framefields 2.2.0 → 2.3.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (322) hide show
  1. package/README.md +11 -2
  2. package/dist/audio/index.d.mts +4 -4
  3. package/dist/audio/index.mjs +10 -10
  4. package/dist/{audio-BvYmTu5T.d.mts → audio-BNnEclHU.d.mts} +3 -3
  5. package/dist/{audio-BvYmTu5T.d.mts.map → audio-BNnEclHU.d.mts.map} +1 -1
  6. package/dist/{audio-DMUr01vS.mjs → audio-CS104aUj.mjs} +3 -3
  7. package/dist/{audio-DMUr01vS.mjs.map → audio-CS104aUj.mjs.map} +1 -1
  8. package/dist/{dist-CT___nEU.mjs → dist-BOdxAhOT.mjs} +7 -5
  9. package/dist/dist-BOdxAhOT.mjs.map +1 -0
  10. package/dist/{dist-cjxDXQdx.mjs → dist-jU289ehm.mjs} +209 -31
  11. package/dist/{dist-cjxDXQdx.mjs.map → dist-jU289ehm.mjs.map} +1 -1
  12. package/dist/effects/index.d.mts +5 -5
  13. package/dist/effects/index.mjs +36 -36
  14. package/dist/{effects-C06-AOge.mjs → effects-BzOlVD-w.mjs} +532 -4
  15. package/dist/effects-BzOlVD-w.mjs.map +1 -0
  16. package/dist/fonts/index.d.mts +1 -1
  17. package/dist/fonts/index.mjs +2 -2
  18. package/dist/{fonts-C0UuLQvr.mjs → fonts-BhlV_3Qt.mjs} +2 -2
  19. package/dist/{fonts-C0UuLQvr.mjs.map → fonts-BhlV_3Qt.mjs.map} +1 -1
  20. package/dist/{gpu-Du7GpVFW.mjs → gpu-BA1Wz_mS.mjs} +2 -2
  21. package/dist/{gpu-Du7GpVFW.mjs.map → gpu-BA1Wz_mS.mjs.map} +1 -1
  22. package/dist/{index-B-oUlLoO.d.mts → index-AdrZIWT0.d.mts} +27 -2
  23. package/dist/index-AdrZIWT0.d.mts.map +1 -0
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  26. package/dist/{index-D-Iek5sq.d.mts → index-B3BwLHa6.d.mts} +3 -3
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  29. package/dist/index-BU51pxZO.d.mts.map +1 -0
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  34. package/dist/{index-CdyE1tst.d.mts → index-QmkcUL3W.d.mts} +2 -2
  35. package/dist/{index-CdyE1tst.d.mts.map → index-QmkcUL3W.d.mts.map} +1 -1
  36. package/dist/index.d.mts +1383 -11
  37. package/dist/index.d.mts.map +1 -1
  38. package/dist/index.mjs +3122 -83
  39. package/dist/index.mjs.map +1 -1
  40. package/dist/preview/index.d.mts +2 -2
  41. package/dist/preview/index.mjs +10 -10
  42. package/dist/{preview-M0TsUzC6.mjs → preview-BVyG76gO.mjs} +2 -2
  43. package/dist/{preview-M0TsUzC6.mjs.map → preview-BVyG76gO.mjs.map} +1 -1
  44. package/dist/preview-engine/audio.mjs +1 -1
  45. package/dist/preview-engine/chunk-2JKXYG6J.mjs +127 -0
  46. package/dist/preview-engine/chunk-7I7PKKDL.mjs +214 -0
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  49. package/dist/preview-engine/chunk-BVA5NGSH.mjs +1 -0
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  51. package/dist/preview-engine/chunk-GCTVRM7J.mjs +1522 -0
  52. package/dist/preview-engine/chunk-KERW7QJ4.mjs +174 -0
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  54. package/dist/preview-engine/chunk-YQRKT47I.mjs +1 -0
  55. package/dist/preview-engine/crypto-W5UAWSNT.mjs +1 -0
  56. package/dist/preview-engine/effects.mjs +1 -1
  57. package/dist/preview-engine/framefields.mjs +26 -26
  58. package/dist/preview-engine/player.mjs +5 -5
  59. package/dist/preview-engine/rapier-AHBIGHEL.mjs +1 -0
  60. package/dist/preview-engine/rapier-JD7KNQRV.mjs +1 -0
  61. package/dist/preview-engine/renderers-3F5AIDEL.mjs +228 -0
  62. package/dist/preview-engine/renderers-6ODPWZ2R.mjs +96 -0
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  80. package/dist/preview-engine/renderers-ZSENYGIY.mjs +84 -0
  81. package/dist/preview-engine/signals.mjs +1 -1
  82. package/dist/{program-DzknMiY0.mjs → program-CCSfHMfh.mjs} +346 -13
  83. package/dist/program-CCSfHMfh.mjs.map +1 -0
  84. package/dist/renderer/index.d.mts +2 -2
  85. package/dist/renderer/index.mjs +2 -2
  86. package/dist/renderer-1Kv7oA86.mjs +5 -0
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  88. package/dist/renderer-1uLtqb74.mjs.map +1 -0
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  import { o as resolveHandleParam } from "./renderer-BSitV56h.mjs";
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  import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-BY0bIWgr.mjs";
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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 } from "./gpu-Du7GpVFW.mjs";
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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 } from "./gpu-BA1Wz_mS.mjs";
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  import { z } from "zod";
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  //#region ../../nodes/node-shadows-highlights/dist/renderers-CCz2R7ss.mjs
@@ -498,4 +498,4 @@ var renderers_default = { WebGPURenderer };
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- {"version":3,"file":"renderer-57ATc_mQ.mjs","names":[],"sources":["../../../nodes/node-shadows-highlights/dist/renderers-CCz2R7ss.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst MIN_RADIUS = 1;\nconst MAX_AMOUNT = 100;\nconst shadowsHighlightsConfig = configBuilder().field(\"shadowAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Boost (%)\",\n\tdescription: \"Percentage to lift and recover crushed shadow details (0–100%).\"\n}).field(\"shadowTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Range (%)\",\n\tdescription: \"Range of dark tones affected by shadow adjustments (0–100%).\"\n}).field(\"shadowRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine shadow illumination (1–250px).\"\n}).field(\"highlightAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Suppression (%)\",\n\tdescription: \"Percentage to suppress and recover blown highlight details (0–100%).\"\n}).field(\"highlightTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Range (%)\",\n\tdescription: \"Range of bright tones affected by highlight adjustments (0–100%).\"\n}).field(\"highlightRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine highlight exposure (1–250px).\"\n}).field(\"colorCorrection\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Correction (%)\",\n\tdescription: \"Fine-tunes color saturation in recovered shadow/highlight zones (-100 to +100%).\"\n}).field(\"midtoneContrast\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Midtone Contrast (%)\",\n\tdescription: \"Adjusts contrast centered on the midtones (-100 to +100%).\"\n}).build();\nconst ShadowsHighlightsNodeConfigSchema = shadowsHighlightsConfig.schema;\nconst ShadowsHighlightsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ShadowsHighlightsOperationSchema = ShadowsHighlightsNodeConfigSchema.extend({\n\top: z.literal(\"ShadowsHighlights\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultShadowsHighlightsConfig = ShadowsHighlightsNodeConfigSchema.parse({});\nconst SHADOWS_HIGHLIGHTS_PRESETS = [\n\t{\n\t\tid: \"default\",\n\t\tname: \"Default (Neutral)\",\n\t\tdescription: \"Zero adjustments across dynamic range\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 0,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"shadow-lift\",\n\t\tname: \"Shadow Detail Lift\",\n\t\tdescription: \"Gently opens up underexposed shadows without bleaching midtones\",\n\t\tconfig: {\n\t\t\tshadowAmount: 40,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 35,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 10,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"highlight-recovery\",\n\t\tname: \"Highlight Recovery\",\n\t\tdescription: \"Pulls back blown sky, cloud, and specular highlight clipping\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 45,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: -5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"hdr-balance\",\n\t\tname: \"HDR Dynamic Range\",\n\t\tdescription: \"Balanced recovery expanding visible dynamic range in high contrast scenes\",\n\t\tconfig: {\n\t\t\tshadowAmount: 35,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 40,\n\t\t\thighlightAmount: 35,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 40,\n\t\t\tcolorCorrection: 15,\n\t\t\tmidtoneContrast: 10\n\t\t}\n\t},\n\t{\n\t\tid: \"backlight-correction\",\n\t\tname: \"Backlight Correction\",\n\t\tdescription: \"Compensates for harsh backlighting illuminating silhouetted subjects\",\n\t\tconfig: {\n\t\t\tshadowAmount: 60,\n\t\t\tshadowTonalWidth: 60,\n\t\t\tshadowRadius: 50,\n\t\t\thighlightAmount: 20,\n\t\t\thighlightTonalWidth: 35,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 20,\n\t\t\tmidtoneContrast: 5\n\t\t}\n\t},\n\t{\n\t\tid: \"dramatic-punch\",\n\t\tname: \"Dramatic Contrast & Clarity\",\n\t\tdescription: \"Deepens shadows, compresses highlights, and boosts midtone punch\",\n\t\tconfig: {\n\t\t\tshadowAmount: 10,\n\t\t\tshadowTonalWidth: 30,\n\t\t\tshadowRadius: 25,\n\t\t\thighlightAmount: 30,\n\t\t\thighlightTonalWidth: 55,\n\t\t\thighlightRadius: 25,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 25\n\t\t}\n\t},\n\t{\n\t\tid: \"gentle-fill\",\n\t\tname: \"Gentle Fill Light\",\n\t\tdescription: \"Subtle lift to low-light areas preserving photographic atmosphere\",\n\t\tconfig: {\n\t\t\tshadowAmount: 20,\n\t\t\tshadowTonalWidth: 40,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 15,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t}\n];\nconst SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS = `\nstruct ShadowsHighlightsUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tshadowRadius : f32,\n\thighlightRadius : f32,\n\n\tshadowAmount : f32,\n\tshadowTonalWidth : f32,\n\thighlightAmount : f32,\n\thighlightTonalWidth : f32,\n\n\tcolorCorrection : f32,\n\tmidtoneContrast : f32,\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\n\thasShadowAmountSig : f32,\n\thasShadowTonalWidthSig : f32,\n\thasShadowRadiusSig : f32,\n\thasHighlightAmountSig : f32,\n\n\thasHighlightTonalWidthSig : f32,\n\thasHighlightRadiusSig : f32,\n\thasColorCorrectionSig : f32,\n\thasMidtoneContrastSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ShadowsHighlightsUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var shadowAmountSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(3) var highlightAmountSigTex : texture_2d<f32>;\n@group(2) @binding(4) var highlightTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(5) var highlightRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(6) var colorCorrectionSigTex : texture_2d<f32>;\n@group(2) @binding(7) var midtoneContrastSigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar sAmount = u.shadowAmount;\n\tif (u.hasShadowAmountSig > 0.5) {\n\t\tsAmount = textureSampleLevel(shadowAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsAmount = clamp(sAmount, 0.0, 100.0);\n\n\tvar sTonalWidthVal = u.shadowTonalWidth;\n\tif (u.hasShadowTonalWidthSig > 0.5) {\n\t\tsTonalWidthVal = textureSampleLevel(shadowTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsTonalWidthVal = clamp(sTonalWidthVal, 0.0, 100.0);\n\n\tvar sRadius = u.shadowRadius;\n\tif (u.hasShadowRadiusSig > 0.5) {\n\t\tsRadius = textureSampleLevel(shadowRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsRadius = clamp(sRadius, 1.0, 250.0);\n\n\tvar hAmount = u.highlightAmount;\n\tif (u.hasHighlightAmountSig > 0.5) {\n\t\thAmount = textureSampleLevel(highlightAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thAmount = clamp(hAmount, 0.0, 100.0);\n\n\tvar hTonalWidthVal = u.highlightTonalWidth;\n\tif (u.hasHighlightTonalWidthSig > 0.5) {\n\t\thTonalWidthVal = textureSampleLevel(highlightTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thTonalWidthVal = clamp(hTonalWidthVal, 0.0, 100.0);\n\n\tvar hRadius = u.highlightRadius;\n\tif (u.hasHighlightRadiusSig > 0.5) {\n\t\thRadius = textureSampleLevel(highlightRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thRadius = clamp(hRadius, 1.0, 250.0);\n\n\tvar colCorrVal = u.colorCorrection;\n\tif (u.hasColorCorrectionSig > 0.5) {\n\t\tcolCorrVal = textureSampleLevel(colorCorrectionSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolCorrVal = clamp(colCorrVal, -100.0, 100.0);\n\n\tvar midContrastVal = u.midtoneContrast;\n\tif (u.hasMidtoneContrastSig > 0.5) {\n\t\tmidContrastVal = textureSampleLevel(midtoneContrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tmidContrastVal = clamp(midContrastVal, -100.0, 100.0);\n\n\tif (sAmount <= 0.0 && hAmount <= 0.0 && abs(midContrastVal) <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tlet lumaOrig = get_luminance(origCol.rgb / max(origCol.a, 1e-5));\n\n\t// Shadow blur parameters\n\tlet sSpatialSigma = sRadius;\n\tlet stepScaleS = max(1.0, sSpatialSigma / 20.0);\n\tlet effectiveSigmaS = sSpatialSigma / stepScaleS;\n\tlet sampleRadiusS = min(i32(ceil(3.0 * effectiveSigmaS)), 64);\n\n\t// Highlight blur parameters\n\tlet hSpatialSigma = hRadius;\n\tlet stepScaleH = max(1.0, hSpatialSigma / 20.0);\n\tlet effectiveSigmaH = hSpatialSigma / stepScaleH;\n\tlet sampleRadiusH = min(i32(ceil(3.0 * effectiveSigmaH)), 64);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// PASS 1: Horizontal blur of luminance from origTex\n\t\t// Output packed channels: R = sLumaPass1, G = hLumaPass1, B = sAlphaPass1, A = hAlphaPass1\n\t\tvar sSum = 0.0;\n\t\tvar sWeightSum = 0.0;\n\t\tvar sAlphaSum = 0.0;\n\t\tvar sKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleS;\n\t\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\t\tsWeightSum += weight * sampleAlpha;\n\t\t\tsAlphaSum += sampleAlpha * weight;\n\t\t\tsKernelSum += weight;\n\t\t}\n\n\t\tvar hSum = 0.0;\n\t\tvar hWeightSum = 0.0;\n\t\tvar hAlphaSum = 0.0;\n\t\tvar hKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleH;\n\t\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\t\thWeightSum += weight * sampleAlpha;\n\t\t\thAlphaSum += sampleAlpha * weight;\n\t\t\thKernelSum += weight;\n\t\t}\n\n\t\tlet sLumaPass1 = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\t\tlet sAlphaPass1 = sAlphaSum / max(sKernelSum, 1e-5);\n\t\tlet hLumaPass1 = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\t\tlet hAlphaPass1 = hAlphaSum / max(hKernelSum, 1e-5);\n\n\t\treturn vec4<f32>(sLumaPass1, hLumaPass1, sAlphaPass1, hAlphaPass1);\n\t}\n\n\t// PASS 2: Vertical blur of Pass 1 + Dynamic Range Recovery\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tvar sSum = 0.0;\n\tvar sWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleS;\n\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.b;\n\t\tlet sampleLuma = samplePass1.r;\n\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\tsWeightSum += weight * sampleAlpha;\n\t}\n\n\tvar hSum = 0.0;\n\tvar hWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleH;\n\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.a;\n\t\tlet sampleLuma = samplePass1.g;\n\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\thWeightSum += weight * sampleAlpha;\n\t}\n\n\tlet sLumaBlur = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\tlet hLumaBlur = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\n\tlet alpha = origCol.a;\n\tlet rgb = origCol.rgb / alpha;\n\n\tlet sAmountNorm = sAmount / 100.0;\n\tlet hAmountNorm = hAmount / 100.0;\n\tlet sTonalWidth = clamp(sTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet hTonalWidth = clamp(hTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet colCorrNorm = colCorrVal / 100.0;\n\tlet midContrastNorm = midContrastVal / 100.0;\n\n\tlet sEvalLuma = 0.65 * sLumaBlur + 0.35 * lumaOrig;\n\tlet hEvalLuma = 0.65 * hLumaBlur + 0.35 * lumaOrig;\n\n\tlet wShadow = 1.0 - smoothstep(0.0, sTonalWidth, sEvalLuma);\n\tlet wHighlight = smoothstep(1.0 - hTonalWidth, 1.0, hEvalLuma);\n\n\tlet shadowBoost = sAmountNorm * wShadow * (1.0 - lumaOrig) * (1.0 - sqrt(clamp(sLumaBlur, 0.0, 1.0)));\n\tlet highlightSuppression = hAmountNorm * wHighlight * lumaOrig * sqrt(clamp(hLumaBlur, 0.0, 1.0));\n\n\tvar targetLuma = clamp(lumaOrig + shadowBoost - highlightSuppression, 0.0, 1.0);\n\n\tif (abs(midContrastNorm) > 0.001) {\n\t\tlet midDiff = targetLuma - 0.5;\n\t\tlet sCurve = midDiff * (1.0 - 4.0 * midDiff * midDiff);\n\t\ttargetLuma = clamp(targetLuma + midContrastNorm * sCurve * 0.4, 0.0, 1.0);\n\t}\n\n\tvar adjustedRgb = rgb * ((targetLuma + 1e-4) / (lumaOrig + 1e-4));\n\n\tlet effectIntensity = sAmountNorm * wShadow + hAmountNorm * wHighlight;\n\tlet satFactor = clamp(1.0 + colCorrNorm * effectIntensity * 1.5, 0.0, 3.0);\n\tadjustedRgb = mix(vec3<f32>(targetLuma), adjustedRgb, satFactor);\n\n\tlet finalRgb = clamp(adjustedRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(finalRgb * alpha, alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst shadowsHighlightsUniformData = new Float32Array(20);\nfunction getShadowsHighlightsResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 8);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ShadowsHighlights\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"shadowshighlights_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst shadowAmountRes = resolveField(op.shadowAmountHandleId, Number(op.shadowAmount ?? 0), 0, MAX_AMOUNT);\n\tconst shadowTonalWidthRes = resolveField(op.shadowTonalWidthHandleId, Number(op.shadowTonalWidth ?? 50), 0, 100);\n\tconst shadowRadiusRes = resolveField(op.shadowRadiusHandleId, Number(op.shadowRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst highlightAmountRes = resolveField(op.highlightAmountHandleId, Number(op.highlightAmount ?? 0), 0, MAX_AMOUNT);\n\tconst highlightTonalWidthRes = resolveField(op.highlightTonalWidthHandleId, Number(op.highlightTonalWidth ?? 50), 0, 100);\n\tconst highlightRadiusRes = resolveField(op.highlightRadiusHandleId, Number(op.highlightRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst colorCorrectionRes = resolveField(op.colorCorrectionHandleId, Number(op.colorCorrection ?? 0), -100, 100);\n\tconst midtoneContrastRes = resolveField(op.midtoneContrastHandleId, Number(op.midtoneContrast ?? 0), -100, 100);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (shadowAmountRes.val <= 0 && !shadowAmountRes.hasStaticSig && highlightAmountRes.val <= 0 && !highlightAmountRes.hasStaticSig && midtoneContrastRes.val === 0 && !midtoneContrastRes.hasStaticSig) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getShadowsHighlightsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst shadowAmountView = getSignalView(shadowAmountRes, \"shadow_amount_sig\");\n\tconst shadowTonalWidthView = getSignalView(shadowTonalWidthRes, \"shadow_tonal_width_sig\");\n\tconst shadowRadiusView = getSignalView(shadowRadiusRes, \"shadow_radius_sig\");\n\tconst highlightAmountView = getSignalView(highlightAmountRes, \"highlight_amount_sig\");\n\tconst highlightTonalWidthView = getSignalView(highlightTonalWidthRes, \"highlight_tonal_width_sig\");\n\tconst highlightRadiusView = getSignalView(highlightRadiusRes, \"highlight_radius_sig\");\n\tconst colorCorrectionView = getSignalView(colorCorrectionRes, \"color_correction_sig\");\n\tconst midtoneContrastView = getSignalView(midtoneContrastRes, \"midtone_contrast_sig\");\n\tconst createBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[2] = shadowRadiusRes.val;\n\tshadowsHighlightsUniformData[3] = highlightRadiusRes.val;\n\tshadowsHighlightsUniformData[4] = shadowAmountRes.val;\n\tshadowsHighlightsUniformData[5] = shadowTonalWidthRes.val;\n\tshadowsHighlightsUniformData[6] = highlightAmountRes.val;\n\tshadowsHighlightsUniformData[7] = highlightTonalWidthRes.val;\n\tshadowsHighlightsUniformData[8] = colorCorrectionRes.val;\n\tshadowsHighlightsUniformData[9] = midtoneContrastRes.val;\n\tshadowsHighlightsUniformData[10] = 0;\n\tshadowsHighlightsUniformData[11] = 0;\n\tshadowsHighlightsUniformData[12] = shadowAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[13] = shadowTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[14] = shadowRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[15] = highlightAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[16] = highlightTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[17] = highlightRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[18] = colorCorrectionRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[19] = midtoneContrastRes.hasStaticSig ? 1 : 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: shadowAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: shadowTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: shadowRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: highlightAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: highlightTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: highlightRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: colorCorrectionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: midtoneContrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[0] = 1;\n\tshadowsHighlightsUniformData[1] = 0;\n\tshadowsHighlightsUniformData[10] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tshadowsHighlightsUniformData[0] = 0;\n\tshadowsHighlightsUniformData[1] = 1;\n\tshadowsHighlightsUniformData[10] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer };\n\n//#endregion\nexport { MIN_RADIUS as a, ShadowsHighlightsNodeConfigSchema as c, defaultShadowsHighlightsConfig as d, shadowsHighlightsConfig as f, MAX_RADIUS as i, ShadowsHighlightsOperationSchema as l, WebGPURenderer as n, SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP as o, MAX_AMOUNT as r, SHADOWS_HIGHLIGHTS_PRESETS as s, renderers_default as t, ShadowsHighlightsResultSchema as u };\n//# 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+ {"version":3,"file":"renderer-B93zd3sx.mjs","names":[],"sources":["../../../nodes/node-shadows-highlights/dist/renderers-CCz2R7ss.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst MIN_RADIUS = 1;\nconst MAX_AMOUNT = 100;\nconst shadowsHighlightsConfig = configBuilder().field(\"shadowAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Boost (%)\",\n\tdescription: \"Percentage to lift and recover crushed shadow details (0–100%).\"\n}).field(\"shadowTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Range (%)\",\n\tdescription: \"Range of dark tones affected by shadow adjustments (0–100%).\"\n}).field(\"shadowRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine shadow illumination (1–250px).\"\n}).field(\"highlightAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Suppression (%)\",\n\tdescription: \"Percentage to suppress and recover blown highlight details (0–100%).\"\n}).field(\"highlightTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Range (%)\",\n\tdescription: \"Range of bright tones affected by highlight adjustments (0–100%).\"\n}).field(\"highlightRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine highlight exposure (1–250px).\"\n}).field(\"colorCorrection\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Correction (%)\",\n\tdescription: \"Fine-tunes color saturation in recovered shadow/highlight zones (-100 to +100%).\"\n}).field(\"midtoneContrast\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Midtone Contrast (%)\",\n\tdescription: \"Adjusts contrast centered on the midtones (-100 to +100%).\"\n}).build();\nconst ShadowsHighlightsNodeConfigSchema = shadowsHighlightsConfig.schema;\nconst ShadowsHighlightsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ShadowsHighlightsOperationSchema = ShadowsHighlightsNodeConfigSchema.extend({\n\top: z.literal(\"ShadowsHighlights\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultShadowsHighlightsConfig = ShadowsHighlightsNodeConfigSchema.parse({});\nconst SHADOWS_HIGHLIGHTS_PRESETS = [\n\t{\n\t\tid: \"default\",\n\t\tname: \"Default (Neutral)\",\n\t\tdescription: \"Zero adjustments across dynamic range\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 0,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"shadow-lift\",\n\t\tname: \"Shadow Detail Lift\",\n\t\tdescription: \"Gently opens up underexposed shadows without bleaching midtones\",\n\t\tconfig: {\n\t\t\tshadowAmount: 40,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 35,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 10,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"highlight-recovery\",\n\t\tname: \"Highlight Recovery\",\n\t\tdescription: \"Pulls back blown sky, cloud, and specular highlight clipping\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 45,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: -5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"hdr-balance\",\n\t\tname: \"HDR Dynamic Range\",\n\t\tdescription: \"Balanced recovery expanding visible dynamic range in high contrast scenes\",\n\t\tconfig: {\n\t\t\tshadowAmount: 35,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 40,\n\t\t\thighlightAmount: 35,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 40,\n\t\t\tcolorCorrection: 15,\n\t\t\tmidtoneContrast: 10\n\t\t}\n\t},\n\t{\n\t\tid: \"backlight-correction\",\n\t\tname: \"Backlight Correction\",\n\t\tdescription: \"Compensates for harsh backlighting illuminating silhouetted subjects\",\n\t\tconfig: {\n\t\t\tshadowAmount: 60,\n\t\t\tshadowTonalWidth: 60,\n\t\t\tshadowRadius: 50,\n\t\t\thighlightAmount: 20,\n\t\t\thighlightTonalWidth: 35,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 20,\n\t\t\tmidtoneContrast: 5\n\t\t}\n\t},\n\t{\n\t\tid: \"dramatic-punch\",\n\t\tname: \"Dramatic Contrast & Clarity\",\n\t\tdescription: \"Deepens shadows, compresses highlights, and boosts midtone punch\",\n\t\tconfig: {\n\t\t\tshadowAmount: 10,\n\t\t\tshadowTonalWidth: 30,\n\t\t\tshadowRadius: 25,\n\t\t\thighlightAmount: 30,\n\t\t\thighlightTonalWidth: 55,\n\t\t\thighlightRadius: 25,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 25\n\t\t}\n\t},\n\t{\n\t\tid: \"gentle-fill\",\n\t\tname: \"Gentle Fill Light\",\n\t\tdescription: \"Subtle lift to low-light areas preserving photographic atmosphere\",\n\t\tconfig: {\n\t\t\tshadowAmount: 20,\n\t\t\tshadowTonalWidth: 40,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 15,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t}\n];\nconst SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS = `\nstruct ShadowsHighlightsUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tshadowRadius : f32,\n\thighlightRadius : f32,\n\n\tshadowAmount : f32,\n\tshadowTonalWidth : f32,\n\thighlightAmount : f32,\n\thighlightTonalWidth : f32,\n\n\tcolorCorrection : f32,\n\tmidtoneContrast : f32,\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\n\thasShadowAmountSig : f32,\n\thasShadowTonalWidthSig : f32,\n\thasShadowRadiusSig : f32,\n\thasHighlightAmountSig : f32,\n\n\thasHighlightTonalWidthSig : f32,\n\thasHighlightRadiusSig : f32,\n\thasColorCorrectionSig : f32,\n\thasMidtoneContrastSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ShadowsHighlightsUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var shadowAmountSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(3) var highlightAmountSigTex : texture_2d<f32>;\n@group(2) @binding(4) var highlightTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(5) var highlightRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(6) var colorCorrectionSigTex : texture_2d<f32>;\n@group(2) @binding(7) var midtoneContrastSigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar sAmount = u.shadowAmount;\n\tif (u.hasShadowAmountSig > 0.5) {\n\t\tsAmount = textureSampleLevel(shadowAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsAmount = clamp(sAmount, 0.0, 100.0);\n\n\tvar sTonalWidthVal = u.shadowTonalWidth;\n\tif (u.hasShadowTonalWidthSig > 0.5) {\n\t\tsTonalWidthVal = textureSampleLevel(shadowTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsTonalWidthVal = clamp(sTonalWidthVal, 0.0, 100.0);\n\n\tvar sRadius = u.shadowRadius;\n\tif (u.hasShadowRadiusSig > 0.5) {\n\t\tsRadius = textureSampleLevel(shadowRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsRadius = clamp(sRadius, 1.0, 250.0);\n\n\tvar hAmount = u.highlightAmount;\n\tif (u.hasHighlightAmountSig > 0.5) {\n\t\thAmount = textureSampleLevel(highlightAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thAmount = clamp(hAmount, 0.0, 100.0);\n\n\tvar hTonalWidthVal = u.highlightTonalWidth;\n\tif (u.hasHighlightTonalWidthSig > 0.5) {\n\t\thTonalWidthVal = textureSampleLevel(highlightTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thTonalWidthVal = clamp(hTonalWidthVal, 0.0, 100.0);\n\n\tvar hRadius = u.highlightRadius;\n\tif (u.hasHighlightRadiusSig > 0.5) {\n\t\thRadius = textureSampleLevel(highlightRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thRadius = clamp(hRadius, 1.0, 250.0);\n\n\tvar colCorrVal = u.colorCorrection;\n\tif (u.hasColorCorrectionSig > 0.5) {\n\t\tcolCorrVal = textureSampleLevel(colorCorrectionSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolCorrVal = clamp(colCorrVal, -100.0, 100.0);\n\n\tvar midContrastVal = u.midtoneContrast;\n\tif (u.hasMidtoneContrastSig > 0.5) {\n\t\tmidContrastVal = textureSampleLevel(midtoneContrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tmidContrastVal = clamp(midContrastVal, -100.0, 100.0);\n\n\tif (sAmount <= 0.0 && hAmount <= 0.0 && abs(midContrastVal) <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tlet lumaOrig = get_luminance(origCol.rgb / max(origCol.a, 1e-5));\n\n\t// Shadow blur parameters\n\tlet sSpatialSigma = sRadius;\n\tlet stepScaleS = max(1.0, sSpatialSigma / 20.0);\n\tlet effectiveSigmaS = sSpatialSigma / stepScaleS;\n\tlet sampleRadiusS = min(i32(ceil(3.0 * effectiveSigmaS)), 64);\n\n\t// Highlight blur parameters\n\tlet hSpatialSigma = hRadius;\n\tlet stepScaleH = max(1.0, hSpatialSigma / 20.0);\n\tlet effectiveSigmaH = hSpatialSigma / stepScaleH;\n\tlet sampleRadiusH = min(i32(ceil(3.0 * effectiveSigmaH)), 64);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// PASS 1: Horizontal blur of luminance from origTex\n\t\t// Output packed channels: R = sLumaPass1, G = hLumaPass1, B = sAlphaPass1, A = hAlphaPass1\n\t\tvar sSum = 0.0;\n\t\tvar sWeightSum = 0.0;\n\t\tvar sAlphaSum = 0.0;\n\t\tvar sKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleS;\n\t\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\t\tsWeightSum += weight * sampleAlpha;\n\t\t\tsAlphaSum += sampleAlpha * weight;\n\t\t\tsKernelSum += weight;\n\t\t}\n\n\t\tvar hSum = 0.0;\n\t\tvar hWeightSum = 0.0;\n\t\tvar hAlphaSum = 0.0;\n\t\tvar hKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleH;\n\t\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\t\thWeightSum += weight * sampleAlpha;\n\t\t\thAlphaSum += sampleAlpha * weight;\n\t\t\thKernelSum += weight;\n\t\t}\n\n\t\tlet sLumaPass1 = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\t\tlet sAlphaPass1 = sAlphaSum / max(sKernelSum, 1e-5);\n\t\tlet hLumaPass1 = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\t\tlet hAlphaPass1 = hAlphaSum / max(hKernelSum, 1e-5);\n\n\t\treturn vec4<f32>(sLumaPass1, hLumaPass1, sAlphaPass1, hAlphaPass1);\n\t}\n\n\t// PASS 2: Vertical blur of Pass 1 + Dynamic Range Recovery\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tvar sSum = 0.0;\n\tvar sWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleS;\n\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.b;\n\t\tlet sampleLuma = samplePass1.r;\n\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\tsWeightSum += weight * sampleAlpha;\n\t}\n\n\tvar hSum = 0.0;\n\tvar hWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleH;\n\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.a;\n\t\tlet sampleLuma = samplePass1.g;\n\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\thWeightSum += weight * sampleAlpha;\n\t}\n\n\tlet sLumaBlur = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\tlet hLumaBlur = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\n\tlet alpha = origCol.a;\n\tlet rgb = origCol.rgb / alpha;\n\n\tlet sAmountNorm = sAmount / 100.0;\n\tlet hAmountNorm = hAmount / 100.0;\n\tlet sTonalWidth = clamp(sTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet hTonalWidth = clamp(hTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet colCorrNorm = colCorrVal / 100.0;\n\tlet midContrastNorm = midContrastVal / 100.0;\n\n\tlet sEvalLuma = 0.65 * sLumaBlur + 0.35 * lumaOrig;\n\tlet hEvalLuma = 0.65 * hLumaBlur + 0.35 * lumaOrig;\n\n\tlet wShadow = 1.0 - smoothstep(0.0, sTonalWidth, sEvalLuma);\n\tlet wHighlight = smoothstep(1.0 - hTonalWidth, 1.0, hEvalLuma);\n\n\tlet shadowBoost = sAmountNorm * wShadow * (1.0 - lumaOrig) * (1.0 - sqrt(clamp(sLumaBlur, 0.0, 1.0)));\n\tlet highlightSuppression = hAmountNorm * wHighlight * lumaOrig * sqrt(clamp(hLumaBlur, 0.0, 1.0));\n\n\tvar targetLuma = clamp(lumaOrig + shadowBoost - highlightSuppression, 0.0, 1.0);\n\n\tif (abs(midContrastNorm) > 0.001) {\n\t\tlet midDiff = targetLuma - 0.5;\n\t\tlet sCurve = midDiff * (1.0 - 4.0 * midDiff * midDiff);\n\t\ttargetLuma = clamp(targetLuma + midContrastNorm * sCurve * 0.4, 0.0, 1.0);\n\t}\n\n\tvar adjustedRgb = rgb * ((targetLuma + 1e-4) / (lumaOrig + 1e-4));\n\n\tlet effectIntensity = sAmountNorm * wShadow + hAmountNorm * wHighlight;\n\tlet satFactor = clamp(1.0 + colCorrNorm * effectIntensity * 1.5, 0.0, 3.0);\n\tadjustedRgb = mix(vec3<f32>(targetLuma), adjustedRgb, satFactor);\n\n\tlet finalRgb = clamp(adjustedRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(finalRgb * alpha, alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst shadowsHighlightsUniformData = new Float32Array(20);\nfunction getShadowsHighlightsResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 8);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ShadowsHighlights\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"shadowshighlights_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst shadowAmountRes = resolveField(op.shadowAmountHandleId, Number(op.shadowAmount ?? 0), 0, MAX_AMOUNT);\n\tconst shadowTonalWidthRes = resolveField(op.shadowTonalWidthHandleId, Number(op.shadowTonalWidth ?? 50), 0, 100);\n\tconst shadowRadiusRes = resolveField(op.shadowRadiusHandleId, Number(op.shadowRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst highlightAmountRes = resolveField(op.highlightAmountHandleId, Number(op.highlightAmount ?? 0), 0, MAX_AMOUNT);\n\tconst highlightTonalWidthRes = resolveField(op.highlightTonalWidthHandleId, Number(op.highlightTonalWidth ?? 50), 0, 100);\n\tconst highlightRadiusRes = resolveField(op.highlightRadiusHandleId, Number(op.highlightRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst colorCorrectionRes = resolveField(op.colorCorrectionHandleId, Number(op.colorCorrection ?? 0), -100, 100);\n\tconst midtoneContrastRes = resolveField(op.midtoneContrastHandleId, Number(op.midtoneContrast ?? 0), -100, 100);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (shadowAmountRes.val <= 0 && !shadowAmountRes.hasStaticSig && highlightAmountRes.val <= 0 && !highlightAmountRes.hasStaticSig && midtoneContrastRes.val === 0 && !midtoneContrastRes.hasStaticSig) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getShadowsHighlightsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst shadowAmountView = getSignalView(shadowAmountRes, \"shadow_amount_sig\");\n\tconst shadowTonalWidthView = getSignalView(shadowTonalWidthRes, \"shadow_tonal_width_sig\");\n\tconst shadowRadiusView = getSignalView(shadowRadiusRes, \"shadow_radius_sig\");\n\tconst highlightAmountView = getSignalView(highlightAmountRes, \"highlight_amount_sig\");\n\tconst highlightTonalWidthView = getSignalView(highlightTonalWidthRes, \"highlight_tonal_width_sig\");\n\tconst highlightRadiusView = getSignalView(highlightRadiusRes, \"highlight_radius_sig\");\n\tconst colorCorrectionView = getSignalView(colorCorrectionRes, \"color_correction_sig\");\n\tconst midtoneContrastView = getSignalView(midtoneContrastRes, \"midtone_contrast_sig\");\n\tconst createBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[2] = shadowRadiusRes.val;\n\tshadowsHighlightsUniformData[3] = highlightRadiusRes.val;\n\tshadowsHighlightsUniformData[4] = shadowAmountRes.val;\n\tshadowsHighlightsUniformData[5] = shadowTonalWidthRes.val;\n\tshadowsHighlightsUniformData[6] = highlightAmountRes.val;\n\tshadowsHighlightsUniformData[7] = highlightTonalWidthRes.val;\n\tshadowsHighlightsUniformData[8] = colorCorrectionRes.val;\n\tshadowsHighlightsUniformData[9] = midtoneContrastRes.val;\n\tshadowsHighlightsUniformData[10] = 0;\n\tshadowsHighlightsUniformData[11] = 0;\n\tshadowsHighlightsUniformData[12] = shadowAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[13] = shadowTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[14] = shadowRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[15] = highlightAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[16] = highlightTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[17] = highlightRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[18] = colorCorrectionRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[19] = midtoneContrastRes.hasStaticSig ? 1 : 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: shadowAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: shadowTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: shadowRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: highlightAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: highlightTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: highlightRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: colorCorrectionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: midtoneContrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[0] = 1;\n\tshadowsHighlightsUniformData[1] = 0;\n\tshadowsHighlightsUniformData[10] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tshadowsHighlightsUniformData[0] = 0;\n\tshadowsHighlightsUniformData[1] = 1;\n\tshadowsHighlightsUniformData[10] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer };\n\n//#endregion\nexport { MIN_RADIUS as a, ShadowsHighlightsNodeConfigSchema as c, defaultShadowsHighlightsConfig as d, shadowsHighlightsConfig as f, MAX_RADIUS as i, ShadowsHighlightsOperationSchema as l, WebGPURenderer as n, SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP as o, MAX_AMOUNT as r, SHADOWS_HIGHLIGHTS_PRESETS as s, renderers_default as t, ShadowsHighlightsResultSchema as u };\n//# 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@@ -0,0 +1,3 @@
1
+ import { t as renderers_default } from "./renderer-DQtk282o.mjs";
2
+
3
+ export { renderers_default as default };
@@ -1,7 +1,7 @@
1
1
  import { l as unwrapFrameParam, n as defineRenderer } from "./renderer-BSitV56h.mjs";
2
2
  import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-BY0bIWgr.mjs";
3
- import { jn as signalRegistry } from "./dist-cjxDXQdx.mjs";
4
- 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";
3
+ import { Nn as signalRegistry } from "./dist-jU289ehm.mjs";
4
+ 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-BA1Wz_mS.mjs";
5
5
  import { z } from "zod";
6
6
 
7
7
  //#region ../../nodes/node-blur/dist/renderers-rcrwEq-B.mjs
@@ -845,4 +845,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: BlurWebGPURenderer });
845
845
 
846
846
  //#endregion
847
847
  export { renderers_default as t };
848
- //# sourceMappingURL=renderer-CJB9nU1x.mjs.map
848
+ //# sourceMappingURL=renderer-BD7Lmb8h.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-CJB9nU1x.mjs","names":[],"sources":["../../../nodes/node-blur/dist/renderers-rcrwEq-B.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { ImageResultSchema, VideoResultSchema, configBuilder, unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_BLUR = 100;\nconst blurConfig = configBuilder().field(\"blurType\", z.enum([\n\t\"Gaussian\",\n\t\"Box\",\n\t\"Median\",\n\t\"Motion\",\n\t\"Bilateral\",\n\t\"Edge-preserving\",\n\t\"Radial\",\n\t\"Zoom\"\n]).default(\"Gaussian\"), {\n\tbindable: false,\n\tlabel: \"Blur Type\"\n}).field(\"strength\", z.number().min(0).max(MAX_BLUR).default(5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Strength Signal\",\n\tdescription: \"The intensity of the blur. 0 = no blur. Can be modulated by a static number or a dynamic signal.\"\n}).field(\"angle\", z.number().int().min(0).max(360).default(0), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Angle\",\n\tdescription: \"Direction of a Motion blur, in degrees.\"\n}).field(\"sigmaColor\", z.number().min(.01).max(1).default(.1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Sigma Signal\",\n\tdescription: \"Sigma value for color space in Bilateral / Edge-preserving blurs. Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerX\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center X Signal\",\n\tdescription: \"The X coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerY\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center Y Signal\",\n\tdescription: \"The Y coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"partialBlur\", z.boolean().default(false), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Partial Blur\",\n\tdescription: \"Blurs only a specific circular area around center point.\"\n}).field(\"radius\", z.number().min(.01).max(1).default(.3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Signal\",\n\tdescription: \"Radius of the partial blur region (0.01 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"radiusY\", z.number().min(0).max(1).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Y Signal\",\n\tdescription: \"Vertical radius of the partial blur region (0 to 1.0). 0 reuses the horizontal radius.\"\n}).field(\"shape\", z.enum([\n\t\"ellipse\",\n\t\"circle\",\n\t\"rect\"\n]).default(\"circle\"), {\n\tbindable: false,\n\tlabel: \"Partial Shape\",\n\tdescription: \"Shape of the partial blur region.\"\n}).build();\nconst BlurNodeConfigSchema = blurConfig.schema;\nconst BlurResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst BLUR_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_BLUR_UNIFORMS = `\nstruct BlurUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tstrength : f32,\n\tangle : f32,\n\n\tsigmaColor : f32,\n\tcenterX : f32,\n\tcenterY : f32,\n\tradius : f32,\n\n\tpartialBlur : f32,\n\thasStrengthSig : f32,\n\thasSigmaColorSig: f32,\n\thasCenterXSig : f32,\n\n\thasCenterYSig : f32,\n\thasRadiusSig : f32,\n\tradiusY : f32,\n\tshape : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : BlurUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var sigmaColorSigTex : texture_2d<f32>;\n@group(2) @binding(2) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(3) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(5) var signalSamp : sampler;\n\nfn applyPartialBlur(blurred: vec4<f32>, uv: vec2<f32>, dimensions: vec2<f32>) -> vec4<f32> {\n\tif (u.partialBlur <= 0.5) {\n\t\treturn blurred;\n\t}\n\tlet orig = textureSampleLevel(origTex, samp, uv, 0.0);\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusX = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradiusX = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusY = u.radiusY;\n\n\tvar mask = 0.0;\n\tif (radiusY <= 0.0) {\n\t\tlet aspect = dimensions.x / dimensions.y;\n\t\tlet diff = (uv - vec2<f32>(centerX, centerY)) * vec2<f32>(aspect, 1.0);\n\t\tlet dist = length(diff);\n\t\tlet feather = 0.05;\n\t\tmask = 1.0 - smoothstep(radiusX - feather, radiusX + feather, dist);\n\t} else {\n\t\tlet diff = abs(uv - vec2<f32>(centerX, centerY));\n\t\tif (u.shape > 0.5) {\n\t\t\tlet feather = 0.02;\n\t\t\tlet edgeX = 1.0 - smoothstep(radiusX - feather, radiusX + feather, diff.x);\n\t\t\tlet edgeY = 1.0 - smoothstep(radiusY - feather, radiusY + feather, diff.y);\n\t\t\tmask = edgeX * edgeY;\n\t\t} else {\n\t\t\tlet normDist = length(vec2<f32>(diff.x / max(1e-4, radiusX), diff.y / max(1e-4, radiusY)));\n\t\t\tlet feather = 0.08;\n\t\t\tmask = 1.0 - smoothstep(1.0 - feather, 1.0 + feather, normDist);\n\t\t}\n\t}\n\treturn mix(orig, blurred, mask);\n}\n`;\nconst GAUSSIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet radius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\t\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -radius; i <= radius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurred = color / totalWeight;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BOX_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = i32(round(strength));\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar count = 0.0;\n\n\tfor (var i = -radius; i <= radius; i++) {\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tcount += 1.0;\n\t}\n\n\tlet blurred = color / count;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst MEDIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\nstruct Val {\n\tluma : f32,\n\tcolor : vec4<f32>,\n};\n\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = min(i32(round(strength)), 16);\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet count = radius * 2 + 1;\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar values : array<Val, 33>;\n\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count) { break; }\n\t\tlet offset = vec2<f32>(f32(i - radius)) * direction * texelSize;\n\t\tlet col = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tvalues[i] = Val(dot(col.rgb, vec3<f32>(0.299, 0.587, 0.114)), col);\n\t}\n\n\t// Selection sort\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count - 1) { break; }\n\t\tvar minIdx = i;\n\t\tfor (var j = 0; j < 33; j++) {\n\t\t\tif (j <= i) { continue; }\n\t\t\tif (j >= count) { break; }\n\t\t\tif (values[j].luma < values[minIdx].luma) {\n\t\t\t\tminIdx = j;\n\t\t\t}\n\t\t}\n\t\tif (minIdx != i) {\n\t\t\tlet temp = values[i];\n\t\t\tvalues[i] = values[minIdx];\n\t\t\tvalues[minIdx] = temp;\n\t\t}\n\t}\n\n\tlet medianIdx = count / 2;\n\treturn applyPartialBlur(values[medianIdx].color, in.uv, dimensions);\n}\n`;\nconst MOTION_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet PI = 3.14159265359;\n\tlet angleRad = u.angle * PI / 180.0;\n\tlet dir = vec2<f32>(cos(angleRad), sin(angleRad));\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet step = dir * texelSize;\n\n\tlet numSamples = i32(clamp(strength, 1.0, 64.0));\n\tvar color = vec4<f32>(0.0);\n\t\n\tfor (var i = 0; i < 64; i++) {\n\t\tif (i >= numSamples) { break; }\n\t\tlet offset = f32(i - numSamples / 2) * step;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / f32(numSamples);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BILATERAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar sigmaColor = u.sigmaColor;\n\tif (u.hasSigmaColorSig > 0.5) {\n\t\tsigmaColor = textureSampleLevel(sigmaColorSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet radius = min(i32(ceil(3.0 * spatial_sigma)), 32);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -32; i <= 32; i++) {\n\t\tif (i < -radius || i > radius) { continue; }\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\n\t\tlet spatialDistSq = f32(i * i);\n\t\tlet spatialWeight = exp(-0.5 * spatialDistSq / (spatial_sigma * spatial_sigma));\n\t\t\n\t\tlet diff = sampleCol - centerCol;\n\t\tlet colorDistSq = dot(diff, diff);\n\t\tlet rangeWeight = exp(-0.5 * colorDistSq / (sigmaColor * sigmaColor));\n\t\t\n\t\tlet weight = spatialWeight * rangeWeight;\n\t\tcolor += sampleCol * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tvar blurred = centerCol;\n\tif (totalWeight > 0.0) {\n\t\tblurred = color / totalWeight;\n\t}\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst EDGE_PRESERVING_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\t// Map strength (1-10) to radius (1-6)\n\tlet radius = i32(clamp(round(strength * 5.0 / 10.0) + 1.0, 1.0, 6.0));\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\n\tvar m0 = vec3<f32>(0.0); var m1 = vec3<f32>(0.0); var m2 = vec3<f32>(0.0); var m3 = vec3<f32>(0.0);\n\tvar s0 = vec3<f32>(0.0); var s1 = vec3<f32>(0.0); var s2 = vec3<f32>(0.0); var s3 = vec3<f32>(0.0);\n\n\tlet n = f32((radius + 1) * (radius + 1));\n\n\tfor (var j = -6; j <= 6; j++) {\n\t\tif (j < -radius || j > radius) { continue; }\n\t\tfor (var i = -6; i <= 6; i++) {\n\t\t\tif (i < -radius || i > radius) { continue; }\n\t\t\t\n\t\t\tlet c = textureSampleLevel(tex, samp, in.uv + vec2<f32>(f32(i), f32(j)) * texelSize, 0.0).rgb;\n\t\t\t\n\t\t\tif (i <= 0 && j <= 0) {\n\t\t\t\tm0 += c;\n\t\t\t\ts0 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j <= 0) {\n\t\t\t\tm1 += c;\n\t\t\t\ts1 += c * c;\n\t\t\t}\n\t\t\tif (i <= 0 && j >= 0) {\n\t\t\t\tm2 += c;\n\t\t\t\ts2 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j >= 0) {\n\t\t\t\tm3 += c;\n\t\t\t\ts3 += c * c;\n\t\t\t}\n\t\t}\n\t}\n\n\tm0 = m0 / n; s0 = abs(s0 / n - m0 * m0);\n\tm1 = m1 / n; s1 = abs(s1 / n - m1 * m1);\n\tm2 = m2 / n; s2 = abs(s2 / n - m2 * m2);\n\tm3 = m3 / n; s3 = abs(s3 / n - m3 * m3);\n\n\tlet v0 = s0.r + s0.g + s0.b;\n\tlet v1 = s1.r + s1.g + s1.b;\n\tlet v2 = s2.r + s2.g + s2.b;\n\tlet v3 = s3.r + s3.g + s3.b;\n\n\tvar minVar = v0;\n\tvar finalCol = m0;\n\n\tif (v1 < minVar) {\n\t\tminVar = v1;\n\t\tfinalCol = m1;\n\t}\n\tif (v2 < minVar) {\n\t\tminVar = v2;\n\t\tfinalCol = m2;\n\t}\n\tif (v3 < minVar) {\n\t\tminVar = v3;\n\t\tfinalCol = m3;\n\t}\n\n\tlet blurred = vec4<f32>(finalCol, centerCol.a);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst RADIAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet dist = length(toPixel);\n\tif (dist <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet dir = vec2<f32>(-toPixel.y, toPixel.x);\n\tlet blurAmount = (strength / 100.0) * 0.1 * dist;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = dir * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst ZOOM_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet blurAmount = (strength / 100.0) * 0.15;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = toPixel * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tblurUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]),\n\tsignalTextureLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getBlurResources(device, format, blurType) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `blur_${blurType}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tlet code = GAUSSIAN_BLUR_SHADER;\n\t\tif (blurType === \"Box\") code = BOX_BLUR_SHADER;\n\t\telse if (blurType === \"Median\") code = MEDIAN_BLUR_SHADER;\n\t\telse if (blurType === \"Motion\") code = MOTION_BLUR_SHADER;\n\t\telse if (blurType === \"Bilateral\") code = BILATERAL_BLUR_SHADER;\n\t\telse if (blurType === \"Edge-preserving\") code = EDGE_PRESERVING_SHADER;\n\t\telse if (blurType === \"Radial\") code = RADIAL_BLUR_SHADER;\n\t\telse if (blurType === \"Zoom\") code = ZOOM_BLUR_SHADER;\n\t\tconst blurModule = device.createShaderModule({\n\t\t\tlabel: `blur_${blurType}_${format}.wgsl`,\n\t\t\tcode\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `BlurPipeline_${blurType}_${format}`,\n\t\t\tmodule: blurModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.blurUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tblurPipeline: pipeline,\n\t\tblurUniformLayout: layouts.blurUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst BlurWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Blur\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst blurData = new Float32Array(16);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst dpiScale = width / (props.containerWidth ?? ctx.surface.width / (typeof window !== \"undefined\" ? window.devicePixelRatio : 1));\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"blur_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal, scaleByDpi = false) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") {\n\t\t\tconst rawVal = Number(input.outputItem.data ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t} else {\n\t\t\tconst unwrapped = unwrapFrameParam(op[configKey], compositionFrame, fps);\n\t\t\tif (unwrapped.gpuTextureView) {\n\t\t\t\tgpuTextureView = unwrapped.gpuTextureView;\n\t\t\t\thasStaticSig = true;\n\t\t\t}\n\t\t\tconst rawVal = unwrapped.value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t}\n\t\telse if (sd) {\n\t\t\tconst rawVal = Number(sd.offset ?? 0);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 5, 0, MAX_BLUR, true);\n\tconst sigmaColorRes = resolveBindable(\"sigmaColor\", .1, .01, 1, false);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1, false);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1, false);\n\tconst radiusRes = resolveBindable(\"radius\", .3, .001, 1, false);\n\tconst radiusYRes = resolveBindable(\"radiusY\", 0, 0, 1, false);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst blurType = op.blurType ?? \"Gaussian\";\n\tconst isSeparable = blurType === \"Gaussian\" || blurType === \"Box\" || blurType === \"Median\" || blurType === \"Bilateral\";\n\tconst { blurPipeline: pipeline, blurUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getBlurResources(ctx.device, ctx.renderer.format, blurType);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tfor (const bindableRes of [\n\t\tstrengthRes,\n\t\tsigmaColorRes,\n\t\tcenterXRes,\n\t\tcenterYRes,\n\t\tradiusRes\n\t]) if (bindableRes.hasStaticSig && bindableRes.sd) await signalRegistry.ensureAudioSourcesExtracted(ctx.device, bindableRes.sd, fps, props.renderId);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst sigmaColorView = getSignalView(sigmaColorRes, \"sigmacolor_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerx_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centery_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst createBlurBindGroup1 = (inputTex, origTex) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTex.createView()\n\t\t\t}\n\t\t]\n\t});\n\tconst isPartial = Boolean(op.partialBlur && op.partialBlur !== \"false\" && op.partialBlur !== 0);\n\tblurData[2] = strengthRes.val;\n\tblurData[3] = Number(op.angle ?? 0);\n\tblurData[4] = sigmaColorRes.val;\n\tblurData[5] = centerXRes.val;\n\tblurData[6] = centerYRes.val;\n\tblurData[7] = radiusRes.val;\n\tblurData[8] = isPartial ? 1 : 0;\n\tblurData[9] = strengthRes.hasStaticSig ? 1 : 0;\n\tblurData[10] = sigmaColorRes.hasStaticSig ? 1 : 0;\n\tblurData[11] = centerXRes.hasStaticSig ? 1 : 0;\n\tblurData[12] = centerYRes.hasStaticSig ? 1 : 0;\n\tblurData[13] = radiusRes.hasStaticSig ? 1 : 0;\n\tblurData[14] = radiusYRes.val;\n\tblurData[15] = op.shape === \"rect\" ? 1 : 0;\n\tlet outTex2;\n\tif (isSeparable) {\n\t\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\toutTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\toutTex1,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tblurData[0] = 1;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = 0;\n\t\tconst hBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(tmpTex, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t\tblurData[0] = 0;\n\t\tblurData[1] = 1;\n\t\tblurData[8] = isPartial ? 1 : 0;\n\t\tconst vBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: vBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(outTex1, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t} else {\n\t\toutTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tblurData[0] = 0;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = isPartial ? 1 : 0;\n\t\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: singleBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(tmpTex, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t}\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: BlurWebGPURenderer });\n\n//#endregion\nexport { MAX_BLUR as a, BlurResultSchema as i, BLUR_OUTPUT_TYPE_MAP as n, blurConfig as o, BlurNodeConfigSchema as r, renderers_default as t };\n//# 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1
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Can be modulated by a static number or a dynamic signal.\"\n}).field(\"angle\", z.number().int().min(0).max(360).default(0), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Angle\",\n\tdescription: \"Direction of a Motion blur, in degrees.\"\n}).field(\"sigmaColor\", z.number().min(.01).max(1).default(.1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Sigma Signal\",\n\tdescription: \"Sigma value for color space in Bilateral / Edge-preserving blurs. Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerX\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center X Signal\",\n\tdescription: \"The X coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"centerY\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center Y Signal\",\n\tdescription: \"The Y coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"partialBlur\", z.boolean().default(false), {\n\tbindable: false,\n\tsignal: true,\n\tlabel: \"Partial Blur\",\n\tdescription: \"Blurs only a specific circular area around center point.\"\n}).field(\"radius\", z.number().min(.01).max(1).default(.3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Signal\",\n\tdescription: \"Radius of the partial blur region (0.01 to 1.0). Can be modulated by a static number or a dynamic signal.\"\n}).field(\"radiusY\", z.number().min(0).max(1).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Partial Radius Y Signal\",\n\tdescription: \"Vertical radius of the partial blur region (0 to 1.0). 0 reuses the horizontal radius.\"\n}).field(\"shape\", z.enum([\n\t\"ellipse\",\n\t\"circle\",\n\t\"rect\"\n]).default(\"circle\"), {\n\tbindable: false,\n\tlabel: \"Partial Shape\",\n\tdescription: \"Shape of the partial blur region.\"\n}).build();\nconst BlurNodeConfigSchema = blurConfig.schema;\nconst BlurResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst BLUR_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_BLUR_UNIFORMS = `\nstruct BlurUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tstrength : f32,\n\tangle : f32,\n\n\tsigmaColor : f32,\n\tcenterX : f32,\n\tcenterY : f32,\n\tradius : f32,\n\n\tpartialBlur : f32,\n\thasStrengthSig : f32,\n\thasSigmaColorSig: f32,\n\thasCenterXSig : f32,\n\n\thasCenterYSig : f32,\n\thasRadiusSig : f32,\n\tradiusY : f32,\n\tshape : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : BlurUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var sigmaColorSigTex : texture_2d<f32>;\n@group(2) @binding(2) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(3) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(5) var signalSamp : sampler;\n\nfn applyPartialBlur(blurred: vec4<f32>, uv: vec2<f32>, dimensions: vec2<f32>) -> vec4<f32> {\n\tif (u.partialBlur <= 0.5) {\n\t\treturn blurred;\n\t}\n\tlet orig = textureSampleLevel(origTex, samp, uv, 0.0);\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusX = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradiusX = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar radiusY = u.radiusY;\n\n\tvar mask = 0.0;\n\tif (radiusY <= 0.0) {\n\t\tlet aspect = dimensions.x / dimensions.y;\n\t\tlet diff = (uv - vec2<f32>(centerX, centerY)) * vec2<f32>(aspect, 1.0);\n\t\tlet dist = length(diff);\n\t\tlet feather = 0.05;\n\t\tmask = 1.0 - smoothstep(radiusX - feather, radiusX + feather, dist);\n\t} else {\n\t\tlet diff = abs(uv - vec2<f32>(centerX, centerY));\n\t\tif (u.shape > 0.5) {\n\t\t\tlet feather = 0.02;\n\t\t\tlet edgeX = 1.0 - smoothstep(radiusX - feather, radiusX + feather, diff.x);\n\t\t\tlet edgeY = 1.0 - smoothstep(radiusY - feather, radiusY + feather, diff.y);\n\t\t\tmask = edgeX * edgeY;\n\t\t} else {\n\t\t\tlet normDist = length(vec2<f32>(diff.x / max(1e-4, radiusX), diff.y / max(1e-4, radiusY)));\n\t\t\tlet feather = 0.08;\n\t\t\tmask = 1.0 - smoothstep(1.0 - feather, 1.0 + feather, normDist);\n\t\t}\n\t}\n\treturn mix(orig, blurred, mask);\n}\n`;\nconst GAUSSIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet radius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\t\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -radius; i <= radius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurred = color / totalWeight;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BOX_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = i32(round(strength));\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar count = 0.0;\n\n\tfor (var i = -radius; i <= radius; i++) {\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tcount += 1.0;\n\t}\n\n\tlet blurred = color / count;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst MEDIAN_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\nstruct Val {\n\tluma : f32,\n\tcolor : vec4<f32>,\n};\n\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet radius = min(i32(round(strength)), 16);\n\tif (radius <= 0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet count = radius * 2 + 1;\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar values : array<Val, 33>;\n\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count) { break; }\n\t\tlet offset = vec2<f32>(f32(i - radius)) * direction * texelSize;\n\t\tlet col = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tvalues[i] = Val(dot(col.rgb, vec3<f32>(0.299, 0.587, 0.114)), col);\n\t}\n\n\t// Selection sort\n\tfor (var i = 0; i < 33; i++) {\n\t\tif (i >= count - 1) { break; }\n\t\tvar minIdx = i;\n\t\tfor (var j = 0; j < 33; j++) {\n\t\t\tif (j <= i) { continue; }\n\t\t\tif (j >= count) { break; }\n\t\t\tif (values[j].luma < values[minIdx].luma) {\n\t\t\t\tminIdx = j;\n\t\t\t}\n\t\t}\n\t\tif (minIdx != i) {\n\t\t\tlet temp = values[i];\n\t\t\tvalues[i] = values[minIdx];\n\t\t\tvalues[minIdx] = temp;\n\t\t}\n\t}\n\n\tlet medianIdx = count / 2;\n\treturn applyPartialBlur(values[medianIdx].color, in.uv, dimensions);\n}\n`;\nconst MOTION_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet c = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(c, in.uv, dimensions);\n\t}\n\n\tlet PI = 3.14159265359;\n\tlet angleRad = u.angle * PI / 180.0;\n\tlet dir = vec2<f32>(cos(angleRad), sin(angleRad));\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet step = dir * texelSize;\n\n\tlet numSamples = i32(clamp(strength, 1.0, 64.0));\n\tvar color = vec4<f32>(0.0);\n\t\n\tfor (var i = 0; i < 64; i++) {\n\t\tif (i >= numSamples) { break; }\n\t\tlet offset = f32(i - numSamples / 2) * step;\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / f32(numSamples);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst BILATERAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar spatial_sigma = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tspatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar sigmaColor = u.sigmaColor;\n\tif (u.hasSigmaColorSig > 0.5) {\n\t\tsigmaColor = textureSampleLevel(sigmaColorSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (spatial_sigma <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet radius = min(i32(ceil(3.0 * spatial_sigma)), 32);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\t\n\tvar color = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -32; i <= 32; i++) {\n\t\tif (i < -radius || i > radius) { continue; }\n\t\tlet offset = vec2<f32>(f32(i)) * direction * texelSize;\n\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\n\t\tlet spatialDistSq = f32(i * i);\n\t\tlet spatialWeight = exp(-0.5 * spatialDistSq / (spatial_sigma * spatial_sigma));\n\t\t\n\t\tlet diff = sampleCol - centerCol;\n\t\tlet colorDistSq = dot(diff, diff);\n\t\tlet rangeWeight = exp(-0.5 * colorDistSq / (sigmaColor * sigmaColor));\n\t\t\n\t\tlet weight = spatialWeight * rangeWeight;\n\t\tcolor += sampleCol * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tvar blurred = centerCol;\n\tif (totalWeight > 0.0) {\n\t\tblurred = color / totalWeight;\n\t}\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst EDGE_PRESERVING_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\t// Map strength (1-10) to radius (1-6)\n\tlet radius = i32(clamp(round(strength * 5.0 / 10.0) + 1.0, 1.0, 6.0));\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\n\tvar m0 = vec3<f32>(0.0); var m1 = vec3<f32>(0.0); var m2 = vec3<f32>(0.0); var m3 = vec3<f32>(0.0);\n\tvar s0 = vec3<f32>(0.0); var s1 = vec3<f32>(0.0); var s2 = vec3<f32>(0.0); var s3 = vec3<f32>(0.0);\n\n\tlet n = f32((radius + 1) * (radius + 1));\n\n\tfor (var j = -6; j <= 6; j++) {\n\t\tif (j < -radius || j > radius) { continue; }\n\t\tfor (var i = -6; i <= 6; i++) {\n\t\t\tif (i < -radius || i > radius) { continue; }\n\t\t\t\n\t\t\tlet c = textureSampleLevel(tex, samp, in.uv + vec2<f32>(f32(i), f32(j)) * texelSize, 0.0).rgb;\n\t\t\t\n\t\t\tif (i <= 0 && j <= 0) {\n\t\t\t\tm0 += c;\n\t\t\t\ts0 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j <= 0) {\n\t\t\t\tm1 += c;\n\t\t\t\ts1 += c * c;\n\t\t\t}\n\t\t\tif (i <= 0 && j >= 0) {\n\t\t\t\tm2 += c;\n\t\t\t\ts2 += c * c;\n\t\t\t}\n\t\t\tif (i >= 0 && j >= 0) {\n\t\t\t\tm3 += c;\n\t\t\t\ts3 += c * c;\n\t\t\t}\n\t\t}\n\t}\n\n\tm0 = m0 / n; s0 = abs(s0 / n - m0 * m0);\n\tm1 = m1 / n; s1 = abs(s1 / n - m1 * m1);\n\tm2 = m2 / n; s2 = abs(s2 / n - m2 * m2);\n\tm3 = m3 / n; s3 = abs(s3 / n - m3 * m3);\n\n\tlet v0 = s0.r + s0.g + s0.b;\n\tlet v1 = s1.r + s1.g + s1.b;\n\tlet v2 = s2.r + s2.g + s2.b;\n\tlet v3 = s3.r + s3.g + s3.b;\n\n\tvar minVar = v0;\n\tvar finalCol = m0;\n\n\tif (v1 < minVar) {\n\t\tminVar = v1;\n\t\tfinalCol = m1;\n\t}\n\tif (v2 < minVar) {\n\t\tminVar = v2;\n\t\tfinalCol = m2;\n\t}\n\tif (v3 < minVar) {\n\t\tminVar = v3;\n\t\tfinalCol = m3;\n\t}\n\n\tlet blurred = vec4<f32>(finalCol, centerCol.a);\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst RADIAL_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet dist = length(toPixel);\n\tif (dist <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet dir = vec2<f32>(-toPixel.y, toPixel.x);\n\tlet blurAmount = (strength / 100.0) * 0.1 * dist;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = dir * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst ZOOM_BLUR_SHADER = `\n${WGSL_BLUR_UNIFORMS}\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tvar strength = u.strength;\n\tif (u.hasStrengthSig > 0.5) {\n\t\tstrength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerX = u.centerX;\n\tif (u.hasCenterXSig > 0.5) {\n\t\tcenterX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar centerY = u.centerY;\n\tif (u.hasCenterYSig > 0.5) {\n\t\tcenterY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tif (strength <= 0.0) {\n\t\treturn applyPartialBlur(centerCol, in.uv, dimensions);\n\t}\n\n\tlet center = vec2<f32>(centerX, centerY);\n\tlet toPixel = in.uv - center;\n\tlet blurAmount = (strength / 100.0) * 0.15;\n\n\tlet numSamples = 24;\n\tvar color = vec4<f32>(0.0);\n\tlet step = toPixel * (blurAmount / f32(numSamples));\n\n\tfor (var i = 0; i < 24; i++) {\n\t\tlet offset = step * f32(i - 12);\n\t\tcolor += textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t}\n\n\tlet blurred = color / 24.0;\n\treturn applyPartialBlur(blurred, in.uv, dimensions);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tblurUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]),\n\tsignalTextureLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getBlurResources(device, format, blurType) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `blur_${blurType}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tlet code = GAUSSIAN_BLUR_SHADER;\n\t\tif (blurType === \"Box\") code = BOX_BLUR_SHADER;\n\t\telse if (blurType === \"Median\") code = MEDIAN_BLUR_SHADER;\n\t\telse if (blurType === \"Motion\") code = MOTION_BLUR_SHADER;\n\t\telse if (blurType === \"Bilateral\") code = BILATERAL_BLUR_SHADER;\n\t\telse if (blurType === \"Edge-preserving\") code = EDGE_PRESERVING_SHADER;\n\t\telse if (blurType === \"Radial\") code = RADIAL_BLUR_SHADER;\n\t\telse if (blurType === \"Zoom\") code = ZOOM_BLUR_SHADER;\n\t\tconst blurModule = device.createShaderModule({\n\t\t\tlabel: `blur_${blurType}_${format}.wgsl`,\n\t\t\tcode\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `BlurPipeline_${blurType}_${format}`,\n\t\t\tmodule: blurModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.blurUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tblurPipeline: pipeline,\n\t\tblurUniformLayout: layouts.blurUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst BlurWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Blur\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst blurData = new Float32Array(16);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst dpiScale = width / (props.containerWidth ?? ctx.surface.width / (typeof window !== \"undefined\" ? window.devicePixelRatio : 1));\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"blur_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal, scaleByDpi = false) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") {\n\t\t\tconst rawVal = Number(input.outputItem.data ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t} else {\n\t\t\tconst unwrapped = unwrapFrameParam(op[configKey], compositionFrame, fps);\n\t\t\tif (unwrapped.gpuTextureView) {\n\t\t\t\tgpuTextureView = unwrapped.gpuTextureView;\n\t\t\t\thasStaticSig = true;\n\t\t\t}\n\t\t\tconst rawVal = unwrapped.value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t}\n\t\telse if (sd) {\n\t\t\tconst rawVal = Number(sd.offset ?? 0);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, rawVal));\n\t\t\tif (scaleByDpi) val *= dpiScale;\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 5, 0, MAX_BLUR, true);\n\tconst sigmaColorRes = resolveBindable(\"sigmaColor\", .1, .01, 1, false);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1, false);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1, false);\n\tconst radiusRes = resolveBindable(\"radius\", .3, .001, 1, false);\n\tconst radiusYRes = resolveBindable(\"radiusY\", 0, 0, 1, false);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst blurType = op.blurType ?? \"Gaussian\";\n\tconst isSeparable = blurType === \"Gaussian\" || blurType === \"Box\" || blurType === \"Median\" || blurType === \"Bilateral\";\n\tconst { blurPipeline: pipeline, blurUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getBlurResources(ctx.device, ctx.renderer.format, blurType);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tfor (const bindableRes of [\n\t\tstrengthRes,\n\t\tsigmaColorRes,\n\t\tcenterXRes,\n\t\tcenterYRes,\n\t\tradiusRes\n\t]) if (bindableRes.hasStaticSig && bindableRes.sd) await signalRegistry.ensureAudioSourcesExtracted(ctx.device, bindableRes.sd, fps, props.renderId);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst sigmaColorView = getSignalView(sigmaColorRes, \"sigmacolor_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerx_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centery_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst createBlurBindGroup1 = (inputTex, origTex) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTex.createView()\n\t\t\t}\n\t\t]\n\t});\n\tconst isPartial = Boolean(op.partialBlur && op.partialBlur !== \"false\" && op.partialBlur !== 0);\n\tblurData[2] = strengthRes.val;\n\tblurData[3] = Number(op.angle ?? 0);\n\tblurData[4] = sigmaColorRes.val;\n\tblurData[5] = centerXRes.val;\n\tblurData[6] = centerYRes.val;\n\tblurData[7] = radiusRes.val;\n\tblurData[8] = isPartial ? 1 : 0;\n\tblurData[9] = strengthRes.hasStaticSig ? 1 : 0;\n\tblurData[10] = sigmaColorRes.hasStaticSig ? 1 : 0;\n\tblurData[11] = centerXRes.hasStaticSig ? 1 : 0;\n\tblurData[12] = centerYRes.hasStaticSig ? 1 : 0;\n\tblurData[13] = radiusRes.hasStaticSig ? 1 : 0;\n\tblurData[14] = radiusYRes.val;\n\tblurData[15] = op.shape === \"rect\" ? 1 : 0;\n\tlet outTex2;\n\tif (isSeparable) {\n\t\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\toutTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\toutTex1,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tblurData[0] = 1;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = 0;\n\t\tconst hBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(tmpTex, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t\tblurData[0] = 0;\n\t\tblurData[1] = 1;\n\t\tblurData[8] = isPartial ? 1 : 0;\n\t\tconst vBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: vBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(outTex1, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t} else {\n\t\toutTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t\ttmpTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tblurData[0] = 0;\n\t\tblurData[1] = 0;\n\t\tblurData[8] = isPartial ? 1 : 0;\n\t\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(blurData);\n\t\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: singleBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\tcreateBlurBindGroup1(tmpTex, tmpTex),\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: sigLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: strengthView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: sigmaColorView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: centerXView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 3,\n\t\t\t\t\t\tresource: centerYView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 4,\n\t\t\t\t\t\tresource: radiusView\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 5,\n\t\t\t\t\t\tresource: sampler\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t})\n\t\t]);\n\t}\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: BlurWebGPURenderer });\n\n//#endregion\nexport { MAX_BLUR as a, BlurResultSchema as i, BLUR_OUTPUT_TYPE_MAP as n, blurConfig as o, BlurNodeConfigSchema as r, renderers_default as t };\n//# 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@@ -0,0 +1,5 @@
1
+ import "./chunk-GBe2k3y8.mjs";
2
+ import "./dist-jU289ehm.mjs";
3
+ import { n as renderers_default, t as WebGPURenderer } from "./renderer-B93zd3sx.mjs";
4
+
5
+ export { WebGPURenderer, renderers_default as default };
@@ -0,0 +1,222 @@
1
+ import "./chunk-GBe2k3y8.mjs";
2
+ import { n as defineRenderer } from "./renderer-BSitV56h.mjs";
3
+ import "./dist-jU289ehm.mjs";
4
+ import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-BA1Wz_mS.mjs";
5
+
6
+ //#region ../../nodes/node-contour/dist/renderers-CJmaeupk.mjs
7
+ const OP = "Contour";
8
+ const UNIFORM_FLOATS = 16;
9
+ /** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */
10
+ const PASSES = [`struct U { v : array<vec4<f32>, 4> };
11
+ @group(0) @binding(0) var<uniform> u : U;
12
+ @group(0) @binding(1) var src : texture_2d<f32>;
13
+ @group(0) @binding(2) var prev : texture_2d<f32>;
14
+ @group(0) @binding(3) var samp : sampler;
15
+ ${FULLSCREEN_QUAD_WGSL}
16
+
17
+ fn straight(c : vec4<f32>) -> vec4<f32> {
18
+ if (c.a <= 0.0001) { return vec4<f32>(0.0); }
19
+ return vec4<f32>(c.rgb / c.a, c.a);
20
+ }
21
+ fn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }
22
+ fn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }
23
+ /** Straight-alpha color of the layer at a uv (filtered). */
24
+ fn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }
25
+ /** Premultiplied color of the layer at a uv (filtered). */
26
+ fn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }
27
+ /** Straight-alpha color of the layer's texel at a pixel position (nearest). */
28
+ fn texelS(p : vec2<f32>) -> vec4<f32> {
29
+ let d = vec2<i32>(textureDimensions(src));
30
+ let q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));
31
+ return straight(textureLoad(src, q, 0));
32
+ }
33
+ fn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }
34
+ fn hash12(p : vec2<f32>) -> f32 {
35
+ var p3 = fract(vec3<f32>(p.xyx) * 0.1031);
36
+ p3 += dot(p3, p3.yzx + 33.33);
37
+ return fract((p3.x + p3.y) * p3.z);
38
+ }
39
+ fn vnoise(p : vec2<f32>) -> f32 {
40
+ let i = floor(p);
41
+ let f = fract(p);
42
+ let u = f * f * (3.0 - 2.0 * f);
43
+ return mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),
44
+ mix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);
45
+ }
46
+ /** 8x8 ordered-dither threshold, 0..1. */
47
+ fn bayer8(p : vec2<f32>) -> f32 {
48
+ let x = u32(p.x) & 7u;
49
+ let y = u32(p.y) & 7u;
50
+ var v = 0u;
51
+ for (var k = 0u; k < 3u; k++) {
52
+ let bx = (x >> k) & 1u;
53
+ let by = (y >> k) & 1u;
54
+ let m = ((bx ^ by) << 1u) | by;
55
+ v += m * (1u << (2u * (2u - k)));
56
+ }
57
+ return (f32(v) + 0.5) / 64.0;
58
+ }
59
+ fn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }
60
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
61
+ let time = u.v[0].x;
62
+ let frame = u.v[0].y;
63
+ let levels = u.v[1].x;
64
+ let lineWidth = u.v[1].y;
65
+ let lineColor = u.v[2];
66
+ let fill = u32(u.v[1].z + 0.5);
67
+ let fillColor = u.v[3];
68
+ let smoothing = u.v[1].w;
69
+
70
+ let R = res();
71
+ let s = smoothing / R;
72
+ var lsum = 0.0;
73
+ for (var j = -1; j <= 1; j++) {
74
+ for (var i = -1; i <= 1; i++) {
75
+ lsum += luma(sampleS(in.uv + vec2<f32>(f32(i), f32(j)) * s).rgb);
76
+ }
77
+ }
78
+ let h = lsum / 9.0 * levels;
79
+ let w = max(fwidth(h), 1e-4);
80
+ let d = abs(fract(h - 0.5) - 0.5) / w;
81
+ let line = 1.0 - smoothstep(lineWidth * 0.5, lineWidth * 0.5 + 1.0, d);
82
+ let c = sampleS(in.uv);
83
+ var base = vec4<f32>(c.rgb, c.a);
84
+ if (fill == 1u) { base = vec4<f32>(fillColor.rgb, 1.0); }
85
+ if (fill == 2u) { base = vec4<f32>(lineColor.rgb, 0.0); }
86
+ let rgb = mix(base.rgb, lineColor.rgb, line);
87
+ return premul(vec4<f32>(rgb, max(base.a, line * select(1.0, c.a, fill == 0u))));
88
+ }
89
+ `];
90
+ const resources = perDevice((device) => ({
91
+ layout: fragmentBindGroupLayout(device, [
92
+ "uniform",
93
+ "texture",
94
+ "texture",
95
+ "sampler"
96
+ ], `${OP}_layout`),
97
+ pipelines: /* @__PURE__ */ new Map(),
98
+ sampler: device.createSampler({
99
+ magFilter: "linear",
100
+ minFilter: "linear",
101
+ addressModeU: "clamp-to-edge",
102
+ addressModeV: "clamp-to-edge"
103
+ })
104
+ }));
105
+ function pipelinesFor(device, format) {
106
+ const r = resources(device);
107
+ let list = r.pipelines.get(format);
108
+ if (!list) {
109
+ list = PASSES.map((code, i) => {
110
+ const module = device.createShaderModule({
111
+ code,
112
+ label: `${OP}_${i}.wgsl`
113
+ });
114
+ return device.createRenderPipeline({
115
+ label: `${OP}_${i}`,
116
+ layout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),
117
+ vertex: {
118
+ module,
119
+ entryPoint: "vs"
120
+ },
121
+ fragment: {
122
+ module,
123
+ entryPoint: "fs",
124
+ targets: [{ format }]
125
+ },
126
+ primitive: { topology: "triangle-strip" }
127
+ });
128
+ });
129
+ r.pipelines.set(format, list);
130
+ }
131
+ return list;
132
+ }
133
+ function num(v, fallback) {
134
+ const n = typeof v === "number" ? v : Number(v);
135
+ return Number.isFinite(n) ? n : fallback;
136
+ }
137
+ function hexToRgba(hex) {
138
+ let h = hex.trim().replace("#", "");
139
+ if (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join("");
140
+ const n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;
141
+ return [
142
+ n(0),
143
+ n(2),
144
+ n(4),
145
+ h.length >= 8 ? n(6) : 1
146
+ ];
147
+ }
148
+ /** Packs the effect's resolved props into the uniform block the shaders read. */
149
+ function pack(raw, data, time, frame) {
150
+ data.fill(0);
151
+ data[0] = time;
152
+ data[1] = frame;
153
+ data[4] = num(raw.levels, 14);
154
+ data[5] = num(raw.lineWidth, 1.2);
155
+ data.set(hexToRgba(String(raw.lineColor ?? "#2b1d0e")), 8);
156
+ data[6] = Math.max(0, [
157
+ "source",
158
+ "flat",
159
+ "none"
160
+ ].indexOf(String(raw.fill ?? "source")));
161
+ data.set(hexToRgba(String(raw.fillColor ?? "#f3ead8")), 12);
162
+ data[7] = num(raw.smoothing, 2);
163
+ }
164
+ const ContourWebGPURenderer = async (args) => {
165
+ const { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;
166
+ const op = props.virtualMedia?.operation;
167
+ if (op?.op !== OP) return;
168
+ const child = props.virtualMedia?.children?.[0];
169
+ if (!child) return;
170
+ pass.end();
171
+ const fps = props.fps || 30;
172
+ const frame = Math.round(props.compositionFrame ?? props.frame ?? 0);
173
+ const raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({
174
+ frame,
175
+ fps,
176
+ time: frame / fps
177
+ }) : op;
178
+ const data = new Float32Array(UNIFORM_FLOATS);
179
+ pack(raw, data, frame / fps, frame);
180
+ const { texture: childTex } = await drawChildToTexture(args, child);
181
+ const device = ctx.device;
182
+ const r = resources(device);
183
+ const pipelines = pipelinesFor(device, ctx.renderer.format);
184
+ const ubo = ctx.renderer.getTemporaryBuffer(data);
185
+ let prev = childTex;
186
+ for (const pipeline of pipelines) {
187
+ const out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [
188
+ childTex,
189
+ prev,
190
+ targetTexture,
191
+ ...props.excludeTextures || []
192
+ ]);
193
+ drawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({
194
+ layout: r.layout,
195
+ entries: [
196
+ {
197
+ binding: 0,
198
+ resource: { buffer: ubo }
199
+ },
200
+ {
201
+ binding: 1,
202
+ resource: childTex.createView()
203
+ },
204
+ {
205
+ binding: 2,
206
+ resource: prev.createView()
207
+ },
208
+ {
209
+ binding: 3,
210
+ resource: r.sampler
211
+ }
212
+ ]
213
+ })]);
214
+ prev = out;
215
+ }
216
+ drawTextureToTarget(args, prev);
217
+ };
218
+ var renderers_default = defineRenderer({ WebGPURenderer: ContourWebGPURenderer });
219
+
220
+ //#endregion
221
+ export { ContourWebGPURenderer, renderers_default as default };
222
+ //# sourceMappingURL=renderer-BFRI5alp.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"renderer-BFRI5alp.mjs","names":[],"sources":["../../../nodes/node-contour/dist/renderers-CJmaeupk.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Contour\";\nconst UNIFORM_FLOATS = 16;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 4> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet levels = u.v[1].x;\n\tlet lineWidth = u.v[1].y;\n\tlet lineColor = u.v[2];\n\tlet fill = u32(u.v[1].z + 0.5);\n\tlet fillColor = u.v[3];\n\tlet smoothing = u.v[1].w;\n\n\tlet R = res();\n\tlet s = smoothing / R;\n\tvar lsum = 0.0;\n\tfor (var j = -1; j <= 1; j++) {\n\t\tfor (var i = -1; i <= 1; i++) {\n\t\t\tlsum += luma(sampleS(in.uv + vec2<f32>(f32(i), f32(j)) * s).rgb);\n\t\t}\n\t}\n\tlet h = lsum / 9.0 * levels;\n\tlet w = max(fwidth(h), 1e-4);\n\tlet d = abs(fract(h - 0.5) - 0.5) / w;\n\tlet line = 1.0 - smoothstep(lineWidth * 0.5, lineWidth * 0.5 + 1.0, d);\n\tlet c = sampleS(in.uv);\n\tvar base = vec4<f32>(c.rgb, c.a);\n\tif (fill == 1u) { base = vec4<f32>(fillColor.rgb, 1.0); }\n\tif (fill == 2u) { base = vec4<f32>(lineColor.rgb, 0.0); }\n\tlet rgb = mix(base.rgb, lineColor.rgb, line);\n\treturn premul(vec4<f32>(rgb, max(base.a, line * select(1.0, c.a, fill == 0u))));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = num(raw.levels, 14);\n\tdata[5] = num(raw.lineWidth, 1.2);\n\tdata.set(hexToRgba(String(raw.lineColor ?? \"#2b1d0e\")), 8);\n\tdata[6] = Math.max(0, [\n\t\t\"source\",\n\t\t\"flat\",\n\t\t\"none\"\n\t].indexOf(String(raw.fill ?? \"source\")));\n\tdata.set(hexToRgba(String(raw.fillColor ?? \"#f3ead8\")), 12);\n\tdata[7] = num(raw.smoothing, 2);\n}\nconst ContourWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ContourWebGPURenderer });\n\n//#endregion\nexport { ContourWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-CJmaeupk.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0ErB;AACF,MAAM,YAAY,WAAW,YAAY;CACxC,QAAQ,wBAAwB,QAAQ;EACvC;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,SAAS;CAClB,2BAA2B,IAAI,KAAK;CACpC,SAAS,OAAO,cAAc;EAC7B,WAAW;EACX,WAAW;EACX,cAAc;EACd,cAAc;EACd,CAAC;CACF,EAAE;AACH,SAAS,aAAa,QAAQ,QAAQ;CACrC,MAAM,IAAI,UAAU,OAAO;CAC3B,IAAI,OAAO,EAAE,UAAU,IAAI,OAAO;AAClC,KAAI,CAAC,MAAM;AACV,SAAO,OAAO,KAAK,MAAM,MAAM;GAC9B,MAAM,SAAS,OAAO,mBAAmB;IACxC;IACA,OAAO,GAAG,GAAG,GAAG,EAAE;IAClB,CAAC;AACF,UAAO,OAAO,qBAAqB;IAClC,OAAO,GAAG,GAAG,GAAG;IAChB,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,EAAE,OAAO,EAAE,CAAC;IACrE,QAAQ;KACP;KACA,YAAY;KACZ;IACD,UAAU;KACT;KACA,YAAY;KACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;KACrB;IACD,WAAW,EAAE,UAAU,kBAAkB;IACzC,CAAC;IACD;AACF,IAAE,UAAU,IAAI,QAAQ,KAAK;;AAE9B,QAAO;;AAER,SAAS,IAAI,GAAG,UAAU;CACzB,MAAM,IAAI,OAAO,MAAM,WAAW,IAAI,OAAO,EAAE;AAC/C,QAAO,OAAO,SAAS,EAAE,GAAG,IAAI;;AAEjC,SAAS,UAAU,KAAK;CACvB,IAAI,IAAI,IAAI,MAAM,CAAC,QAAQ,KAAK,GAAG;AACnC,KAAI,EAAE,WAAW,KAAK,EAAE,WAAW,EAAG,KAAI,CAAC,GAAG,EAAE,CAAC,KAAK,MAAM,IAAI,EAAE,CAAC,KAAK,GAAG;CAC3E,MAAM,KAAK,MAAM,OAAO,SAAS,EAAE,MAAM,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG;AAC1D,QAAO;EACN,EAAE,EAAE;EACJ,EAAE,EAAE;EACJ,EAAE,EAAE;EACJ,EAAE,UAAU,IAAI,EAAE,EAAE,GAAG;EACvB;;;AAGF,SAAS,KAAK,KAAK,MAAM,MAAM,OAAO;AACrC,MAAK,KAAK,EAAE;AACZ,MAAK,KAAK;AACV,MAAK,KAAK;AACV,MAAK,KAAK,IAAI,IAAI,QAAQ,GAAG;AAC7B,MAAK,KAAK,IAAI,IAAI,WAAW,IAAI;AACjC,MAAK,IAAI,UAAU,OAAO,IAAI,aAAa,UAAU,CAAC,EAAE,EAAE;AAC1D,MAAK,KAAK,KAAK,IAAI,GAAG;EACrB;EACA;EACA;EACA,CAAC,QAAQ,OAAO,IAAI,QAAQ,SAAS,CAAC,CAAC;AACxC,MAAK,IAAI,UAAU,OAAO,IAAI,aAAa,UAAU,CAAC,EAAE,GAAG;AAC3D,MAAK,KAAK,IAAI,IAAI,WAAW,EAAE;;AAEhC,MAAM,wBAAwB,OAAO,SAAS;CAC7C,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,GAAI;CACnB,MAAM,QAAQ,MAAM,cAAc,WAAW;AAC7C,KAAI,CAAC,MAAO;AACZ,MAAK,KAAK;CACV,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,QAAQ,KAAK,MAAM,MAAM,oBAAoB,MAAM,SAAS,EAAE;CACpE,MAAM,MAAM,GAAG,QAAQ,kBAAkB,GAAG,OAAO,gBAAgB;EAClE;EACA;EACA,MAAM,QAAQ;EACd,CAAC,GAAG;CACL,MAAM,OAAO,IAAI,aAAa,eAAe;AAC7C,MAAK,KAAK,MAAM,QAAQ,KAAK,MAAM;CACnC,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,MAAM;CACnE,MAAM,SAAS,IAAI;CACnB,MAAM,IAAI,UAAU,OAAO;CAC3B,MAAM,YAAY,aAAa,QAAQ,IAAI,SAAS,OAAO;CAC3D,MAAM,MAAM,IAAI,SAAS,mBAAmB,KAAK;CACjD,IAAI,OAAO;AACX,MAAK,MAAM,YAAY,WAAW;EACjC,MAAM,MAAM,IAAI,SAAS,oBAAoB,aAAa,cAAc;GACvE;GACA;GACA;GACA,GAAG,MAAM,mBAAmB,EAAE;GAC9B,CAAC;AACF,qBAAmB,SAAS,IAAI,YAAY,EAAE,UAAU,CAAC,OAAO,gBAAgB;GAC/E,QAAQ,EAAE;GACV,SAAS;IACR;KACC,SAAS;KACT,UAAU,EAAE,QAAQ,KAAK;KACzB;IACD;KACC,SAAS;KACT,UAAU,SAAS,YAAY;KAC/B;IACD;KACC,SAAS;KACT,UAAU,KAAK,YAAY;KAC3B;IACD;KACC,SAAS;KACT,UAAU,EAAE;KACZ;IACD;GACD,CAAC,CAAC,CAAC;AACJ,SAAO;;AAER,qBAAoB,MAAM,KAAK;;AAKhC,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,uBAAuB,CAAC"}