vol_sig\");\n\tconst uniformData = new Float32Array(32);\n\tconst lightColorParsed = parseColor(op.lightColor ?? \"#ffffff\");\n\tconst ambientColorParsed = parseColor(op.ambientColor ?? \"#ffffff\");\n\tuniformData[0] = op.lightType === \"Spot\" ? 1 : op.lightType === \"Directional\" ? 2 : op.lightType === \"Rim\" ? 3 : 0;\n\tuniformData[1] = intensityInfo.value;\n\tuniformData[2] = posXInfo.value;\n\tuniformData[3] = posYInfo.value;\n\tuniformData[4] = posZInfo.value;\n\tuniformData[5] = radiusInfo.value;\n\tuniformData[6] = spotConeInfo.value * Math.PI / 180;\n\tuniformData[7] = roughnessInfo.value;\n\tuniformData[8] = specularInfo.value;\n\tuniformData[9] = metallicInfo.value;\n\tuniformData[10] = ambientInfo.value;\n\tuniformData[11] = volumetricInfo.value;\n\tuniformData[12] = depthScaleInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = hasDepthMap || hasNormalMap ? 1 : 0;\n\tuniformData[15] = hasNormalMap ? 1 : 0;\n\tuniformData[16] = intensityInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = posXInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = posYInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = posZInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = radiusInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = specularInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = volumetricInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = lightColorParsed.r;\n\tuniformData[25] = lightColorParsed.g;\n\tuniformData[26] = lightColorParsed.b;\n\tuniformData[27] = lightColorParsed.a;\n\tuniformData[28] = ambientColorParsed.r;\n\tuniformData[29] = ambientColorParsed.g;\n\tuniformData[30] = ambientColorParsed.b;\n\tuniformData[31] = ambientColorParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIntensityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigPosZView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigSpecularView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigVolumetricView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: Relight3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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import { Jt as resolveNumber, Xt as resolveString } from "./dist-fjKpBYkc.mjs";
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import { n as defineRenderer, r as isHandleConnected } from "./renderer-BSitV56h.mjs";
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import { g as WebGPUAudioProcessor } from "./dist-
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import { g as WebGPUAudioProcessor } from "./dist-cjxDXQdx.mjs";
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//#region ../../nodes/node-audio-parametric-eq/dist/renderers-Dt34aC_m.mjs
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{"version":3,"file":"renderer-DwCg5pXn.mjs","names":[],"sources":["../../../nodes/node-audio-parametric-eq/dist/renderers-Dt34aC_m.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber, resolveString } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"frequency\",\n\t\"gain\",\n\t\"q\"\n];\nconst PARAMETRIC_EQ_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n numBands : f32,\n frequency : f32,\n gain : f32,\n q : f32,\n bandType : f32,\n hasFrequencySig : f32,\n hasGainSig : f32,\n hasQSig : 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>;\n@group(0) @binding(4) var<storage, read> frequencySignal : array<f32>;\n@group(0) @binding(5) var<storage, read> gainSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> qSignal : array<f32>;\n\nconst PI: f32 = 3.141592653589793f;\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 let sampleRate = u.sampleRate;\n let bandType = u.bandType; // 0=peak, 1=lowShelf, 2=highShelf, 3=lowPass, 4=highPass, 5=notch\n\n let biquadStateOffset = 4u;\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let offset = biquadStateOffset + c * 4u;\n var x1 = state[offset];\n var x2 = state[offset + 1u];\n var y1 = state[offset + 2u];\n var y2 = state[offset + 3u];\n\n if (is_nan_or_inf(x1)) { x1 = 0.0f; }\n if (is_nan_or_inf(x2)) { x2 = 0.0f; }\n if (is_nan_or_inf(y1)) { y1 = 0.0f; }\n if (is_nan_or_inf(y2)) { y2 = 0.0f; }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n let sampleIndex = c * numSamples + index;\n var x = inputChannels[sampleIndex];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n\n // 1. Dynamic Parameter Signal Resolution & Clamping\n var effFreq = u.frequency;\n if (u.hasFrequencySig > 0.5f) {\n effFreq = frequencySignal[index];\n }\n effFreq = clamp(effFreq, 20.0f, sampleRate / 2.0f - 1.0f);\n\n var effQ = u.q;\n if (u.hasQSig > 0.5f) {\n effQ = qSignal[index];\n }\n effQ = clamp(effQ, 0.01f, 10.0f);\n\n var effGain = u.gain;\n if (u.hasGainSig > 0.5f) {\n effGain = gainSignal[index];\n }\n effGain = clamp(effGain, -24.0f, 24.0f);\n\n if (bandType == 0.0f && abs(effGain) < 1e-5f) {\n // Bypass filter if peak gain is zero\n outputChannels[sampleIndex] = x;\n continue;\n }\n\n // 2. Biquad Coefficients Calculation\n let w0 = (2.0f * PI * effFreq) / sampleRate;\n let cos_w0 = cos(w0);\n let sin_w0 = sin(w0);\n let A = clamp(pow(10.0f, effGain / 40.0f), 0.25f, 4.0f);\n let alpha = sin_w0 / (2.0f * effQ);\n\n var b0 = 0.0f; var b1 = 0.0f; var b2 = 0.0f;\n var a0 = 0.0f; var a1 = 0.0f; var a2 = 0.0f;\n\n if (bandType == 0.0f) { // peak\n b0 = 1.0f + alpha * A;\n b1 = -2.0f * cos_w0;\n b2 = 1.0f - alpha * A;\n a0 = 1.0f + alpha / A;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha / A;\n } else if (bandType == 1.0f) { // lowShelf\n let sqrtA = sqrt(A);\n let twoSqrtAAlpha = 2.0f * sqrtA * alpha;\n b0 = A * (A + 1.0f - (A - 1.0f) * cos_w0 + twoSqrtAAlpha);\n b1 = 2.0f * A * (A - 1.0f - (A + 1.0f) * cos_w0);\n b2 = A * (A + 1.0f - (A - 1.0f) * cos_w0 - twoSqrtAAlpha);\n a0 = A + 1.0f + (A - 1.0f) * cos_w0 + twoSqrtAAlpha;\n a1 = -2.0f * (A - 1.0f + (A + 1.0f) * cos_w0);\n a2 = A + 1.0f + (A - 1.0f) * cos_w0 - twoSqrtAAlpha;\n } else if (bandType == 2.0f) { // highShelf\n let sqrtA = sqrt(A);\n let twoSqrtAAlpha = 2.0f * sqrtA * alpha;\n b0 = A * (A + 1.0f + (A - 1.0f) * cos_w0 + twoSqrtAAlpha);\n b1 = -2.0f * A * (A - 1.0f + (A + 1.0f) * cos_w0);\n b2 = A * (A + 1.0f + (A - 1.0f) * cos_w0 - twoSqrtAAlpha);\n a0 = A + 1.0f - (A - 1.0f) * cos_w0 + twoSqrtAAlpha;\n a1 = 2.0f * (A - 1.0f - (A + 1.0f) * cos_w0);\n a2 = A + 1.0f - (A - 1.0f) * cos_w0 - twoSqrtAAlpha;\n } else if (bandType == 3.0f) { // lowPass\n b0 = (1.0f - cos_w0) / 2.0f;\n b1 = 1.0f - cos_w0;\n b2 = (1.0f - cos_w0) / 2.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n } else if (bandType == 4.0f) { // highPass\n b0 = (1.0f + cos_w0) / 2.0f;\n b1 = -(1.0f + cos_w0);\n b2 = (1.0f + cos_w0) / 2.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n } else if (bandType == 5.0f) { // notch\n b0 = 1.0f;\n b1 = -2.0f * cos_w0;\n b2 = 1.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n }\n\n if (abs(a0) < 1e-9f) {\n outputChannels[sampleIndex] = x;\n continue;\n }\n\n let b0_norm = b0 / a0;\n let b1_norm = b1 / a0;\n let b2_norm = b2 / a0;\n let a1_norm = a1 / a0;\n let a2_norm = a2 / a0;\n\n var y = b0_norm * x + b1_norm * x1 + b2_norm * x2 - a1_norm * y1 - a2_norm * y2;\n if (is_nan_or_inf(y)) { y = 0.0f; }\n\n // Biquad State History Update with Soft Anti-Explosion Clamping\n x2 = x1;\n x1 = x;\n y2 = clamp(y1, -4.0f, 4.0f);\n y1 = clamp(y, -4.0f, 4.0f);\n\n // Output Soft Clipping\n if (y > 1.0f) {\n y = 1.0f;\n } else if (y < -1.0f) {\n y = -1.0f;\n } else if (y > 0.9f) {\n y = 0.9f + 0.1f * tanh((y - 0.9f) / 0.1f);\n } else if (y < -0.9f) {\n y = -0.9f + 0.1f * tanh((y + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = y;\n }\n\n state[offset] = x1;\n state[offset + 1u] = x2;\n state[offset + 2u] = y1;\n state[offset + 3u] = y2;\n }\n}\n`;\nconst getBandTypeVal = (type) => {\n\tif (type === \"peak\") return 0;\n\tif (type === \"lowShelf\") return 1;\n\tif (type === \"highShelf\") return 2;\n\tif (type === \"lowPass\") return 3;\n\tif (type === \"highPass\") return 4;\n\tif (type === \"notch\") return 5;\n\treturn 0;\n};\nconst parametricEqAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Parametric EQ.\");\n\tconst op = virtualMedia.operation || {};\n\tconst rawType = resolveString(op.type, \"peak\");\n\tconst config = {\n\t\ttype: [\n\t\t\t\"lowShelf\",\n\t\t\t\"highShelf\",\n\t\t\t\"peak\",\n\t\t\t\"lowPass\",\n\t\t\t\"highPass\",\n\t\t\t\"notch\"\n\t\t].includes(rawType) ? rawType : \"peak\",\n\t\tfrequency: resolveNumber(op.frequency, 1e3),\n\t\tfrequencyHandleId: typeof op.frequencyHandleId === \"string\" ? op.frequencyHandleId : null,\n\t\tgain: resolveNumber(op.gain, 0),\n\t\tgainHandleId: typeof op.gainHandleId === \"string\" ? op.gainHandleId : null,\n\t\tq: resolveNumber(op.q, 1),\n\t\tqHandleId: typeof op.qHandleId === \"string\" ? op.qHandleId : null\n\t};\n\tconst hasFrequencySig = isHandleConnected(op, \"frequencyHandleId\") ? 1 : 0;\n\tconst hasGainSig = isHandleConnected(op, \"gainHandleId\") ? 1 : 0;\n\tconst hasQSig = isHandleConnected(op, \"qHandleId\") ? 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-parametric-eq\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst stateFloatCount = 4 + numChannels * 4;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, PARAMETRIC_EQ_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\t1,\n\t\tconfig.frequency,\n\t\tconfig.gain,\n\t\tconfig.q,\n\t\tgetBandTypeVal(config.type),\n\t\thasFrequencySig,\n\t\thasGainSig,\n\t\thasQSig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0,\n\t\t0,\n\t\t0\n\t], 16, stateFloatCount, 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: parametricEqAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-Dt34aC_m.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;AACD,MAAM,sCAAsC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+L5C,MAAM,kBAAkB,SAAS;AAChC,KAAI,SAAS,OAAQ,QAAO;AAC5B,KAAI,SAAS,WAAY,QAAO;AAChC,KAAI,SAAS,YAAa,QAAO;AACjC,KAAI,SAAS,UAAW,QAAO;AAC/B,KAAI,SAAS,WAAY,QAAO;AAChC,KAAI,SAAS,QAAS,QAAO;AAC7B,QAAO;;AAER,MAAM,6BAA6B,OAAO,UAAU,YAAY,cAAc,QAAQ;AACrF,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,kDAAkD;CACpF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,UAAU,cAAc,GAAG,MAAM,OAAO;CAC9C,MAAM,SAAS;EACd,MAAM;GACL;GACA;GACA;GACA;GACA;GACA;GACA,CAAC,SAAS,QAAQ,GAAG,UAAU;EAChC,WAAW,cAAc,GAAG,WAAW,IAAI;EAC3C,mBAAmB,OAAO,GAAG,sBAAsB,WAAW,GAAG,oBAAoB;EACrF,MAAM,cAAc,GAAG,MAAM,EAAE;EAC/B,cAAc,OAAO,GAAG,iBAAiB,WAAW,GAAG,eAAe;EACtE,GAAG,cAAc,GAAG,GAAG,EAAE;EACzB,WAAW,OAAO,GAAG,cAAc,WAAW,GAAG,YAAY;EAC7D;CACD,MAAM,kBAAkB,kBAAkB,IAAI,oBAAoB,GAAG,IAAI;CACzE,MAAM,aAAa,kBAAkB,IAAI,eAAe,GAAG,IAAI;CAC/D,MAAM,UAAU,kBAAkB,IAAI,YAAY,GAAG,IAAI;CACzD,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;CACvB,MAAM,kBAAkB,IAAI,cAAc;AAC1C,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,qCAAqC;EAC3I;EACA;EACA,OAAO;EACP,OAAO;EACP,OAAO;EACP,eAAe,OAAO,KAAK;EAC3B;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK3G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,4BAA4B,CAAC"}
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{"version":3,"file":"renderer-Bvx56GR6.mjs","names":[],"sources":["../../../nodes/node-audio-parametric-eq/dist/renderers-Dt34aC_m.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber, resolveString } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"frequency\",\n\t\"gain\",\n\t\"q\"\n];\nconst PARAMETRIC_EQ_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n numBands : f32,\n frequency : f32,\n gain : f32,\n q : f32,\n bandType : f32,\n hasFrequencySig : f32,\n hasGainSig : f32,\n hasQSig : 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>;\n@group(0) @binding(4) var<storage, read> frequencySignal : array<f32>;\n@group(0) @binding(5) var<storage, read> gainSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> qSignal : array<f32>;\n\nconst PI: f32 = 3.141592653589793f;\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 let sampleRate = u.sampleRate;\n let bandType = u.bandType; // 0=peak, 1=lowShelf, 2=highShelf, 3=lowPass, 4=highPass, 5=notch\n\n let biquadStateOffset = 4u;\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let offset = biquadStateOffset + c * 4u;\n var x1 = state[offset];\n var x2 = state[offset + 1u];\n var y1 = state[offset + 2u];\n var y2 = state[offset + 3u];\n\n if (is_nan_or_inf(x1)) { x1 = 0.0f; }\n if (is_nan_or_inf(x2)) { x2 = 0.0f; }\n if (is_nan_or_inf(y1)) { y1 = 0.0f; }\n if (is_nan_or_inf(y2)) { y2 = 0.0f; }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n let sampleIndex = c * numSamples + index;\n var x = inputChannels[sampleIndex];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n\n // 1. Dynamic Parameter Signal Resolution & Clamping\n var effFreq = u.frequency;\n if (u.hasFrequencySig > 0.5f) {\n effFreq = frequencySignal[index];\n }\n effFreq = clamp(effFreq, 20.0f, sampleRate / 2.0f - 1.0f);\n\n var effQ = u.q;\n if (u.hasQSig > 0.5f) {\n effQ = qSignal[index];\n }\n effQ = clamp(effQ, 0.01f, 10.0f);\n\n var effGain = u.gain;\n if (u.hasGainSig > 0.5f) {\n effGain = gainSignal[index];\n }\n effGain = clamp(effGain, -24.0f, 24.0f);\n\n if (bandType == 0.0f && abs(effGain) < 1e-5f) {\n // Bypass filter if peak gain is zero\n outputChannels[sampleIndex] = x;\n continue;\n }\n\n // 2. Biquad Coefficients Calculation\n let w0 = (2.0f * PI * effFreq) / sampleRate;\n let cos_w0 = cos(w0);\n let sin_w0 = sin(w0);\n let A = clamp(pow(10.0f, effGain / 40.0f), 0.25f, 4.0f);\n let alpha = sin_w0 / (2.0f * effQ);\n\n var b0 = 0.0f; var b1 = 0.0f; var b2 = 0.0f;\n var a0 = 0.0f; var a1 = 0.0f; var a2 = 0.0f;\n\n if (bandType == 0.0f) { // peak\n b0 = 1.0f + alpha * A;\n b1 = -2.0f * cos_w0;\n b2 = 1.0f - alpha * A;\n a0 = 1.0f + alpha / A;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha / A;\n } else if (bandType == 1.0f) { // lowShelf\n let sqrtA = sqrt(A);\n let twoSqrtAAlpha = 2.0f * sqrtA * alpha;\n b0 = A * (A + 1.0f - (A - 1.0f) * cos_w0 + twoSqrtAAlpha);\n b1 = 2.0f * A * (A - 1.0f - (A + 1.0f) * cos_w0);\n b2 = A * (A + 1.0f - (A - 1.0f) * cos_w0 - twoSqrtAAlpha);\n a0 = A + 1.0f + (A - 1.0f) * cos_w0 + twoSqrtAAlpha;\n a1 = -2.0f * (A - 1.0f + (A + 1.0f) * cos_w0);\n a2 = A + 1.0f + (A - 1.0f) * cos_w0 - twoSqrtAAlpha;\n } else if (bandType == 2.0f) { // highShelf\n let sqrtA = sqrt(A);\n let twoSqrtAAlpha = 2.0f * sqrtA * alpha;\n b0 = A * (A + 1.0f + (A - 1.0f) * cos_w0 + twoSqrtAAlpha);\n b1 = -2.0f * A * (A - 1.0f + (A + 1.0f) * cos_w0);\n b2 = A * (A + 1.0f + (A - 1.0f) * cos_w0 - twoSqrtAAlpha);\n a0 = A + 1.0f - (A - 1.0f) * cos_w0 + twoSqrtAAlpha;\n a1 = 2.0f * (A - 1.0f - (A + 1.0f) * cos_w0);\n a2 = A + 1.0f - (A - 1.0f) * cos_w0 - twoSqrtAAlpha;\n } else if (bandType == 3.0f) { // lowPass\n b0 = (1.0f - cos_w0) / 2.0f;\n b1 = 1.0f - cos_w0;\n b2 = (1.0f - cos_w0) / 2.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n } else if (bandType == 4.0f) { // highPass\n b0 = (1.0f + cos_w0) / 2.0f;\n b1 = -(1.0f + cos_w0);\n b2 = (1.0f + cos_w0) / 2.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n } else if (bandType == 5.0f) { // notch\n b0 = 1.0f;\n b1 = -2.0f * cos_w0;\n b2 = 1.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n }\n\n if (abs(a0) < 1e-9f) {\n outputChannels[sampleIndex] = x;\n continue;\n }\n\n let b0_norm = b0 / a0;\n let b1_norm = b1 / a0;\n let b2_norm = b2 / a0;\n let a1_norm = a1 / a0;\n let a2_norm = a2 / a0;\n\n var y = b0_norm * x + b1_norm * x1 + b2_norm * x2 - a1_norm * y1 - a2_norm * y2;\n if (is_nan_or_inf(y)) { y = 0.0f; }\n\n // Biquad State History Update with Soft Anti-Explosion Clamping\n x2 = x1;\n x1 = x;\n y2 = clamp(y1, -4.0f, 4.0f);\n y1 = clamp(y, -4.0f, 4.0f);\n\n // Output Soft Clipping\n if (y > 1.0f) {\n y = 1.0f;\n } else if (y < -1.0f) {\n y = -1.0f;\n } else if (y > 0.9f) {\n y = 0.9f + 0.1f * tanh((y - 0.9f) / 0.1f);\n } else if (y < -0.9f) {\n y = -0.9f + 0.1f * tanh((y + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = y;\n }\n\n state[offset] = x1;\n state[offset + 1u] = x2;\n state[offset + 2u] = y1;\n state[offset + 3u] = y2;\n }\n}\n`;\nconst getBandTypeVal = (type) => {\n\tif (type === \"peak\") return 0;\n\tif (type === \"lowShelf\") return 1;\n\tif (type === \"highShelf\") return 2;\n\tif (type === \"lowPass\") return 3;\n\tif (type === \"highPass\") return 4;\n\tif (type === \"notch\") return 5;\n\treturn 0;\n};\nconst parametricEqAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Parametric EQ.\");\n\tconst op = virtualMedia.operation || {};\n\tconst rawType = resolveString(op.type, \"peak\");\n\tconst config = {\n\t\ttype: [\n\t\t\t\"lowShelf\",\n\t\t\t\"highShelf\",\n\t\t\t\"peak\",\n\t\t\t\"lowPass\",\n\t\t\t\"highPass\",\n\t\t\t\"notch\"\n\t\t].includes(rawType) ? rawType : \"peak\",\n\t\tfrequency: resolveNumber(op.frequency, 1e3),\n\t\tfrequencyHandleId: typeof op.frequencyHandleId === \"string\" ? op.frequencyHandleId : null,\n\t\tgain: resolveNumber(op.gain, 0),\n\t\tgainHandleId: typeof op.gainHandleId === \"string\" ? op.gainHandleId : null,\n\t\tq: resolveNumber(op.q, 1),\n\t\tqHandleId: typeof op.qHandleId === \"string\" ? op.qHandleId : null\n\t};\n\tconst hasFrequencySig = isHandleConnected(op, \"frequencyHandleId\") ? 1 : 0;\n\tconst hasGainSig = isHandleConnected(op, \"gainHandleId\") ? 1 : 0;\n\tconst hasQSig = isHandleConnected(op, \"qHandleId\") ? 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-parametric-eq\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst stateFloatCount = 4 + numChannels * 4;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, PARAMETRIC_EQ_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\t1,\n\t\tconfig.frequency,\n\t\tconfig.gain,\n\t\tconfig.q,\n\t\tgetBandTypeVal(config.type),\n\t\thasFrequencySig,\n\t\thasGainSig,\n\t\thasQSig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0,\n\t\t0,\n\t\t0\n\t], 16, stateFloatCount, 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: parametricEqAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-Dt34aC_m.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;AACD,MAAM,sCAAsC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+L5C,MAAM,kBAAkB,SAAS;AAChC,KAAI,SAAS,OAAQ,QAAO;AAC5B,KAAI,SAAS,WAAY,QAAO;AAChC,KAAI,SAAS,YAAa,QAAO;AACjC,KAAI,SAAS,UAAW,QAAO;AAC/B,KAAI,SAAS,WAAY,QAAO;AAChC,KAAI,SAAS,QAAS,QAAO;AAC7B,QAAO;;AAER,MAAM,6BAA6B,OAAO,UAAU,YAAY,cAAc,QAAQ;AACrF,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,kDAAkD;CACpF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,UAAU,cAAc,GAAG,MAAM,OAAO;CAC9C,MAAM,SAAS;EACd,MAAM;GACL;GACA;GACA;GACA;GACA;GACA;GACA,CAAC,SAAS,QAAQ,GAAG,UAAU;EAChC,WAAW,cAAc,GAAG,WAAW,IAAI;EAC3C,mBAAmB,OAAO,GAAG,sBAAsB,WAAW,GAAG,oBAAoB;EACrF,MAAM,cAAc,GAAG,MAAM,EAAE;EAC/B,cAAc,OAAO,GAAG,iBAAiB,WAAW,GAAG,eAAe;EACtE,GAAG,cAAc,GAAG,GAAG,EAAE;EACzB,WAAW,OAAO,GAAG,cAAc,WAAW,GAAG,YAAY;EAC7D;CACD,MAAM,kBAAkB,kBAAkB,IAAI,oBAAoB,GAAG,IAAI;CACzE,MAAM,aAAa,kBAAkB,IAAI,eAAe,GAAG,IAAI;CAC/D,MAAM,UAAU,kBAAkB,IAAI,YAAY,GAAG,IAAI;CACzD,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;CACvB,MAAM,kBAAkB,IAAI,cAAc;AAC1C,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,qCAAqC;EAC3I;EACA;EACA,OAAO;EACP,OAAO;EACP,OAAO;EACP,eAAe,OAAO,KAAK;EAC3B;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK3G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,4BAA4B,CAAC"}
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{"version":3,"file":"renderer-BzDjy1_x.mjs","names":[],"sources":["../../../nodes/node-liquify/dist/renderers-C4bNr5l9.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, STRAIGHT_ALPHA_BLEND, beginTargetPass, createFullscreenPipeline, drawChildToTexture, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst MAX_OPERATIONS = 1024;\nconst LIQUIFY_SHADER = `\nstruct LiquifyOpData {\n\topType : f32, // 0=Push, 1=Pull, 2=Bloat, 3=Pucker, 4=TwirlCW, 5=TwirlCCW\n\tx : f32,\n\ty : f32,\n\tradius : f32,\n\tstrength : f32,\n\tdx : f32,\n\tdy : f32,\n\t_pad : f32,\n};\n\nstruct LiquifyUniforms {\n\topCount : f32,\n\taspectRatio : f32,\n\topacity : f32,\n\t_pad0 : f32,\n\tops : array<LiquifyOpData, 1024>,\n};\n\n@group(0) @binding(0) var<uniform> u : LiquifyUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nconst PI = 3.141592653589793;\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tvar currentUV = in.uv;\n\tlet count = u32(u.opCount);\n\tlet aspect = u.aspectRatio;\n\n\tfor (var i = 0u; i < count && i < 1024u; i = i + 1u) {\n\t\tlet op = u.ops[i];\n\t\tlet center = vec2<f32>(op.x, op.y);\n\t\tlet delta = currentUV - center;\n\t\tlet deltaAspect = vec2<f32>(delta.x * aspect, delta.y);\n\t\tlet dist = length(deltaAspect);\n\n\t\tif (dist < op.radius && op.radius > 0.0001) {\n\t\t\tlet t = dist / op.radius;\n\t\t\tlet falloff = (1.0 - t * t) * (1.0 - t * t);\n\t\t\tlet s = op.strength;\n\n\t\t\tif (op.opType < 0.5) {\n\t\t\t\t// 0 = Push\n\t\t\t\tlet shift = vec2<f32>(op.dx, op.dy) * s * falloff;\n\t\t\t\tcurrentUV = currentUV - shift;\n\t\t\t} else if (op.opType < 1.5) {\n\t\t\t\t// 1 = Pull\n\t\t\t\tlet shift = vec2<f32>(op.dx, op.dy) * s * falloff;\n\t\t\t\tcurrentUV = currentUV + shift;\n\t\t\t} else if (op.opType < 2.5) {\n\t\t\t\t// 2 = Bloat\n\t\t\t\tlet factor = 1.0 - s * falloff * 0.45;\n\t\t\t\tcurrentUV = center + delta * factor;\n\t\t\t} else if (op.opType < 3.5) {\n\t\t\t\t// 3 = Pucker\n\t\t\t\tlet factor = 1.0 + s * falloff * 0.45;\n\t\t\t\tcurrentUV = center + delta * factor;\n\t\t\t} else if (op.opType < 4.5) {\n\t\t\t\t// 4 = TwirlCW\n\t\t\t\tlet angle = -s * PI * falloff;\n\t\t\t\tlet cosA = cos(angle);\n\t\t\t\tlet sinA = sin(angle);\n\t\t\t\tlet rotated = vec2<f32>(delta.x * cosA - delta.y * sinA, delta.x * sinA + delta.y * cosA);\n\t\t\t\tcurrentUV = center + rotated;\n\t\t\t} else {\n\t\t\t\t// 5 = TwirlCCW\n\t\t\t\tlet angle = s * PI * falloff;\n\t\t\t\tlet cosA = cos(angle);\n\t\t\t\tlet sinA = sin(angle);\n\t\t\t\tlet rotated = vec2<f32>(delta.x * cosA - delta.y * sinA, delta.x * sinA + delta.y * cosA);\n\t\t\t\tcurrentUV = center + rotated;\n\t\t\t}\n\t\t}\n\t}\n\n\tlet clampedUV = clamp(currentUV, vec2<f32>(0.0), vec2<f32>(1.0));\n\tlet sampledColor = textureSampleLevel(tex, samp, clampedUV, 0.0);\n\treturn sampledColor;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getLiquifyResources(device, format) {\n\tlet layouts = deviceResourceCache.get(device);\n\tif (!layouts) {\n\t\tlayouts = {\n\t\t\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"], \"LiquifyUniformLayout\"),\n\t\t\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"], \"LiquifyTextureLayout\"),\n\t\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t\t};\n\t\tdeviceResourceCache.set(device, layouts);\n\t}\n\tconst cacheKey = format;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"liquify.wgsl\",\n\t\t\tcode: LIQUIFY_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `LiquifyPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.singleTextureLayout],\n\t\t\tformat,\n\t\t\tblend: STRAIGHT_ALPHA_BLEND\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tliquifyPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout\n\t};\n}\nconst TYPE_ENUM_MAP = {\n\tPush: 0,\n\tPull: 1,\n\tBloat: 2,\n\tPucker: 3,\n\tTwirlCW: 4,\n\tTwirlCCW: 5\n};\nconst LiquifyWebGPURenderer = async (args) => {\n\tconst { ctx, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Liquify\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst aspectRatio = height > 0 ? width / height : 1;\n\tconst { texture: childTexture } = await drawChildToTexture(args, childMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\tconst operations = op.operations || [];\n\tconst opCount = Math.min(operations.length, MAX_OPERATIONS);\n\tconst uniformData = new Float32Array(4 + MAX_OPERATIONS * 8);\n\tuniformData[0] = opCount;\n\tuniformData[1] = aspectRatio;\n\tuniformData[2] = 1;\n\tuniformData[3] = 0;\n\tfor (let i = 0; i < opCount; i++) {\n\t\tconst item = operations[i];\n\t\tif (!item) continue;\n\t\tconst offset = 4 + i * 8;\n\t\tuniformData[offset + 0] = TYPE_ENUM_MAP[item.type] ?? 2;\n\t\tuniformData[offset + 1] = item.x;\n\t\tuniformData[offset + 2] = item.y;\n\t\tuniformData[offset + 3] = item.radius ?? .15;\n\t\tuniformData[offset + 4] = item.strength ?? .5;\n\t\tuniformData[offset + 5] = item.dx ?? 0;\n\t\tuniformData[offset + 6] = item.dy ?? 0;\n\t\tuniformData[offset + 7] = 0;\n\t}\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst resources = getLiquifyResources(ctx.device, ctx.renderer.format);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: resources.uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst textureBindGroup = ctx.renderer.bindGroupCache.getBindGroup(ctx.device, resources.singleTextureLayout, childTexture, sampler);\n\tconst outPass = beginTargetPass(args);\n\toutPass.setPipeline(resources.liquifyPipeline);\n\toutPass.setBindGroup(0, uniformBindGroup);\n\toutPass.setBindGroup(1, textureBindGroup);\n\toutPass.draw(4, 1, 0, 0);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: LiquifyWebGPURenderer });\n\n//#endregion\nexport { LiquifyWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-C4bNr5l9.mjs.map"],"mappings":";;;;AAIA,MAAM,iBAAiB;AACvB,MAAM,iBAAiB;;;;;;;;;;;;;;;;;;;;;;;EAuBrB,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4DvB,MAAM,sCAAsC,IAAI,SAAS;AACzD,SAAS,oBAAoB,QAAQ,QAAQ;CAC5C,IAAI,UAAU,oBAAoB,IAAI,OAAO;AAC7C,KAAI,CAAC,SAAS;AACb,YAAU;GACT,eAAe,wBAAwB,QAAQ,CAAC,UAAU,EAAE,uBAAuB;GACnF,qBAAqB,wBAAwB,QAAQ,CAAC,WAAW,UAAU,EAAE,uBAAuB;GACpG,+BAA+B,IAAI,KAAK;GACxC;AACD,sBAAoB,IAAI,QAAQ,QAAQ;;CAEzC,MAAM,WAAW;CACjB,IAAI,WAAW,QAAQ,cAAc,IAAI,SAAS;AAClD,KAAI,CAAC,UAAU;EACd,MAAM,SAAS,OAAO,mBAAmB;GACxC,OAAO;GACP,MAAM;GACN,CAAC;AACF,aAAW,yBAAyB,QAAQ;GAC3C,OAAO,mBAAmB;GAC1B;GACA,SAAS,CAAC,QAAQ,eAAe,QAAQ,oBAAoB;GAC7D;GACA,OAAO;GACP,CAAC;AACF,UAAQ,cAAc,IAAI,UAAU,SAAS;;AAE9C,QAAO;EACN,iBAAiB;EACjB,eAAe,QAAQ;EACvB,qBAAqB,QAAQ;EAC7B;;AAEF,MAAM,gBAAgB;CACrB,MAAM;CACN,MAAM;CACN,OAAO;CACP,QAAQ;CACR,SAAS;CACT,UAAU;CACV;AACD,MAAM,wBAAwB,OAAO,SAAS;CAC7C,MAAM,EAAE,KAAK,MAAM,aAAa,cAAc,UAAU;CACxD,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,aAAa,CAAC,GAAI;CACjC,MAAM,aAAa,MAAM,aAAa,WAAW;AACjD,KAAI,CAAC,WAAY;AACjB,MAAK,KAAK;CACV,MAAM,QAAQ;CACd,MAAM,SAAS;CACf,MAAM,cAAc,SAAS,IAAI,QAAQ,SAAS;CAClD,MAAM,EAAE,SAAS,iBAAiB,MAAM,mBAAmB,MAAM,YAAY,EAAE,OAAO;EACrF,GAAG;EACH,cAAc;EACd,gBAAgB;EAChB,iBAAiB;EACjB,EAAE,CAAC;CACJ,MAAM,aAAa,GAAG,cAAc,EAAE;CACtC,MAAM,UAAU,KAAK,IAAI,WAAW,QAAQ,eAAe;CAC3D,MAAM,cAAc,IAAI,aAAa,IAAI,iBAAiB,EAAE;AAC5D,aAAY,KAAK;AACjB,aAAY,KAAK;AACjB,aAAY,KAAK;AACjB,aAAY,KAAK;AACjB,MAAK,IAAI,IAAI,GAAG,IAAI,SAAS,KAAK;EACjC,MAAM,OAAO,WAAW;AACxB,MAAI,CAAC,KAAM;EACX,MAAM,SAAS,IAAI,IAAI;AACvB,cAAY,SAAS,KAAK,cAAc,KAAK,SAAS;AACtD,cAAY,SAAS,KAAK,KAAK;AAC/B,cAAY,SAAS,KAAK,KAAK;AAC/B,cAAY,SAAS,KAAK,KAAK,UAAU;AACzC,cAAY,SAAS,KAAK,KAAK,YAAY;AAC3C,cAAY,SAAS,KAAK,KAAK,MAAM;AACrC,cAAY,SAAS,KAAK,KAAK,MAAM;AACrC,cAAY,SAAS,KAAK;;CAE3B,MAAM,gBAAgB,IAAI,SAAS,mBAAmB,YAAY;CAClE,MAAM,YAAY,oBAAoB,IAAI,QAAQ,IAAI,SAAS,OAAO;CACtE,MAAM,mBAAmB,IAAI,OAAO,gBAAgB;EACnD,QAAQ,UAAU;EAClB,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ,eAAe;GACnC,CAAC;EACF,CAAC;CACF,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,mBAAmB,IAAI,SAAS,eAAe,aAAa,IAAI,QAAQ,UAAU,qBAAqB,cAAc,QAAQ;CACnI,MAAM,UAAU,gBAAgB,KAAK;AACrC,SAAQ,YAAY,UAAU,gBAAgB;AAC9C,SAAQ,aAAa,GAAG,iBAAiB;AACzC,SAAQ,aAAa,GAAG,iBAAiB;AACzC,SAAQ,KAAK,GAAG,GAAG,GAAG,EAAE;;AAKzB,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,uBAAuB,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-Du7GpVFW.mjs";
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//#region ../../nodes/node-selective-color/dist/renderers-BZ3S3Cgo.mjs
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{"version":3,"file":"renderer-C6md3msE.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-CHkqgIOL.mjs","names":[],"sources":["../../../nodes/node-kenburns/dist/renderers-Ca3wLKBl.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst easeIn = (t) => t * t;\nconst easeOut = (t) => t * (2 - t);\nconst easeInOut = (t) => t < .5 ? 2 * t * t : -1 + (4 - 2 * t) * t;\nconst springEase = (t) => {\n\tconst c4 = 2 * Math.PI / 3;\n\treturn t === 0 ? 0 : t === 1 ? 1 : 2 ** (-10 * t) * Math.sin((t * 10 - .75) * c4) + 1;\n};\nconst applyEasing = (t, easing) => {\n\tswitch (easing) {\n\t\tcase \"ease-in\": return easeIn(t);\n\t\tcase \"ease-out\": return easeOut(t);\n\t\tcase \"ease-in-out\": return easeInOut(t);\n\t\tcase \"spring\": return springEase(t);\n\t\tdefault: return t;\n\t}\n};\nconst catmullRom = (p0, p1, p2, p3, t) => {\n\tconst t2 = t * t;\n\tconst t3 = t2 * t;\n\treturn .5 * (2 * p1 + (-p0 + p2) * t + (2 * p0 - 5 * p1 + 4 * p2 - p3) * t2 + (-p0 + 3 * p1 - 3 * p2 + p3) * t3);\n};\nfunction interpolateKenBurns(keyframes, timeMs, movementStyle = \"spline\") {\n\tif (keyframes.length === 0) return {\n\t\tx: 50,\n\t\ty: 50,\n\t\tscale: 1\n\t};\n\tif (keyframes.length === 1) {\n\t\tconst kf = keyframes[0];\n\t\treturn {\n\t\t\tx: kf.x ?? 50,\n\t\t\ty: kf.y ?? 50,\n\t\t\tscale: kf.scale ?? 1\n\t\t};\n\t}\n\tlet elapsed = 0;\n\tfor (let i = 0; i < keyframes.length; i++) {\n\t\tconst kf = keyframes[i];\n\t\tconst hold = kf.holdMs ?? 0;\n\t\tconst dur = kf.durationMs ?? 0;\n\t\tif (timeMs <= elapsed + hold) return {\n\t\t\tx: kf.x ?? 50,\n\t\t\ty: kf.y ?? 50,\n\t\t\tscale: kf.scale ?? 1\n\t\t};\n\t\telapsed += hold;\n\t\tif (i < keyframes.length - 1 && dur > 0) {\n\t\t\tif (timeMs <= elapsed + dur) {\n\t\t\t\tconst rawT = (timeMs - elapsed) / dur;\n\t\t\t\tconst t = applyEasing(Math.max(0, Math.min(1, rawT)), kf.easing);\n\t\t\t\tconst next = keyframes[i + 1];\n\t\t\t\tif (movementStyle === \"spline\") {\n\t\t\t\t\tconst prev = keyframes[i - 1] ?? kf;\n\t\t\t\t\tconst afterNext = keyframes[i + 2] ?? next;\n\t\t\t\t\treturn {\n\t\t\t\t\t\tx: catmullRom(prev.x ?? 50, kf.x ?? 50, next.x ?? 50, afterNext.x ?? 50, t),\n\t\t\t\t\t\ty: catmullRom(prev.y ?? 50, kf.y ?? 50, next.y ?? 50, afterNext.y ?? 50, t),\n\t\t\t\t\t\tscale: catmullRom(prev.scale ?? 1, kf.scale ?? 1, next.scale ?? 1, afterNext.scale ?? 1, t)\n\t\t\t\t\t};\n\t\t\t\t}\n\t\t\t\treturn {\n\t\t\t\t\tx: (kf.x ?? 50) + ((next.x ?? 50) - (kf.x ?? 50)) * t,\n\t\t\t\t\ty: (kf.y ?? 50) + ((next.y ?? 50) - (kf.y ?? 50)) * t,\n\t\t\t\t\tscale: (kf.scale ?? 1) + ((next.scale ?? 1) - (kf.scale ?? 1)) * t\n\t\t\t\t};\n\t\t\t}\n\t\t\telapsed += dur;\n\t\t}\n\t}\n\tconst last = keyframes[keyframes.length - 1];\n\treturn {\n\t\tx: last.x ?? 50,\n\t\ty: last.y ?? 50,\n\t\tscale: last.scale ?? 1\n\t};\n}\nfunction calculateSrcRect(state, sourceWidth, sourceHeight, targetAspectRatio) {\n\tlet baseBoxW_pct = 100;\n\tlet baseBoxH_pct = 100;\n\tif (targetAspectRatio !== \"input\") {\n\t\tconst parts = targetAspectRatio.split(\":\");\n\t\tconst tW = Number(parts[0]);\n\t\tconst tH = Number(parts[1]);\n\t\tif (!Number.isNaN(tW) && !Number.isNaN(tH) && tW > 0 && tH > 0) {\n\t\t\tconst desiredAR = tW / tH;\n\t\t\tconst sourceAR = sourceWidth / sourceHeight;\n\t\t\tif (sourceAR > desiredAR) {\n\t\t\t\tbaseBoxH_pct = 100;\n\t\t\t\tbaseBoxW_pct = desiredAR / sourceAR * 100;\n\t\t\t} else {\n\t\t\t\tbaseBoxW_pct = 100;\n\t\t\t\tbaseBoxH_pct = sourceAR / desiredAR * 100;\n\t\t\t}\n\t\t}\n\t}\n\tconst baseBoxPxW = baseBoxW_pct / 100 * sourceWidth;\n\tconst baseBoxPxH = baseBoxH_pct / 100 * sourceHeight;\n\tconst clampedScale = Math.max(state.scale, 1);\n\tconst currentBoxPxW = baseBoxPxW / clampedScale;\n\tconst currentBoxPxH = baseBoxPxH / clampedScale;\n\tconst rawFocalX = state.x / 100 * sourceWidth;\n\tconst rawFocalY = state.y / 100 * sourceHeight;\n\tconst halfBoxW = currentBoxPxW / 2;\n\tconst halfBoxH = currentBoxPxH / 2;\n\tconst focalX = Math.max(halfBoxW, Math.min(sourceWidth - halfBoxW, rawFocalX));\n\tconst focalY = Math.max(halfBoxH, Math.min(sourceHeight - halfBoxH, rawFocalY));\n\treturn {\n\t\tx: focalX - halfBoxW,\n\t\ty: focalY - halfBoxH,\n\t\twidth: currentBoxPxW,\n\t\theight: currentBoxPxH\n\t};\n}\nconst motionBlurWgsl = `\nstruct MotionBlurUniforms {\n\tprev_origin : vec2<f32>,\n\tprev_size : vec2<f32>,\n\tcurr_origin : vec2<f32>,\n\tcurr_size : vec2<f32>,\n\tsamples : f32,\n\tblurSize : f32,\n\tpadding : vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : MotionBlurUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet uv = in.uv;\n\tlet n = i32(u.samples);\n\t\n\tif (n <= 1) {\n\t\tlet p_curr = u.curr_origin + uv * u.curr_size;\n\t\treturn textureSampleLevel(tex, samp, p_curr, 0.0);\n\t}\n\t\n\tvar color = vec4<f32>(0.0);\n\tfor (var i = 0; i < n; i = i + 1) {\n\t\t// Use blurSize to control the shutter interval width. \n\t\t// t=1.0 is current frame, t=0.0 is previous frame.\n\t\tlet t = 1.0 + (f32(i) / f32(n - 1) - 0.5) * u.blurSize;\n\t\t\n\t\tlet origin = mix(u.prev_origin, u.curr_origin, t);\n\t\tlet size = mix(u.prev_size, u.curr_size, t);\n\t\tlet p_sample = origin + uv * size;\n\t\t\n\t\tcolor += textureSampleLevel(tex, samp, p_sample, 0.0);\n\t}\n\treturn color / f32(n);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst motionBlurData = new Float32Array(12);\nfunction getMotionBlurResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst motionBlurUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst singleTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tmotionBlurPipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"MotionBlurPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"kenburns_motionblur.wgsl\",\n\t\t\t\t\tcode: motionBlurWgsl\n\t\t\t\t}),\n\t\t\t\tlayouts: [motionBlurUniformLayout, singleTextureLayout],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tmotionBlurUniformLayout,\n\t\t\tsingleTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst KenBurnsWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst { virtualMedia, containerWidth, containerHeight, frame, fps, trimStartOverride, opacity = 1, inheritedSeekOffset = 0 } = props;\n\tconst op = virtualMedia.operation;\n\tif (op?.op !== \"KenBurns\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? virtualMedia.metadata?.width ?? containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? virtualMedia.metadata?.height ?? containerHeight ?? targetHeight;\n\tconst keyframes = op.keyframes ?? [];\n\tconst movementStyle = op.movementStyle ?? \"spline\";\n\tconst targetAspectRatio = op.aspectRatio || \"input\";\n\tconst offsetMs = ((trimStartOverride ?? 0) + inheritedSeekOffset) * 1e3;\n\tconst fpsVal = Math.max(1, fps ?? 30);\n\tconst frameDurationMs = 1e3 / fpsVal;\n\tconst timeMs = offsetMs + (frame ?? 0) / fpsVal * 1e3;\n\tconst prevTimeMs = timeMs - frameDurationMs;\n\tconst state = interpolateKenBurns(keyframes, timeMs, movementStyle);\n\tconst prevState = interpolateKenBurns(keyframes, prevTimeMs, movementStyle);\n\tconst srcRect = calculateSrcRect(state, sourceWidth, sourceHeight, targetAspectRatio);\n\tconst prevSrcRect = calculateSrcRect(prevState, sourceWidth, sourceHeight, targetAspectRatio);\n\tconst dstWidth = containerWidth ?? targetWidth;\n\tconst dstHeight = containerHeight ?? targetHeight;\n\tconst dstRect = {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: dstWidth,\n\t\theight: dstHeight\n\t};\n\tpass.end();\n\tconst { texture: tempTex } = 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\tconst motionBlurSize = op.motionBlurSize ?? 1.5;\n\tlet blurTex = null;\n\tif (motionBlurSize > 0) {\n\t\tconst { motionBlurPipeline: pipeline, motionBlurUniformLayout: uLayout, singleTextureLayout: tLayout } = getMotionBlurResources(ctx.device, ctx.renderer.format);\n\t\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\t\tmotionBlurData[0] = prevSrcRect.x / sourceWidth;\n\t\tmotionBlurData[1] = prevSrcRect.y / sourceHeight;\n\t\tmotionBlurData[2] = prevSrcRect.width / sourceWidth;\n\t\tmotionBlurData[3] = prevSrcRect.height / sourceHeight;\n\t\tmotionBlurData[4] = srcRect.x / sourceWidth;\n\t\tmotionBlurData[5] = srcRect.y / sourceHeight;\n\t\tmotionBlurData[6] = srcRect.width / sourceWidth;\n\t\tmotionBlurData[7] = srcRect.height / sourceHeight;\n\t\tmotionBlurData[8] = 12;\n\t\tmotionBlurData[9] = motionBlurSize;\n\t\tconst uBuffer = ctx.renderer.getTemporaryBuffer(motionBlurData);\n\t\tblurTex = ctx.renderer.getTemporaryTexture(dstWidth, dstHeight, [\n\t\t\ttargetTexture,\n\t\t\ttempTex,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, blurTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uBuffer }\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tempTex, sampler)]);\n\t}\n\tconst outPass = 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\tif (blurTex) ctx.renderer.drawTexture(outPass, blurTex, dstRect, { opacity });\n\telse ctx.renderer.drawTextureRegion(outPass, tempTex, srcRect, dstRect, { opacity });\n\targs.pass = outPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: KenBurnsWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-C8uKdelk.mjs","names":[],"sources":["../../../nodes/node-kenburns/dist/renderers-Ca3wLKBl.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst easeIn = (t) => t * t;\nconst easeOut = (t) => t * (2 - t);\nconst easeInOut = (t) => t < .5 ? 2 * t * t : -1 + (4 - 2 * t) * t;\nconst springEase = (t) => {\n\tconst c4 = 2 * Math.PI / 3;\n\treturn t === 0 ? 0 : t === 1 ? 1 : 2 ** (-10 * t) * Math.sin((t * 10 - .75) * c4) + 1;\n};\nconst applyEasing = (t, easing) => {\n\tswitch (easing) {\n\t\tcase \"ease-in\": return easeIn(t);\n\t\tcase \"ease-out\": return easeOut(t);\n\t\tcase \"ease-in-out\": return easeInOut(t);\n\t\tcase \"spring\": return springEase(t);\n\t\tdefault: return t;\n\t}\n};\nconst catmullRom = (p0, p1, p2, p3, t) => {\n\tconst t2 = t * t;\n\tconst t3 = t2 * t;\n\treturn .5 * (2 * p1 + (-p0 + p2) * t + (2 * p0 - 5 * p1 + 4 * p2 - p3) * t2 + (-p0 + 3 * p1 - 3 * p2 + p3) * t3);\n};\nfunction interpolateKenBurns(keyframes, timeMs, movementStyle = \"spline\") {\n\tif (keyframes.length === 0) return {\n\t\tx: 50,\n\t\ty: 50,\n\t\tscale: 1\n\t};\n\tif (keyframes.length === 1) {\n\t\tconst kf = keyframes[0];\n\t\treturn {\n\t\t\tx: kf.x ?? 50,\n\t\t\ty: kf.y ?? 50,\n\t\t\tscale: kf.scale ?? 1\n\t\t};\n\t}\n\tlet elapsed = 0;\n\tfor (let i = 0; i < keyframes.length; i++) {\n\t\tconst kf = keyframes[i];\n\t\tconst hold = kf.holdMs ?? 0;\n\t\tconst dur = kf.durationMs ?? 0;\n\t\tif (timeMs <= elapsed + hold) return {\n\t\t\tx: kf.x ?? 50,\n\t\t\ty: kf.y ?? 50,\n\t\t\tscale: kf.scale ?? 1\n\t\t};\n\t\telapsed += hold;\n\t\tif (i < keyframes.length - 1 && dur > 0) {\n\t\t\tif (timeMs <= elapsed + dur) {\n\t\t\t\tconst rawT = (timeMs - elapsed) / dur;\n\t\t\t\tconst t = applyEasing(Math.max(0, Math.min(1, rawT)), kf.easing);\n\t\t\t\tconst next = keyframes[i + 1];\n\t\t\t\tif (movementStyle === \"spline\") {\n\t\t\t\t\tconst prev = keyframes[i - 1] ?? kf;\n\t\t\t\t\tconst afterNext = keyframes[i + 2] ?? next;\n\t\t\t\t\treturn {\n\t\t\t\t\t\tx: catmullRom(prev.x ?? 50, kf.x ?? 50, next.x ?? 50, afterNext.x ?? 50, t),\n\t\t\t\t\t\ty: catmullRom(prev.y ?? 50, kf.y ?? 50, next.y ?? 50, afterNext.y ?? 50, t),\n\t\t\t\t\t\tscale: catmullRom(prev.scale ?? 1, kf.scale ?? 1, next.scale ?? 1, afterNext.scale ?? 1, t)\n\t\t\t\t\t};\n\t\t\t\t}\n\t\t\t\treturn {\n\t\t\t\t\tx: (kf.x ?? 50) + ((next.x ?? 50) - (kf.x ?? 50)) * t,\n\t\t\t\t\ty: (kf.y ?? 50) + ((next.y ?? 50) - (kf.y ?? 50)) * t,\n\t\t\t\t\tscale: (kf.scale ?? 1) + ((next.scale ?? 1) - (kf.scale ?? 1)) * t\n\t\t\t\t};\n\t\t\t}\n\t\t\telapsed += dur;\n\t\t}\n\t}\n\tconst last = keyframes[keyframes.length - 1];\n\treturn {\n\t\tx: last.x ?? 50,\n\t\ty: last.y ?? 50,\n\t\tscale: last.scale ?? 1\n\t};\n}\nfunction calculateSrcRect(state, sourceWidth, sourceHeight, targetAspectRatio) {\n\tlet baseBoxW_pct = 100;\n\tlet baseBoxH_pct = 100;\n\tif (targetAspectRatio !== \"input\") {\n\t\tconst parts = targetAspectRatio.split(\":\");\n\t\tconst tW = Number(parts[0]);\n\t\tconst tH = Number(parts[1]);\n\t\tif (!Number.isNaN(tW) && !Number.isNaN(tH) && tW > 0 && tH > 0) {\n\t\t\tconst desiredAR = tW / tH;\n\t\t\tconst sourceAR = sourceWidth / sourceHeight;\n\t\t\tif (sourceAR > desiredAR) {\n\t\t\t\tbaseBoxH_pct = 100;\n\t\t\t\tbaseBoxW_pct = desiredAR / sourceAR * 100;\n\t\t\t} else {\n\t\t\t\tbaseBoxW_pct = 100;\n\t\t\t\tbaseBoxH_pct = sourceAR / desiredAR * 100;\n\t\t\t}\n\t\t}\n\t}\n\tconst baseBoxPxW = baseBoxW_pct / 100 * sourceWidth;\n\tconst baseBoxPxH = baseBoxH_pct / 100 * sourceHeight;\n\tconst clampedScale = Math.max(state.scale, 1);\n\tconst currentBoxPxW = baseBoxPxW / clampedScale;\n\tconst currentBoxPxH = baseBoxPxH / clampedScale;\n\tconst rawFocalX = state.x / 100 * sourceWidth;\n\tconst rawFocalY = state.y / 100 * sourceHeight;\n\tconst halfBoxW = currentBoxPxW / 2;\n\tconst halfBoxH = currentBoxPxH / 2;\n\tconst focalX = Math.max(halfBoxW, Math.min(sourceWidth - halfBoxW, rawFocalX));\n\tconst focalY = Math.max(halfBoxH, Math.min(sourceHeight - halfBoxH, rawFocalY));\n\treturn {\n\t\tx: focalX - halfBoxW,\n\t\ty: focalY - halfBoxH,\n\t\twidth: currentBoxPxW,\n\t\theight: currentBoxPxH\n\t};\n}\nconst motionBlurWgsl = `\nstruct MotionBlurUniforms {\n\tprev_origin : vec2<f32>,\n\tprev_size : vec2<f32>,\n\tcurr_origin : vec2<f32>,\n\tcurr_size : vec2<f32>,\n\tsamples : f32,\n\tblurSize : f32,\n\tpadding : vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : MotionBlurUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet uv = in.uv;\n\tlet n = i32(u.samples);\n\t\n\tif (n <= 1) {\n\t\tlet p_curr = u.curr_origin + uv * u.curr_size;\n\t\treturn textureSampleLevel(tex, samp, p_curr, 0.0);\n\t}\n\t\n\tvar color = vec4<f32>(0.0);\n\tfor (var i = 0; i < n; i = i + 1) {\n\t\t// Use blurSize to control the shutter interval width. \n\t\t// t=1.0 is current frame, t=0.0 is previous frame.\n\t\tlet t = 1.0 + (f32(i) / f32(n - 1) - 0.5) * u.blurSize;\n\t\t\n\t\tlet origin = mix(u.prev_origin, u.curr_origin, t);\n\t\tlet size = mix(u.prev_size, u.curr_size, t);\n\t\tlet p_sample = origin + uv * size;\n\t\t\n\t\tcolor += textureSampleLevel(tex, samp, p_sample, 0.0);\n\t}\n\treturn color / f32(n);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst motionBlurData = new Float32Array(12);\nfunction getMotionBlurResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst motionBlurUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst singleTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tmotionBlurPipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"MotionBlurPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"kenburns_motionblur.wgsl\",\n\t\t\t\t\tcode: motionBlurWgsl\n\t\t\t\t}),\n\t\t\t\tlayouts: [motionBlurUniformLayout, singleTextureLayout],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tmotionBlurUniformLayout,\n\t\t\tsingleTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst KenBurnsWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst { virtualMedia, containerWidth, containerHeight, frame, fps, trimStartOverride, opacity = 1, inheritedSeekOffset = 0 } = props;\n\tconst op = virtualMedia.operation;\n\tif (op?.op !== \"KenBurns\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? virtualMedia.metadata?.width ?? containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? virtualMedia.metadata?.height ?? containerHeight ?? targetHeight;\n\tconst keyframes = op.keyframes ?? [];\n\tconst movementStyle = op.movementStyle ?? \"spline\";\n\tconst targetAspectRatio = op.aspectRatio || \"input\";\n\tconst offsetMs = ((trimStartOverride ?? 0) + inheritedSeekOffset) * 1e3;\n\tconst fpsVal = Math.max(1, fps ?? 30);\n\tconst frameDurationMs = 1e3 / fpsVal;\n\tconst timeMs = offsetMs + (frame ?? 0) / fpsVal * 1e3;\n\tconst prevTimeMs = timeMs - frameDurationMs;\n\tconst state = interpolateKenBurns(keyframes, timeMs, movementStyle);\n\tconst prevState = interpolateKenBurns(keyframes, prevTimeMs, movementStyle);\n\tconst srcRect = calculateSrcRect(state, sourceWidth, sourceHeight, targetAspectRatio);\n\tconst prevSrcRect = calculateSrcRect(prevState, sourceWidth, sourceHeight, targetAspectRatio);\n\tconst dstWidth = containerWidth ?? targetWidth;\n\tconst dstHeight = containerHeight ?? targetHeight;\n\tconst dstRect = {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: dstWidth,\n\t\theight: dstHeight\n\t};\n\tpass.end();\n\tconst { texture: tempTex } = 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\tconst motionBlurSize = op.motionBlurSize ?? 1.5;\n\tlet blurTex = null;\n\tif (motionBlurSize > 0) {\n\t\tconst { motionBlurPipeline: pipeline, motionBlurUniformLayout: uLayout, singleTextureLayout: tLayout } = getMotionBlurResources(ctx.device, ctx.renderer.format);\n\t\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\t\tmotionBlurData[0] = prevSrcRect.x / sourceWidth;\n\t\tmotionBlurData[1] = prevSrcRect.y / sourceHeight;\n\t\tmotionBlurData[2] = prevSrcRect.width / sourceWidth;\n\t\tmotionBlurData[3] = prevSrcRect.height / sourceHeight;\n\t\tmotionBlurData[4] = srcRect.x / sourceWidth;\n\t\tmotionBlurData[5] = srcRect.y / sourceHeight;\n\t\tmotionBlurData[6] = srcRect.width / sourceWidth;\n\t\tmotionBlurData[7] = srcRect.height / sourceHeight;\n\t\tmotionBlurData[8] = 12;\n\t\tmotionBlurData[9] = motionBlurSize;\n\t\tconst uBuffer = ctx.renderer.getTemporaryBuffer(motionBlurData);\n\t\tblurTex = ctx.renderer.getTemporaryTexture(dstWidth, dstHeight, [\n\t\t\ttargetTexture,\n\t\t\ttempTex,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, blurTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uBuffer }\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tempTex, sampler)]);\n\t}\n\tconst outPass = 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\tif (blurTex) ctx.renderer.drawTexture(outPass, blurTex, dstRect, { opacity });\n\telse ctx.renderer.drawTextureRegion(outPass, tempTex, srcRect, dstRect, { opacity });\n\targs.pass = outPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: KenBurnsWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -1,7 +1,7 @@
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1
1
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import { l as unwrapFrameParam, n as defineRenderer } from "./renderer-BSitV56h.mjs";
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2
2
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import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-BY0bIWgr.mjs";
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3
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-
import { jn as signalRegistry } from "./dist-
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4
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-
import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-
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3
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+
import { jn as signalRegistry } from "./dist-cjxDXQdx.mjs";
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4
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+
import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-Du7GpVFW.mjs";
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5
5
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import { z } from "zod";
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6
6
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7
7
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//#region ../../nodes/node-blur/dist/renderers-rcrwEq-B.mjs
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@@ -845,4 +845,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: BlurWebGPURenderer });
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845
845
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846
846
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//#endregion
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847
847
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export { renderers_default as t };
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848
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-
//# sourceMappingURL=renderer-
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848
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+
//# sourceMappingURL=renderer-CJB9nU1x.mjs.map
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