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.
- package/README.md +11 -2
- package/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-BvYmTu5T.d.mts → audio-BNnEclHU.d.mts} +3 -3
- package/dist/{audio-BvYmTu5T.d.mts.map → audio-BNnEclHU.d.mts.map} +1 -1
- package/dist/{audio-DMUr01vS.mjs → audio-CS104aUj.mjs} +3 -3
- package/dist/{audio-DMUr01vS.mjs.map → audio-CS104aUj.mjs.map} +1 -1
- package/dist/{dist-CT___nEU.mjs → dist-BOdxAhOT.mjs} +7 -5
- package/dist/dist-BOdxAhOT.mjs.map +1 -0
- package/dist/{dist-cjxDXQdx.mjs → dist-jU289ehm.mjs} +209 -31
- package/dist/{dist-cjxDXQdx.mjs.map → dist-jU289ehm.mjs.map} +1 -1
- package/dist/effects/index.d.mts +5 -5
- package/dist/effects/index.mjs +36 -36
- package/dist/{effects-C06-AOge.mjs → effects-BzOlVD-w.mjs} +532 -4
- package/dist/effects-BzOlVD-w.mjs.map +1 -0
- package/dist/fonts/index.d.mts +1 -1
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-C0UuLQvr.mjs → fonts-BhlV_3Qt.mjs} +2 -2
- package/dist/{fonts-C0UuLQvr.mjs.map → fonts-BhlV_3Qt.mjs.map} +1 -1
- package/dist/{gpu-Du7GpVFW.mjs → gpu-BA1Wz_mS.mjs} +2 -2
- package/dist/{gpu-Du7GpVFW.mjs.map → gpu-BA1Wz_mS.mjs.map} +1 -1
- package/dist/{index-B-oUlLoO.d.mts → index-AdrZIWT0.d.mts} +27 -2
- package/dist/index-AdrZIWT0.d.mts.map +1 -0
- package/dist/{index-BcA8rep0.d.mts → index-B-55dXDu.d.mts} +1 -1
- package/dist/{index-BcA8rep0.d.mts.map → index-B-55dXDu.d.mts.map} +1 -1
- package/dist/{index-D-Iek5sq.d.mts → index-B3BwLHa6.d.mts} +3 -3
- package/dist/{index-D-Iek5sq.d.mts.map → index-B3BwLHa6.d.mts.map} +1 -1
- package/dist/{index-CwbszPDG.d.mts → index-BU51pxZO.d.mts} +956 -9
- package/dist/index-BU51pxZO.d.mts.map +1 -0
- package/dist/{index-XdQPNJnq.d.mts → index-CeRv1KC0.d.mts} +3 -3
- package/dist/{index-XdQPNJnq.d.mts.map → index-CeRv1KC0.d.mts.map} +1 -1
- package/dist/{index-DXfp_T-3.d.mts → index-Cg2ptXcs.d.mts} +2 -2
- package/dist/{index-DXfp_T-3.d.mts.map → index-Cg2ptXcs.d.mts.map} +1 -1
- package/dist/{index-CdyE1tst.d.mts → index-QmkcUL3W.d.mts} +2 -2
- package/dist/{index-CdyE1tst.d.mts.map → index-QmkcUL3W.d.mts.map} +1 -1
- package/dist/index.d.mts +1383 -11
- package/dist/index.d.mts.map +1 -1
- package/dist/index.mjs +3122 -83
- package/dist/index.mjs.map +1 -1
- package/dist/preview/index.d.mts +2 -2
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview-M0TsUzC6.mjs → preview-BVyG76gO.mjs} +2 -2
- package/dist/{preview-M0TsUzC6.mjs.map → preview-BVyG76gO.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/chunk-2JKXYG6J.mjs +127 -0
- package/dist/preview-engine/chunk-7I7PKKDL.mjs +214 -0
- package/dist/preview-engine/chunk-BQY4BUMN.mjs +1 -0
- package/dist/preview-engine/{chunk-RSMO7NPN.mjs → chunk-BSOJR4JU.mjs} +1 -1
- package/dist/preview-engine/chunk-BVA5NGSH.mjs +1 -0
- package/dist/preview-engine/{chunk-ZTHWCQ2A.mjs → chunk-FNE22WGA.mjs} +1 -1
- package/dist/preview-engine/chunk-GCTVRM7J.mjs +1522 -0
- package/dist/preview-engine/chunk-KERW7QJ4.mjs +174 -0
- package/dist/preview-engine/{chunk-7B5S5D4N.mjs → chunk-TPAEN6VV.mjs} +1 -1
- package/dist/preview-engine/chunk-YQRKT47I.mjs +1 -0
- package/dist/preview-engine/crypto-W5UAWSNT.mjs +1 -0
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +26 -26
- package/dist/preview-engine/player.mjs +5 -5
- package/dist/preview-engine/rapier-AHBIGHEL.mjs +1 -0
- package/dist/preview-engine/rapier-JD7KNQRV.mjs +1 -0
- package/dist/preview-engine/renderers-3F5AIDEL.mjs +228 -0
- package/dist/preview-engine/renderers-6ODPWZ2R.mjs +96 -0
- package/dist/preview-engine/renderers-7NCG6BYS.mjs +94 -0
- package/dist/preview-engine/renderers-BGGRPAVV.mjs +363 -0
- package/dist/preview-engine/renderers-DN2GF3I7.mjs +82 -0
- package/dist/preview-engine/renderers-FGHOLJJK.mjs +44 -0
- package/dist/preview-engine/renderers-FK72LKQC.mjs +275 -0
- package/dist/preview-engine/renderers-FQWWAETX.mjs +203 -0
- package/dist/preview-engine/renderers-HMR2NAD7.mjs +81 -0
- package/dist/preview-engine/renderers-HUW2ZMS3.mjs +1 -0
- package/dist/preview-engine/renderers-JLFGBYN4.mjs +78 -0
- package/dist/preview-engine/renderers-LLUEOW5T.mjs +77 -0
- package/dist/preview-engine/renderers-NC64EQDE.mjs +1 -0
- package/dist/preview-engine/renderers-PVYP2ONH.mjs +76 -0
- package/dist/preview-engine/renderers-TPBPNXWH.mjs +26 -0
- package/dist/preview-engine/renderers-UJ4YVJZT.mjs +80 -0
- package/dist/preview-engine/renderers-WHBDHTRI.mjs +78 -0
- package/dist/preview-engine/renderers-WP67KK5K.mjs +89 -0
- package/dist/preview-engine/renderers-YNFKFM7D.mjs +67 -0
- package/dist/preview-engine/renderers-ZSENYGIY.mjs +84 -0
- package/dist/preview-engine/signals.mjs +1 -1
- package/dist/{program-DzknMiY0.mjs → program-CCSfHMfh.mjs} +346 -13
- package/dist/program-CCSfHMfh.mjs.map +1 -0
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/renderer-1Kv7oA86.mjs +5 -0
- package/dist/{renderer-1vhaKMeg.mjs → renderer-1uLtqb74.mjs} +141 -56
- package/dist/renderer-1uLtqb74.mjs.map +1 -0
- package/dist/{renderer-BerD3T-X.mjs → renderer-4VpA7LfU.mjs} +2 -2
- package/dist/{renderer-BerD3T-X.mjs.map → renderer-4VpA7LfU.mjs.map} +1 -1
- package/dist/{renderer-BNqwn0gZ.mjs → renderer-8BM6sJUR.mjs} +2 -2
- package/dist/{renderer-BNqwn0gZ.mjs.map → renderer-8BM6sJUR.mjs.map} +1 -1
- package/dist/renderer-AVHJ33nv.mjs +5 -0
- package/dist/{renderer-0gY4IQhM.mjs → renderer-AtLlZMQ9.mjs} +2 -2
- package/dist/{renderer-0gY4IQhM.mjs.map → renderer-AtLlZMQ9.mjs.map} +1 -1
- package/dist/renderer-B8dJGf8R.mjs +6 -0
- package/dist/{renderer-57ATc_mQ.mjs → renderer-B93zd3sx.mjs} +2 -2
- package/dist/{renderer-57ATc_mQ.mjs.map → renderer-B93zd3sx.mjs.map} +1 -1
- package/dist/renderer-BARst3ZD.mjs +3 -0
- package/dist/{renderer-CJB9nU1x.mjs → renderer-BD7Lmb8h.mjs} +3 -3
- package/dist/{renderer-CJB9nU1x.mjs.map → renderer-BD7Lmb8h.mjs.map} +1 -1
- package/dist/renderer-BEA6nknY.mjs +5 -0
- package/dist/renderer-BFRI5alp.mjs +222 -0
- package/dist/renderer-BFRI5alp.mjs.map +1 -0
- package/dist/{renderer-BiwIh_w4.mjs → renderer-BG5sbTXt.mjs} +3 -3
- package/dist/{renderer-BiwIh_w4.mjs.map → renderer-BG5sbTXt.mjs.map} +1 -1
- package/dist/{renderer-DtgMsjyL.mjs → renderer-BI4OMlEx.mjs} +2 -2
- package/dist/{renderer-DtgMsjyL.mjs.map → renderer-BI4OMlEx.mjs.map} +1 -1
- package/dist/renderer-BOfi06L2.mjs +5 -0
- package/dist/renderer-BOhvtAGL.mjs +5 -0
- package/dist/renderer-BQT3GI9g.mjs +5 -0
- package/dist/{renderer-DJfFc-XW.mjs → renderer-BRwp1kV-.mjs} +3 -3
- package/dist/{renderer-DJfFc-XW.mjs.map → renderer-BRwp1kV-.mjs.map} +1 -1
- package/dist/{renderer-u8ynJtAC.mjs → renderer-BVUTOGHs.mjs} +2 -2
- package/dist/{renderer-u8ynJtAC.mjs.map → renderer-BVUTOGHs.mjs.map} +1 -1
- package/dist/renderer-BXmStgeT.mjs +5 -0
- package/dist/renderer-Bajxo7Nt.mjs +5 -0
- package/dist/{renderer-BHskWZNG.mjs → renderer-Bel1UHA5.mjs} +2 -2
- package/dist/{renderer-AF884a7T.mjs → renderer-BetA_iVd.mjs} +3 -3
- package/dist/{renderer-AF884a7T.mjs.map → renderer-BetA_iVd.mjs.map} +1 -1
- package/dist/{renderer-DpW_LxLO.mjs → renderer-BmDpyiII.mjs} +3 -3
- package/dist/{renderer-DpW_LxLO.mjs.map → renderer-BmDpyiII.mjs.map} +1 -1
- package/dist/{renderer-BteUC_7n.mjs → renderer-BonWt8jF.mjs} +3 -3
- package/dist/{renderer-BteUC_7n.mjs.map → renderer-BonWt8jF.mjs.map} +1 -1
- package/dist/{renderer-BC8XOVl5.mjs → renderer-BpEsZG3t.mjs} +3 -3
- package/dist/{renderer-BC8XOVl5.mjs.map → renderer-BpEsZG3t.mjs.map} +1 -1
- package/dist/{renderer-aArb4RwJ.mjs → renderer-BvBIHi6N.mjs} +2 -2
- package/dist/{renderer-aArb4RwJ.mjs.map → renderer-BvBIHi6N.mjs.map} +1 -1
- package/dist/{renderer-Db3JIF1K.mjs → renderer-BvvuGfZk.mjs} +3 -3
- package/dist/{renderer-Db3JIF1K.mjs.map → renderer-BvvuGfZk.mjs.map} +1 -1
- package/dist/renderer-BzRR0KMm.mjs +5 -0
- package/dist/{renderer-DEuIwr-t.mjs → renderer-Bzl0s07U.mjs} +2 -2
- package/dist/{renderer-DEuIwr-t.mjs.map → renderer-Bzl0s07U.mjs.map} +1 -1
- package/dist/renderer-C39GD6jP.mjs +331 -0
- package/dist/renderer-C39GD6jP.mjs.map +1 -0
- package/dist/renderer-C3Gjy2iE.mjs +5 -0
- package/dist/{renderer-Br6KyRO_.mjs → renderer-C3lPwajT.mjs} +3 -3
- package/dist/{renderer-Br6KyRO_.mjs.map → renderer-C3lPwajT.mjs.map} +1 -1
- package/dist/renderer-C5hQgkz-.mjs +5 -0
- package/dist/{renderer-CebB0v1y.mjs → renderer-C6cF5seJ.mjs} +2 -2
- package/dist/{renderer-CebB0v1y.mjs.map → renderer-C6cF5seJ.mjs.map} +1 -1
- package/dist/renderer-C8GZ0pCV.mjs +191 -0
- package/dist/renderer-C8GZ0pCV.mjs.map +1 -0
- package/dist/{renderer-CuVPo-wP.mjs → renderer-CFe9pZFN.mjs} +2 -2
- package/dist/{renderer-CuVPo-wP.mjs.map → renderer-CFe9pZFN.mjs.map} +1 -1
- package/dist/renderer-CLF-MiOA.mjs +5 -0
- package/dist/renderer-CLa43fCd.mjs +5 -0
- package/dist/{renderer-Bvx56GR6.mjs → renderer-CLdwOhST.mjs} +2 -2
- package/dist/{renderer-Bvx56GR6.mjs.map → renderer-CLdwOhST.mjs.map} +1 -1
- package/dist/renderer-CMK1d6w_.mjs +5 -0
- package/dist/{renderer-CursFKUf.mjs → renderer-CMdtUn5o.mjs} +2 -2
- package/dist/{renderer-CursFKUf.mjs.map → renderer-CMdtUn5o.mjs.map} +1 -1
- package/dist/{renderer-DXqIslFk.mjs → renderer-CNYfB5cC.mjs} +2 -2
- package/dist/{renderer-DXqIslFk.mjs.map → renderer-CNYfB5cC.mjs.map} +1 -1
- package/dist/renderer-CPEQOe3u.mjs +5 -0
- package/dist/{renderer-BbdZ0YHR.mjs → renderer-CWx3Kg79.mjs} +3 -3
- package/dist/{renderer-BbdZ0YHR.mjs.map → renderer-CWx3Kg79.mjs.map} +1 -1
- package/dist/{renderer-CWBHVCvA.mjs → renderer-CdOy3EBJ.mjs} +2 -2
- package/dist/{renderer-CWBHVCvA.mjs.map → renderer-CdOy3EBJ.mjs.map} +1 -1
- package/dist/{renderer-DupsdRIw.mjs → renderer-Celrh689.mjs} +3 -3
- package/dist/{renderer-DupsdRIw.mjs.map → renderer-Celrh689.mjs.map} +1 -1
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- package/dist/{renderer-jYxN4mHn.mjs.map → renderer-ChloaI6P.mjs.map} +1 -1
- package/dist/{renderer-DqdhsSwS.mjs → renderer-CiMpdh0s.mjs} +2 -2
- package/dist/{renderer-DqdhsSwS.mjs.map → renderer-CiMpdh0s.mjs.map} +1 -1
- package/dist/renderer-CkcrScs9.mjs +5 -0
- package/dist/{renderer-CMT4QcpV.mjs → renderer-Cn6VlWHZ.mjs} +3 -3
- package/dist/{renderer-CMT4QcpV.mjs.map → renderer-Cn6VlWHZ.mjs.map} +1 -1
- package/dist/renderer-CqewgazK.mjs +224 -0
- package/dist/renderer-CqewgazK.mjs.map +1 -0
- package/dist/{renderer-C6md3msE.mjs → renderer-Cu5k5D9N.mjs} +2 -2
- package/dist/{renderer-C6md3msE.mjs.map → renderer-Cu5k5D9N.mjs.map} +1 -1
- package/dist/{renderer-id8TbKBY.mjs → renderer-CuphUktB.mjs} +2 -2
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{"version":3,"file":"renderer-DqdhsSwS.mjs","names":[],"sources":["../../../nodes/node-curves/dist/renderers-DzdBU1io.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/spline.ts\n/**\n* Solves the Fritsch-Carlson Monotonic Cubic Hermite Spline interpolation\n* for a set of control points. Returns an interpolation function.\n*/\nfunction solveMonotonicSpline(points) {\n\tconst pts = [...points].sort((a, b) => a.x - b.x);\n\tconst uniquePts = [];\n\tfor (const p of pts) if (uniquePts.length === 0 || Math.abs(p.x - uniquePts[uniquePts.length - 1].x) > 1e-6) uniquePts.push(p);\n\tconst n = uniquePts.length;\n\tif (n === 0) return (x) => x;\n\tif (n === 1) return () => uniquePts[0].y;\n\tconst dx = new Float32Array(n - 1);\n\tconst dy = new Float32Array(n - 1);\n\tconst ms = new Float32Array(n - 1);\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tdx[i] = uniquePts[i + 1].x - uniquePts[i].x;\n\t\tdy[i] = uniquePts[i + 1].y - uniquePts[i].y;\n\t\tms[i] = dy[i] / dx[i];\n\t}\n\tconst tangents = new Float32Array(n);\n\ttangents[0] = ms[0];\n\tfor (let i = 1; i < n - 1; i++) tangents[i] = (ms[i - 1] + ms[i]) / 2;\n\ttangents[n - 1] = ms[n - 2];\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tconst m = ms[i];\n\t\tif (Math.abs(m) < 1e-9) {\n\t\t\ttangents[i] = 0;\n\t\t\ttangents[i + 1] = 0;\n\t\t} else {\n\t\t\tconst alpha = tangents[i] / m;\n\t\t\tconst beta = tangents[i + 1] / m;\n\t\t\tconst alphaSq = alpha * alpha;\n\t\t\tconst betaSq = beta * beta;\n\t\t\tif (alphaSq + betaSq > 9) {\n\t\t\t\tconst tau = 3 / Math.sqrt(alphaSq + betaSq);\n\t\t\t\ttangents[i] = tau * alpha * m;\n\t\t\t\ttangents[i + 1] = tau * beta * m;\n\t\t\t}\n\t\t}\n\t}\n\treturn (x) => {\n\t\tif (x <= uniquePts[0].x) return uniquePts[0].y;\n\t\tif (x >= uniquePts[n - 1].x) return uniquePts[n - 1].y;\n\t\tlet low = 0;\n\t\tlet high = n - 2;\n\t\tlet idx = 0;\n\t\twhile (low <= high) {\n\t\t\tconst mid = low + high >> 1;\n\t\t\tif (x >= uniquePts[mid].x && x <= uniquePts[mid + 1].x) {\n\t\t\t\tidx = mid;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif (x < uniquePts[mid].x) high = mid - 1;\n\t\t\telse low = mid + 1;\n\t\t}\n\t\tconst h = dx[idx];\n\t\tconst t = (x - uniquePts[idx].x) / h;\n\t\tconst t2 = t * t;\n\t\tconst t3 = t2 * t;\n\t\tconst h00 = 2 * t3 - 3 * t2 + 1;\n\t\tconst h10 = t3 - 2 * t2 + t;\n\t\tconst h01 = -2 * t3 + 3 * t2;\n\t\tconst h11 = t3 - t2;\n\t\tconst y = uniquePts[idx].y * h00 + h * tangents[idx] * h10 + uniquePts[idx + 1].y * h01 + h * tangents[idx + 1] * h11;\n\t\treturn Math.max(0, Math.min(1, y));\n\t};\n}\n\n//#endregion\n//#region src/renderers/histogram-computer.ts\nconst PER_CHAN_SIZE = 256 * 4;\nconst HISTOGRAM_COMPUTE_SHADER = `\n@group(0) @binding(0) var t_src: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> bins_r: array<atomic<u32>, 256>;\n@group(0) @binding(2) var<storage, read_write> bins_g: array<atomic<u32>, 256>;\n@group(0) @binding(3) var<storage, read_write> bins_b: array<atomic<u32>, 256>;\n@group(0) @binding(4) var<storage, read_write> bins_luma: array<atomic<u32>, 256>;\n\n@compute @workgroup_size(8, 8)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tlet dims = textureDimensions(t_src, 0);\n\tif (gid.x >= dims.x || gid.y >= dims.y) { return; }\n\n\tlet color = textureLoad(t_src, vec2<u32>(gid.x, gid.y), 0);\n\tlet a = color.a;\n\tif (a < 1e-5) { return; }\n\n\tlet rgb = color.rgb / a;\n\n\tlet ri = u32(clamp(rgb.r * 255.0, 0.0, 255.0));\n\tlet gi = u32(clamp(rgb.g * 255.0, 0.0, 255.0));\n\tlet bi = u32(clamp(rgb.b * 255.0, 0.0, 255.0));\n\tlet luma = 0.2126 * rgb.r + 0.7152 * rgb.g + 0.0722 * rgb.b;\n\tlet lumai = u32(clamp(luma * 255.0, 0.0, 255.0));\n\n\tatomicAdd(&bins_r[ri], 1u);\n\tatomicAdd(&bins_g[gi], 1u);\n\tatomicAdd(&bins_b[bi], 1u);\n\tatomicAdd(&bins_luma[lumai], 1u);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getHistogramResources(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst bindGroupLayout = device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\ttexture: {\n\t\t\t\t\tsampleType: \"float\",\n\t\t\t\t\tviewDimension: \"2d\"\n\t\t\t\t}\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t}\n\t\t] });\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"histogram.wgsl\",\n\t\t\tcode: HISTOGRAM_COMPUTE_SHADER\n\t\t});\n\t\tres = {\n\t\t\tpipeline: device.createComputePipeline({\n\t\t\t\tlabel: \"HistogramPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),\n\t\t\t\tcompute: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"main\"\n\t\t\t\t}\n\t\t\t}),\n\t\t\tbindGroupLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst histogramCallbacks = /* @__PURE__ */ new Map();\nconst inflight = /* @__PURE__ */ new Set();\n/**\n* Records histogram compute + buffer copy commands into the provided encoder.\n* The async readback fires after the queue processes the encoder's commands.\n* This ensures the source texture data is valid when the compute pass reads it.\n*/\nfunction computeHistogramFromEncoder(device, encoder, srcTexture, nodeId) {\n\tif (!histogramCallbacks.get(nodeId)) return;\n\tif (inflight.has(nodeId)) return;\n\tinflight.add(nodeId);\n\tconst { pipeline, bindGroupLayout } = getHistogramResources(device);\n\tconst makeStorage = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t});\n\tconst bufR = makeStorage();\n\tconst bufG = makeStorage();\n\tconst bufB = makeStorage();\n\tconst bufLuma = makeStorage();\n\tencoder.clearBuffer(bufR);\n\tencoder.clearBuffer(bufG);\n\tencoder.clearBuffer(bufB);\n\tencoder.clearBuffer(bufLuma);\n\tconst bindGroup = device.createBindGroup({\n\t\tlayout: bindGroupLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: srcTexture.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: { buffer: bufR }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: { buffer: bufG }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: { buffer: bufB }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: { buffer: bufLuma }\n\t\t\t}\n\t\t]\n\t});\n\tconst pass = encoder.beginComputePass({ label: \"histogram-pass\" });\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, bindGroup);\n\tpass.dispatchWorkgroups(Math.ceil(srcTexture.width / 8), Math.ceil(srcTexture.height / 8));\n\tpass.end();\n\tconst makeReadback = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST\n\t});\n\tconst rbR = makeReadback();\n\tconst rbG = makeReadback();\n\tconst rbB = makeReadback();\n\tconst rbLuma = makeReadback();\n\tencoder.copyBufferToBuffer(bufR, 0, rbR, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufG, 0, rbG, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufB, 0, rbB, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufLuma, 0, rbLuma, 0, PER_CHAN_SIZE);\n\tdevice.queue.onSubmittedWorkDone().then(() => {\n\t\treturn Promise.all([\n\t\t\trbR.mapAsync(GPUMapMode.READ),\n\t\t\trbG.mapAsync(GPUMapMode.READ),\n\t\t\trbB.mapAsync(GPUMapMode.READ),\n\t\t\trbLuma.mapAsync(GPUMapMode.READ)\n\t\t]);\n\t}).then(() => {\n\t\tconst r = new Uint32Array(rbR.getMappedRange().slice(0));\n\t\tconst g = new Uint32Array(rbG.getMappedRange().slice(0));\n\t\tconst b = new Uint32Array(rbB.getMappedRange().slice(0));\n\t\tconst luma = new Uint32Array(rbLuma.getMappedRange().slice(0));\n\t\trbR.unmap();\n\t\trbG.unmap();\n\t\trbB.unmap();\n\t\trbLuma.unmap();\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t\tconst currentCb = histogramCallbacks.get(nodeId);\n\t\tif (currentCb) currentCb({\n\t\t\tr,\n\t\t\tg,\n\t\t\tb,\n\t\t\tluma\n\t\t});\n\t}).catch(() => {\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t});\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_SIZE = 1024;\nconst LUT_FORMAT = \"rgba8unorm\";\nconst LUT_BYTES_PER_ROW = LUT_SIZE * 4;\nconst CURVES_RGB_SHADER = `\n${FULLSCREEN_QUAD_WGSL}\n\n@group(0) @binding(0) var t_lut : texture_2d<f32>;\n@group(0) @binding(1) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_r = (rgb.r * (N - 1.0) + 0.5) / N;\n\tlet uv_g = (rgb.g * (N - 1.0) + 0.5) / N;\n\tlet uv_b = (rgb.b * (N - 1.0) + 0.5) / N;\n\n\tlet r_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_r, 0.5), 0.0).r;\n\tlet g_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_g, 0.5), 0.0).g;\n\tlet b_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_b, 0.5), 0.0).b;\n\n\tlet graded = vec3<f32>(r_graded, g_graded, b_graded);\n\treturn vec4<f32>(graded * src.a, src.a);\n}\n`;\nconst CURVES_HSL_SHADER = `\nstruct Uniforms {\n\tmode: u32,\n\tpad0: u32,\n\tpad1: u32,\n\tpad2: u32,\n};\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var t_lut : texture_2d<f32>;\n@group(0) @binding(2) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n${FULLSCREEN_QUAD_WGSL}\n\nfn rgb_to_hsl(rgb: vec3<f32>) -> vec3<f32> {\n\tlet r = rgb.r; let g = rgb.g; let b = rgb.b;\n\tlet cmax = max(r, max(g, b));\n\tlet cmin = min(r, min(g, b));\n\tlet delta = cmax - cmin;\n\n\tvar h = 0.0;\n\tvar s = 0.0;\n\tlet l = (cmax + cmin) * 0.5;\n\n\tif (delta > 1e-5) {\n\t\ts = delta / (1.0 - abs(2.0 * l - 1.0));\n\t\tif (cmax == r) {\n\t\t\th = ((g - b) / delta) % 6.0;\n\t\t} else if (cmax == g) {\n\t\t\th = (b - r) / delta + 2.0;\n\t\t} else {\n\t\t\th = (r - g) / delta + 4.0;\n\t\t}\n\t\th = h / 6.0;\n\t\tif (h < 0.0) { h = h + 1.0; }\n\t}\n\treturn vec3<f32>(h, s, l);\n}\n\nfn hsl_to_rgb(hsl: vec3<f32>) -> vec3<f32> {\n\tlet h = hsl.x; let s = hsl.y; let l = hsl.z;\n\tlet c = (1.0 - abs(2.0 * l - 1.0)) * s;\n\tlet x = c * (1.0 - abs((h * 6.0) % 2.0 - 1.0));\n\tlet m = l - c * 0.5;\n\n\tvar rgb = vec3<f32>(0.0);\n\tlet hi = u32(h * 6.0) % 6u;\n\tif (hi == 0u) { rgb = vec3<f32>(c, x, 0.0); }\n\telse if (hi == 1u) { rgb = vec3<f32>(x, c, 0.0); }\n\telse if (hi == 2u) { rgb = vec3<f32>(0.0, c, x); }\n\telse if (hi == 3u) { rgb = vec3<f32>(0.0, x, c); }\n\telse if (hi == 4u) { rgb = vec3<f32>(x, 0.0, c); }\n\telse { rgb = vec3<f32>(c, 0.0, x); }\n\treturn rgb + vec3<f32>(m);\n}\n\nfn lut_sample(x: f32) -> f32 {\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_x = (x * (N - 1.0) + 0.5) / N;\n\treturn textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_x, 0.5), 0.0).r;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\tlet hsl = rgb_to_hsl(rgb);\n\n\tvar out_hsl = hsl;\n\n\tif (u.mode == 0u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.x = fract(hsl.x + (adj - 0.5) * 2.0);\n\t} else if (u.mode == 1u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else if (u.mode == 2u) {\n\t\tlet adj = lut_sample(hsl.z);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else {\n\t\tlet adj = lut_sample(hsl.y);\n\t\tout_hsl.y = clamp(adj, 0.0, 1.0);\n\t}\n\n\tlet out_rgb = clamp(hsl_to_rgb(out_hsl), vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(out_rgb * src.a, src.a);\n}\n`;\nconst rgbResourceCache = /* @__PURE__ */ new WeakMap();\nconst hslResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getRgbResources(device, format) {\n\tlet res = rgbResourceCache.get(device);\n\tif (!res) {\n\t\tconst lutBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesRgbPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-rgb.wgsl\",\n\t\t\t\t\tcode: 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LUT_CACHE_LIMIT = 32;\nconst deviceTextureCache = /* @__PURE__ */ new WeakMap();\nfunction getLut(device, configKey, build) {\n\tlet cache = deviceTextureCache.get(device);\n\tif (!cache) {\n\t\tcache = /* @__PURE__ */ new Map();\n\t\tdeviceTextureCache.set(device, cache);\n\t}\n\tconst hit = cache.get(configKey);\n\tif (hit) {\n\t\tcache.delete(configKey);\n\t\tcache.set(configKey, hit);\n\t\treturn hit;\n\t}\n\tconst texture = build();\n\tcache.set(configKey, texture);\n\tif (cache.size > LUT_CACHE_LIMIT) {\n\t\tconst [oldestKey, oldest] = cache.entries().next().value;\n\t\tcache.delete(oldestKey);\n\t\toldest.destroy();\n\t}\n\treturn texture;\n}\nfunction buildRgbLut(device, op) {\n\tconst masterSpline = solveMonotonicSpline(op.master || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst redSpline = solveMonotonicSpline(op.red || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst greenSpline = solveMonotonicSpline(op.green || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst blueSpline = solveMonotonicSpline(op.blue || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst masterVal = masterSpline(i / (LUT_SIZE - 1));\n\t\tconst r = Math.max(0, Math.min(1, redSpline(masterVal)));\n\t\tconst g = Math.max(0, Math.min(1, greenSpline(masterVal)));\n\t\tconst b = Math.max(0, Math.min(1, blueSpline(masterVal)));\n\t\tlutData[i * 4 + 0] = Math.round(r * 255);\n\t\tlutData[i * 4 + 1] = Math.round(g * 255);\n\t\tlutData[i * 4 + 2] = Math.round(b * 255);\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, 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{\n\t\"hue-vs-hue\": \"hueVsHue\",\n\t\"hue-vs-sat\": \"hueVsSat\",\n\t\"lum-vs-sat\": \"lumVsSat\",\n\t\"sat-vs-sat\": \"satVsSat\"\n};\nconst CurvesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Curves\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.nodeId || \"curves_fallback\";\n\tconst curveType = op.curveType || \"rgb\";\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tif (curveType === \"rgb\") {\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tmaster: op.master,\n\t\t\tred: op.red,\n\t\t\tgreen: op.green,\n\t\t\tblue: op.blue\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildRgbLut(ctx.device, op));\n\t\tconst { pipeline, lutBindGroupLayout, srcBindGroupLayout } = getRgbResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: lutBindGroupLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t} else {\n\t\tconst hslPoints = op[HSL_CURVE_KEY_MAP[curveType]] || [{\n\t\t\tx: 0,\n\t\t\ty: .5\n\t\t}, {\n\t\t\tx: 1,\n\t\t\ty: .5\n\t\t}];\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tpoints: hslPoints\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => 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{"version":3,"file":"renderer-CiMpdh0s.mjs","names":[],"sources":["../../../nodes/node-curves/dist/renderers-DzdBU1io.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/spline.ts\n/**\n* Solves the Fritsch-Carlson Monotonic Cubic Hermite Spline interpolation\n* for a set of control points. Returns an interpolation function.\n*/\nfunction solveMonotonicSpline(points) {\n\tconst pts = [...points].sort((a, b) => a.x - b.x);\n\tconst uniquePts = [];\n\tfor (const p of pts) if (uniquePts.length === 0 || Math.abs(p.x - uniquePts[uniquePts.length - 1].x) > 1e-6) uniquePts.push(p);\n\tconst n = uniquePts.length;\n\tif (n === 0) return (x) => x;\n\tif (n === 1) return () => uniquePts[0].y;\n\tconst dx = new Float32Array(n - 1);\n\tconst dy = new Float32Array(n - 1);\n\tconst ms = new Float32Array(n - 1);\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tdx[i] = uniquePts[i + 1].x - uniquePts[i].x;\n\t\tdy[i] = uniquePts[i + 1].y - uniquePts[i].y;\n\t\tms[i] = dy[i] / dx[i];\n\t}\n\tconst tangents = new Float32Array(n);\n\ttangents[0] = ms[0];\n\tfor (let i = 1; i < n - 1; i++) tangents[i] = (ms[i - 1] + ms[i]) / 2;\n\ttangents[n - 1] = ms[n - 2];\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tconst m = ms[i];\n\t\tif (Math.abs(m) < 1e-9) {\n\t\t\ttangents[i] = 0;\n\t\t\ttangents[i + 1] = 0;\n\t\t} else {\n\t\t\tconst alpha = tangents[i] / m;\n\t\t\tconst beta = tangents[i + 1] / m;\n\t\t\tconst alphaSq = alpha * alpha;\n\t\t\tconst betaSq = beta * beta;\n\t\t\tif (alphaSq + betaSq > 9) {\n\t\t\t\tconst tau = 3 / Math.sqrt(alphaSq + betaSq);\n\t\t\t\ttangents[i] = tau * alpha * m;\n\t\t\t\ttangents[i + 1] = tau * beta * m;\n\t\t\t}\n\t\t}\n\t}\n\treturn (x) => {\n\t\tif (x <= uniquePts[0].x) return uniquePts[0].y;\n\t\tif (x >= uniquePts[n - 1].x) return uniquePts[n - 1].y;\n\t\tlet low = 0;\n\t\tlet high = n - 2;\n\t\tlet idx = 0;\n\t\twhile (low <= high) {\n\t\t\tconst mid = low + high >> 1;\n\t\t\tif (x >= uniquePts[mid].x && x <= uniquePts[mid + 1].x) {\n\t\t\t\tidx = mid;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif (x < uniquePts[mid].x) high = mid - 1;\n\t\t\telse low = mid + 1;\n\t\t}\n\t\tconst h = dx[idx];\n\t\tconst t = (x - uniquePts[idx].x) / h;\n\t\tconst t2 = t * t;\n\t\tconst t3 = t2 * t;\n\t\tconst h00 = 2 * t3 - 3 * t2 + 1;\n\t\tconst h10 = t3 - 2 * t2 + t;\n\t\tconst h01 = -2 * t3 + 3 * t2;\n\t\tconst h11 = t3 - t2;\n\t\tconst y = uniquePts[idx].y * h00 + h * tangents[idx] * h10 + uniquePts[idx + 1].y * h01 + h * tangents[idx + 1] * h11;\n\t\treturn Math.max(0, Math.min(1, y));\n\t};\n}\n\n//#endregion\n//#region src/renderers/histogram-computer.ts\nconst PER_CHAN_SIZE = 256 * 4;\nconst HISTOGRAM_COMPUTE_SHADER = `\n@group(0) @binding(0) var t_src: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> bins_r: array<atomic<u32>, 256>;\n@group(0) @binding(2) var<storage, read_write> bins_g: array<atomic<u32>, 256>;\n@group(0) @binding(3) var<storage, read_write> bins_b: array<atomic<u32>, 256>;\n@group(0) @binding(4) var<storage, read_write> bins_luma: array<atomic<u32>, 256>;\n\n@compute @workgroup_size(8, 8)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tlet dims = textureDimensions(t_src, 0);\n\tif (gid.x >= dims.x || gid.y >= dims.y) { return; }\n\n\tlet color = textureLoad(t_src, vec2<u32>(gid.x, gid.y), 0);\n\tlet a = color.a;\n\tif (a < 1e-5) { return; }\n\n\tlet rgb = color.rgb / a;\n\n\tlet ri = u32(clamp(rgb.r * 255.0, 0.0, 255.0));\n\tlet gi = u32(clamp(rgb.g * 255.0, 0.0, 255.0));\n\tlet bi = u32(clamp(rgb.b * 255.0, 0.0, 255.0));\n\tlet luma = 0.2126 * rgb.r + 0.7152 * rgb.g + 0.0722 * rgb.b;\n\tlet lumai = u32(clamp(luma * 255.0, 0.0, 255.0));\n\n\tatomicAdd(&bins_r[ri], 1u);\n\tatomicAdd(&bins_g[gi], 1u);\n\tatomicAdd(&bins_b[bi], 1u);\n\tatomicAdd(&bins_luma[lumai], 1u);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getHistogramResources(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst bindGroupLayout = device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\ttexture: {\n\t\t\t\t\tsampleType: \"float\",\n\t\t\t\t\tviewDimension: \"2d\"\n\t\t\t\t}\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t}\n\t\t] });\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"histogram.wgsl\",\n\t\t\tcode: HISTOGRAM_COMPUTE_SHADER\n\t\t});\n\t\tres = {\n\t\t\tpipeline: device.createComputePipeline({\n\t\t\t\tlabel: \"HistogramPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),\n\t\t\t\tcompute: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"main\"\n\t\t\t\t}\n\t\t\t}),\n\t\t\tbindGroupLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst histogramCallbacks = /* @__PURE__ */ new Map();\nconst inflight = /* @__PURE__ */ new Set();\n/**\n* Records histogram compute + buffer copy commands into the provided encoder.\n* The async readback fires after the queue processes the encoder's commands.\n* This ensures the source texture data is valid when the compute pass reads it.\n*/\nfunction computeHistogramFromEncoder(device, encoder, srcTexture, nodeId) {\n\tif (!histogramCallbacks.get(nodeId)) return;\n\tif (inflight.has(nodeId)) return;\n\tinflight.add(nodeId);\n\tconst { pipeline, bindGroupLayout } = getHistogramResources(device);\n\tconst makeStorage = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t});\n\tconst bufR = makeStorage();\n\tconst bufG = makeStorage();\n\tconst bufB = makeStorage();\n\tconst bufLuma = makeStorage();\n\tencoder.clearBuffer(bufR);\n\tencoder.clearBuffer(bufG);\n\tencoder.clearBuffer(bufB);\n\tencoder.clearBuffer(bufLuma);\n\tconst bindGroup = device.createBindGroup({\n\t\tlayout: bindGroupLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: srcTexture.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: { buffer: bufR }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: { buffer: bufG }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: { buffer: bufB }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: { buffer: bufLuma }\n\t\t\t}\n\t\t]\n\t});\n\tconst pass = encoder.beginComputePass({ label: \"histogram-pass\" });\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, bindGroup);\n\tpass.dispatchWorkgroups(Math.ceil(srcTexture.width / 8), Math.ceil(srcTexture.height / 8));\n\tpass.end();\n\tconst makeReadback = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST\n\t});\n\tconst rbR = makeReadback();\n\tconst rbG = makeReadback();\n\tconst rbB = makeReadback();\n\tconst rbLuma = makeReadback();\n\tencoder.copyBufferToBuffer(bufR, 0, rbR, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufG, 0, rbG, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufB, 0, rbB, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufLuma, 0, rbLuma, 0, PER_CHAN_SIZE);\n\tdevice.queue.onSubmittedWorkDone().then(() => {\n\t\treturn Promise.all([\n\t\t\trbR.mapAsync(GPUMapMode.READ),\n\t\t\trbG.mapAsync(GPUMapMode.READ),\n\t\t\trbB.mapAsync(GPUMapMode.READ),\n\t\t\trbLuma.mapAsync(GPUMapMode.READ)\n\t\t]);\n\t}).then(() => {\n\t\tconst r = new Uint32Array(rbR.getMappedRange().slice(0));\n\t\tconst g = new Uint32Array(rbG.getMappedRange().slice(0));\n\t\tconst b = new Uint32Array(rbB.getMappedRange().slice(0));\n\t\tconst luma = new Uint32Array(rbLuma.getMappedRange().slice(0));\n\t\trbR.unmap();\n\t\trbG.unmap();\n\t\trbB.unmap();\n\t\trbLuma.unmap();\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t\tconst currentCb = histogramCallbacks.get(nodeId);\n\t\tif (currentCb) currentCb({\n\t\t\tr,\n\t\t\tg,\n\t\t\tb,\n\t\t\tluma\n\t\t});\n\t}).catch(() => {\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t});\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_SIZE = 1024;\nconst LUT_FORMAT = \"rgba8unorm\";\nconst LUT_BYTES_PER_ROW = LUT_SIZE * 4;\nconst CURVES_RGB_SHADER = `\n${FULLSCREEN_QUAD_WGSL}\n\n@group(0) @binding(0) var t_lut : texture_2d<f32>;\n@group(0) @binding(1) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_r = (rgb.r * (N - 1.0) + 0.5) / N;\n\tlet uv_g = (rgb.g * (N - 1.0) + 0.5) / N;\n\tlet uv_b = (rgb.b * (N - 1.0) + 0.5) / N;\n\n\tlet r_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_r, 0.5), 0.0).r;\n\tlet g_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_g, 0.5), 0.0).g;\n\tlet b_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_b, 0.5), 0.0).b;\n\n\tlet graded = vec3<f32>(r_graded, g_graded, b_graded);\n\treturn vec4<f32>(graded * src.a, src.a);\n}\n`;\nconst CURVES_HSL_SHADER = `\nstruct Uniforms {\n\tmode: u32,\n\tpad0: u32,\n\tpad1: u32,\n\tpad2: u32,\n};\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var t_lut : texture_2d<f32>;\n@group(0) @binding(2) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n${FULLSCREEN_QUAD_WGSL}\n\nfn rgb_to_hsl(rgb: vec3<f32>) -> vec3<f32> {\n\tlet r = rgb.r; let g = rgb.g; let b = rgb.b;\n\tlet cmax = max(r, max(g, b));\n\tlet cmin = min(r, min(g, b));\n\tlet delta = cmax - cmin;\n\n\tvar h = 0.0;\n\tvar s = 0.0;\n\tlet l = (cmax + cmin) * 0.5;\n\n\tif (delta > 1e-5) {\n\t\ts = delta / (1.0 - abs(2.0 * l - 1.0));\n\t\tif (cmax == r) {\n\t\t\th = ((g - b) / delta) % 6.0;\n\t\t} else if (cmax == g) {\n\t\t\th = (b - r) / delta + 2.0;\n\t\t} else {\n\t\t\th = (r - g) / delta + 4.0;\n\t\t}\n\t\th = h / 6.0;\n\t\tif (h < 0.0) { h = h + 1.0; }\n\t}\n\treturn vec3<f32>(h, s, l);\n}\n\nfn hsl_to_rgb(hsl: vec3<f32>) -> vec3<f32> {\n\tlet h = hsl.x; let s = hsl.y; let l = hsl.z;\n\tlet c = (1.0 - abs(2.0 * l - 1.0)) * s;\n\tlet x = c * (1.0 - abs((h * 6.0) % 2.0 - 1.0));\n\tlet m = l - c * 0.5;\n\n\tvar rgb = vec3<f32>(0.0);\n\tlet hi = u32(h * 6.0) % 6u;\n\tif (hi == 0u) { rgb = vec3<f32>(c, x, 0.0); }\n\telse if (hi == 1u) { rgb = vec3<f32>(x, c, 0.0); }\n\telse if (hi == 2u) { rgb = vec3<f32>(0.0, c, x); }\n\telse if (hi == 3u) { rgb = vec3<f32>(0.0, x, c); }\n\telse if (hi == 4u) { rgb = vec3<f32>(x, 0.0, c); }\n\telse { rgb = vec3<f32>(c, 0.0, x); }\n\treturn rgb + vec3<f32>(m);\n}\n\nfn lut_sample(x: f32) -> f32 {\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_x = (x * (N - 1.0) + 0.5) / N;\n\treturn textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_x, 0.5), 0.0).r;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\tlet hsl = rgb_to_hsl(rgb);\n\n\tvar out_hsl = hsl;\n\n\tif (u.mode == 0u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.x = fract(hsl.x + (adj - 0.5) * 2.0);\n\t} else if (u.mode == 1u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else if (u.mode == 2u) {\n\t\tlet adj = lut_sample(hsl.z);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else {\n\t\tlet adj = lut_sample(hsl.y);\n\t\tout_hsl.y = clamp(adj, 0.0, 1.0);\n\t}\n\n\tlet out_rgb = clamp(hsl_to_rgb(out_hsl), vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(out_rgb * src.a, src.a);\n}\n`;\nconst rgbResourceCache = /* @__PURE__ */ new WeakMap();\nconst hslResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getRgbResources(device, format) {\n\tlet res = rgbResourceCache.get(device);\n\tif (!res) {\n\t\tconst lutBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesRgbPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-rgb.wgsl\",\n\t\t\t\t\tcode: CURVES_RGB_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [lutBGL, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tlutBindGroupLayout: lutBGL,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\trgbResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getHslResources(device, format) {\n\tlet res = hslResourceCache.get(device);\n\tif (!res) {\n\t\tconst uniformLayout = fragmentBindGroupLayout(device, [\n\t\t\t\"uniform\",\n\t\t\t\"texture\",\n\t\t\t\"sampler\"\n\t\t]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesHslPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-hsl.wgsl\",\n\t\t\t\t\tcode: CURVES_HSL_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [uniformLayout, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tuniformLayout,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\thslResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst LUT_CACHE_LIMIT = 32;\nconst deviceTextureCache = /* @__PURE__ */ new WeakMap();\nfunction getLut(device, configKey, build) {\n\tlet cache = deviceTextureCache.get(device);\n\tif (!cache) {\n\t\tcache = /* @__PURE__ */ new Map();\n\t\tdeviceTextureCache.set(device, cache);\n\t}\n\tconst hit = cache.get(configKey);\n\tif (hit) {\n\t\tcache.delete(configKey);\n\t\tcache.set(configKey, hit);\n\t\treturn hit;\n\t}\n\tconst texture = build();\n\tcache.set(configKey, texture);\n\tif (cache.size > LUT_CACHE_LIMIT) {\n\t\tconst [oldestKey, oldest] = cache.entries().next().value;\n\t\tcache.delete(oldestKey);\n\t\toldest.destroy();\n\t}\n\treturn texture;\n}\nfunction buildRgbLut(device, op) {\n\tconst masterSpline = solveMonotonicSpline(op.master || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst redSpline = solveMonotonicSpline(op.red || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst greenSpline = solveMonotonicSpline(op.green || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst blueSpline = solveMonotonicSpline(op.blue || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst masterVal = masterSpline(i / (LUT_SIZE - 1));\n\t\tconst r = Math.max(0, Math.min(1, redSpline(masterVal)));\n\t\tconst g = Math.max(0, Math.min(1, greenSpline(masterVal)));\n\t\tconst b = Math.max(0, Math.min(1, blueSpline(masterVal)));\n\t\tlutData[i * 4 + 0] = Math.round(r * 255);\n\t\tlutData[i * 4 + 1] = Math.round(g * 255);\n\t\tlutData[i * 4 + 2] = Math.round(b * 255);\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nfunction buildHslLut(device, points) {\n\tconst spline = solveMonotonicSpline(points);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst u = i / (LUT_SIZE - 1);\n\t\tconst val = Math.round(Math.max(0, Math.min(1, spline(u))) * 255);\n\t\tlutData[i * 4 + 0] = val;\n\t\tlutData[i * 4 + 1] = val;\n\t\tlutData[i * 4 + 2] = val;\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nconst HSL_MODE_MAP = {\n\t\"hue-vs-hue\": 0,\n\t\"hue-vs-sat\": 1,\n\t\"lum-vs-sat\": 2,\n\t\"sat-vs-sat\": 3\n};\nconst HSL_CURVE_KEY_MAP = {\n\t\"hue-vs-hue\": \"hueVsHue\",\n\t\"hue-vs-sat\": \"hueVsSat\",\n\t\"lum-vs-sat\": \"lumVsSat\",\n\t\"sat-vs-sat\": \"satVsSat\"\n};\nconst CurvesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Curves\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.nodeId || \"curves_fallback\";\n\tconst curveType = op.curveType || \"rgb\";\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tif (curveType === \"rgb\") {\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tmaster: op.master,\n\t\t\tred: op.red,\n\t\t\tgreen: op.green,\n\t\t\tblue: op.blue\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildRgbLut(ctx.device, op));\n\t\tconst { pipeline, lutBindGroupLayout, srcBindGroupLayout } = getRgbResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: lutBindGroupLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t} else {\n\t\tconst hslPoints = op[HSL_CURVE_KEY_MAP[curveType]] || [{\n\t\t\tx: 0,\n\t\t\ty: .5\n\t\t}, {\n\t\t\tx: 1,\n\t\t\ty: .5\n\t\t}];\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tpoints: hslPoints\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildHslLut(ctx.device, hslPoints));\n\t\tconst uniformData = new Uint32Array([\n\t\t\tHSL_MODE_MAP[curveType] ?? 0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t]);\n\t\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\t\tconst { pipeline, uniformLayout, srcBindGroupLayout } = getHslResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: lut.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t}\n\tcomputeHistogramFromEncoder(ctx.device, encoder, outTex, nodeId);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nconst rendererNode = defineRenderer({ WebGPURenderer: CurvesWebGPURenderer });\nvar renderers_default = rendererNode;\n\n//#endregion\nexport { renderers_default as n, solveMonotonicSpline as r, rendererNode as t };\n//# 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import "./chunk-GBe2k3y8.mjs";
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import { n as defineRenderer } from "./renderer-BSitV56h.mjs";
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import "./dist-
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import { i as beginTargetPass, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import "./dist-jU289ehm.mjs";
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import { i as beginTargetPass, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, t as FULLSCREEN_QUAD_WGSL } from "./gpu-BA1Wz_mS.mjs";
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//#region ../../nodes/node-channel-merger/dist/renderers-CFuJvvvy.mjs
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const COLOR_SPACE_MAP = {
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@@ -290,4 +290,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: ChannelMergerWebGPURend
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//#endregion
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export { ChannelMergerWebGPURenderer, renderers_default as default };
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-Cn6VlWHZ.mjs.map
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{"version":3,"file":"renderer-CMT4QcpV.mjs","names":[],"sources":["../../../nodes/node-channel-merger/dist/renderers-CFuJvvvy.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, beginTargetPass, drawChildToTexture, fragmentBindGroupLayout, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLOR_SPACE_MAP = {\n\tRGBA: 0,\n\tHSLA: 1,\n\tCMYK: 2,\n\tLAB: 3\n};\nconst WGSL_CHANNEL_MERGER = `\nstruct MergerUniforms {\n\tcolorSpace : f32, // 0=RGBA, 1=HSLA, 2=CMYK, 3=LAB\n\thasCh4 : f32, // 0 or 1\n\tdefaultCh4 : f32, // fallback value (1.0 for alpha, 0.0 for CMYK black)\n\t_pad0 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : MergerUniforms;\n@group(1) @binding(0) var tex1 : texture_2d<f32>;\n@group(1) @binding(1) var tex2 : texture_2d<f32>;\n@group(1) @binding(2) var tex3 : texture_2d<f32>;\n@group(1) @binding(3) var tex4 : texture_2d<f32>;\n@group(1) @binding(4) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn hue2rgb(p: f32, q: f32, t_in: f32) -> f32 {\n\tvar t = t_in;\n\tif (t < 0.0) { t = t + 1.0; }\n\tif (t > 1.0) { t = t - 1.0; }\n\tif (t < 1.0 / 6.0) { return p + (q - p) * 6.0 * t; }\n\tif (t < 1.0 / 2.0) { return q; }\n\tif (t < 2.0 / 3.0) { return p + (q - p) * (2.0 / 3.0 - t) * 6.0; }\n\treturn p;\n}\n\nfn hsl2rgb(h: f32, s: f32, l: f32) -> vec3<f32> {\n\tif (s <= 0.00001) {\n\t\treturn vec3<f32>(l, l, l);\n\t}\n\tlet q = select(l + s - l * s, l * (1.0 + s), l < 0.5);\n\tlet p = 2.0 * l - q;\n\tlet r = hue2rgb(p, q, h + 1.0 / 3.0);\n\tlet g = hue2rgb(p, q, h);\n\tlet b = hue2rgb(p, q, h - 1.0 / 3.0);\n\treturn vec3<f32>(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0));\n}\n\nfn inv_lab_f(t: f32) -> f32 {\n\tlet t3 = t * t * t;\n\treturn select((t - 16.0 / 116.0) / 7.787, t3, t3 > 0.008856);\n}\n\nfn lin2srgb(v: f32) -> f32 {\n\tlet c = clamp(v, 0.0, 1.0);\n\treturn select(c * 12.92, 1.055 * pow(c, 1.0 / 2.4) - 0.055, c > 0.0031308);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet c1 = textureSample(tex1, samp, in.uv);\n\tlet c2 = textureSample(tex2, samp, in.uv);\n\tlet c3 = textureSample(tex3, samp, in.uv);\n\tlet c4 = textureSample(tex4, samp, in.uv);\n\n\tlet v1 = c1.r;\n\tlet v2 = c2.r;\n\tlet v3 = c3.r;\n\tlet v4 = select(u.defaultCh4, c4.r, u.hasCh4 > 0.5);\n\n\tlet cs = u32(u.colorSpace + 0.5);\n\n\tif (cs == 0u) { // RGBA\n\t\treturn vec4<f32>(clamp(v1, 0.0, 1.0), clamp(v2, 0.0, 1.0), clamp(v3, 0.0, 1.0), clamp(v4, 0.0, 1.0));\n\t} else if (cs == 1u) { // HSLA\n\t\tlet rgb = hsl2rgb(fract(v1), clamp(v2, 0.0, 1.0), clamp(v3, 0.0, 1.0));\n\t\treturn vec4<f32>(rgb, clamp(v4, 0.0, 1.0));\n\t} else if (cs == 2u) { // CMYK\n\t\tlet C = clamp(v1, 0.0, 1.0);\n\t\tlet M = clamp(v2, 0.0, 1.0);\n\t\tlet Y = clamp(v3, 0.0, 1.0);\n\t\tlet K = clamp(v4, 0.0, 1.0);\n\t\tlet r = (1.0 - C) * (1.0 - K);\n\t\tlet g = (1.0 - M) * (1.0 - K);\n\t\tlet b = (1.0 - Y) * (1.0 - K);\n\t\treturn vec4<f32>(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0), 1.0);\n\t} else { // LAB\n\t\tlet L_norm = clamp(v1, 0.0, 1.0);\n\t\tlet a_norm = clamp(v2, 0.0, 1.0);\n\t\tlet b_norm = clamp(v3, 0.0, 1.0);\n\n\t\tlet L_star = L_norm * 100.0;\n\t\tlet a_star = a_norm * 255.0 - 128.0;\n\t\tlet b_star = b_norm * 255.0 - 128.0;\n\n\t\tlet fy = (L_star + 16.0) / 116.0;\n\t\tlet fx = fy + a_star / 500.0;\n\t\tlet fz = fy - b_star / 200.0;\n\n\t\tlet x = inv_lab_f(fx);\n\t\tlet y = inv_lab_f(fy);\n\t\tlet z = inv_lab_f(fz);\n\n\t\tlet X = x * 0.95047;\n\t\tlet Y = y * 1.00000;\n\t\tlet Z = z * 1.08883;\n\n\t\tlet lr = 3.2404542 * X - 1.5371385 * Y - 0.4985314 * Z;\n\t\tlet lg = -0.9692660 * X + 1.8760108 * Y + 0.0415560 * Z;\n\t\tlet lb = 0.0556434 * X - 0.2040259 * Y + 1.0572252 * Z;\n\n\t\treturn vec4<f32>(lin2srgb(lr), lin2srgb(lg), lin2srgb(lb), clamp(v4, 0.0, 1.0));\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(4);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\t\ttextureLayout: texturesLayout(device, 4),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getPipeline(device, format) {\n\tconst resources = getDeviceLayouts(device);\n\tconst key = `merger_${format}`;\n\tlet pipeline = resources.pipelineCache.get(key);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"ChannelMergerShader\",\n\t\t\tcode: WGSL_CHANNEL_MERGER\n\t\t});\n\t\tconst layout = device.createPipelineLayout({ bindGroupLayouts: [resources.uniformLayout, resources.textureLayout] });\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: \"ChannelMergerPipeline\",\n\t\t\tlayout,\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tresources.pipelineCache.set(key, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tresources\n\t};\n}\nconst ChannelMergerWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ChannelMerger\" || !op) return;\n\tconst ch1Media = op.channel1Media ?? props.virtualMedia.children?.[0];\n\tconst ch2Media = op.channel2Media;\n\tconst ch3Media = op.channel3Media;\n\tconst ch4Media = op.channel4Media;\n\tif (!ch1Media || !ch2Media || !ch3Media) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tex1, view: view1 } = await drawChildToTexture(args, ch1Media, { props: {\n\t\t...props,\n\t\tvirtualMedia: ch1Media,\n\t\trenderId: `${props.renderId}-ch1`\n\t} });\n\targs.pass.end();\n\tconst { texture: tex2, view: view2 } = await drawChildToTexture(args, ch2Media, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch2Media,\n\t\t\trenderId: `${props.renderId}-ch2`,\n\t\t\texcludeTextures: [...props.excludeTextures || [], tex1]\n\t\t},\n\t\texclude: [tex1]\n\t});\n\targs.pass.end();\n\tconst { texture: tex3, view: view3 } = await drawChildToTexture(args, ch3Media, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch3Media,\n\t\t\trenderId: `${props.renderId}-ch3`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttex1,\n\t\t\t\ttex2\n\t\t\t]\n\t\t},\n\t\texclude: [tex1, tex2]\n\t});\n\targs.pass.end();\n\tconst tex4 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t...props.excludeTextures || [],\n\t\ttargetTexture,\n\t\ttex1,\n\t\ttex2,\n\t\ttex3\n\t]);\n\tconst view4 = tex4.createView();\n\tctx.renderer.beginFrame(encoder, view4, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tconst hasCh4 = ch4Media ? 1 : 0;\n\tif (ch4Media) {\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(ch4Media, {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch4Media,\n\t\t\trenderId: `${props.renderId}-ch4`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttex1,\n\t\t\t\ttex2,\n\t\t\t\ttex3,\n\t\t\t\ttex4\n\t\t\t]\n\t\t}, view4, tex4, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t}\n\tconst colorSpace = op.colorSpace ?? \"RGBA\";\n\tconst defaultCh4 = op.defaultChannel4 ?? (colorSpace === \"CMYK\" ? 0 : 1);\n\tuniformData[0] = COLOR_SPACE_MAP[colorSpace] ?? 0;\n\tuniformData[1] = hasCh4;\n\tuniformData[2] = defaultCh4;\n\tuniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst { pipeline, resources } = getPipeline(ctx.device, targetTexture.format);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: resources.uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst textureBindGroup = ctx.device.createBindGroup({\n\t\tlayout: resources.textureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: view1\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: view2\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: view3\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: view4\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tconst finalPass = beginTargetPass(args);\n\tfinalPass.setPipeline(pipeline);\n\tfinalPass.setBindGroup(0, uniformBindGroup);\n\tfinalPass.setBindGroup(1, textureBindGroup);\n\tfinalPass.draw(4, 1, 0, 0);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ChannelMergerWebGPURenderer });\n\n//#endregion\nexport { ChannelMergerWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-CFuJvvvy.mjs.map"],"mappings":";;;;;;AAIA,MAAM,kBAAkB;CACvB,MAAM;CACN,MAAM;CACN,MAAM;CACN,KAAK;CACL;AACD,MAAM,sBAAsB;;;;;;;;;;;;;;EAc1B,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0FvB,MAAM,sCAAsC,IAAI,SAAS;AACzD,MAAM,cAAc,IAAI,aAAa,EAAE;AACvC,SAAS,iBAAiB,QAAQ;CACjC,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,IAAK,QAAO;AAChB,OAAM;EACL,eAAe,wBAAwB,QAAQ,CAAC,UAAU,CAAC;EAC3D,eAAe,eAAe,QAAQ,EAAE;EACxC,+BAA+B,IAAI,KAAK;EACxC;AACD,qBAAoB,IAAI,QAAQ,IAAI;AACpC,QAAO;;AAER,SAAS,YAAY,QAAQ,QAAQ;CACpC,MAAM,YAAY,iBAAiB,OAAO;CAC1C,MAAM,MAAM,UAAU;CACtB,IAAI,WAAW,UAAU,cAAc,IAAI,IAAI;AAC/C,KAAI,CAAC,UAAU;EACd,MAAM,SAAS,OAAO,mBAAmB;GACxC,OAAO;GACP,MAAM;GACN,CAAC;EACF,MAAM,SAAS,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,UAAU,eAAe,UAAU,cAAc,EAAE,CAAC;AACpH,aAAW,OAAO,qBAAqB;GACtC,OAAO;GACP;GACA,QAAQ;IACP;IACA,YAAY;IACZ;GACD,UAAU;IACT;IACA,YAAY;IACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;IACrB;GACD,WAAW,EAAE,UAAU,kBAAkB;GACzC,CAAC;AACF,YAAU,cAAc,IAAI,KAAK,SAAS;;AAE3C,QAAO;EACN;EACA;EACA;;AAEF,MAAM,8BAA8B,OAAO,SAAS;CACnD,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,OAAO,cAAc;CAC3F,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,mBAAmB,CAAC,GAAI;CACvC,MAAM,WAAW,GAAG,iBAAiB,MAAM,aAAa,WAAW;CACnE,MAAM,WAAW,GAAG;CACpB,MAAM,WAAW,GAAG;CACpB,MAAM,WAAW,GAAG;AACpB,KAAI,CAAC,YAAY,CAAC,YAAY,CAAC,SAAU;AACzC,MAAK,KAAK;CACV,MAAM,QAAQ;CACd,MAAM,SAAS;CACf,MAAM,EAAE,SAAS,MAAM,MAAM,UAAU,MAAM,mBAAmB,MAAM,UAAU,EAAE,OAAO;EACxF,GAAG;EACH,cAAc;EACd,UAAU,GAAG,MAAM,SAAS;EAC5B,EAAE,CAAC;AACJ,MAAK,KAAK,KAAK;CACf,MAAM,EAAE,SAAS,MAAM,MAAM,UAAU,MAAM,mBAAmB,MAAM,UAAU;EAC/E,OAAO;GACN,GAAG;GACH,cAAc;GACd,UAAU,GAAG,MAAM,SAAS;GAC5B,iBAAiB,CAAC,GAAG,MAAM,mBAAmB,EAAE,EAAE,KAAK;GACvD;EACD,SAAS,CAAC,KAAK;EACf,CAAC;AACF,MAAK,KAAK,KAAK;CACf,MAAM,EAAE,SAAS,MAAM,MAAM,UAAU,MAAM,mBAAmB,MAAM,UAAU;EAC/E,OAAO;GACN,GAAG;GACH,cAAc;GACd,UAAU,GAAG,MAAM,SAAS;GAC5B,iBAAiB;IAChB,GAAG,MAAM,mBAAmB,EAAE;IAC9B;IACA;IACA;GACD;EACD,SAAS,CAAC,MAAM,KAAK;EACrB,CAAC;AACF,MAAK,KAAK,KAAK;CACf,MAAM,OAAO,IAAI,SAAS,oBAAoB,OAAO,QAAQ;EAC5D,GAAG,MAAM,mBAAmB,EAAE;EAC9B;EACA;EACA;EACA;EACA,CAAC;CACF,MAAM,QAAQ,KAAK,YAAY;AAC/B,KAAI,SAAS,WAAW,SAAS,OAAO;EACvC,GAAG;EACH,GAAG;EACH,GAAG;EACH,GAAG;EACH,EAAE,OAAO,QAAQ,QAAQ,CAAC,KAAK;CAChC,MAAM,SAAS,WAAW,IAAI;AAC9B,KAAI,UAAU;AACb,MAAI,SAAS,YAAY;GACxB,GAAG;GACH,GAAG;GACH;GACA;GACA,CAAC;AACF,MAAI,SAAS,cAAc;AAC3B,QAAM,UAAU,UAAU;GACzB,GAAG;GACH,cAAc;GACd,UAAU,GAAG,MAAM,SAAS;GAC5B,iBAAiB;IAChB,GAAG,MAAM,mBAAmB,EAAE;IAC9B;IACA;IACA;IACA;IACA;GACD,EAAE,OAAO,MAAM,OAAO,OAAO;AAC9B,MAAI,SAAS,cAAc;AAC3B,MAAI,SAAS,YAAY;AACzB,OAAK,KAAK,KAAK;;CAEhB,MAAM,aAAa,GAAG,cAAc;CACpC,MAAM,aAAa,GAAG,oBAAoB,eAAe,SAAS,IAAI;AACtE,aAAY,KAAK,gBAAgB,eAAe;AAChD,aAAY,KAAK;AACjB,aAAY,KAAK;AACjB,aAAY,KAAK;CACjB,MAAM,gBAAgB,IAAI,SAAS,mBAAmB,YAAY;CAClE,MAAM,EAAE,UAAU,cAAc,YAAY,IAAI,QAAQ,cAAc,OAAO;CAC7E,MAAM,mBAAmB,IAAI,OAAO,gBAAgB;EACnD,QAAQ,UAAU;EAClB,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ,eAAe;GACnC,CAAC;EACF,CAAC;CACF,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,mBAAmB,IAAI,OAAO,gBAAgB;EACnD,QAAQ,UAAU;EAClB,SAAS;GACR;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;EACD,CAAC;CACF,MAAM,YAAY,gBAAgB,KAAK;AACvC,WAAU,YAAY,SAAS;AAC/B,WAAU,aAAa,GAAG,iBAAiB;AAC3C,WAAU,aAAa,GAAG,iBAAiB;AAC3C,WAAU,KAAK,GAAG,GAAG,GAAG,EAAE;;AAK3B,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,6BAA6B,CAAC"}
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{"version":3,"file":"renderer-Cn6VlWHZ.mjs","names":[],"sources":["../../../nodes/node-channel-merger/dist/renderers-CFuJvvvy.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, beginTargetPass, drawChildToTexture, fragmentBindGroupLayout, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLOR_SPACE_MAP = {\n\tRGBA: 0,\n\tHSLA: 1,\n\tCMYK: 2,\n\tLAB: 3\n};\nconst WGSL_CHANNEL_MERGER = `\nstruct MergerUniforms {\n\tcolorSpace : f32, // 0=RGBA, 1=HSLA, 2=CMYK, 3=LAB\n\thasCh4 : f32, // 0 or 1\n\tdefaultCh4 : f32, // fallback value (1.0 for alpha, 0.0 for CMYK black)\n\t_pad0 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : MergerUniforms;\n@group(1) @binding(0) var tex1 : texture_2d<f32>;\n@group(1) @binding(1) var tex2 : texture_2d<f32>;\n@group(1) @binding(2) var tex3 : texture_2d<f32>;\n@group(1) @binding(3) var tex4 : texture_2d<f32>;\n@group(1) @binding(4) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn hue2rgb(p: f32, q: f32, t_in: f32) -> f32 {\n\tvar t = t_in;\n\tif (t < 0.0) { t = t + 1.0; }\n\tif (t > 1.0) { t = t - 1.0; }\n\tif (t < 1.0 / 6.0) { return p + (q - p) * 6.0 * t; }\n\tif (t < 1.0 / 2.0) { return q; }\n\tif (t < 2.0 / 3.0) { return p + (q - p) * (2.0 / 3.0 - t) * 6.0; }\n\treturn p;\n}\n\nfn hsl2rgb(h: f32, s: f32, l: f32) -> vec3<f32> {\n\tif (s <= 0.00001) {\n\t\treturn vec3<f32>(l, l, l);\n\t}\n\tlet q = select(l + s - l * s, l * (1.0 + s), l < 0.5);\n\tlet p = 2.0 * l - q;\n\tlet r = hue2rgb(p, q, h + 1.0 / 3.0);\n\tlet g = hue2rgb(p, q, h);\n\tlet b = hue2rgb(p, q, h - 1.0 / 3.0);\n\treturn vec3<f32>(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0));\n}\n\nfn inv_lab_f(t: f32) -> f32 {\n\tlet t3 = t * t * t;\n\treturn select((t - 16.0 / 116.0) / 7.787, t3, t3 > 0.008856);\n}\n\nfn lin2srgb(v: f32) -> f32 {\n\tlet c = clamp(v, 0.0, 1.0);\n\treturn select(c * 12.92, 1.055 * pow(c, 1.0 / 2.4) - 0.055, c > 0.0031308);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet c1 = textureSample(tex1, samp, in.uv);\n\tlet c2 = textureSample(tex2, samp, in.uv);\n\tlet c3 = textureSample(tex3, samp, in.uv);\n\tlet c4 = textureSample(tex4, samp, in.uv);\n\n\tlet v1 = c1.r;\n\tlet v2 = c2.r;\n\tlet v3 = c3.r;\n\tlet v4 = select(u.defaultCh4, c4.r, u.hasCh4 > 0.5);\n\n\tlet cs = u32(u.colorSpace + 0.5);\n\n\tif (cs == 0u) { // RGBA\n\t\treturn vec4<f32>(clamp(v1, 0.0, 1.0), clamp(v2, 0.0, 1.0), clamp(v3, 0.0, 1.0), clamp(v4, 0.0, 1.0));\n\t} else if (cs == 1u) { // HSLA\n\t\tlet rgb = hsl2rgb(fract(v1), clamp(v2, 0.0, 1.0), clamp(v3, 0.0, 1.0));\n\t\treturn vec4<f32>(rgb, clamp(v4, 0.0, 1.0));\n\t} else if (cs == 2u) { // CMYK\n\t\tlet C = clamp(v1, 0.0, 1.0);\n\t\tlet M = clamp(v2, 0.0, 1.0);\n\t\tlet Y = clamp(v3, 0.0, 1.0);\n\t\tlet K = clamp(v4, 0.0, 1.0);\n\t\tlet r = (1.0 - C) * (1.0 - K);\n\t\tlet g = (1.0 - M) * (1.0 - K);\n\t\tlet b = (1.0 - Y) * (1.0 - K);\n\t\treturn vec4<f32>(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0), 1.0);\n\t} else { // LAB\n\t\tlet L_norm = clamp(v1, 0.0, 1.0);\n\t\tlet a_norm = clamp(v2, 0.0, 1.0);\n\t\tlet b_norm = clamp(v3, 0.0, 1.0);\n\n\t\tlet L_star = L_norm * 100.0;\n\t\tlet a_star = a_norm * 255.0 - 128.0;\n\t\tlet b_star = b_norm * 255.0 - 128.0;\n\n\t\tlet fy = (L_star + 16.0) / 116.0;\n\t\tlet fx = fy + a_star / 500.0;\n\t\tlet fz = fy - b_star / 200.0;\n\n\t\tlet x = inv_lab_f(fx);\n\t\tlet y = inv_lab_f(fy);\n\t\tlet z = inv_lab_f(fz);\n\n\t\tlet X = x * 0.95047;\n\t\tlet Y = y * 1.00000;\n\t\tlet Z = z * 1.08883;\n\n\t\tlet lr = 3.2404542 * X - 1.5371385 * Y - 0.4985314 * Z;\n\t\tlet lg = -0.9692660 * X + 1.8760108 * Y + 0.0415560 * Z;\n\t\tlet lb = 0.0556434 * X - 0.2040259 * Y + 1.0572252 * Z;\n\n\t\treturn vec4<f32>(lin2srgb(lr), lin2srgb(lg), lin2srgb(lb), clamp(v4, 0.0, 1.0));\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(4);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\t\ttextureLayout: texturesLayout(device, 4),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getPipeline(device, format) {\n\tconst resources = getDeviceLayouts(device);\n\tconst key = `merger_${format}`;\n\tlet pipeline = resources.pipelineCache.get(key);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"ChannelMergerShader\",\n\t\t\tcode: WGSL_CHANNEL_MERGER\n\t\t});\n\t\tconst layout = device.createPipelineLayout({ bindGroupLayouts: [resources.uniformLayout, resources.textureLayout] });\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: \"ChannelMergerPipeline\",\n\t\t\tlayout,\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tresources.pipelineCache.set(key, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tresources\n\t};\n}\nconst ChannelMergerWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ChannelMerger\" || !op) return;\n\tconst ch1Media = op.channel1Media ?? props.virtualMedia.children?.[0];\n\tconst ch2Media = op.channel2Media;\n\tconst ch3Media = op.channel3Media;\n\tconst ch4Media = op.channel4Media;\n\tif (!ch1Media || !ch2Media || !ch3Media) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tex1, view: view1 } = await drawChildToTexture(args, ch1Media, { props: {\n\t\t...props,\n\t\tvirtualMedia: ch1Media,\n\t\trenderId: `${props.renderId}-ch1`\n\t} });\n\targs.pass.end();\n\tconst { texture: tex2, view: view2 } = await drawChildToTexture(args, ch2Media, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch2Media,\n\t\t\trenderId: `${props.renderId}-ch2`,\n\t\t\texcludeTextures: [...props.excludeTextures || [], tex1]\n\t\t},\n\t\texclude: [tex1]\n\t});\n\targs.pass.end();\n\tconst { texture: tex3, view: view3 } = await drawChildToTexture(args, ch3Media, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch3Media,\n\t\t\trenderId: `${props.renderId}-ch3`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttex1,\n\t\t\t\ttex2\n\t\t\t]\n\t\t},\n\t\texclude: [tex1, tex2]\n\t});\n\targs.pass.end();\n\tconst tex4 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t...props.excludeTextures || [],\n\t\ttargetTexture,\n\t\ttex1,\n\t\ttex2,\n\t\ttex3\n\t]);\n\tconst view4 = tex4.createView();\n\tctx.renderer.beginFrame(encoder, view4, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tconst hasCh4 = ch4Media ? 1 : 0;\n\tif (ch4Media) {\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(ch4Media, {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch4Media,\n\t\t\trenderId: `${props.renderId}-ch4`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttex1,\n\t\t\t\ttex2,\n\t\t\t\ttex3,\n\t\t\t\ttex4\n\t\t\t]\n\t\t}, view4, tex4, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t}\n\tconst colorSpace = op.colorSpace ?? \"RGBA\";\n\tconst defaultCh4 = op.defaultChannel4 ?? (colorSpace === \"CMYK\" ? 0 : 1);\n\tuniformData[0] = COLOR_SPACE_MAP[colorSpace] ?? 0;\n\tuniformData[1] = hasCh4;\n\tuniformData[2] = defaultCh4;\n\tuniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst { pipeline, resources } = getPipeline(ctx.device, targetTexture.format);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: resources.uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst textureBindGroup = ctx.device.createBindGroup({\n\t\tlayout: resources.textureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: view1\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: view2\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: view3\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: view4\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tconst finalPass = beginTargetPass(args);\n\tfinalPass.setPipeline(pipeline);\n\tfinalPass.setBindGroup(0, uniformBindGroup);\n\tfinalPass.setBindGroup(1, textureBindGroup);\n\tfinalPass.draw(4, 1, 0, 0);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ChannelMergerWebGPURenderer });\n\n//#endregion\nexport { ChannelMergerWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-CFuJvvvy.mjs.map"],"mappings":";;;;;;AAIA,MAAM,kBAAkB;CACvB,MAAM;CACN,MAAM;CACN,MAAM;CACN,KAAK;CACL;AACD,MAAM,sBAAsB;;;;;;;;;;;;;;EAc1B,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0FvB,MAAM,sCAAsC,IAAI,SAAS;AACzD,MAAM,cAAc,IAAI,aAAa,EAAE;AACvC,SAAS,iBAAiB,QAAQ;CACjC,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,IAAK,QAAO;AAChB,OAAM;EACL,eAAe,wBAAwB,QAAQ,CAAC,UAAU,CAAC;EAC3D,eAAe,eAAe,QAAQ,EAAE;EACxC,+BAA+B,IAAI,KAAK;EACxC;AACD,qBAAoB,IAAI,QAAQ,IAAI;AACpC,QAAO;;AAER,SAAS,YAAY,QAAQ,QAAQ;CACpC,MAAM,YAAY,iBAAiB,OAAO;CAC1C,MAAM,MAAM,UAAU;CACtB,IAAI,WAAW,UAAU,cAAc,IAAI,IAAI;AAC/C,KAAI,CAAC,UAAU;EACd,MAAM,SAAS,OAAO,mBAAmB;GACxC,OAAO;GACP,MAAM;GACN,CAAC;EACF,MAAM,SAAS,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,UAAU,eAAe,UAAU,cAAc,EAAE,CAAC;AACpH,aAAW,OAAO,qBAAqB;GACtC,OAAO;GACP;GACA,QAAQ;IACP;IACA,YAAY;IACZ;GACD,UAAU;IACT;IACA,YAAY;IACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;IACrB;GACD,WAAW,EAAE,UAAU,kBAAkB;GACzC,CAAC;AACF,YAAU,cAAc,IAAI,KAAK,SAAS;;AAE3C,QAAO;EACN;EACA;EACA;;AAEF,MAAM,8BAA8B,OAAO,SAAS;CACnD,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,OAAO,cAAc;CAC3F,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,mBAAmB,CAAC,GAAI;CACvC,MAAM,WAAW,GAAG,iBAAiB,MAAM,aAAa,WAAW;CACnE,MAAM,WAAW,GAAG;CACpB,MAAM,WAAW,GAAG;CACpB,MAAM,WAAW,GAAG;AACpB,KAAI,CAAC,YAAY,CAAC,YAAY,CAAC,SAAU;AACzC,MAAK,KAAK;CACV,MAAM,QAAQ;CACd,MAAM,SAAS;CACf,MAAM,EAAE,SAAS,MAAM,MAAM,UAAU,MAAM,mBAAmB,MAAM,UAAU,EAAE,OAAO;EACxF,GAAG;EACH,cAAc;EACd,UAAU,GAAG,MAAM,SAAS;EAC5B,EAAE,CAAC;AACJ,MAAK,KAAK,KAAK;CACf,MAAM,EAAE,SAAS,MAAM,MAAM,UAAU,MAAM,mBAAmB,MAAM,UAAU;EAC/E,OAAO;GACN,GAAG;GACH,cAAc;GACd,UAAU,GAAG,MAAM,SAAS;GAC5B,iBAAiB,CAAC,GAAG,MAAM,mBAAmB,EAAE,EAAE,KAAK;GACvD;EACD,SAAS,CAAC,KAAK;EACf,CAAC;AACF,MAAK,KAAK,KAAK;CACf,MAAM,EAAE,SAAS,MAAM,MAAM,UAAU,MAAM,mBAAmB,MAAM,UAAU;EAC/E,OAAO;GACN,GAAG;GACH,cAAc;GACd,UAAU,GAAG,MAAM,SAAS;GAC5B,iBAAiB;IAChB,GAAG,MAAM,mBAAmB,EAAE;IAC9B;IACA;IACA;GACD;EACD,SAAS,CAAC,MAAM,KAAK;EACrB,CAAC;AACF,MAAK,KAAK,KAAK;CACf,MAAM,OAAO,IAAI,SAAS,oBAAoB,OAAO,QAAQ;EAC5D,GAAG,MAAM,mBAAmB,EAAE;EAC9B;EACA;EACA;EACA;EACA,CAAC;CACF,MAAM,QAAQ,KAAK,YAAY;AAC/B,KAAI,SAAS,WAAW,SAAS,OAAO;EACvC,GAAG;EACH,GAAG;EACH,GAAG;EACH,GAAG;EACH,EAAE,OAAO,QAAQ,QAAQ,CAAC,KAAK;CAChC,MAAM,SAAS,WAAW,IAAI;AAC9B,KAAI,UAAU;AACb,MAAI,SAAS,YAAY;GACxB,GAAG;GACH,GAAG;GACH;GACA;GACA,CAAC;AACF,MAAI,SAAS,cAAc;AAC3B,QAAM,UAAU,UAAU;GACzB,GAAG;GACH,cAAc;GACd,UAAU,GAAG,MAAM,SAAS;GAC5B,iBAAiB;IAChB,GAAG,MAAM,mBAAmB,EAAE;IAC9B;IACA;IACA;IACA;IACA;GACD,EAAE,OAAO,MAAM,OAAO,OAAO;AAC9B,MAAI,SAAS,cAAc;AAC3B,MAAI,SAAS,YAAY;AACzB,OAAK,KAAK,KAAK;;CAEhB,MAAM,aAAa,GAAG,cAAc;CACpC,MAAM,aAAa,GAAG,oBAAoB,eAAe,SAAS,IAAI;AACtE,aAAY,KAAK,gBAAgB,eAAe;AAChD,aAAY,KAAK;AACjB,aAAY,KAAK;AACjB,aAAY,KAAK;CACjB,MAAM,gBAAgB,IAAI,SAAS,mBAAmB,YAAY;CAClE,MAAM,EAAE,UAAU,cAAc,YAAY,IAAI,QAAQ,cAAc,OAAO;CAC7E,MAAM,mBAAmB,IAAI,OAAO,gBAAgB;EACnD,QAAQ,UAAU;EAClB,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ,eAAe;GACnC,CAAC;EACF,CAAC;CACF,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,mBAAmB,IAAI,OAAO,gBAAgB;EACnD,QAAQ,UAAU;EAClB,SAAS;GACR;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;EACD,CAAC;CACF,MAAM,YAAY,gBAAgB,KAAK;AACvC,WAAU,YAAY,SAAS;AAC/B,WAAU,aAAa,GAAG,iBAAiB;AAC3C,WAAU,aAAa,GAAG,iBAAiB;AAC3C,WAAU,KAAK,GAAG,GAAG,GAAG,EAAE;;AAK3B,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,6BAA6B,CAAC"}
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import "./chunk-GBe2k3y8.mjs";
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import { n as defineRenderer } from "./renderer-BSitV56h.mjs";
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import "./dist-jU289ehm.mjs";
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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";
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//#region ../../nodes/node-crt/dist/renderers-RZlSUb1G.mjs
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const OP = "CRT";
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const UNIFORM_FLOATS = 16;
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/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */
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const PASSES = [`struct U { v : array<vec4<f32>, 4> };
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@group(0) @binding(0) var<uniform> u : U;
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@group(0) @binding(1) var src : texture_2d<f32>;
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@group(0) @binding(2) var prev : texture_2d<f32>;
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@group(0) @binding(3) var samp : sampler;
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${FULLSCREEN_QUAD_WGSL}
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fn straight(c : vec4<f32>) -> vec4<f32> {
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if (c.a <= 0.0001) { return vec4<f32>(0.0); }
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return vec4<f32>(c.rgb / c.a, c.a);
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}
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fn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }
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fn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }
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/** Straight-alpha color of the layer at a uv (filtered). */
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fn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }
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/** Premultiplied color of the layer at a uv (filtered). */
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fn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }
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/** Straight-alpha color of the layer's texel at a pixel position (nearest). */
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fn texelS(p : vec2<f32>) -> vec4<f32> {
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let d = vec2<i32>(textureDimensions(src));
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let q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));
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return straight(textureLoad(src, q, 0));
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}
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fn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }
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fn hash12(p : vec2<f32>) -> f32 {
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var p3 = fract(vec3<f32>(p.xyx) * 0.1031);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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fn vnoise(p : vec2<f32>) -> f32 {
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let i = floor(p);
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let f = fract(p);
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let u = f * f * (3.0 - 2.0 * f);
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+
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 scanlines = u.v[1].x;
|
|
64
|
+
let lineCount = u.v[1].y;
|
|
65
|
+
let curvature = u.v[1].z;
|
|
66
|
+
let mask = u.v[1].w;
|
|
67
|
+
let vignette = u.v[2].x;
|
|
68
|
+
let noise = u.v[2].y;
|
|
69
|
+
let flicker = u.v[2].z;
|
|
70
|
+
let tracking = u.v[2].w;
|
|
71
|
+
let chroma = u.v[3].x;
|
|
72
|
+
|
|
73
|
+
let R = res();
|
|
74
|
+
let t = time;
|
|
75
|
+
let cc = in.uv * 2.0 - 1.0;
|
|
76
|
+
var uv = (cc * (1.0 + curvature * 0.25 * dot(cc, cc))) * 0.5 + 0.5;
|
|
77
|
+
if (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) { return vec4<f32>(0.0, 0.0, 0.0, 1.0); }
|
|
78
|
+
let line = floor(uv.y * lineCount);
|
|
79
|
+
let jitter = (hash12(vec2<f32>(line, floor(t * 30.0))) - 0.5) * tracking * 0.006;
|
|
80
|
+
let bandY = fract(t * 0.13);
|
|
81
|
+
let band = smoothstep(0.07, 0.0, abs(uv.y - bandY)) * tracking;
|
|
82
|
+
uv.x += jitter + band * 0.015 * sin(uv.y * 400.0 + t * 20.0);
|
|
83
|
+
let base = sampleS(uv);
|
|
84
|
+
var rgb = base.rgb;
|
|
85
|
+
if (chroma > 0.0) {
|
|
86
|
+
let off = chroma / R.x;
|
|
87
|
+
let avg = (sampleS(uv - vec2<f32>(off, 0.0)).rgb + base.rgb + sampleS(uv + vec2<f32>(off * 2.0, 0.0)).rgb) / 3.0;
|
|
88
|
+
let y = luma(base.rgb);
|
|
89
|
+
rgb = vec3<f32>(y) + (avg - vec3<f32>(luma(avg)));
|
|
90
|
+
}
|
|
91
|
+
let sl = 0.5 + 0.5 * cos(uv.y * lineCount * 6.2831853);
|
|
92
|
+
rgb *= 1.0 - scanlines * (1.0 - sl) * 0.7;
|
|
93
|
+
let tri = u32(floor(in.uv.x * R.x)) % 3u;
|
|
94
|
+
var m = vec3<f32>(0.75);
|
|
95
|
+
if (tri == 0u) { m.r = 1.25; } else if (tri == 1u) { m.g = 1.25; } else { m.b = 1.25; }
|
|
96
|
+
rgb *= mix(vec3<f32>(1.0), m, mask);
|
|
97
|
+
rgb += (hash12(in.uv * R + vec2<f32>(t * 61.0, t * 17.0)) - 0.5) * noise * 0.3;
|
|
98
|
+
rgb *= 1.0 - flicker * hash12(vec2<f32>(floor(t * 24.0), 3.0));
|
|
99
|
+
rgb *= 1.0 - vignette * dot(cc, cc) * 0.35;
|
|
100
|
+
rgb += band * 0.12;
|
|
101
|
+
return vec4<f32>(clamp(rgb, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);
|
|
102
|
+
}
|
|
103
|
+
`];
|
|
104
|
+
const resources = perDevice((device) => ({
|
|
105
|
+
layout: fragmentBindGroupLayout(device, [
|
|
106
|
+
"uniform",
|
|
107
|
+
"texture",
|
|
108
|
+
"texture",
|
|
109
|
+
"sampler"
|
|
110
|
+
], `${OP}_layout`),
|
|
111
|
+
pipelines: /* @__PURE__ */ new Map(),
|
|
112
|
+
sampler: device.createSampler({
|
|
113
|
+
magFilter: "linear",
|
|
114
|
+
minFilter: "linear",
|
|
115
|
+
addressModeU: "clamp-to-edge",
|
|
116
|
+
addressModeV: "clamp-to-edge"
|
|
117
|
+
})
|
|
118
|
+
}));
|
|
119
|
+
function pipelinesFor(device, format) {
|
|
120
|
+
const r = resources(device);
|
|
121
|
+
let list = r.pipelines.get(format);
|
|
122
|
+
if (!list) {
|
|
123
|
+
list = PASSES.map((code, i) => {
|
|
124
|
+
const module = device.createShaderModule({
|
|
125
|
+
code,
|
|
126
|
+
label: `${OP}_${i}.wgsl`
|
|
127
|
+
});
|
|
128
|
+
return device.createRenderPipeline({
|
|
129
|
+
label: `${OP}_${i}`,
|
|
130
|
+
layout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),
|
|
131
|
+
vertex: {
|
|
132
|
+
module,
|
|
133
|
+
entryPoint: "vs"
|
|
134
|
+
},
|
|
135
|
+
fragment: {
|
|
136
|
+
module,
|
|
137
|
+
entryPoint: "fs",
|
|
138
|
+
targets: [{ format }]
|
|
139
|
+
},
|
|
140
|
+
primitive: { topology: "triangle-strip" }
|
|
141
|
+
});
|
|
142
|
+
});
|
|
143
|
+
r.pipelines.set(format, list);
|
|
144
|
+
}
|
|
145
|
+
return list;
|
|
146
|
+
}
|
|
147
|
+
function num(v, fallback) {
|
|
148
|
+
const n = typeof v === "number" ? v : Number(v);
|
|
149
|
+
return Number.isFinite(n) ? n : fallback;
|
|
150
|
+
}
|
|
151
|
+
/** Packs the effect's resolved props into the uniform block the shaders read. */
|
|
152
|
+
function pack(raw, data, time, frame) {
|
|
153
|
+
data.fill(0);
|
|
154
|
+
data[0] = time;
|
|
155
|
+
data[1] = frame;
|
|
156
|
+
data[4] = num(raw.scanlines, .45);
|
|
157
|
+
data[5] = num(raw.lineCount, 540);
|
|
158
|
+
data[6] = num(raw.curvature, .12);
|
|
159
|
+
data[7] = num(raw.mask, .25);
|
|
160
|
+
data[8] = num(raw.vignette, .35);
|
|
161
|
+
data[9] = num(raw.noise, .08);
|
|
162
|
+
data[10] = num(raw.flicker, .03);
|
|
163
|
+
data[11] = num(raw.tracking, 0);
|
|
164
|
+
data[12] = num(raw.chroma, 0);
|
|
165
|
+
}
|
|
166
|
+
const CRTWebGPURenderer = async (args) => {
|
|
167
|
+
const { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;
|
|
168
|
+
const op = props.virtualMedia?.operation;
|
|
169
|
+
if (op?.op !== OP) return;
|
|
170
|
+
const child = props.virtualMedia?.children?.[0];
|
|
171
|
+
if (!child) return;
|
|
172
|
+
pass.end();
|
|
173
|
+
const fps = props.fps || 30;
|
|
174
|
+
const frame = Math.round(props.compositionFrame ?? props.frame ?? 0);
|
|
175
|
+
const raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({
|
|
176
|
+
frame,
|
|
177
|
+
fps,
|
|
178
|
+
time: frame / fps
|
|
179
|
+
}) : op;
|
|
180
|
+
const data = new Float32Array(UNIFORM_FLOATS);
|
|
181
|
+
pack(raw, data, frame / fps, frame);
|
|
182
|
+
const { texture: childTex } = await drawChildToTexture(args, child);
|
|
183
|
+
const device = ctx.device;
|
|
184
|
+
const r = resources(device);
|
|
185
|
+
const pipelines = pipelinesFor(device, ctx.renderer.format);
|
|
186
|
+
const ubo = ctx.renderer.getTemporaryBuffer(data);
|
|
187
|
+
let prev = childTex;
|
|
188
|
+
for (const pipeline of pipelines) {
|
|
189
|
+
const out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [
|
|
190
|
+
childTex,
|
|
191
|
+
prev,
|
|
192
|
+
targetTexture,
|
|
193
|
+
...props.excludeTextures || []
|
|
194
|
+
]);
|
|
195
|
+
drawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({
|
|
196
|
+
layout: r.layout,
|
|
197
|
+
entries: [
|
|
198
|
+
{
|
|
199
|
+
binding: 0,
|
|
200
|
+
resource: { buffer: ubo }
|
|
201
|
+
},
|
|
202
|
+
{
|
|
203
|
+
binding: 1,
|
|
204
|
+
resource: childTex.createView()
|
|
205
|
+
},
|
|
206
|
+
{
|
|
207
|
+
binding: 2,
|
|
208
|
+
resource: prev.createView()
|
|
209
|
+
},
|
|
210
|
+
{
|
|
211
|
+
binding: 3,
|
|
212
|
+
resource: r.sampler
|
|
213
|
+
}
|
|
214
|
+
]
|
|
215
|
+
})]);
|
|
216
|
+
prev = out;
|
|
217
|
+
}
|
|
218
|
+
drawTextureToTarget(args, prev);
|
|
219
|
+
};
|
|
220
|
+
var renderers_default = defineRenderer({ WebGPURenderer: CRTWebGPURenderer });
|
|
221
|
+
|
|
222
|
+
//#endregion
|
|
223
|
+
export { CRTWebGPURenderer, renderers_default as default };
|
|
224
|
+
//# sourceMappingURL=renderer-CqewgazK.mjs.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"renderer-CqewgazK.mjs","names":[],"sources":["../../../nodes/node-crt/dist/renderers-RZlSUb1G.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 = \"CRT\";\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 scanlines = u.v[1].x;\n\tlet lineCount = u.v[1].y;\n\tlet curvature = u.v[1].z;\n\tlet mask = u.v[1].w;\n\tlet vignette = u.v[2].x;\n\tlet noise = u.v[2].y;\n\tlet flicker = u.v[2].z;\n\tlet tracking = u.v[2].w;\n\tlet chroma = u.v[3].x;\n\n\tlet R = res();\n\tlet t = time;\n\tlet cc = in.uv * 2.0 - 1.0;\n\tvar uv = (cc * (1.0 + curvature * 0.25 * dot(cc, cc))) * 0.5 + 0.5;\n\tif (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) { return vec4<f32>(0.0, 0.0, 0.0, 1.0); }\n\tlet line = floor(uv.y * lineCount);\n\tlet jitter = (hash12(vec2<f32>(line, floor(t * 30.0))) - 0.5) * tracking * 0.006;\n\tlet bandY = fract(t * 0.13);\n\tlet band = smoothstep(0.07, 0.0, abs(uv.y - bandY)) * tracking;\n\tuv.x += jitter + band * 0.015 * sin(uv.y * 400.0 + t * 20.0);\n\tlet base = sampleS(uv);\n\tvar rgb = base.rgb;\n\tif (chroma > 0.0) {\n\t\tlet off = chroma / R.x;\n\t\tlet avg = (sampleS(uv - vec2<f32>(off, 0.0)).rgb + base.rgb + sampleS(uv + vec2<f32>(off * 2.0, 0.0)).rgb) / 3.0;\n\t\tlet y = luma(base.rgb);\n\t\trgb = vec3<f32>(y) + (avg - vec3<f32>(luma(avg)));\n\t}\n\tlet sl = 0.5 + 0.5 * cos(uv.y * lineCount * 6.2831853);\n\trgb *= 1.0 - scanlines * (1.0 - sl) * 0.7;\n\tlet tri = u32(floor(in.uv.x * R.x)) % 3u;\n\tvar m = vec3<f32>(0.75);\n\tif (tri == 0u) { m.r = 1.25; } else if (tri == 1u) { m.g = 1.25; } else { m.b = 1.25; }\n\trgb *= mix(vec3<f32>(1.0), m, mask);\n\trgb += (hash12(in.uv * R + vec2<f32>(t * 61.0, t * 17.0)) - 0.5) * noise * 0.3;\n\trgb *= 1.0 - flicker * hash12(vec2<f32>(floor(t * 24.0), 3.0));\n\trgb *= 1.0 - vignette * dot(cc, cc) * 0.35;\n\trgb += band * 0.12;\n\treturn vec4<f32>(clamp(rgb, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);\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}\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.scanlines, .45);\n\tdata[5] = num(raw.lineCount, 540);\n\tdata[6] = num(raw.curvature, .12);\n\tdata[7] = num(raw.mask, .25);\n\tdata[8] = num(raw.vignette, .35);\n\tdata[9] = num(raw.noise, .08);\n\tdata[10] = num(raw.flicker, .03);\n\tdata[11] = num(raw.tracking, 0);\n\tdata[12] = num(raw.chroma, 0);\n}\nconst CRTWebGPURenderer = 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, 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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-BA1Wz_mS.mjs";
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//#region ../../nodes/node-selective-color/dist/renderers-BZ3S3Cgo.mjs
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{"version":3,"file":"renderer-Cu5k5D9N.mjs","names":[],"sources":["../../../nodes/node-selective-color/dist/renderers-BZ3S3Cgo.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst WGSL_SELECTIVE_COLOR_SHADER = `\nstruct SelectiveColorUniforms {\n\treds : vec4<f32>,\n\tyellows : vec4<f32>,\n\tgreens : vec4<f32>,\n\tcyans : vec4<f32>,\n\tblues : vec4<f32>,\n\tmagentas : vec4<f32>,\n\twhites : vec4<f32>,\n\tneutrals : vec4<f32>,\n\tblacks : vec4<f32>,\n\tmethod : f32,\n\tpad0 : f32,\n\tpad1 : f32,\n\tpad2 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : SelectiveColorUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn calcAdjustment(cmy: vec3<f32>, adj: vec4<f32>, weight: f32, isAbsolute: bool) -> vec3<f32> {\n\tif (weight <= 0.00001) {\n\t\treturn vec3<f32>(0.0);\n\t}\n\tlet adjC = adj.x;\n\tlet adjM = adj.y;\n\tlet adjY = adj.z;\n\tlet adjK = adj.w;\n\n\tif (isAbsolute) {\n\t\tlet cDelta = adjC + adjK * (1.0 + adjC);\n\t\tlet mDelta = adjM + adjK * (1.0 + adjM);\n\t\tlet yDelta = adjY + adjK * (1.0 + adjY);\n\t\treturn vec3<f32>(cDelta, mDelta, yDelta) * weight;\n\t} else {\n\t\tlet cDelta = ((1.0 + adjK) * (1.0 + adjC) - 1.0) * cmy.x;\n\t\tlet mDelta = ((1.0 + adjK) * (1.0 + adjM) - 1.0) * cmy.y;\n\t\tlet yDelta = ((1.0 + adjK) * (1.0 + adjY) - 1.0) * cmy.z;\n\t\treturn vec3<f32>(cDelta, mDelta, yDelta) * weight;\n\t}\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (color.a <= 0.00001) {\n\t\treturn color;\n\t}\n\n\tlet rgb = clamp(color.rgb / max(color.a, 0.00001), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet r = rgb.r;\n\tlet g = rgb.g;\n\tlet b = rgb.b;\n\n\tlet maxVal = max(r, max(g, b));\n\tlet minVal = min(r, min(g, b));\n\n\t// Chromatic weights\n\tlet wRed = max(0.0, r - max(g, b));\n\tlet wYellow = max(0.0, min(r, g) - b);\n\tlet wGreen = max(0.0, g - max(r, b));\n\tlet wCyan = max(0.0, min(g, b) - r);\n\tlet wBlue = max(0.0, b - max(r, g));\n\tlet wMagenta = max(0.0, min(r, b) - g);\n\n\t// Achromatic weights (Whites, Blacks, and true Midtone Neutrals)\n\tlet wWhite = max(0.0, (minVal - 0.5) * 2.0);\n\tlet wBlack = max(0.0, (0.5 - maxVal) * 2.0);\n\tlet wNeutral = max(0.0, 1.0 - (wRed + wYellow + wGreen + wCyan + wBlue + wMagenta + wWhite + wBlack));\n\n\tlet cmy = vec3<f32>(1.0 - r, 1.0 - g, 1.0 - b);\n\tlet isAbs = u.method > 0.5;\n\n\tvar totalDelta = vec3<f32>(0.0);\n\ttotalDelta += calcAdjustment(cmy, u.reds, wRed, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.yellows, wYellow, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.greens, wGreen, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.cyans, wCyan, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.blues, wBlue, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.magentas, wMagenta, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.whites, wWhite, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.neutrals, wNeutral, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.blacks, wBlack, isAbs);\n\n\tlet finalCMY = clamp(cmy + totalDelta, vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet finalRGB = vec3<f32>(1.0 - finalCMY.x, 1.0 - finalCMY.y, 1.0 - finalCMY.z);\n\n\treturn vec4<f32>(finalRGB * color.a, color.a);\n}\n`;\nfunction getSelectiveColorResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"SelectiveColorPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"selective-color.wgsl\",\n\t\t\t\t\tcode: WGSL_SELECTIVE_COLOR_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [uniformLayout, textureLayout],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tuniformLayout,\n\t\t\ttextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction packAdjustment(data, offset, adj) {\n\tdata[offset + 0] = (adj?.cyan ?? 0) / 100;\n\tdata[offset + 1] = (adj?.magenta ?? 0) / 100;\n\tdata[offset + 2] = (adj?.yellow ?? 0) / 100;\n\tdata[offset + 3] = (adj?.black ?? 0) / 100;\n}\nconst uniformBufferData = new Float32Array(40);\nconst SelectiveColorWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"SelectiveColor\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tpackAdjustment(uniformBufferData, 0, op.reds);\n\tpackAdjustment(uniformBufferData, 4, op.yellows);\n\tpackAdjustment(uniformBufferData, 8, op.greens);\n\tpackAdjustment(uniformBufferData, 12, op.cyans);\n\tpackAdjustment(uniformBufferData, 16, op.blues);\n\tpackAdjustment(uniformBufferData, 20, op.magentas);\n\tpackAdjustment(uniformBufferData, 24, op.whites);\n\tpackAdjustment(uniformBufferData, 28, op.neutrals);\n\tpackAdjustment(uniformBufferData, 32, op.blacks);\n\tuniformBufferData[36] = op.method === \"Absolute\" ? 1 : 0;\n\tuniformBufferData[37] = 0;\n\tuniformBufferData[38] = 0;\n\tuniformBufferData[39] = 0;\n\tconst { pipeline, uniformLayout, textureLayout } = getSelectiveColorResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst buffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, textureLayout, tmpTex, sampler)]);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: SelectiveColorWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-BZ3S3Cgo.mjs.map"],"mappings":";;;;AAIA,MAAM,sCAAsC,IAAI,SAAS;AACzD,MAAM,8BAA8B;;;;;;;;;;;;;;;;;;;;EAoBlC,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuEvB,SAAS,2BAA2B,QAAQ,QAAQ;CACnD,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,CAAC,KAAK;EACT,MAAM,gBAAgB,wBAAwB,QAAQ,CAAC,UAAU,CAAC;EAClE,MAAM,gBAAgB,wBAAwB,QAAQ,CAAC,WAAW,UAAU,CAAC;AAC7E,QAAM;GACL,UAAU,yBAAyB,QAAQ;IAC1C,OAAO;IACP,QAAQ,OAAO,mBAAmB;KACjC,OAAO;KACP,MAAM;KACN,CAAC;IACF,SAAS,CAAC,eAAe,cAAc;IACvC;IACA,CAAC;GACF;GACA;GACA;AACD,sBAAoB,IAAI,QAAQ,IAAI;;AAErC,QAAO;;AAER,SAAS,eAAe,MAAM,QAAQ,KAAK;AAC1C,MAAK,SAAS,MAAM,KAAK,QAAQ,KAAK;AACtC,MAAK,SAAS,MAAM,KAAK,WAAW,KAAK;AACzC,MAAK,SAAS,MAAM,KAAK,UAAU,KAAK;AACxC,MAAK,SAAS,MAAM,KAAK,SAAS,KAAK;;AAExC,MAAM,oBAAoB,IAAI,aAAa,GAAG;AAC9C,MAAM,+BAA+B,OAAO,SAAS;CACpD,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,oBAAoB,CAAC,MAAM,cAAc,WAAW,GAAI;AACvE,MAAK,KAAK;CACV,MAAM,aAAa,MAAM,aAAa,SAAS;CAC/C,MAAM,QAAQ;CACd,MAAM,SAAS;CACf,MAAM,EAAE,SAAS,WAAW,MAAM,mBAAmB,MAAM,WAAW;AACtE,gBAAe,mBAAmB,GAAG,GAAG,KAAK;AAC7C,gBAAe,mBAAmB,GAAG,GAAG,QAAQ;AAChD,gBAAe,mBAAmB,GAAG,GAAG,OAAO;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,MAAM;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,MAAM;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,SAAS;AAClD,gBAAe,mBAAmB,IAAI,GAAG,OAAO;AAChD,gBAAe,mBAAmB,IAAI,GAAG,SAAS;AAClD,gBAAe,mBAAmB,IAAI,GAAG,OAAO;AAChD,mBAAkB,MAAM,GAAG,WAAW,aAAa,IAAI;AACvD,mBAAkB,MAAM;AACxB,mBAAkB,MAAM;AACxB,mBAAkB,MAAM;CACxB,MAAM,EAAE,UAAU,eAAe,kBAAkB,2BAA2B,IAAI,QAAQ,IAAI,SAAS,OAAO;CAC9G,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,SAAS,IAAI,SAAS,mBAAmB,kBAAkB;CACjE,MAAM,SAAS,IAAI,SAAS,oBAAoB,OAAO,QAAQ;EAC9D;EACA;EACA,GAAG,MAAM,mBAAmB,EAAE;EAC9B,CAAC;AACF,oBAAmB,SAAS,OAAO,YAAY,EAAE,UAAU,CAAC,IAAI,OAAO,gBAAgB;EACtF,QAAQ;EACR,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ;GACpB,CAAC;EACF,CAAC,EAAE,IAAI,SAAS,eAAe,aAAa,IAAI,QAAQ,eAAe,QAAQ,QAAQ,CAAC,CAAC;AAC1F,qBAAoB,MAAM,QAAQ,MAAM,WAAW,EAAE;;AAKtD,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,8BAA8B,CAAC"}
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{"version":3,"file":"renderer-CuphUktB.mjs","names":[],"sources":["../../../nodes/node-corner-pin/dist/renderers-pM5Tx32P.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, STRAIGHT_ALPHA_BLEND, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\nimport { solveHomography } from \"@framefields/node-sdk\";\n\n//#region src/shared/utils.ts\nfunction getDefaultPoints() {\n\treturn [\n\t\t{\n\t\t\tx: 0,\n\t\t\ty: 0\n\t\t},\n\t\t{\n\t\t\tx: 100,\n\t\t\ty: 0\n\t\t},\n\t\t{\n\t\t\tx: 0,\n\t\t\ty: 100\n\t\t},\n\t\t{\n\t\t\tx: 100,\n\t\t\ty: 100\n\t\t}\n\t];\n}\n/**\n* Homography mapping the corner-pin quad (percent coordinates, TL, TR, BL, BR)\n* to the unit square it samples from. Falls back to the identity quad.\n*/\nfunction solveCornerPinHomography(targetPoints) {\n\treturn solveHomography((targetPoints && targetPoints.length === 4 ? targetPoints : getDefaultPoints()).map((p) => ({\n\t\tx: p.x / 100,\n\t\ty: p.y / 100\n\t})));\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst cornerPinWgsl = `\nstruct CornerPinUniforms {\n\tmatrix_row0 : vec4<f32>,\n\tmatrix_row1 : vec4<f32>,\n\tmatrix_row2 : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : CornerPinUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet x = in.uv.x;\n\tlet y = in.uv.y;\n\n\tlet d = u.matrix_row2.x * x + u.matrix_row2.y * y + u.matrix_row2.z;\n\tif (abs(d) < 1e-6) {\n\t\treturn vec4<f32>(0.0);\n\t}\n\n\tlet src_u = (u.matrix_row0.x * x + u.matrix_row0.y * y + u.matrix_row0.z) / d;\n\tlet src_v = (u.matrix_row1.x * x + u.matrix_row1.y * y + u.matrix_row1.z) / d;\n\n\tif (src_u < 0.0 || src_u > 1.0 || src_v < 0.0 || src_v > 1.0) {\n\t\treturn vec4<f32>(0.0);\n\t}\n\n\tlet color = textureSampleLevel(tex, samp, vec2<f32>(src_u, src_v), 0.0);\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getCornerPinResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst pinUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst pinTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpinPipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CornerPinPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"corner_pin.wgsl\",\n\t\t\t\t\tcode: cornerPinWgsl\n\t\t\t\t}),\n\t\t\t\tlayouts: [pinUniformLayout, pinTextureLayout],\n\t\t\t\tformat,\n\t\t\t\tblend: STRAIGHT_ALPHA_BLEND\n\t\t\t}),\n\t\t\tpinUniformLayout,\n\t\t\tpinTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst CornerPinWebGPURenderer = async (args) => {\n\tconst { ctx, props, targetTexture, targetWidth, targetHeight, encoder } = args;\n\tconst { virtualMedia } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"CornerPin\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? props.containerHeight ?? targetHeight;\n\targs.pass.end();\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight,\n\t\t\tvirtualMedia: childMedia\n\t\t}\n\t});\n\tconst h = solveCornerPinHomography(op.points || []);\n\tconst uniformData = new Float32Array(12);\n\tuniformData[0] = h[0];\n\tuniformData[1] = h[1];\n\tuniformData[2] = h[2];\n\tuniformData[3] = 0;\n\tuniformData[4] = h[3];\n\tuniformData[5] = h[4];\n\tuniformData[6] = h[5];\n\tuniformData[7] = 0;\n\tuniformData[8] = h[6];\n\tuniformData[9] = h[7];\n\tuniformData[10] = h[8];\n\tuniformData[11] = 0;\n\tconst { pinPipeline: pipeline, pinUniformLayout: uLayout, pinTextureLayout: tLayout } = getCornerPinResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst textureBindGroup = ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, childTex, sampler);\n\tconst outTex = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uniformBindGroup, textureBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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import { n as defineRenderer } from "./renderer-BSitV56h.mjs";
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import { a as createFullscreenPipeline, i as beginTargetPass, l as fragmentBindGroupLayout, o as drawChildToTexture, r as STRAIGHT_ALPHA_BLEND, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import { a as createFullscreenPipeline, i as beginTargetPass, l as fragmentBindGroupLayout, o as drawChildToTexture, r as STRAIGHT_ALPHA_BLEND, t as FULLSCREEN_QUAD_WGSL } from "./gpu-BA1Wz_mS.mjs";
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//#region ../../nodes/node-liquify/dist/renderers-C4bNr5l9.mjs
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//# sourceMappingURL=renderer-D1Jt-c3F.mjs.map
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