framefields 2.2.0 → 2.3.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (322) hide show
  1. package/README.md +11 -2
  2. package/dist/audio/index.d.mts +4 -4
  3. package/dist/audio/index.mjs +10 -10
  4. package/dist/{audio-BvYmTu5T.d.mts → audio-BNnEclHU.d.mts} +3 -3
  5. package/dist/{audio-BvYmTu5T.d.mts.map → audio-BNnEclHU.d.mts.map} +1 -1
  6. package/dist/{audio-DMUr01vS.mjs → audio-CS104aUj.mjs} +3 -3
  7. package/dist/{audio-DMUr01vS.mjs.map → audio-CS104aUj.mjs.map} +1 -1
  8. package/dist/{dist-CT___nEU.mjs → dist-BOdxAhOT.mjs} +7 -5
  9. package/dist/dist-BOdxAhOT.mjs.map +1 -0
  10. package/dist/{dist-cjxDXQdx.mjs → dist-jU289ehm.mjs} +209 -31
  11. package/dist/{dist-cjxDXQdx.mjs.map → dist-jU289ehm.mjs.map} +1 -1
  12. package/dist/effects/index.d.mts +5 -5
  13. package/dist/effects/index.mjs +36 -36
  14. package/dist/{effects-C06-AOge.mjs → effects-BzOlVD-w.mjs} +532 -4
  15. package/dist/effects-BzOlVD-w.mjs.map +1 -0
  16. package/dist/fonts/index.d.mts +1 -1
  17. package/dist/fonts/index.mjs +2 -2
  18. package/dist/{fonts-C0UuLQvr.mjs → fonts-BhlV_3Qt.mjs} +2 -2
  19. package/dist/{fonts-C0UuLQvr.mjs.map → fonts-BhlV_3Qt.mjs.map} +1 -1
  20. package/dist/{gpu-Du7GpVFW.mjs → gpu-BA1Wz_mS.mjs} +2 -2
  21. package/dist/{gpu-Du7GpVFW.mjs.map → gpu-BA1Wz_mS.mjs.map} +1 -1
  22. package/dist/{index-B-oUlLoO.d.mts → index-AdrZIWT0.d.mts} +27 -2
  23. package/dist/index-AdrZIWT0.d.mts.map +1 -0
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  26. package/dist/{index-D-Iek5sq.d.mts → index-B3BwLHa6.d.mts} +3 -3
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  29. package/dist/index-BU51pxZO.d.mts.map +1 -0
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  34. package/dist/{index-CdyE1tst.d.mts → index-QmkcUL3W.d.mts} +2 -2
  35. package/dist/{index-CdyE1tst.d.mts.map → index-QmkcUL3W.d.mts.map} +1 -1
  36. package/dist/index.d.mts +1383 -11
  37. package/dist/index.d.mts.map +1 -1
  38. package/dist/index.mjs +3122 -83
  39. package/dist/index.mjs.map +1 -1
  40. package/dist/preview/index.d.mts +2 -2
  41. package/dist/preview/index.mjs +10 -10
  42. package/dist/{preview-M0TsUzC6.mjs → preview-BVyG76gO.mjs} +2 -2
  43. package/dist/{preview-M0TsUzC6.mjs.map → preview-BVyG76gO.mjs.map} +1 -1
  44. package/dist/preview-engine/audio.mjs +1 -1
  45. package/dist/preview-engine/chunk-2JKXYG6J.mjs +127 -0
  46. package/dist/preview-engine/chunk-7I7PKKDL.mjs +214 -0
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  49. package/dist/preview-engine/chunk-BVA5NGSH.mjs +1 -0
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  51. package/dist/preview-engine/chunk-GCTVRM7J.mjs +1522 -0
  52. package/dist/preview-engine/chunk-KERW7QJ4.mjs +174 -0
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  54. package/dist/preview-engine/chunk-YQRKT47I.mjs +1 -0
  55. package/dist/preview-engine/crypto-W5UAWSNT.mjs +1 -0
  56. package/dist/preview-engine/effects.mjs +1 -1
  57. package/dist/preview-engine/framefields.mjs +26 -26
  58. package/dist/preview-engine/player.mjs +5 -5
  59. package/dist/preview-engine/rapier-AHBIGHEL.mjs +1 -0
  60. package/dist/preview-engine/rapier-JD7KNQRV.mjs +1 -0
  61. package/dist/preview-engine/renderers-3F5AIDEL.mjs +228 -0
  62. package/dist/preview-engine/renderers-6ODPWZ2R.mjs +96 -0
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  80. package/dist/preview-engine/renderers-ZSENYGIY.mjs +84 -0
  81. package/dist/preview-engine/signals.mjs +1 -1
  82. package/dist/{program-DzknMiY0.mjs → program-CCSfHMfh.mjs} +346 -13
  83. package/dist/program-CCSfHMfh.mjs.map +1 -0
  84. package/dist/renderer/index.d.mts +2 -2
  85. package/dist/renderer/index.mjs +2 -2
  86. package/dist/renderer-1Kv7oA86.mjs +5 -0
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  88. package/dist/renderer-1uLtqb74.mjs.map +1 -0
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+ {"version":3,"file":"renderer-DO5r7ZV-.mjs","names":[],"sources":["../../../nodes/node-particles/dist/renderers-C4F7TVQQ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/shared/program.ts\nfunction isParticleProgram(value) {\n\treturn typeof value === \"object\" && value !== null && \"particleStatic\" in value && typeof value.particleFrame === \"function\";\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst PARTICLE_BYTES = 32;\nconst PARAM_VEC4S = 32;\nconst MAX_ATTRACTORS = 8;\nconst MAX_COLORS = 8;\nconst SNAPSHOT_EVERY = 24;\nconst MAX_SNAPSHOTS = 64;\nconst WORKGROUP = 64;\nconst COMMON_WGSL = `\nstruct Particle {\n\tpos : vec2<f32>,\n\tvel : vec2<f32>,\n\tage : f32,\n\tlife : f32,\n\tjitter : f32,\n\t_pad : f32,\n};\n\nstruct Params { v : array<vec4<f32>, ${PARAM_VEC4S}> };\n`;\nconst SIM_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read_write> particles : array<Particle>;\n@group(0) @binding(2) var<storage, read> mask : array<f32>;\n\nfn pcg(v : u32) -> u32 {\n\tlet state = v * 747796405u + 2891336453u;\n\tlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\n\treturn (word >> 22u) ^ word;\n}\nfn rnd(idx : u32, channel : u32, seed : u32) -> f32 {\n\treturn f32(pcg(idx * 16u + channel + pcg(seed))) / 4294967295.0;\n}\n\nfn hash2(p : vec2<f32>) -> f32 {\n\tlet q = fract(p * vec2<f32>(0.1031, 0.1030));\n\tlet r = q + dot(q, q.yx + 33.33);\n\treturn fract((r.x + r.y) * r.x);\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\tlet a = hash2(i);\n\tlet b = hash2(i + vec2<f32>(1.0, 0.0));\n\tlet c = hash2(i + vec2<f32>(0.0, 1.0));\n\tlet d = hash2(i + vec2<f32>(1.0, 1.0));\n\treturn mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\nfn fbm(p : vec2<f32>) -> f32 {\n\treturn vnoise(p) * 0.6 + vnoise(p * 2.03 + 17.0) * 0.3 + vnoise(p * 4.01 + 41.0) * 0.1;\n}\n// Divergence-free flow: the curl of a scalar noise field.\nfn curl(p : vec2<f32>) -> vec2<f32> {\n\tlet e = 0.02;\n\tlet dx = fbm(p + vec2<f32>(e, 0.0)) - fbm(p - vec2<f32>(e, 0.0));\n\tlet dy = fbm(p + vec2<f32>(0.0, e)) - fbm(p - vec2<f32>(0.0, e));\n\treturn vec2<f32>(dy, -dx) / (2.0 * e);\n}\n\nfn maskAt(cell : vec2<f32>, offset : u32) -> f32 {\n\tlet w = i32(P.v[18].x);\n\tlet h = i32(P.v[18].y);\n\tlet c0 = vec2<i32>(floor(cell));\n\tlet t = cell - floor(cell);\n\tvar s = 0.0;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet o = vec2<i32>(k & 1, k >> 1);\n\t\tlet c = c0 + o;\n\t\tvar v = 0.0;\n\t\tif (c.x >= 0 && c.y >= 0 && c.x < w && c.y < h) {\n\t\t\tv = mask[offset + u32(c.y * w + c.x)];\n\t\t}\n\t\tlet wx = select(1.0 - t.x, t.x, o.x == 1);\n\t\tlet wy = select(1.0 - t.y, t.y, o.y == 1);\n\t\ts += v * wx * wy;\n\t}\n\treturn s;\n}\n\nfn spawn(i : u32, idx : u32, birthFrac : f32) {\n\tlet birthAge = birthFrac * P.v[1].z;\n\tlet seed = u32(P.v[1].y);\n\tlet shape = u32(P.v[4].x);\n\tlet ex = P.v[4].y; let ey = P.v[4].z; let ew = P.v[4].w;\n\tlet eh = P.v[5].x; let er = P.v[5].y;\n\tlet r0 = rnd(idx, 0u, seed); let r1 = rnd(idx, 1u, seed);\n\tvar pos = vec2<f32>(ex, ey);\n\tvar center = vec2<f32>(ex, ey);\n\tif (shape == 1u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r0); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 2u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r1); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 3u) {\n\t\tlet a = r0 * 6.2831853; let rr = er * sqrt(r1);\n\t\tpos = vec2<f32>(ex + cos(a) * rr, ey + sin(a) * rr);\n\t} else if (shape == 4u) {\n\t\tlet a = r0 * 6.2831853;\n\t\tpos = vec2<f32>(ex + cos(a) * er, ey + sin(a) * er);\n\t}\n\tlet radial = P.v[1].w > 0.5;\n\tvar dir = P.v[6].x + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y;\n\tif (radial) {\n\t\tlet d = pos - center;\n\t\tif (dot(d, d) > 1e-6) { dir = atan2(d.y, d.x) + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y; }\n\t}\n\t// A moving emitter: older births of the frame start nearer last frame's spot.\n\tif (P.v[30].z > 0.5) { pos += (P.v[30].xy - vec2<f32>(ex, ey)) * birthFrac; }\n\tlet speed = mix(P.v[5].z, P.v[5].w, rnd(idx, 3u, seed));\n\tlet vel = vec2<f32>(cos(dir), sin(dir)) * speed;\n\tvar p : Particle;\n\tp.vel = vel;\n\tp.pos = pos + vel * birthAge;\n\tp.age = birthAge;\n\tp.life = mix(P.v[6].z, P.v[6].w, rnd(idx, 4u, seed));\n\tp.jitter = 1.0 - P.v[16].w * rnd(idx, 5u, seed);\n\tp._pad = 0.0;\n\tparticles[i] = p;\n}\n\n@compute @workgroup_size(${WORKGROUP})\nfn simulate(@builtin(global_invocation_id) gid : vec3<u32>) {\n\tlet i = gid.x;\n\tlet maxN = u32(P.v[1].x);\n\tif (i >= maxN) { return; }\n\tlet dt = P.v[0].x;\n\tlet time = P.v[0].y;\n\tlet emitStart = u32(P.v[0].z);\n\tlet emitCount = u32(P.v[0].w);\n\tlet frameDt = P.v[1].z;\n\n\tif (emitCount > 0u) {\n\t\tlet k = (i + maxN - (emitStart % maxN)) % maxN;\n\t\tif (k < emitCount) {\n\t\t\t// Births spread over the frame, oldest first.\n\t\t\tspawn(i, emitStart + k, 1.0 - (f32(k) + 0.5) / f32(emitCount));\n\t\t\treturn;\n\t\t}\n\t}\n\n\tvar p = particles[i];\n\tif (p.life <= 0.0) { return; }\n\tp.age += dt;\n\tif (p.age >= p.life) { p.life = 0.0; particles[i] = p; return; }\n\n\tvar acc = vec2<f32>(P.v[2].z, P.v[2].w);\n\tlet ns = P.v[3].y;\n\tif (ns != 0.0) {\n\t\tlet sc = max(P.v[3].z, 1.0);\n\t\tacc += curl(p.pos / sc + vec2<f32>(time * P.v[3].w, time * P.v[3].w * 0.7)) * ns;\n\t}\n\tlet nAttr = u32(P.v[7].w);\n\tfor (var a = 0u; a < nAttr; a++) {\n\t\tlet at = P.v[8u + a];\n\t\tlet d = at.xy - p.pos;\n\t\tlet dist = length(d) + 1e-3;\n\t\tlet fall = exp(-(dist * dist) / max(at.w * at.w, 1.0));\n\t\tacc += d / dist * at.z * fall;\n\t}\n\tif (P.v[16].x > 0.5) {\n\t\t// Silhouette push: out along the gradient, harder where it just arrived.\n\t\tlet comp = p.pos + P.v[18].zw;\n\t\tlet cell = (comp - P.v[17].xy) / P.v[17].zw - 0.5;\n\t\tlet cellCount = u32(P.v[18].x * P.v[18].y);\n\t\tlet a0 = maskAt(cell, 0u);\n\t\tif (a0 > 0.02) {\n\t\t\tlet gx = maskAt(cell + vec2<f32>(1.0, 0.0), 0u) - maskAt(cell - vec2<f32>(1.0, 0.0), 0u);\n\t\t\tlet gy = maskAt(cell + vec2<f32>(0.0, 1.0), 0u) - maskAt(cell - vec2<f32>(0.0, 1.0), 0u);\n\t\t\tlet g = vec2<f32>(gx, gy);\n\t\t\tlet gl = length(g);\n\t\t\tif (gl > 1e-5) {\n\t\t\t\tlet before = maskAt(cell, cellCount);\n\t\t\t\tlet k = a0 * P.v[16].y + max(0.0, a0 - before) * P.v[16].z;\n\t\t\t\tacc -= g / gl * k;\n\t\t\t}\n\t\t}\n\t}\n\n\tp.vel += acc * dt;\n\tp.vel *= exp(-P.v[3].x * dt);\n\tp.pos += p.vel * dt;\n\n\tlet w = P.v[2].x; let h = P.v[2].y;\n\tlet floorY = P.v[7].y;\n\tlet bounce = P.v[7].z;\n\tif (floorY >= 0.0 && p.pos.y > floorY) { p.pos.y = floorY; p.vel.y = -abs(p.vel.y) * bounce; p.vel.x *= 0.9; }\n\tlet mode = u32(P.v[7].x);\n\tif (mode == 1u) {\n\t\tif (p.pos.x < 0.0 || p.pos.y < 0.0 || p.pos.x > w || p.pos.y > h) { p.life = 0.0; }\n\t} else if (mode == 2u) {\n\t\tif (p.pos.x < 0.0) { p.pos.x = 0.0; p.vel.x = abs(p.vel.x) * bounce; }\n\t\tif (p.pos.x > w) { p.pos.x = w; p.vel.x = -abs(p.vel.x) * bounce; }\n\t\tif (p.pos.y < 0.0) { p.pos.y = 0.0; p.vel.y = abs(p.vel.y) * bounce; }\n\t\tif (p.pos.y > h) { p.pos.y = h; p.vel.y = -abs(p.vel.y) * bounce; }\n\t} else if (mode == 3u) {\n\t\tp.pos = vec2<f32>(p.pos.x - floor(p.pos.x / w) * w, p.pos.y - floor(p.pos.y / h) * h);\n\t}\n\tparticles[i] = p;\n}\n`;\nconst DRAW_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read> particles : array<Particle>;\n\nstruct VOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n\t@location(1) color : vec4<f32>,\n\t@location(2) aspect : f32,\n};\n\nfn gradient(t : f32) -> vec4<f32> {\n\tlet n = i32(P.v[21].x);\n\tif (n <= 1) { return P.v[22]; }\n\tlet x = clamp(t, 0.0, 1.0) * f32(n - 1);\n\tlet i = min(i32(floor(x)), n - 2);\n\treturn mix(P.v[22 + i], P.v[23 + i], x - f32(i));\n}\n\n@vertex\nfn vs(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> VOut {\n\tvar out : VOut;\n\tlet p = particles[ii];\n\tif (p.life <= 0.0) {\n\t\tout.pos = vec4<f32>(2.0, 2.0, 0.0, 1.0);\n\t\tout.color = vec4<f32>(0.0);\n\t\treturn out;\n\t}\n\tlet t = p.age / p.life;\n\tlet size = mix(P.v[19].x, P.v[19].y, t) * p.jitter;\n\tvar corner = vec2<f32>(0.0);\n\tswitch (vi) {\n\t\tcase 0u: { corner = vec2<f32>(-1.0, -1.0); }\n\t\tcase 1u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tcase 2u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 3u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 4u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tdefault: { corner = vec2<f32>(1.0, 1.0); }\n\t}\n\tlet speed = length(p.vel);\n\tvar axisX = vec2<f32>(1.0, 0.0);\n\tvar halfLen = size * 0.5;\n\tlet shape = u32(P.v[20].x);\n\tif (shape == 3u && speed > 1e-3) {\n\t\taxisX = p.vel / speed;\n\t\thalfLen = size * 0.5 + speed * P.v[20].y * 0.5;\n\t}\n\tlet axisY = vec2<f32>(-axisX.y, axisX.x);\n\tlet local = axisX * corner.x * halfLen + axisY * corner.y * size * 0.5;\n\tlet px = (p.pos + local) * P.v[21].yz;\n\tlet tsize = P.v[2].xy * P.v[21].yz;\n\tout.pos = vec4<f32>(px.x / tsize.x * 2.0 - 1.0, 1.0 - px.y / tsize.y * 2.0, 0.0, 1.0);\n\tout.uv = corner;\n\tout.aspect = halfLen / max(size * 0.5, 1e-3);\n\n\tvar c = gradient(t);\n\tif (P.v[20].z > 0.5) { c = gradient(speed / max(P.v[20].w, 1e-3)); }\n\tlet fadeIn = max(P.v[19].z, 1e-4);\n\tlet fadeOut = max(P.v[19].w, 1e-4);\n\tlet a = c.a * smoothstep(0.0, fadeIn, t) * (1.0 - smoothstep(1.0 - fadeOut, 1.0, t)) * P.v[21].w;\n\tout.color = vec4<f32>(c.rgb * a, a);\n\treturn out;\n}\n\n@fragment\nfn fs(in : VOut) -> @location(0) vec4<f32> {\n\tlet shape = u32(P.v[20].x);\n\tvar m = 1.0;\n\tif (shape == 0u) {\n\t\tlet d = length(in.uv);\n\t\tlet e = max(fwidth(d), 1e-3);\n\t\tm = 1.0 - smoothstep(1.0 - e, 1.0, d);\n\t} else if (shape == 1u) {\n\t\tlet d = length(in.uv);\n\t\tm = exp(-3.5 * d * d) * (1.0 - smoothstep(0.9, 1.0, d));\n\t} else if (shape == 3u) {\n\t\t// A capsule along the motion, soft at the sides.\n\t\tlet ax = abs(in.uv.x) * in.aspect;\n\t\tlet ex = max(ax - (in.aspect - 1.0), 0.0);\n\t\tlet d = length(vec2<f32>(ex, in.uv.y));\n\t\tm = 1.0 - smoothstep(0.5, 1.0, d);\n\t}\n\treturn in.color * m;\n}\n`;\nconst pipelines = /* @__PURE__ */ new WeakMap();\nfunction getPipelines(device) {\n\tlet p = pipelines.get(device);\n\tif (p) return p;\n\tconst simLayout = device.createBindGroupLayout({\n\t\tlabel: \"particles_sim_layout\",\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"uniform\" }\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: \"read-only-storage\" }\n\t\t\t}\n\t\t]\n\t});\n\tp = {\n\t\tsimLayout,\n\t\tsim: device.createComputePipeline({\n\t\t\tlabel: \"particles_sim\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [simLayout] }),\n\t\t\tcompute: {\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"particles_sim.wgsl\",\n\t\t\t\t\tcode: SIM_WGSL\n\t\t\t\t}),\n\t\t\t\tentryPoint: \"simulate\"\n\t\t\t}\n\t\t}),\n\t\tdrawLayout: device.createBindGroupLayout({\n\t\t\tlabel: \"particles_draw_layout\",\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}]\n\t\t}),\n\t\tdraw: /* @__PURE__ */ new Map(),\n\t\tdrawModule: device.createShaderModule({\n\t\t\tlabel: \"particles_draw.wgsl\",\n\t\t\tcode: DRAW_WGSL\n\t\t})\n\t};\n\tpipelines.set(device, p);\n\treturn p;\n}\nconst BLENDS = {\n\tnormal: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tadd: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tscreen: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t}\n};\nfunction drawPipeline(device, format, blend) {\n\tconst p = getPipelines(device);\n\tconst key = `${format}|${blend}`;\n\tlet pipe = p.draw.get(key);\n\tif (!pipe) {\n\t\tpipe = device.createRenderPipeline({\n\t\t\tlabel: `particles_draw_${blend}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [p.drawLayout] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{\n\t\t\t\t\tformat,\n\t\t\t\t\tblend: BLENDS[blend]\n\t\t\t\t}]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t});\n\t\tp.draw.set(key, pipe);\n\t}\n\treturn pipe;\n}\nconst SHAPES = {\n\tcircle: 0,\n\tsoft: 1,\n\tsquare: 2,\n\tspark: 3\n};\nconst EMITTERS = {\n\tpoint: 0,\n\tline: 1,\n\trect: 2,\n\tcircle: 3,\n\tring: 4\n};\nconst BOUNDS = {\n\tnone: 0,\n\tkill: 1,\n\tbounce: 2,\n\twrap: 3\n};\n/** Packs static settings and one frame's inputs into the shared parameter block. */\nfunction packParams(s, f, out, sim, view) {\n\tout.fill(0);\n\tconst v = (i, a, b, c, d) => out.set([\n\t\ta,\n\t\tb,\n\t\tc,\n\t\td\n\t], i * 4);\n\tconst deg = Math.PI / 180;\n\tv(0, sim.dt, sim.time, sim.emitStart, sim.emitCount);\n\tv(1, s.max, s.seed, sim.frameDt, s.emitter.radial ? 1 : 0);\n\tv(2, s.layer.width, s.layer.height, f.gravity[0], f.gravity[1]);\n\tv(3, f.drag, f.noise.strength, f.noise.scale, f.noise.speed);\n\tconst e = s.emitter;\n\tconst ex = f.emitter?.x ?? e.x;\n\tconst ey = f.emitter?.y ?? e.y;\n\tv(4, EMITTERS[e.shape], ex, ey, e.width);\n\tif (f.emitter) v(30, f.emitter.previousX, f.emitter.previousY, 1, 0);\n\tv(5, e.height, e.radius, s.speed[0], s.speed[1]);\n\tv(6, s.direction * deg, s.spread * deg, s.lifetime[0], s.lifetime[1]);\n\tconst attractors = f.attractors.slice(0, MAX_ATTRACTORS);\n\tv(7, BOUNDS[s.bounds], s.floor ?? -1, s.bounce, attractors.length);\n\tfor (const [i, a] of attractors.entries()) v(8 + i, a.x, a.y, a.strength, a.radius);\n\tconst m = f.push?.mask;\n\tv(16, m ? 1 : 0, f.push?.strength ?? 0, f.push?.sweep ?? 0, s.sizeJitter);\n\tv(17, m?.originX ?? 0, m?.originY ?? 0, m?.scaleX ?? 1, m?.scaleY ?? 1);\n\tv(18, m?.width ?? 0, m?.height ?? 0, s.layer.x, s.layer.y);\n\tv(19, s.size[0], s.size[1], s.fade[0], s.fade[1]);\n\tv(20, SHAPES[s.shape], s.stretch, s.colorBySpeed !== null ? 1 : 0, s.colorBySpeed ?? 1);\n\tconst colors = s.colors.slice(0, MAX_COLORS);\n\tv(21, colors.length, view.scaleX, view.scaleY, s.opacity);\n\tfor (const [i, c] of colors.entries()) v(22 + i, c[0], c[1], c[2], c[3]);\n}\nfunction stateFor(program, device) {\n\tconst existing = program.particleState;\n\tif (existing && existing.device === device) return existing;\n\tconst s = program.particleStatic;\n\tconst state = {\n\t\tdevice,\n\t\tparticles: device.createBuffer({\n\t\t\tlabel: \"particles\",\n\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t}),\n\t\tframe: -1,\n\t\temitted: 0,\n\t\tcarry: 0,\n\t\tsnapshots: /* @__PURE__ */ new Map(),\n\t\tmaskBuffer: null,\n\t\tmaskSize: 0,\n\t\tubo: device.createBuffer({\n\t\t\tlabel: \"particles_params\",\n\t\t\tsize: PARAM_VEC4S * 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n\t\t})\n\t};\n\tprogram.particleState = state;\n\treturn state;\n}\n/** Uploads this frame's (and the previous frame's) silhouette; a 1-float buffer when there is none. */\nfunction uploadMask(state, f) {\n\tconst m = f.push?.mask;\n\tconst cells = m ? m.width * m.height : 0;\n\tconst size = Math.max(16, cells * 2 * 4);\n\tif (!state.maskBuffer || state.maskSize < size) {\n\t\tstate.maskBuffer?.destroy();\n\t\tstate.maskBuffer = state.device.createBuffer({\n\t\t\tlabel: \"particles_mask\",\n\t\t\tsize,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n\t\t});\n\t\tstate.maskSize = size;\n\t}\n\tif (m) {\n\t\tconst both = new Float32Array(cells * 2);\n\t\tboth.set(m.data.subarray(0, cells));\n\t\tboth.set((f.push?.previous ?? m).data.subarray(0, cells), cells);\n\t\tstate.device.queue.writeBuffer(state.maskBuffer, 0, both);\n\t}\n\treturn state.maskBuffer;\n}\n/** Steps the system from the frame it holds to `frame` (layer-local), restoring a snapshot to go back. */\nfunction advance(program, state, frame, compositionStart, fps) {\n\tconst { device } = state;\n\tconst s = program.particleStatic;\n\tif (frame < state.frame || state.frame < 0) {\n\t\tlet best = -1;\n\t\tfor (const k of state.snapshots.keys()) if (k <= frame && k > best) best = k;\n\t\tconst encoder = device.createCommandEncoder({ label: \"particles_restore\" });\n\t\tif (best >= 0) {\n\t\t\tconst snap = state.snapshots.get(best);\n\t\t\tencoder.copyBufferToBuffer(snap.buffer, 0, state.particles, 0, s.max * PARTICLE_BYTES);\n\t\t\tstate.emitted = snap.emitted;\n\t\t\tstate.carry = snap.carry;\n\t\t\tstate.frame = best;\n\t\t} else {\n\t\t\tencoder.clearBuffer(state.particles);\n\t\t\tstate.emitted = 0;\n\t\t\tstate.carry = 0;\n\t\t\tstate.frame = -1;\n\t\t}\n\t\tdevice.queue.submit([encoder.finish()]);\n\t}\n\tconst p = getPipelines(device);\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tconst substeps = Math.max(1, Math.round(s.substeps));\n\tconst frameDt = 1 / fps;\n\tconst prewarmFrames = Math.round(s.prewarm * fps);\n\tfor (let f = state.frame + 1; f <= frame; f++) {\n\t\tconst steps = f === 0 ? prewarmFrames + 1 : 1;\n\t\tfor (let w = 0; w < steps; w++) {\n\t\t\tconst simFrame = f === 0 ? w - prewarmFrames : f;\n\t\t\tconst inputs = program.particleFrame(compositionStart + Math.max(0, simFrame), fps);\n\t\t\tstate.carry += Math.max(0, inputs.rate) * frameDt;\n\t\t\tlet born = Math.floor(state.carry);\n\t\t\tstate.carry -= born;\n\t\t\tborn += Math.max(0, Math.round(inputs.burst));\n\t\t\tborn = Math.min(born, s.max);\n\t\t\tconst mask = uploadMask(state, inputs);\n\t\t\tconst bindGroup = device.createBindGroup({\n\t\t\t\tlayout: p.simLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: { buffer: state.ubo }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: { buffer: state.particles }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: { buffer: mask }\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tfor (let k = 0; k < substeps; k++) {\n\t\t\t\tpackParams(s, inputs, params, {\n\t\t\t\t\tdt: frameDt / substeps,\n\t\t\t\t\ttime: (simFrame + k / substeps) * frameDt,\n\t\t\t\t\temitStart: state.emitted,\n\t\t\t\t\temitCount: k === 0 ? born : 0,\n\t\t\t\t\tframeDt\n\t\t\t\t}, {\n\t\t\t\t\tscaleX: 1,\n\t\t\t\t\tscaleY: 1\n\t\t\t\t});\n\t\t\t\tdevice.queue.writeBuffer(state.ubo, 0, params);\n\t\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_step\" });\n\t\t\t\tconst pass = encoder.beginComputePass({ label: \"particles_sim\" });\n\t\t\t\tpass.setPipeline(p.sim);\n\t\t\t\tpass.setBindGroup(0, bindGroup);\n\t\t\t\tpass.dispatchWorkgroups(Math.ceil(s.max / WORKGROUP));\n\t\t\t\tpass.end();\n\t\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\t}\n\t\t\tstate.emitted += born;\n\t\t}\n\t\tstate.frame = f;\n\t\tif (f % SNAPSHOT_EVERY === 0 && !state.snapshots.has(f) && state.snapshots.size < MAX_SNAPSHOTS) {\n\t\t\tconst buffer = device.createBuffer({\n\t\t\t\tlabel: `particles_snapshot_${f}`,\n\t\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\t\tusage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t\t});\n\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_snapshot\" });\n\t\t\tencoder.copyBufferToBuffer(state.particles, 0, buffer, 0, s.max * PARTICLE_BYTES);\n\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\tstate.snapshots.set(f, {\n\t\t\t\tbuffer,\n\t\t\t\temitted: state.emitted,\n\t\t\t\tcarry: state.carry\n\t\t\t});\n\t\t}\n\t}\n}\nconst ParticlesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Particles\" || !isParticleProgram(op.effect)) return;\n\tconst program = op.effect;\n\tconst s = program.particleStatic;\n\tconst fps = props.fps || 30;\n\tconst local = Math.max(0, Math.round(props.frame ?? 0));\n\tconst compositionFrame = Math.round(props.compositionFrame ?? local);\n\tconst compositionStart = compositionFrame - local;\n\tconst state = stateFor(program, ctx.device);\n\tadvance(program, state, local, compositionStart, fps);\n\tpass.end();\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tpackParams(s, program.particleFrame(compositionFrame, fps), params, {\n\t\tdt: 0,\n\t\ttime: 0,\n\t\temitStart: 0,\n\t\temitCount: 0,\n\t\tframeDt: 1 / fps\n\t}, {\n\t\tscaleX: targetWidth / s.layer.width,\n\t\tscaleY: targetHeight / s.layer.height\n\t});\n\tconst ubo = ctx.renderer.getTemporaryBuffer(params);\n\tconst draw = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tdraw.setPipeline(drawPipeline(ctx.device, ctx.renderer.format, s.blend));\n\tdraw.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: getPipelines(ctx.device).drawLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: ubo }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: { buffer: state.particles }\n\t\t}]\n\t}));\n\tdraw.draw(6, s.max);\n\tdraw.end();\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ParticlesWebGPURenderer });\n\n//#endregion\nexport { ParticlesWebGPURenderer as n, isParticleProgram as r, renderers_default as t };\n//# 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@@ -1,7 +1,7 @@
1
1
  import "./chunk-GBe2k3y8.mjs";
2
2
  import { n as defineRenderer, s as resolveSignalField } from "./renderer-BSitV56h.mjs";
3
- import { jn as signalRegistry } from "./dist-cjxDXQdx.mjs";
4
- import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-Du7GpVFW.mjs";
3
+ import { Nn as signalRegistry } from "./dist-jU289ehm.mjs";
4
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-BA1Wz_mS.mjs";
5
5
 
6
6
  //#region ../../nodes/node-camera-parallax-3d/dist/renderers-3w0EgvnV.mjs
7
7
  const CAMERA_PARALLAX_SHADER = `
@@ -470,4 +470,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: CameraParallax3DWebGPUR
470
470
 
471
471
  //#endregion
472
472
  export { renderers_default as default };
473
- //# sourceMappingURL=renderer-DZXbgVMK.mjs.map
473
+ //# sourceMappingURL=renderer-DOWekunR.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-DZXbgVMK.mjs","names":[],"sources":["../../../nodes/node-camera-parallax-3d/dist/renderers-3w0EgvnV.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst CAMERA_PARALLAX_SHADER = `\nstruct CameraParallaxUniforms {\n // vec4 0\n motionPreset : f32, // 0=Custom, 1=DollyZoom, 2=Orbit, 3=FlyThrough, 4=HandheldShake, 5=RackFocus\n panX : f32,\n panY : f32,\n dollyZ : f32,\n\n // vec4 1\n fov : f32,\n parallaxAmount : f32,\n dofAperture : f32,\n focusPlane : f32,\n\n // vec4 2\n edgeDilation : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n timeProgress : f32, // normalized 0.0 - 1.0 (or continuous)\n\n // vec4 3\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n _pad3 : f32,\n\n // vec4 4: signal flags\n hasSigPanX : f32,\n hasSigPanY : f32,\n hasSigDollyZ : f32,\n hasSigFocusPlane : f32,\n\n // vec4 5: signal flags\n hasSigParallax : f32,\n hasSigAperture : f32,\n hasSigFOV : f32,\n hasSigEdgeDilation : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : CameraParallaxUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var panXSigTex : texture_2d<f32>;\n@group(3) @binding(1) var panYSigTex : texture_2d<f32>;\n@group(3) @binding(2) var dollyZSigTex : texture_2d<f32>;\n@group(3) @binding(3) var focusPlaneSigTex : texture_2d<f32>;\n@group(3) @binding(4) var parallaxSigTex : texture_2d<f32>;\n@group(3) @binding(5) var apertureSigTex : texture_2d<f32>;\n@group(3) @binding(6) var fovSigTex : texture_2d<f32>;\n@group(3) @binding(7) var edgeDilationSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleAlbedo(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle fade for border inpainting\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var panX = u.panX;\n if (u.hasSigPanX > 0.5) {\n panX = textureSampleLevel(panXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var panY = u.panY;\n if (u.hasSigPanY > 0.5) {\n panY = textureSampleLevel(panYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var dollyZ = u.dollyZ;\n if (u.hasSigDollyZ > 0.5) {\n dollyZ = textureSampleLevel(dollyZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var focusPlane = u.focusPlane;\n if (u.hasSigFocusPlane > 0.5) {\n focusPlane = clamp(textureSampleLevel(focusPlaneSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var parallaxAmount = u.parallaxAmount;\n if (u.hasSigParallax > 0.5) {\n parallaxAmount = max(0.0, textureSampleLevel(parallaxSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var dofAperture = u.dofAperture;\n if (u.hasSigAperture > 0.5) {\n dofAperture = clamp(textureSampleLevel(apertureSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var fov = u.fov;\n if (u.hasSigFOV > 0.5) {\n fov = clamp(textureSampleLevel(fovSigTex, sigSamp, in.uv, 0.0).r, 15.0, 120.0);\n }\n\n var edgeDilation = u.edgeDilation;\n if (u.hasSigEdgeDilation > 0.5) {\n edgeDilation = clamp(textureSampleLevel(edgeDilationSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Motion Presets Computation\n let t = u.timeProgress;\n let twoPi = 6.2831853;\n let pi = 3.14159265;\n\n var motionPanX: f32 = 0.0;\n var motionPanY: f32 = 0.0;\n var motionDollyZ: f32 = 0.0;\n var motionFocus: f32 = 0.0;\n\n let preset = u.motionPreset;\n\n if (preset > 0.5 && preset < 1.5) {\n // DollyZoom (Vertigo effect)\n let s = sin(t * pi);\n motionDollyZ = (s * 2.0 - 1.0) * 0.45;\n motionPanX = sin(t * twoPi) * 0.06;\n motionPanY = cos(t * twoPi) * 0.03;\n } else if (preset > 1.5 && preset < 2.5) {\n // Orbit\n let angle = t * twoPi;\n motionPanX = cos(angle) * 0.32;\n motionPanY = sin(angle) * 0.18;\n motionDollyZ = sin(angle * 2.0) * 0.12;\n } else if (preset > 2.5 && preset < 3.5) {\n // FlyThrough\n let phase = sin(t * pi);\n motionDollyZ = phase * 0.65;\n motionPanX = sin(t * twoPi) * 0.12;\n motionPanY = cos(t * pi) * 0.08;\n motionFocus = (phase - 0.5) * 0.6;\n } else if (preset > 3.5 && preset < 4.5) {\n // HandheldShake\n motionPanX = (sin(t * twoPi * 1.6) * 0.06 + sin(t * twoPi * 3.7) * 0.03);\n motionPanY = (cos(t * twoPi * 1.3) * 0.05 + sin(t * twoPi * 4.2) * 0.025);\n motionDollyZ = sin(t * twoPi * 0.8) * 0.04;\n } else if (preset > 4.5) {\n // RackFocus\n let focusWave = sin(t * pi);\n motionFocus = (focusWave - 0.5) * 0.8;\n motionPanX = sin(t * twoPi) * 0.04;\n motionPanY = cos(t * twoPi) * 0.02;\n motionDollyZ = sin(t * pi) * 0.06;\n }\n\n // Cumulative camera parameters\n let effectivePanX = clamp(panX + motionPanX, -1.0, 1.0);\n let effectivePanY = clamp(panY + motionPanY, -1.0, 1.0);\n let effectiveDollyZ = clamp(dollyZ + motionDollyZ, -1.0, 1.0);\n let effectiveFocusPlane = clamp(focusPlane + motionFocus, 0.0, 1.0);\n\n // FOV & perspective distortion factor\n let fovRad = (fov * pi) / 180.0;\n let fovScale = tan(fovRad * 0.5) / tan(50.0 * pi / 360.0);\n\n // 3D Camera Raymarch Offset\n let camOffset = vec2<f32>(effectivePanX * aspect, -effectivePanY) * (parallaxAmount * 0.15 * fovScale);\n let zoomFactor = max(0.5, 1.0 + effectiveDollyZ * 0.4);\n\n let centeredUV = (in.uv - 0.5) / zoomFactor + 0.5;\n\n // Steep Relief Raymarching (16 linear steps + 4 binary refinement steps)\n let numSteps = 16.0;\n let stepSize = 1.0 / numSteps;\n var currentRayZ: f32 = 1.0;\n var currentUV = centeredUV;\n var lastUV = centeredUV;\n var lastRayZ: f32 = 1.0;\n var lastDepth: f32 = sampleDepth(centeredUV);\n var foundHit = false;\n\n for (var i = 0; i < 16; i = i + 1) {\n let sampleUV = centeredUV + camOffset * (currentRayZ - effectiveFocusPlane);\n let sceneDepth = sampleDepth(sampleUV);\n\n if (sceneDepth >= currentRayZ) {\n foundHit = true;\n lastUV = sampleUV;\n break;\n }\n\n lastRayZ = currentRayZ;\n lastDepth = sceneDepth;\n currentRayZ = currentRayZ - stepSize;\n }\n\n // Binary refinement search for sub-pixel surface accuracy\n var hitUV = lastUV;\n var hitDepth = lastDepth;\n var minZ = currentRayZ;\n var maxZ = lastRayZ;\n\n for (var b = 0; b < 4; b = b + 1) {\n let midZ = (minZ + maxZ) * 0.5;\n let testUV = centeredUV + camOffset * (midZ - effectiveFocusPlane);\n let testDepth = sampleDepth(testUV);\n if (testDepth >= midZ) {\n minZ = midZ;\n hitUV = testUV;\n hitDepth = testDepth;\n } else {\n maxZ = midZ;\n }\n }\n\n // Edge inpainting / dilation clamping\n var finalUV = hitUV;\n if (hitUV.x < 0.0 || hitUV.x > 1.0 || hitUV.y < 0.0 || hitUV.y > 1.0) {\n let clampedBorderUV = clamp(hitUV, vec2<f32>(0.0), vec2<f32>(1.0));\n finalUV = mix(hitUV, clampedBorderUV, edgeDilation);\n }\n\n // Circle of Confusion (Physical Bokeh Blur)\n let coc = abs(hitDepth - effectiveFocusPlane) * dofAperture * 0.04;\n\n if (coc < 0.0008) {\n return sampleAlbedo(finalUV);\n }\n\n // Multi-tap Golden Spiral Bokeh Disk Blur (16 taps)\n var accumColor = vec4<f32>(0.0);\n var totalWeight: f32 = 0.0;\n let goldenAngle = 2.39996323;\n\n for (var tap = 0; tap < 16; tap = tap + 1) {\n let fTap = f32(tap);\n let r = sqrt((fTap + 0.5) / 16.0);\n let theta = fTap * goldenAngle;\n let offset = vec2<f32>(cos(theta), sin(theta) * aspect) * (r * coc);\n\n let tapUV = finalUV + offset;\n let tapColor = sampleAlbedo(tapUV);\n let tapDepth = sampleDepth(tapUV);\n\n // Bokeh depth weighting: prevents foreground blur from bleeding into background\n let depthDelta = tapDepth - hitDepth;\n let bokehWeight = select(1.0, smoothstep(-0.08, 0.04, depthDelta), depthDelta < 0.0) / (1.0 + r * r * 0.5);\n\n accumColor = accumColor + tapColor * bokehWeight;\n totalWeight = totalWeight + bokehWeight;\n }\n\n let finalColor = accumColor / max(totalWeight, 0.0001);\n return vec4<f32>(clamp(finalColor.rgb, vec3<f32>(0.0), vec3<f32>(1.0)), finalColor.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getCameraParallaxResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `camera_parallax_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `camera_parallax_${format}.wgsl`,\n\t\t\tcode: CAMERA_PARALLAX_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `CameraParallaxPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst CameraParallax3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"CameraParallax3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getCameraParallaxResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst panXInfo = resolveSignalField(op, \"panX\", 0, -1, 1);\n\tconst panYInfo = resolveSignalField(op, \"panY\", 0, -1, 1);\n\tconst dollyZInfo = resolveSignalField(op, \"dollyZ\", 0, -1, 1);\n\tconst fovInfo = resolveSignalField(op, \"fov\", 50, 15, 120);\n\tconst parallaxInfo = resolveSignalField(op, \"parallaxAmount\", .6, 0, 2);\n\tconst apertureInfo = resolveSignalField(op, \"dofAperture\", .3, 0, 1);\n\tconst focusPlaneInfo = resolveSignalField(op, \"focusPlane\", .4, 0, 1);\n\tconst edgeDilationInfo = resolveSignalField(op, \"edgeDilation\", .5, 0, 1);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigPanXView = getSigTextureView(panXInfo, \"cam_panx_sig\");\n\tconst sigPanYView = getSigTextureView(panYInfo, \"cam_pany_sig\");\n\tconst sigDollyZView = getSigTextureView(dollyZInfo, \"cam_dollyz_sig\");\n\tconst sigFocusPlaneView = getSigTextureView(focusPlaneInfo, \"cam_focus_sig\");\n\tconst sigParallaxView = getSigTextureView(parallaxInfo, \"cam_plax_sig\");\n\tconst sigApertureView = getSigTextureView(apertureInfo, \"cam_ap_sig\");\n\tconst sigFOVView = getSigTextureView(fovInfo, \"cam_fov_sig\");\n\tconst sigEdgeDilationView = getSigTextureView(edgeDilationInfo, \"cam_edge_sig\");\n\tconst uniformData = new Float32Array(24);\n\tuniformData[0] = op.motionPreset === \"DollyZoom\" ? 1 : op.motionPreset === \"Orbit\" ? 2 : op.motionPreset === \"FlyThrough\" ? 3 : op.motionPreset === \"HandheldShake\" ? 4 : op.motionPreset === \"RackFocus\" ? 5 : 0;\n\tuniformData[1] = panXInfo.value;\n\tuniformData[2] = panYInfo.value;\n\tuniformData[3] = dollyZInfo.value;\n\tuniformData[4] = fovInfo.value;\n\tuniformData[5] = parallaxInfo.value;\n\tuniformData[6] = apertureInfo.value;\n\tuniformData[7] = focusPlaneInfo.value;\n\tuniformData[8] = edgeDilationInfo.value;\n\tuniformData[9] = op.depthInvert ? 1 : 0;\n\tuniformData[10] = hasDepthMap ? 1 : 0;\n\tuniformData[11] = timeProgress;\n\tuniformData[12] = width / Math.max(1, height);\n\tuniformData[13] = 0;\n\tuniformData[14] = 0;\n\tuniformData[15] = 0;\n\tuniformData[16] = panXInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = panYInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = dollyZInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = focusPlaneInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = parallaxInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = apertureInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = fovInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = edgeDilationInfo.hasSignal ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigPanXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigPanYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigDollyZView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigFocusPlaneView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigParallaxView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigApertureView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigFOVView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigEdgeDilationView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: CameraParallax3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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+ {"version":3,"file":"renderer-DOWekunR.mjs","names":[],"sources":["../../../nodes/node-camera-parallax-3d/dist/renderers-3w0EgvnV.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst CAMERA_PARALLAX_SHADER = `\nstruct CameraParallaxUniforms {\n // vec4 0\n motionPreset : f32, // 0=Custom, 1=DollyZoom, 2=Orbit, 3=FlyThrough, 4=HandheldShake, 5=RackFocus\n panX : f32,\n panY : f32,\n dollyZ : f32,\n\n // vec4 1\n fov : f32,\n parallaxAmount : f32,\n dofAperture : f32,\n focusPlane : f32,\n\n // vec4 2\n edgeDilation : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n timeProgress : f32, // normalized 0.0 - 1.0 (or continuous)\n\n // vec4 3\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n _pad3 : f32,\n\n // vec4 4: signal flags\n hasSigPanX : f32,\n hasSigPanY : f32,\n hasSigDollyZ : f32,\n hasSigFocusPlane : f32,\n\n // vec4 5: signal flags\n hasSigParallax : f32,\n hasSigAperture : f32,\n hasSigFOV : f32,\n hasSigEdgeDilation : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : CameraParallaxUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var panXSigTex : texture_2d<f32>;\n@group(3) @binding(1) var panYSigTex : texture_2d<f32>;\n@group(3) @binding(2) var dollyZSigTex : texture_2d<f32>;\n@group(3) @binding(3) var focusPlaneSigTex : texture_2d<f32>;\n@group(3) @binding(4) var parallaxSigTex : texture_2d<f32>;\n@group(3) @binding(5) var apertureSigTex : texture_2d<f32>;\n@group(3) @binding(6) var fovSigTex : texture_2d<f32>;\n@group(3) @binding(7) var edgeDilationSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleAlbedo(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle fade for border inpainting\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var panX = u.panX;\n if (u.hasSigPanX > 0.5) {\n panX = textureSampleLevel(panXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var panY = u.panY;\n if (u.hasSigPanY > 0.5) {\n panY = textureSampleLevel(panYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var dollyZ = u.dollyZ;\n if (u.hasSigDollyZ > 0.5) {\n dollyZ = textureSampleLevel(dollyZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var focusPlane = u.focusPlane;\n if (u.hasSigFocusPlane > 0.5) {\n focusPlane = clamp(textureSampleLevel(focusPlaneSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var parallaxAmount = u.parallaxAmount;\n if (u.hasSigParallax > 0.5) {\n parallaxAmount = max(0.0, textureSampleLevel(parallaxSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var dofAperture = u.dofAperture;\n if (u.hasSigAperture > 0.5) {\n dofAperture = clamp(textureSampleLevel(apertureSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var fov = u.fov;\n if (u.hasSigFOV > 0.5) {\n fov = clamp(textureSampleLevel(fovSigTex, sigSamp, in.uv, 0.0).r, 15.0, 120.0);\n }\n\n var edgeDilation = u.edgeDilation;\n if (u.hasSigEdgeDilation > 0.5) {\n edgeDilation = clamp(textureSampleLevel(edgeDilationSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Motion Presets Computation\n let t = u.timeProgress;\n let twoPi = 6.2831853;\n let pi = 3.14159265;\n\n var motionPanX: f32 = 0.0;\n var motionPanY: f32 = 0.0;\n var motionDollyZ: f32 = 0.0;\n var motionFocus: f32 = 0.0;\n\n let preset = u.motionPreset;\n\n if (preset > 0.5 && preset < 1.5) {\n // DollyZoom (Vertigo effect)\n let s = sin(t * pi);\n motionDollyZ = (s * 2.0 - 1.0) * 0.45;\n motionPanX = sin(t * twoPi) * 0.06;\n motionPanY = cos(t * twoPi) * 0.03;\n } else if (preset > 1.5 && preset < 2.5) {\n // Orbit\n let angle = t * twoPi;\n motionPanX = cos(angle) * 0.32;\n motionPanY = sin(angle) * 0.18;\n motionDollyZ = sin(angle * 2.0) * 0.12;\n } else if (preset > 2.5 && preset < 3.5) {\n // FlyThrough\n let phase = sin(t * pi);\n motionDollyZ = phase * 0.65;\n motionPanX = sin(t * twoPi) * 0.12;\n motionPanY = cos(t * pi) * 0.08;\n motionFocus = (phase - 0.5) * 0.6;\n } else if (preset > 3.5 && preset < 4.5) {\n // HandheldShake\n motionPanX = (sin(t * twoPi * 1.6) * 0.06 + sin(t * twoPi * 3.7) * 0.03);\n motionPanY = (cos(t * twoPi * 1.3) * 0.05 + sin(t * twoPi * 4.2) * 0.025);\n motionDollyZ = sin(t * twoPi * 0.8) * 0.04;\n } else if (preset > 4.5) {\n // RackFocus\n let focusWave = sin(t * pi);\n motionFocus = (focusWave - 0.5) * 0.8;\n motionPanX = sin(t * twoPi) * 0.04;\n motionPanY = cos(t * twoPi) * 0.02;\n motionDollyZ = sin(t * pi) * 0.06;\n }\n\n // Cumulative camera parameters\n let effectivePanX = clamp(panX + motionPanX, -1.0, 1.0);\n let effectivePanY = clamp(panY + motionPanY, -1.0, 1.0);\n let effectiveDollyZ = clamp(dollyZ + motionDollyZ, -1.0, 1.0);\n let effectiveFocusPlane = clamp(focusPlane + motionFocus, 0.0, 1.0);\n\n // FOV & perspective distortion factor\n let fovRad = (fov * pi) / 180.0;\n let fovScale = tan(fovRad * 0.5) / tan(50.0 * pi / 360.0);\n\n // 3D Camera Raymarch Offset\n let camOffset = vec2<f32>(effectivePanX * aspect, -effectivePanY) * (parallaxAmount * 0.15 * fovScale);\n let zoomFactor = max(0.5, 1.0 + effectiveDollyZ * 0.4);\n\n let centeredUV = (in.uv - 0.5) / zoomFactor + 0.5;\n\n // Steep Relief Raymarching (16 linear steps + 4 binary refinement steps)\n let numSteps = 16.0;\n let stepSize = 1.0 / numSteps;\n var currentRayZ: f32 = 1.0;\n var currentUV = centeredUV;\n var lastUV = centeredUV;\n var lastRayZ: f32 = 1.0;\n var lastDepth: f32 = sampleDepth(centeredUV);\n var foundHit = false;\n\n for (var i = 0; i < 16; i = i + 1) {\n let sampleUV = centeredUV + camOffset * (currentRayZ - effectiveFocusPlane);\n let sceneDepth = sampleDepth(sampleUV);\n\n if (sceneDepth >= currentRayZ) {\n foundHit = true;\n lastUV = sampleUV;\n break;\n }\n\n lastRayZ = currentRayZ;\n lastDepth = sceneDepth;\n currentRayZ = currentRayZ - stepSize;\n }\n\n // Binary refinement search for sub-pixel surface accuracy\n var hitUV = lastUV;\n var hitDepth = lastDepth;\n var minZ = currentRayZ;\n var maxZ = lastRayZ;\n\n for (var b = 0; b < 4; b = b + 1) {\n let midZ = (minZ + maxZ) * 0.5;\n let testUV = centeredUV + camOffset * (midZ - effectiveFocusPlane);\n let testDepth = sampleDepth(testUV);\n if (testDepth >= midZ) {\n minZ = midZ;\n hitUV = testUV;\n hitDepth = testDepth;\n } else {\n maxZ = midZ;\n }\n }\n\n // Edge inpainting / dilation clamping\n var finalUV = hitUV;\n if (hitUV.x < 0.0 || hitUV.x > 1.0 || hitUV.y < 0.0 || hitUV.y > 1.0) {\n let clampedBorderUV = clamp(hitUV, vec2<f32>(0.0), vec2<f32>(1.0));\n finalUV = mix(hitUV, clampedBorderUV, edgeDilation);\n }\n\n // Circle of Confusion (Physical Bokeh Blur)\n let coc = abs(hitDepth - effectiveFocusPlane) * dofAperture * 0.04;\n\n if (coc < 0.0008) {\n return sampleAlbedo(finalUV);\n }\n\n // Multi-tap Golden Spiral Bokeh Disk Blur (16 taps)\n var accumColor = vec4<f32>(0.0);\n var totalWeight: f32 = 0.0;\n let goldenAngle = 2.39996323;\n\n for (var tap = 0; tap < 16; tap = tap + 1) {\n let fTap = f32(tap);\n let r = sqrt((fTap + 0.5) / 16.0);\n let theta = fTap * goldenAngle;\n let offset = vec2<f32>(cos(theta), sin(theta) * aspect) * (r * coc);\n\n let tapUV = finalUV + offset;\n let tapColor = sampleAlbedo(tapUV);\n let tapDepth = sampleDepth(tapUV);\n\n // Bokeh depth weighting: prevents foreground blur from bleeding into background\n let depthDelta = tapDepth - hitDepth;\n let bokehWeight = select(1.0, smoothstep(-0.08, 0.04, depthDelta), depthDelta < 0.0) / (1.0 + r * r * 0.5);\n\n accumColor = accumColor + tapColor * bokehWeight;\n totalWeight = totalWeight + bokehWeight;\n }\n\n let finalColor = accumColor / max(totalWeight, 0.0001);\n return vec4<f32>(clamp(finalColor.rgb, vec3<f32>(0.0), vec3<f32>(1.0)), finalColor.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getCameraParallaxResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `camera_parallax_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `camera_parallax_${format}.wgsl`,\n\t\t\tcode: CAMERA_PARALLAX_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `CameraParallaxPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst CameraParallax3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"CameraParallax3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getCameraParallaxResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst panXInfo = resolveSignalField(op, \"panX\", 0, -1, 1);\n\tconst panYInfo = resolveSignalField(op, \"panY\", 0, -1, 1);\n\tconst dollyZInfo = resolveSignalField(op, \"dollyZ\", 0, -1, 1);\n\tconst fovInfo = resolveSignalField(op, \"fov\", 50, 15, 120);\n\tconst parallaxInfo = resolveSignalField(op, \"parallaxAmount\", .6, 0, 2);\n\tconst apertureInfo = resolveSignalField(op, \"dofAperture\", .3, 0, 1);\n\tconst focusPlaneInfo = resolveSignalField(op, \"focusPlane\", .4, 0, 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getSigTextureView(edgeDilationInfo, \"cam_edge_sig\");\n\tconst uniformData = new Float32Array(24);\n\tuniformData[0] = op.motionPreset === \"DollyZoom\" ? 1 : op.motionPreset === \"Orbit\" ? 2 : op.motionPreset === \"FlyThrough\" ? 3 : op.motionPreset === \"HandheldShake\" ? 4 : op.motionPreset === \"RackFocus\" ? 5 : 0;\n\tuniformData[1] = panXInfo.value;\n\tuniformData[2] = panYInfo.value;\n\tuniformData[3] = dollyZInfo.value;\n\tuniformData[4] = fovInfo.value;\n\tuniformData[5] = parallaxInfo.value;\n\tuniformData[6] = apertureInfo.value;\n\tuniformData[7] = focusPlaneInfo.value;\n\tuniformData[8] = edgeDilationInfo.value;\n\tuniformData[9] = op.depthInvert ? 1 : 0;\n\tuniformData[10] = hasDepthMap ? 1 : 0;\n\tuniformData[11] = timeProgress;\n\tuniformData[12] = width / Math.max(1, height);\n\tuniformData[13] = 0;\n\tuniformData[14] = 0;\n\tuniformData[15] = 0;\n\tuniformData[16] = panXInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = panYInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = dollyZInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = focusPlaneInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = parallaxInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = apertureInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = fovInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = edgeDilationInfo.hasSignal ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: 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@@ -1,7 +1,7 @@
1
1
  import { n as defineRenderer } from "./renderer-BSitV56h.mjs";
2
2
  import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-BY0bIWgr.mjs";
3
- import { Y as probeVideoSize } from "./dist-cjxDXQdx.mjs";
4
- import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-Du7GpVFW.mjs";
3
+ import { Z as probeVideoSize } from "./dist-jU289ehm.mjs";
4
+ 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";
5
5
  import { z } from "zod";
6
6
 
7
7
  //#region ../../nodes/node-rotate/dist/renderers-D7DemTXH.mjs
@@ -180,4 +180,4 @@ var renderers_default = defineRenderer({ WebGPURenderer });
180
180
 
181
181
  //#endregion
182
182
  export { renderers_default as t };
183
- //# sourceMappingURL=renderer-Cce2fgpX.mjs.map
183
+ //# sourceMappingURL=renderer-DPWeKe_x.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-Cce2fgpX.mjs","names":[],"sources":["../../../nodes/node-rotate/dist/renderers-D7DemTXH.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\nimport { probeVideoSize } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst rotateConfig = configBuilder().field(\"angle\", z.number().default(90), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Angle Signal\",\n\tdescription: \"Rotation in degrees about the frame center, clockwise. Any value; 90 / 180 / 270 fix footage shot sideways or upside down.\"\n}).field(\"fit\", z.enum([\n\t\"cover\",\n\t\"contain\",\n\t\"fill\"\n]).default(\"cover\"), { description: \"How the rotated source sits in the output: cover fills it (cropping the overhang), contain shows all of it (transparent margins), fill keeps the unrotated source stretched to the output and only turns it.\" }).field(\"scale\", z.number().min(.01).max(20).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Scale Signal\",\n\tdescription: \"Extra zoom applied after the fit (1 = exactly fitted).\"\n}).build();\nconst RotateNodeConfigSchema = rotateConfig.schema;\nconst RotateResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ROTATE_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n/**\n* Size (px) of the rotated source inside a `targetWidth × targetHeight` output.\n* `cover` is the smallest size whose rotated rectangle still covers the whole\n* output; `contain` the largest whose rotated bounding box fits inside it.\n*/\nfunction rotatedSourceSize(sourceWidth, sourceHeight, targetWidth, targetHeight, angleDeg, fit) {\n\tif (fit === \"fill\") return {\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t};\n\tconst rad = angleDeg * Math.PI / 180;\n\tconst c = Math.abs(Math.cos(rad));\n\tconst s = Math.abs(Math.sin(rad));\n\tconst k = fit === \"cover\" ? Math.max((c * targetWidth + s * targetHeight) / sourceWidth, (s * targetWidth + c * targetHeight) / sourceHeight) : Math.min(targetWidth / (c * sourceWidth + s * sourceHeight), targetHeight / (s * sourceWidth + c * sourceHeight));\n\treturn {\n\t\twidth: sourceWidth * k,\n\t\theight: sourceHeight * k\n\t};\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_ROTATE_SHADER = `\nstruct RotateUniforms {\n\toutSize: vec2<f32>,\n\tsize : vec2<f32>,\n\tcs : vec2<f32>,\n\t_pad : vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RotateUniforms;\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 p = (in.uv - vec2<f32>(0.5)) * u.outSize;\n\t// Clockwise on screen (y down): undo it with the transpose.\n\tlet q = vec2<f32>(u.cs.x * p.x + u.cs.y * p.y, -u.cs.y * p.x + u.cs.x * p.y);\n\tlet uv = q / u.size + vec2<f32>(0.5);\n\t// Distance (output px) inside the source rectangle's nearest edge.\n\tlet edge = (vec2<f32>(0.5) - abs(uv - vec2<f32>(0.5))) * u.size;\n\tlet coverage = clamp(min(edge.x, edge.y) + 0.5, 0.0, 1.0);\n\tlet color = textureSampleLevel(tex, samp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n\t// Premultiplied: coverage scales every channel.\n\treturn color * coverage;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(8);\nfunction getRotateResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_ROTATE_SHADER }),\n\t\t\tlayouts: [uniformLayout, textureLayout],\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction resolveNumber(raw, fallback, frame, fps) {\n\tconst value = typeof raw === \"function\" ? raw(frame, fps) : raw !== null && typeof raw === \"object\" ? \"get\" in raw && typeof raw.get === \"function\" ? raw.get({\n\t\tframe,\n\t\tfps\n\t}) : \"value\" in raw ? raw.value : raw : raw;\n\tconst n = Number(value ?? fallback);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/**\n* The child's own size: the nearest stated metadata down the chain, else the\n* source file's display size. A layer built from a bare path states none, and\n* guessing the layer box would turn a 16:9 clip into a squeezed 9:16 one.\n*/\nasync function intrinsicSize(media) {\n\tfor (let node = media; node;) {\n\t\tconst { width, height } = node.metadata ?? {};\n\t\tif (width && height) return {\n\t\t\twidth,\n\t\t\theight\n\t\t};\n\t\tconst op = node.operation;\n\t\tif (op.op === \"source\") {\n\t\t\tconst url = typeof op.url === \"string\" ? op.url : op.source;\n\t\t\treturn typeof url === \"string\" ? probeVideoSize(url) : null;\n\t\t}\n\t\tnode = node.children?.[0];\n\t}\n\treturn null;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Rotate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? 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+ {"version":3,"file":"renderer-DPWeKe_x.mjs","names":[],"sources":["../../../nodes/node-rotate/dist/renderers-D7DemTXH.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\nimport { probeVideoSize } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst rotateConfig = configBuilder().field(\"angle\", z.number().default(90), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Angle Signal\",\n\tdescription: \"Rotation in degrees about the frame center, clockwise. Any value; 90 / 180 / 270 fix footage shot sideways or upside down.\"\n}).field(\"fit\", z.enum([\n\t\"cover\",\n\t\"contain\",\n\t\"fill\"\n]).default(\"cover\"), { description: \"How the rotated source sits in the output: cover fills it (cropping the overhang), contain shows all of it (transparent margins), fill keeps the unrotated source stretched to the output and only turns it.\" }).field(\"scale\", z.number().min(.01).max(20).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Scale Signal\",\n\tdescription: \"Extra zoom applied after the fit (1 = exactly fitted).\"\n}).build();\nconst RotateNodeConfigSchema = rotateConfig.schema;\nconst RotateResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ROTATE_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n/**\n* Size (px) of the rotated source inside a `targetWidth × targetHeight` output.\n* `cover` is the smallest size whose rotated rectangle still covers the whole\n* output; `contain` the largest whose rotated bounding box fits inside it.\n*/\nfunction rotatedSourceSize(sourceWidth, sourceHeight, targetWidth, targetHeight, angleDeg, fit) {\n\tif (fit === \"fill\") return {\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t};\n\tconst rad = angleDeg * Math.PI / 180;\n\tconst c = Math.abs(Math.cos(rad));\n\tconst s = Math.abs(Math.sin(rad));\n\tconst k = fit === \"cover\" ? Math.max((c * targetWidth + s * targetHeight) / sourceWidth, (s * targetWidth + c * targetHeight) / sourceHeight) : Math.min(targetWidth / (c * sourceWidth + s * sourceHeight), targetHeight / (s * sourceWidth + c * sourceHeight));\n\treturn {\n\t\twidth: sourceWidth * k,\n\t\theight: sourceHeight * k\n\t};\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_ROTATE_SHADER = `\nstruct RotateUniforms {\n\toutSize: vec2<f32>,\n\tsize : vec2<f32>,\n\tcs : vec2<f32>,\n\t_pad : vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RotateUniforms;\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 p = (in.uv - vec2<f32>(0.5)) * u.outSize;\n\t// Clockwise on screen (y down): undo it with the transpose.\n\tlet q = vec2<f32>(u.cs.x * p.x + u.cs.y * p.y, -u.cs.y * p.x + u.cs.x * p.y);\n\tlet uv = q / u.size + vec2<f32>(0.5);\n\t// Distance (output px) inside the source rectangle's nearest edge.\n\tlet edge = (vec2<f32>(0.5) - abs(uv - vec2<f32>(0.5))) * u.size;\n\tlet coverage = clamp(min(edge.x, edge.y) + 0.5, 0.0, 1.0);\n\tlet color = textureSampleLevel(tex, samp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n\t// Premultiplied: coverage scales every channel.\n\treturn color * coverage;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(8);\nfunction getRotateResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_ROTATE_SHADER }),\n\t\t\tlayouts: [uniformLayout, textureLayout],\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction resolveNumber(raw, fallback, frame, fps) {\n\tconst value = typeof raw === \"function\" ? raw(frame, fps) : raw !== null && typeof raw === \"object\" ? \"get\" in raw && typeof raw.get === \"function\" ? raw.get({\n\t\tframe,\n\t\tfps\n\t}) : \"value\" in raw ? raw.value : raw : raw;\n\tconst n = Number(value ?? fallback);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/**\n* The child's own size: the nearest stated metadata down the chain, else the\n* source file's display size. A layer built from a bare path states none, and\n* guessing the layer box would turn a 16:9 clip into a squeezed 9:16 one.\n*/\nasync function intrinsicSize(media) {\n\tfor (let node = media; node;) {\n\t\tconst { width, height } = node.metadata ?? {};\n\t\tif (width && height) return {\n\t\t\twidth,\n\t\t\theight\n\t\t};\n\t\tconst op = node.operation;\n\t\tif (op.op === \"source\") {\n\t\t\tconst url = typeof op.url === \"string\" ? op.url : op.source;\n\t\t\treturn typeof url === \"string\" ? probeVideoSize(url) : null;\n\t\t}\n\t\tnode = node.children?.[0];\n\t}\n\treturn null;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Rotate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intrinsic = await intrinsicSize(childMedia);\n\tconst sourceWidth = intrinsic?.width ?? props.containerWidth ?? width;\n\tconst sourceHeight = intrinsic?.height ?? props.containerHeight ?? height;\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 angle = resolveNumber(op.angle, 90, compositionFrame, fps);\n\tconst scale = Math.max(.01, resolveNumber(op.scale, 1, compositionFrame, fps));\n\tconst size = rotatedSourceSize(sourceWidth, sourceHeight, width, height, angle, op.fit ?? \"cover\");\n\tconst rad = angle * Math.PI / 180;\n\tuniformData[0] = width;\n\tuniformData[1] = height;\n\tuniformData[2] = size.width * scale;\n\tuniformData[3] = size.height * scale;\n\tuniformData[4] = Math.cos(rad);\n\tuniformData[5] = Math.sin(rad);\n\tconst { pipeline, uniformLayout, textureLayout } = getRotateResources(ctx.device, ctx.renderer.format);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: ctx.renderer.getTemporaryBuffer(uniformData) }\n\t\t}]\n\t});\n\tconst tBindGroup = ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: childTex.createView()\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: ctx.renderer.samplerCache.getSampler(ctx.device)\n\t\t}]\n\t});\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uBindGroup, tBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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@@ -190,7 +190,7 @@ const COCO_CLASSES = [
190
190
  ];
191
191
 
192
192
  //#endregion
193
- //#region ../vision/dist/src-COBo2ty9.mjs
193
+ //#region ../vision/dist/src-DNIUH8PT.mjs
194
194
  function computeIoU(boxA, boxB) {
195
195
  const xA = Math.max(boxA.originX, boxB.originX);
196
196
  const yA = Math.max(boxA.originY, boxB.originY);
@@ -2931,6 +2931,13 @@ function output(outputs, name, key) {
2931
2931
  return tensor;
2932
2932
  }
2933
2933
  /**
2934
+ * Where a render-time Vision effect finds subject masks someone already
2935
+ * computed for its clip (`comp.vision(clip)` in framefields), so a matte layer
2936
+ * reuses them instead of segmenting the frame again. Set on the Vision effect
2937
+ * instance under this key; the renderer reads it from the effect.
2938
+ */
2939
+ const CLIP_SUBJECT = Symbol.for("framefields.vision.clipSubject");
2940
+ /**
2934
2941
  * The frame's primary instance: the largest person when present, else the most confident
2935
2942
  * instance (lowest `detectionIndex` — detections are score-sorted). Size alone is a poor
2936
2943
  * signal without a person: the largest instance is usually a backdrop ("dining table").
@@ -4100,7 +4107,7 @@ var VisionNode = class VisionNode$1 {
4100
4107
  };
4101
4108
 
4102
4109
  //#endregion
4103
- //#region ../../nodes/node-vision/dist/renderers-C8sGL0II.mjs
4110
+ //#region ../../nodes/node-vision/dist/renderers-Dx-g7fz2.mjs
4104
4111
  let scratchValues = new Uint8Array(0);
4105
4112
  let scratchLengths = new Uint32Array(0);
4106
4113
  function encodeMask(mask, width, height) {
@@ -4784,7 +4791,9 @@ const VisionWebGPURenderer = async (args) => {
4784
4791
  const wantsSegmentation = op.enableSegmentation === true || isMatteMode && op.matteSource !== "selfie";
4785
4792
  const wantsSelfie = op.enableMatte === true || isMatteMode && op.matteSource === "selfie";
4786
4793
  const wantsPose = op.enablePose === true || mode === "skeleton";
4787
- const cacheable = !wantsSelfie && !wantsPose && (wantsDetection || wantsSegmentation);
4794
+ const clipSubject = isMatteMode && !visionBundle && !wantsPose && !wantsSelfie && op.keyBackground !== true ? clipSubjectFor(effectKey, frameIdx, fps, targetWidth, targetHeight) : void 0;
4795
+ const fromClip = clipSubject !== void 0;
4796
+ const cacheable = !fromClip && !wantsSelfie && !wantsPose && (wantsDetection || wantsSegmentation);
4788
4797
  const source = cacheable ? cacheSource(nodeKeyStr, childMedia, op, targetWidth, targetHeight) : "";
4789
4798
  const keyThresholdAt = (frame$1) => op.keyBackground === true ? backgroundKeyThreshold(op, compositionFrame - (frameIdx - frame$1), fps) : void 0;
4790
4799
  const lookup = (frame$1) => {
@@ -4796,7 +4805,7 @@ const VisionWebGPURenderer = async (args) => {
4796
4805
  };
4797
4806
  const heldFrame = hasPreviousFrame ? heldFrameByNode.get(nodeKeyStr) : void 0;
4798
4807
  let cached = lookup(frameIdx);
4799
- const exact = cached !== void 0;
4808
+ const exact = fromClip || cached !== void 0;
4800
4809
  if (!cached) cached = lookup(heldFrame);
4801
4810
  let heldTex;
4802
4811
  if (isMatteMode && hasPreviousFrame && !exact) {
@@ -4809,7 +4818,7 @@ const VisionWebGPURenderer = async (args) => {
4809
4818
  }
4810
4819
  let frame;
4811
4820
  let framePixels = null;
4812
- if (hasPreviousFrame && !cached) {
4821
+ if (hasPreviousFrame && !cached && !fromClip) {
4813
4822
  const analysis = analysisTexture(ctx.device, nodeKeyStr, childTex);
4814
4823
  const copy = ctx.device.createCommandEncoder({ label: "vision_analysis_copy" });
4815
4824
  copy.copyTextureToTexture({ texture: childTex }, { texture: analysis }, [
@@ -4840,7 +4849,8 @@ const VisionWebGPURenderer = async (args) => {
4840
4849
  let personMatte;
4841
4850
  let currentPoseRes;
4842
4851
  let subject;
4843
- if (cached) {
4852
+ if (fromClip) subject = selectSubject(clipSubject ?? void 0, nodeKeyStr, frameIdx);
4853
+ else if (cached) {
4844
4854
  frameObjects = cached.objects;
4845
4855
  if (wantsDetection) visionBundle?.setObjectResult(frameIdx, {
4846
4856
  objects: cached.objects,
@@ -5046,6 +5056,17 @@ const VisionWebGPURenderer = async (args) => {
5046
5056
  });
5047
5057
  outPass.end();
5048
5058
  };
5059
+ /**
5060
+ * The subject a linked `comp.vision` clip holds for a source frame (see
5061
+ * CLIP_SUBJECT). Its mask is in source pixels; the composite samples it by
5062
+ * uv, so it fits any target of the same aspect. Other shapes fall back.
5063
+ */
5064
+ function clipSubjectFor(effect, frame, fps, width, height) {
5065
+ const subject = (effect?.[CLIP_SUBJECT])?.subject(frame, fps);
5066
+ if (!subject) return subject;
5067
+ const aspect = subject.width / subject.height / (width / height);
5068
+ return Math.abs(aspect - 1) < .01 ? subject : void 0;
5069
+ }
5049
5070
  /** Adapts a Selfie Segmenter matte to the instance-mask shape the composite path takes. */
5050
5071
  function personMatteAsMask(matte) {
5051
5072
  if (!matte || matte.coverage <= 0) return void 0;
@@ -5063,5 +5084,5 @@ function personMatteAsMask(matte) {
5063
5084
  var renderers_default = defineRenderer({ WebGPURenderer: VisionWebGPURenderer });
5064
5085
 
5065
5086
  //#endregion
5066
- export { PoseSkeletonRenderer as a, TemporalObjectTracker as c, VisionRunner as d, analyzeSequence as f, COCO_CLASSES as h, COCO17_KEYPOINT_NAMES as i, VisionBundle as l, pinNodeToObject as m, COCO17_BONES as n, SegmentationTexturePool as o, pinNodeToLandmark as p, COCO17_KEYPOINTS as r, SpatialLandmarkTransformer as s, renderers_default as t, VisionNode as u };
5067
- //# sourceMappingURL=renderer-CE7fwGgw.mjs.map
5087
+ export { COCO_CLASSES as _, COCO17_KEYPOINT_NAMES as a, SpatialLandmarkTransformer as c, VisionNode as d, VisionRunner as f, pinNodeToObject as g, pinNodeToLandmark as h, COCO17_KEYPOINTS as i, TemporalObjectTracker as l, mergeSubjectMask as m, CLIP_SUBJECT as n, PoseSkeletonRenderer as o, analyzeSequence as p, COCO17_BONES as r, SegmentationTexturePool as s, renderers_default as t, VisionBundle as u };
5088
+ //# sourceMappingURL=renderer-DQtk282o.mjs.map