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.
Files changed (448) hide show
  1. package/README.md +11 -33
  2. package/dist/audio/index.d.mts +4 -4
  3. package/dist/audio/index.mjs +10 -10
  4. package/dist/{audio-DHuEMOtQ.d.mts → audio-BymXfAvH.d.mts} +3 -3
  5. package/dist/{audio-DHuEMOtQ.d.mts.map → audio-BymXfAvH.d.mts.map} +1 -1
  6. package/dist/{audio-CPApYcWF.mjs → audio-BzHHpImj.mjs} +4 -4
  7. package/dist/{audio-CPApYcWF.mjs.map → audio-BzHHpImj.mjs.map} +1 -1
  8. package/dist/{dist-SB9qfAko.mjs → dist-Bo2_zeCn.mjs} +2 -2
  9. package/dist/{dist-SB9qfAko.mjs.map → dist-Bo2_zeCn.mjs.map} +1 -1
  10. package/dist/{dist-CrK3rmyN.mjs → dist-DMa2BbYs.mjs} +45 -5
  11. package/dist/{dist-CrK3rmyN.mjs.map → dist-DMa2BbYs.mjs.map} +1 -1
  12. package/dist/{dist-ClyC_d66.mjs → dist-TrtLGPvc.mjs} +117 -40
  13. package/dist/dist-TrtLGPvc.mjs.map +1 -0
  14. package/dist/{dist-CspOG4V1.mjs → dist-hmWTJPik.mjs} +2 -2
  15. package/dist/{dist-CspOG4V1.mjs.map → dist-hmWTJPik.mjs.map} +1 -1
  16. package/dist/effects/index.d.mts +5 -5
  17. package/dist/effects/index.mjs +35 -35
  18. package/dist/{effects-DxylPSuI.mjs → effects-CiZjSwIh.mjs} +71 -3
  19. package/dist/effects-CiZjSwIh.mjs.map +1 -0
  20. package/dist/fonts/index.mjs +2 -2
  21. package/dist/{fonts-CsMDfqv9.mjs → fonts-Da1JDKpc.mjs} +2 -2
  22. package/dist/{fonts-CsMDfqv9.mjs.map → fonts-Da1JDKpc.mjs.map} +1 -1
  23. package/dist/{gpu-DtT5I4ME.mjs → gpu-CHIgM_YH.mjs} +2 -2
  24. package/dist/{gpu-DtT5I4ME.mjs.map → gpu-CHIgM_YH.mjs.map} +1 -1
  25. package/dist/{index-B1XcyMm8.d.mts → index-B0BZMhtw.d.mts} +7 -7
  26. package/dist/index-B0BZMhtw.d.mts.map +1 -0
  27. package/dist/{index-B2Xesdug.d.mts → index-CJkihekp.d.mts} +293 -143
  28. package/dist/index-CJkihekp.d.mts.map +1 -0
  29. package/dist/{index-DujpgUUq.d.mts → index-DGe83M-p.d.mts} +240 -152
  30. package/dist/index-DGe83M-p.d.mts.map +1 -0
  31. package/dist/{index-BxARm93R.d.mts → index-DIvWBm-q.d.mts} +41 -12
  32. package/dist/index-DIvWBm-q.d.mts.map +1 -0
  33. package/dist/{index-C0o3lLyA.d.mts → index-Dwf76Qep.d.mts} +16 -4
  34. package/dist/index-Dwf76Qep.d.mts.map +1 -0
  35. package/dist/{index-D-l-yCv6.d.mts → index-WMofVN02.d.mts} +3 -3
  36. package/dist/{index-D-l-yCv6.d.mts.map → index-WMofVN02.d.mts.map} +1 -1
  37. package/dist/index.d.mts +143 -73
  38. package/dist/index.d.mts.map +1 -1
  39. package/dist/index.mjs +165 -165
  40. package/dist/index.mjs.map +1 -1
  41. package/dist/preview/index.d.mts +2 -2
  42. package/dist/preview/index.mjs +10 -10
  43. package/dist/{preview-D2dMmokw.mjs → preview-5E4B96RD.mjs} +2 -2
  44. package/dist/{preview-D2dMmokw.mjs.map → preview-5E4B96RD.mjs.map} +1 -1
  45. package/dist/preview-engine/audio.mjs +1 -1
  46. package/dist/preview-engine/{chunk-3ACCCPBN.mjs → chunk-37P2KIFE.mjs} +1 -1
  47. package/dist/preview-engine/{chunk-GNG4YH2W.mjs → chunk-3SOD7OTO.mjs} +1 -1
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  85. package/dist/preview-engine/chunk-PCWWKYFO.mjs +1 -0
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  96. package/dist/preview-engine/chunk-YJ6GWVL4.mjs +174 -0
  97. package/dist/preview-engine/{chunk-LLDIDE5Q.mjs → chunk-YQYLBXOX.mjs} +1 -1
  98. package/dist/preview-engine/effects.mjs +1 -1
  99. package/dist/preview-engine/framefields.mjs +17 -17
  100. package/dist/preview-engine/player.mjs +1 -1
  101. package/dist/preview-engine/{renderers-WR6MKT5S.mjs → renderers-2A7YDJMJ.mjs} +1 -1
  102. package/dist/preview-engine/renderers-2AD6AHAO.mjs +1 -0
  103. package/dist/preview-engine/{renderers-K7B5PQBT.mjs → renderers-2GE5HE56.mjs} +1 -1
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  106. package/dist/preview-engine/renderers-3YHETAPE.mjs +1 -0
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  170. package/dist/{program-C2cJayA1.mjs → program-KwDdbC0-.mjs} +78 -38
  171. package/dist/program-KwDdbC0-.mjs.map +1 -0
  172. package/dist/renderer/index.d.mts +2 -2
  173. package/dist/renderer/index.mjs +2 -2
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1
- {"version":3,"file":"renderer-JvcR1vYI.mjs","names":[],"sources":["../../../nodes/node-flip/dist/renderers-CeDdi1eu.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, STRAIGHT_ALPHA_BLEND, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_FLIP_SHADER = `\nstruct FlipUniforms {\n\tflipH : f32,\n\tflipV : f32,\n\tdiagonal : f32,\n\tsymmetry : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : FlipUniforms;\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\tvar uv = in.uv;\n\n\t// 1. Split-Mirror / Symmetry\n\tif (u.symmetry > 0.5 && u.symmetry < 1.5) {\n\t\t// leftToRight: mirror left half to right half\n\t\tuv.x = select(uv.x, 1.0 - uv.x, uv.x > 0.5);\n\t} else if (u.symmetry > 1.5 && u.symmetry < 2.5) {\n\t\t// rightToLeft: mirror right half to left half\n\t\tuv.x = select(1.0 - uv.x, uv.x, uv.x > 0.5);\n\t} else if (u.symmetry > 2.5 && u.symmetry < 3.5) {\n\t\t// topToBottom: mirror top half to bottom half\n\t\tuv.y = select(uv.y, 1.0 - uv.y, uv.y > 0.5);\n\t} else if (u.symmetry > 3.5 && u.symmetry < 4.5) {\n\t\t// bottomToTop: mirror bottom half to top half\n\t\tuv.y = select(1.0 - uv.y, uv.y, uv.y > 0.5);\n\t} else if (u.symmetry > 4.5) {\n\t\t// quadrant: 4-way kaleidoscopic symmetry\n\t\tuv.x = select(uv.x, 1.0 - uv.x, uv.x > 0.5);\n\t\tuv.y = select(uv.y, 1.0 - uv.y, uv.y > 0.5);\n\t}\n\n\t// 2. Diagonal Swap (Transposition: x <-> y)\n\tif (u.diagonal > 0.5) {\n\t\tlet temp = uv.x;\n\t\tuv.x = uv.y;\n\t\tuv.y = temp;\n\t}\n\n\t// 3. Horizontal / Vertical Flip\n\tif (u.flipH > 0.5) {\n\t\tuv.x = 1.0 - uv.x;\n\t}\n\tif (u.flipV > 0.5) {\n\t\tuv.y = 1.0 - uv.y;\n\t}\n\n\treturn textureSampleLevel(tex, samp, uv, 0.0);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(4);\nfunction getFlipResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_FLIP_SHADER }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [uniformLayout, textureLayout] }),\n\t\t\tformat: targetFormat,\n\t\t\tblend: STRAIGHT_ALPHA_BLEND\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Flip\" || !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 sourceWidth = childMedia.metadata?.width ?? props.containerWidth ?? width;\n\tconst sourceHeight = childMedia.metadata?.height ?? props.containerHeight ?? height;\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight,\n\t\t\tvirtualMedia: childMedia\n\t\t}\n\t});\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout } = getFlipResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst mode = op.mode ?? \"horizontal\";\n\tlet isFlipH = false;\n\tlet isFlipV = false;\n\tlet isDiag = false;\n\tif (mode === \"horizontal\") isFlipH = true;\n\telse if (mode === \"vertical\") isFlipV = true;\n\telse if (mode === \"both\") {\n\t\tisFlipH = true;\n\t\tisFlipV = true;\n\t} else if (mode === \"diagonal\") isDiag = true;\n\telse if (mode === \"antiDiagonal\") {\n\t\tisDiag = true;\n\t\tisFlipH = true;\n\t\tisFlipV = true;\n\t} else if (mode === \"custom\") {\n\t\tisFlipH = op.horizontal ?? true;\n\t\tisFlipV = op.vertical ?? false;\n\t\tisDiag = op.diagonal ?? false;\n\t}\n\tlet symVal = 0;\n\tif (op.symmetry === \"leftToRight\") symVal = 1;\n\telse if (op.symmetry === \"rightToLeft\") symVal = 2;\n\telse if (op.symmetry === \"topToBottom\") symVal = 3;\n\telse if (op.symmetry === \"bottomToTop\") symVal = 4;\n\telse if (op.symmetry === \"quadrant\") symVal = 5;\n\tuniformData[0] = isFlipH ? 1 : 0;\n\tuniformData[1] = isFlipV ? 1 : 0;\n\tuniformData[2] = isDiag ? 1 : 0;\n\tuniformData[3] = symVal;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst tBindGroup = ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: childTex.createView()\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t});\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uBindGroup, tBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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1
+ {"version":3,"file":"renderer-DHUlVqST.mjs","names":[],"sources":["../../../nodes/node-flip/dist/renderers-CeDdi1eu.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, STRAIGHT_ALPHA_BLEND, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_FLIP_SHADER = `\nstruct FlipUniforms {\n\tflipH : f32,\n\tflipV : f32,\n\tdiagonal : f32,\n\tsymmetry : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : FlipUniforms;\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\tvar uv = in.uv;\n\n\t// 1. Split-Mirror / Symmetry\n\tif (u.symmetry > 0.5 && u.symmetry < 1.5) {\n\t\t// leftToRight: mirror left half to right half\n\t\tuv.x = select(uv.x, 1.0 - uv.x, uv.x > 0.5);\n\t} else if (u.symmetry > 1.5 && u.symmetry < 2.5) {\n\t\t// rightToLeft: mirror right half to left half\n\t\tuv.x = select(1.0 - uv.x, uv.x, uv.x > 0.5);\n\t} else if (u.symmetry > 2.5 && u.symmetry < 3.5) {\n\t\t// topToBottom: mirror top half to bottom half\n\t\tuv.y = select(uv.y, 1.0 - uv.y, uv.y > 0.5);\n\t} else if (u.symmetry > 3.5 && u.symmetry < 4.5) {\n\t\t// bottomToTop: mirror bottom half to top half\n\t\tuv.y = select(1.0 - uv.y, uv.y, uv.y > 0.5);\n\t} else if (u.symmetry > 4.5) {\n\t\t// quadrant: 4-way kaleidoscopic symmetry\n\t\tuv.x = select(uv.x, 1.0 - uv.x, uv.x > 0.5);\n\t\tuv.y = select(uv.y, 1.0 - uv.y, uv.y > 0.5);\n\t}\n\n\t// 2. Diagonal Swap (Transposition: x <-> y)\n\tif (u.diagonal > 0.5) {\n\t\tlet temp = uv.x;\n\t\tuv.x = uv.y;\n\t\tuv.y = temp;\n\t}\n\n\t// 3. Horizontal / Vertical Flip\n\tif (u.flipH > 0.5) {\n\t\tuv.x = 1.0 - uv.x;\n\t}\n\tif (u.flipV > 0.5) {\n\t\tuv.y = 1.0 - uv.y;\n\t}\n\n\treturn textureSampleLevel(tex, samp, uv, 0.0);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(4);\nfunction getFlipResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_FLIP_SHADER }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [uniformLayout, textureLayout] }),\n\t\t\tformat: targetFormat,\n\t\t\tblend: STRAIGHT_ALPHA_BLEND\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Flip\" || !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 sourceWidth = childMedia.metadata?.width ?? props.containerWidth ?? width;\n\tconst sourceHeight = childMedia.metadata?.height ?? props.containerHeight ?? height;\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight,\n\t\t\tvirtualMedia: childMedia\n\t\t}\n\t});\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout } = getFlipResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst mode = op.mode ?? \"horizontal\";\n\tlet isFlipH = false;\n\tlet isFlipV = false;\n\tlet isDiag = false;\n\tif (mode === \"horizontal\") isFlipH = true;\n\telse if (mode === \"vertical\") isFlipV = true;\n\telse if (mode === \"both\") {\n\t\tisFlipH = true;\n\t\tisFlipV = true;\n\t} else if (mode === \"diagonal\") isDiag = true;\n\telse if (mode === \"antiDiagonal\") {\n\t\tisDiag = true;\n\t\tisFlipH = true;\n\t\tisFlipV = true;\n\t} else if (mode === \"custom\") {\n\t\tisFlipH = op.horizontal ?? true;\n\t\tisFlipV = op.vertical ?? false;\n\t\tisDiag = op.diagonal ?? false;\n\t}\n\tlet symVal = 0;\n\tif (op.symmetry === \"leftToRight\") symVal = 1;\n\telse if (op.symmetry === \"rightToLeft\") symVal = 2;\n\telse if (op.symmetry === \"topToBottom\") symVal = 3;\n\telse if (op.symmetry === \"bottomToTop\") symVal = 4;\n\telse if (op.symmetry === \"quadrant\") symVal = 5;\n\tuniformData[0] = isFlipH ? 1 : 0;\n\tuniformData[1] = isFlipV ? 1 : 0;\n\tuniformData[2] = isDiag ? 1 : 0;\n\tuniformData[3] = symVal;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst tBindGroup = ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: childTex.createView()\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t});\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uBindGroup, tBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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@@ -0,0 +1,5 @@
1
+ import "./chunk-GBe2k3y8.mjs";
2
+ import "./dist-hmWTJPik.mjs";
3
+ import { t as renderers_default } from "./renderer-y6k54AM6.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,7 +1,7 @@
1
1
  import "./chunk-GBe2k3y8.mjs";
2
2
  import { n as defineRenderer } from "./renderer-BSitV56h.mjs";
3
- import "./dist-CspOG4V1.mjs";
4
- import { i as beginTargetPass, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, t as FULLSCREEN_QUAD_WGSL } from "./gpu-DtT5I4ME.mjs";
3
+ import "./dist-hmWTJPik.mjs";
4
+ import { i as beginTargetPass, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, t as FULLSCREEN_QUAD_WGSL } from "./gpu-CHIgM_YH.mjs";
5
5
 
6
6
  //#region ../../nodes/node-channel-merger/dist/renderers-CFuJvvvy.mjs
7
7
  const COLOR_SPACE_MAP = {
@@ -290,4 +290,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: ChannelMergerWebGPURend
290
290
 
291
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  //#endregion
292
292
  export { ChannelMergerWebGPURenderer, renderers_default as default };
293
- //# sourceMappingURL=renderer-Cv4lchUP.mjs.map
293
+ //# sourceMappingURL=renderer-DK9etIAz.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-Cv4lchUP.mjs","names":[],"sources":["../../../nodes/node-channel-merger/dist/renderers-CFuJvvvy.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, beginTargetPass, drawChildToTexture, fragmentBindGroupLayout, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLOR_SPACE_MAP = {\n\tRGBA: 0,\n\tHSLA: 1,\n\tCMYK: 2,\n\tLAB: 3\n};\nconst WGSL_CHANNEL_MERGER = `\nstruct MergerUniforms {\n\tcolorSpace : f32, // 0=RGBA, 1=HSLA, 2=CMYK, 3=LAB\n\thasCh4 : f32, // 0 or 1\n\tdefaultCh4 : f32, // fallback value (1.0 for alpha, 0.0 for CMYK black)\n\t_pad0 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : MergerUniforms;\n@group(1) @binding(0) var tex1 : texture_2d<f32>;\n@group(1) @binding(1) var tex2 : texture_2d<f32>;\n@group(1) @binding(2) var tex3 : texture_2d<f32>;\n@group(1) @binding(3) var tex4 : texture_2d<f32>;\n@group(1) @binding(4) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn hue2rgb(p: f32, q: f32, t_in: f32) -> f32 {\n\tvar t = t_in;\n\tif (t < 0.0) { t = t + 1.0; }\n\tif (t > 1.0) { t = t - 1.0; }\n\tif (t < 1.0 / 6.0) { return p + (q - p) * 6.0 * t; }\n\tif (t < 1.0 / 2.0) { return q; }\n\tif (t < 2.0 / 3.0) { return p + (q - p) * (2.0 / 3.0 - t) * 6.0; }\n\treturn p;\n}\n\nfn hsl2rgb(h: f32, s: f32, l: f32) -> vec3<f32> {\n\tif (s <= 0.00001) {\n\t\treturn vec3<f32>(l, l, l);\n\t}\n\tlet q = select(l + s - l * s, l * (1.0 + s), l < 0.5);\n\tlet p = 2.0 * l - q;\n\tlet r = hue2rgb(p, q, h + 1.0 / 3.0);\n\tlet g = hue2rgb(p, q, h);\n\tlet b = hue2rgb(p, q, h - 1.0 / 3.0);\n\treturn vec3<f32>(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0));\n}\n\nfn inv_lab_f(t: f32) -> f32 {\n\tlet t3 = t * t * t;\n\treturn select((t - 16.0 / 116.0) / 7.787, t3, t3 > 0.008856);\n}\n\nfn lin2srgb(v: f32) -> f32 {\n\tlet c = clamp(v, 0.0, 1.0);\n\treturn select(c * 12.92, 1.055 * pow(c, 1.0 / 2.4) - 0.055, c > 0.0031308);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet c1 = textureSample(tex1, samp, in.uv);\n\tlet c2 = textureSample(tex2, samp, in.uv);\n\tlet c3 = textureSample(tex3, samp, in.uv);\n\tlet c4 = textureSample(tex4, samp, in.uv);\n\n\tlet v1 = c1.r;\n\tlet v2 = c2.r;\n\tlet v3 = c3.r;\n\tlet v4 = select(u.defaultCh4, c4.r, u.hasCh4 > 0.5);\n\n\tlet cs = u32(u.colorSpace + 0.5);\n\n\tif (cs == 0u) { // RGBA\n\t\treturn vec4<f32>(clamp(v1, 0.0, 1.0), clamp(v2, 0.0, 1.0), clamp(v3, 0.0, 1.0), clamp(v4, 0.0, 1.0));\n\t} else if (cs == 1u) { // HSLA\n\t\tlet rgb = hsl2rgb(fract(v1), clamp(v2, 0.0, 1.0), clamp(v3, 0.0, 1.0));\n\t\treturn vec4<f32>(rgb, clamp(v4, 0.0, 1.0));\n\t} else if (cs == 2u) { // CMYK\n\t\tlet C = clamp(v1, 0.0, 1.0);\n\t\tlet M = clamp(v2, 0.0, 1.0);\n\t\tlet Y = clamp(v3, 0.0, 1.0);\n\t\tlet K = clamp(v4, 0.0, 1.0);\n\t\tlet r = (1.0 - C) * (1.0 - K);\n\t\tlet g = (1.0 - M) * (1.0 - K);\n\t\tlet b = (1.0 - Y) * (1.0 - K);\n\t\treturn vec4<f32>(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0), 1.0);\n\t} else { // LAB\n\t\tlet L_norm = clamp(v1, 0.0, 1.0);\n\t\tlet a_norm = clamp(v2, 0.0, 1.0);\n\t\tlet b_norm = clamp(v3, 0.0, 1.0);\n\n\t\tlet L_star = L_norm * 100.0;\n\t\tlet a_star = a_norm * 255.0 - 128.0;\n\t\tlet b_star = b_norm * 255.0 - 128.0;\n\n\t\tlet fy = (L_star + 16.0) / 116.0;\n\t\tlet fx = fy + a_star / 500.0;\n\t\tlet fz = fy - b_star / 200.0;\n\n\t\tlet x = inv_lab_f(fx);\n\t\tlet y = inv_lab_f(fy);\n\t\tlet z = inv_lab_f(fz);\n\n\t\tlet X = x * 0.95047;\n\t\tlet Y = y * 1.00000;\n\t\tlet Z = z * 1.08883;\n\n\t\tlet lr = 3.2404542 * X - 1.5371385 * Y - 0.4985314 * Z;\n\t\tlet lg = -0.9692660 * X + 1.8760108 * Y + 0.0415560 * Z;\n\t\tlet lb = 0.0556434 * X - 0.2040259 * Y + 1.0572252 * Z;\n\n\t\treturn vec4<f32>(lin2srgb(lr), lin2srgb(lg), lin2srgb(lb), clamp(v4, 0.0, 1.0));\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(4);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\t\ttextureLayout: texturesLayout(device, 4),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getPipeline(device, format) {\n\tconst resources = getDeviceLayouts(device);\n\tconst key = `merger_${format}`;\n\tlet pipeline = resources.pipelineCache.get(key);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"ChannelMergerShader\",\n\t\t\tcode: WGSL_CHANNEL_MERGER\n\t\t});\n\t\tconst layout = device.createPipelineLayout({ bindGroupLayouts: [resources.uniformLayout, resources.textureLayout] });\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: \"ChannelMergerPipeline\",\n\t\t\tlayout,\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tresources.pipelineCache.set(key, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tresources\n\t};\n}\nconst ChannelMergerWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ChannelMerger\" || !op) return;\n\tconst ch1Media = op.channel1Media ?? props.virtualMedia.children?.[0];\n\tconst ch2Media = op.channel2Media;\n\tconst ch3Media = op.channel3Media;\n\tconst ch4Media = op.channel4Media;\n\tif (!ch1Media || !ch2Media || !ch3Media) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tex1, view: view1 } = await drawChildToTexture(args, ch1Media, { props: {\n\t\t...props,\n\t\tvirtualMedia: ch1Media,\n\t\trenderId: `${props.renderId}-ch1`\n\t} });\n\targs.pass.end();\n\tconst { texture: tex2, view: view2 } = await drawChildToTexture(args, ch2Media, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch2Media,\n\t\t\trenderId: `${props.renderId}-ch2`,\n\t\t\texcludeTextures: [...props.excludeTextures || [], tex1]\n\t\t},\n\t\texclude: [tex1]\n\t});\n\targs.pass.end();\n\tconst { texture: tex3, view: view3 } = await drawChildToTexture(args, ch3Media, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch3Media,\n\t\t\trenderId: `${props.renderId}-ch3`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttex1,\n\t\t\t\ttex2\n\t\t\t]\n\t\t},\n\t\texclude: [tex1, tex2]\n\t});\n\targs.pass.end();\n\tconst tex4 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t...props.excludeTextures || [],\n\t\ttargetTexture,\n\t\ttex1,\n\t\ttex2,\n\t\ttex3\n\t]);\n\tconst view4 = tex4.createView();\n\tctx.renderer.beginFrame(encoder, view4, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tconst hasCh4 = ch4Media ? 1 : 0;\n\tif (ch4Media) {\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(ch4Media, {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch4Media,\n\t\t\trenderId: `${props.renderId}-ch4`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttex1,\n\t\t\t\ttex2,\n\t\t\t\ttex3,\n\t\t\t\ttex4\n\t\t\t]\n\t\t}, view4, tex4, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t}\n\tconst colorSpace = op.colorSpace ?? \"RGBA\";\n\tconst defaultCh4 = op.defaultChannel4 ?? 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1
+ {"version":3,"file":"renderer-DK9etIAz.mjs","names":[],"sources":["../../../nodes/node-channel-merger/dist/renderers-CFuJvvvy.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, beginTargetPass, drawChildToTexture, fragmentBindGroupLayout, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLOR_SPACE_MAP = {\n\tRGBA: 0,\n\tHSLA: 1,\n\tCMYK: 2,\n\tLAB: 3\n};\nconst WGSL_CHANNEL_MERGER = `\nstruct MergerUniforms {\n\tcolorSpace : f32, // 0=RGBA, 1=HSLA, 2=CMYK, 3=LAB\n\thasCh4 : f32, // 0 or 1\n\tdefaultCh4 : f32, // fallback value (1.0 for alpha, 0.0 for CMYK black)\n\t_pad0 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : MergerUniforms;\n@group(1) @binding(0) var tex1 : texture_2d<f32>;\n@group(1) @binding(1) var tex2 : texture_2d<f32>;\n@group(1) @binding(2) var tex3 : texture_2d<f32>;\n@group(1) @binding(3) var tex4 : texture_2d<f32>;\n@group(1) @binding(4) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn hue2rgb(p: f32, q: f32, t_in: f32) -> f32 {\n\tvar t = t_in;\n\tif (t < 0.0) { t = t + 1.0; }\n\tif (t > 1.0) { t = t - 1.0; }\n\tif (t < 1.0 / 6.0) { return p + (q - p) * 6.0 * t; }\n\tif (t < 1.0 / 2.0) { return q; }\n\tif (t < 2.0 / 3.0) { return p + (q - p) * (2.0 / 3.0 - t) * 6.0; }\n\treturn p;\n}\n\nfn hsl2rgb(h: f32, s: f32, l: f32) -> vec3<f32> {\n\tif (s <= 0.00001) {\n\t\treturn vec3<f32>(l, l, l);\n\t}\n\tlet q = select(l + s - l * s, l * (1.0 + s), l < 0.5);\n\tlet p = 2.0 * l - q;\n\tlet r = hue2rgb(p, q, h + 1.0 / 3.0);\n\tlet g = hue2rgb(p, q, h);\n\tlet b = hue2rgb(p, q, h - 1.0 / 3.0);\n\treturn vec3<f32>(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0));\n}\n\nfn inv_lab_f(t: f32) -> f32 {\n\tlet t3 = t * t * t;\n\treturn select((t - 16.0 / 116.0) / 7.787, t3, t3 > 0.008856);\n}\n\nfn lin2srgb(v: f32) -> f32 {\n\tlet c = clamp(v, 0.0, 1.0);\n\treturn select(c * 12.92, 1.055 * pow(c, 1.0 / 2.4) - 0.055, c > 0.0031308);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet c1 = textureSample(tex1, samp, in.uv);\n\tlet c2 = textureSample(tex2, samp, in.uv);\n\tlet c3 = textureSample(tex3, samp, in.uv);\n\tlet c4 = textureSample(tex4, samp, in.uv);\n\n\tlet v1 = c1.r;\n\tlet v2 = c2.r;\n\tlet v3 = c3.r;\n\tlet v4 = select(u.defaultCh4, c4.r, u.hasCh4 > 0.5);\n\n\tlet cs = u32(u.colorSpace + 0.5);\n\n\tif (cs == 0u) { // RGBA\n\t\treturn vec4<f32>(clamp(v1, 0.0, 1.0), clamp(v2, 0.0, 1.0), clamp(v3, 0.0, 1.0), clamp(v4, 0.0, 1.0));\n\t} else if (cs == 1u) { // HSLA\n\t\tlet rgb = hsl2rgb(fract(v1), clamp(v2, 0.0, 1.0), clamp(v3, 0.0, 1.0));\n\t\treturn vec4<f32>(rgb, clamp(v4, 0.0, 1.0));\n\t} else if (cs == 2u) { // CMYK\n\t\tlet C = clamp(v1, 0.0, 1.0);\n\t\tlet M = clamp(v2, 0.0, 1.0);\n\t\tlet Y = clamp(v3, 0.0, 1.0);\n\t\tlet K = clamp(v4, 0.0, 1.0);\n\t\tlet r = (1.0 - C) * (1.0 - K);\n\t\tlet g = (1.0 - M) * (1.0 - K);\n\t\tlet b = (1.0 - Y) * (1.0 - K);\n\t\treturn vec4<f32>(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0), 1.0);\n\t} else { // LAB\n\t\tlet L_norm = clamp(v1, 0.0, 1.0);\n\t\tlet a_norm = clamp(v2, 0.0, 1.0);\n\t\tlet b_norm = clamp(v3, 0.0, 1.0);\n\n\t\tlet L_star = L_norm * 100.0;\n\t\tlet a_star = a_norm * 255.0 - 128.0;\n\t\tlet b_star = b_norm * 255.0 - 128.0;\n\n\t\tlet fy = (L_star + 16.0) / 116.0;\n\t\tlet fx = fy + a_star / 500.0;\n\t\tlet fz = fy - b_star / 200.0;\n\n\t\tlet x = inv_lab_f(fx);\n\t\tlet y = inv_lab_f(fy);\n\t\tlet z = inv_lab_f(fz);\n\n\t\tlet X = x * 0.95047;\n\t\tlet Y = y * 1.00000;\n\t\tlet Z = z * 1.08883;\n\n\t\tlet lr = 3.2404542 * X - 1.5371385 * Y - 0.4985314 * Z;\n\t\tlet lg = -0.9692660 * X + 1.8760108 * Y + 0.0415560 * Z;\n\t\tlet lb = 0.0556434 * X - 0.2040259 * Y + 1.0572252 * Z;\n\n\t\treturn vec4<f32>(lin2srgb(lr), lin2srgb(lg), lin2srgb(lb), clamp(v4, 0.0, 1.0));\n\t}\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(4);\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tres = {\n\t\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\t\ttextureLayout: texturesLayout(device, 4),\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getPipeline(device, format) {\n\tconst resources = getDeviceLayouts(device);\n\tconst key = `merger_${format}`;\n\tlet pipeline = resources.pipelineCache.get(key);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"ChannelMergerShader\",\n\t\t\tcode: WGSL_CHANNEL_MERGER\n\t\t});\n\t\tconst layout = device.createPipelineLayout({ bindGroupLayouts: [resources.uniformLayout, resources.textureLayout] });\n\t\tpipeline = device.createRenderPipeline({\n\t\t\tlabel: \"ChannelMergerPipeline\",\n\t\t\tlayout,\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t});\n\t\tresources.pipelineCache.set(key, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tresources\n\t};\n}\nconst ChannelMergerWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ChannelMerger\" || !op) return;\n\tconst ch1Media = op.channel1Media ?? props.virtualMedia.children?.[0];\n\tconst ch2Media = op.channel2Media;\n\tconst ch3Media = op.channel3Media;\n\tconst ch4Media = op.channel4Media;\n\tif (!ch1Media || !ch2Media || !ch3Media) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tex1, view: view1 } = await drawChildToTexture(args, ch1Media, { props: {\n\t\t...props,\n\t\tvirtualMedia: ch1Media,\n\t\trenderId: `${props.renderId}-ch1`\n\t} });\n\targs.pass.end();\n\tconst { texture: tex2, view: view2 } = await drawChildToTexture(args, ch2Media, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch2Media,\n\t\t\trenderId: `${props.renderId}-ch2`,\n\t\t\texcludeTextures: [...props.excludeTextures || [], tex1]\n\t\t},\n\t\texclude: [tex1]\n\t});\n\targs.pass.end();\n\tconst { texture: tex3, view: view3 } = await drawChildToTexture(args, ch3Media, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch3Media,\n\t\t\trenderId: `${props.renderId}-ch3`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttex1,\n\t\t\t\ttex2\n\t\t\t]\n\t\t},\n\t\texclude: [tex1, tex2]\n\t});\n\targs.pass.end();\n\tconst tex4 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\t...props.excludeTextures || [],\n\t\ttargetTexture,\n\t\ttex1,\n\t\ttex2,\n\t\ttex3\n\t]);\n\tconst view4 = tex4.createView();\n\tctx.renderer.beginFrame(encoder, view4, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\").end();\n\tconst hasCh4 = ch4Media ? 1 : 0;\n\tif (ch4Media) {\n\t\tctx.renderer.pushScissor({\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\tctx.renderer.pushIdentity();\n\t\tawait drawChild(ch4Media, {\n\t\t\t...props,\n\t\t\tvirtualMedia: ch4Media,\n\t\t\trenderId: `${props.renderId}-ch4`,\n\t\t\texcludeTextures: [\n\t\t\t\t...props.excludeTextures || [],\n\t\t\t\ttex1,\n\t\t\t\ttex2,\n\t\t\t\ttex3,\n\t\t\t\ttex4\n\t\t\t]\n\t\t}, view4, tex4, width, height);\n\t\tctx.renderer.popTransform();\n\t\tctx.renderer.popScissor();\n\t\targs.pass.end();\n\t}\n\tconst colorSpace = op.colorSpace ?? \"RGBA\";\n\tconst defaultCh4 = op.defaultChannel4 ?? (colorSpace === \"CMYK\" ? 0 : 1);\n\tuniformData[0] = COLOR_SPACE_MAP[colorSpace] ?? 0;\n\tuniformData[1] = hasCh4;\n\tuniformData[2] = defaultCh4;\n\tuniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst { pipeline, resources } = getPipeline(ctx.device, targetTexture.format);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: resources.uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst textureBindGroup = ctx.device.createBindGroup({\n\t\tlayout: resources.textureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: view1\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: view2\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: view3\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: view4\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tconst finalPass = beginTargetPass(args);\n\tfinalPass.setPipeline(pipeline);\n\tfinalPass.setBindGroup(0, uniformBindGroup);\n\tfinalPass.setBindGroup(1, textureBindGroup);\n\tfinalPass.draw(4, 1, 0, 0);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ChannelMergerWebGPURenderer });\n\n//#endregion\nexport { ChannelMergerWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-CFuJvvvy.mjs.map"],"mappings":";;;;;;AAIA,MAAM,kBAAkB;CACvB,MAAM;CACN,MAAM;CACN,MAAM;CACN,KAAK;CACL;AACD,MAAM,sBAAsB;;;;;;;;;;;;;;EAc1B,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0FvB,MAAM,sCAAsC,IAAI,SAAS;AACzD,MAAM,cAAc,IAAI,aAAa,EAAE;AACvC,SAAS,iBAAiB,QAAQ;CACjC,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,IAAK,QAAO;AAChB,OAAM;EACL,eAAe,wBAAwB,QAAQ,CAAC,UAAU,CAAC;EAC3D,eAAe,eAAe,QAAQ,EAAE;EACxC,+BAA+B,IAAI,KAAK;EACxC;AACD,qBAAoB,IAAI,QAAQ,IAAI;AACpC,QAAO;;AAER,SAAS,YAAY,QAAQ,QAAQ;CACpC,MAAM,YAAY,iBAAiB,OAAO;CAC1C,MAAM,MAAM,UAAU;CACtB,IAAI,WAAW,UAAU,cAAc,IAAI,IAAI;AAC/C,KAAI,CAAC,UAAU;EACd,MAAM,SAAS,OAAO,mBAAmB;GACxC,OAAO;GACP,MAAM;GACN,CAAC;EACF,MAAM,SAAS,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,UAAU,eAAe,UAAU,cAAc,EAAE,CAAC;AACpH,aAAW,OAAO,qBAAqB;GACtC,OAAO;GACP;GACA,QAAQ;IACP;IACA,YAAY;IACZ;GACD,UAAU;IACT;IACA,YAAY;IACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;IACrB;GACD,WAAW,EAAE,UAAU,kBAAkB;GACzC,CAAC;AACF,YAAU,cAAc,IAAI,KAAK,SAAS;;AAE3C,QAAO;EACN;EACA;EACA;;AAEF,MAAM,8BAA8B,OAAO,SAAS;CACnD,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,OAAO,cAAc;CAC3F,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,mBAAmB,CAAC,GAAI;CACvC,MAAM,WAAW,GAAG,iBAAiB,MAAM,aAAa,WAAW;CACnE,MAAM,WAAW,GAAG;CACpB,MAAM,WAAW,GAAG;CACpB,MAAM,WAAW,GAAG;AACpB,KAAI,CAAC,YAAY,CAAC,YAAY,CAAC,SAAU;AACzC,MAAK,KAAK;CACV,MAAM,QAAQ;CACd,MAAM,SAAS;CACf,MAAM,EAAE,SAAS,MAAM,MAAM,UAAU,MAAM,mBAAmB,MAAM,UAAU,EAAE,OAAO;EACxF,GAAG;EACH,cAAc;EACd,UAAU,GAAG,MAAM,SAAS;EAC5B,EAAE,CAAC;AACJ,MAAK,KAAK,KAAK;CACf,MAAM,EAAE,SAAS,MAAM,MAAM,UAAU,MAAM,mBAAmB,MAAM,UAAU;EAC/E,OAAO;GACN,GAAG;GACH,cAAc;GACd,UAAU,GAAG,MAAM,SAAS;GAC5B,iBAAiB,CAAC,GAAG,MAAM,mBAAmB,EAAE,EAAE,KAAK;GACvD;EACD,SAAS,CAAC,KAAK;EACf,CAAC;AACF,MAAK,KAAK,KAAK;CACf,MAAM,EAAE,SAAS,MAAM,MAAM,UAAU,MAAM,mBAAmB,MAAM,UAAU;EAC/E,OAAO;GACN,GAAG;GACH,cAAc;GACd,UAAU,GAAG,MAAM,SAAS;GAC5B,iBAAiB;IAChB,GAAG,MAAM,mBAAmB,EAAE;IAC9B;IACA;IACA;GACD;EACD,SAAS,CAAC,MAAM,KAAK;EACrB,CAAC;AACF,MAAK,KAAK,KAAK;CACf,MAAM,OAAO,IAAI,SAAS,oBAAoB,OAAO,QAAQ;EAC5D,GAAG,MAAM,mBAAmB,EAAE;EAC9B;EACA;EACA;EACA;EACA,CAAC;CACF,MAAM,QAAQ,KAAK,YAAY;AAC/B,KAAI,SAAS,WAAW,SAAS,OAAO;EACvC,GAAG;EACH,GAAG;EACH,GAAG;EACH,GAAG;EACH,EAAE,OAAO,QAAQ,QAAQ,CAAC,KAAK;CAChC,MAAM,SAAS,WAAW,IAAI;AAC9B,KAAI,UAAU;AACb,MAAI,SAAS,YAAY;GACxB,GAAG;GACH,GAAG;GACH;GACA;GACA,CAAC;AACF,MAAI,SAAS,cAAc;AAC3B,QAAM,UAAU,UAAU;GACzB,GAAG;GACH,cAAc;GACd,UAAU,GAAG,MAAM,SAAS;GAC5B,iBAAiB;IAChB,GAAG,MAAM,mBAAmB,EAAE;IAC9B;IACA;IACA;IACA;IACA;GACD,EAAE,OAAO,MAAM,OAAO,OAAO;AAC9B,MAAI,SAAS,cAAc;AAC3B,MAAI,SAAS,YAAY;AACzB,OAAK,KAAK,KAAK;;CAEhB,MAAM,aAAa,GAAG,cAAc;CACpC,MAAM,aAAa,GAAG,oBAAoB,eAAe,SAAS,IAAI;AACtE,aAAY,KAAK,gBAAgB,eAAe;AAChD,aAAY,KAAK;AACjB,aAAY,KAAK;AACjB,aAAY,KAAK;CACjB,MAAM,gBAAgB,IAAI,SAAS,mBAAmB,YAAY;CAClE,MAAM,EAAE,UAAU,cAAc,YAAY,IAAI,QAAQ,cAAc,OAAO;CAC7E,MAAM,mBAAmB,IAAI,OAAO,gBAAgB;EACnD,QAAQ,UAAU;EAClB,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ,eAAe;GACnC,CAAC;EACF,CAAC;CACF,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,mBAAmB,IAAI,OAAO,gBAAgB;EACnD,QAAQ,UAAU;EAClB,SAAS;GACR;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;EACD,CAAC;CACF,MAAM,YAAY,gBAAgB,KAAK;AACvC,WAAU,YAAY,SAAS;AAC/B,WAAU,aAAa,GAAG,iBAAiB;AAC3C,WAAU,aAAa,GAAG,iBAAiB;AAC3C,WAAU,KAAK,GAAG,GAAG,GAAG,EAAE;;AAK3B,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,6BAA6B,CAAC"}
@@ -0,0 +1,5 @@
1
+ import "./chunk-GBe2k3y8.mjs";
2
+ import "./dist-hmWTJPik.mjs";
3
+ import { t as renderers_default } from "./renderer-f7A01ArI.mjs";
4
+
5
+ export { renderers_default as default };
@@ -0,0 +1,5 @@
1
+ import "./chunk-GBe2k3y8.mjs";
2
+ import "./dist-hmWTJPik.mjs";
3
+ import { t as renderers_default } from "./renderer-DXSIstnn.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,6 +1,6 @@
1
1
  import "./chunk-GBe2k3y8.mjs";
2
2
  import { n as defineRenderer } from "./renderer-BSitV56h.mjs";
3
- import { O as drawSvgNode } from "./dist-CspOG4V1.mjs";
3
+ import { O as drawSvgNode } from "./dist-hmWTJPik.mjs";
4
4
 
5
5
  //#region ../../nodes/node-shape-generator/dist/renderers-CpnJ1Qiz.mjs
6
6
  /**
@@ -238,4 +238,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: ShapeGeneratorWebGPURen
238
238
 
239
239
  //#endregion
240
240
  export { ShapeGeneratorWebGPURenderer, renderers_default as default };
241
- //# sourceMappingURL=renderer-BkWd4-YO.mjs.map
241
+ //# sourceMappingURL=renderer-DOvzHN60.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-BkWd4-YO.mjs","names":[],"sources":["../../../nodes/node-shape-generator/dist/renderers-CpnJ1Qiz.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { drawSvgNode } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/geometry.ts\n/**\n* Scale corner radii proportionally if their sum exceeds the box dimensions (W3C CSS standard).\n*/\nfunction normalizeCornerRadii(w, h, rTL, rTR, rBR, rBL) {\n\tconst topSum = rTL + rTR;\n\tconst bottomSum = rBL + rBR;\n\tconst leftSum = rTL + rBL;\n\tconst rightSum = rTR + rBR;\n\tlet scale = 1;\n\tif (topSum > w && topSum > 0) scale = Math.min(scale, w / topSum);\n\tif (bottomSum > w && bottomSum > 0) scale = Math.min(scale, w / bottomSum);\n\tif (leftSum > h && leftSum > 0) scale = Math.min(scale, h / leftSum);\n\tif (rightSum > h && rightSum > 0) scale = Math.min(scale, h / rightSum);\n\treturn [\n\t\tMath.max(0, rTL * scale),\n\t\tMath.max(0, rTR * scale),\n\t\tMath.max(0, rBR * scale),\n\t\tMath.max(0, rBL * scale)\n\t];\n}\n/**\n* Generates an SVG path string for a rounded rectangle with 4 independent corner radii.\n*/\nfunction buildRectanglePath(w, h, rTL, rTR, rBR, rBL, strokeWidth = 0) {\n\tconst inset = strokeWidth > 0 ? strokeWidth / 2 : 0;\n\tconst x = inset;\n\tconst y = inset;\n\tconst boxW = Math.max(.1, w - strokeWidth);\n\tconst boxH = Math.max(.1, h - strokeWidth);\n\tconst [rtl, rtr, rbr, rbl] = normalizeCornerRadii(boxW, boxH, rTL, rTR, rBR, rBL);\n\treturn [\n\t\t`M ${x + rtl} ${y}`,\n\t\t`L ${x + boxW - rtr} ${y}`,\n\t\trtr > 0 ? `A ${rtr} ${rtr} 0 0 1 ${x + boxW} ${y + rtr}` : \"\",\n\t\t`L ${x + boxW} ${y + boxH - rbr}`,\n\t\trbr > 0 ? `A ${rbr} ${rbr} 0 0 1 ${x + boxW - rbr} ${y + boxH}` : \"\",\n\t\t`L ${x + rbl} ${y + boxH}`,\n\t\trbl > 0 ? `A ${rbl} ${rbl} 0 0 1 ${x} ${y + boxH - rbl}` : \"\",\n\t\t`L ${x} ${y + rtl}`,\n\t\trtl > 0 ? `A ${rtl} ${rtl} 0 0 1 ${x + rtl} ${y}` : \"\",\n\t\t\"Z\"\n\t].filter(Boolean).join(\" \");\n}\n/**\n* Generates an SVG path string for an ellipse/circle.\n*/\nfunction buildEllipsePath(w, h, strokeWidth = 0) {\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst rx = Math.max(.1, (w - strokeWidth) / 2);\n\tconst ry = Math.max(.1, (h - strokeWidth) / 2);\n\treturn `M ${cx - rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx + rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx - rx} ${cy} Z`;\n}\n/**\n* Generates an SVG path string for a regular polygon with N sides.\n*/\nfunction buildPolygonPath(w, h, sides, strokeWidth = 0) {\n\tconst n = Math.max(3, Math.min(64, Math.floor(sides)));\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst radius = Math.max(.1, Math.min(w - strokeWidth, h - strokeWidth) / 2);\n\tconst points = [];\n\tconst angleStep = 2 * Math.PI / n;\n\tconst startAngle = -Math.PI / 2;\n\tfor (let i = 0; i < n; i++) {\n\t\tconst angle = startAngle + i * angleStep;\n\t\tpoints.push({\n\t\t\tx: cx + radius * Math.cos(angle),\n\t\t\ty: cy + radius * Math.sin(angle)\n\t\t});\n\t}\n\treturn points.map((p, i) => `${i === 0 ? \"M\" : \"L\"} ${p.x.toFixed(3)} ${p.y.toFixed(3)}`).join(\" \") + \" Z\";\n}\n/**\n* Generates an SVG path string for a star with N spikes and configurable inner radius ratio.\n*/\nfunction buildStarPath(w, h, pointsCount, innerRadiusRatio, strokeWidth = 0) {\n\tconst n = Math.max(3, Math.min(64, Math.floor(pointsCount)));\n\tconst ratio = Math.max(.01, Math.min(.99, innerRadiusRatio));\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst outerRadius = Math.max(.1, Math.min(w - strokeWidth, h - strokeWidth) / 2);\n\tconst innerRadius = outerRadius * ratio;\n\tconst points = [];\n\tconst totalVertices = n * 2;\n\tconst angleStep = Math.PI / n;\n\tconst startAngle = -Math.PI / 2;\n\tfor (let i = 0; i < totalVertices; i++) {\n\t\tconst r = i % 2 === 0 ? outerRadius : innerRadius;\n\t\tconst angle = startAngle + i * angleStep;\n\t\tpoints.push({\n\t\t\tx: cx + r * Math.cos(angle),\n\t\t\ty: cy + r * Math.sin(angle)\n\t\t});\n\t}\n\treturn points.map((p, i) => `${i === 0 ? \"M\" : \"L\"} ${p.x.toFixed(3)} ${p.y.toFixed(3)}`).join(\" \") + \" Z\";\n}\n/**\n* Generates an SVG path string for a parametric arrow pointing right.\n*/\nfunction buildArrowPath(w, h, headWidth, headLength, shaftWidth, strokeWidth = 0) {\n\tconst inset = strokeWidth > 0 ? strokeWidth / 2 : 0;\n\tconst boxW = Math.max(1, w - strokeWidth);\n\tconst boxH = Math.max(1, h - strokeWidth);\n\tconst cy = h / 2;\n\tconst hw = Math.min(boxH, Math.max(4, headWidth));\n\tconst hl = Math.min(boxW * .9, Math.max(4, headLength));\n\tconst sw = Math.min(hw * .95, Math.max(2, shaftWidth));\n\tconst leftX = inset;\n\tconst rightX = inset + boxW;\n\tconst headBaseX = rightX - hl;\n\tconst topShaftY = cy - sw / 2;\n\tconst bottomShaftY = cy + sw / 2;\n\tconst topHeadY = cy - hw / 2;\n\tconst bottomHeadY = cy + hw / 2;\n\treturn [\n\t\t`M ${leftX.toFixed(2)} ${topShaftY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${topShaftY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${topHeadY.toFixed(2)}`,\n\t\t`L ${rightX.toFixed(2)} ${cy.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomHeadY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t`L ${leftX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t\"Z\"\n\t].join(\" \");\n}\n/**\n* Calculates linear gradient coordinate vector from an angle in degrees.\n*/\nfunction calculateLinearGradientCoords(angleDeg = 0) {\n\tconst rad = angleDeg * Math.PI / 180;\n\tconst cos = Math.cos(rad);\n\tconst sin = Math.sin(rad);\n\tconst x1 = ((.5 - cos * .5) * 100).toFixed(2);\n\tconst y1 = ((.5 - sin * .5) * 100).toFixed(2);\n\tconst x2 = ((.5 + cos * .5) * 100).toFixed(2);\n\tconst y2 = ((.5 + sin * .5) * 100).toFixed(2);\n\treturn {\n\t\tx1: `${x1}%`,\n\t\ty1: `${y1}%`,\n\t\tx2: `${x2}%`,\n\t\ty2: `${y2}%`\n\t};\n}\n/**\n* Builds the complete shape geometry path for any ShapeGenerator config.\n*/\nfunction generateShapePath(config) {\n\tconst width = Math.max(1, config.width ?? 500);\n\tconst height = Math.max(1, config.height ?? 500);\n\tconst strokeWidth = config.strokeWidth ?? 0;\n\tswitch (config.shapeType) {\n\t\tcase \"Rectangle\": return buildRectanglePath(width, height, config.radiusTL ?? 0, config.radiusTR ?? 0, config.radiusBR ?? 0, config.radiusBL ?? 0, strokeWidth);\n\t\tcase \"Ellipse\": return buildEllipsePath(width, height, strokeWidth);\n\t\tcase \"Polygon\": return buildPolygonPath(width, height, config.polygonSides ?? 5, strokeWidth);\n\t\tcase \"Star\": return buildStarPath(width, height, config.starPoints ?? 5, config.starInnerRadius ?? .5, strokeWidth);\n\t\tcase \"Arrow\": return buildArrowPath(width, height, config.arrowHeadWidth ?? 40, config.arrowHeadLength ?? 40, config.arrowShaftWidth ?? 20, strokeWidth);\n\t\tcase \"CustomPath\": return config.customPath?.trim() || buildRectanglePath(width, height, 0, 0, 0, 0, strokeWidth);\n\t\tdefault: return buildRectanglePath(width, height, 0, 0, 0, 0, strokeWidth);\n\t}\n}\n\n//#endregion\n//#region src/shared/svg-generator.ts\n/**\n* Generates an SVG string representation of the parametric shape configuration.\n*/\nfunction generateShapeSvg(config) {\n\tconst width = Math.max(1, config.width ?? 500);\n\tconst height = Math.max(1, config.height ?? 500);\n\tconst pathD = generateShapePath(config);\n\tconst fillType = config.fillType ?? \"solid\";\n\tconst fillColor = config.fillColor ?? \"#3b82f6\";\n\tconst gradientEndColor = config.gradientEndColor ?? \"#1d4ed8\";\n\tconst gradientAngle = config.gradientAngle ?? 0;\n\tconst strokeColor = config.strokeColor ?? \"#ffffff\";\n\tconst strokeWidth = Math.max(0, config.strokeWidth ?? 0);\n\tconst strokeDashArray = config.strokeDashArray?.trim();\n\tconst strokeLineCap = config.strokeLineCap ?? \"round\";\n\tconst strokeLineJoin = config.strokeLineJoin ?? \"round\";\n\tconst strokeDashOffset = config.strokeDashOffset ?? 0;\n\tconst rotation = config.rotation ?? 0;\n\tconst opacity = 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stop-color=\"${gradientEndColor}\"/></radialGradient></defs>`;\n\t\tfillAttr = `url(#${gradId})`;\n\t}\n\tconst strokeAttrs = strokeWidth > 0 ? `stroke=\"${strokeColor}\" stroke-width=\"${strokeWidth}\" stroke-linecap=\"${strokeLineCap}\" stroke-linejoin=\"${strokeLineJoin}\" ${strokeDashArray ? `stroke-dasharray=\"${strokeDashArray}\"` : \"\"} ${strokeDashOffset ? `stroke-dashoffset=\"${strokeDashOffset}\"` : \"\"}` : \"stroke=\\\"none\\\"\";\n\tconst cx = width / 2;\n\tconst cy = height / 2;\n\tconst transformParts = [];\n\tif (rotation !== 0) transformParts.push(`rotate(${rotation} ${cx} ${cy})`);\n\tif (customPathScale !== 1) transformParts.push(`scale(${customPathScale})`);\n\tconst transformAttr = transformParts.length > 0 ? `transform=\"${transformParts.join(\" \")}\"` : \"\";\n\tconst opacityAttr = opacity < 1 ? `opacity=\"${opacity}\"` : \"\";\n\treturn `<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 ${width} ${height}\" width=\"${width}\" height=\"${height}\">${defs}<g ${transformAttr} ${opacityAttr}><path d=\"${pathD}\" fill=\"${fillAttr}\" ${strokeAttrs} /></g></svg>`;\n}\n/**\n* Encodes the SVG into a base64 data URL for robust cross-environment rendering.\n*/\nfunction generateShapeSvgDataUrl(config) {\n\tconst svgString = generateShapeSvg(config);\n\tif (typeof Buffer !== \"undefined\") return `data:image/svg+xml;base64,${Buffer.from(svgString).toString(\"base64\")}`;\n\treturn `data:image/svg+xml;base64,${btoa(unescape(encodeURIComponent(svgString)))}`;\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst ShapeGeneratorWebGPURenderer = async (args) => {\n\tconst { ctx, pass, props, targetWidth, targetHeight } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (!op || op.op !== \"ShapeGenerator\" && op.op !== \"source\") return;\n\tconst svgDataUrl = generateShapeSvgDataUrl(op);\n\tconst width = targetWidth > 0 ? targetWidth : op.width ?? 500;\n\tconst height = targetHeight > 0 ? 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scale),\n\t\tMath.max(0, rBR * scale),\n\t\tMath.max(0, rBL * scale)\n\t];\n}\n/**\n* Generates an SVG path string for a rounded rectangle with 4 independent corner radii.\n*/\nfunction buildRectanglePath(w, h, rTL, rTR, rBR, rBL, strokeWidth = 0) {\n\tconst inset = strokeWidth > 0 ? strokeWidth / 2 : 0;\n\tconst x = inset;\n\tconst y = inset;\n\tconst boxW = Math.max(.1, w - strokeWidth);\n\tconst boxH = Math.max(.1, h - strokeWidth);\n\tconst [rtl, rtr, rbr, rbl] = normalizeCornerRadii(boxW, boxH, rTL, rTR, rBR, rBL);\n\treturn [\n\t\t`M ${x + rtl} ${y}`,\n\t\t`L ${x + boxW - rtr} ${y}`,\n\t\trtr > 0 ? `A ${rtr} ${rtr} 0 0 1 ${x + boxW} ${y + rtr}` : \"\",\n\t\t`L ${x + boxW} ${y + boxH - rbr}`,\n\t\trbr > 0 ? `A ${rbr} ${rbr} 0 0 1 ${x + boxW - rbr} ${y + boxH}` : \"\",\n\t\t`L ${x + rbl} ${y + boxH}`,\n\t\trbl > 0 ? `A ${rbl} ${rbl} 0 0 1 ${x} ${y + boxH - rbl}` : \"\",\n\t\t`L ${x} ${y + rtl}`,\n\t\trtl > 0 ? `A ${rtl} ${rtl} 0 0 1 ${x + rtl} ${y}` : \"\",\n\t\t\"Z\"\n\t].filter(Boolean).join(\" \");\n}\n/**\n* Generates an SVG path string for an ellipse/circle.\n*/\nfunction buildEllipsePath(w, h, strokeWidth = 0) {\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst rx = Math.max(.1, (w - strokeWidth) / 2);\n\tconst ry = Math.max(.1, (h - strokeWidth) / 2);\n\treturn `M ${cx - rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx + rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx - rx} ${cy} Z`;\n}\n/**\n* Generates an SVG path string for a regular polygon with N sides.\n*/\nfunction buildPolygonPath(w, h, sides, strokeWidth = 0) {\n\tconst n = Math.max(3, Math.min(64, Math.floor(sides)));\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst radius = Math.max(.1, Math.min(w - strokeWidth, h - strokeWidth) / 2);\n\tconst points = [];\n\tconst angleStep = 2 * Math.PI / n;\n\tconst startAngle = -Math.PI / 2;\n\tfor (let i = 0; i < n; i++) {\n\t\tconst angle = startAngle + i * angleStep;\n\t\tpoints.push({\n\t\t\tx: cx + radius * Math.cos(angle),\n\t\t\ty: cy + radius 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${topShaftY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${topHeadY.toFixed(2)}`,\n\t\t`L ${rightX.toFixed(2)} ${cy.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomHeadY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t`L ${leftX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t\"Z\"\n\t].join(\" \");\n}\n/**\n* Calculates linear gradient coordinate vector from an angle in degrees.\n*/\nfunction calculateLinearGradientCoords(angleDeg = 0) {\n\tconst rad = angleDeg * Math.PI / 180;\n\tconst cos = Math.cos(rad);\n\tconst sin = Math.sin(rad);\n\tconst x1 = ((.5 - cos * .5) * 100).toFixed(2);\n\tconst y1 = ((.5 - sin * .5) * 100).toFixed(2);\n\tconst x2 = ((.5 + cos * .5) * 100).toFixed(2);\n\tconst y2 = ((.5 + sin * .5) * 100).toFixed(2);\n\treturn {\n\t\tx1: `${x1}%`,\n\t\ty1: `${y1}%`,\n\t\tx2: `${x2}%`,\n\t\ty2: `${y2}%`\n\t};\n}\n/**\n* Builds the complete shape geometry path for any ShapeGenerator config.\n*/\nfunction generateShapePath(config) 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@@ -1,7 +1,7 @@
1
1
  import "./chunk-GBe2k3y8.mjs";
2
2
  import { n as defineRenderer } from "./renderer-BSitV56h.mjs";
3
- import "./dist-CspOG4V1.mjs";
4
- import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-DtT5I4ME.mjs";
3
+ import "./dist-hmWTJPik.mjs";
4
+ import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CHIgM_YH.mjs";
5
5
 
6
6
  //#region ../../nodes/node-rgb-split/dist/renderers-BrKktWQX.mjs
7
7
  const OP = "RGBSplit";
@@ -188,4 +188,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: RGBSplitWebGPURenderer
188
188
 
189
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  //#endregion
190
190
  export { RGBSplitWebGPURenderer, renderers_default as default };
191
- //# sourceMappingURL=renderer-B1QREs7J.mjs.map
191
+ //# sourceMappingURL=renderer-DOxmmN6Q.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-B1QREs7J.mjs","names":[],"sources":["../../../nodes/node-rgb-split/dist/renderers-BrKktWQX.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 = \"RGBSplit\";\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 amount = u.v[1].x;\n\tlet angle = u.v[1].y;\n\tlet radial = u.v[1].z;\n\n\tlet R = res();\n\tlet a = radians(angle);\n\tvar d = vec2<f32>(cos(a), sin(a)) * amount / R;\n\tif (radial > 0.5) { d = (in.uv - 0.5) * 2.0 * amount / R; }\n\tlet cr = sampleP(in.uv + d);\n\tlet cg = sampleP(in.uv);\n\tlet cb = sampleP(in.uv - d);\n\treturn vec4<f32>(cr.r, cg.g, cb.b, max(max(cr.a, cg.a), cb.a));\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.amount, 8);\n\tdata[5] = num(raw.angle, 0);\n\tdata[6] = raw.radial === void 0 ? 0 : raw.radial ? 1 : 0;\n}\nconst RGBSplitWebGPURenderer = 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: RGBSplitWebGPURenderer });\n\n//#endregion\nexport { RGBSplitWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-BrKktWQX.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA6DrB;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,QAAQ,EAAE;AAC5B,MAAK,KAAK,IAAI,IAAI,OAAO,EAAE;AAC3B,MAAK,KAAK,IAAI,WAAW,KAAK,IAAI,IAAI,IAAI,SAAS,IAAI;;AAExD,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"}
1
+ {"version":3,"file":"renderer-DOxmmN6Q.mjs","names":[],"sources":["../../../nodes/node-rgb-split/dist/renderers-BrKktWQX.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 = \"RGBSplit\";\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 amount = u.v[1].x;\n\tlet angle = u.v[1].y;\n\tlet radial = u.v[1].z;\n\n\tlet R = res();\n\tlet a = radians(angle);\n\tvar d = vec2<f32>(cos(a), sin(a)) * amount / R;\n\tif (radial > 0.5) { d = (in.uv - 0.5) * 2.0 * amount / R; }\n\tlet cr = sampleP(in.uv + d);\n\tlet cg = sampleP(in.uv);\n\tlet cb = sampleP(in.uv - d);\n\treturn vec4<f32>(cr.r, cg.g, cb.b, max(max(cr.a, cg.a), cb.a));\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.amount, 8);\n\tdata[5] = num(raw.angle, 0);\n\tdata[6] = raw.radial === void 0 ? 0 : raw.radial ? 1 : 0;\n}\nconst RGBSplitWebGPURenderer = 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: RGBSplitWebGPURenderer });\n\n//#endregion\nexport { RGBSplitWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-BrKktWQX.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA6DrB;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,QAAQ,EAAE;AAC5B,MAAK,KAAK,IAAI,IAAI,OAAO,EAAE;AAC3B,MAAK,KAAK,IAAI,WAAW,KAAK,IAAI,IAAI,IAAI,SAAS,IAAI;;AAExD,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"}
@@ -1,6 +1,6 @@
1
1
  import { n as defineRenderer, o as resolveHandleParam } from "./renderer-BSitV56h.mjs";
2
- import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-SB9qfAko.mjs";
3
- 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 } from "./gpu-DtT5I4ME.mjs";
2
+ import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-Bo2_zeCn.mjs";
3
+ 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 } from "./gpu-CHIgM_YH.mjs";
4
4
  import { z } from "zod";
5
5
 
6
6
  //#region ../../nodes/node-high-pass/dist/renderers-DUL8Peaw.mjs
@@ -253,4 +253,4 @@ var renderers_default = defineRenderer({ WebGPURenderer });
253
253
 
254
254
  //#endregion
255
255
  export { renderers_default as t };
256
- //# sourceMappingURL=renderer-V5uEyDFz.mjs.map
256
+ //# sourceMappingURL=renderer-DP_In2uT.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-V5uEyDFz.mjs","names":[],"sources":["../../../nodes/node-high-pass/dist/renderers-DUL8Peaw.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst highPassConfig = configBuilder().field(\"radius\", z.number().min(.1).max(MAX_RADIUS).default(3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius Signal\",\n\tdescription: \"The cutoff radius in pixels. Frequencies smaller than this radius are preserved.\"\n}).field(\"contrastBoost\", z.number().multipleOf(.01).min(1).max(10).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Contrast Boost Signal\",\n\tdescription: \"Multiplier applied to the extracted high-frequency detail delta.\"\n}).field(\"monochrome\", z.boolean().default(true), { description: \"When enabled, high-pass delta is converted to luminance before centering on 50% neutral gray.\" }).build();\nconst HighPassNodeConfigSchema = highPassConfig.schema;\nconst HighPassResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst HIGH_PASS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HIGHPASS_UNIFORMS = `\nstruct HighPassUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tcontrastBoost : f32,\n\n\tmonochrome : f32,\n\thasRadiusSig : f32,\n\thasContrastSig : f32,\n\tisSecondPass : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HighPassUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(1) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(2) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar contrastBoost = u.contrastBoost;\n\tif (u.hasContrastSig > 0.5) {\n\t\tcontrastBoost = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\tif (radius <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn vec4<f32>(vec3<f32>(0.5) * origCol.a, origCol.a);\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet spatial_sigma = radius;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar blurred = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tblurred += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurResult = blurred / max(totalWeight, 1e-5);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// Pass 1: Intermediate horizontal blur\n\t\treturn blurResult;\n\t}\n\n\t// Pass 2: Vertical blur complete -> Calculate High Pass difference against original\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tlet origUnpremult = origCol.rgb / origCol.a;\n\tlet blurUnpremult = blurResult.rgb / max(blurResult.a, 1e-5);\n\tlet diff = origUnpremult - blurUnpremult;\n\n\tvar highPassRgb : vec3<f32>;\n\tif (u.monochrome > 0.5) {\n\t\tlet lumaDiff = dot(diff, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\thighPassRgb = vec3<f32>(0.5) + vec3<f32>(lumaDiff * contrastBoost);\n\t} else {\n\t\thighPassRgb = vec3<f32>(0.5) + diff * contrastBoost;\n\t}\n\n\tlet clampedRgb = clamp(highPassRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(clampedRgb * origCol.a, origCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst highPassUniformData = new Float32Array(8);\nfunction getHighPassResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst highPassUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst singleTextureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 2);\n\tconst res = {\n\t\thighPassUniformLayout,\n\t\tsingleTextureLayout,\n\t\tsignalTextureLayout,\n\t\thighPassPipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_HIGHPASS_UNIFORMS }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\thighPassUniformLayout,\n\t\t\t\tsingleTextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HighPass\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"highpass_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 3), .1, MAX_RADIUS);\n\tconst contrastRes = resolveField(op.contrastBoostHandleId, Number(op.contrastBoost ?? 1), 1, 10);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { highPassPipeline: pipeline, highPassUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHighPassResources(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 radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst createHighPassBindGroup1 = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[2] = radiusRes.val;\n\thighPassUniformData[3] = contrastRes.val;\n\thighPassUniformData[4] = op.monochrome ?? true ? 1 : 0;\n\thighPassUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[6] = contrastRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[7] = 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[0] = 1;\n\thighPassUniformData[1] = 0;\n\thighPassUniformData[7] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tdrawFullscreenPass(encoder, outTex1.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: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateHighPassBindGroup1(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\thighPassUniformData[0] = 0;\n\thighPassUniformData[1] = 1;\n\thighPassUniformData[7] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tdrawFullscreenPass(encoder, outTex2.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: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateHighPassBindGroup1(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 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+ {"version":3,"file":"renderer-DP_In2uT.mjs","names":[],"sources":["../../../nodes/node-high-pass/dist/renderers-DUL8Peaw.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst highPassConfig = configBuilder().field(\"radius\", z.number().min(.1).max(MAX_RADIUS).default(3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius Signal\",\n\tdescription: \"The cutoff radius in pixels. Frequencies smaller than this radius are preserved.\"\n}).field(\"contrastBoost\", z.number().multipleOf(.01).min(1).max(10).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Contrast Boost Signal\",\n\tdescription: \"Multiplier applied to the extracted high-frequency detail delta.\"\n}).field(\"monochrome\", z.boolean().default(true), { description: \"When enabled, high-pass delta is converted to luminance before centering on 50% neutral gray.\" }).build();\nconst HighPassNodeConfigSchema = highPassConfig.schema;\nconst HighPassResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst HIGH_PASS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HIGHPASS_UNIFORMS = `\nstruct HighPassUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tcontrastBoost : f32,\n\n\tmonochrome : f32,\n\thasRadiusSig : f32,\n\thasContrastSig : f32,\n\tisSecondPass : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HighPassUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(1) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(2) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar contrastBoost = u.contrastBoost;\n\tif (u.hasContrastSig > 0.5) {\n\t\tcontrastBoost = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\tif (radius <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn vec4<f32>(vec3<f32>(0.5) * origCol.a, origCol.a);\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet spatial_sigma = radius;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar blurred = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tblurred += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurResult = blurred / max(totalWeight, 1e-5);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// Pass 1: Intermediate horizontal blur\n\t\treturn blurResult;\n\t}\n\n\t// Pass 2: Vertical blur complete -> Calculate High Pass difference against original\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tlet origUnpremult = origCol.rgb / origCol.a;\n\tlet blurUnpremult = blurResult.rgb / max(blurResult.a, 1e-5);\n\tlet diff = origUnpremult - blurUnpremult;\n\n\tvar highPassRgb : vec3<f32>;\n\tif (u.monochrome > 0.5) {\n\t\tlet lumaDiff = dot(diff, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\thighPassRgb = vec3<f32>(0.5) + vec3<f32>(lumaDiff * contrastBoost);\n\t} else {\n\t\thighPassRgb = vec3<f32>(0.5) + diff * contrastBoost;\n\t}\n\n\tlet clampedRgb = clamp(highPassRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(clampedRgb * origCol.a, origCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst highPassUniformData = new Float32Array(8);\nfunction getHighPassResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst highPassUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst singleTextureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 2);\n\tconst res = {\n\t\thighPassUniformLayout,\n\t\tsingleTextureLayout,\n\t\tsignalTextureLayout,\n\t\thighPassPipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_HIGHPASS_UNIFORMS }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\thighPassUniformLayout,\n\t\t\t\tsingleTextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HighPass\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"highpass_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 3), .1, MAX_RADIUS);\n\tconst contrastRes = resolveField(op.contrastBoostHandleId, Number(op.contrastBoost ?? 1), 1, 10);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { highPassPipeline: pipeline, highPassUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHighPassResources(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 radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst createHighPassBindGroup1 = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[2] = radiusRes.val;\n\thighPassUniformData[3] = contrastRes.val;\n\thighPassUniformData[4] = op.monochrome ?? true ? 1 : 0;\n\thighPassUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[6] = contrastRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[7] = 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[0] = 1;\n\thighPassUniformData[1] = 0;\n\thighPassUniformData[7] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tdrawFullscreenPass(encoder, outTex1.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: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateHighPassBindGroup1(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\thighPassUniformData[0] = 0;\n\thighPassUniformData[1] = 1;\n\thighPassUniformData[7] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tdrawFullscreenPass(encoder, outTex2.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: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateHighPassBindGroup1(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 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@@ -0,0 +1,5 @@
1
+ import "./chunk-GBe2k3y8.mjs";
2
+ import "./dist-hmWTJPik.mjs";
3
+ import { t as renderers_default } from "./renderer-C4xvz_Ft.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,6 +1,6 @@
1
1
  import { n as defineRenderer } from "./renderer-BSitV56h.mjs";
2
- import { Nn as signalRegistry } from "./dist-CspOG4V1.mjs";
3
- import { a as createFullscreenPipeline, c as drawTextureToTarget, 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";
2
+ import { Nn as signalRegistry } from "./dist-hmWTJPik.mjs";
3
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, 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-CHIgM_YH.mjs";
4
4
 
5
5
  //#region ../../nodes/node-colorkey/dist/renderers-eo_mW2uK.mjs
6
6
  const COLORKEY_SHADER = `
@@ -279,4 +279,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: ColorKeyWebGPURenderer
279
279
 
280
280
  //#endregion
281
281
  export { renderers_default as t };
282
- //# sourceMappingURL=renderer-ut1GqW89.mjs.map
282
+ //# sourceMappingURL=renderer-DQeUc1yY.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-ut1GqW89.mjs","names":[],"sources":["../../../nodes/node-colorkey/dist/renderers-eo_mW2uK.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLORKEY_SHADER = `\nstruct ColorKeyUniforms {\n\tsimilarity : f32,\n\tsmoothness : f32,\n\tspillSuppression : f32,\n\tcolorSpace : f32, // 0 for YUV, 1 for RGB\n\tspillSuppressionType : f32, // 0 for Desaturate, 1 for Neutralize, 2 for None\n\tkeyR : f32,\n\tkeyG : f32,\n\tkeyB : f32,\n\thasSimilaritySig : f32,\n\thasSmoothnessSig : f32,\n\thasSpillSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorKeyUniforms;\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 similaritySigTex : texture_2d<f32>;\n@group(2) @binding(1) var smoothnessSigTex : texture_2d<f32>;\n@group(2) @binding(2) var spillSigTex : texture_2d<f32>;\n@group(2) @binding(3) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn rgb2yuv(rgb: vec3<f32>) -> vec3<f32> {\n\tlet y = 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b;\n\tlet u = -0.169 * rgb.r - 0.331 * rgb.g + 0.500 * rgb.b;\n\tlet v = 0.500 * rgb.r - 0.419 * rgb.g - 0.081 * rgb.b;\n\treturn vec3<f32>(y, u, v);\n}\n\nfn yuv2rgb(yuv: vec3<f32>) -> vec3<f32> {\n\tlet r = yuv.x + 1.402 * yuv.z;\n\tlet g = yuv.x - 0.344 * yuv.y - 0.714 * yuv.z;\n\tlet b = yuv.x + 1.772 * yuv.y;\n\treturn vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet src_color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (src_color.a < 1e-5) {\n\t\treturn src_color;\n\t}\n\n\t// Unpremultiply alpha for keying and grading\n\tlet unpremult_rgb = src_color.rgb / src_color.a;\n\n\t// Resolve dynamic signals if connected, otherwise use static uniform values\n\tvar similarity = u.similarity;\n\tif (u.hasSimilaritySig > 0.5) {\n\t\tsimilarity = textureSampleLevel(similaritySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar smoothness = u.smoothness;\n\tif (u.hasSmoothnessSig > 0.5) {\n\t\tsmoothness = textureSampleLevel(smoothnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar spillSuppression = u.spillSuppression;\n\tif (u.hasSpillSig > 0.5) {\n\t\tspillSuppression = textureSampleLevel(spillSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet keyColor = vec3<f32>(u.keyR, u.keyG, u.keyB);\n\n\t// 1. Calculate similarity distance\n\tvar dist = 0.0;\n\tif (u.colorSpace < 0.5) {\n\t\t// YUV (Chroma Distance)\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tdist = distance(C_yuv.yz, K_yuv.yz);\n\t} else {\n\t\t// RGB (Exact Distance)\n\t\tdist = distance(unpremult_rgb, keyColor);\n\t}\n\n\t// 2. Calculate transparency mask\n\tvar mask = 0.0;\n\tif (smoothness < 0.0001) {\n\t\tmask = select(0.0, 1.0, dist >= similarity);\n\t} else {\n\t\tmask = smoothstep(similarity, similarity + smoothness, dist);\n\t}\n\n\t// 3. Apply spill suppression\n\tvar final_rgb = unpremult_rgb;\n\tif (u.spillSuppressionType < 2.5) { // 0 for Desaturate, 1 for Neutralize, 2 for None\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tlet K_chroma = K_yuv.yz;\n\t\tlet K_len_sq = dot(K_chroma, K_chroma);\n\n\t\tif (K_len_sq > 1e-6) {\n\t\t\tlet C_chroma = C_yuv.yz;\n\t\t\tlet proj = dot(C_chroma, K_chroma) / K_len_sq;\n\t\t\tif (proj > 0.0) {\n\t\t\t\tlet C_para = proj * K_chroma;\n\t\t\t\tvar C_chroma_suppressed = C_chroma;\n\n\t\t\t\tif (u.spillSuppressionType < 0.5) {\n\t\t\t\t\t// Desaturate\n\t\t\t\t\tC_chroma_suppressed = C_chroma - spillSuppression * C_para;\n\t\t\t\t} else {\n\t\t\t\t\t// Neutralize (completely shift to neutral gray chroma)\n\t\t\t\t\tC_chroma_suppressed = C_chroma - C_para;\n\t\t\t\t}\n\n\t\t\t\tfinal_rgb = yuv2rgb(vec3<f32>(C_yuv.x, C_chroma_suppressed.x, C_chroma_suppressed.y));\n\t\t\t}\n\t\t}\n\t}\n\n\tlet final_alpha = src_color.a * mask;\n\treturn vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * final_alpha, final_alpha);\n}\n`;\nconst colorKeyData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 3),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getColorKeyResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `colorkey_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst colorKeyModule = device.createShaderModule({\n\t\t\tlabel: `colorkey_${format}.wgsl`,\n\t\t\tcode: COLORKEY_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ColorKeyPipeline_${format}`,\n\t\t\tmodule: colorKeyModule,\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\tcolorKeyPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction hexToRgb(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3) h = h.split(\"\").map((c) => c + c).join(\"\");\n\treturn [\n\t\tparseInt(h.substring(0, 2), 16) / 255,\n\t\tparseInt(h.substring(2, 4), 16) / 255,\n\t\tparseInt(h.substring(4, 6), 16) / 255\n\t];\n}\nconst ColorKeyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorKey\" || !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] : \"colorkey_node\";\n\tconst similarityInput = op.similarityHandleId ? op.inputs?.[op.similarityHandleId] : null;\n\tconst hasSimilaritySig = !!(similarityInput?.connectionValid && (similarityInput.outputItem?.type === \"Signal\" || similarityInput.outputItem?.type === \"Numeric\"));\n\tconst similaritySd = hasSimilaritySig && similarityInput?.outputItem?.data ? similarityInput.outputItem.data : null;\n\tlet similarity = .4;\n\tlet hasStaticSimilaritySig = false;\n\tif (!hasSimilaritySig) if (similarityInput?.connectionValid && similarityInput.outputItem?.type === \"Number\") similarity = Math.max(0, Math.min(1, Number(similarityInput.outputItem.data ?? .4)));\n\telse similarity = Math.max(0, Math.min(1, Number(op.similarity ?? .4)));\n\telse if (similaritySd) {\n\t\tsimilarity = Math.max(0, Math.min(1, Number(similaritySd.offset ?? 0)));\n\t\thasStaticSimilaritySig = true;\n\t}\n\tconst smoothnessInput = op.smoothnessHandleId ? op.inputs?.[op.smoothnessHandleId] : null;\n\tconst hasSmoothnessSig = !!(smoothnessInput?.connectionValid && (smoothnessInput.outputItem?.type === \"Signal\" || smoothnessInput.outputItem?.type === \"Numeric\"));\n\tconst smoothnessSd = hasSmoothnessSig && smoothnessInput?.outputItem?.data ? smoothnessInput.outputItem.data : null;\n\tlet smoothness = .1;\n\tlet hasStaticSmoothnessSig = false;\n\tif (!hasSmoothnessSig) if (smoothnessInput?.connectionValid && smoothnessInput.outputItem?.type === \"Number\") smoothness = Math.max(0, Math.min(1, Number(smoothnessInput.outputItem.data ?? .1)));\n\telse smoothness = Math.max(0, Math.min(1, Number(op.smoothness ?? .1)));\n\telse if (smoothnessSd) {\n\t\tsmoothness = Math.max(0, Math.min(1, Number(smoothnessSd.offset ?? 0)));\n\t\thasStaticSmoothnessSig = true;\n\t}\n\tconst spillInput = op.spillSuppressionHandleId ? op.inputs?.[op.spillSuppressionHandleId] : null;\n\tconst hasSpillSig = !!(spillInput?.connectionValid && (spillInput.outputItem?.type === \"Signal\" || spillInput.outputItem?.type === \"Numeric\"));\n\tconst spillSd = hasSpillSig && spillInput?.outputItem?.data ? spillInput.outputItem.data : null;\n\tlet spillSuppression = .2;\n\tlet hasStaticSpillSig = false;\n\tif (!hasSpillSig) if (spillInput?.connectionValid && spillInput.outputItem?.type === \"Number\") spillSuppression = Math.max(0, Math.min(1, Number(spillInput.outputItem.data ?? .2)));\n\telse spillSuppression = Math.max(0, Math.min(1, Number(op.spillSuppression ?? .2)));\n\telse if (spillSd) {\n\t\tspillSuppression = Math.max(0, Math.min(1, Number(spillSd.offset ?? 0)));\n\t\thasStaticSpillSig = true;\n\t}\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { colorKeyPipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getColorKeyResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tlet similarityView;\n\tif (hasStaticSimilaritySig && similaritySd) similarityView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, similaritySd.nodeId ?? `${nodeId}_similarity_sig`, elapsedSeconds, durationSeconds, similaritySd, width, height, props.renderId, frame, fps);\n\telse similarityView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet smoothnessView;\n\tif (hasStaticSmoothnessSig && smoothnessSd) smoothnessView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, smoothnessSd.nodeId ?? `${nodeId}_smoothness_sig`, elapsedSeconds, durationSeconds, smoothnessSd, width, height, props.renderId, frame, fps);\n\telse smoothnessView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet spillView;\n\tif (hasStaticSpillSig && spillSd) spillView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, spillSd.nodeId ?? `${nodeId}_spill_sig`, elapsedSeconds, durationSeconds, spillSd, width, height, props.renderId, frame, fps);\n\telse spillView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tconst [keyR, keyG, keyB] = hexToRgb(op.keyColor ?? \"#00ff00\");\n\tcolorKeyData[0] = similarity;\n\tcolorKeyData[1] = smoothness;\n\tcolorKeyData[2] = spillSuppression;\n\tcolorKeyData[3] = op.colorSpace === \"RGB\" ? 1 : 0;\n\tcolorKeyData[4] = op.spillSuppressionType === \"None\" ? 2 : op.spillSuppressionType === \"Neutralize\" ? 1 : 0;\n\tcolorKeyData[5] = keyR;\n\tcolorKeyData[6] = keyG;\n\tcolorKeyData[7] = keyB;\n\tcolorKeyData[8] = hasStaticSimilaritySig ? 1 : 0;\n\tcolorKeyData[9] = hasStaticSmoothnessSig ? 1 : 0;\n\tcolorKeyData[10] = hasStaticSpillSig ? 1 : 0;\n\tcolorKeyData[11] = 0;\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(colorKeyData);\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: singleBuffer }\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: similarityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: smoothnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: spillView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\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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Calculate similarity distance\n\tvar dist = 0.0;\n\tif (u.colorSpace < 0.5) {\n\t\t// YUV (Chroma Distance)\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tdist = distance(C_yuv.yz, K_yuv.yz);\n\t} else {\n\t\t// RGB (Exact Distance)\n\t\tdist = distance(unpremult_rgb, keyColor);\n\t}\n\n\t// 2. Calculate transparency mask\n\tvar mask = 0.0;\n\tif (smoothness < 0.0001) {\n\t\tmask = select(0.0, 1.0, dist >= similarity);\n\t} else {\n\t\tmask = smoothstep(similarity, similarity + smoothness, dist);\n\t}\n\n\t// 3. 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Object.keys(op.inputs)[0] : \"colorkey_node\";\n\tconst similarityInput = op.similarityHandleId ? op.inputs?.[op.similarityHandleId] : null;\n\tconst hasSimilaritySig = !!(similarityInput?.connectionValid && (similarityInput.outputItem?.type === \"Signal\" || similarityInput.outputItem?.type === \"Numeric\"));\n\tconst similaritySd = hasSimilaritySig && similarityInput?.outputItem?.data ? similarityInput.outputItem.data : null;\n\tlet similarity = .4;\n\tlet hasStaticSimilaritySig = false;\n\tif (!hasSimilaritySig) if (similarityInput?.connectionValid && similarityInput.outputItem?.type === \"Number\") similarity = Math.max(0, Math.min(1, Number(similarityInput.outputItem.data ?? .4)));\n\telse similarity = Math.max(0, Math.min(1, Number(op.similarity ?? .4)));\n\telse if (similaritySd) {\n\t\tsimilarity = Math.max(0, Math.min(1, Number(similaritySd.offset ?? 0)));\n\t\thasStaticSimilaritySig = true;\n\t}\n\tconst smoothnessInput = op.smoothnessHandleId ? op.inputs?.[op.smoothnessHandleId] : null;\n\tconst hasSmoothnessSig = !!(smoothnessInput?.connectionValid && (smoothnessInput.outputItem?.type === \"Signal\" || smoothnessInput.outputItem?.type === \"Numeric\"));\n\tconst smoothnessSd = hasSmoothnessSig && smoothnessInput?.outputItem?.data ? smoothnessInput.outputItem.data : null;\n\tlet smoothness = .1;\n\tlet hasStaticSmoothnessSig = false;\n\tif (!hasSmoothnessSig) if (smoothnessInput?.connectionValid && smoothnessInput.outputItem?.type === \"Number\") smoothness = Math.max(0, Math.min(1, Number(smoothnessInput.outputItem.data ?? .1)));\n\telse smoothness = Math.max(0, Math.min(1, Number(op.smoothness ?? .1)));\n\telse if (smoothnessSd) {\n\t\tsmoothness = Math.max(0, Math.min(1, Number(smoothnessSd.offset ?? 0)));\n\t\thasStaticSmoothnessSig = true;\n\t}\n\tconst spillInput = op.spillSuppressionHandleId ? op.inputs?.[op.spillSuppressionHandleId] : null;\n\tconst hasSpillSig = !!(spillInput?.connectionValid && (spillInput.outputItem?.type === \"Signal\" || spillInput.outputItem?.type === \"Numeric\"));\n\tconst spillSd = hasSpillSig && spillInput?.outputItem?.data ? spillInput.outputItem.data : null;\n\tlet spillSuppression = .2;\n\tlet hasStaticSpillSig = false;\n\tif (!hasSpillSig) if (spillInput?.connectionValid && spillInput.outputItem?.type === \"Number\") spillSuppression = Math.max(0, Math.min(1, Number(spillInput.outputItem.data ?? .2)));\n\telse spillSuppression = Math.max(0, Math.min(1, Number(op.spillSuppression ?? .2)));\n\telse if (spillSd) {\n\t\tspillSuppression = Math.max(0, Math.min(1, Number(spillSd.offset ?? 0)));\n\t\thasStaticSpillSig = true;\n\t}\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { colorKeyPipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getColorKeyResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tlet similarityView;\n\tif (hasStaticSimilaritySig && similaritySd) similarityView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, similaritySd.nodeId ?? `${nodeId}_similarity_sig`, elapsedSeconds, durationSeconds, similaritySd, width, height, props.renderId, frame, fps);\n\telse similarityView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet smoothnessView;\n\tif (hasStaticSmoothnessSig && smoothnessSd) smoothnessView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, smoothnessSd.nodeId ?? `${nodeId}_smoothness_sig`, elapsedSeconds, durationSeconds, smoothnessSd, width, height, props.renderId, frame, fps);\n\telse smoothnessView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet spillView;\n\tif (hasStaticSpillSig && spillSd) spillView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, spillSd.nodeId ?? `${nodeId}_spill_sig`, elapsedSeconds, durationSeconds, spillSd, width, height, props.renderId, frame, fps);\n\telse spillView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tconst [keyR, keyG, keyB] = hexToRgb(op.keyColor ?? \"#00ff00\");\n\tcolorKeyData[0] = similarity;\n\tcolorKeyData[1] = smoothness;\n\tcolorKeyData[2] = spillSuppression;\n\tcolorKeyData[3] = op.colorSpace === \"RGB\" ? 1 : 0;\n\tcolorKeyData[4] = op.spillSuppressionType === \"None\" ? 2 : op.spillSuppressionType === \"Neutralize\" ? 1 : 0;\n\tcolorKeyData[5] = keyR;\n\tcolorKeyData[6] = keyG;\n\tcolorKeyData[7] = keyB;\n\tcolorKeyData[8] = hasStaticSimilaritySig ? 1 : 0;\n\tcolorKeyData[9] = hasStaticSmoothnessSig ? 1 : 0;\n\tcolorKeyData[10] = hasStaticSpillSig ? 1 : 0;\n\tcolorKeyData[11] = 0;\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(colorKeyData);\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: singleBuffer }\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: similarityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: smoothnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: spillView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\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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@@ -0,0 +1,5 @@
1
+ import "./chunk-GBe2k3y8.mjs";
2
+ import "./dist-hmWTJPik.mjs";
3
+ import { t as renderers_default } from "./renderer-CwO8T8l8.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,5 +1,5 @@
1
1
  import { l as unwrapFrameParam, n as defineRenderer } from "./renderer-BSitV56h.mjs";
2
- 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";
2
+ 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-CHIgM_YH.mjs";
3
3
 
4
4
  //#region ../../nodes/node-vignette/dist/renderers-B_pue82_.mjs
5
5
  const VIGNETTE_SHADER = `
@@ -271,4 +271,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: VignetteWebGPURenderer
271
271
 
272
272
  //#endregion
273
273
  export { renderers_default as t };
274
- //# sourceMappingURL=renderer-DFJQ6v0F.mjs.map
274
+ //# sourceMappingURL=renderer-DSbRWfgl.mjs.map