framefields 2.3.2 → 2.4.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +24 -1
- package/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-C7Kn5xBm.mjs → audio-CPApYcWF.mjs} +4 -4
- package/dist/{audio-C7Kn5xBm.mjs.map → audio-CPApYcWF.mjs.map} +1 -1
- package/dist/{audio-BNnEclHU.d.mts → audio-DHuEMOtQ.d.mts} +3 -3
- package/dist/{audio-BNnEclHU.d.mts.map → audio-DHuEMOtQ.d.mts.map} +1 -1
- package/dist/{dist-fjKpBYkc.mjs → dist-ClyC_d66.mjs} +9 -2
- package/dist/dist-ClyC_d66.mjs.map +1 -0
- package/dist/{dist-CPUIfrtw.mjs → dist-CrK3rmyN.mjs} +180 -58
- package/dist/dist-CrK3rmyN.mjs.map +1 -0
- package/dist/{dist-CturBK2Z.mjs → dist-CspOG4V1.mjs} +1210 -748
- package/dist/dist-CspOG4V1.mjs.map +1 -0
- package/dist/{dist-BY0bIWgr.mjs → dist-SB9qfAko.mjs} +2 -2
- package/dist/{dist-BY0bIWgr.mjs.map → dist-SB9qfAko.mjs.map} +1 -1
- package/dist/effects/index.d.mts +4 -4
- package/dist/effects/index.mjs +35 -35
- package/dist/{effects-CW1VgdI5.mjs → effects-DxylPSuI.mjs} +3 -3
- package/dist/{effects-CW1VgdI5.mjs.map → effects-DxylPSuI.mjs.map} +1 -1
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-EgMNL8KE.mjs → fonts-CsMDfqv9.mjs} +2 -2
- package/dist/{fonts-EgMNL8KE.mjs.map → fonts-CsMDfqv9.mjs.map} +1 -1
- package/dist/{gpu-CN14e7Bi.mjs → gpu-DtT5I4ME.mjs} +2 -2
- package/dist/{gpu-CN14e7Bi.mjs.map → gpu-DtT5I4ME.mjs.map} +1 -1
- package/dist/{index-Cg2ptXcs.d.mts → index-B1XcyMm8.d.mts} +2 -2
- package/dist/{index-Cg2ptXcs.d.mts.map → index-B1XcyMm8.d.mts.map} +1 -1
- package/dist/{index-BU51pxZO.d.mts → index-B2Xesdug.d.mts} +4 -4
- package/dist/{index-BU51pxZO.d.mts.map → index-B2Xesdug.d.mts.map} +1 -1
- package/dist/{index-QmkcUL3W.d.mts → index-BxARm93R.d.mts} +2 -2
- package/dist/{index-QmkcUL3W.d.mts.map → index-BxARm93R.d.mts.map} +1 -1
- package/dist/{index-CeRv1KC0.d.mts → index-C0o3lLyA.d.mts} +3 -3
- package/dist/{index-CeRv1KC0.d.mts.map → index-C0o3lLyA.d.mts.map} +1 -1
- package/dist/{index-B3BwLHa6.d.mts → index-D-l-yCv6.d.mts} +3 -3
- package/dist/{index-B3BwLHa6.d.mts.map → index-D-l-yCv6.d.mts.map} +1 -1
- package/dist/{index-AdrZIWT0.d.mts → index-DujpgUUq.d.mts} +19 -2
- package/dist/index-DujpgUUq.d.mts.map +1 -0
- package/dist/index.d.mts +178 -10
- package/dist/index.d.mts.map +1 -1
- package/dist/index.mjs +488 -93
- package/dist/index.mjs.map +1 -1
- package/dist/preview/index.d.mts +2 -2
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview-1sjnhHQL.mjs → preview-D2dMmokw.mjs} +2 -2
- package/dist/{preview-1sjnhHQL.mjs.map → preview-D2dMmokw.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/chunk-266DECPQ.mjs +1 -0
- package/dist/preview-engine/{chunk-SZW5J72T.mjs → chunk-2DDBSI75.mjs} +1 -1
- package/dist/preview-engine/{chunk-QXCY2ATH.mjs → chunk-2GIWWDE4.mjs} +1 -1
- package/dist/preview-engine/{chunk-U4JIFQRR.mjs → chunk-34ACEGNW.mjs} +1 -1
- package/dist/preview-engine/{chunk-AY7UX37L.mjs → chunk-3ACCCPBN.mjs} +1 -1
- package/dist/preview-engine/{chunk-VK2CVMWJ.mjs → chunk-5E5J4KT4.mjs} +1 -1
- package/dist/preview-engine/{chunk-T2FE5VOW.mjs → chunk-5RQHNB6Y.mjs} +1 -1
- package/dist/preview-engine/{chunk-TS3JI3BH.mjs → chunk-67SSYK7D.mjs} +1 -1
- package/dist/preview-engine/{chunk-PL4IH5V4.mjs → chunk-6K7US2WD.mjs} +1 -1
- package/dist/preview-engine/{chunk-PEWYB6WP.mjs → chunk-7LVOSEGN.mjs} +1 -1
- package/dist/preview-engine/chunk-7QJUC6YY.mjs +1525 -0
- package/dist/preview-engine/{chunk-PSRQA3QW.mjs → chunk-A5OVKZ52.mjs} +1 -1
- package/dist/preview-engine/{chunk-PXT52LEH.mjs → chunk-C6Z7H2RZ.mjs} +1 -1
- package/dist/preview-engine/chunk-CPFPY35C.mjs +1 -0
- package/dist/preview-engine/{chunk-7EPIRODI.mjs → chunk-DOCSX45C.mjs} +1 -1
- package/dist/preview-engine/{chunk-GSFN4WCH.mjs → chunk-FFGBUS76.mjs} +1 -1
- package/dist/preview-engine/{chunk-IR5DNNWR.mjs → chunk-FFMPC7QA.mjs} +1 -1
- package/dist/preview-engine/{chunk-IUPDOATX.mjs → chunk-FHKBALVI.mjs} +1 -1
- package/dist/preview-engine/{chunk-HE4R7EZM.mjs → chunk-G4J662EL.mjs} +1 -1
- package/dist/preview-engine/{chunk-5W4AFQP7.mjs → chunk-GNG4YH2W.mjs} +1 -1
- package/dist/preview-engine/{chunk-L6BH5J4P.mjs → chunk-GQLZXCW3.mjs} +1 -1
- package/dist/preview-engine/{chunk-EVXWDOCL.mjs → chunk-HDGFNBYK.mjs} +1 -1
- package/dist/preview-engine/{chunk-JXNG2ACR.mjs → chunk-HNNIVJ2K.mjs} +1 -1
- package/dist/preview-engine/{chunk-FU7AIAMM.mjs → chunk-HUKAC5MJ.mjs} +1 -1
- package/dist/preview-engine/{chunk-44CQSOYE.mjs → chunk-JX22B2FS.mjs} +1 -1
- package/dist/preview-engine/{chunk-DIGIQ5MJ.mjs → chunk-KAQUNOVB.mjs} +1 -1
- package/dist/preview-engine/{chunk-MLY5M7Y5.mjs → chunk-KT35IPCF.mjs} +1 -1
- package/dist/preview-engine/{chunk-VXS5SIEC.mjs → chunk-LIQA5OOU.mjs} +1 -1
- package/dist/preview-engine/{chunk-SGPRLTNF.mjs → chunk-LK3T65RB.mjs} +1 -1
- package/dist/preview-engine/{chunk-YQZOGEPZ.mjs → chunk-LLDIDE5Q.mjs} +1 -1
- package/dist/preview-engine/chunk-NNQUIVTE.mjs +5 -0
- package/dist/preview-engine/{chunk-5AUB4Y3L.mjs → chunk-NRAZV5OA.mjs} +1 -1
- package/dist/preview-engine/{chunk-VGZZSPDN.mjs → chunk-NTVDL3RS.mjs} +1 -1
- package/dist/preview-engine/{chunk-BSOJR4JU.mjs → chunk-O6NRIXS5.mjs} +1 -1
- package/dist/preview-engine/{chunk-OKH2VU2U.mjs → chunk-PZF6T7DM.mjs} +1 -1
- package/dist/preview-engine/{chunk-OJ2PKBXE.mjs → chunk-QJZKIY4H.mjs} +1 -1
- package/dist/preview-engine/{chunk-WFGJXCZT.mjs → chunk-R26SY5D4.mjs} +1 -1
- package/dist/preview-engine/{chunk-EYWPOCZW.mjs → chunk-RDP6QROU.mjs} +1 -1
- package/dist/preview-engine/{chunk-J2R5R7YY.mjs → chunk-RKVB47IA.mjs} +1 -1
- package/dist/preview-engine/{chunk-PAQNDZQB.mjs → chunk-SWXVITCQ.mjs} +1 -1
- package/dist/preview-engine/{chunk-KERW7QJ4.mjs → chunk-UZBVCYRY.mjs} +1 -1
- package/dist/preview-engine/{chunk-Q22PJXFJ.mjs → chunk-WACWOKEP.mjs} +1 -1
- package/dist/preview-engine/{chunk-AXHB4J37.mjs → chunk-WCZ5DKZ4.mjs} +1 -1
- package/dist/preview-engine/{chunk-WH5Q2NFN.mjs → chunk-WJJIISQJ.mjs} +1 -1
- package/dist/preview-engine/chunk-XDMZP3E2.mjs +1 -0
- package/dist/preview-engine/{chunk-7G3XIOP7.mjs → chunk-Z6UKUHPU.mjs} +1 -1
- package/dist/preview-engine/{chunk-WUKH7BD7.mjs → chunk-ZKPQGQE3.mjs} +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +32 -25
- package/dist/preview-engine/player.mjs +1 -1
- package/dist/preview-engine/{renderers-2P6KXWEZ.mjs → renderers-3CXFGRE7.mjs} +1 -1
- package/dist/preview-engine/{renderers-KZWGSKRF.mjs → renderers-3FC3WCJN.mjs} +1 -1
- package/dist/preview-engine/renderers-3S2FM33K.mjs +1 -0
- package/dist/preview-engine/{renderers-5FQA2DP4.mjs → renderers-4AJWVIJG.mjs} +1 -1
- package/dist/preview-engine/renderers-53ZTBI3C.mjs +1 -0
- package/dist/preview-engine/renderers-5USBVCMQ.mjs +1 -0
- package/dist/preview-engine/renderers-65G6BLEA.mjs +1 -0
- package/dist/preview-engine/{renderers-PYWXELLG.mjs → renderers-6JZ4HYIU.mjs} +1 -1
- package/dist/preview-engine/{renderers-3GHEWWVX.mjs → renderers-75TL7RLS.mjs} +1 -1
- package/dist/preview-engine/{renderers-U6KY34TP.mjs → renderers-7CPYTCNW.mjs} +1 -1
- package/dist/preview-engine/renderers-7XU7BXE7.mjs +1 -0
- package/dist/preview-engine/{renderers-2VN3AH45.mjs → renderers-AZYJFJLO.mjs} +1 -1
- package/dist/preview-engine/{renderers-TR2V2HZ2.mjs → renderers-BDWVXYTW.mjs} +1 -1
- package/dist/preview-engine/renderers-BFXM32BC.mjs +1 -0
- package/dist/preview-engine/renderers-CDXHCWWK.mjs +1 -0
- package/dist/preview-engine/{renderers-N7FR54V2.mjs → renderers-CK3ZL3GM.mjs} +1 -1
- package/dist/preview-engine/renderers-CLUN7WU6.mjs +1 -0
- package/dist/preview-engine/renderers-DTB4HEXU.mjs +1 -0
- package/dist/preview-engine/renderers-EFKNRLYF.mjs +1 -0
- package/dist/preview-engine/{renderers-UPTJJE5F.mjs → renderers-FADYGSLK.mjs} +1 -1
- package/dist/preview-engine/{renderers-I5E2RSV4.mjs → renderers-FKH5S64C.mjs} +1 -1
- package/dist/preview-engine/{renderers-BSKZXITT.mjs → renderers-FM6A5YR4.mjs} +1 -1
- package/dist/preview-engine/renderers-G2K7ZA5O.mjs +1 -0
- package/dist/preview-engine/{renderers-D6T6IPER.mjs → renderers-GAIUTII6.mjs} +1 -1
- package/dist/preview-engine/renderers-GTUO5LIV.mjs +1 -0
- package/dist/preview-engine/{renderers-A6HM64UZ.mjs → renderers-GUPEJK3O.mjs} +1 -1
- package/dist/preview-engine/{renderers-IWQ3V6AJ.mjs → renderers-HSJIVP57.mjs} +1 -1
- package/dist/preview-engine/{renderers-4GRVAW2W.mjs → renderers-HZHEGONW.mjs} +1 -1
- package/dist/preview-engine/{renderers-NWHS7N2L.mjs → renderers-IHACBWXI.mjs} +1 -1
- package/dist/preview-engine/{renderers-3YCJOINH.mjs → renderers-IHRFEZNP.mjs} +1 -1
- package/dist/preview-engine/{renderers-A7VH3ON5.mjs → renderers-IJDQJEE5.mjs} +1 -1
- package/dist/preview-engine/{renderers-OT7D3BUA.mjs → renderers-IO3BVVJ7.mjs} +1 -1
- package/dist/preview-engine/renderers-IR772VSN.mjs +1 -0
- package/dist/preview-engine/{renderers-EJWPVVQR.mjs → renderers-K7B5PQBT.mjs} +1 -1
- package/dist/preview-engine/renderers-L6TRJOXA.mjs +1 -0
- package/dist/preview-engine/{renderers-N7TS5562.mjs → renderers-LVLVJHOL.mjs} +1 -1
- package/dist/preview-engine/{renderers-FK72LKQC.mjs → renderers-MBSOKWKB.mjs} +1 -1
- package/dist/preview-engine/{renderers-NC64EQDE.mjs → renderers-N6H6RSF2.mjs} +1 -1
- package/dist/preview-engine/{renderers-ZHZMGMLN.mjs → renderers-NJLGPPX7.mjs} +1 -1
- package/dist/preview-engine/renderers-O5NFQYRQ.mjs +1 -0
- package/dist/preview-engine/renderers-O6V3OEKX.mjs +1 -0
- package/dist/preview-engine/renderers-OODA27UH.mjs +1 -0
- package/dist/preview-engine/{renderers-6CG7DBTB.mjs → renderers-R4WMM6IX.mjs} +1 -1
- package/dist/preview-engine/renderers-RIGW33ZI.mjs +1 -0
- package/dist/preview-engine/{renderers-RLHTNLRE.mjs → renderers-RKZGYWDG.mjs} +1 -1
- package/dist/preview-engine/renderers-RUZRBQ4K.mjs +1 -0
- package/dist/preview-engine/renderers-SKB2GGKS.mjs +1 -0
- package/dist/preview-engine/{renderers-6OGFUSH6.mjs → renderers-SW7FIEKO.mjs} +1 -1
- package/dist/preview-engine/renderers-T4D2TASM.mjs +1 -0
- package/dist/preview-engine/renderers-T74XV36Q.mjs +1 -0
- package/dist/preview-engine/{renderers-F55XFVMP.mjs → renderers-TCNPEANL.mjs} +1 -1
- package/dist/preview-engine/renderers-TOPW2UM3.mjs +1 -0
- package/dist/preview-engine/{renderers-5YEIUTVN.mjs → renderers-TY7DVI7E.mjs} +1 -1
- package/dist/preview-engine/{renderers-WP2LBR5U.mjs → renderers-U55KRIOV.mjs} +3 -3
- package/dist/preview-engine/{renderers-YMPXGYRU.mjs → renderers-UDOBX433.mjs} +1 -1
- package/dist/preview-engine/{renderers-CRRLV7IO.mjs → renderers-UMPOVFRA.mjs} +1 -1
- package/dist/preview-engine/renderers-UO5G3Y2G.mjs +1 -0
- package/dist/preview-engine/renderers-UOV7VOJJ.mjs +1 -0
- package/dist/preview-engine/{renderers-MON4QFRF.mjs → renderers-UWKSTSTA.mjs} +1 -1
- package/dist/preview-engine/renderers-VHPAOUTA.mjs +1 -0
- package/dist/preview-engine/{renderers-E76OKK66.mjs → renderers-WR6MKT5S.mjs} +1 -1
- package/dist/preview-engine/{renderers-MCECHPCL.mjs → renderers-XKHNBARD.mjs} +1 -1
- package/dist/preview-engine/renderers-YEQRQJFC.mjs +1 -0
- package/dist/preview-engine/{renderers-RJO6H4FC.mjs → renderers-YRZ3WODX.mjs} +1 -1
- package/dist/preview-engine/renderers-YUTFGVRY.mjs +1 -0
- package/dist/preview-engine/{renderers-3SRG77SC.mjs → renderers-YXOTRKPA.mjs} +1 -1
- package/dist/preview-engine/renderers-ZOU5ARVD.mjs +1 -0
- package/dist/preview-engine/renderers-ZW75LQTR.mjs +1 -0
- package/dist/preview-engine/signals.mjs +1 -1
- package/dist/{program-DtiNMTxO.mjs → program-C2cJayA1.mjs} +4 -4
- package/dist/{program-DtiNMTxO.mjs.map → program-C2cJayA1.mjs.map} +1 -1
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/{renderer-QMGrRiab.mjs → renderer--ruTGlPo.mjs} +3 -3
- package/dist/{renderer-QMGrRiab.mjs.map → renderer--ruTGlPo.mjs.map} +1 -1
- package/dist/{renderer-BAmGO6Hj.mjs → renderer-7y5Cj8rV.mjs} +3 -3
- package/dist/{renderer-BAmGO6Hj.mjs.map → renderer-7y5Cj8rV.mjs.map} +1 -1
- package/dist/{renderer-B48vtpou.mjs → renderer-92eLJg24.mjs} +4 -4
- package/dist/{renderer-B48vtpou.mjs.map → renderer-92eLJg24.mjs.map} +1 -1
- package/dist/{renderer-ButaUWLr.mjs → renderer-B0gPTXhe.mjs} +3 -3
- package/dist/{renderer-ButaUWLr.mjs.map → renderer-B0gPTXhe.mjs.map} +1 -1
- package/dist/{renderer-BaOC1Pd1.mjs → renderer-B1QREs7J.mjs} +3 -3
- package/dist/{renderer-BaOC1Pd1.mjs.map → renderer-B1QREs7J.mjs.map} +1 -1
- package/dist/{renderer-BI1nmIqA.mjs → renderer-B3e4LSE6.mjs} +3 -3
- package/dist/{renderer-BI1nmIqA.mjs.map → renderer-B3e4LSE6.mjs.map} +1 -1
- package/dist/{renderer-C4puWDLK.mjs → renderer-B4RpSd4A.mjs} +2 -2
- package/dist/{renderer-C4puWDLK.mjs.map → renderer-B4RpSd4A.mjs.map} +1 -1
- package/dist/renderer-BAhZeUUn.mjs +5 -0
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- package/dist/{renderer-DmOewVsB.mjs.map → renderer-BBAbZfBl.mjs.map} +1 -1
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{"version":3,"file":"renderer-CgEMtLOL.mjs","names":[],"sources":["../../../nodes/node-kenburns/dist/renderers-Ca3wLKBl.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst easeIn = (t) => t * t;\nconst easeOut = (t) => t * (2 - t);\nconst easeInOut = (t) => t < .5 ? 2 * t * t : -1 + (4 - 2 * t) * t;\nconst springEase = (t) => {\n\tconst c4 = 2 * Math.PI / 3;\n\treturn t === 0 ? 0 : t === 1 ? 1 : 2 ** (-10 * t) * Math.sin((t * 10 - .75) * c4) + 1;\n};\nconst applyEasing = (t, easing) => {\n\tswitch (easing) {\n\t\tcase \"ease-in\": return easeIn(t);\n\t\tcase \"ease-out\": return easeOut(t);\n\t\tcase \"ease-in-out\": return easeInOut(t);\n\t\tcase \"spring\": return springEase(t);\n\t\tdefault: return t;\n\t}\n};\nconst catmullRom = (p0, p1, p2, p3, t) => {\n\tconst t2 = t * t;\n\tconst t3 = t2 * t;\n\treturn .5 * (2 * p1 + (-p0 + p2) * t + (2 * p0 - 5 * p1 + 4 * p2 - p3) * t2 + (-p0 + 3 * p1 - 3 * p2 + p3) * t3);\n};\nfunction interpolateKenBurns(keyframes, timeMs, movementStyle = \"spline\") {\n\tif (keyframes.length === 0) return {\n\t\tx: 50,\n\t\ty: 50,\n\t\tscale: 1\n\t};\n\tif (keyframes.length === 1) {\n\t\tconst kf = keyframes[0];\n\t\treturn {\n\t\t\tx: kf.x ?? 50,\n\t\t\ty: kf.y ?? 50,\n\t\t\tscale: kf.scale ?? 1\n\t\t};\n\t}\n\tlet elapsed = 0;\n\tfor (let i = 0; i < keyframes.length; i++) {\n\t\tconst kf = keyframes[i];\n\t\tconst hold = kf.holdMs ?? 0;\n\t\tconst dur = kf.durationMs ?? 0;\n\t\tif (timeMs <= elapsed + hold) return {\n\t\t\tx: kf.x ?? 50,\n\t\t\ty: kf.y ?? 50,\n\t\t\tscale: kf.scale ?? 1\n\t\t};\n\t\telapsed += hold;\n\t\tif (i < keyframes.length - 1 && dur > 0) {\n\t\t\tif (timeMs <= elapsed + dur) {\n\t\t\t\tconst rawT = (timeMs - elapsed) / dur;\n\t\t\t\tconst t = applyEasing(Math.max(0, Math.min(1, rawT)), kf.easing);\n\t\t\t\tconst next = keyframes[i + 1];\n\t\t\t\tif (movementStyle === \"spline\") {\n\t\t\t\t\tconst prev = keyframes[i - 1] ?? kf;\n\t\t\t\t\tconst afterNext = keyframes[i + 2] ?? next;\n\t\t\t\t\treturn {\n\t\t\t\t\t\tx: catmullRom(prev.x ?? 50, kf.x ?? 50, next.x ?? 50, afterNext.x ?? 50, t),\n\t\t\t\t\t\ty: catmullRom(prev.y ?? 50, kf.y ?? 50, next.y ?? 50, afterNext.y ?? 50, t),\n\t\t\t\t\t\tscale: catmullRom(prev.scale ?? 1, kf.scale ?? 1, next.scale ?? 1, afterNext.scale ?? 1, t)\n\t\t\t\t\t};\n\t\t\t\t}\n\t\t\t\treturn {\n\t\t\t\t\tx: (kf.x ?? 50) + ((next.x ?? 50) - (kf.x ?? 50)) * t,\n\t\t\t\t\ty: (kf.y ?? 50) + ((next.y ?? 50) - (kf.y ?? 50)) * t,\n\t\t\t\t\tscale: (kf.scale ?? 1) + ((next.scale ?? 1) - (kf.scale ?? 1)) * t\n\t\t\t\t};\n\t\t\t}\n\t\t\telapsed += dur;\n\t\t}\n\t}\n\tconst last = keyframes[keyframes.length - 1];\n\treturn {\n\t\tx: last.x ?? 50,\n\t\ty: last.y ?? 50,\n\t\tscale: last.scale ?? 1\n\t};\n}\nfunction calculateSrcRect(state, sourceWidth, sourceHeight, targetAspectRatio) {\n\tlet baseBoxW_pct = 100;\n\tlet baseBoxH_pct = 100;\n\tif (targetAspectRatio !== \"input\") {\n\t\tconst parts = targetAspectRatio.split(\":\");\n\t\tconst tW = Number(parts[0]);\n\t\tconst tH = Number(parts[1]);\n\t\tif (!Number.isNaN(tW) && !Number.isNaN(tH) && tW > 0 && tH > 0) {\n\t\t\tconst desiredAR = tW / tH;\n\t\t\tconst sourceAR = sourceWidth / sourceHeight;\n\t\t\tif (sourceAR > desiredAR) {\n\t\t\t\tbaseBoxH_pct = 100;\n\t\t\t\tbaseBoxW_pct = desiredAR / sourceAR * 100;\n\t\t\t} else {\n\t\t\t\tbaseBoxW_pct = 100;\n\t\t\t\tbaseBoxH_pct = sourceAR / desiredAR * 100;\n\t\t\t}\n\t\t}\n\t}\n\tconst baseBoxPxW = baseBoxW_pct / 100 * sourceWidth;\n\tconst baseBoxPxH = baseBoxH_pct / 100 * sourceHeight;\n\tconst clampedScale = Math.max(state.scale, 1);\n\tconst currentBoxPxW = baseBoxPxW / clampedScale;\n\tconst currentBoxPxH = baseBoxPxH / clampedScale;\n\tconst rawFocalX = state.x / 100 * sourceWidth;\n\tconst rawFocalY = state.y / 100 * sourceHeight;\n\tconst halfBoxW = currentBoxPxW / 2;\n\tconst halfBoxH = currentBoxPxH / 2;\n\tconst focalX = Math.max(halfBoxW, Math.min(sourceWidth - halfBoxW, rawFocalX));\n\tconst focalY = Math.max(halfBoxH, Math.min(sourceHeight - halfBoxH, rawFocalY));\n\treturn {\n\t\tx: focalX - halfBoxW,\n\t\ty: focalY - halfBoxH,\n\t\twidth: currentBoxPxW,\n\t\theight: currentBoxPxH\n\t};\n}\nconst motionBlurWgsl = `\nstruct MotionBlurUniforms {\n\tprev_origin : vec2<f32>,\n\tprev_size : vec2<f32>,\n\tcurr_origin : vec2<f32>,\n\tcurr_size : vec2<f32>,\n\tsamples : f32,\n\tblurSize : f32,\n\tpadding : vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : MotionBlurUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet uv = in.uv;\n\tlet n = i32(u.samples);\n\t\n\tif (n <= 1) {\n\t\tlet p_curr = u.curr_origin + uv * u.curr_size;\n\t\treturn textureSampleLevel(tex, samp, p_curr, 0.0);\n\t}\n\t\n\tvar color = vec4<f32>(0.0);\n\tfor (var i = 0; i < n; i = i + 1) {\n\t\t// Use blurSize to control the shutter interval width. \n\t\t// t=1.0 is current frame, t=0.0 is previous frame.\n\t\tlet t = 1.0 + (f32(i) / f32(n - 1) - 0.5) * u.blurSize;\n\t\t\n\t\tlet origin = mix(u.prev_origin, u.curr_origin, t);\n\t\tlet size = mix(u.prev_size, u.curr_size, t);\n\t\tlet p_sample = origin + uv * size;\n\t\t\n\t\tcolor += textureSampleLevel(tex, samp, p_sample, 0.0);\n\t}\n\treturn color / f32(n);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst motionBlurData = new Float32Array(12);\nfunction getMotionBlurResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst motionBlurUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst singleTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tmotionBlurPipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"MotionBlurPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"kenburns_motionblur.wgsl\",\n\t\t\t\t\tcode: motionBlurWgsl\n\t\t\t\t}),\n\t\t\t\tlayouts: [motionBlurUniformLayout, singleTextureLayout],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tmotionBlurUniformLayout,\n\t\t\tsingleTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst KenBurnsWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst { virtualMedia, containerWidth, containerHeight, frame, fps, trimStartOverride, opacity = 1, inheritedSeekOffset = 0 } = props;\n\tconst op = virtualMedia.operation;\n\tif (op?.op !== \"KenBurns\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? virtualMedia.metadata?.width ?? containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? virtualMedia.metadata?.height ?? containerHeight ?? targetHeight;\n\tconst keyframes = op.keyframes ?? [];\n\tconst movementStyle = op.movementStyle ?? \"spline\";\n\tconst targetAspectRatio = op.aspectRatio || \"input\";\n\tconst offsetMs = ((trimStartOverride ?? 0) + inheritedSeekOffset) * 1e3;\n\tconst fpsVal = Math.max(1, fps ?? 30);\n\tconst frameDurationMs = 1e3 / fpsVal;\n\tconst timeMs = offsetMs + (frame ?? 0) / fpsVal * 1e3;\n\tconst prevTimeMs = timeMs - frameDurationMs;\n\tconst state = interpolateKenBurns(keyframes, timeMs, movementStyle);\n\tconst prevState = interpolateKenBurns(keyframes, prevTimeMs, movementStyle);\n\tconst srcRect = calculateSrcRect(state, sourceWidth, sourceHeight, targetAspectRatio);\n\tconst prevSrcRect = calculateSrcRect(prevState, sourceWidth, sourceHeight, targetAspectRatio);\n\tconst dstWidth = containerWidth ?? targetWidth;\n\tconst dstHeight = containerHeight ?? targetHeight;\n\tconst dstRect = {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: dstWidth,\n\t\theight: dstHeight\n\t};\n\tpass.end();\n\tconst { texture: tempTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight\n\t\t}\n\t});\n\tconst motionBlurSize = op.motionBlurSize ?? 1.5;\n\tlet blurTex = null;\n\tif (motionBlurSize > 0) {\n\t\tconst { motionBlurPipeline: pipeline, motionBlurUniformLayout: uLayout, singleTextureLayout: tLayout } = getMotionBlurResources(ctx.device, ctx.renderer.format);\n\t\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\t\tmotionBlurData[0] = prevSrcRect.x / sourceWidth;\n\t\tmotionBlurData[1] = prevSrcRect.y / sourceHeight;\n\t\tmotionBlurData[2] = prevSrcRect.width / sourceWidth;\n\t\tmotionBlurData[3] = prevSrcRect.height / sourceHeight;\n\t\tmotionBlurData[4] = srcRect.x / sourceWidth;\n\t\tmotionBlurData[5] = srcRect.y / sourceHeight;\n\t\tmotionBlurData[6] = srcRect.width / sourceWidth;\n\t\tmotionBlurData[7] = srcRect.height / sourceHeight;\n\t\tmotionBlurData[8] = 12;\n\t\tmotionBlurData[9] = motionBlurSize;\n\t\tconst uBuffer = ctx.renderer.getTemporaryBuffer(motionBlurData);\n\t\tblurTex = ctx.renderer.getTemporaryTexture(dstWidth, dstHeight, [\n\t\t\ttargetTexture,\n\t\t\ttempTex,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, blurTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uBuffer }\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tempTex, sampler)]);\n\t}\n\tconst outPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tif (blurTex) ctx.renderer.drawTexture(outPass, blurTex, dstRect, { opacity });\n\telse ctx.renderer.drawTextureRegion(outPass, tempTex, srcRect, dstRect, { opacity });\n\targs.pass = outPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: KenBurnsWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-D0vom99O.mjs","names":[],"sources":["../../../nodes/node-kenburns/dist/renderers-Ca3wLKBl.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst easeIn = (t) => t * t;\nconst easeOut = (t) => t * (2 - t);\nconst easeInOut = (t) => t < .5 ? 2 * t * t : -1 + (4 - 2 * t) * t;\nconst springEase = (t) => {\n\tconst c4 = 2 * Math.PI / 3;\n\treturn t === 0 ? 0 : t === 1 ? 1 : 2 ** (-10 * t) * Math.sin((t * 10 - .75) * c4) + 1;\n};\nconst applyEasing = (t, easing) => {\n\tswitch (easing) {\n\t\tcase \"ease-in\": return easeIn(t);\n\t\tcase \"ease-out\": return easeOut(t);\n\t\tcase \"ease-in-out\": return easeInOut(t);\n\t\tcase \"spring\": return springEase(t);\n\t\tdefault: return t;\n\t}\n};\nconst catmullRom = (p0, p1, p2, p3, t) => {\n\tconst t2 = t * t;\n\tconst t3 = t2 * t;\n\treturn .5 * (2 * p1 + (-p0 + p2) * t + (2 * p0 - 5 * p1 + 4 * p2 - p3) * t2 + (-p0 + 3 * p1 - 3 * p2 + p3) * t3);\n};\nfunction interpolateKenBurns(keyframes, timeMs, movementStyle = \"spline\") {\n\tif (keyframes.length === 0) return {\n\t\tx: 50,\n\t\ty: 50,\n\t\tscale: 1\n\t};\n\tif (keyframes.length === 1) {\n\t\tconst kf = keyframes[0];\n\t\treturn {\n\t\t\tx: kf.x ?? 50,\n\t\t\ty: kf.y ?? 50,\n\t\t\tscale: kf.scale ?? 1\n\t\t};\n\t}\n\tlet elapsed = 0;\n\tfor (let i = 0; i < keyframes.length; i++) {\n\t\tconst kf = keyframes[i];\n\t\tconst hold = kf.holdMs ?? 0;\n\t\tconst dur = kf.durationMs ?? 0;\n\t\tif (timeMs <= elapsed + hold) return {\n\t\t\tx: kf.x ?? 50,\n\t\t\ty: kf.y ?? 50,\n\t\t\tscale: kf.scale ?? 1\n\t\t};\n\t\telapsed += hold;\n\t\tif (i < keyframes.length - 1 && dur > 0) {\n\t\t\tif (timeMs <= elapsed + dur) {\n\t\t\t\tconst rawT = (timeMs - elapsed) / dur;\n\t\t\t\tconst t = applyEasing(Math.max(0, Math.min(1, rawT)), kf.easing);\n\t\t\t\tconst next = keyframes[i + 1];\n\t\t\t\tif (movementStyle === \"spline\") {\n\t\t\t\t\tconst prev = keyframes[i - 1] ?? kf;\n\t\t\t\t\tconst afterNext = keyframes[i + 2] ?? next;\n\t\t\t\t\treturn {\n\t\t\t\t\t\tx: catmullRom(prev.x ?? 50, kf.x ?? 50, next.x ?? 50, afterNext.x ?? 50, t),\n\t\t\t\t\t\ty: catmullRom(prev.y ?? 50, kf.y ?? 50, next.y ?? 50, afterNext.y ?? 50, t),\n\t\t\t\t\t\tscale: catmullRom(prev.scale ?? 1, kf.scale ?? 1, next.scale ?? 1, afterNext.scale ?? 1, t)\n\t\t\t\t\t};\n\t\t\t\t}\n\t\t\t\treturn {\n\t\t\t\t\tx: (kf.x ?? 50) + ((next.x ?? 50) - (kf.x ?? 50)) * t,\n\t\t\t\t\ty: (kf.y ?? 50) + ((next.y ?? 50) - (kf.y ?? 50)) * t,\n\t\t\t\t\tscale: (kf.scale ?? 1) + ((next.scale ?? 1) - (kf.scale ?? 1)) * t\n\t\t\t\t};\n\t\t\t}\n\t\t\telapsed += dur;\n\t\t}\n\t}\n\tconst last = keyframes[keyframes.length - 1];\n\treturn {\n\t\tx: last.x ?? 50,\n\t\ty: last.y ?? 50,\n\t\tscale: last.scale ?? 1\n\t};\n}\nfunction calculateSrcRect(state, sourceWidth, sourceHeight, targetAspectRatio) {\n\tlet baseBoxW_pct = 100;\n\tlet baseBoxH_pct = 100;\n\tif (targetAspectRatio !== \"input\") {\n\t\tconst parts = targetAspectRatio.split(\":\");\n\t\tconst tW = Number(parts[0]);\n\t\tconst tH = Number(parts[1]);\n\t\tif (!Number.isNaN(tW) && !Number.isNaN(tH) && tW > 0 && tH > 0) {\n\t\t\tconst desiredAR = tW / tH;\n\t\t\tconst sourceAR = sourceWidth / sourceHeight;\n\t\t\tif (sourceAR > desiredAR) {\n\t\t\t\tbaseBoxH_pct = 100;\n\t\t\t\tbaseBoxW_pct = desiredAR / sourceAR * 100;\n\t\t\t} else {\n\t\t\t\tbaseBoxW_pct = 100;\n\t\t\t\tbaseBoxH_pct = sourceAR / desiredAR * 100;\n\t\t\t}\n\t\t}\n\t}\n\tconst baseBoxPxW = baseBoxW_pct / 100 * sourceWidth;\n\tconst baseBoxPxH = baseBoxH_pct / 100 * sourceHeight;\n\tconst clampedScale = Math.max(state.scale, 1);\n\tconst currentBoxPxW = baseBoxPxW / clampedScale;\n\tconst currentBoxPxH = baseBoxPxH / clampedScale;\n\tconst rawFocalX = state.x / 100 * sourceWidth;\n\tconst rawFocalY = state.y / 100 * sourceHeight;\n\tconst halfBoxW = currentBoxPxW / 2;\n\tconst halfBoxH = currentBoxPxH / 2;\n\tconst focalX = Math.max(halfBoxW, Math.min(sourceWidth - halfBoxW, rawFocalX));\n\tconst focalY = Math.max(halfBoxH, Math.min(sourceHeight - halfBoxH, rawFocalY));\n\treturn {\n\t\tx: focalX - halfBoxW,\n\t\ty: focalY - halfBoxH,\n\t\twidth: currentBoxPxW,\n\t\theight: currentBoxPxH\n\t};\n}\nconst motionBlurWgsl = `\nstruct MotionBlurUniforms {\n\tprev_origin : vec2<f32>,\n\tprev_size : vec2<f32>,\n\tcurr_origin : vec2<f32>,\n\tcurr_size : vec2<f32>,\n\tsamples : f32,\n\tblurSize : f32,\n\tpadding : vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : MotionBlurUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet uv = in.uv;\n\tlet n = i32(u.samples);\n\t\n\tif (n <= 1) {\n\t\tlet p_curr = u.curr_origin + uv * u.curr_size;\n\t\treturn textureSampleLevel(tex, samp, p_curr, 0.0);\n\t}\n\t\n\tvar color = vec4<f32>(0.0);\n\tfor (var i = 0; i < n; i = i + 1) {\n\t\t// Use blurSize to control the shutter interval width. \n\t\t// t=1.0 is current frame, t=0.0 is previous frame.\n\t\tlet t = 1.0 + (f32(i) / f32(n - 1) - 0.5) * u.blurSize;\n\t\t\n\t\tlet origin = mix(u.prev_origin, u.curr_origin, t);\n\t\tlet size = mix(u.prev_size, u.curr_size, t);\n\t\tlet p_sample = origin + uv * size;\n\t\t\n\t\tcolor += textureSampleLevel(tex, samp, p_sample, 0.0);\n\t}\n\treturn color / f32(n);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst motionBlurData = new Float32Array(12);\nfunction getMotionBlurResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst motionBlurUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst singleTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tmotionBlurPipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"MotionBlurPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"kenburns_motionblur.wgsl\",\n\t\t\t\t\tcode: motionBlurWgsl\n\t\t\t\t}),\n\t\t\t\tlayouts: [motionBlurUniformLayout, singleTextureLayout],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tmotionBlurUniformLayout,\n\t\t\tsingleTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst KenBurnsWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst { virtualMedia, containerWidth, containerHeight, frame, fps, trimStartOverride, opacity = 1, inheritedSeekOffset = 0 } = props;\n\tconst op = virtualMedia.operation;\n\tif (op?.op !== \"KenBurns\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? virtualMedia.metadata?.width ?? containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? virtualMedia.metadata?.height ?? containerHeight ?? targetHeight;\n\tconst keyframes = op.keyframes ?? [];\n\tconst movementStyle = op.movementStyle ?? \"spline\";\n\tconst targetAspectRatio = op.aspectRatio || \"input\";\n\tconst offsetMs = ((trimStartOverride ?? 0) + inheritedSeekOffset) * 1e3;\n\tconst fpsVal = Math.max(1, fps ?? 30);\n\tconst frameDurationMs = 1e3 / fpsVal;\n\tconst timeMs = offsetMs + (frame ?? 0) / fpsVal * 1e3;\n\tconst prevTimeMs = timeMs - frameDurationMs;\n\tconst state = interpolateKenBurns(keyframes, timeMs, movementStyle);\n\tconst prevState = interpolateKenBurns(keyframes, prevTimeMs, movementStyle);\n\tconst srcRect = calculateSrcRect(state, sourceWidth, sourceHeight, targetAspectRatio);\n\tconst prevSrcRect = calculateSrcRect(prevState, sourceWidth, sourceHeight, targetAspectRatio);\n\tconst dstWidth = containerWidth ?? targetWidth;\n\tconst dstHeight = containerHeight ?? targetHeight;\n\tconst dstRect = {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: dstWidth,\n\t\theight: dstHeight\n\t};\n\tpass.end();\n\tconst { texture: tempTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight\n\t\t}\n\t});\n\tconst motionBlurSize = op.motionBlurSize ?? 1.5;\n\tlet blurTex = null;\n\tif (motionBlurSize > 0) {\n\t\tconst { motionBlurPipeline: pipeline, motionBlurUniformLayout: uLayout, singleTextureLayout: tLayout } = getMotionBlurResources(ctx.device, ctx.renderer.format);\n\t\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\t\tmotionBlurData[0] = prevSrcRect.x / sourceWidth;\n\t\tmotionBlurData[1] = prevSrcRect.y / sourceHeight;\n\t\tmotionBlurData[2] = prevSrcRect.width / sourceWidth;\n\t\tmotionBlurData[3] = prevSrcRect.height / sourceHeight;\n\t\tmotionBlurData[4] = srcRect.x / sourceWidth;\n\t\tmotionBlurData[5] = srcRect.y / sourceHeight;\n\t\tmotionBlurData[6] = srcRect.width / sourceWidth;\n\t\tmotionBlurData[7] = srcRect.height / sourceHeight;\n\t\tmotionBlurData[8] = 12;\n\t\tmotionBlurData[9] = motionBlurSize;\n\t\tconst uBuffer = ctx.renderer.getTemporaryBuffer(motionBlurData);\n\t\tblurTex = ctx.renderer.getTemporaryTexture(dstWidth, dstHeight, [\n\t\t\ttargetTexture,\n\t\t\ttempTex,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, blurTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uBuffer }\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tempTex, sampler)]);\n\t}\n\tconst outPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tif (blurTex) ctx.renderer.drawTexture(outPass, blurTex, dstRect, { opacity });\n\telse ctx.renderer.drawTextureRegion(outPass, tempTex, srcRect, dstRect, { opacity });\n\targs.pass = outPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: KenBurnsWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -1,6 +1,6 @@
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import {
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import { Yt as resolveNumber, qt as resolveBoolean } from "./dist-ClyC_d66.mjs";
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import { n as defineRenderer, r as isHandleConnected } from "./renderer-BSitV56h.mjs";
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import { g as WebGPUAudioProcessor } from "./dist-
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import { g as WebGPUAudioProcessor } from "./dist-CspOG4V1.mjs";
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//#region ../../nodes/node-audio-delay/dist/renderers-DXaKpV2A.mjs
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6
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const PARAM_ORDER = [
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@@ -217,4 +217,4 @@ var renderers_default = defineRenderer({ audioProcessor: delayAudioProcessor });
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//# sourceMappingURL=renderer-
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{"version":3,"file":"renderer-BebePsG7.mjs","names":[],"sources":["../../../nodes/node-audio-delay/dist/renderers-DXaKpV2A.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveBoolean, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"delayTime\",\n\t\"feedback\",\n\t\"wet\",\n\t\"dry\"\n];\nconst DELAY_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n delaySec : f32,\n feedback : f32,\n wet : f32,\n dry : f32,\n pingPong : f32,\n bufferLength : f32,\n hasDelayTimeSig : f32,\n hasFeedbackSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> delayTimeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> feedbackSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let bufferLength = u32(u.bufferLength);\n\n var writeIndex = u32(state[0]);\n if (is_nan_or_inf(state[0])) {\n writeIndex = 0u;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effDelaySec = u.delaySec;\n if (u.hasDelayTimeSig > 0.5f) {\n effDelaySec = delayTimeSignal[index];\n }\n effDelaySec = clamp(effDelaySec, 0.001f, 5.0f);\n\n var effFeedback = u.feedback;\n if (u.hasFeedbackSig > 0.5f) {\n effFeedback = feedbackSignal[index];\n }\n effFeedback = clamp(effFeedback, 0.0f, 0.95f);\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) {\n effWet = wetSignal[index];\n }\n effWet = clamp(effWet, 0.0f, 2.0f);\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) {\n effDry = drySignal[index];\n }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n // 2. Safe Dynamic Read Index\n let readOffset = u32(clamp(effDelaySec * u.sampleRate, 1.0f, f32(bufferLength - 1u)));\n let readIndex = (writeIndex + bufferLength - readOffset) % bufferLength;\n\n if (numChannels == 1u || u.pingPong == 0.0f) {\n // Standard Delay\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inputVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inputVal)) {\n inputVal = 0.0f;\n }\n\n let stateOffset = c * bufferLength + 1u;\n var delayedSample = state[stateOffset + readIndex];\n if (is_nan_or_inf(delayedSample)) {\n delayedSample = 0.0f;\n }\n\n var nextStateVal = inputVal + delayedSample * effFeedback;\n if (is_nan_or_inf(nextStateVal)) {\n nextStateVal = 0.0f;\n }\n state[stateOffset + writeIndex] = clamp(nextStateVal, -4.0f, 4.0f);\n\n var outVal = effDry * inputVal + effWet * delayedSample;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n } else {\n // Stereo Ping-Pong Delay\n var sampleL = inputChannels[index];\n if (is_nan_or_inf(sampleL)) { sampleL = 0.0f; }\n\n var sampleR = inputChannels[numSamples + index];\n if (is_nan_or_inf(sampleR)) { sampleR = 0.0f; }\n\n var delayedL = state[1u + readIndex];\n if (is_nan_or_inf(delayedL)) { delayedL = 0.0f; }\n\n var delayedR = state[bufferLength + 1u + readIndex];\n if (is_nan_or_inf(delayedR)) { delayedR = 0.0f; }\n\n // Ping-pong cross-feedback\n var nextL = sampleL + delayedR * effFeedback;\n var nextR = sampleR + delayedL * effFeedback;\n if (is_nan_or_inf(nextL)) { nextL = 0.0f; }\n if (is_nan_or_inf(nextR)) { nextR = 0.0f; }\n\n state[1u + writeIndex] = clamp(nextL, -4.0f, 4.0f);\n state[bufferLength + 1u + writeIndex] = clamp(nextR, -4.0f, 4.0f);\n\n var outL = effDry * sampleL + effWet * delayedL;\n var outR = effDry * sampleR + effWet * delayedR;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n\n writeIndex = (writeIndex + 1u) % bufferLength;\n }\n\n state[0] = f32(writeIndex);\n}\n`;\nconst delayAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Delay.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst delaySec = Math.max(.001, Math.min(resolveNumber(op.delayTime, .25), 5));\n\tconst feedbackInternal = Math.max(0, Math.min(resolveNumber(op.feedback, .4), .95));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst pingPongInternal = resolveBoolean(op.pingPong, false);\n\tconst hasDelayTimeSig = isHandleConnected(op, \"delayTimeHandleId\") ? 1 : 0;\n\tconst hasFeedbackSig = isHandleConnected(op, \"feedbackHandleId\") ? 1 : 0;\n\tconst hasWetSig = isHandleConnected(op, \"wetHandleId\") ? 1 : 0;\n\tconst hasDrySig = isHandleConnected(op, \"dryHandleId\") ? 1 : 0;\n\tconst bufferLength = Math.ceil(5 * sampleRate);\n\tconst nodeId = op.id || \"audio-delay\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst stateFloatCount = numChannels * bufferLength + 1;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, DELAY_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\tdelaySec,\n\t\tfeedbackInternal,\n\t\twetInternal,\n\t\tdryInternal,\n\t\tpingPongInternal ? 1 : 0,\n\t\tbufferLength,\n\t\thasDelayTimeSig,\n\t\thasFeedbackSig,\n\t\thasWetSig,\n\t\thasDrySig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0\n\t], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: delayAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-DXaKpV2A.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;AACD,MAAM,8BAA8B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoKpC,MAAM,sBAAsB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC9E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,gDAAgD;CAClF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,WAAW,KAAK,IAAI,MAAM,KAAK,IAAI,cAAc,GAAG,WAAW,IAAI,EAAE,EAAE,CAAC;CAC9E,MAAM,mBAAmB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,UAAU,GAAG,EAAE,IAAI,CAAC;CACnF,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,GAAG,EAAE,EAAE,CAAC;CACvE,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,EAAE,EAAE,EAAE,CAAC;CACtE,MAAM,mBAAmB,eAAe,GAAG,UAAU,MAAM;CAC3D,MAAM,kBAAkB,kBAAkB,IAAI,oBAAoB,GAAG,IAAI;CACzE,MAAM,iBAAiB,kBAAkB,IAAI,mBAAmB,GAAG,IAAI;CACvE,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,eAAe,KAAK,KAAK,IAAI,WAAW;CAC9C,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,kBAAkB,cAAc,eAAe;AACrD,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,6BAA6B;EACnI;EACA;EACA;EACA;EACA;EACA,mBAAmB,IAAI;EACvB;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK3G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,qBAAqB,CAAC"}
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{"version":3,"file":"renderer-D2-V9nQq.mjs","names":[],"sources":["../../../nodes/node-audio-delay/dist/renderers-DXaKpV2A.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveBoolean, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"delayTime\",\n\t\"feedback\",\n\t\"wet\",\n\t\"dry\"\n];\nconst DELAY_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n delaySec : f32,\n feedback : f32,\n wet : f32,\n dry : f32,\n pingPong : f32,\n bufferLength : f32,\n hasDelayTimeSig : f32,\n hasFeedbackSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> delayTimeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> feedbackSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let bufferLength = u32(u.bufferLength);\n\n var writeIndex = u32(state[0]);\n if (is_nan_or_inf(state[0])) {\n writeIndex = 0u;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effDelaySec = u.delaySec;\n if (u.hasDelayTimeSig > 0.5f) {\n effDelaySec = delayTimeSignal[index];\n }\n effDelaySec = clamp(effDelaySec, 0.001f, 5.0f);\n\n var effFeedback = u.feedback;\n if (u.hasFeedbackSig > 0.5f) {\n effFeedback = feedbackSignal[index];\n }\n effFeedback = clamp(effFeedback, 0.0f, 0.95f);\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) {\n effWet = wetSignal[index];\n }\n effWet = clamp(effWet, 0.0f, 2.0f);\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) {\n effDry = drySignal[index];\n }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n // 2. Safe Dynamic Read Index\n let readOffset = u32(clamp(effDelaySec * u.sampleRate, 1.0f, f32(bufferLength - 1u)));\n let readIndex = (writeIndex + bufferLength - readOffset) % bufferLength;\n\n if (numChannels == 1u || u.pingPong == 0.0f) {\n // Standard Delay\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inputVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inputVal)) {\n inputVal = 0.0f;\n }\n\n let stateOffset = c * bufferLength + 1u;\n var delayedSample = state[stateOffset + readIndex];\n if (is_nan_or_inf(delayedSample)) {\n delayedSample = 0.0f;\n }\n\n var nextStateVal = inputVal + delayedSample * effFeedback;\n if (is_nan_or_inf(nextStateVal)) {\n nextStateVal = 0.0f;\n }\n state[stateOffset + writeIndex] = clamp(nextStateVal, -4.0f, 4.0f);\n\n var outVal = effDry * inputVal + effWet * delayedSample;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n } else {\n // Stereo Ping-Pong Delay\n var sampleL = inputChannels[index];\n if (is_nan_or_inf(sampleL)) { sampleL = 0.0f; }\n\n var sampleR = inputChannels[numSamples + index];\n if (is_nan_or_inf(sampleR)) { sampleR = 0.0f; }\n\n var delayedL = state[1u + readIndex];\n if (is_nan_or_inf(delayedL)) { delayedL = 0.0f; }\n\n var delayedR = state[bufferLength + 1u + readIndex];\n if (is_nan_or_inf(delayedR)) { delayedR = 0.0f; }\n\n // Ping-pong cross-feedback\n var nextL = sampleL + delayedR * effFeedback;\n var nextR = sampleR + delayedL * effFeedback;\n if (is_nan_or_inf(nextL)) { nextL = 0.0f; }\n if (is_nan_or_inf(nextR)) { nextR = 0.0f; }\n\n state[1u + writeIndex] = clamp(nextL, -4.0f, 4.0f);\n state[bufferLength + 1u + writeIndex] = clamp(nextR, -4.0f, 4.0f);\n\n var outL = effDry * sampleL + effWet * delayedL;\n var outR = effDry * sampleR + effWet * delayedR;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n\n writeIndex = (writeIndex + 1u) % bufferLength;\n }\n\n state[0] = f32(writeIndex);\n}\n`;\nconst delayAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Delay.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst delaySec = Math.max(.001, Math.min(resolveNumber(op.delayTime, .25), 5));\n\tconst feedbackInternal = Math.max(0, Math.min(resolveNumber(op.feedback, .4), .95));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst pingPongInternal = resolveBoolean(op.pingPong, false);\n\tconst hasDelayTimeSig = isHandleConnected(op, \"delayTimeHandleId\") ? 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import { o as resolveHandleParam } from "./renderer-BSitV56h.mjs";
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import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-DtT5I4ME.mjs";
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//#region ../../nodes/node-color-balance/dist/renderers-BaZtHi33.mjs
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{"version":3,"file":"renderer-CMzd3BrW.mjs","names":[],"sources":["../../../nodes/node-color-balance/dist/renderers-BaZtHi33.mjs"],"sourcesContent":["import { resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst WGSL_COLOR_BALANCE_SHADER = `\nstruct ColorBalanceUniforms {\n\tshadows : vec4<f32>,\n\tmidtones : vec4<f32>,\n\thighlights : vec4<f32>,\n\tpreserveLuminosity : f32,\n\thasShadowsCyanRedSig : f32,\n\thasShadowsMagentaGreenSig : f32,\n\thasShadowsYellowBlueSig : f32,\n\n\thasMidtonesCyanRedSig : f32,\n\thasMidtonesMagentaGreenSig : f32,\n\thasMidtonesYellowBlueSig : f32,\n\thasHighlightsCyanRedSig : f32,\n\n\thasHighlightsMagentaGreenSig : f32,\n\thasHighlightsYellowBlueSig : f32,\n\t_pad0 : f32,\n\t_pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorBalanceUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var shadowsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowsMagentaGreenSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowsYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(3) var midtonesCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(4) var midtonesMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(5) var midtonesYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(6) var highlightsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(7) var highlightsMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(8) var highlightsYellowBlueSigTex: texture_2d<f32>;\n@group(2) @binding(9) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\nfn set_luminance(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet d = l - get_luminance(c);\n\tvar res = c + vec3<f32>(d);\n\tlet min_c = min(res.r, min(res.g, res.b));\n\tlet max_c = max(res.r, max(res.g, res.b));\n\tif (min_c < 0.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * l) / max(l - min_c, 1e-5);\n\t}\n\tif (max_c > 1.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * (1.0 - l)) / max(max_c - l, 1e-5);\n\t}\n\treturn clamp(res, vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (color.a <= 0.00001) {\n\t\treturn color;\n\t}\n\n\tlet alpha = color.a;\n\tlet rgb = color.rgb / max(alpha, 0.0001);\n\n\tvar sShift = u.shadows.rgb;\n\tif (u.hasShadowsCyanRedSig > 0.5) {\n\t\tsShift.r = clamp(textureSampleLevel(shadowsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsMagentaGreenSig > 0.5) {\n\t\tsShift.g = clamp(textureSampleLevel(shadowsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsYellowBlueSig > 0.5) {\n\t\tsShift.b = clamp(textureSampleLevel(shadowsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar mShift = u.midtones.rgb;\n\tif (u.hasMidtonesCyanRedSig > 0.5) {\n\t\tmShift.r = clamp(textureSampleLevel(midtonesCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesMagentaGreenSig > 0.5) {\n\t\tmShift.g = clamp(textureSampleLevel(midtonesMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesYellowBlueSig > 0.5) {\n\t\tmShift.b = clamp(textureSampleLevel(midtonesYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar hShift = u.highlights.rgb;\n\tif (u.hasHighlightsCyanRedSig > 0.5) {\n\t\thShift.r = clamp(textureSampleLevel(highlightsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsMagentaGreenSig > 0.5) {\n\t\thShift.g = clamp(textureSampleLevel(highlightsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsYellowBlueSig > 0.5) {\n\t\thShift.b = clamp(textureSampleLevel(highlightsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tlet origLum = get_luminance(rgb);\n\n\t// Tonal range weighting curves\n\tlet wShadows = clamp((1.0 - origLum) * (1.0 - origLum * 1.5), 0.0, 1.0);\n\tlet wMidtones = clamp(1.0 - 4.0 * (origLum - 0.5) * (origLum - 0.5), 0.0, 1.0);\n\tlet wHighlights = clamp(origLum * (origLum * 1.5 - 0.5), 0.0, 1.0);\n\n\tlet delta = wShadows * sShift + wMidtones * mShift + wHighlights * hShift;\n\tvar adjustedRgb = clamp(rgb + delta, vec3<f32>(0.0), vec3<f32>(1.0));\n\n\tif (u.preserveLuminosity > 0.5) {\n\t\tadjustedRgb = set_luminance(adjustedRgb, origLum);\n\t}\n\n\treturn vec4<f32>(adjustedRgb * alpha, alpha);\n}\n`;\nfunction getColorBalanceResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"], \"ColorBalanceUniformLayout\");\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"], \"ColorBalanceTextureLayout\");\n\tconst signalTextureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], \"ColorBalanceSignalTextureLayout\");\n\tres = {\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tlabel: \"ColorBalancePipeline\",\n\t\t\tmodule: device.createShaderModule({\n\t\t\t\tlabel: \"ColorBalanceShaderModule\",\n\t\t\t\tcode: WGSL_COLOR_BALANCE_SHADER\n\t\t\t}),\n\t\t\tlayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t}),\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(24);\nconst ColorBalanceWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorBalance\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"colorbalance_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = -100, clampMax = 100) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst resolveVal = (val) => {\n\t\tif (val !== void 0 && val !== null) {\n\t\t\tif (typeof val === \"object\" && val !== null) {\n\t\t\t\tif (\"get\" in val && typeof val.get === \"function\") val = val.get({\n\t\t\t\t\tframe: compositionFrame,\n\t\t\t\t\tfps\n\t\t\t\t});\n\t\t\t\telse if (\"value\" in val) val = val.value;\n\t\t\t} else if (typeof val === \"function\") val = val(compositionFrame, fps);\n\t\t}\n\t\tconst n = Number(val ?? 0);\n\t\treturn isNaN(n) ? 0 : n;\n\t};\n\tconst sCR = resolveField(op.shadows_cyanRedHandleId, resolveVal(op.shadows?.cyanRed));\n\tconst sMG = resolveField(op.shadows_magentaGreenHandleId, resolveVal(op.shadows?.magentaGreen));\n\tconst sYB = resolveField(op.shadows_yellowBlueHandleId, resolveVal(op.shadows?.yellowBlue));\n\tconst mCR = resolveField(op.midtones_cyanRedHandleId, resolveVal(op.midtones?.cyanRed));\n\tconst mMG = resolveField(op.midtones_magentaGreenHandleId, resolveVal(op.midtones?.magentaGreen));\n\tconst mYB = resolveField(op.midtones_yellowBlueHandleId, resolveVal(op.midtones?.yellowBlue));\n\tconst hCR = resolveField(op.highlights_cyanRedHandleId, resolveVal(op.highlights?.cyanRed));\n\tconst hMG = resolveField(op.highlights_magentaGreenHandleId, resolveVal(op.highlights?.magentaGreen));\n\tconst hYB = resolveField(op.highlights_yellowBlueHandleId, resolveVal(op.highlights?.yellowBlue));\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getColorBalanceResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst sCRView = getSignalView(sCR, \"shadows_cyanRed_sig\");\n\tconst sMGView = getSignalView(sMG, \"shadows_magentaGreen_sig\");\n\tconst sYBView = getSignalView(sYB, \"shadows_yellowBlue_sig\");\n\tconst mCRView = getSignalView(mCR, \"midtones_cyanRed_sig\");\n\tconst mMGView = getSignalView(mMG, \"midtones_magentaGreen_sig\");\n\tconst mYBView = getSignalView(mYB, \"midtones_yellowBlue_sig\");\n\tconst hCRView = getSignalView(hCR, \"highlights_cyanRed_sig\");\n\tconst hMGView = getSignalView(hMG, \"highlights_magentaGreen_sig\");\n\tconst hYBView = getSignalView(hYB, \"highlights_yellowBlue_sig\");\n\tconst preserveLum = op.preserveLuminosity === false ? 0 : 1;\n\tuniformBufferData[0] = sCR.val / 100;\n\tuniformBufferData[1] = sMG.val / 100;\n\tuniformBufferData[2] = sYB.val / 100;\n\tuniformBufferData[3] = 0;\n\tuniformBufferData[4] = mCR.val / 100;\n\tuniformBufferData[5] = mMG.val / 100;\n\tuniformBufferData[6] = mYB.val / 100;\n\tuniformBufferData[7] = 0;\n\tuniformBufferData[8] = hCR.val / 100;\n\tuniformBufferData[9] = hMG.val / 100;\n\tuniformBufferData[10] = hYB.val / 100;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = preserveLum;\n\tuniformBufferData[13] = sCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[14] = sMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[15] = sYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[16] = mCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[17] = mMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[18] = mYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[19] = hCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[20] = hMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[21] = hYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[22] = 0;\n\tuniformBufferData[23] = 0;\n\tconst buffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: mCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: mMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: mYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: hCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: hMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: hYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 9,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, textureLayout, tmpTex, sampler),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 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{"version":3,"file":"renderer-D6BXR7P4.mjs","names":[],"sources":["../../../nodes/node-color-balance/dist/renderers-BaZtHi33.mjs"],"sourcesContent":["import { resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst WGSL_COLOR_BALANCE_SHADER = `\nstruct ColorBalanceUniforms {\n\tshadows : vec4<f32>,\n\tmidtones : vec4<f32>,\n\thighlights : vec4<f32>,\n\tpreserveLuminosity : f32,\n\thasShadowsCyanRedSig : f32,\n\thasShadowsMagentaGreenSig : f32,\n\thasShadowsYellowBlueSig : f32,\n\n\thasMidtonesCyanRedSig : f32,\n\thasMidtonesMagentaGreenSig : f32,\n\thasMidtonesYellowBlueSig : f32,\n\thasHighlightsCyanRedSig : f32,\n\n\thasHighlightsMagentaGreenSig : f32,\n\thasHighlightsYellowBlueSig : f32,\n\t_pad0 : f32,\n\t_pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorBalanceUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var shadowsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowsMagentaGreenSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowsYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(3) var midtonesCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(4) var midtonesMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(5) var midtonesYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(6) var highlightsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(7) var highlightsMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(8) var highlightsYellowBlueSigTex: texture_2d<f32>;\n@group(2) @binding(9) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\nfn set_luminance(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet d = l - get_luminance(c);\n\tvar res = c + vec3<f32>(d);\n\tlet min_c = min(res.r, min(res.g, res.b));\n\tlet max_c = max(res.r, max(res.g, res.b));\n\tif (min_c < 0.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * l) / max(l - min_c, 1e-5);\n\t}\n\tif (max_c > 1.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * (1.0 - l)) / max(max_c - l, 1e-5);\n\t}\n\treturn clamp(res, vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (color.a <= 0.00001) {\n\t\treturn color;\n\t}\n\n\tlet alpha = color.a;\n\tlet rgb = color.rgb / max(alpha, 0.0001);\n\n\tvar sShift = u.shadows.rgb;\n\tif (u.hasShadowsCyanRedSig > 0.5) {\n\t\tsShift.r = clamp(textureSampleLevel(shadowsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsMagentaGreenSig > 0.5) {\n\t\tsShift.g = clamp(textureSampleLevel(shadowsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsYellowBlueSig > 0.5) {\n\t\tsShift.b = clamp(textureSampleLevel(shadowsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar mShift = u.midtones.rgb;\n\tif (u.hasMidtonesCyanRedSig > 0.5) {\n\t\tmShift.r = clamp(textureSampleLevel(midtonesCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesMagentaGreenSig > 0.5) {\n\t\tmShift.g = clamp(textureSampleLevel(midtonesMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesYellowBlueSig > 0.5) {\n\t\tmShift.b = clamp(textureSampleLevel(midtonesYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar hShift = u.highlights.rgb;\n\tif (u.hasHighlightsCyanRedSig > 0.5) {\n\t\thShift.r = clamp(textureSampleLevel(highlightsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsMagentaGreenSig > 0.5) {\n\t\thShift.g = clamp(textureSampleLevel(highlightsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsYellowBlueSig > 0.5) {\n\t\thShift.b = clamp(textureSampleLevel(highlightsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tlet origLum = get_luminance(rgb);\n\n\t// Tonal range weighting curves\n\tlet wShadows = clamp((1.0 - origLum) * (1.0 - origLum * 1.5), 0.0, 1.0);\n\tlet wMidtones = clamp(1.0 - 4.0 * (origLum - 0.5) * (origLum - 0.5), 0.0, 1.0);\n\tlet wHighlights = clamp(origLum * (origLum * 1.5 - 0.5), 0.0, 1.0);\n\n\tlet delta = wShadows * sShift + wMidtones * mShift + wHighlights * hShift;\n\tvar adjustedRgb = clamp(rgb + delta, vec3<f32>(0.0), vec3<f32>(1.0));\n\n\tif (u.preserveLuminosity > 0.5) {\n\t\tadjustedRgb = set_luminance(adjustedRgb, origLum);\n\t}\n\n\treturn vec4<f32>(adjustedRgb * alpha, alpha);\n}\n`;\nfunction getColorBalanceResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"], \"ColorBalanceUniformLayout\");\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"], \"ColorBalanceTextureLayout\");\n\tconst signalTextureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], \"ColorBalanceSignalTextureLayout\");\n\tres = {\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tlabel: \"ColorBalancePipeline\",\n\t\t\tmodule: device.createShaderModule({\n\t\t\t\tlabel: \"ColorBalanceShaderModule\",\n\t\t\t\tcode: WGSL_COLOR_BALANCE_SHADER\n\t\t\t}),\n\t\t\tlayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t}),\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(24);\nconst ColorBalanceWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorBalance\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"colorbalance_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = -100, clampMax = 100) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst resolveVal = (val) => {\n\t\tif (val !== void 0 && val !== null) {\n\t\t\tif (typeof val === \"object\" && val !== null) {\n\t\t\t\tif (\"get\" in val && typeof val.get === \"function\") val = val.get({\n\t\t\t\t\tframe: compositionFrame,\n\t\t\t\t\tfps\n\t\t\t\t});\n\t\t\t\telse if (\"value\" in val) val = val.value;\n\t\t\t} else if (typeof val === \"function\") val = val(compositionFrame, fps);\n\t\t}\n\t\tconst n = Number(val ?? 0);\n\t\treturn isNaN(n) ? 0 : n;\n\t};\n\tconst sCR = resolveField(op.shadows_cyanRedHandleId, resolveVal(op.shadows?.cyanRed));\n\tconst sMG = resolveField(op.shadows_magentaGreenHandleId, resolveVal(op.shadows?.magentaGreen));\n\tconst sYB = resolveField(op.shadows_yellowBlueHandleId, resolveVal(op.shadows?.yellowBlue));\n\tconst mCR = resolveField(op.midtones_cyanRedHandleId, resolveVal(op.midtones?.cyanRed));\n\tconst mMG = resolveField(op.midtones_magentaGreenHandleId, resolveVal(op.midtones?.magentaGreen));\n\tconst mYB = resolveField(op.midtones_yellowBlueHandleId, resolveVal(op.midtones?.yellowBlue));\n\tconst hCR = resolveField(op.highlights_cyanRedHandleId, resolveVal(op.highlights?.cyanRed));\n\tconst hMG = resolveField(op.highlights_magentaGreenHandleId, resolveVal(op.highlights?.magentaGreen));\n\tconst hYB = resolveField(op.highlights_yellowBlueHandleId, resolveVal(op.highlights?.yellowBlue));\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getColorBalanceResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst sCRView = getSignalView(sCR, \"shadows_cyanRed_sig\");\n\tconst sMGView = getSignalView(sMG, \"shadows_magentaGreen_sig\");\n\tconst sYBView = getSignalView(sYB, \"shadows_yellowBlue_sig\");\n\tconst mCRView = getSignalView(mCR, \"midtones_cyanRed_sig\");\n\tconst mMGView = getSignalView(mMG, \"midtones_magentaGreen_sig\");\n\tconst mYBView = getSignalView(mYB, \"midtones_yellowBlue_sig\");\n\tconst hCRView = getSignalView(hCR, \"highlights_cyanRed_sig\");\n\tconst hMGView = getSignalView(hMG, \"highlights_magentaGreen_sig\");\n\tconst hYBView = getSignalView(hYB, \"highlights_yellowBlue_sig\");\n\tconst preserveLum = op.preserveLuminosity === false ? 0 : 1;\n\tuniformBufferData[0] = sCR.val / 100;\n\tuniformBufferData[1] = sMG.val / 100;\n\tuniformBufferData[2] = sYB.val / 100;\n\tuniformBufferData[3] = 0;\n\tuniformBufferData[4] = mCR.val / 100;\n\tuniformBufferData[5] = mMG.val / 100;\n\tuniformBufferData[6] = mYB.val / 100;\n\tuniformBufferData[7] = 0;\n\tuniformBufferData[8] = hCR.val / 100;\n\tuniformBufferData[9] = hMG.val / 100;\n\tuniformBufferData[10] = hYB.val / 100;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = preserveLum;\n\tuniformBufferData[13] = sCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[14] = sMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[15] = sYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[16] = mCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[17] = mMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[18] = mYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[19] = hCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[20] = hMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[21] = hYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[22] = 0;\n\tuniformBufferData[23] = 0;\n\tconst buffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: mCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: mMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: mYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: hCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: hMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: hYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 9,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, textureLayout, tmpTex, sampler),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 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import { l as unwrapFrameParam, n as defineRenderer } from "./renderer-BSitV56h.mjs";
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import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-DtT5I4ME.mjs";
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//#region ../../nodes/node-vignette/dist/renderers-B_pue82_.mjs
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const VIGNETTE_SHADER = `
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{"version":3,"file":"renderer-MS70wrQB.mjs","names":[],"sources":["../../../nodes/node-vignette/dist/renderers-B_pue82_.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VIGNETTE_SHADER = `\nstruct VignetteUniforms {\n strength : f32,\n radius : f32,\n softness : f32,\n roundness : f32,\n\n centerX : f32,\n centerY : f32,\n hasStrengthSig : f32,\n hasRadiusSig : f32,\n\n hasSoftnessSig : f32,\n hasRoundnessSig: f32,\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : VignetteUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var softnessSigTex : texture_2d<f32>;\n@group(2) @binding(3) var roundnessSigTex : texture_2d<f32>;\n@group(2) @binding(4) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(5) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(6) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\n if (color.a < 1e-5) {\n return color;\n }\n\n // Resolve parameter overrides or dynamic signals\n var strength = u.strength;\n if (u.hasStrengthSig > 0.5) {\n strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var softness = u.softness;\n if (u.hasSoftnessSig > 0.5) {\n softness = textureSampleLevel(softnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var roundness = u.roundness;\n if (u.hasRoundnessSig > 0.5) {\n roundness = textureSampleLevel(roundnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let center = vec2<f32>(centerX, centerY);\n let dimensions = vec2<f32>(textureDimensions(tex));\n let aspect = dimensions.x / dimensions.y;\n let uvOffset = in.uv - center;\n\n // Calculate aspect ratio corrected coordinate for circle\n let correctedOffset = vec2<f32>(\n uvOffset.x * mix(1.0, aspect, roundness),\n uvOffset.y\n );\n let dist = length(correctedOffset);\n\n // Calculate vignette edge falloff\n let edge0 = radius;\n let edge1 = max(0.0, radius - softness);\n let vignetteFactor = smoothstep(edge0, edge1, dist);\n\n // Blend based on strength\n let intensity = strength / 100.0;\n let finalVignette = mix(1.0, vignetteFactor, intensity);\n\n // Unpremultiply, apply vignette, and repremultiply\n let unpremult_rgb = color.rgb / color.a;\n let final_rgb = unpremult_rgb * finalVignette;\n\n return vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * color.a, color.a);\n}\n`;\nconst vignetteUniformData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVignetteResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `vignette_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vignetteModule = device.createShaderModule({\n\t\t\tlabel: `vignette_${format}.wgsl`,\n\t\t\tcode: VIGNETTE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `VignettePipeline_${format}`,\n\t\t\tmodule: vignetteModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvignettePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst VignetteWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Vignette\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"vignette_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tconst unwrapped = unwrapFrameParam(op[configKey], compositionFrame, fps);\n\t\t\tif (unwrapped.gpuTextureView) {\n\t\t\t\tgpuTextureView = unwrapped.gpuTextureView;\n\t\t\t\thasStaticSig = true;\n\t\t\t}\n\t\t\tconst rawVal = unwrapped.value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 50, 0, 100);\n\tconst radiusRes = resolveBindable(\"radius\", 1, .1, 2);\n\tconst softnessRes = resolveBindable(\"softness\", .5, 0, 1);\n\tconst roundnessRes = resolveBindable(\"roundness\", .5, 0, 1);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\targs.pass.end();\n\tconst { vignettePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getVignetteResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst softnessView = getSignalView(softnessRes, \"softness_sig\");\n\tconst roundnessView = getSignalView(roundnessRes, \"roundness_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\tvignetteUniformData[0] = strengthRes.val;\n\tvignetteUniformData[1] = radiusRes.val;\n\tvignetteUniformData[2] = softnessRes.val;\n\tvignetteUniformData[3] = roundnessRes.val;\n\tvignetteUniformData[4] = centerXRes.val;\n\tvignetteUniformData[5] = centerYRes.val;\n\tvignetteUniformData[6] = strengthRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[7] = radiusRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[8] = softnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[9] = roundnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[10] = centerXRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[11] = centerYRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vignetteUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\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, tLayout, tmpTex, 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: strengthView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: radiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: softnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: roundnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: centerXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: centerYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\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 ?? 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{"version":3,"file":"renderer-DFJQ6v0F.mjs","names":[],"sources":["../../../nodes/node-vignette/dist/renderers-B_pue82_.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VIGNETTE_SHADER = `\nstruct VignetteUniforms {\n strength : f32,\n radius : f32,\n softness : f32,\n roundness : f32,\n\n centerX : f32,\n centerY : f32,\n hasStrengthSig : f32,\n hasRadiusSig : f32,\n\n hasSoftnessSig : f32,\n hasRoundnessSig: f32,\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : VignetteUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var softnessSigTex : texture_2d<f32>;\n@group(2) @binding(3) var roundnessSigTex : texture_2d<f32>;\n@group(2) @binding(4) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(5) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(6) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\n if (color.a < 1e-5) {\n return color;\n }\n\n // Resolve parameter overrides or dynamic signals\n var strength = u.strength;\n if (u.hasStrengthSig > 0.5) {\n strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var softness = u.softness;\n if (u.hasSoftnessSig > 0.5) {\n softness = textureSampleLevel(softnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var roundness = u.roundness;\n if (u.hasRoundnessSig > 0.5) {\n roundness = textureSampleLevel(roundnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let center = vec2<f32>(centerX, centerY);\n let dimensions = vec2<f32>(textureDimensions(tex));\n let aspect = dimensions.x / dimensions.y;\n let uvOffset = in.uv - center;\n\n // Calculate aspect ratio corrected coordinate for circle\n let correctedOffset = vec2<f32>(\n uvOffset.x * mix(1.0, aspect, roundness),\n uvOffset.y\n );\n let dist = length(correctedOffset);\n\n // Calculate vignette edge falloff\n let edge0 = radius;\n let edge1 = max(0.0, radius - softness);\n let vignetteFactor = smoothstep(edge0, edge1, dist);\n\n // Blend based on strength\n let intensity = strength / 100.0;\n let finalVignette = mix(1.0, vignetteFactor, intensity);\n\n // Unpremultiply, apply vignette, and repremultiply\n let unpremult_rgb = color.rgb / color.a;\n let final_rgb = unpremult_rgb * finalVignette;\n\n return vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * color.a, color.a);\n}\n`;\nconst vignetteUniformData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVignetteResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `vignette_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vignetteModule = device.createShaderModule({\n\t\t\tlabel: `vignette_${format}.wgsl`,\n\t\t\tcode: VIGNETTE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `VignettePipeline_${format}`,\n\t\t\tmodule: vignetteModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvignettePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst VignetteWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Vignette\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"vignette_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tconst unwrapped = unwrapFrameParam(op[configKey], compositionFrame, fps);\n\t\t\tif (unwrapped.gpuTextureView) {\n\t\t\t\tgpuTextureView = unwrapped.gpuTextureView;\n\t\t\t\thasStaticSig = true;\n\t\t\t}\n\t\t\tconst rawVal = unwrapped.value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 50, 0, 100);\n\tconst radiusRes = resolveBindable(\"radius\", 1, .1, 2);\n\tconst softnessRes = resolveBindable(\"softness\", .5, 0, 1);\n\tconst roundnessRes = resolveBindable(\"roundness\", .5, 0, 1);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\targs.pass.end();\n\tconst { vignettePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getVignetteResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst softnessView = getSignalView(softnessRes, \"softness_sig\");\n\tconst roundnessView = getSignalView(roundnessRes, \"roundness_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\tvignetteUniformData[0] = strengthRes.val;\n\tvignetteUniformData[1] = radiusRes.val;\n\tvignetteUniformData[2] = softnessRes.val;\n\tvignetteUniformData[3] = roundnessRes.val;\n\tvignetteUniformData[4] = centerXRes.val;\n\tvignetteUniformData[5] = centerYRes.val;\n\tvignetteUniformData[6] = strengthRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[7] = radiusRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[8] = softnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[9] = roundnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[10] = centerXRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[11] = centerYRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vignetteUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\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, tLayout, tmpTex, 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: strengthView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: radiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: softnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: roundnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: centerXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: centerYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\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 ?? 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{"version":3,"file":"renderer-DjPC9l3w.mjs","names":[],"sources":["../../../nodes/node-trails/dist/renderers-C37o-6Mg.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst HISTORY_FORMAT = \"rgba16float\";\nconst TRAILS_WGSL = `\nstruct U { a : vec4<f32>, b : vec4<f32> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var historyTex : texture_2d<f32>;\n@group(0) @binding(2) var currentTex : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n// Hue rotation in YIQ: linear, so it works on premultiplied color.\nfn hueRotate(c : vec3<f32>, angle : f32) -> vec3<f32> {\n\tlet yiq = mat3x3<f32>(0.299, 0.596, 0.211, 0.587, -0.274, -0.523, 0.114, -0.322, 0.312) * c;\n\tlet cs = cos(angle);\n\tlet sn = sin(angle);\n\tlet rot = vec3<f32>(yiq.x, yiq.y * cs - yiq.z * sn, yiq.y * sn + yiq.z * cs);\n\treturn mat3x3<f32>(1.0, 1.0, 1.0, 0.956, -0.272, -1.106, 0.621, -0.647, 1.703) * rot;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet decay = u.a.x;\n\tlet mode = u.a.y;\n\tlet zoom = max(u.a.z, 1e-3);\n\tlet angle = u.a.w;\n\tlet offset = u.b.xy;\n\tlet hue = u.b.z;\n\tlet fresh = u.b.w;\n\tlet cur = textureSampleLevel(currentTex, samp, in.uv, 0.0);\n\tif (fresh > 0.5) { return cur; }\n\tlet c = in.uv - 0.5;\n\tlet cs = cos(-angle);\n\tlet sn = sin(-angle);\n\tlet src = vec2<f32>(c.x * cs - c.y * sn, c.x * sn + c.y * cs) / zoom + 0.5 - offset;\n\tvar hist = vec4<f32>(0.0);\n\tif (all(src >= vec2<f32>(0.0)) && all(src <= vec2<f32>(1.0))) {\n\t\thist = textureSampleLevel(historyTex, samp, src, 0.0);\n\t}\n\tif (hue != 0.0) { hist = vec4<f32>(max(hueRotate(hist.rgb, hue), vec3<f32>(0.0)), hist.a); }\n\thist *= decay;\n\tif (mode < 0.5) { return cur + hist * (1.0 - cur.a); }\n\tif (mode < 1.5) { return vec4<f32>(cur.rgb + hist.rgb, min(cur.a + hist.a, 1.0)); }\n\tif (mode < 2.5) { return max(cur, hist); }\n\t// blend: a running average, so opaque footage shows its own echoes.\n\treturn mix(cur, hist / max(decay, 1e-4), decay);\n}\n`;\nconst resources = perDevice((device) => {\n\tconst layout = fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], \"trails_layout\");\n\tconst module = device.createShaderModule({\n\t\tcode: TRAILS_WGSL,\n\t\tlabel: \"trails.wgsl\"\n\t});\n\treturn {\n\t\tlayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlabel: \"trails\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: HISTORY_FORMAT }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t}),\n\t\tsampler: device.createSampler({\n\t\t\tmagFilter: \"linear\",\n\t\t\tminFilter: \"linear\"\n\t\t})\n\t};\n});\nfunction historyFor(effect, device, width, height) {\n\tconst h = effect.feedbackHistory;\n\tif (h && h.device === device && h.width === width && h.height === height) return h;\n\th?.front.destroy();\n\th?.back.destroy();\n\tconst make = (label) => device.createTexture({\n\t\tlabel,\n\t\tsize: [width, height],\n\t\tformat: HISTORY_FORMAT,\n\t\tusage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST\n\t});\n\tconst next = {\n\t\tdevice,\n\t\twidth,\n\t\theight,\n\t\tfront: make(\"trails_front\"),\n\t\tback: make(\"trails_back\"),\n\t\tframe: -1\n\t};\n\teffect.feedbackHistory = next;\n\treturn next;\n}\nasync function childAt(args, frame, compositionStart, h) {\n\tconst child = args.props.virtualMedia?.children?.[0];\n\tif (!child) return null;\n\treturn drawChildToTexture(args, child, {\n\t\texclude: [h.front, h.back],\n\t\tprops: {\n\t\t\t...args.props,\n\t\t\tvirtualMedia: child,\n\t\t\tframe,\n\t\t\tcompositionFrame: compositionStart + frame\n\t\t}\n\t});\n}\nfunction swap(h) {\n\tconst t = h.front;\n\th.front = h.back;\n\th.back = t;\n}\nasync function stepTrails(args, h, v, frame, compositionStart, fresh) {\n\tconst cur = await childAt(args, frame, compositionStart, h);\n\tif (!cur) return;\n\tconst r = resources(args.ctx.device);\n\tconst uniforms = new Float32Array([\n\t\tv.decay,\n\t\t{\n\t\t\tover: 0,\n\t\t\tadd: 1,\n\t\t\tmax: 2,\n\t\t\tblend: 3\n\t\t}[v.mode] ?? 0,\n\t\tv.zoom,\n\t\tv.rotation * Math.PI / 180,\n\t\tv.offsetX / h.width,\n\t\tv.offsetY / h.height,\n\t\tv.hueShift * Math.PI / 180,\n\t\tfresh ? 1 : 0\n\t]);\n\tdrawFullscreenPass(args.encoder, h.back.createView(), r.pipeline, [args.ctx.device.createBindGroup({\n\t\tlayout: r.layout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: args.ctx.renderer.getTemporaryBuffer(uniforms) }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: h.front.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: cur.view\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: r.sampler\n\t\t\t}\n\t\t]\n\t})]);\n\tswap(h);\n\th.frame = frame;\n}\nfunction num(v, fallback) {\n\treturn typeof v === \"number\" && Number.isFinite(v) ? v : fallback;\n}\nconst TrailsWebGPURenderer = async (args) => {\n\tconst { ctx, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Trails\" || !op.effect?.resolveUniforms) return;\n\tif (!props.virtualMedia?.children?.[0]) return;\n\tpass.end();\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 raw = op.effect.resolveUniforms({\n\t\tframe: compositionFrame,\n\t\tfps,\n\t\ttime: compositionFrame / fps\n\t});\n\tconst h = historyFor(op.effect, ctx.device, targetWidth, targetHeight);\n\t{\n\t\tconst v = {\n\t\t\tdecay: Math.min(1, Math.max(0, num(raw.decay, .9))),\n\t\t\tmode: raw.mode ?? \"blend\",\n\t\t\tzoom: num(raw.zoom, 1),\n\t\t\trotation: num(raw.rotation, 0),\n\t\t\toffsetX: num(raw.offsetX, 0),\n\t\t\toffsetY: num(raw.offsetY, 0),\n\t\t\thueShift: num(raw.hueShift, 0),\n\t\t\twarmup: Math.max(0, Math.round(num(raw.warmup, 60)))\n\t\t};\n\t\tif (h.frame !== local) {\n\t\t\tlet start = local;\n\t\t\tif (h.frame === local - 1) start = local;\n\t\t\telse {\n\t\t\t\tconst needed = v.decay > 0 && v.decay < 1 ? 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{"version":3,"file":"renderer-DILUmb-e.mjs","names":[],"sources":["../../../nodes/node-trails/dist/renderers-C37o-6Mg.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst HISTORY_FORMAT = \"rgba16float\";\nconst TRAILS_WGSL = `\nstruct U { a : vec4<f32>, b : vec4<f32> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var historyTex : texture_2d<f32>;\n@group(0) @binding(2) var currentTex : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n// Hue rotation in YIQ: linear, so it works on premultiplied color.\nfn hueRotate(c : vec3<f32>, angle : f32) -> vec3<f32> {\n\tlet yiq = mat3x3<f32>(0.299, 0.596, 0.211, 0.587, -0.274, -0.523, 0.114, -0.322, 0.312) * c;\n\tlet cs = cos(angle);\n\tlet sn = sin(angle);\n\tlet rot = vec3<f32>(yiq.x, yiq.y * cs - yiq.z * sn, yiq.y * sn + yiq.z * cs);\n\treturn mat3x3<f32>(1.0, 1.0, 1.0, 0.956, -0.272, -1.106, 0.621, -0.647, 1.703) * rot;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet decay = u.a.x;\n\tlet mode = u.a.y;\n\tlet zoom = max(u.a.z, 1e-3);\n\tlet angle = u.a.w;\n\tlet offset = u.b.xy;\n\tlet hue = u.b.z;\n\tlet fresh = u.b.w;\n\tlet cur = textureSampleLevel(currentTex, samp, in.uv, 0.0);\n\tif (fresh > 0.5) { return cur; }\n\tlet c = in.uv - 0.5;\n\tlet cs = cos(-angle);\n\tlet sn = sin(-angle);\n\tlet src = vec2<f32>(c.x * cs - c.y * sn, c.x * sn + c.y * cs) / zoom + 0.5 - offset;\n\tvar hist = vec4<f32>(0.0);\n\tif (all(src >= vec2<f32>(0.0)) && all(src <= vec2<f32>(1.0))) {\n\t\thist = textureSampleLevel(historyTex, samp, src, 0.0);\n\t}\n\tif (hue != 0.0) { hist = vec4<f32>(max(hueRotate(hist.rgb, hue), vec3<f32>(0.0)), hist.a); }\n\thist *= decay;\n\tif (mode < 0.5) { return cur + hist * (1.0 - cur.a); }\n\tif (mode < 1.5) { return vec4<f32>(cur.rgb + hist.rgb, min(cur.a + hist.a, 1.0)); }\n\tif (mode < 2.5) { return max(cur, hist); }\n\t// blend: a running average, so opaque footage shows its own echoes.\n\treturn mix(cur, hist / max(decay, 1e-4), decay);\n}\n`;\nconst resources = perDevice((device) => {\n\tconst layout = fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], \"trails_layout\");\n\tconst module = device.createShaderModule({\n\t\tcode: TRAILS_WGSL,\n\t\tlabel: \"trails.wgsl\"\n\t});\n\treturn {\n\t\tlayout,\n\t\tpipeline: device.createRenderPipeline({\n\t\t\tlabel: \"trails\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format: HISTORY_FORMAT }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t}),\n\t\tsampler: device.createSampler({\n\t\t\tmagFilter: \"linear\",\n\t\t\tminFilter: \"linear\"\n\t\t})\n\t};\n});\nfunction historyFor(effect, device, width, height) {\n\tconst h = effect.feedbackHistory;\n\tif (h && h.device === device && h.width === width && h.height === height) return h;\n\th?.front.destroy();\n\th?.back.destroy();\n\tconst make = (label) => device.createTexture({\n\t\tlabel,\n\t\tsize: [width, height],\n\t\tformat: HISTORY_FORMAT,\n\t\tusage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST\n\t});\n\tconst next = {\n\t\tdevice,\n\t\twidth,\n\t\theight,\n\t\tfront: make(\"trails_front\"),\n\t\tback: make(\"trails_back\"),\n\t\tframe: -1\n\t};\n\teffect.feedbackHistory = next;\n\treturn next;\n}\nasync function childAt(args, frame, compositionStart, h) {\n\tconst child = args.props.virtualMedia?.children?.[0];\n\tif (!child) return null;\n\treturn drawChildToTexture(args, child, {\n\t\texclude: [h.front, h.back],\n\t\tprops: {\n\t\t\t...args.props,\n\t\t\tvirtualMedia: child,\n\t\t\tframe,\n\t\t\tcompositionFrame: compositionStart + frame\n\t\t}\n\t});\n}\nfunction swap(h) {\n\tconst t = h.front;\n\th.front = h.back;\n\th.back = t;\n}\nasync function stepTrails(args, h, v, frame, compositionStart, fresh) {\n\tconst cur = await childAt(args, frame, compositionStart, h);\n\tif (!cur) return;\n\tconst r = resources(args.ctx.device);\n\tconst uniforms = new Float32Array([\n\t\tv.decay,\n\t\t{\n\t\t\tover: 0,\n\t\t\tadd: 1,\n\t\t\tmax: 2,\n\t\t\tblend: 3\n\t\t}[v.mode] ?? 0,\n\t\tv.zoom,\n\t\tv.rotation * Math.PI / 180,\n\t\tv.offsetX / h.width,\n\t\tv.offsetY / h.height,\n\t\tv.hueShift * Math.PI / 180,\n\t\tfresh ? 1 : 0\n\t]);\n\tdrawFullscreenPass(args.encoder, h.back.createView(), r.pipeline, [args.ctx.device.createBindGroup({\n\t\tlayout: r.layout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: args.ctx.renderer.getTemporaryBuffer(uniforms) }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: h.front.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: cur.view\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: r.sampler\n\t\t\t}\n\t\t]\n\t})]);\n\tswap(h);\n\th.frame = frame;\n}\nfunction num(v, fallback) {\n\treturn typeof v === \"number\" && Number.isFinite(v) ? v : fallback;\n}\nconst TrailsWebGPURenderer = async (args) => {\n\tconst { ctx, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Trails\" || !op.effect?.resolveUniforms) return;\n\tif (!props.virtualMedia?.children?.[0]) return;\n\tpass.end();\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 raw = op.effect.resolveUniforms({\n\t\tframe: compositionFrame,\n\t\tfps,\n\t\ttime: compositionFrame / fps\n\t});\n\tconst h = historyFor(op.effect, ctx.device, targetWidth, targetHeight);\n\t{\n\t\tconst v = {\n\t\t\tdecay: Math.min(1, Math.max(0, num(raw.decay, .9))),\n\t\t\tmode: raw.mode ?? \"blend\",\n\t\t\tzoom: num(raw.zoom, 1),\n\t\t\trotation: num(raw.rotation, 0),\n\t\t\toffsetX: num(raw.offsetX, 0),\n\t\t\toffsetY: num(raw.offsetY, 0),\n\t\t\thueShift: num(raw.hueShift, 0),\n\t\t\twarmup: Math.max(0, Math.round(num(raw.warmup, 60)))\n\t\t};\n\t\tif (h.frame !== local) {\n\t\t\tlet start = local;\n\t\t\tif (h.frame === local - 1) start = local;\n\t\t\telse {\n\t\t\t\tconst needed = v.decay > 0 && v.decay < 1 ? 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import "./chunk-GBe2k3y8.mjs";
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//#region ../../nodes/node-extract-lut/dist/renderers-CDotFzd9.mjs
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const extractionCache = /* @__PURE__ */ new Map();
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