framefields 2.4.1 → 2.4.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +11 -33
- package/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-DHuEMOtQ.d.mts → audio-BymXfAvH.d.mts} +3 -3
- package/dist/{audio-DHuEMOtQ.d.mts.map → audio-BymXfAvH.d.mts.map} +1 -1
- package/dist/{audio-CPApYcWF.mjs → audio-BzHHpImj.mjs} +4 -4
- package/dist/{audio-CPApYcWF.mjs.map → audio-BzHHpImj.mjs.map} +1 -1
- package/dist/{dist-SB9qfAko.mjs → dist-Bo2_zeCn.mjs} +2 -2
- package/dist/{dist-SB9qfAko.mjs.map → dist-Bo2_zeCn.mjs.map} +1 -1
- package/dist/{dist-CrK3rmyN.mjs → dist-DMa2BbYs.mjs} +45 -5
- package/dist/{dist-CrK3rmyN.mjs.map → dist-DMa2BbYs.mjs.map} +1 -1
- package/dist/{dist-ClyC_d66.mjs → dist-TrtLGPvc.mjs} +117 -40
- package/dist/dist-TrtLGPvc.mjs.map +1 -0
- package/dist/{dist-CspOG4V1.mjs → dist-hmWTJPik.mjs} +2 -2
- package/dist/{dist-CspOG4V1.mjs.map → dist-hmWTJPik.mjs.map} +1 -1
- package/dist/effects/index.d.mts +5 -5
- package/dist/effects/index.mjs +35 -35
- package/dist/{effects-DxylPSuI.mjs → effects-CiZjSwIh.mjs} +71 -3
- package/dist/effects-CiZjSwIh.mjs.map +1 -0
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-CsMDfqv9.mjs → fonts-Da1JDKpc.mjs} +2 -2
- package/dist/{fonts-CsMDfqv9.mjs.map → fonts-Da1JDKpc.mjs.map} +1 -1
- package/dist/{gpu-DtT5I4ME.mjs → gpu-CHIgM_YH.mjs} +2 -2
- package/dist/{gpu-DtT5I4ME.mjs.map → gpu-CHIgM_YH.mjs.map} +1 -1
- package/dist/{index-B1XcyMm8.d.mts → index-B0BZMhtw.d.mts} +7 -7
- package/dist/index-B0BZMhtw.d.mts.map +1 -0
- package/dist/{index-B2Xesdug.d.mts → index-CJkihekp.d.mts} +293 -143
- package/dist/index-CJkihekp.d.mts.map +1 -0
- package/dist/{index-DujpgUUq.d.mts → index-DGe83M-p.d.mts} +240 -152
- package/dist/index-DGe83M-p.d.mts.map +1 -0
- package/dist/{index-BxARm93R.d.mts → index-DIvWBm-q.d.mts} +41 -12
- package/dist/index-DIvWBm-q.d.mts.map +1 -0
- package/dist/{index-C0o3lLyA.d.mts → index-Dwf76Qep.d.mts} +16 -4
- package/dist/index-Dwf76Qep.d.mts.map +1 -0
- package/dist/{index-D-l-yCv6.d.mts → index-WMofVN02.d.mts} +3 -3
- package/dist/{index-D-l-yCv6.d.mts.map → index-WMofVN02.d.mts.map} +1 -1
- package/dist/index.d.mts +143 -73
- package/dist/index.d.mts.map +1 -1
- package/dist/index.mjs +165 -165
- 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-D2dMmokw.mjs → preview-5E4B96RD.mjs} +2 -2
- package/dist/{preview-D2dMmokw.mjs.map → preview-5E4B96RD.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/{chunk-3ACCCPBN.mjs → chunk-37P2KIFE.mjs} +1 -1
- package/dist/preview-engine/{chunk-GNG4YH2W.mjs → chunk-3SOD7OTO.mjs} +1 -1
- package/dist/preview-engine/{chunk-DOCSX45C.mjs → chunk-54HE34HO.mjs} +1 -1
- package/dist/preview-engine/{chunk-WJJIISQJ.mjs → chunk-5CWQHYQP.mjs} +1 -1
- package/dist/preview-engine/{chunk-Z6UKUHPU.mjs → chunk-5EVEGKWT.mjs} +1 -1
- package/dist/preview-engine/chunk-5JSSXOBB.mjs +1 -0
- package/dist/preview-engine/chunk-5SVJIGPK.mjs +1 -0
- package/dist/preview-engine/{chunk-5RQHNB6Y.mjs → chunk-6MBYREBG.mjs} +1 -1
- package/dist/preview-engine/{chunk-WACWOKEP.mjs → chunk-6TGNQ5FD.mjs} +1 -1
- package/dist/preview-engine/{chunk-HUKAC5MJ.mjs → chunk-6WKWYUOM.mjs} +1 -1
- package/dist/preview-engine/{chunk-SWXVITCQ.mjs → chunk-7J4OK4VE.mjs} +1 -1
- package/dist/preview-engine/{chunk-O6NRIXS5.mjs → chunk-7QE6II7R.mjs} +1 -1
- package/dist/preview-engine/{chunk-34ACEGNW.mjs → chunk-A2775RSO.mjs} +1 -1
- package/dist/preview-engine/{chunk-FFGBUS76.mjs → chunk-AKYUVDKM.mjs} +1 -1
- package/dist/preview-engine/{chunk-6K7US2WD.mjs → chunk-AWX4YGC5.mjs} +1 -1
- package/dist/preview-engine/{chunk-QJZKIY4H.mjs → chunk-AY2ZIXST.mjs} +1 -1
- package/dist/preview-engine/{chunk-LK3T65RB.mjs → chunk-BIS3W4Z5.mjs} +1 -1
- package/dist/preview-engine/{chunk-7QJUC6YY.mjs → chunk-C45ROXI6.mjs} +14 -14
- package/dist/preview-engine/{chunk-GMGGDADT.mjs → chunk-CEIOI4HO.mjs} +1 -1
- package/dist/preview-engine/{chunk-5E5J4KT4.mjs → chunk-E7DH7EPX.mjs} +1 -1
- package/dist/preview-engine/{chunk-NNQUIVTE.mjs → chunk-EEOUHDUD.mjs} +1 -1
- package/dist/preview-engine/{chunk-ZKPQGQE3.mjs → chunk-FDNR4PRC.mjs} +1 -1
- package/dist/preview-engine/chunk-FSAELHVT.mjs +1 -0
- package/dist/preview-engine/{chunk-C6Z7H2RZ.mjs → chunk-GIH5QURF.mjs} +1 -1
- package/dist/preview-engine/{chunk-RDP6QROU.mjs → chunk-GQN35VLT.mjs} +1 -1
- package/dist/preview-engine/{chunk-PZF6T7DM.mjs → chunk-ILBZQLUF.mjs} +1 -1
- package/dist/preview-engine/{chunk-2DDBSI75.mjs → chunk-JJA4G3OU.mjs} +1 -1
- package/dist/preview-engine/{chunk-KAQUNOVB.mjs → chunk-JJYNYYPA.mjs} +1 -1
- package/dist/preview-engine/{chunk-NRAZV5OA.mjs → chunk-JTUK7ZXK.mjs} +1 -1
- package/dist/preview-engine/{chunk-HDGFNBYK.mjs → chunk-KJ2DTA77.mjs} +1 -1
- package/dist/preview-engine/{chunk-7LVOSEGN.mjs → chunk-LMZHCWXP.mjs} +1 -1
- package/dist/preview-engine/{chunk-A5OVKZ52.mjs → chunk-LSBCFJZM.mjs} +1 -1
- package/dist/preview-engine/{chunk-FLPSWDX4.mjs → chunk-MJN3LOZ7.mjs} +1 -1
- package/dist/preview-engine/{chunk-WCZ5DKZ4.mjs → chunk-N3PRZLZJ.mjs} +1 -1
- package/dist/preview-engine/{chunk-XOEEGC4Z.mjs → chunk-NVTPJUNG.mjs} +1 -1
- package/dist/preview-engine/{chunk-67SSYK7D.mjs → chunk-O3NOB5IB.mjs} +1 -1
- package/dist/preview-engine/{chunk-LIQA5OOU.mjs → chunk-O5LA63CK.mjs} +1 -1
- package/dist/preview-engine/chunk-OLLY3Q7M.mjs +1 -0
- package/dist/preview-engine/{chunk-FFMPC7QA.mjs → chunk-OZDZQMTB.mjs} +1 -1
- package/dist/preview-engine/chunk-PCWWKYFO.mjs +1 -0
- package/dist/preview-engine/{chunk-G4J662EL.mjs → chunk-S7NG26UG.mjs} +1 -1
- package/dist/preview-engine/{chunk-FHKBALVI.mjs → chunk-TFFG5YFI.mjs} +1 -1
- package/dist/preview-engine/{chunk-HNNIVJ2K.mjs → chunk-U4SQUTDV.mjs} +1 -1
- package/dist/preview-engine/{chunk-JX22B2FS.mjs → chunk-UDDK5QZF.mjs} +1 -1
- package/dist/preview-engine/{chunk-KT35IPCF.mjs → chunk-UMF7NNUA.mjs} +1 -1
- package/dist/preview-engine/{chunk-GQLZXCW3.mjs → chunk-UVWGZUKZ.mjs} +1 -1
- package/dist/preview-engine/{chunk-NQZKBFC6.mjs → chunk-V6DAD4S4.mjs} +14 -14
- package/dist/preview-engine/{chunk-R26SY5D4.mjs → chunk-V6LCSK6Q.mjs} +1 -1
- package/dist/preview-engine/{chunk-2GIWWDE4.mjs → chunk-W3QGP5XF.mjs} +1 -1
- package/dist/preview-engine/{chunk-RKVB47IA.mjs → chunk-XTPEGKOZ.mjs} +1 -1
- package/dist/preview-engine/chunk-YJ6GWVL4.mjs +174 -0
- package/dist/preview-engine/{chunk-LLDIDE5Q.mjs → chunk-YQYLBXOX.mjs} +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +17 -17
- package/dist/preview-engine/player.mjs +1 -1
- package/dist/preview-engine/{renderers-WR6MKT5S.mjs → renderers-2A7YDJMJ.mjs} +1 -1
- package/dist/preview-engine/renderers-2AD6AHAO.mjs +1 -0
- package/dist/preview-engine/{renderers-K7B5PQBT.mjs → renderers-2GE5HE56.mjs} +1 -1
- package/dist/preview-engine/{renderers-SW7FIEKO.mjs → renderers-35G4KCQ2.mjs} +1 -1
- package/dist/preview-engine/renderers-37UYW266.mjs +1 -0
- package/dist/preview-engine/renderers-3YHETAPE.mjs +1 -0
- package/dist/preview-engine/renderers-43LBWRY2.mjs +1 -0
- package/dist/preview-engine/{renderers-TY7DVI7E.mjs → renderers-4H34AFW2.mjs} +1 -1
- package/dist/preview-engine/renderers-4I4UDLDR.mjs +1 -0
- package/dist/preview-engine/renderers-5EITT2FW.mjs +1 -0
- package/dist/preview-engine/{renderers-AZYJFJLO.mjs → renderers-5OGAF66H.mjs} +1 -1
- package/dist/preview-engine/{renderers-UMPOVFRA.mjs → renderers-6GYRMHGQ.mjs} +1 -1
- package/dist/preview-engine/{renderers-RKZGYWDG.mjs → renderers-7M3YOI7E.mjs} +1 -1
- package/dist/preview-engine/renderers-7UKFQ75V.mjs +1 -0
- package/dist/preview-engine/renderers-AIRDDXRB.mjs +1 -0
- package/dist/preview-engine/{renderers-MBSOKWKB.mjs → renderers-ATL5ARUV.mjs} +1 -1
- package/dist/preview-engine/renderers-BUOGMWAA.mjs +1 -0
- package/dist/preview-engine/renderers-C4XIAG3F.mjs +1 -0
- package/dist/preview-engine/{renderers-4AJWVIJG.mjs → renderers-DFJDEPCU.mjs} +1 -1
- package/dist/preview-engine/{renderers-6JZ4HYIU.mjs → renderers-DKOWLKDE.mjs} +1 -1
- package/dist/preview-engine/renderers-ELARGDRC.mjs +1 -0
- package/dist/preview-engine/renderers-EU5VM2S2.mjs +1 -0
- package/dist/preview-engine/{renderers-NJLGPPX7.mjs → renderers-FNPXT2EH.mjs} +1 -1
- package/dist/preview-engine/renderers-GEPP3YKK.mjs +1 -0
- package/dist/preview-engine/renderers-IQNZQWYU.mjs +1 -0
- package/dist/preview-engine/renderers-J6DEIWTU.mjs +1 -0
- package/dist/preview-engine/{renderers-U55KRIOV.mjs → renderers-JQ7AI473.mjs} +1 -1
- package/dist/preview-engine/renderers-JTVCE5PV.mjs +1 -0
- package/dist/preview-engine/{renderers-CK3ZL3GM.mjs → renderers-K23EAM2J.mjs} +1 -1
- package/dist/preview-engine/renderers-KCNUETAD.mjs +1 -0
- package/dist/preview-engine/renderers-KKBHXAWS.mjs +1 -0
- package/dist/preview-engine/{renderers-UDOBX433.mjs → renderers-KW75FYFG.mjs} +1 -1
- package/dist/preview-engine/renderers-LER7SUT2.mjs +1 -0
- package/dist/preview-engine/{renderers-GAIUTII6.mjs → renderers-LF6W5P2I.mjs} +1 -1
- package/dist/preview-engine/{renderers-FM6A5YR4.mjs → renderers-MHDLRY3S.mjs} +1 -1
- package/dist/preview-engine/renderers-MOERLDWF.mjs +1 -0
- package/dist/preview-engine/{renderers-XKHNBARD.mjs → renderers-NJAKGI25.mjs} +1 -1
- package/dist/preview-engine/renderers-NPKRNXAT.mjs +1 -0
- package/dist/preview-engine/renderers-O57YIIAO.mjs +1 -0
- package/dist/preview-engine/renderers-OPUIAD7I.mjs +1 -0
- package/dist/preview-engine/renderers-PENUAXDD.mjs +1 -0
- package/dist/preview-engine/renderers-PFCI7ZFW.mjs +1 -0
- package/dist/preview-engine/{renderers-HZHEGONW.mjs → renderers-PM4Q5QOW.mjs} +1 -1
- package/dist/preview-engine/renderers-Q4HDP2IE.mjs +1 -0
- package/dist/preview-engine/{renderers-GUPEJK3O.mjs → renderers-Q6AO5M54.mjs} +1 -1
- package/dist/preview-engine/{renderers-75TL7RLS.mjs → renderers-QJNGN722.mjs} +1 -1
- package/dist/preview-engine/renderers-QMHUOKMM.mjs +1 -0
- package/dist/preview-engine/renderers-R26YPECG.mjs +1 -0
- package/dist/preview-engine/renderers-TAFDMFEA.mjs +1 -0
- package/dist/preview-engine/{renderers-IHRFEZNP.mjs → renderers-TFEDHXPY.mjs} +1 -1
- package/dist/preview-engine/renderers-TMZLWQP2.mjs +1 -0
- package/dist/preview-engine/renderers-TP6ZMGU4.mjs +1 -0
- package/dist/preview-engine/renderers-TY63VTZB.mjs +1 -0
- package/dist/preview-engine/{renderers-IJDQJEE5.mjs → renderers-U2ZWRL25.mjs} +1 -1
- package/dist/preview-engine/renderers-UBO4ZNE6.mjs +1 -0
- package/dist/preview-engine/renderers-UCNQ536S.mjs +1 -0
- package/dist/preview-engine/{renderers-TCNPEANL.mjs → renderers-VD5GHHK6.mjs} +1 -1
- package/dist/preview-engine/{renderers-BDWVXYTW.mjs → renderers-WNMRLGZS.mjs} +1 -1
- package/dist/preview-engine/{renderers-FKH5S64C.mjs → renderers-WOLTH5VI.mjs} +1 -1
- package/dist/preview-engine/renderers-WOZQDE4A.mjs +1 -0
- package/dist/preview-engine/renderers-X2XGDF3R.mjs +1 -0
- package/dist/preview-engine/renderers-XG3BDROH.mjs +1 -0
- package/dist/preview-engine/{renderers-R4WMM6IX.mjs → renderers-XPO2WQNF.mjs} +1 -1
- package/dist/preview-engine/renderers-XS4CFZWR.mjs +1 -0
- package/dist/preview-engine/{renderers-FADYGSLK.mjs → renderers-XTCBHTHC.mjs} +1 -1
- package/dist/preview-engine/{renderers-LVLVJHOL.mjs → renderers-XTRFEQO4.mjs} +1 -1
- package/dist/preview-engine/renderers-ZQDMRWN7.mjs +1 -0
- package/dist/preview-engine/{renderers-7CPYTCNW.mjs → renderers-ZRR7BLB7.mjs} +1 -1
- package/dist/preview-engine/signals.mjs +1 -1
- package/dist/{program-C2cJayA1.mjs → program-KwDdbC0-.mjs} +78 -38
- package/dist/program-KwDdbC0-.mjs.map +1 -0
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/{renderer-C1E5Rt5q.mjs → renderer-1P3yS8YM.mjs} +3 -3
- package/dist/{renderer-C1E5Rt5q.mjs.map → renderer-1P3yS8YM.mjs.map} +1 -1
- package/dist/renderer-5C41E6gT.mjs +5 -0
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- package/dist/{renderer-Bkrk0M0r.mjs.map → renderer-B4jxP8vF.mjs.map} +1 -1
- package/dist/{renderer-Csss5GFQ.mjs → renderer-B4ydDdo6.mjs} +2 -2
- package/dist/{renderer-Csss5GFQ.mjs.map → renderer-B4ydDdo6.mjs.map} +1 -1
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{"version":3,"file":"renderer-
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{"version":3,"file":"renderer-BHLYKy8b.mjs","names":[],"sources":["../../../nodes/node-pixelate/dist/renderers-lrLhGRcA.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Pixelate\";\nconst UNIFORM_FLOATS = 8;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 2> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet size = u.v[1].x;\n\tlet shape = u32(u.v[1].y + 0.5);\n\tlet gap = u.v[1].z;\n\n\tlet R = res();\n\tlet cell = max(size, 1.0);\n\tlet p = in.uv * R;\n\tlet c0 = floor(p / cell) * cell + cell * 0.5;\n\tlet col = texelS(c0);\n\tlet f = (p - c0) / cell;\n\tlet g = 1.0 - gap;\n\tlet e = 1.0 / cell;\n\tvar m = 1.0;\n\tif (shape == 1u) {\n\t\tm = 1.0 - smoothstep(0.5 * g - e, 0.5 * g, length(f));\n\t} else if (shape == 2u) {\n\t\tm = 1.0 - smoothstep(0.5 * g - e, 0.5 * g, abs(f.x) + abs(f.y));\n\t} else if (gap > 0.0) {\n\t\tm = 1.0 - smoothstep(0.5 * g - e, 0.5 * g, max(abs(f.x), abs(f.y)));\n\t}\n\treturn premul(vec4<f32>(col.rgb, col.a * m));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = num(raw.size, 12);\n\tdata[5] = Math.max(0, [\n\t\t\"square\",\n\t\t\"circle\",\n\t\t\"diamond\"\n\t].indexOf(String(raw.shape ?? \"square\")));\n\tdata[6] = num(raw.gap, 0);\n}\nconst PixelateWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: PixelateWebGPURenderer });\n\n//#endregion\nexport { PixelateWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-lrLhGRcA.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAsErB;AACF,MAAM,YAAY,WAAW,YAAY;CACxC,QAAQ,wBAAwB,QAAQ;EACvC;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,SAAS;CAClB,2BAA2B,IAAI,KAAK;CACpC,SAAS,OAAO,cAAc;EAC7B,WAAW;EACX,WAAW;EACX,cAAc;EACd,cAAc;EACd,CAAC;CACF,EAAE;AACH,SAAS,aAAa,QAAQ,QAAQ;CACrC,MAAM,IAAI,UAAU,OAAO;CAC3B,IAAI,OAAO,EAAE,UAAU,IAAI,OAAO;AAClC,KAAI,CAAC,MAAM;AACV,SAAO,OAAO,KAAK,MAAM,MAAM;GAC9B,MAAM,SAAS,OAAO,mBAAmB;IACxC;IACA,OAAO,GAAG,GAAG,GAAG,EAAE;IAClB,CAAC;AACF,UAAO,OAAO,qBAAqB;IAClC,OAAO,GAAG,GAAG,GAAG;IAChB,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,EAAE,OAAO,EAAE,CAAC;IACrE,QAAQ;KACP;KACA,YAAY;KACZ;IACD,UAAU;KACT;KACA,YAAY;KACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;KACrB;IACD,WAAW,EAAE,UAAU,kBAAkB;IACzC,CAAC;IACD;AACF,IAAE,UAAU,IAAI,QAAQ,KAAK;;AAE9B,QAAO;;AAER,SAAS,IAAI,GAAG,UAAU;CACzB,MAAM,IAAI,OAAO,MAAM,WAAW,IAAI,OAAO,EAAE;AAC/C,QAAO,OAAO,SAAS,EAAE,GAAG,IAAI;;;AAGjC,SAAS,KAAK,KAAK,MAAM,MAAM,OAAO;AACrC,MAAK,KAAK,EAAE;AACZ,MAAK,KAAK;AACV,MAAK,KAAK;AACV,MAAK,KAAK,IAAI,IAAI,MAAM,GAAG;AAC3B,MAAK,KAAK,KAAK,IAAI,GAAG;EACrB;EACA;EACA;EACA,CAAC,QAAQ,OAAO,IAAI,SAAS,SAAS,CAAC,CAAC;AACzC,MAAK,KAAK,IAAI,IAAI,KAAK,EAAE;;AAE1B,MAAM,yBAAyB,OAAO,SAAS;CAC9C,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,GAAI;CACnB,MAAM,QAAQ,MAAM,cAAc,WAAW;AAC7C,KAAI,CAAC,MAAO;AACZ,MAAK,KAAK;CACV,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,QAAQ,KAAK,MAAM,MAAM,oBAAoB,MAAM,SAAS,EAAE;CACpE,MAAM,MAAM,GAAG,QAAQ,kBAAkB,GAAG,OAAO,gBAAgB;EAClE;EACA;EACA,MAAM,QAAQ;EACd,CAAC,GAAG;CACL,MAAM,OAAO,IAAI,aAAa,eAAe;AAC7C,MAAK,KAAK,MAAM,QAAQ,KAAK,MAAM;CACnC,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,MAAM;CACnE,MAAM,SAAS,IAAI;CACnB,MAAM,IAAI,UAAU,OAAO;CAC3B,MAAM,YAAY,aAAa,QAAQ,IAAI,SAAS,OAAO;CAC3D,MAAM,MAAM,IAAI,SAAS,mBAAmB,KAAK;CACjD,IAAI,OAAO;AACX,MAAK,MAAM,YAAY,WAAW;EACjC,MAAM,MAAM,IAAI,SAAS,oBAAoB,aAAa,cAAc;GACvE;GACA;GACA;GACA,GAAG,MAAM,mBAAmB,EAAE;GAC9B,CAAC;AACF,qBAAmB,SAAS,IAAI,YAAY,EAAE,UAAU,CAAC,OAAO,gBAAgB;GAC/E,QAAQ,EAAE;GACV,SAAS;IACR;KACC,SAAS;KACT,UAAU,EAAE,QAAQ,KAAK;KACzB;IACD;KACC,SAAS;KACT,UAAU,SAAS,YAAY;KAC/B;IACD;KACC,SAAS;KACT,UAAU,KAAK,YAAY;KAC3B;IACD;KACC,SAAS;KACT,UAAU,EAAE;KACZ;IACD;GACD,CAAC,CAAC,CAAC;AACJ,SAAO;;AAER,qBAAoB,MAAM,KAAK;;AAKhC,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,wBAAwB,CAAC"}
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{"version":3,"file":"renderer-BI8QhEj9.mjs","names":[],"sources":["../../../nodes/node-kaleidoscope/dist/renderers-D5lECrP_.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Kaleidoscope\";\nconst UNIFORM_FLOATS = 12;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 3> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet segments = u.v[1].x;\n\tlet rotation = u.v[1].y;\n\tlet centerX = u.v[1].z;\n\tlet centerY = u.v[1].w;\n\tlet zoom = u.v[2].x;\n\n\tlet R = res();\n\tlet aspect = R.x / R.y;\n\tlet center = vec2<f32>(centerX, centerY);\n\tvar p = in.uv - center;\n\tp.x *= aspect;\n\tlet rad = length(p) / zoom;\n\tlet rot = radians(rotation);\n\tlet seg = 6.2831853 / segments;\n\tvar a = atan2(p.y, p.x) - rot;\n\ta = a - seg * floor(a / seg);\n\ta = min(a, seg - a);\n\tvar q = vec2<f32>(cos(a + rot), sin(a + rot)) * rad;\n\tq.x /= aspect;\n\tlet uv = q + center;\n\tlet m = vec2<f32>(1.0) - abs(fract(uv * 0.5) * 2.0 - vec2<f32>(1.0));\n\treturn sampleP(m);\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = num(raw.segments, 6);\n\tdata[5] = num(raw.rotation, 0);\n\tdata[6] = num(raw.centerX, .5);\n\tdata[7] = num(raw.centerY, .5);\n\tdata[8] = num(raw.zoom, 1);\n}\nconst KaleidoscopeWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: KaleidoscopeWebGPURenderer });\n\n//#endregion\nexport { KaleidoscopeWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-D5lECrP_.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuErB;AACF,MAAM,YAAY,WAAW,YAAY;CACxC,QAAQ,wBAAwB,QAAQ;EACvC;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,SAAS;CAClB,2BAA2B,IAAI,KAAK;CACpC,SAAS,OAAO,cAAc;EAC7B,WAAW;EACX,WAAW;EACX,cAAc;EACd,cAAc;EACd,CAAC;CACF,EAAE;AACH,SAAS,aAAa,QAAQ,QAAQ;CACrC,MAAM,IAAI,UAAU,OAAO;CAC3B,IAAI,OAAO,EAAE,UAAU,IAAI,OAAO;AAClC,KAAI,CAAC,MAAM;AACV,SAAO,OAAO,KAAK,MAAM,MAAM;GAC9B,MAAM,SAAS,OAAO,mBAAmB;IACxC;IACA,OAAO,GAAG,GAAG,GAAG,EAAE;IAClB,CAAC;AACF,UAAO,OAAO,qBAAqB;IAClC,OAAO,GAAG,GAAG,GAAG;IAChB,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,EAAE,OAAO,EAAE,CAAC;IACrE,QAAQ;KACP;KACA,YAAY;KACZ;IACD,UAAU;KACT;KACA,YAAY;KACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;KACrB;IACD,WAAW,EAAE,UAAU,kBAAkB;IACzC,CAAC;IACD;AACF,IAAE,UAAU,IAAI,QAAQ,KAAK;;AAE9B,QAAO;;AAER,SAAS,IAAI,GAAG,UAAU;CACzB,MAAM,IAAI,OAAO,MAAM,WAAW,IAAI,OAAO,EAAE;AAC/C,QAAO,OAAO,SAAS,EAAE,GAAG,IAAI;;;AAGjC,SAAS,KAAK,KAAK,MAAM,MAAM,OAAO;AACrC,MAAK,KAAK,EAAE;AACZ,MAAK,KAAK;AACV,MAAK,KAAK;AACV,MAAK,KAAK,IAAI,IAAI,UAAU,EAAE;AAC9B,MAAK,KAAK,IAAI,IAAI,UAAU,EAAE;AAC9B,MAAK,KAAK,IAAI,IAAI,SAAS,GAAG;AAC9B,MAAK,KAAK,IAAI,IAAI,SAAS,GAAG;AAC9B,MAAK,KAAK,IAAI,IAAI,MAAM,EAAE;;AAE3B,MAAM,6BAA6B,OAAO,SAAS;CAClD,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,GAAI;CACnB,MAAM,QAAQ,MAAM,cAAc,WAAW;AAC7C,KAAI,CAAC,MAAO;AACZ,MAAK,KAAK;CACV,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,QAAQ,KAAK,MAAM,MAAM,oBAAoB,MAAM,SAAS,EAAE;CACpE,MAAM,MAAM,GAAG,QAAQ,kBAAkB,GAAG,OAAO,gBAAgB;EAClE;EACA;EACA,MAAM,QAAQ;EACd,CAAC,GAAG;CACL,MAAM,OAAO,IAAI,aAAa,eAAe;AAC7C,MAAK,KAAK,MAAM,QAAQ,KAAK,MAAM;CACnC,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,MAAM;CACnE,MAAM,SAAS,IAAI;CACnB,MAAM,IAAI,UAAU,OAAO;CAC3B,MAAM,YAAY,aAAa,QAAQ,IAAI,SAAS,OAAO;CAC3D,MAAM,MAAM,IAAI,SAAS,mBAAmB,KAAK;CACjD,IAAI,OAAO;AACX,MAAK,MAAM,YAAY,WAAW;EACjC,MAAM,MAAM,IAAI,SAAS,oBAAoB,aAAa,cAAc;GACvE;GACA;GACA;GACA,GAAG,MAAM,mBAAmB,EAAE;GAC9B,CAAC;AACF,qBAAmB,SAAS,IAAI,YAAY,EAAE,UAAU,CAAC,OAAO,gBAAgB;GAC/E,QAAQ,EAAE;GACV,SAAS;IACR;KACC,SAAS;KACT,UAAU,EAAE,QAAQ,KAAK;KACzB;IACD;KACC,SAAS;KACT,UAAU,SAAS,YAAY;KAC/B;IACD;KACC,SAAS;KACT,UAAU,KAAK,YAAY;KAC3B;IACD;KACC,SAAS;KACT,UAAU,EAAE;KACZ;IACD;GACD,CAAC,CAAC,CAAC;AACJ,SAAO;;AAER,qBAAoB,MAAM,KAAK;;AAKhC,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,4BAA4B,CAAC"}
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{"version":3,"file":"renderer-CcoUNzlQ.mjs","names":[],"sources":["../../../nodes/node-refraction-caustics/dist/renderers-BuTkLbVU.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst REFRACTION_CAUSTICS_SHADER = `\nstruct RefractionCausticsUniforms {\n // vec4 0\n _pad0 : f32,\n ior : f32,\n dispersion : f32,\n refractionScale : f32,\n\n // vec4 1\n causticBrightness : f32,\n causticScale : f32,\n fluidRipples : f32,\n rippleSpeed : f32,\n\n // vec4 2\n roughness : f32,\n specularIntensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 3\n tintStrength : f32,\n depthInvert : f32,\n depthScale : f32,\n hasDepthMap : f32,\n\n // vec4 4\n timeProgress : f32,\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n // vec4 5: signal flags\n hasSigIOR : f32,\n hasSigDispersion : f32,\n hasSigRefractScale : f32,\n hasSigCaustic : f32,\n\n // vec4 6: signal flags\n hasSigRipples : f32,\n hasSigRoughness : f32,\n hasSigLightPosX : f32,\n hasSigLightPosY : f32,\n\n // vec4 7: reserved\n _pad3 : f32,\n _pad4 : f32,\n _pad5 : f32,\n _pad6 : f32,\n\n // vec4 8: color\n tintColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RefractionCausticsUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var iorSigTex : texture_2d<f32>;\n@group(3) @binding(1) var dispersionSigTex : texture_2d<f32>;\n@group(3) @binding(2) var refractScaleSigTex : texture_2d<f32>;\n@group(3) @binding(3) var causticSigTex : texture_2d<f32>;\n@group(3) @binding(4) var ripplesSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var lightPosXSigTex : texture_2d<f32>;\n@group(3) @binding(7) var lightPosYSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\n// Analytical fluid ripple wave height and normal gradient\nfn getFluidWave(uv: vec2<f32>, time: f32, freqScale: f32) -> vec3<f32> {\n let p = uv * freqScale * 18.0;\n let t = time * 3.0;\n\n let a1 = sin(p.x * 1.4 + p.y * 1.0 + t * 1.2);\n let a2 = sin(p.x * -1.8 + p.y * 1.6 + t * 0.9);\n let a3 = cos((p.x + p.y) * 2.2 - t * 1.4);\n\n let height = (a1 + a2 + a3) * 0.333;\n\n let dx = (1.4 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n - 1.8 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n let dy = (1.0 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n + 1.6 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n return vec3<f32>(dx, dy, height);\n}\n\n// Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)\nfn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {\n let p = uv * scale * 32.0;\n let t1 = time * 0.8;\n let t2 = time * 1.1;\n\n var p1 = p;\n p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;\n p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;\n\n var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);\n p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;\n p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;\n\n let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));\n let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));\n\n // Sharp interconnected caustic web filaments\n let web = pow(k1 * k2, 3.5);\n return web;\n}\n\nfn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {\n let step = texelSize * 2.0;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n var dx = (dR - dL) * depthScaleVal * 2.0;\n var dy = (dU - dD) * depthScaleVal * 2.0;\n\n if (fluidRippleAmount > 0.001) {\n let wave = getFluidWave(uv, rippleTime, causticScaleVal);\n dx = dx + wave.x * fluidRippleAmount * 0.08;\n dy = dy + wave.y * fluidRippleAmount * 0.08;\n }\n\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n// Snell's Law ray refraction with Total Internal Reflection (TIR) fallback\nfn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {\n let cosi = dot(-I, N);\n let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);\n if (cost2 < 0.0) {\n // Total internal reflection -> reflect\n let R = reflect(I, N);\n return R.xy * thickness * 0.5;\n }\n let R = eta * I + (eta * cosi - sqrt(cost2)) * N;\n return R.xy * (thickness / max(0.2, abs(R.z)));\n}\n\nfn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle clamp for border inpainting / anti-tearing\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\nfn spectralWavelength(t: f32) -> vec3<f32> {\n let x = clamp(t, 0.0, 1.0) * 6.0;\n var r: f32 = 0.0;\n var g: f32 = 0.0;\n var b: f32 = 0.0;\n\n if (x < 1.0) {\n r = 1.0;\n g = x;\n b = 0.0;\n } else if (x < 2.0) {\n r = 2.0 - x;\n g = 1.0;\n b = 0.0;\n } else if (x < 3.0) {\n r = 0.0;\n g = 1.0;\n b = x - 2.0;\n } else if (x < 4.0) {\n r = 0.0;\n g = 4.0 - x;\n b = 1.0;\n } else if (x < 5.0) {\n r = x - 4.0;\n g = 0.0;\n b = 1.0;\n } else {\n r = 1.0;\n g = 0.0;\n b = max(0.4, 6.0 - x);\n }\n return vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var ior = u.ior;\n if (u.hasSigIOR > 0.5) {\n ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);\n }\n\n var dispersion = u.dispersion;\n if (u.hasSigDispersion > 0.5) {\n dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);\n }\n\n var refractionScale = u.refractionScale;\n if (u.hasSigRefractScale > 0.5) {\n refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var causticBrightness = u.causticBrightness;\n if (u.hasSigCaustic > 0.5) {\n causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var fluidRipples = u.fluidRipples;\n if (u.hasSigRipples > 0.5) {\n fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var roughness = u.roughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosX = u.lightPosX;\n if (u.hasSigLightPosX > 0.5) {\n lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosY = u.lightPosY;\n if (u.hasSigLightPosY > 0.5) {\n lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n let depthScaleVal = u.depthScale;\n let causticScaleVal = max(0.1, u.causticScale);\n let rippleSpeedVal = u.rippleSpeed;\n let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;\n\n // Surface Normal & Incident Vectors\n let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);\n let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface\n let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera\n\n // Base Snell's Law Refraction\n let eta = 1.0 / max(1.001, ior);\n let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);\n let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);\n\n // Multi-Spectral Chromatic Rainbow Dispersion\n var accumColor = vec3<f32>(0.0);\n var accumWeight = vec3<f32>(0.0);\n var accumAlpha: f32 = 0.0;\n\n let dispersionStrength = dispersion * refractionScale * 0.6;\n let dispDirection = vec2<f32>(N.x / aspect, N.y);\n\n // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)\n for (var s = 0; s < 7; s = s + 1) {\n let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)\n let specColor = spectralWavelength(t);\n let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);\n let sampleUV = baseUV + lambdaOffset;\n\n var sampledTex = sampleAlbedoSafe(sampleUV);\n\n // Microfacet frosted blur if roughness is enabled\n if (roughness > 0.005) {\n let blurRad = roughness * 0.018;\n let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));\n let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));\n sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;\n }\n\n accumColor = accumColor + sampledTex.rgb * specColor;\n accumWeight = accumWeight + specColor;\n accumAlpha = accumAlpha + sampledTex.a;\n }\n\n let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));\n let finalAlpha = accumAlpha / 7.0;\n\n // Incident light vector\n let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);\n let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);\n let L = normalize(lightPos3D - surfPos3D);\n\n // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)\n var fluidCaustic = 0.0;\n if (fluidRipples > 0.001) {\n let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);\n let pLight = vec2<f32>(lightPosX, lightPosY);\n let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));\n let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);\n fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;\n }\n\n // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);\n\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specShininess = mix(256.0, 32.0, roughness);\n let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;\n\n // Glass Absorption & Tinting\n let tintStrengthVal = u.tintStrength;\n let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);\n\n // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)\n let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);\n\n return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\t\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\t\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\t\tsignalTextureLayout: texturesLayout(device, 8),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getRefractionCausticsResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `refraction_caustics_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `refraction_caustics_${format}.wgsl`,\n\t\t\tcode: REFRACTION_CAUSTICS_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RefractionCausticsPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst RefractionCaustics3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefractionCaustics3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps, 4);\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst iorInfo = resolveSignalField(op, \"ior\", 1.52, 1, 2.5);\n\tconst dispersionInfo = resolveSignalField(op, \"dispersion\", .04, 0, .2);\n\tconst refractScaleInfo = resolveSignalField(op, \"refractionScale\", .5, 0, 2);\n\tconst causticInfo = resolveSignalField(op, \"causticBrightness\", .6, 0, 2);\n\tconst causticScaleInfo = resolveSignalField(op, \"causticScale\", 1, .1, 5);\n\tconst ripplesInfo = resolveSignalField(op, \"fluidRipples\", 0, 0, 1);\n\tconst roughnessInfo = resolveSignalField(op, \"roughness\", 0, 0, 1);\n\tconst lightPosXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1);\n\tconst lightPosYInfo = resolveSignalField(op, \"lightPosY\", .2, 0, 1);\n\tconst specularInfo = resolveSignalField(op, \"specularIntensity\", .8, 0, 2);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 5);\n\tconst tintStrengthInfo = resolveSignalField(op, \"tintStrength\", 0, 0, 1);\n\tconst rippleSpeedInfo = resolveSignalField(op, \"rippleSpeed\", 1, 0, 5);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIORView = getSigTextureView(iorInfo, \"refr_ior_sig\");\n\tconst sigDispersionView = getSigTextureView(dispersionInfo, \"refr_disp_sig\");\n\tconst sigRefractScaleView = getSigTextureView(refractScaleInfo, \"refr_scale_sig\");\n\tconst sigCausticView = getSigTextureView(causticInfo, \"refr_caust_sig\");\n\tconst sigRipplesView = getSigTextureView(ripplesInfo, \"refr_rip_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"refr_rough_sig\");\n\tconst sigLightPosXView = getSigTextureView(lightPosXInfo, \"refr_lightx_sig\");\n\tconst sigLightPosYView = getSigTextureView(lightPosYInfo, \"refr_lighty_sig\");\n\tconst uniformData = new Float32Array(36);\n\tuniformData[0] = 0;\n\tuniformData[1] = iorInfo.value;\n\tuniformData[2] = dispersionInfo.value;\n\tuniformData[3] = refractScaleInfo.value;\n\tuniformData[4] = causticInfo.value;\n\tuniformData[5] = causticScaleInfo.value;\n\tuniformData[6] = ripplesInfo.value;\n\tuniformData[7] = rippleSpeedInfo.value;\n\tuniformData[8] = roughnessInfo.value;\n\tuniformData[9] = specularInfo.value;\n\tuniformData[10] = lightPosXInfo.value;\n\tuniformData[11] = lightPosYInfo.value;\n\tuniformData[12] = tintStrengthInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = depthScaleInfo.value;\n\tuniformData[15] = hasDepthMap ? 1 : 0;\n\tuniformData[16] = timeProgress;\n\tuniformData[17] = width / Math.max(1, height);\n\tuniformData[18] = 0;\n\tuniformData[19] = 0;\n\tuniformData[20] = iorInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = dispersionInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = refractScaleInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = causticInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = ripplesInfo.hasSignal ? 1 : 0;\n\tuniformData[25] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[26] = lightPosXInfo.hasSignal ? 1 : 0;\n\tuniformData[27] = lightPosYInfo.hasSignal ? 1 : 0;\n\tuniformData[28] = 0;\n\tuniformData[29] = 0;\n\tuniformData[30] = 0;\n\tuniformData[31] = 0;\n\tconst tintParsed = parseColor(op.tintColor ?? \"#ffffff\");\n\tuniformData[32] = tintParsed.r;\n\tuniformData[33] = tintParsed.g;\n\tuniformData[34] = tintParsed.b;\n\tuniformData[35] = tintParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIORView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigDispersionView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigRefractScaleView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigCausticView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRipplesView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigLightPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigLightPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: RefractionCaustics3DWebGPURenderer });\n\n//#endregion\nexport { RefractionCaustics3DWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-BT0x6KPK.mjs","names":[],"sources":["../../../nodes/node-refraction-caustics/dist/renderers-BuTkLbVU.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst REFRACTION_CAUSTICS_SHADER = `\nstruct RefractionCausticsUniforms {\n // vec4 0\n _pad0 : f32,\n ior : f32,\n dispersion : f32,\n refractionScale : f32,\n\n // vec4 1\n causticBrightness : f32,\n causticScale : f32,\n fluidRipples : f32,\n rippleSpeed : f32,\n\n // vec4 2\n roughness : f32,\n specularIntensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 3\n tintStrength : f32,\n depthInvert : f32,\n depthScale : f32,\n hasDepthMap : f32,\n\n // vec4 4\n timeProgress : f32,\n aspect : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n // vec4 5: signal flags\n hasSigIOR : f32,\n hasSigDispersion : f32,\n hasSigRefractScale : f32,\n hasSigCaustic : f32,\n\n // vec4 6: signal flags\n hasSigRipples : f32,\n hasSigRoughness : f32,\n hasSigLightPosX : f32,\n hasSigLightPosY : f32,\n\n // vec4 7: reserved\n _pad3 : f32,\n _pad4 : f32,\n _pad5 : f32,\n _pad6 : f32,\n\n // vec4 8: color\n tintColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RefractionCausticsUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var iorSigTex : texture_2d<f32>;\n@group(3) @binding(1) var dispersionSigTex : texture_2d<f32>;\n@group(3) @binding(2) var refractScaleSigTex : texture_2d<f32>;\n@group(3) @binding(3) var causticSigTex : texture_2d<f32>;\n@group(3) @binding(4) var ripplesSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var lightPosXSigTex : texture_2d<f32>;\n@group(3) @binding(7) var lightPosYSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n let clampedUV = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clampedUV, 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return clamp(raw, 0.0, 1.0);\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\n// Analytical fluid ripple wave height and normal gradient\nfn getFluidWave(uv: vec2<f32>, time: f32, freqScale: f32) -> vec3<f32> {\n let p = uv * freqScale * 18.0;\n let t = time * 3.0;\n\n let a1 = sin(p.x * 1.4 + p.y * 1.0 + t * 1.2);\n let a2 = sin(p.x * -1.8 + p.y * 1.6 + t * 0.9);\n let a3 = cos((p.x + p.y) * 2.2 - t * 1.4);\n\n let height = (a1 + a2 + a3) * 0.333;\n\n let dx = (1.4 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n - 1.8 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n let dy = (1.0 * cos(p.x * 1.4 + p.y * 1.0 + t * 1.2)\n + 1.6 * cos(p.x * -1.8 + p.y * 1.6 + t * 0.9)\n - 2.2 * sin((p.x + p.y) * 2.2 - t * 1.4)) * freqScale * 18.0 * 0.333;\n\n return vec3<f32>(dx, dy, height);\n}\n\n// Photometric cellular water caustic web (swimming pool / sunlight underwater filaments)\nfn getWaterCaustics(uv: vec2<f32>, time: f32, scale: f32) -> f32 {\n let p = uv * scale * 32.0;\n let t1 = time * 0.8;\n let t2 = time * 1.1;\n\n var p1 = p;\n p1.x = p1.x + sin(p.y * 0.45 + t1) * 1.6;\n p1.y = p1.y + cos(p.x * 0.45 + t1 * 0.8) * 1.6;\n\n var p2 = p * 1.2 + vec2<f32>(4.7, 2.1);\n p2.x = p2.x + cos(p2.y * 0.5 - t2 * 0.9) * 1.4;\n p2.y = p2.y + sin(p2.x * 0.5 + t2) * 1.4;\n\n let k1 = 1.0 - abs(sin(p1.x) * sin(p1.y));\n let k2 = 1.0 - abs(cos(p2.x) * cos(p2.y));\n\n // Sharp interconnected caustic web filaments\n let web = pow(k1 * k2, 3.5);\n return web;\n}\n\nfn computeSurfaceNormal(uv: vec2<f32>, texelSize: vec2<f32>, fluidRippleAmount: f32, rippleTime: f32, depthScaleVal: f32, causticScaleVal: f32) -> vec3<f32> {\n let step = texelSize * 2.0;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n var dx = (dR - dL) * depthScaleVal * 2.0;\n var dy = (dU - dD) * depthScaleVal * 2.0;\n\n if (fluidRippleAmount > 0.001) {\n let wave = getFluidWave(uv, rippleTime, causticScaleVal);\n dx = dx + wave.x * fluidRippleAmount * 0.08;\n dy = dy + wave.y * fluidRippleAmount * 0.08;\n }\n\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n// Snell's Law ray refraction with Total Internal Reflection (TIR) fallback\nfn calcRefractOffset(I: vec3<f32>, N: vec3<f32>, eta: f32, thickness: f32) -> vec2<f32> {\n let cosi = dot(-I, N);\n let cost2 = 1.0 - eta * eta * (1.0 - cosi * cosi);\n if (cost2 < 0.0) {\n // Total internal reflection -> reflect\n let R = reflect(I, N);\n return R.xy * thickness * 0.5;\n }\n let R = eta * I + (eta * cosi - sqrt(cost2)) * N;\n return R.xy * (thickness / max(0.2, abs(R.z)));\n}\n\nfn sampleAlbedoSafe(uv: vec2<f32>) -> vec4<f32> {\n if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {\n return textureSampleLevel(srcTex, srcSamp, uv, 0.0);\n }\n // Mirror with subtle clamp for border inpainting / anti-tearing\n let mirroredUV = abs(fract(uv * 0.5 + 0.5) * 2.0 - 1.0);\n let clampedUV = clamp(mirroredUV, vec2<f32>(0.001), vec2<f32>(0.999));\n return textureSampleLevel(srcTex, srcSamp, clampedUV, 0.0);\n}\n\nfn spectralWavelength(t: f32) -> vec3<f32> {\n let x = clamp(t, 0.0, 1.0) * 6.0;\n var r: f32 = 0.0;\n var g: f32 = 0.0;\n var b: f32 = 0.0;\n\n if (x < 1.0) {\n r = 1.0;\n g = x;\n b = 0.0;\n } else if (x < 2.0) {\n r = 2.0 - x;\n g = 1.0;\n b = 0.0;\n } else if (x < 3.0) {\n r = 0.0;\n g = 1.0;\n b = x - 2.0;\n } else if (x < 4.0) {\n r = 0.0;\n g = 4.0 - x;\n b = 1.0;\n } else if (x < 5.0) {\n r = x - 4.0;\n g = 0.0;\n b = 1.0;\n } else {\n r = 1.0;\n g = 0.0;\n b = max(0.4, 6.0 - x);\n }\n return vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = select(u.aspect, dims.x / max(1.0, dims.y), u.aspect <= 0.0);\n\n // Resolve signals\n var ior = u.ior;\n if (u.hasSigIOR > 0.5) {\n ior = clamp(textureSampleLevel(iorSigTex, sigSamp, in.uv, 0.0).r, 1.0, 2.5);\n }\n\n var dispersion = u.dispersion;\n if (u.hasSigDispersion > 0.5) {\n dispersion = clamp(textureSampleLevel(dispersionSigTex, sigSamp, in.uv, 0.0).r, 0.0, 0.2);\n }\n\n var refractionScale = u.refractionScale;\n if (u.hasSigRefractScale > 0.5) {\n refractionScale = clamp(textureSampleLevel(refractScaleSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var causticBrightness = u.causticBrightness;\n if (u.hasSigCaustic > 0.5) {\n causticBrightness = clamp(textureSampleLevel(causticSigTex, sigSamp, in.uv, 0.0).r, 0.0, 2.0);\n }\n\n var fluidRipples = u.fluidRipples;\n if (u.hasSigRipples > 0.5) {\n fluidRipples = clamp(textureSampleLevel(ripplesSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var roughness = u.roughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosX = u.lightPosX;\n if (u.hasSigLightPosX > 0.5) {\n lightPosX = clamp(textureSampleLevel(lightPosXSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n var lightPosY = u.lightPosY;\n if (u.hasSigLightPosY > 0.5) {\n lightPosY = clamp(textureSampleLevel(lightPosYSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n let depthScaleVal = u.depthScale;\n let causticScaleVal = max(0.1, u.causticScale);\n let rippleSpeedVal = u.rippleSpeed;\n let rippleTime = u.timeProgress * rippleSpeedVal * 6.2831853;\n\n // Surface Normal & Incident Vectors\n let N = computeSurfaceNormal(in.uv, texelSize, fluidRipples, rippleTime, depthScaleVal, causticScaleVal);\n let I = vec3<f32>(0.0, 0.0, -1.0); // View vector towards surface\n let V = vec3<f32>(0.0, 0.0, 1.0); // View vector towards camera\n\n // Base Snell's Law Refraction\n let eta = 1.0 / max(1.001, ior);\n let refractVec = calcRefractOffset(I, N, eta, refractionScale * 0.16);\n let baseUV = in.uv + vec2<f32>(refractVec.x / aspect, refractVec.y);\n\n // Multi-Spectral Chromatic Rainbow Dispersion\n var accumColor = vec3<f32>(0.0);\n var accumWeight = vec3<f32>(0.0);\n var accumAlpha: f32 = 0.0;\n\n let dispersionStrength = dispersion * refractionScale * 0.6;\n let dispDirection = vec2<f32>(N.x / aspect, N.y);\n\n // 7-tap spectral rainbow integration across wavelength spectrum (Red -> Yellow -> Green -> Cyan -> Blue -> Violet)\n for (var s = 0; s < 7; s = s + 1) {\n let t = f32(s) / 6.0; // 0.0 (Red) to 1.0 (Violet)\n let specColor = spectralWavelength(t);\n let lambdaOffset = dispDirection * ((t - 0.5) * dispersionStrength);\n let sampleUV = baseUV + lambdaOffset;\n\n var sampledTex = sampleAlbedoSafe(sampleUV);\n\n // Microfacet frosted blur if roughness is enabled\n if (roughness > 0.005) {\n let blurRad = roughness * 0.018;\n let j1 = sampleAlbedoSafe(sampleUV + vec2<f32>(blurRad / aspect, blurRad * 0.5));\n let j2 = sampleAlbedoSafe(sampleUV - vec2<f32>(blurRad / aspect, blurRad * 0.5));\n sampledTex = (sampledTex * 2.0 + j1 + j2) * 0.25;\n }\n\n accumColor = accumColor + sampledTex.rgb * specColor;\n accumWeight = accumWeight + specColor;\n accumAlpha = accumAlpha + sampledTex.a;\n }\n\n let finalRefractedRGB = accumColor / max(accumWeight, vec3<f32>(0.001));\n let finalAlpha = accumAlpha / 7.0;\n\n // Incident light vector\n let lightPos3D = vec3<f32>((lightPosX - 0.5) * aspect, lightPosY - 0.5, 0.85);\n let surfPos3D = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, 0.0);\n let L = normalize(lightPos3D - surfPos3D);\n\n // 1. Dynamic Fluid Caustics (active when fluidRipples > 0.001)\n var fluidCaustic = 0.0;\n if (fluidRipples > 0.001) {\n let web = getWaterCaustics(in.uv, rippleTime, causticScaleVal);\n let pLight = vec2<f32>(lightPosX, lightPosY);\n let distLight = length((in.uv - pLight) * vec2<f32>(aspect, 1.0));\n let lightAtt = 1.0 / (1.0 + distLight * distLight * 1.2);\n fluidCaustic = web * lightAtt * fluidRipples * causticBrightness * 0.45;\n }\n\n // 2. Specular Highlights & Fresnel Reflectance (Schlick's approximation)\n let f0 = pow((ior - 1.0) / (ior + 1.0), 2.0);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = f0 + (1.0 - f0) * pow(1.0 - NdotV, 5.0);\n\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specShininess = mix(256.0, 32.0, roughness);\n let specular = pow(NdotH, specShininess) * u.specularIntensity * fresnel * 1.5;\n\n // Glass Absorption & Tinting\n let tintStrengthVal = u.tintStrength;\n let tintedBase = mix(finalRefractedRGB, finalRefractedRGB * u.tintColor.rgb, tintStrengthVal);\n\n // Final Composite (Refracted Rainbow Spectrum + Fluid Caustics + Crisp Specular)\n let finalRGB = tintedBase + vec3<f32>(fluidCaustic) * u.tintColor.rgb + vec3<f32>(specular);\n\n return vec4<f32>(clamp(finalRGB, vec3<f32>(0.0), vec3<f32>(1.0)), finalAlpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\t\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\t\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\t\tsignalTextureLayout: texturesLayout(device, 8),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getRefractionCausticsResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `refraction_caustics_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `refraction_caustics_${format}.wgsl`,\n\t\t\tcode: REFRACTION_CAUSTICS_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RefractionCausticsPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst RefractionCaustics3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 60;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"RefractionCaustics3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst depthMedia = op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRefractionCausticsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps, 4);\n\tconst timeProgress = durationSeconds > 0 ? elapsedSeconds % durationSeconds / durationSeconds : 0;\n\tconst iorInfo = resolveSignalField(op, \"ior\", 1.52, 1, 2.5);\n\tconst dispersionInfo = resolveSignalField(op, \"dispersion\", .04, 0, .2);\n\tconst refractScaleInfo = resolveSignalField(op, \"refractionScale\", .5, 0, 2);\n\tconst causticInfo = resolveSignalField(op, \"causticBrightness\", .6, 0, 2);\n\tconst causticScaleInfo = resolveSignalField(op, \"causticScale\", 1, .1, 5);\n\tconst ripplesInfo = resolveSignalField(op, \"fluidRipples\", 0, 0, 1);\n\tconst roughnessInfo = resolveSignalField(op, \"roughness\", 0, 0, 1);\n\tconst lightPosXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1);\n\tconst lightPosYInfo = resolveSignalField(op, \"lightPosY\", .2, 0, 1);\n\tconst specularInfo = resolveSignalField(op, \"specularIntensity\", .8, 0, 2);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 5);\n\tconst tintStrengthInfo = resolveSignalField(op, \"tintStrength\", 0, 0, 1);\n\tconst rippleSpeedInfo = resolveSignalField(op, \"rippleSpeed\", 1, 0, 5);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, frame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIORView = getSigTextureView(iorInfo, \"refr_ior_sig\");\n\tconst sigDispersionView = getSigTextureView(dispersionInfo, \"refr_disp_sig\");\n\tconst sigRefractScaleView = getSigTextureView(refractScaleInfo, \"refr_scale_sig\");\n\tconst sigCausticView = getSigTextureView(causticInfo, \"refr_caust_sig\");\n\tconst sigRipplesView = getSigTextureView(ripplesInfo, \"refr_rip_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"refr_rough_sig\");\n\tconst sigLightPosXView = getSigTextureView(lightPosXInfo, \"refr_lightx_sig\");\n\tconst sigLightPosYView = getSigTextureView(lightPosYInfo, \"refr_lighty_sig\");\n\tconst uniformData = new Float32Array(36);\n\tuniformData[0] = 0;\n\tuniformData[1] = iorInfo.value;\n\tuniformData[2] = dispersionInfo.value;\n\tuniformData[3] = refractScaleInfo.value;\n\tuniformData[4] = causticInfo.value;\n\tuniformData[5] = causticScaleInfo.value;\n\tuniformData[6] = ripplesInfo.value;\n\tuniformData[7] = rippleSpeedInfo.value;\n\tuniformData[8] = roughnessInfo.value;\n\tuniformData[9] = specularInfo.value;\n\tuniformData[10] = lightPosXInfo.value;\n\tuniformData[11] = lightPosYInfo.value;\n\tuniformData[12] = tintStrengthInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = depthScaleInfo.value;\n\tuniformData[15] = hasDepthMap ? 1 : 0;\n\tuniformData[16] = timeProgress;\n\tuniformData[17] = width / Math.max(1, height);\n\tuniformData[18] = 0;\n\tuniformData[19] = 0;\n\tuniformData[20] = iorInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = dispersionInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = refractScaleInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = causticInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = ripplesInfo.hasSignal ? 1 : 0;\n\tuniformData[25] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[26] = lightPosXInfo.hasSignal ? 1 : 0;\n\tuniformData[27] = lightPosYInfo.hasSignal ? 1 : 0;\n\tuniformData[28] = 0;\n\tuniformData[29] = 0;\n\tuniformData[30] = 0;\n\tuniformData[31] = 0;\n\tconst tintParsed = parseColor(op.tintColor ?? \"#ffffff\");\n\tuniformData[32] = tintParsed.r;\n\tuniformData[33] = tintParsed.g;\n\tuniformData[34] = tintParsed.b;\n\tuniformData[35] = tintParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIORView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigDispersionView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigRefractScaleView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigCausticView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRipplesView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigLightPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigLightPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: RefractionCaustics3DWebGPURenderer });\n\n//#endregion\nexport { RefractionCaustics3DWebGPURenderer as n, renderers_default as t };\n//# 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import { n as defineRenderer } from "./renderer-BSitV56h.mjs";
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import { i as VideoResultSchema, n as ImageResultSchema, t as ColorSchema } from "./dist-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, n as PREMULTIPLIED_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import { i as VideoResultSchema, n as ImageResultSchema, t as ColorSchema } from "./dist-Bo2_zeCn.mjs";
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, n as PREMULTIPLIED_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-CHIgM_YH.mjs";
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import { z } from "zod";
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//#region ../../nodes/node-layer-style/dist/renderers-Ch81UvXn.mjs
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@@ -1258,4 +1258,4 @@ var renderers_default = defineRenderer({ WebGPURenderer });
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//#endregion
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-BUwHWIf7.mjs.map
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