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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@@ -0,0 +1,541 @@
1
+ import "./chunk-GBe2k3y8.mjs";
2
+ import { n as defineRenderer, s as resolveSignalField } from "./renderer-BSitV56h.mjs";
3
+ import { Nn as signalRegistry } from "./dist-jU289ehm.mjs";
4
+ import { a as createFullscreenPipeline, f as signalTiming, l as fragmentBindGroupLayout, p as texturesLayout, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-BA1Wz_mS.mjs";
5
+
6
+ //#region ../../nodes/node-procedural-vfx/dist/renderers-DiW7Lt7Y.mjs
7
+ const VFX_SHADER = `
8
+ struct VFXUniforms {
9
+ effectType : f32,
10
+ outputType : f32,
11
+ time : f32,
12
+ _pad0 : f32,
13
+
14
+ density : f32,
15
+ scale : f32,
16
+ speed : f32,
17
+ intensity : f32,
18
+
19
+ seed : f32,
20
+ hasSigDensity : f32,
21
+ hasSigScale : f32,
22
+ hasSigSpeed : f32,
23
+
24
+ hasSigIntensity : f32,
25
+ hasSigSeed : f32,
26
+ _pad1 : f32,
27
+ _pad2 : f32,
28
+
29
+ colorStart : vec4<f32>,
30
+ colorEnd : vec4<f32>,
31
+ };
32
+
33
+ @group(0) @binding(0) var<uniform> u : VFXUniforms;
34
+
35
+ @group(1) @binding(0) var densityTex : texture_2d<f32>;
36
+ @group(1) @binding(1) var scaleTex : texture_2d<f32>;
37
+ @group(1) @binding(2) var speedTex : texture_2d<f32>;
38
+ @group(1) @binding(3) var intensityTex : texture_2d<f32>;
39
+ @group(1) @binding(4) var seedTex : texture_2d<f32>;
40
+ @group(1) @binding(5) var signalSamp : sampler;
41
+ ${FULLSCREEN_QUAD_WGSL}
42
+
43
+ // ---- hashing & noise primitives -------------------------------------------
44
+ fn hash21(p: vec2<f32>) -> vec2<f32> {
45
+ let p3 = fract(vec3<f32>(p.xyx) * vec3<f32>(0.1031, 0.1030, 0.0973));
46
+ let p4 = p3 + dot(p3, p3.yzx + 33.33);
47
+ return fract((p4.xx + p4.yz) * p4.zy);
48
+ }
49
+
50
+ fn hash1(n: f32) -> f32 {
51
+ return fract(sin(n) * 43758.5453);
52
+ }
53
+
54
+ fn valueNoise(p: vec2<f32>) -> f32 {
55
+ let i = floor(p);
56
+ let f = fract(p);
57
+ let u = f * f * (3.0 - 2.0 * f);
58
+ let a = hash1(dot(i, vec2<f32>(127.1, 311.7)));
59
+ let b = hash1(dot(i + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)));
60
+ let c = hash1(dot(i + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)));
61
+ let d = hash1(dot(i + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7)));
62
+ return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
63
+ }
64
+
65
+ fn fbm(p: vec2<f32>, octaves: i32) -> f32 {
66
+ var value = 0.0;
67
+ var amp = 0.5;
68
+ var freq = 1.0;
69
+ for (var i = 0; i < 8; i++) {
70
+ if (i >= octaves) { break; }
71
+ value += amp * valueNoise(p * freq);
72
+ freq *= 2.0;
73
+ amp *= 0.5;
74
+ }
75
+ return value;
76
+ }
77
+
78
+ fn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler) -> f32 {
79
+ if (hasSig > 0.5) {
80
+ return textureSampleLevel(tex, samp, vec2<f32>(0.5, 0.5), 0.0).r;
81
+ }
82
+ return val;
83
+ }
84
+
85
+ // ---- effect synthesizers (return straight-alpha RGBA) ----------------------
86
+ fn fxSmoke(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
87
+ let sp = p * scl;
88
+ // Domain-warped FBM gives structured puffs instead of a solid fill.
89
+ let q = vec2<f32>(fbm(sp + time * 0.10, 4), fbm(sp + vec2<f32>(5.2, 1.3) + time * 0.08, 4));
90
+ let f = fbm(sp + 4.0 * q + vec2<f32>(1.7, 9.2) + time * 0.05, 4); // ~[0, 0.94]
91
+ // Billowing plume: denser at the base (bottom, p.y=0), dissipating toward the top.
92
+ let vgrad = 1.0 - smoothstep(0.45, 0.9, p.y);
93
+ let n = f * 2.0 - 1.0; // remap to [-1, 1]
94
+ // Thresholded so only bright fbm patches are opaque -> reads as puffs, not solid.
95
+ let cov = smoothstep(0.28, 0.6, n) * dens * (0.25 + 0.75 * vgrad);
96
+ let alpha = cov * inten;
97
+ let col = mix(cB * 0.35, cA, clamp(f + vgrad * 0.5, 0.0, 1.0));
98
+ return vec4<f32>(col, clamp(alpha, 0.0, 1.0));
99
+ }
100
+
101
+ fn fxFire(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
102
+ let pn = vec2<f32>(p.x * 1.5, p.y) * scl;
103
+ let n = fbm(pn * 6.0 + vec2<f32>(time * 2.0, time * 3.0), 4);
104
+ // Heat concentrated near base, flickering upward
105
+ let heat = n * smoothstep(1.0, 0.0 + (1.0 - dens) * 0.3, p.y);
106
+ // Channeled vertical columns
107
+ let columns = smoothstep(0.45, 0.9, n + 0.4 * sin(p.x * (20.0 + 40.0 * dens) * scl + time * 8.0));
108
+ let d = clamp(heat * inten + columns * 0.3 * inten, 0.0, 1.0);
109
+ // Fire color ramp mapped dynamically to cA and cB
110
+ let dark = cB * 0.15;
111
+ let orange = cB;
112
+ let yellow = mix(cB, cA, 0.5);
113
+ let white = cA;
114
+ var col = mix(dark, orange, smoothstep(0.0, 0.4, d));
115
+ col = mix(col, yellow, smoothstep(0.4, 0.75, d));
116
+ col = mix(col, white, smoothstep(0.75, 1.0, d));
117
+ let alpha = smoothstep(0.0, 0.3, d) * inten;
118
+ return vec4<f32>(col, clamp(alpha, 0.0, 1.0));
119
+ }
120
+
121
+ fn fxRain(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
122
+ let n = (60.0 * dens + 4.0) * scl;
123
+ let gx = floor(p.x * n);
124
+ let h = hash1(gx);
125
+ let speed = 0.8 + h;
126
+ let yFrac = fract(p.y * 8.0 - time * speed);
127
+ let dropY = abs(yFrac - 0.5);
128
+ let reveal = step(0.35, yFrac);
129
+ let st = smoothstep(0.18, 0.02, dropY);
130
+ let d = st * reveal;
131
+ let g = smoothstep(0.18, 0.02, abs(fract(p.x * n) + h * 0.2 - 0.5));
132
+ let a = d * g * inten;
133
+ let col = mix(cA, cB, h);
134
+ return vec4<f32>(col, clamp(a, 0.0, 1.0));
135
+ }
136
+
137
+ fn fxSnow(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
138
+ let n = (50.0 * dens + 6.0) * scl;
139
+ let cell = floor(p * n);
140
+ let f = fract(p * n);
141
+ let h = hash21(cell);
142
+ let center = vec2<f32>(0.5, 0.5) + 0.3 * hash21(cell + 7.0);
143
+ let sway = 0.1 * sin(time * 1.2 + cell.y * 3.0);
144
+ // Fall downward (toward p.y=0, the bottom): subtract an advancing phase.
145
+ let fall = fract(time * (0.25 + 0.45 * h.y) + h.x);
146
+ let pos = vec2<f32>(f.x - center.x - sway, f.y - center.y) - vec2<f32>(0.0, fall);
147
+ let d = length(pos);
148
+ let size = 0.05 + 0.07 * h.x;
149
+ let a = smoothstep(size, size * 0.4, d) * inten;
150
+ let col = mix(cA, cB, h.x);
151
+ return vec4<f32>(col, clamp(a, 0.0, 1.0));
152
+ }
153
+
154
+ fn fxDust(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
155
+ let n = (90.0 * dens + 6.0) * scl;
156
+ let cell = floor(p * n);
157
+ let f = fract(p * n);
158
+ let h = hash21(cell);
159
+ let center = h;
160
+ let drift = fract(time * 0.05 * (0.5 + h.y) + cell.x * 0.01);
161
+ let pos = vec2<f32>(f.x - center.x, f.y - center.y) + vec2<f32>((drift - 0.5) * 0.03, 0.0);
162
+ let d = length(pos);
163
+ let a = smoothstep(0.12, 0.0, d) * smoothstep(0.0, 0.3, dens) * inten * 0.6;
164
+ let col = mix(cA, cB, h.y);
165
+ return vec4<f32>(col, clamp(a, 0.0, 1.0));
166
+ }
167
+
168
+ fn fxEmbers(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
169
+ let n = (50.0 * dens + 4.0) * scl;
170
+ let cell = floor(p * n);
171
+ let f = fract(p * n);
172
+ let h = hash21(cell);
173
+ let sway = 0.12 * sin(time * 2.0 + cell.y * 2.0);
174
+ let rise = fract(time * 0.18 * (0.7 + h.y) + cell.y * 0.12);
175
+ // Rising: as rise grows, move toward p.y=1 (top).
176
+ let pos = vec2<f32>(f.x - 0.5 - sway, f.y + rise * 1.2);
177
+ let d = length(pos);
178
+ let a = smoothstep(0.12, 0.0, d) * (1.0 - rise) * inten;
179
+ let col = mix(cA, cB, clamp(rise, 0.0, 1.0));
180
+ return vec4<f32>(col, clamp(a, 0.0, 1.0));
181
+ }
182
+
183
+ fn fxSparks(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
184
+ // Burst radiating from a low-center source; travel grows over time so it expands outward.
185
+ let src = vec2<f32>(0.5, 0.15);
186
+ let dir = p - src;
187
+ let dist = length(dir);
188
+ let ang = atan2(dir.y, dir.x);
189
+ let n = (20.0 * dens + 5.0) * scl;
190
+ let seg = floor(ang * n);
191
+ let tFrame = floor(time * 3.0);
192
+ let timeVal = tFrame - 10000.0 * floor(tFrame / 10000.0);
193
+ let h = hash1(seg + timeVal * 97.0);
194
+ let launch = fract(0.5 + h + time * 0.5);
195
+ let travel = launch * 0.8;
196
+ let trail = smoothstep(0.9, 0.4, dist - travel);
197
+ let w = 0.02 + 0.02 * h;
198
+ let blast = smoothstep(0.0, w * 2.0, dist - travel) * trail;
199
+ let streak = smoothstep(w, 0.0, abs(dist - travel)) * trail;
200
+ let a = clamp(max(streak, blast * 0.4), 0.0, 1.0) * inten;
201
+ let col = mix(cA, cB, clamp(h, 0.0, 1.0));
202
+ return vec4<f32>(col, clamp(a, 0.0, 1.0));
203
+ }
204
+
205
+ fn fxMagic(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
206
+ let center = vec2<f32>(0.5, 0.5);
207
+ let dv = p - center;
208
+ let r = length(dv);
209
+ let ang = atan2(dv.y, dv.x);
210
+ let swirl = fbm(vec2<f32>(r * 8.0 * scl + time * 0.5, ang * 3.0 + time * 0.8), 4);
211
+ let halo = smoothstep(0.5, 0.1, r) * 0.4 * dens;
212
+ let wisp = smoothstep(1.0 - dens * 0.8, 1.5 - dens * 0.8, swirl) * (0.5 + 0.5 * sin(r * 20.0 * scl - time * 3.0));
213
+ let a = clamp((halo + wisp * 0.8) * inten, 0.0, 1.0);
214
+ let col = mix(cA, cB, clamp(swirl, 0.0, 1.0));
215
+ return vec4<f32>(col * 0.8 + vec3<f32>(1.0) * halo * 0.4, a);
216
+ }
217
+
218
+ fn fxLensFlare(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
219
+ let center = vec2<f32>(0.5, 0.5);
220
+ let dv = p - center;
221
+ let r = length(dv) * scl;
222
+ let ang = atan2(dv.y, dv.x);
223
+ // Radial streak
224
+ let streakCount = 2.0 * floor(1.0 + dens * 3.0);
225
+ let streak = smoothstep(0.35, 0.6, fract(ang / 3.14159 * streakCount + 0.5)) * pow(1.0 - r, 3.0);
226
+ // Concentric halos / chromatic rings
227
+ let rings = (0.5 + 0.5 * sin(r * 40.0 - time * 2.0)) * dens;
228
+ let core = smoothstep(0.25, 0.0, r);
229
+ let chroma = mix(cA, cB, 0.5 + 0.5 * cos(ang * 3.0 + r * 30.0));
230
+ let a = clamp((core * 0.9 + streak * 0.5 * dens + rings * 0.15 * (1.0 - r)) * inten, 0.0, 1.0);
231
+ return vec4<f32>(chroma, a);
232
+ }
233
+
234
+ fn fxLightning(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
235
+ // Periodic bolt striking vertically, flickering briefly
236
+ let period = mix(4.0, 0.6, clamp(dens, 0.0, 1.0));
237
+ let cycle = fract(time / period);
238
+ let flashWindow = mix(0.05, 0.35, clamp(dens, 0.0, 1.0));
239
+ let flash = smoothstep(flashWindow, 0.0, cycle);
240
+
241
+ let tFlicker = floor(time * 60.0);
242
+ let flickerVal = tFlicker - 10000.0 * floor(tFlicker / 10000.0);
243
+ let flicker = step(hash1(flickerVal * 1.7), 0.8); // rapid on/off shimmer
244
+
245
+ // Jitter a vertical bolt with per-row hashes and interpolate between rows
246
+ let rows = 18.0 * scl;
247
+ let rg = p.y * rows;
248
+ let row = floor(rg);
249
+ let fr = fract(rg);
250
+
251
+ let tLightning = floor(time * 24.0);
252
+ let lightningVal = tLightning - 10000.0 * floor(tLightning / 10000.0);
253
+ let x0 = 0.3 + 0.4 * hash1(row * 13.7 + lightningVal * 3.1);
254
+ let x1 = 0.3 + 0.4 * hash1((row + 1.0) * 13.7 + lightningVal * 3.1);
255
+ let boltX = mix(x0, x1, fr);
256
+
257
+ // Secondary tiny forks
258
+ let forkDrift = (hash1(row * 7.3) - 0.5) * 0.12 * smoothstep(0.0, 0.6, 1.0 - p.y);
259
+ let boltDist = abs(p.x - (boltX + forkDrift)) * scl;
260
+ let core = smoothstep(0.012, 0.0, boltDist);
261
+ let glow = smoothstep(0.07, 0.0, boltDist) * 0.5;
262
+ let a = clamp((core + glow) * flash * flicker * inten, 0.0, 1.0);
263
+ let col = mix(cA, cB, clamp(boltDist * 8.0, 0.0, 1.0) + 0.3 * flash);
264
+ // Soft ambient flash behind the bolt
265
+ let amb = smoothstep(0.35, 0.0, length(p - vec2<f32>(boltX, p.y)) * scl) * flash * 0.15;
266
+ return vec4<f32>(col * (1.0 + amb), clamp(a + amb, 0.0, 1.0));
267
+ }
268
+
269
+ fn fxEnergyBeam(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
270
+ let src = vec2<f32>(0.15, 0.5);
271
+ let dirv = vec2<f32>(1.0, 0.0);
272
+ let w = p - src;
273
+ let along = dot(w, dirv) * scl;
274
+ let perp = dot(w, vec2<f32>(-dirv.y, dirv.x)) * scl;
275
+ let beamWidth = 0.01 + 0.03 * dens;
276
+ let glowWidth = 0.05 + 0.1 * dens;
277
+ let core = smoothstep(beamWidth, 0.0, abs(perp));
278
+ let glow = smoothstep(glowWidth, 0.0, abs(perp)) * 0.4 * dens;
279
+ let falloff = smoothstep(0.0, 1.0, along);
280
+ let pulse = 0.7 + 0.3 * sin(along * 30.0 - time * 10.0);
281
+ let a = clamp((core + glow) * falloff * pulse * inten, 0.0, 1.0);
282
+ let col = mix(cA, cB, clamp(along, 0.0, 1.0));
283
+ return vec4<f32>(col * (1.0 + glow * 2.0), a);
284
+ }
285
+
286
+ fn fxAurora(p: vec2<f32>, seedOff: f32, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {
287
+ // Northern lights: curtains hanging from a wavy band across the upper sky,
288
+ // rippling sideways, with fine vertical rays. cA at the base, cB at the top.
289
+ var acc = vec3<f32>(0.0);
290
+ var keep = 1.0;
291
+ for (var k = 0; k < 3; k++) {
292
+ let fk = f32(k);
293
+ let x = p.x * (1.0 + fk * 0.35) * scl * 1.5 + seedOff * 13.0 + fk * 3.1;
294
+ // Curtain base line, a slow wave across the frame.
295
+ let base = 0.42 + fk * 0.06 + 0.12 * (fbm(vec2<f32>(x * 1.3, time * 0.05 + fk), 3) - 0.5)
296
+ + 0.05 * sin(x * 4.0 + time * 0.3 + fk);
297
+ let h = 0.38 + 0.2 * fbm(vec2<f32>(x * 2.0 + 7.0, time * 0.04), 3);
298
+ let d = base - p.y; // 0 at the base, rising upward
299
+ let body = smoothstep(-0.06, 0.035, d) * pow(1.0 - smoothstep(0.0, h, d), 1.5);
300
+ // Vertical rays drifting sideways.
301
+ let rn = fbm(vec2<f32>(x * 40.0 + time * 0.3, d * 2.0 - time * 0.1), 3);
302
+ let rays = 0.25 + 1.2 * rn * rn;
303
+ let fold = 0.6 + 0.4 * sin(x * 9.0 + time * 0.5 + fbm(vec2<f32>(x * 3.0, time * 0.1), 2) * 6.0);
304
+ let a = body * rays * fold * (1.0 - fk * 0.25);
305
+ let col = mix(cA, cB, clamp(d / max(h, 1e-3), 0.0, 1.0));
306
+ acc += col * a;
307
+ keep *= 1.0 - clamp(a, 0.0, 1.0);
308
+ }
309
+ let alpha = 1.0 - keep;
310
+ let a = clamp(alpha * (0.35 + 0.65 * dens) * inten * 1.4, 0.0, 1.0);
311
+ return vec4<f32>(acc / max(alpha, 1e-3) * min(alpha * 2.0, 1.0), a);
312
+ }
313
+
314
+ // ---- main dispatch ---------------------------------------------------------
315
+ @fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
316
+ let density = get_field(u.density, u.hasSigDensity, densityTex, signalSamp);
317
+ let scale = get_field(u.scale, u.hasSigScale, scaleTex, signalSamp);
318
+ let speed = get_field(u.speed, u.hasSigSpeed, speedTex, signalSamp);
319
+ let intensity = get_field(u.intensity, u.hasSigIntensity, intensityTex, signalSamp);
320
+ let seed = get_field(u.seed, u.hasSigSeed, seedTex, signalSamp);
321
+
322
+ let isVideo = u.outputType > 0.5;
323
+ let time = select(0.0, u.time * max(speed, 1e-4), isVideo);
324
+ let seedOff = fract(seed * 1.618033);
325
+
326
+ // Aspect correction
327
+ let uv = in.uv;
328
+ let p = vec2<f32>(uv.x, uv.y);
329
+
330
+ // Move to a seed-scrambled space so different seeds look different
331
+ let sp = p + vec2<f32>(seedOff * 17.0, seedOff * 31.0);
332
+
333
+ var eff = vec4<f32>(0.0, 0.0, 0.0, 0.0);
334
+ let cA = u.colorStart.rgb;
335
+ let cB = u.colorEnd.rgb;
336
+ let scl = max(scale, 1e-4);
337
+ let factor = scl * 100.0;
338
+
339
+ if (u.effectType < 0.5) {
340
+ eff = fxSmoke(sp, time, factor, density, intensity, cA, cB);
341
+ } else if (u.effectType < 1.5) {
342
+ eff = fxFire(sp, time, factor, density, intensity, cA, cB);
343
+ } else if (u.effectType < 2.5) {
344
+ eff = fxRain(sp, time, factor, density, intensity, cA, cB);
345
+ } else if (u.effectType < 3.5) {
346
+ eff = fxSparks(sp, time, factor, density, intensity, cA, cB);
347
+ } else if (u.effectType < 4.5) {
348
+ eff = fxSnow(sp, time, factor, density, intensity, cA, cB);
349
+ } else if (u.effectType < 5.5) {
350
+ eff = fxDust(sp, time, factor, density, intensity, cA, cB);
351
+ } else if (u.effectType < 6.5) {
352
+ eff = fxLightning(sp, time, factor, density, intensity, cA, cB);
353
+ } else if (u.effectType < 7.5) {
354
+ eff = fxMagic(sp, time, factor, density, intensity, cA, cB);
355
+ } else if (u.effectType < 8.5) {
356
+ eff = fxLensFlare(sp, time, factor, density, intensity, cA, cB);
357
+ } else if (u.effectType < 9.5) {
358
+ eff = fxEmbers(sp, time, factor, density, intensity, cA, cB);
359
+ } else if (u.effectType < 10.5) {
360
+ eff = fxEnergyBeam(sp, time, factor, density, intensity, cA, cB);
361
+ } else {
362
+ eff = fxAurora(p, seedOff, time, factor, density, intensity, cA, cB);
363
+ }
364
+
365
+ // Straight alpha is fine for compositing onto a transparent canvas.
366
+ let a = clamp(eff.a, 0.0, 1.0);
367
+ return vec4<f32>(clamp(eff.rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * a, a);
368
+ }
369
+ `;
370
+ const vfxUniformData = new Float32Array(24);
371
+ const getDeviceLayouts = perDevice((device) => ({
372
+ uniformLayout: fragmentBindGroupLayout(device, ["uniform"]),
373
+ signalsLayout: texturesLayout(device, 5),
374
+ pipelineCache: /* @__PURE__ */ new Map()
375
+ }));
376
+ function getVFXResources(device, format) {
377
+ const layouts = getDeviceLayouts(device);
378
+ const cacheKey = `procedural_vfx_${format}`;
379
+ let pipeline = layouts.pipelineCache.get(cacheKey);
380
+ if (!pipeline) {
381
+ const vfxModule = device.createShaderModule({
382
+ label: `procedural_vfx_${format}.wgsl`,
383
+ code: VFX_SHADER
384
+ });
385
+ pipeline = createFullscreenPipeline(device, {
386
+ label: `ProceduralVFXPipeline_${format}`,
387
+ module: vfxModule,
388
+ layouts: [layouts.uniformLayout, layouts.signalsLayout],
389
+ format
390
+ });
391
+ layouts.pipelineCache.set(cacheKey, pipeline);
392
+ }
393
+ return {
394
+ vfxPipeline: pipeline,
395
+ uniformLayout: layouts.uniformLayout,
396
+ signalsLayout: layouts.signalsLayout
397
+ };
398
+ }
399
+ function hexToRgba(hex) {
400
+ let h = hex.replace("#", "");
401
+ if (h.length === 3 || h.length === 4) h = h.split("").map((c) => c + c).join("");
402
+ const r = parseInt(h.substring(0, 2), 16) / 255;
403
+ const g = parseInt(h.substring(2, 4), 16) / 255;
404
+ const b = parseInt(h.substring(4, 6), 16) / 255;
405
+ let a = 1;
406
+ if (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;
407
+ return [
408
+ r,
409
+ g,
410
+ b,
411
+ a
412
+ ];
413
+ }
414
+ const VFX_EFFECT_INDEX = {
415
+ Smoke: 0,
416
+ Fire: 1,
417
+ Rain: 2,
418
+ Sparks: 3,
419
+ Snow: 4,
420
+ Dust: 5,
421
+ Lightning: 6,
422
+ Magic: 7,
423
+ LensFlare: 8,
424
+ Embers: 9,
425
+ EnergyBeam: 10,
426
+ Aurora: 11
427
+ };
428
+ const ProceduralVFXWebGPURenderer = async (args) => {
429
+ const { ctx, encoder, pass, targetWidth, targetHeight, props } = args;
430
+ const op = props.virtualMedia?.operation;
431
+ if (op?.op !== "ProceduralVFX" || !op) return;
432
+ const { vfxPipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getVFXResources(ctx.device, ctx.renderer.format);
433
+ const frame = props.frame ?? 0;
434
+ const fps = props.fps || 30;
435
+ const densityInfo = resolveSignalField(op, "density", .6);
436
+ const scaleInfo = resolveSignalField(op, "scale", .01);
437
+ const speedInfo = resolveSignalField(op, "speed", 1);
438
+ const intensityInfo = resolveSignalField(op, "intensity", .8);
439
+ const seedInfo = resolveSignalField(op, "seed", 1234);
440
+ const effectIndex = VFX_EFFECT_INDEX[op.effectType ?? "Smoke"] ?? 0;
441
+ const outputTypeVal = op.outputType === "Video" ? 1 : 0;
442
+ const { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);
443
+ const colorStartVal = hexToRgba(op.colorStart ?? "#ffffff");
444
+ const colorEndVal = hexToRgba(op.colorEnd ?? "#ff5500");
445
+ vfxUniformData[0] = effectIndex;
446
+ vfxUniformData[1] = outputTypeVal;
447
+ vfxUniformData[2] = elapsedSeconds;
448
+ vfxUniformData[3] = 0;
449
+ vfxUniformData[4] = densityInfo.value;
450
+ vfxUniformData[5] = scaleInfo.value;
451
+ vfxUniformData[6] = speedInfo.value;
452
+ vfxUniformData[7] = intensityInfo.value;
453
+ vfxUniformData[8] = seedInfo.value;
454
+ vfxUniformData[9] = densityInfo.hasSignal ? 1 : 0;
455
+ vfxUniformData[10] = scaleInfo.hasSignal ? 1 : 0;
456
+ vfxUniformData[11] = speedInfo.hasSignal ? 1 : 0;
457
+ vfxUniformData[12] = intensityInfo.hasSignal ? 1 : 0;
458
+ vfxUniformData[13] = seedInfo.hasSignal ? 1 : 0;
459
+ vfxUniformData[14] = 0;
460
+ vfxUniformData[15] = 0;
461
+ vfxUniformData[16] = colorStartVal[0];
462
+ vfxUniformData[17] = colorStartVal[1];
463
+ vfxUniformData[18] = colorStartVal[2];
464
+ vfxUniformData[19] = colorStartVal[3];
465
+ vfxUniformData[20] = colorEndVal[0];
466
+ vfxUniformData[21] = colorEndVal[1];
467
+ vfxUniformData[22] = colorEndVal[2];
468
+ vfxUniformData[23] = colorEndVal[3];
469
+ const uniformBuffer = ctx.renderer.getTemporaryBuffer(vfxUniformData);
470
+ const signalFields = [
471
+ {
472
+ name: "density",
473
+ info: densityInfo
474
+ },
475
+ {
476
+ name: "scale",
477
+ info: scaleInfo
478
+ },
479
+ {
480
+ name: "speed",
481
+ info: speedInfo
482
+ },
483
+ {
484
+ name: "intensity",
485
+ info: intensityInfo
486
+ },
487
+ {
488
+ name: "seed",
489
+ info: seedInfo
490
+ }
491
+ ];
492
+ const signalViews = [];
493
+ const sampler = ctx.renderer.samplerCache.getSampler(ctx.device);
494
+ for (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {
495
+ const view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `procedural_vfx_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);
496
+ signalViews.push(view);
497
+ } else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));
498
+ pass.setPipeline(pipeline);
499
+ pass.setBindGroup(0, ctx.device.createBindGroup({
500
+ layout: uLayout,
501
+ entries: [{
502
+ binding: 0,
503
+ resource: { buffer: uniformBuffer }
504
+ }]
505
+ }));
506
+ pass.setBindGroup(1, ctx.device.createBindGroup({
507
+ layout: sigLayout,
508
+ entries: [
509
+ {
510
+ binding: 0,
511
+ resource: signalViews[0]
512
+ },
513
+ {
514
+ binding: 1,
515
+ resource: signalViews[1]
516
+ },
517
+ {
518
+ binding: 2,
519
+ resource: signalViews[2]
520
+ },
521
+ {
522
+ binding: 3,
523
+ resource: signalViews[3]
524
+ },
525
+ {
526
+ binding: 4,
527
+ resource: signalViews[4]
528
+ },
529
+ {
530
+ binding: 5,
531
+ resource: sampler
532
+ }
533
+ ]
534
+ }));
535
+ pass.draw(4);
536
+ };
537
+ var renderers_default = defineRenderer({ WebGPURenderer: ProceduralVFXWebGPURenderer });
538
+
539
+ //#endregion
540
+ export { ProceduralVFXWebGPURenderer, renderers_default as default };
541
+ //# sourceMappingURL=renderer-HMl2V4iM.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"renderer-HMl2V4iM.mjs","names":[],"sources":["../../../nodes/node-procedural-vfx/dist/renderers-DiW7Lt7Y.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VFX_SHADER = `\nstruct VFXUniforms {\n effectType : f32,\n outputType : f32,\n time : f32,\n _pad0 : f32,\n\n density : f32,\n scale : f32,\n speed : f32,\n intensity : f32,\n\n seed : f32,\n hasSigDensity : f32,\n hasSigScale : f32,\n hasSigSpeed : f32,\n\n hasSigIntensity : f32,\n hasSigSeed : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : VFXUniforms;\n\n@group(1) @binding(0) var densityTex : texture_2d<f32>;\n@group(1) @binding(1) var scaleTex : texture_2d<f32>;\n@group(1) @binding(2) var speedTex : texture_2d<f32>;\n@group(1) @binding(3) var intensityTex : texture_2d<f32>;\n@group(1) @binding(4) var seedTex : texture_2d<f32>;\n@group(1) @binding(5) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n// ---- hashing & noise primitives -------------------------------------------\nfn hash21(p: vec2<f32>) -> vec2<f32> {\n let p3 = fract(vec3<f32>(p.xyx) * vec3<f32>(0.1031, 0.1030, 0.0973));\n let p4 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p4.xx + p4.yz) * p4.zy);\n}\n\nfn hash1(n: f32) -> f32 {\n return fract(sin(n) * 43758.5453);\n}\n\nfn valueNoise(p: vec2<f32>) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let a = hash1(dot(i, vec2<f32>(127.1, 311.7)));\n let b = hash1(dot(i + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)));\n let c = hash1(dot(i + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)));\n let d = hash1(dot(i + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7)));\n return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\n\nfn fbm(p: vec2<f32>, octaves: i32) -> f32 {\n var value = 0.0;\n var amp = 0.5;\n var freq = 1.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * valueNoise(p * freq);\n freq *= 2.0;\n amp *= 0.5;\n }\n return value;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n return val;\n}\n\n// ---- effect synthesizers (return straight-alpha RGBA) ----------------------\nfn fxSmoke(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let sp = p * scl;\n // Domain-warped FBM gives structured puffs instead of a solid fill.\n let q = vec2<f32>(fbm(sp + time * 0.10, 4), fbm(sp + vec2<f32>(5.2, 1.3) + time * 0.08, 4));\n let f = fbm(sp + 4.0 * q + vec2<f32>(1.7, 9.2) + time * 0.05, 4); // ~[0, 0.94]\n // Billowing plume: denser at the base (bottom, p.y=0), dissipating toward the top.\n let vgrad = 1.0 - smoothstep(0.45, 0.9, p.y);\n let n = f * 2.0 - 1.0; // remap to [-1, 1]\n // Thresholded so only bright fbm patches are opaque -> reads as puffs, not solid.\n let cov = smoothstep(0.28, 0.6, n) * dens * (0.25 + 0.75 * vgrad);\n let alpha = cov * inten;\n let col = mix(cB * 0.35, cA, clamp(f + vgrad * 0.5, 0.0, 1.0));\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxFire(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let pn = vec2<f32>(p.x * 1.5, p.y) * scl;\n let n = fbm(pn * 6.0 + vec2<f32>(time * 2.0, time * 3.0), 4);\n // Heat concentrated near base, flickering upward\n let heat = n * smoothstep(1.0, 0.0 + (1.0 - dens) * 0.3, p.y);\n // Channeled vertical columns\n let columns = smoothstep(0.45, 0.9, n + 0.4 * sin(p.x * (20.0 + 40.0 * dens) * scl + time * 8.0));\n let d = clamp(heat * inten + columns * 0.3 * inten, 0.0, 1.0);\n // Fire color ramp mapped dynamically to cA and cB\n let dark = cB * 0.15;\n let orange = cB;\n let yellow = mix(cB, cA, 0.5);\n let white = cA;\n var col = mix(dark, orange, smoothstep(0.0, 0.4, d));\n col = mix(col, yellow, smoothstep(0.4, 0.75, d));\n col = mix(col, white, smoothstep(0.75, 1.0, d));\n let alpha = smoothstep(0.0, 0.3, d) * inten;\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxRain(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (60.0 * dens + 4.0) * scl;\n let gx = floor(p.x * n);\n let h = hash1(gx);\n let speed = 0.8 + h;\n let yFrac = fract(p.y * 8.0 - time * speed);\n let dropY = abs(yFrac - 0.5);\n let reveal = step(0.35, yFrac);\n let st = smoothstep(0.18, 0.02, dropY);\n let d = st * reveal;\n let g = smoothstep(0.18, 0.02, abs(fract(p.x * n) + h * 0.2 - 0.5));\n let a = d * g * inten;\n let col = mix(cA, cB, h);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSnow(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = vec2<f32>(0.5, 0.5) + 0.3 * hash21(cell + 7.0);\n let sway = 0.1 * sin(time * 1.2 + cell.y * 3.0);\n // Fall downward (toward p.y=0, the bottom): subtract an advancing phase.\n let fall = fract(time * (0.25 + 0.45 * h.y) + h.x);\n let pos = vec2<f32>(f.x - center.x - sway, f.y - center.y) - vec2<f32>(0.0, fall);\n let d = length(pos);\n let size = 0.05 + 0.07 * h.x;\n let a = smoothstep(size, size * 0.4, d) * inten;\n let col = mix(cA, cB, h.x);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxDust(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (90.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = h;\n let drift = fract(time * 0.05 * (0.5 + h.y) + cell.x * 0.01);\n let pos = vec2<f32>(f.x - center.x, f.y - center.y) + vec2<f32>((drift - 0.5) * 0.03, 0.0);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * smoothstep(0.0, 0.3, dens) * inten * 0.6;\n let col = mix(cA, cB, h.y);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxEmbers(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 4.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let sway = 0.12 * sin(time * 2.0 + cell.y * 2.0);\n let rise = fract(time * 0.18 * (0.7 + h.y) + cell.y * 0.12);\n // Rising: as rise grows, move toward p.y=1 (top).\n let pos = vec2<f32>(f.x - 0.5 - sway, f.y + rise * 1.2);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * (1.0 - rise) * inten;\n let col = mix(cA, cB, clamp(rise, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSparks(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Burst radiating from a low-center source; travel grows over time so it expands outward.\n let src = vec2<f32>(0.5, 0.15);\n let dir = p - src;\n let dist = length(dir);\n let ang = atan2(dir.y, dir.x);\n let n = (20.0 * dens + 5.0) * scl;\n let seg = floor(ang * n);\n let tFrame = floor(time * 3.0);\n let timeVal = tFrame - 10000.0 * floor(tFrame / 10000.0);\n let h = hash1(seg + timeVal * 97.0);\n let launch = fract(0.5 + h + time * 0.5);\n let travel = launch * 0.8;\n let trail = smoothstep(0.9, 0.4, dist - travel);\n let w = 0.02 + 0.02 * h;\n let blast = smoothstep(0.0, w * 2.0, dist - travel) * trail;\n let streak = smoothstep(w, 0.0, abs(dist - travel)) * trail;\n let a = clamp(max(streak, blast * 0.4), 0.0, 1.0) * inten;\n let col = mix(cA, cB, clamp(h, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxMagic(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv);\n let ang = atan2(dv.y, dv.x);\n let swirl = fbm(vec2<f32>(r * 8.0 * scl + time * 0.5, ang * 3.0 + time * 0.8), 4);\n let halo = smoothstep(0.5, 0.1, r) * 0.4 * dens;\n let wisp = smoothstep(1.0 - dens * 0.8, 1.5 - dens * 0.8, swirl) * (0.5 + 0.5 * sin(r * 20.0 * scl - time * 3.0));\n let a = clamp((halo + wisp * 0.8) * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(swirl, 0.0, 1.0));\n return vec4<f32>(col * 0.8 + vec3<f32>(1.0) * halo * 0.4, a);\n}\n\nfn fxLensFlare(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv) * scl;\n let ang = atan2(dv.y, dv.x);\n // Radial streak\n let streakCount = 2.0 * floor(1.0 + dens * 3.0);\n let streak = smoothstep(0.35, 0.6, fract(ang / 3.14159 * streakCount + 0.5)) * pow(1.0 - r, 3.0);\n // Concentric halos / chromatic rings\n let rings = (0.5 + 0.5 * sin(r * 40.0 - time * 2.0)) * dens;\n let core = smoothstep(0.25, 0.0, r);\n let chroma = mix(cA, cB, 0.5 + 0.5 * cos(ang * 3.0 + r * 30.0));\n let a = clamp((core * 0.9 + streak * 0.5 * dens + rings * 0.15 * (1.0 - r)) * inten, 0.0, 1.0);\n return vec4<f32>(chroma, a);\n}\n\nfn fxLightning(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Periodic bolt striking vertically, flickering briefly\n let period = mix(4.0, 0.6, clamp(dens, 0.0, 1.0));\n let cycle = fract(time / period);\n let flashWindow = mix(0.05, 0.35, clamp(dens, 0.0, 1.0));\n let flash = smoothstep(flashWindow, 0.0, cycle);\n \n let tFlicker = floor(time * 60.0);\n let flickerVal = tFlicker - 10000.0 * floor(tFlicker / 10000.0);\n let flicker = step(hash1(flickerVal * 1.7), 0.8); // rapid on/off shimmer\n\n // Jitter a vertical bolt with per-row hashes and interpolate between rows\n let rows = 18.0 * scl;\n let rg = p.y * rows;\n let row = floor(rg);\n let fr = fract(rg);\n \n let tLightning = floor(time * 24.0);\n let lightningVal = tLightning - 10000.0 * floor(tLightning / 10000.0);\n let x0 = 0.3 + 0.4 * hash1(row * 13.7 + lightningVal * 3.1);\n let x1 = 0.3 + 0.4 * hash1((row + 1.0) * 13.7 + lightningVal * 3.1);\n let boltX = mix(x0, x1, fr);\n\n // Secondary tiny forks\n let forkDrift = (hash1(row * 7.3) - 0.5) * 0.12 * smoothstep(0.0, 0.6, 1.0 - p.y);\n let boltDist = abs(p.x - (boltX + forkDrift)) * scl;\n let core = smoothstep(0.012, 0.0, boltDist);\n let glow = smoothstep(0.07, 0.0, boltDist) * 0.5;\n let a = clamp((core + glow) * flash * flicker * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(boltDist * 8.0, 0.0, 1.0) + 0.3 * flash);\n // Soft ambient flash behind the bolt\n let amb = smoothstep(0.35, 0.0, length(p - vec2<f32>(boltX, p.y)) * scl) * flash * 0.15;\n return vec4<f32>(col * (1.0 + amb), clamp(a + amb, 0.0, 1.0));\n}\n\nfn fxEnergyBeam(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let src = vec2<f32>(0.15, 0.5);\n let dirv = vec2<f32>(1.0, 0.0);\n let w = p - src;\n let along = dot(w, dirv) * scl;\n let perp = dot(w, vec2<f32>(-dirv.y, dirv.x)) * scl;\n let beamWidth = 0.01 + 0.03 * dens;\n let glowWidth = 0.05 + 0.1 * dens;\n let core = smoothstep(beamWidth, 0.0, abs(perp));\n let glow = smoothstep(glowWidth, 0.0, abs(perp)) * 0.4 * dens;\n let falloff = smoothstep(0.0, 1.0, along);\n let pulse = 0.7 + 0.3 * sin(along * 30.0 - time * 10.0);\n let a = clamp((core + glow) * falloff * pulse * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(along, 0.0, 1.0));\n return vec4<f32>(col * (1.0 + glow * 2.0), a);\n}\n\nfn fxAurora(p: vec2<f32>, seedOff: f32, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Northern lights: curtains hanging from a wavy band across the upper sky,\n // rippling sideways, with fine vertical rays. cA at the base, cB at the top.\n var acc = vec3<f32>(0.0);\n var keep = 1.0;\n for (var k = 0; k < 3; k++) {\n let fk = f32(k);\n let x = p.x * (1.0 + fk * 0.35) * scl * 1.5 + seedOff * 13.0 + fk * 3.1;\n // Curtain base line, a slow wave across the frame.\n let base = 0.42 + fk * 0.06 + 0.12 * (fbm(vec2<f32>(x * 1.3, time * 0.05 + fk), 3) - 0.5)\n + 0.05 * sin(x * 4.0 + time * 0.3 + fk);\n let h = 0.38 + 0.2 * fbm(vec2<f32>(x * 2.0 + 7.0, time * 0.04), 3);\n let d = base - p.y; // 0 at the base, rising upward\n let body = smoothstep(-0.06, 0.035, d) * pow(1.0 - smoothstep(0.0, h, d), 1.5);\n // Vertical rays drifting sideways.\n let rn = fbm(vec2<f32>(x * 40.0 + time * 0.3, d * 2.0 - time * 0.1), 3);\n let rays = 0.25 + 1.2 * rn * rn;\n let fold = 0.6 + 0.4 * sin(x * 9.0 + time * 0.5 + fbm(vec2<f32>(x * 3.0, time * 0.1), 2) * 6.0);\n let a = body * rays * fold * (1.0 - fk * 0.25);\n let col = mix(cA, cB, clamp(d / max(h, 1e-3), 0.0, 1.0));\n acc += col * a;\n keep *= 1.0 - clamp(a, 0.0, 1.0);\n }\n let alpha = 1.0 - keep;\n let a = clamp(alpha * (0.35 + 0.65 * dens) * inten * 1.4, 0.0, 1.0);\n return vec4<f32>(acc / max(alpha, 1e-3) * min(alpha * 2.0, 1.0), a);\n}\n\n// ---- main dispatch ---------------------------------------------------------\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let density = get_field(u.density, u.hasSigDensity, densityTex, signalSamp);\n let scale = get_field(u.scale, u.hasSigScale, scaleTex, signalSamp);\n let speed = get_field(u.speed, u.hasSigSpeed, speedTex, signalSamp);\n let intensity = get_field(u.intensity, u.hasSigIntensity, intensityTex, signalSamp);\n let seed = get_field(u.seed, u.hasSigSeed, seedTex, signalSamp);\n\n let isVideo = u.outputType > 0.5;\n let time = select(0.0, u.time * max(speed, 1e-4), isVideo);\n let seedOff = fract(seed * 1.618033);\n\n // Aspect correction\n let uv = in.uv;\n let p = vec2<f32>(uv.x, uv.y);\n\n // Move to a seed-scrambled space so different seeds look different\n let sp = p + vec2<f32>(seedOff * 17.0, seedOff * 31.0);\n\n var eff = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n let cA = u.colorStart.rgb;\n let cB = u.colorEnd.rgb;\n let scl = max(scale, 1e-4);\n let factor = scl * 100.0;\n\n if (u.effectType < 0.5) {\n eff = fxSmoke(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 1.5) {\n eff = fxFire(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 2.5) {\n eff = fxRain(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 3.5) {\n eff = fxSparks(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 4.5) {\n eff = fxSnow(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 5.5) {\n eff = fxDust(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 6.5) {\n eff = fxLightning(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 7.5) {\n eff = fxMagic(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 8.5) {\n eff = fxLensFlare(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 9.5) {\n eff = fxEmbers(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 10.5) {\n eff = fxEnergyBeam(sp, time, factor, density, intensity, cA, cB);\n } else {\n eff = fxAurora(p, seedOff, time, factor, density, intensity, cA, cB);\n }\n\n // Straight alpha is fine for compositing onto a transparent canvas.\n let a = clamp(eff.a, 0.0, 1.0);\n return vec4<f32>(clamp(eff.rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * a, a);\n}\n`;\nconst vfxUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVFXResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `procedural_vfx_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vfxModule = device.createShaderModule({\n\t\t\tlabel: `procedural_vfx_${format}.wgsl`,\n\t\t\tcode: VFX_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ProceduralVFXPipeline_${format}`,\n\t\t\tmodule: vfxModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvfxPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst VFX_EFFECT_INDEX = {\n\tSmoke: 0,\n\tFire: 1,\n\tRain: 2,\n\tSparks: 3,\n\tSnow: 4,\n\tDust: 5,\n\tLightning: 6,\n\tMagic: 7,\n\tLensFlare: 8,\n\tEmbers: 9,\n\tEnergyBeam: 10,\n\tAurora: 11\n};\nconst ProceduralVFXWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ProceduralVFX\" || !op) return;\n\tconst { vfxPipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getVFXResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst densityInfo = resolveSignalField(op, \"density\", .6);\n\tconst scaleInfo = resolveSignalField(op, \"scale\", .01);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", .8);\n\tconst seedInfo = resolveSignalField(op, \"seed\", 1234);\n\tconst effectIndex = VFX_EFFECT_INDEX[op.effectType ?? \"Smoke\"] ?? 0;\n\tconst outputTypeVal = op.outputType === \"Video\" ? 1 : 0;\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst colorStartVal = hexToRgba(op.colorStart ?? \"#ffffff\");\n\tconst colorEndVal = hexToRgba(op.colorEnd ?? \"#ff5500\");\n\tvfxUniformData[0] = effectIndex;\n\tvfxUniformData[1] = outputTypeVal;\n\tvfxUniformData[2] = elapsedSeconds;\n\tvfxUniformData[3] = 0;\n\tvfxUniformData[4] = densityInfo.value;\n\tvfxUniformData[5] = scaleInfo.value;\n\tvfxUniformData[6] = speedInfo.value;\n\tvfxUniformData[7] = intensityInfo.value;\n\tvfxUniformData[8] = seedInfo.value;\n\tvfxUniformData[9] = densityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[10] = scaleInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[11] = speedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[12] = intensityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[13] = seedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[14] = 0;\n\tvfxUniformData[15] = 0;\n\tvfxUniformData[16] = colorStartVal[0];\n\tvfxUniformData[17] = colorStartVal[1];\n\tvfxUniformData[18] = colorStartVal[2];\n\tvfxUniformData[19] = colorStartVal[3];\n\tvfxUniformData[20] = colorEndVal[0];\n\tvfxUniformData[21] = colorEndVal[1];\n\tvfxUniformData[22] = colorEndVal[2];\n\tvfxUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vfxUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"density\",\n\t\t\tinfo: densityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t},\n\t\t{\n\t\t\tname: \"intensity\",\n\t\t\tinfo: intensityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"seed\",\n\t\t\tinfo: seedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `procedural_vfx_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);\n\t\tsignalViews.push(view);\n\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, 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\tpass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tpass.draw(4);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ProceduralVFXWebGPURenderer });\n\n//#endregion\nexport { ProceduralVFXWebGPURenderer as n, renderers_default as t };\n//# 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