framefields 2.4.2 → 2.5.0

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 (504) hide show
  1. package/README.md +26 -1
  2. package/dist/audio/index.d.mts +4 -4
  3. package/dist/audio/index.mjs +13 -13
  4. package/dist/{audio-DJeVoE8b.mjs → audio-BluXgSeG.mjs} +1 -1
  5. package/dist/{audio-DJeVoE8b.mjs.map → audio-BluXgSeG.mjs.map} +1 -1
  6. package/dist/{audio-DHuEMOtQ.d.mts → audio-C1A4N3Wh.d.mts} +3 -3
  7. package/dist/{audio-DHuEMOtQ.d.mts.map → audio-C1A4N3Wh.d.mts.map} +1 -1
  8. package/dist/{audio-Bb31xJuX.mjs → audio-CMHpfOoS.mjs} +4 -4
  9. package/dist/{audio-Bb31xJuX.mjs.map → audio-CMHpfOoS.mjs.map} +1 -1
  10. package/dist/cli.d.mts +1 -0
  11. package/dist/cli.mjs +221 -0
  12. package/dist/cli.mjs.map +1 -0
  13. package/dist/components/index.d.mts +12 -0
  14. package/dist/components/index.mjs +49 -0
  15. package/dist/{dist-CspOG4V1.mjs → dist-BBUrGwqd.mjs} +24 -3
  16. package/dist/{dist-CspOG4V1.mjs.map → dist-BBUrGwqd.mjs.map} +1 -1
  17. package/dist/{dist-SB9qfAko.mjs → dist-CQZ5_60A.mjs} +2 -2
  18. package/dist/{dist-SB9qfAko.mjs.map → dist-CQZ5_60A.mjs.map} +1 -1
  19. package/dist/{dist-0QGroRYZ.mjs → dist-C_SMBmHr.mjs} +1 -1
  20. package/dist/{dist-0QGroRYZ.mjs.map → dist-C_SMBmHr.mjs.map} +1 -1
  21. package/dist/{dist-ClyC_d66.mjs → dist-DFeF-ygz.mjs} +117 -40
  22. package/dist/dist-DFeF-ygz.mjs.map +1 -0
  23. package/dist/{dist-CxGfrigI.mjs → dist-QMVy31gR.mjs} +23 -4
  24. package/dist/dist-QMVy31gR.mjs.map +1 -0
  25. package/dist/effects/index.d.mts +5 -5
  26. package/dist/effects/index.mjs +36 -36
  27. package/dist/{effects-BOk_2kzM.mjs → effects-mRe-rLte.mjs} +71 -3
  28. package/dist/effects-mRe-rLte.mjs.map +1 -0
  29. package/dist/fonts/index.d.mts +1 -1
  30. package/dist/fonts/index.mjs +3 -3
  31. package/dist/{fonts-CsMDfqv9.mjs → fonts-wI3CUYHM.mjs} +2 -2
  32. package/dist/{fonts-CsMDfqv9.mjs.map → fonts-wI3CUYHM.mjs.map} +1 -1
  33. package/dist/{gpu-DtT5I4ME.mjs → gpu-I5fdrflL.mjs} +2 -2
  34. package/dist/{gpu-DtT5I4ME.mjs.map → gpu-I5fdrflL.mjs.map} +1 -1
  35. package/dist/{index-BTPLbjt4.d.mts → index-B-KVpJMb.d.mts} +2 -2
  36. package/dist/{index-BTPLbjt4.d.mts.map → index-B-KVpJMb.d.mts.map} +1 -1
  37. package/dist/index-BJe_GEyj.d.mts +5968 -0
  38. package/dist/index-BJe_GEyj.d.mts.map +1 -0
  39. package/dist/{index-D-l-yCv6.d.mts → index-BpdVOlsV.d.mts} +3 -3
  40. package/dist/{index-D-l-yCv6.d.mts.map → index-BpdVOlsV.d.mts.map} +1 -1
  41. package/dist/index-C2f4Hm-p.d.mts +89 -0
  42. package/dist/index-C2f4Hm-p.d.mts.map +1 -0
  43. package/dist/{index-B-55dXDu.d.mts → index-CalU-mpZ.d.mts} +1 -1
  44. package/dist/{index-B-55dXDu.d.mts.map → index-CalU-mpZ.d.mts.map} +1 -1
  45. package/dist/{index-B2Xesdug.d.mts → index-D6-lH1Mx.d.mts} +477 -327
  46. package/dist/index-D6-lH1Mx.d.mts.map +1 -0
  47. package/dist/{index-B3-gwjK6.d.mts → index-DNKM3to5.d.mts} +3 -3
  48. package/dist/{index-B3-gwjK6.d.mts.map → index-DNKM3to5.d.mts.map} +1 -1
  49. package/dist/{index-DujpgUUq.d.mts → index-fymoeGNW.d.mts} +245 -152
  50. package/dist/index-fymoeGNW.d.mts.map +1 -0
  51. package/dist/index.d.mts +13 -4593
  52. package/dist/index.mjs +59 -6654
  53. package/dist/preview/index.d.mts +4 -90
  54. package/dist/preview/index.mjs +12 -12
  55. package/dist/{preview-DyGw2b3_.mjs → preview--DEgW67P.mjs} +3 -3
  56. package/dist/{preview-DyGw2b3_.mjs.map → preview--DEgW67P.mjs.map} +1 -1
  57. package/dist/preview-engine/audio.mjs +1 -1
  58. package/dist/preview-engine/{chunk-FHKBALVI.mjs → chunk-24H3QVYB.mjs} +1 -1
  59. package/dist/preview-engine/{chunk-SWXVITCQ.mjs → chunk-25T3M6MI.mjs} +1 -1
  60. package/dist/preview-engine/chunk-2AV7HRRL.mjs +174 -0
  61. package/dist/preview-engine/{chunk-HNNIVJ2K.mjs → chunk-4EOS6ZWW.mjs} +1 -1
  62. package/dist/preview-engine/{chunk-67SSYK7D.mjs → chunk-4UI3S3UG.mjs} +1 -1
  63. package/dist/preview-engine/{chunk-LLDIDE5Q.mjs → chunk-5N3GW3NE.mjs} +1 -1
  64. package/dist/preview-engine/{chunk-KAQUNOVB.mjs → chunk-5P764TTF.mjs} +1 -1
  65. package/dist/preview-engine/{chunk-WJJIISQJ.mjs → chunk-7BUKVFWB.mjs} +1 -1
  66. package/dist/preview-engine/{chunk-HUKAC5MJ.mjs → chunk-7EHUT5A3.mjs} +1 -1
  67. package/dist/preview-engine/{chunk-34ACEGNW.mjs → chunk-7HTTYP6T.mjs} +1 -1
  68. package/dist/preview-engine/{chunk-6K7US2WD.mjs → chunk-7JYMNGNK.mjs} +1 -1
  69. package/dist/preview-engine/{chunk-NRAZV5OA.mjs → chunk-A5OUYV3I.mjs} +1 -1
  70. package/dist/preview-engine/{chunk-VONDRBA2.mjs → chunk-AJLPRIXB.mjs} +1 -1
  71. package/dist/preview-engine/{chunk-HDGFNBYK.mjs → chunk-ANZDLSSM.mjs} +1 -1
  72. package/dist/preview-engine/{chunk-FFMPC7QA.mjs → chunk-C2TA65CH.mjs} +1 -1
  73. package/dist/preview-engine/{chunk-7QJUC6YY.mjs → chunk-CBQOJAIS.mjs} +14 -14
  74. package/dist/preview-engine/{chunk-GMGGDADT.mjs → chunk-CEIOI4HO.mjs} +1 -1
  75. package/dist/preview-engine/{chunk-RHRMEBNK.mjs → chunk-DKXKOUQR.mjs} +1 -1
  76. package/dist/preview-engine/chunk-DPIED3EG.mjs +1 -0
  77. package/dist/preview-engine/{chunk-QJZKIY4H.mjs → chunk-ENS4KUJV.mjs} +1 -1
  78. package/dist/preview-engine/{chunk-Z6UKUHPU.mjs → chunk-HXHP3UHZ.mjs} +1 -1
  79. package/dist/preview-engine/chunk-I6E3AKLS.mjs +1 -0
  80. package/dist/preview-engine/{chunk-2DDBSI75.mjs → chunk-ILKBHDFB.mjs} +1 -1
  81. package/dist/preview-engine/{chunk-O6NRIXS5.mjs → chunk-JMOJKT5W.mjs} +1 -1
  82. package/dist/preview-engine/{chunk-PZF6T7DM.mjs → chunk-KKBJ7X3T.mjs} +1 -1
  83. package/dist/preview-engine/{chunk-NNQUIVTE.mjs → chunk-KRVXRP5F.mjs} +1 -1
  84. package/dist/preview-engine/{chunk-FLPSWDX4.mjs → chunk-MJN3LOZ7.mjs} +1 -1
  85. package/dist/preview-engine/{chunk-GQLZXCW3.mjs → chunk-MLW6Y4RN.mjs} +1 -1
  86. package/dist/preview-engine/{chunk-KT35IPCF.mjs → chunk-MRDJNDYV.mjs} +1 -1
  87. package/dist/preview-engine/{chunk-RKVB47IA.mjs → chunk-MZAAJXUL.mjs} +1 -1
  88. package/dist/preview-engine/{chunk-FFGBUS76.mjs → chunk-NB55FW7D.mjs} +1 -1
  89. package/dist/preview-engine/{chunk-JX22B2FS.mjs → chunk-NG5WSR3A.mjs} +1 -1
  90. package/dist/preview-engine/{chunk-XOEEGC4Z.mjs → chunk-NVTPJUNG.mjs} +1 -1
  91. package/dist/preview-engine/{chunk-ZKPQGQE3.mjs → chunk-NXKXOSE6.mjs} +1 -1
  92. package/dist/preview-engine/{chunk-WCZ5DKZ4.mjs → chunk-NYEDWUFS.mjs} +1 -1
  93. package/dist/preview-engine/{chunk-WACWOKEP.mjs → chunk-O6LGKH4S.mjs} +1 -1
  94. package/dist/preview-engine/chunk-OLLY3Q7M.mjs +1 -0
  95. package/dist/preview-engine/{chunk-A5OVKZ52.mjs → chunk-OOJAQBS3.mjs} +1 -1
  96. package/dist/preview-engine/{chunk-6AEU4DC7.mjs → chunk-PJN7DD55.mjs} +3 -3
  97. package/dist/preview-engine/{chunk-R26SY5D4.mjs → chunk-QCUGWPYP.mjs} +1 -1
  98. package/dist/preview-engine/{chunk-LK3T65RB.mjs → chunk-QQJPPGH5.mjs} +1 -1
  99. package/dist/preview-engine/{chunk-3ACCCPBN.mjs → chunk-QVUT3QNF.mjs} +1 -1
  100. package/dist/preview-engine/chunk-RNFYEZLL.mjs +1 -0
  101. package/dist/preview-engine/{chunk-GNG4YH2W.mjs → chunk-TA5OBYRR.mjs} +1 -1
  102. package/dist/preview-engine/{chunk-NQZKBFC6.mjs → chunk-V6DAD4S4.mjs} +14 -14
  103. package/dist/preview-engine/{chunk-5RQHNB6Y.mjs → chunk-VRNN6H6Y.mjs} +1 -1
  104. package/dist/preview-engine/{chunk-C6Z7H2RZ.mjs → chunk-VTE3IISK.mjs} +1 -1
  105. package/dist/preview-engine/{chunk-RDP6QROU.mjs → chunk-VZGDX7II.mjs} +1 -1
  106. package/dist/preview-engine/{chunk-DOCSX45C.mjs → chunk-XJ4CQIZZ.mjs} +1 -1
  107. package/dist/preview-engine/{chunk-7LVOSEGN.mjs → chunk-XYRBFLFF.mjs} +1 -1
  108. package/dist/preview-engine/{chunk-LIQA5OOU.mjs → chunk-YMQMPBTL.mjs} +1 -1
  109. package/dist/preview-engine/{chunk-G4J662EL.mjs → chunk-Z4ZO4RVT.mjs} +1 -1
  110. package/dist/preview-engine/{chunk-2GIWWDE4.mjs → chunk-ZFURUTVW.mjs} +1 -1
  111. package/dist/preview-engine/effects.mjs +1 -1
  112. package/dist/preview-engine/framefields.mjs +30 -28
  113. package/dist/preview-engine/player.mjs +5 -5
  114. package/dist/preview-engine/renderers-2CBJYNOC.mjs +1 -0
  115. package/dist/preview-engine/renderers-37CN7O4S.mjs +1 -0
  116. package/dist/preview-engine/renderers-3AZ5PMGC.mjs +1 -0
  117. package/dist/preview-engine/renderers-3UGG2IMP.mjs +1 -0
  118. package/dist/preview-engine/renderers-3VXNHICC.mjs +1 -0
  119. package/dist/preview-engine/{renderers-BDWVXYTW.mjs → renderers-3ZYXHUSW.mjs} +1 -1
  120. package/dist/preview-engine/renderers-4FONYSBA.mjs +1 -0
  121. package/dist/preview-engine/renderers-54I5SFXR.mjs +1 -0
  122. package/dist/preview-engine/renderers-5LXALKB4.mjs +1 -0
  123. package/dist/preview-engine/renderers-5TICPV2K.mjs +1 -0
  124. package/dist/preview-engine/renderers-5YS5WHAV.mjs +1 -0
  125. package/dist/preview-engine/renderers-6UTRYW7Z.mjs +1 -0
  126. package/dist/preview-engine/{renderers-R4WMM6IX.mjs → renderers-6ZCFR7BL.mjs} +1 -1
  127. package/dist/preview-engine/renderers-AYEWAW7F.mjs +1 -0
  128. package/dist/preview-engine/{renderers-75TL7RLS.mjs → renderers-BOT4H6KJ.mjs} +1 -1
  129. package/dist/preview-engine/{renderers-NJLGPPX7.mjs → renderers-C44CEIYB.mjs} +1 -1
  130. package/dist/preview-engine/{renderers-UDOBX433.mjs → renderers-C4G7X7LD.mjs} +1 -1
  131. package/dist/preview-engine/renderers-CLCPP3TZ.mjs +1 -0
  132. package/dist/preview-engine/{renderers-RKZGYWDG.mjs → renderers-DBRC3SQE.mjs} +1 -1
  133. package/dist/preview-engine/{renderers-HZHEGONW.mjs → renderers-DSICQMRF.mjs} +1 -1
  134. package/dist/preview-engine/renderers-DTZ2AER5.mjs +1 -0
  135. package/dist/preview-engine/renderers-DUF2CTX6.mjs +1 -0
  136. package/dist/preview-engine/{renderers-AZYJFJLO.mjs → renderers-EOIMH7UE.mjs} +1 -1
  137. package/dist/preview-engine/renderers-EOMMSENQ.mjs +1 -0
  138. package/dist/preview-engine/{renderers-CK3ZL3GM.mjs → renderers-GSRKNT75.mjs} +1 -1
  139. package/dist/preview-engine/renderers-GUJTPO37.mjs +1 -0
  140. package/dist/preview-engine/{renderers-TCNPEANL.mjs → renderers-HE42AT5T.mjs} +1 -1
  141. package/dist/preview-engine/{renderers-GUPEJK3O.mjs → renderers-JM7JEVBN.mjs} +1 -1
  142. package/dist/preview-engine/{renderers-FKH5S64C.mjs → renderers-JRU2GNPE.mjs} +1 -1
  143. package/dist/preview-engine/{renderers-IHRFEZNP.mjs → renderers-K6J77OI5.mjs} +1 -1
  144. package/dist/preview-engine/{renderers-IJDQJEE5.mjs → renderers-L7EITUCD.mjs} +1 -1
  145. package/dist/preview-engine/renderers-LGUHDWWB.mjs +1 -0
  146. package/dist/preview-engine/renderers-LGXD24IJ.mjs +1 -0
  147. package/dist/preview-engine/renderers-MCTBJEL7.mjs +1 -0
  148. package/dist/preview-engine/renderers-OBXNUQMP.mjs +1 -0
  149. package/dist/preview-engine/renderers-OZGEXW2X.mjs +1 -0
  150. package/dist/preview-engine/{renderers-7CPYTCNW.mjs → renderers-PJGFJGJS.mjs} +1 -1
  151. package/dist/preview-engine/{renderers-SW7FIEKO.mjs → renderers-PPGOYOID.mjs} +1 -1
  152. package/dist/preview-engine/renderers-PUJRHBUW.mjs +1 -0
  153. package/dist/preview-engine/renderers-PVUROEGR.mjs +1 -0
  154. package/dist/preview-engine/renderers-QBVVTQV6.mjs +1 -0
  155. package/dist/preview-engine/{renderers-K7B5PQBT.mjs → renderers-QPHOG7QR.mjs} +1 -1
  156. package/dist/preview-engine/{renderers-WR6MKT5S.mjs → renderers-RV62K5JC.mjs} +1 -1
  157. package/dist/preview-engine/{renderers-UMPOVFRA.mjs → renderers-SBX64ERA.mjs} +1 -1
  158. package/dist/preview-engine/renderers-SCJTTOEJ.mjs +1 -0
  159. package/dist/preview-engine/{renderers-FM6A5YR4.mjs → renderers-SD35PBEM.mjs} +1 -1
  160. package/dist/preview-engine/{renderers-LVLVJHOL.mjs → renderers-SIHL5GLI.mjs} +1 -1
  161. package/dist/preview-engine/renderers-SNUVYUDE.mjs +1 -0
  162. package/dist/preview-engine/renderers-SPW4SWZ2.mjs +228 -0
  163. package/dist/preview-engine/renderers-SRKCF3LD.mjs +1 -0
  164. package/dist/preview-engine/{renderers-GAIUTII6.mjs → renderers-T3S7QVM4.mjs} +1 -1
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  168. package/dist/preview-engine/{renderers-6JZ4HYIU.mjs → renderers-V5MJJH33.mjs} +1 -1
  169. package/dist/preview-engine/{renderers-XKHNBARD.mjs → renderers-V67L3MCY.mjs} +1 -1
  170. package/dist/preview-engine/{renderers-FADYGSLK.mjs → renderers-VYK2BJID.mjs} +1 -1
  171. package/dist/preview-engine/renderers-W6762MNW.mjs +1 -0
  172. package/dist/preview-engine/renderers-W6ZTVA2I.mjs +1 -0
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  174. package/dist/preview-engine/{renderers-MBSOKWKB.mjs → renderers-WPBTAU2E.mjs} +1 -1
  175. package/dist/preview-engine/renderers-XP7YFWBV.mjs +1 -0
  176. package/dist/preview-engine/renderers-XVUOO7B6.mjs +1 -0
  177. package/dist/preview-engine/renderers-YPFM5UJO.mjs +1 -0
  178. package/dist/preview-engine/renderers-YW3LBALW.mjs +1 -0
  179. package/dist/preview-engine/{renderers-4AJWVIJG.mjs → renderers-ZAPIBQZC.mjs} +1 -1
  180. package/dist/preview-engine/renderers-ZRR4TUVQ.mjs +1 -0
  181. package/dist/preview-engine/{renderers-TY7DVI7E.mjs → renderers-ZVKXIQ3E.mjs} +1 -1
  182. package/dist/preview-engine/signals.mjs +1 -1
  183. package/dist/{program-C2cJayA1.mjs → program-CEHCeDpG.mjs} +204 -61
  184. package/dist/program-CEHCeDpG.mjs.map +1 -0
  185. package/dist/registry/annotate.json +30 -0
  186. package/dist/registry/app-frame.json +38 -0
  187. package/dist/registry/backdrop.json +37 -0
  188. package/dist/registry/before-after.json +33 -0
  189. package/dist/registry/callout.json +30 -0
  190. package/dist/registry/captions.json +37 -0
  191. package/dist/registry/card-stack.json +30 -0
  192. package/dist/registry/chat-thread.json +32 -0
  193. package/dist/registry/code-block.json +45 -0
  194. package/dist/registry/confetti.json +29 -0
  195. package/dist/registry/counter.json +36 -0
  196. package/dist/registry/device-frame.json +36 -0
  197. package/dist/registry/focus-zoom.json +32 -0
  198. package/dist/registry/index.json +408 -0
  199. package/dist/registry/logo-reveal.json +37 -0
  200. package/dist/registry/lower-third.json +34 -0
  201. package/dist/registry/meter.json +35 -0
  202. package/dist/registry/mouse-pointer.json +44 -0
  203. package/dist/registry/selection.json +31 -0
  204. package/dist/registry/spotlight.json +28 -0
  205. package/dist/registry/terminal.json +40 -0
  206. package/dist/registry/text-reveal.json +39 -0
  207. package/dist/registry/title-card.json +34 -0
  208. package/dist/registry/toasts.json +28 -0
  209. package/dist/registry/touch-point.json +33 -0
  210. package/dist/registry/waveform.json +29 -0
  211. package/dist/registry/word-cycle.json +32 -0
  212. package/dist/renderer/index.d.mts +2 -2
  213. package/dist/renderer/index.mjs +3 -3
  214. package/dist/{renderer-BMKFzfSQ.mjs → renderer--wMbTRFg.mjs} +4 -4
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- {"version":3,"file":"renderer-7y5Cj8rV.mjs","names":[],"sources":["../../../nodes/node-halftone-screen/dist/renderers-CvluQiq3.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HALFTONE_SHADER = `\nstruct HalftoneUniforms {\n mode : f32, // 0 = Monochrome, 1 = CMYK\n dotShape : f32, // 0 = Circle, 1 = Diamond, 2 = Line, 3 = Square\n frequency : f32,\n angle : f32,\n\n contrast : f32,\n invert : f32,\n isSmooth : f32,\n opacity : f32,\n\n dotColor : vec4<f32>,\n paperColor : vec4<f32>,\n\n cyanAngle : f32,\n magentaAngle : f32,\n yellowAngle : f32,\n blackAngle : f32,\n\n hasFreqSig : f32,\n hasAngleSig : f32,\n hasContrastSig : f32,\n hasCyanSig : f32,\n\n hasMagSig : f32,\n hasYelSig : f32,\n hasBlkSig : f32,\n hasOpacitySig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HalftoneUniforms;\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 freqSigTex : texture_2d<f32>;\n@group(2) @binding(1) var angleSigTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(3) var cyanSigTex : texture_2d<f32>;\n@group(2) @binding(4) var magSigTex : texture_2d<f32>;\n@group(2) @binding(5) var yelSigTex : texture_2d<f32>;\n@group(2) @binding(6) var blkSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nconst PI: f32 = 3.141592653589793;\n\nfn getCellCenterUV(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32\n) -> vec2<f32> {\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n let invRot = mat2x2<f32>(cosA, sinA, -sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellIndex = floor(rotPos / cellSize) + vec2<f32>(0.5);\n let cellCenterRot = cellIndex * cellSize;\n let cellCenterPixelPos = invRot * cellCenterRot;\n let cellCenterUV = (cellCenterPixelPos + center) / dimensions;\n return clamp(cellCenterUV, vec2<f32>(0.0), vec2<f32>(1.0));\n}\n\nfn evalDotCoverage(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32,\n shape: f32,\n density: f32,\n contrastMultiplier: f32,\n isSmooth: f32\n) -> f32 {\n var d = clamp((density - 0.5) * contrastMultiplier + 0.5, 0.0, 1.0);\n if (d <= 0.0001) { return 0.0; }\n if (d >= 0.9999) { return 1.0; }\n\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellUV = fract(rotPos / cellSize) - vec2<f32>(0.5);\n\n var spot: f32 = 0.0;\n\n if (shape < 0.5) {\n // 0: Euclidean Round Dot\n spot = 0.5 * (1.0 - (cos(cellUV.x * 2.0 * PI) + cos(cellUV.y * 2.0 * PI)) * 0.5);\n } else if (shape < 1.5) {\n // 1: Diamond\n spot = abs(cellUV.x) + abs(cellUV.y);\n } else if (shape < 2.5) {\n // 2: Line\n spot = abs(cellUV.y) * 2.0;\n } else {\n // 3: Square\n spot = max(abs(cellUV.x), abs(cellUV.y)) * 2.0;\n }\n\n let edgeWidth = select(0.001, max(1.5 / cellSize, 0.003), isSmooth > 0.5);\n\n return select(\n step(spot, d),\n smoothstep(d + edgeWidth, d - edgeWidth, spot),\n isSmooth > 0.5\n );\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let sourceCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n if (sourceCol.a < 1e-5) {\n return sourceCol;\n }\n\n // Resolve parameter overrides or dynamic signals\n var frequency = u.frequency;\n if (u.hasFreqSig > 0.5) {\n frequency = textureSampleLevel(freqSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var baseAngle = u.angle;\n if (u.hasAngleSig > 0.5) {\n baseAngle = textureSampleLevel(angleSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var contrast = u.contrast;\n if (u.hasContrastSig > 0.5) {\n contrast = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var cyanAngle = u.cyanAngle;\n if (u.hasCyanSig > 0.5) {\n cyanAngle = textureSampleLevel(cyanSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var magentaAngle = u.magentaAngle;\n if (u.hasMagSig > 0.5) {\n magentaAngle = textureSampleLevel(magSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var yellowAngle = u.yellowAngle;\n if (u.hasYelSig > 0.5) {\n yellowAngle = textureSampleLevel(yelSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var blackAngle = u.blackAngle;\n if (u.hasBlkSig > 0.5) {\n blackAngle = textureSampleLevel(blkSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var effectOpacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n effectOpacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dimensions = vec2<f32>(textureDimensions(tex));\n let unpremult = sourceCol.rgb / sourceCol.a;\n\n var screenedRgb: vec3<f32>;\n\n if (u.mode < 0.5) {\n // --- Monochrome Mode ---\n let cellCenterUV = getCellCenterUV(in.uv, dimensions, baseAngle, frequency);\n let cellCol = textureSampleLevel(tex, samp, cellCenterUV, 0.0);\n let cellRgb = select(cellCol.rgb, cellCol.rgb / cellCol.a, cellCol.a > 1e-5);\n let luminance = dot(cellRgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n var inkDensity = 1.0 - luminance;\n if (u.invert > 0.5) {\n inkDensity = luminance;\n }\n\n let coverage = evalDotCoverage(\n in.uv,\n dimensions,\n baseAngle,\n frequency,\n u.dotShape,\n inkDensity,\n contrast,\n u.isSmooth\n );\n\n screenedRgb = mix(u.paperColor.rgb, u.dotColor.rgb, coverage);\n } else {\n // --- CMYK Mode ---\n let cellCenterUVC = getCellCenterUV(in.uv, dimensions, baseAngle + cyanAngle, frequency);\n let colC = textureSampleLevel(tex, samp, cellCenterUVC, 0.0);\n let rgbC = select(colC.rgb, colC.rgb / colC.a, colC.a > 1e-5);\n let kC = 1.0 - max(max(rgbC.r, rgbC.g), rgbC.b);\n let invKC = 1.0 - kC;\n var densC = select(0.0, clamp((1.0 - rgbC.r - kC) / max(invKC, 0.0001), 0.0, 1.0), invKC > 0.0001);\n\n let cellCenterUVM = getCellCenterUV(in.uv, dimensions, baseAngle + magentaAngle, frequency);\n let colM = textureSampleLevel(tex, samp, cellCenterUVM, 0.0);\n let rgbM = select(colM.rgb, colM.rgb / colM.a, colM.a > 1e-5);\n let kM = 1.0 - max(max(rgbM.r, rgbM.g), rgbM.b);\n let invKM = 1.0 - kM;\n var densM = select(0.0, clamp((1.0 - rgbM.g - kM) / max(invKM, 0.0001), 0.0, 1.0), invKM > 0.0001);\n\n let cellCenterUVY = getCellCenterUV(in.uv, dimensions, baseAngle + yellowAngle, frequency);\n let colY = textureSampleLevel(tex, samp, cellCenterUVY, 0.0);\n let rgbY = select(colY.rgb, colY.rgb / colY.a, colY.a > 1e-5);\n let kY = 1.0 - max(max(rgbY.r, rgbY.g), rgbY.b);\n let invKY = 1.0 - kY;\n var densY = select(0.0, clamp((1.0 - rgbY.b - kY) / max(invKY, 0.0001), 0.0, 1.0), invKY > 0.0001);\n\n let cellCenterUVK = getCellCenterUV(in.uv, dimensions, baseAngle + blackAngle, frequency);\n let colK = textureSampleLevel(tex, samp, cellCenterUVK, 0.0);\n let rgbK = select(colK.rgb, colK.rgb / colK.a, colK.a > 1e-5);\n var densK = 1.0 - max(max(rgbK.r, rgbK.g), rgbK.b);\n\n if (u.invert > 0.5) {\n densC = 1.0 - densC;\n densM = 1.0 - densM;\n densY = 1.0 - densY;\n densK = 1.0 - densK;\n }\n\n let covC = evalDotCoverage(in.uv, dimensions, baseAngle + cyanAngle, frequency, u.dotShape, densC, contrast, u.isSmooth);\n let covM = evalDotCoverage(in.uv, dimensions, baseAngle + magentaAngle, frequency, u.dotShape, densM, contrast, u.isSmooth);\n let covY = evalDotCoverage(in.uv, dimensions, baseAngle + yellowAngle, frequency, u.dotShape, densY, contrast, u.isSmooth);\n let covK = evalDotCoverage(in.uv, dimensions, baseAngle + blackAngle, frequency, u.dotShape, densK, contrast, u.isSmooth);\n\n // Subtractive synthesis onto paper substrate\n let outR = u.paperColor.r * (1.0 - covC) * (1.0 - covK);\n let outG = u.paperColor.g * (1.0 - covM) * (1.0 - covK);\n let outB = u.paperColor.b * (1.0 - covY) * (1.0 - covK);\n\n screenedRgb = clamp(vec3<f32>(outR, outG, outB), vec3<f32>(0.0), vec3<f32>(1.0));\n }\n\n // Apply effect opacity blend\n let finalRgb = mix(unpremult, screenedRgb, clamp(effectOpacity, 0.0, 1.0));\n return vec4<f32>(finalRgb * sourceCol.a, sourceCol.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getHalftoneResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `halftone_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst halftoneModule = device.createShaderModule({\n\t\t\tlabel: `halftone_${format}.wgsl`,\n\t\t\tcode: WGSL_HALFTONE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `HalftonePipeline_${format}`,\n\t\t\tmodule: halftoneModule,\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\thalftonePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst HalftoneScreenWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HalftoneScreen\" || !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] : \"halftone_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && input.outputItem?.type === \"Signal\");\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tconst rawVal = unwrapFrameParam(op[configKey], compositionFrame, fps).value;\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(rawVal ?? defaultValue)));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst freqRes = resolveBindable(\"frequency\", 30, 1, 200);\n\tconst angleRes = resolveBindable(\"angle\", 45, 0, 360);\n\tconst contrastRes = resolveBindable(\"contrast\", 1, .1, 5);\n\tconst cyanRes = resolveBindable(\"cyanAngle\", 15, 0, 360);\n\tconst magRes = resolveBindable(\"magentaAngle\", 75, 0, 360);\n\tconst yelRes = resolveBindable(\"yellowAngle\", 0, 0, 360);\n\tconst blkRes = resolveBindable(\"blackAngle\", 45, 0, 360);\n\tconst opacityRes = resolveBindable(\"opacity\", 1, 0, 1);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { halftonePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHalftoneResources(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 freqView = getSignalView(freqRes, \"freq_sig\");\n\tconst angleView = getSignalView(angleRes, \"angle_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst cyanView = getSignalView(cyanRes, \"cyan_sig\");\n\tconst magView = getSignalView(magRes, \"mag_sig\");\n\tconst yelView = getSignalView(yelRes, \"yel_sig\");\n\tconst blkView = getSignalView(blkRes, \"blk_sig\");\n\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\tconst modeVal = op.mode === \"CMYK\" ? 1 : 0;\n\tlet dotShapeVal = 0;\n\tif (op.dotShape === \"Diamond\") dotShapeVal = 1;\n\telse if (op.dotShape === \"Line\") dotShapeVal = 2;\n\telse if (op.dotShape === \"Square\") dotShapeVal = 3;\n\tconst dotCol = parseColor(op.dotColor ?? \"#000000\");\n\tconst paperCol = parseColor(op.paperColor ?? \"#ffffff\");\n\tconst halftoneUniformData = new Float32Array(28);\n\thalftoneUniformData[0] = modeVal;\n\thalftoneUniformData[1] = dotShapeVal;\n\thalftoneUniformData[2] = freqRes.val;\n\thalftoneUniformData[3] = angleRes.val;\n\thalftoneUniformData[4] = contrastRes.val;\n\thalftoneUniformData[5] = op.invert ? 1 : 0;\n\thalftoneUniformData[6] = op.smooth !== false ? 1 : 0;\n\thalftoneUniformData[7] = opacityRes.val;\n\thalftoneUniformData[8] = dotCol.r;\n\thalftoneUniformData[9] = dotCol.g;\n\thalftoneUniformData[10] = dotCol.b;\n\thalftoneUniformData[11] = dotCol.a;\n\thalftoneUniformData[12] = paperCol.r;\n\thalftoneUniformData[13] = paperCol.g;\n\thalftoneUniformData[14] = paperCol.b;\n\thalftoneUniformData[15] = paperCol.a;\n\thalftoneUniformData[16] = cyanRes.val;\n\thalftoneUniformData[17] = magRes.val;\n\thalftoneUniformData[18] = yelRes.val;\n\thalftoneUniformData[19] = blkRes.val;\n\thalftoneUniformData[20] = freqRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[21] = angleRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[22] = contrastRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[23] = cyanRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[24] = magRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[25] = yelRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[26] = blkRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[27] = opacityRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(halftoneUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: freqView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: angleView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: contrastView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: cyanView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: magView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: yelView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: blkView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: opacityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: HalftoneScreenWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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+ {"version":3,"file":"renderer-C1XZ0fQ-.mjs","names":[],"sources":["../../../nodes/node-halftone-screen/dist/renderers-CvluQiq3.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HALFTONE_SHADER = `\nstruct HalftoneUniforms {\n mode : f32, // 0 = Monochrome, 1 = CMYK\n dotShape : f32, // 0 = Circle, 1 = Diamond, 2 = Line, 3 = Square\n frequency : f32,\n angle : f32,\n\n contrast : f32,\n invert : f32,\n isSmooth : f32,\n opacity : f32,\n\n dotColor : vec4<f32>,\n paperColor : vec4<f32>,\n\n cyanAngle : f32,\n magentaAngle : f32,\n yellowAngle : f32,\n blackAngle : f32,\n\n hasFreqSig : f32,\n hasAngleSig : f32,\n hasContrastSig : f32,\n hasCyanSig : f32,\n\n hasMagSig : f32,\n hasYelSig : f32,\n hasBlkSig : f32,\n hasOpacitySig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HalftoneUniforms;\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 freqSigTex : texture_2d<f32>;\n@group(2) @binding(1) var angleSigTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(3) var cyanSigTex : texture_2d<f32>;\n@group(2) @binding(4) var magSigTex : texture_2d<f32>;\n@group(2) @binding(5) var yelSigTex : texture_2d<f32>;\n@group(2) @binding(6) var blkSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nconst PI: f32 = 3.141592653589793;\n\nfn getCellCenterUV(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32\n) -> vec2<f32> {\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n let invRot = mat2x2<f32>(cosA, sinA, -sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellIndex = floor(rotPos / cellSize) + vec2<f32>(0.5);\n let cellCenterRot = cellIndex * cellSize;\n let cellCenterPixelPos = invRot * cellCenterRot;\n let cellCenterUV = (cellCenterPixelPos + center) / dimensions;\n return clamp(cellCenterUV, vec2<f32>(0.0), vec2<f32>(1.0));\n}\n\nfn evalDotCoverage(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32,\n shape: f32,\n density: f32,\n contrastMultiplier: f32,\n isSmooth: f32\n) -> f32 {\n var d = clamp((density - 0.5) * contrastMultiplier + 0.5, 0.0, 1.0);\n if (d <= 0.0001) { return 0.0; }\n if (d >= 0.9999) { return 1.0; }\n\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellUV = fract(rotPos / cellSize) - vec2<f32>(0.5);\n\n var spot: f32 = 0.0;\n\n if (shape < 0.5) {\n // 0: Euclidean Round Dot\n spot = 0.5 * (1.0 - (cos(cellUV.x * 2.0 * PI) + cos(cellUV.y * 2.0 * PI)) * 0.5);\n } else if (shape < 1.5) {\n // 1: Diamond\n spot = abs(cellUV.x) + abs(cellUV.y);\n } else if (shape < 2.5) {\n // 2: Line\n spot = abs(cellUV.y) * 2.0;\n } else {\n // 3: Square\n spot = max(abs(cellUV.x), abs(cellUV.y)) * 2.0;\n }\n\n let edgeWidth = select(0.001, max(1.5 / cellSize, 0.003), isSmooth > 0.5);\n\n return select(\n step(spot, d),\n smoothstep(d + edgeWidth, d - edgeWidth, spot),\n isSmooth > 0.5\n );\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let sourceCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n if (sourceCol.a < 1e-5) {\n return sourceCol;\n }\n\n // Resolve parameter overrides or dynamic signals\n var frequency = u.frequency;\n if (u.hasFreqSig > 0.5) {\n frequency = textureSampleLevel(freqSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var baseAngle = u.angle;\n if (u.hasAngleSig > 0.5) {\n baseAngle = textureSampleLevel(angleSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var contrast = u.contrast;\n if (u.hasContrastSig > 0.5) {\n contrast = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var cyanAngle = u.cyanAngle;\n if (u.hasCyanSig > 0.5) {\n cyanAngle = textureSampleLevel(cyanSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var magentaAngle = u.magentaAngle;\n if (u.hasMagSig > 0.5) {\n magentaAngle = textureSampleLevel(magSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var yellowAngle = u.yellowAngle;\n if (u.hasYelSig > 0.5) {\n yellowAngle = textureSampleLevel(yelSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var blackAngle = u.blackAngle;\n if (u.hasBlkSig > 0.5) {\n blackAngle = textureSampleLevel(blkSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var effectOpacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n effectOpacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dimensions = vec2<f32>(textureDimensions(tex));\n let unpremult = sourceCol.rgb / sourceCol.a;\n\n var screenedRgb: vec3<f32>;\n\n if (u.mode < 0.5) {\n // --- Monochrome Mode ---\n let cellCenterUV = getCellCenterUV(in.uv, dimensions, baseAngle, frequency);\n let cellCol = textureSampleLevel(tex, samp, cellCenterUV, 0.0);\n let cellRgb = select(cellCol.rgb, cellCol.rgb / cellCol.a, cellCol.a > 1e-5);\n let luminance = dot(cellRgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n var inkDensity = 1.0 - luminance;\n if (u.invert > 0.5) {\n inkDensity = luminance;\n }\n\n let coverage = evalDotCoverage(\n in.uv,\n dimensions,\n baseAngle,\n frequency,\n u.dotShape,\n inkDensity,\n contrast,\n u.isSmooth\n );\n\n screenedRgb = mix(u.paperColor.rgb, u.dotColor.rgb, coverage);\n } else {\n // --- CMYK Mode ---\n let cellCenterUVC = getCellCenterUV(in.uv, dimensions, baseAngle + cyanAngle, frequency);\n let colC = textureSampleLevel(tex, samp, cellCenterUVC, 0.0);\n let rgbC = select(colC.rgb, colC.rgb / colC.a, colC.a > 1e-5);\n let kC = 1.0 - max(max(rgbC.r, rgbC.g), rgbC.b);\n let invKC = 1.0 - kC;\n var densC = select(0.0, clamp((1.0 - rgbC.r - kC) / max(invKC, 0.0001), 0.0, 1.0), invKC > 0.0001);\n\n let cellCenterUVM = getCellCenterUV(in.uv, dimensions, baseAngle + magentaAngle, frequency);\n let colM = textureSampleLevel(tex, samp, cellCenterUVM, 0.0);\n let rgbM = select(colM.rgb, colM.rgb / colM.a, colM.a > 1e-5);\n let kM = 1.0 - max(max(rgbM.r, rgbM.g), rgbM.b);\n let invKM = 1.0 - kM;\n var densM = select(0.0, clamp((1.0 - rgbM.g - kM) / max(invKM, 0.0001), 0.0, 1.0), invKM > 0.0001);\n\n let cellCenterUVY = getCellCenterUV(in.uv, dimensions, baseAngle + yellowAngle, frequency);\n let colY = textureSampleLevel(tex, samp, cellCenterUVY, 0.0);\n let rgbY = select(colY.rgb, colY.rgb / colY.a, colY.a > 1e-5);\n let kY = 1.0 - max(max(rgbY.r, rgbY.g), rgbY.b);\n let invKY = 1.0 - kY;\n var densY = select(0.0, clamp((1.0 - rgbY.b - kY) / max(invKY, 0.0001), 0.0, 1.0), invKY > 0.0001);\n\n let cellCenterUVK = getCellCenterUV(in.uv, dimensions, baseAngle + blackAngle, frequency);\n let colK = textureSampleLevel(tex, samp, cellCenterUVK, 0.0);\n let rgbK = select(colK.rgb, colK.rgb / colK.a, colK.a > 1e-5);\n var densK = 1.0 - max(max(rgbK.r, rgbK.g), rgbK.b);\n\n if (u.invert > 0.5) {\n densC = 1.0 - densC;\n densM = 1.0 - densM;\n densY = 1.0 - densY;\n densK = 1.0 - densK;\n }\n\n let covC = evalDotCoverage(in.uv, dimensions, baseAngle + cyanAngle, frequency, u.dotShape, densC, contrast, u.isSmooth);\n let covM = evalDotCoverage(in.uv, dimensions, baseAngle + magentaAngle, frequency, u.dotShape, densM, contrast, u.isSmooth);\n let covY = evalDotCoverage(in.uv, dimensions, baseAngle + yellowAngle, frequency, u.dotShape, densY, contrast, u.isSmooth);\n let covK = evalDotCoverage(in.uv, dimensions, baseAngle + blackAngle, frequency, u.dotShape, densK, contrast, u.isSmooth);\n\n // Subtractive synthesis onto paper substrate\n let outR = u.paperColor.r * (1.0 - covC) * (1.0 - covK);\n let outG = u.paperColor.g * (1.0 - covM) * (1.0 - covK);\n let outB = u.paperColor.b * (1.0 - covY) * (1.0 - covK);\n\n screenedRgb = clamp(vec3<f32>(outR, outG, outB), vec3<f32>(0.0), vec3<f32>(1.0));\n }\n\n // Apply effect opacity blend\n let finalRgb = mix(unpremult, screenedRgb, clamp(effectOpacity, 0.0, 1.0));\n return vec4<f32>(finalRgb * sourceCol.a, sourceCol.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getHalftoneResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `halftone_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst halftoneModule = device.createShaderModule({\n\t\t\tlabel: `halftone_${format}.wgsl`,\n\t\t\tcode: WGSL_HALFTONE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `HalftonePipeline_${format}`,\n\t\t\tmodule: halftoneModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\thalftonePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst HalftoneScreenWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HalftoneScreen\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"halftone_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && input.outputItem?.type === \"Signal\");\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tconst rawVal = unwrapFrameParam(op[configKey], compositionFrame, fps).value;\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(rawVal ?? defaultValue)));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst freqRes = resolveBindable(\"frequency\", 30, 1, 200);\n\tconst angleRes = resolveBindable(\"angle\", 45, 0, 360);\n\tconst contrastRes = resolveBindable(\"contrast\", 1, .1, 5);\n\tconst cyanRes = resolveBindable(\"cyanAngle\", 15, 0, 360);\n\tconst magRes = resolveBindable(\"magentaAngle\", 75, 0, 360);\n\tconst yelRes = resolveBindable(\"yellowAngle\", 0, 0, 360);\n\tconst blkRes = resolveBindable(\"blackAngle\", 45, 0, 360);\n\tconst opacityRes = resolveBindable(\"opacity\", 1, 0, 1);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { halftonePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHalftoneResources(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 freqView = getSignalView(freqRes, \"freq_sig\");\n\tconst angleView = getSignalView(angleRes, \"angle_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst cyanView = getSignalView(cyanRes, \"cyan_sig\");\n\tconst magView = getSignalView(magRes, \"mag_sig\");\n\tconst yelView = getSignalView(yelRes, \"yel_sig\");\n\tconst blkView = getSignalView(blkRes, \"blk_sig\");\n\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\tconst modeVal = op.mode === \"CMYK\" ? 1 : 0;\n\tlet dotShapeVal = 0;\n\tif (op.dotShape === \"Diamond\") dotShapeVal = 1;\n\telse if (op.dotShape === \"Line\") dotShapeVal = 2;\n\telse if (op.dotShape === \"Square\") dotShapeVal = 3;\n\tconst dotCol = parseColor(op.dotColor ?? \"#000000\");\n\tconst paperCol = parseColor(op.paperColor ?? \"#ffffff\");\n\tconst halftoneUniformData = new Float32Array(28);\n\thalftoneUniformData[0] = modeVal;\n\thalftoneUniformData[1] = dotShapeVal;\n\thalftoneUniformData[2] = freqRes.val;\n\thalftoneUniformData[3] = angleRes.val;\n\thalftoneUniformData[4] = contrastRes.val;\n\thalftoneUniformData[5] = op.invert ? 1 : 0;\n\thalftoneUniformData[6] = op.smooth !== false ? 1 : 0;\n\thalftoneUniformData[7] = opacityRes.val;\n\thalftoneUniformData[8] = dotCol.r;\n\thalftoneUniformData[9] = dotCol.g;\n\thalftoneUniformData[10] = dotCol.b;\n\thalftoneUniformData[11] = dotCol.a;\n\thalftoneUniformData[12] = paperCol.r;\n\thalftoneUniformData[13] = paperCol.g;\n\thalftoneUniformData[14] = paperCol.b;\n\thalftoneUniformData[15] = paperCol.a;\n\thalftoneUniformData[16] = cyanRes.val;\n\thalftoneUniformData[17] = magRes.val;\n\thalftoneUniformData[18] = yelRes.val;\n\thalftoneUniformData[19] = blkRes.val;\n\thalftoneUniformData[20] = freqRes.hasStaticSig ? 1 : 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@@ -1,6 +1,6 @@
1
- import { a as resolveFrameNumber, n as defineRenderer } from "./renderer-BSitV56h.mjs";
2
- import { G as parseColor, Nn as signalRegistry } from "./dist-CspOG4V1.mjs";
3
- import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-DtT5I4ME.mjs";
1
+ import { a as resolveFrameNumber, n as defineRenderer } from "./renderer-C9r0-KY4.mjs";
2
+ import { G as parseColor, Nn as signalRegistry } from "./dist-BBUrGwqd.mjs";
3
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-I5fdrflL.mjs";
4
4
 
5
5
  //#region ../../nodes/node-relight-3d/dist/renderers-CXgKN5yn.mjs
6
6
  const RELIGHT_SHADER = `
@@ -448,4 +448,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: Relight3DWebGPURenderer
448
448
 
449
449
  //#endregion
450
450
  export { renderers_default as t };
451
- //# sourceMappingURL=renderer-UcdqCarR.mjs.map
451
+ //# sourceMappingURL=renderer-C8KEfda3.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-UcdqCarR.mjs","names":[],"sources":["../../../nodes/node-relight-3d/dist/renderers-CXgKN5yn.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveFrameNumber } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst RELIGHT_SHADER = `\nstruct RelightUniforms {\n // vec4 0\n lightType : f32, // 0=Point, 1=Spot, 2=Directional, 3=Rim\n intensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 1\n lightPosZ : f32,\n lightRadius : f32,\n spotConeAngle : f32, // in radians\n specularRoughness : f32,\n\n // vec4 2\n specularStrength : f32,\n metallic : f32,\n ambientIntensity : f32,\n volumetricDensity : f32,\n\n // vec4 3\n depthScale : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n hasNormalMap : f32,\n\n // vec4 4: signal flags\n hasSigIntensity : f32,\n hasSigPosX : f32,\n hasSigPosY : f32,\n hasSigPosZ : f32,\n\n // vec4 5: signal flags\n hasSigRadius : f32,\n hasSigRoughness : f32,\n hasSigSpecular : f32,\n hasSigVolumetric : f32,\n\n // vec4 6 & 7: colors\n lightColor : vec4<f32>,\n ambientColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RelightUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var intensitySigTex : texture_2d<f32>;\n@group(3) @binding(1) var posXSigTex : texture_2d<f32>;\n@group(3) @binding(2) var posYSigTex : texture_2d<f32>;\n@group(3) @binding(3) var posZSigTex : texture_2d<f32>;\n@group(3) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var specularSigTex : texture_2d<f32>;\n@group(3) @binding(7) var volumetricSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return raw;\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\nfn computeNormal(uv: vec2<f32>, texelSize: vec2<f32>) -> vec3<f32> {\n if (u.hasNormalMap > 0.5) {\n let rawNormal = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).rgb;\n return normalize(rawNormal * 2.0 - 1.0);\n }\n let step = texelSize * 2.5;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n let dx = (dR - dL) * u.depthScale * 1.5;\n let dy = (dU - dD) * u.depthScale * 1.5;\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let albedo = textureSampleLevel(srcTex, srcSamp, in.uv, 0.0);\n if (albedo.a <= 0.0) {\n return albedo;\n }\n\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = dims.x / dims.y;\n\n // Resolve signals\n var intensity = u.intensity;\n if (u.hasSigIntensity > 0.5) {\n intensity = textureSampleLevel(intensitySigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posX = u.lightPosX;\n if (u.hasSigPosX > 0.5) {\n posX = textureSampleLevel(posXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posY = u.lightPosY;\n if (u.hasSigPosY > 0.5) {\n posY = textureSampleLevel(posYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posZ = u.lightPosZ;\n if (u.hasSigPosZ > 0.5) {\n posZ = textureSampleLevel(posZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var radius = u.lightRadius;\n if (u.hasSigRadius > 0.5) {\n radius = max(0.05, textureSampleLevel(radiusSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var roughness = u.specularRoughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.01, 1.0);\n }\n\n var specularStrength = u.specularStrength;\n if (u.hasSigSpecular > 0.5) {\n specularStrength = max(0.0, textureSampleLevel(specularSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var volumetricDensity = u.volumetricDensity;\n if (u.hasSigVolumetric > 0.5) {\n volumetricDensity = clamp(textureSampleLevel(volumetricSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Geometry & Surface Normals\n let depth = sampleSmoothDepth(in.uv, texelSize) * u.depthScale;\n let N = computeNormal(in.uv, texelSize);\n let V = vec3<f32>(0.0, 0.0, 1.0);\n\n // 3D coordinates (Aspect corrected for uniform radius)\n let pSurface = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, - (1.0 - depth) * 0.4);\n let pLight = vec3<f32>((posX - 0.5) * aspect, posY - 0.5, max(0.02, posZ));\n\n let toLight = pLight - pSurface;\n let dist3D = length(toLight);\n var L = normalize(toLight);\n\n // Attenuation\n var att = 1.0 / (1.0 + (dist3D / max(0.05, radius)) * (dist3D / max(0.05, radius)));\n var diffuse = max(dot(N, L), 0.0);\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\n var specular = pow(NdotH, specPower) * specularStrength;\n\n let lightMode = u.lightType;\n\n if (lightMode > 0.5 && lightMode < 1.5) {\n // Spot Light\n let spotDir = normalize(vec3<f32>(0.0, 0.0, -1.0));\n let spotAngleCos = dot(-L, spotDir);\n let coneCos = cos(u.spotConeAngle);\n let spotAtt = smoothstep(coneCos, coneCos + 0.15, spotAngleCos);\n\n diffuse = diffuse * spotAtt;\n specular = specular * spotAtt;\n } else if (lightMode > 1.5 && lightMode < 2.5) {\n // Directional Light\n L = normalize(vec3<f32>(posX - 0.5, posY - 0.5, max(0.1, posZ)));\n att = 1.0;\n diffuse = max(dot(N, L), 0.0);\n let dirH = normalize(L + V);\n specular = pow(max(dot(N, dirH), 0.0), specPower) * specularStrength;\n } else if (lightMode > 2.5) {\n // Rim Light\n let rimTerm = 1.0 - max(dot(N, V), 0.0);\n let rim = pow(rimTerm, 2.5) * (0.5 + depth * 0.8) * 1.5;\n diffuse = max(dot(N, L), 0.0) * 0.2 + rim;\n }\n\n // Volumetric Atmospheric Light Scatter / Glow\n let dist2D = length(vec2<f32>((in.uv.x - posX) * aspect, in.uv.y - posY));\n let volGlow = volumetricDensity * (1.0 / (1.0 + (dist2D / (radius * 0.5)) * (dist2D / (radius * 0.5)))) * (1.0 - clamp(depth * 0.3, 0.0, 0.8));\n\n let lightCol = u.lightColor.rgb;\n let ambientCol = u.ambientColor.rgb;\n\n // Natural Relighting Energy Distribution\n let ambientLighting = ambientCol * clamp(u.ambientIntensity, 0.0, 1.5);\n let diffuseLighting = lightCol * (diffuse * att * intensity * 0.6);\n let specularLighting = mix(vec3<f32>(1.0), albedo.rgb, u.metallic) * (specular * att * intensity * 0.35);\n let volLighting = lightCol * (volGlow * intensity * 0.2);\n\n let litRgb = albedo.rgb * (ambientLighting + diffuseLighting) + specularLighting + volLighting;\n\n return vec4<f32>(clamp(litRgb, vec3<f32>(0.0), vec3<f32>(1.0)), albedo.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getRelightResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `relight_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `relight_${format}.wgsl`,\n\t\t\tcode: RELIGHT_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RelightPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = resolveFrameNumber(signalInput.outputItem.data, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = resolveFrameNumber(op[fieldName], defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = resolveFrameNumber(sd.offset, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst Relight3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Relight3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst normalMedia = op.normalMedia ?? (op.inputs?.normalMap?.connectionValid ? op.inputs.normalMap.outputItem?.data : null);\n\tconst depthMedia = normalMedia ?? op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tconst hasNormalMap = Boolean(normalMedia);\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRelightResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", 1, 0, 10, compositionFrame, fps);\n\tconst posXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1, compositionFrame, fps);\n\tconst posYInfo = resolveSignalField(op, \"lightPosY\", .5, 0, 1, compositionFrame, fps);\n\tconst posZInfo = resolveSignalField(op, \"lightPosZ\", .3, -2, 2, compositionFrame, fps);\n\tconst radiusInfo = resolveSignalField(op, \"lightRadius\", .8, .05, 5, compositionFrame, fps);\n\tconst spotConeInfo = resolveSignalField(op, \"spotConeAngle\", 45, 5, 90, compositionFrame, fps);\n\tconst roughnessInfo = resolveSignalField(op, \"specularRoughness\", .35, .01, 1, compositionFrame, fps);\n\tconst specularInfo = resolveSignalField(op, \"specularStrength\", .7, 0, 3, compositionFrame, fps);\n\tconst metallicInfo = resolveSignalField(op, \"metallic\", 0, 0, 1, compositionFrame, fps);\n\tconst ambientInfo = resolveSignalField(op, \"ambientIntensity\", .4, 0, 2, compositionFrame, fps);\n\tconst volumetricInfo = resolveSignalField(op, \"volumetricDensity\", .2, 0, 1, compositionFrame, fps);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 10, compositionFrame, fps);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, compositionFrame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIntensityView = getSigTextureView(intensityInfo, \"relight_int_sig\");\n\tconst sigPosXView = getSigTextureView(posXInfo, \"relight_posx_sig\");\n\tconst sigPosYView = getSigTextureView(posYInfo, \"relight_posy_sig\");\n\tconst sigPosZView = getSigTextureView(posZInfo, \"relight_posz_sig\");\n\tconst sigRadiusView = getSigTextureView(radiusInfo, \"relight_rad_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"relight_rough_sig\");\n\tconst sigSpecularView = getSigTextureView(specularInfo, \"relight_spec_sig\");\n\tconst sigVolumetricView = getSigTextureView(volumetricInfo, \"relight_vol_sig\");\n\tconst uniformData = new Float32Array(32);\n\tconst lightColorParsed = parseColor(op.lightColor ?? \"#ffffff\");\n\tconst ambientColorParsed = parseColor(op.ambientColor ?? \"#ffffff\");\n\tuniformData[0] = op.lightType === \"Spot\" ? 1 : op.lightType === \"Directional\" ? 2 : op.lightType === \"Rim\" ? 3 : 0;\n\tuniformData[1] = intensityInfo.value;\n\tuniformData[2] = posXInfo.value;\n\tuniformData[3] = posYInfo.value;\n\tuniformData[4] = posZInfo.value;\n\tuniformData[5] = radiusInfo.value;\n\tuniformData[6] = spotConeInfo.value * Math.PI / 180;\n\tuniformData[7] = roughnessInfo.value;\n\tuniformData[8] = specularInfo.value;\n\tuniformData[9] = metallicInfo.value;\n\tuniformData[10] = ambientInfo.value;\n\tuniformData[11] = volumetricInfo.value;\n\tuniformData[12] = depthScaleInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = hasDepthMap || hasNormalMap ? 1 : 0;\n\tuniformData[15] = hasNormalMap ? 1 : 0;\n\tuniformData[16] = intensityInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = posXInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = posYInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = posZInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = radiusInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = specularInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = volumetricInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = lightColorParsed.r;\n\tuniformData[25] = lightColorParsed.g;\n\tuniformData[26] = lightColorParsed.b;\n\tuniformData[27] = lightColorParsed.a;\n\tuniformData[28] = ambientColorParsed.r;\n\tuniformData[29] = ambientColorParsed.g;\n\tuniformData[30] = ambientColorParsed.b;\n\tuniformData[31] = ambientColorParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIntensityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigPosZView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigSpecularView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigVolumetricView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: Relight3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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raw;\n }\n return raw;\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\nfn computeNormal(uv: vec2<f32>, texelSize: vec2<f32>) -> vec3<f32> {\n if (u.hasNormalMap > 0.5) {\n let rawNormal = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).rgb;\n return normalize(rawNormal * 2.0 - 1.0);\n }\n let step = texelSize * 2.5;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n let dx = (dR - dL) * u.depthScale * 1.5;\n let dy = (dU - dD) * u.depthScale * 1.5;\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let albedo = textureSampleLevel(srcTex, srcSamp, in.uv, 0.0);\n if (albedo.a <= 0.0) {\n return albedo;\n }\n\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = dims.x / dims.y;\n\n // Resolve signals\n var intensity = u.intensity;\n if (u.hasSigIntensity > 0.5) {\n intensity = textureSampleLevel(intensitySigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posX = u.lightPosX;\n if (u.hasSigPosX > 0.5) {\n posX = textureSampleLevel(posXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posY = u.lightPosY;\n if (u.hasSigPosY > 0.5) {\n posY = textureSampleLevel(posYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posZ = u.lightPosZ;\n if (u.hasSigPosZ > 0.5) {\n posZ = textureSampleLevel(posZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var radius = u.lightRadius;\n if (u.hasSigRadius > 0.5) {\n radius = max(0.05, textureSampleLevel(radiusSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var roughness = u.specularRoughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.01, 1.0);\n }\n\n var specularStrength = u.specularStrength;\n if (u.hasSigSpecular > 0.5) {\n specularStrength = max(0.0, textureSampleLevel(specularSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var volumetricDensity = u.volumetricDensity;\n if (u.hasSigVolumetric > 0.5) {\n volumetricDensity = clamp(textureSampleLevel(volumetricSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Geometry & Surface Normals\n let depth = sampleSmoothDepth(in.uv, texelSize) * u.depthScale;\n let N = computeNormal(in.uv, texelSize);\n let V = vec3<f32>(0.0, 0.0, 1.0);\n\n // 3D coordinates (Aspect corrected for uniform radius)\n let pSurface = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, - (1.0 - depth) * 0.4);\n let pLight = vec3<f32>((posX - 0.5) * aspect, posY - 0.5, max(0.02, posZ));\n\n let toLight = pLight - pSurface;\n let dist3D = length(toLight);\n var L = normalize(toLight);\n\n // Attenuation\n var att = 1.0 / (1.0 + (dist3D / max(0.05, radius)) * (dist3D / max(0.05, radius)));\n var diffuse = max(dot(N, L), 0.0);\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\n var specular = pow(NdotH, specPower) * specularStrength;\n\n let lightMode = u.lightType;\n\n if (lightMode > 0.5 && lightMode < 1.5) {\n // Spot Light\n let spotDir = normalize(vec3<f32>(0.0, 0.0, -1.0));\n let spotAngleCos = dot(-L, spotDir);\n let coneCos = cos(u.spotConeAngle);\n let spotAtt = smoothstep(coneCos, coneCos + 0.15, spotAngleCos);\n\n diffuse = diffuse * spotAtt;\n specular = specular * spotAtt;\n } else if (lightMode > 1.5 && lightMode < 2.5) {\n // Directional Light\n L = normalize(vec3<f32>(posX - 0.5, posY - 0.5, max(0.1, posZ)));\n att = 1.0;\n diffuse = max(dot(N, L), 0.0);\n let dirH = normalize(L + V);\n specular = pow(max(dot(N, dirH), 0.0), specPower) * specularStrength;\n } else if (lightMode > 2.5) {\n // Rim Light\n let rimTerm = 1.0 - max(dot(N, V), 0.0);\n let rim = pow(rimTerm, 2.5) * (0.5 + depth * 0.8) * 1.5;\n diffuse = max(dot(N, L), 0.0) * 0.2 + rim;\n }\n\n // Volumetric Atmospheric Light Scatter / Glow\n let dist2D = length(vec2<f32>((in.uv.x - posX) * aspect, in.uv.y - posY));\n let volGlow = volumetricDensity * (1.0 / (1.0 + (dist2D / (radius * 0.5)) * (dist2D / (radius * 0.5)))) * (1.0 - clamp(depth * 0.3, 0.0, 0.8));\n\n let lightCol = u.lightColor.rgb;\n let ambientCol = u.ambientColor.rgb;\n\n // Natural Relighting Energy Distribution\n let ambientLighting = ambientCol * clamp(u.ambientIntensity, 0.0, 1.5);\n let diffuseLighting = lightCol * (diffuse * att * intensity * 0.6);\n let specularLighting = mix(vec3<f32>(1.0), albedo.rgb, u.metallic) * (specular * att * intensity * 0.35);\n let volLighting = lightCol * (volGlow * intensity * 0.2);\n\n let litRgb = albedo.rgb * (ambientLighting + diffuseLighting) + specularLighting + volLighting;\n\n return vec4<f32>(clamp(litRgb, vec3<f32>(0.0), vec3<f32>(1.0)), albedo.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getRelightResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `relight_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `relight_${format}.wgsl`,\n\t\t\tcode: RELIGHT_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RelightPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = resolveFrameNumber(signalInput.outputItem.data, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = resolveFrameNumber(op[fieldName], defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = resolveFrameNumber(sd.offset, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst Relight3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Relight3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst normalMedia = op.normalMedia ?? (op.inputs?.normalMap?.connectionValid ? op.inputs.normalMap.outputItem?.data : null);\n\tconst depthMedia = normalMedia ?? op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tconst hasNormalMap = Boolean(normalMedia);\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRelightResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", 1, 0, 10, compositionFrame, fps);\n\tconst posXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1, compositionFrame, fps);\n\tconst posYInfo = resolveSignalField(op, \"lightPosY\", .5, 0, 1, compositionFrame, fps);\n\tconst posZInfo = resolveSignalField(op, \"lightPosZ\", .3, -2, 2, compositionFrame, fps);\n\tconst radiusInfo = resolveSignalField(op, \"lightRadius\", .8, .05, 5, compositionFrame, fps);\n\tconst spotConeInfo = resolveSignalField(op, \"spotConeAngle\", 45, 5, 90, compositionFrame, fps);\n\tconst roughnessInfo = resolveSignalField(op, \"specularRoughness\", .35, .01, 1, compositionFrame, fps);\n\tconst specularInfo = resolveSignalField(op, \"specularStrength\", .7, 0, 3, compositionFrame, fps);\n\tconst metallicInfo = resolveSignalField(op, \"metallic\", 0, 0, 1, compositionFrame, fps);\n\tconst ambientInfo = resolveSignalField(op, \"ambientIntensity\", .4, 0, 2, compositionFrame, fps);\n\tconst volumetricInfo = resolveSignalField(op, \"volumetricDensity\", .2, 0, 1, compositionFrame, fps);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 10, compositionFrame, fps);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, compositionFrame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIntensityView = getSigTextureView(intensityInfo, \"relight_int_sig\");\n\tconst sigPosXView = getSigTextureView(posXInfo, \"relight_posx_sig\");\n\tconst sigPosYView = getSigTextureView(posYInfo, \"relight_posy_sig\");\n\tconst sigPosZView = getSigTextureView(posZInfo, \"relight_posz_sig\");\n\tconst sigRadiusView = getSigTextureView(radiusInfo, \"relight_rad_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"relight_rough_sig\");\n\tconst sigSpecularView = getSigTextureView(specularInfo, \"relight_spec_sig\");\n\tconst sigVolumetricView = getSigTextureView(volumetricInfo, \"relight_vol_sig\");\n\tconst uniformData = new Float32Array(32);\n\tconst lightColorParsed = parseColor(op.lightColor ?? \"#ffffff\");\n\tconst ambientColorParsed = parseColor(op.ambientColor ?? \"#ffffff\");\n\tuniformData[0] = op.lightType === \"Spot\" ? 1 : op.lightType === \"Directional\" ? 2 : op.lightType === \"Rim\" ? 3 : 0;\n\tuniformData[1] = intensityInfo.value;\n\tuniformData[2] = posXInfo.value;\n\tuniformData[3] = posYInfo.value;\n\tuniformData[4] = posZInfo.value;\n\tuniformData[5] = radiusInfo.value;\n\tuniformData[6] = spotConeInfo.value * Math.PI / 180;\n\tuniformData[7] = roughnessInfo.value;\n\tuniformData[8] = specularInfo.value;\n\tuniformData[9] = metallicInfo.value;\n\tuniformData[10] = ambientInfo.value;\n\tuniformData[11] = volumetricInfo.value;\n\tuniformData[12] = depthScaleInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = hasDepthMap || hasNormalMap ? 1 : 0;\n\tuniformData[15] = hasNormalMap ? 1 : 0;\n\tuniformData[16] = intensityInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = posXInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = posYInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = posZInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = radiusInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = specularInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = volumetricInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = lightColorParsed.r;\n\tuniformData[25] = lightColorParsed.g;\n\tuniformData[26] = lightColorParsed.b;\n\tuniformData[27] = lightColorParsed.a;\n\tuniformData[28] = ambientColorParsed.r;\n\tuniformData[29] = ambientColorParsed.g;\n\tuniformData[30] = ambientColorParsed.b;\n\tuniformData[31] = ambientColorParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIntensityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigPosZView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigSpecularView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigVolumetricView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: Relight3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -247,6 +247,15 @@ const webgpuRegistry = (() => {
247
247
  function registerWebGPURenderer(op, renderer) {
248
248
  webgpuRegistry.register(op, renderer);
249
249
  }
250
+ registerWebGPURenderer("TextureSource", (args) => {
251
+ const op = args.props.virtualMedia.operation;
252
+ if (op?.sourceTexture) args.ctx.renderer.drawTexture(args.pass, op.sourceTexture, {
253
+ x: 0,
254
+ y: 0,
255
+ width: args.targetWidth,
256
+ height: args.targetHeight
257
+ }, { opacity: Number(op.opacity ?? 1) });
258
+ });
250
259
  var AudioProcessorRegistry = class {
251
260
  processors = /* @__PURE__ */ new Map();
252
261
  register(opType, processor) {
@@ -265,4 +274,4 @@ const audioRegistry = (() => {
265
274
 
266
275
  //#endregion
267
276
  export { resolveFrameNumber as a, solveHomography as c, registerWebGPURenderer as i, unwrapFrameParam as l, defineRenderer as n, resolveHandleParam as o, isHandleConnected as r, resolveSignalField as s, audioRegistry as t, webgpuRegistry as u };
268
- //# sourceMappingURL=renderer-BSitV56h.mjs.map
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+ //# sourceMappingURL=renderer-C9r0-KY4.mjs.map
@@ -1 +1 @@
1
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Anything else is returned as-is.\n*/\nfunction unwrapFrameParam(raw, frame, fps) {\n\tif (raw === void 0 || raw === null) return { value: raw };\n\tif (typeof raw === \"function\") return { value: raw(frame, fps) };\n\tif (typeof raw !== \"object\") return { value: raw };\n\tconst obj = raw;\n\tif (typeof obj.get === \"function\") return { value: obj.get({\n\t\tframe,\n\t\tfps\n\t}) };\n\tif (\"value\" in obj) {\n\t\tconst sig = raw;\n\t\treturn {\n\t\t\tvalue: sig.value,\n\t\t\tgpuTextureView: sig.gpuBinding?.textureView\n\t\t};\n\t}\n\treturn { value: raw };\n}\n/**\n* A numeric parameter fed through `handleId`: a connected Number (clamped), a\n* connected Signal (sampled on the GPU, `val` stays `fallbackVal`), or else\n* `fallbackVal` clamped to [clampMin, clampMax].\n*/\nfunction resolveHandleParam(inputs, handleId, fallbackVal, clampMin, clampMax) {\n\tconst clamp = (v) => Math.max(clampMin, Math.min(clampMax, v));\n\tconst input = handleId ? inputs?.[handleId] : void 0;\n\tif 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Anything else is returned as-is.\n*/\nfunction unwrapFrameParam(raw, frame, fps) {\n\tif (raw === void 0 || raw === null) return { value: raw };\n\tif (typeof raw === \"function\") return { value: raw(frame, fps) };\n\tif (typeof raw !== \"object\") return { value: raw };\n\tconst obj = raw;\n\tif (typeof obj.get === \"function\") return { value: obj.get({\n\t\tframe,\n\t\tfps\n\t}) };\n\tif (\"value\" in obj) {\n\t\tconst sig = raw;\n\t\treturn {\n\t\t\tvalue: sig.value,\n\t\t\tgpuTextureView: sig.gpuBinding?.textureView\n\t\t};\n\t}\n\treturn { value: raw };\n}\n/**\n* A numeric parameter fed through `handleId`: a connected Number (clamped), a\n* connected Signal (sampled on the GPU, `val` stays `fallbackVal`), or else\n* `fallbackVal` clamped to [clampMin, clampMax].\n*/\nfunction resolveHandleParam(inputs, handleId, fallbackVal, clampMin, clampMax) {\n\tconst clamp = (v) => Math.max(clampMin, Math.min(clampMax, v));\n\tconst input = handleId ? inputs?.[handleId] : void 0;\n\tif 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@@ -1,7 +1,7 @@
1
- import "./chunk-GBe2k3y8.mjs";
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";
1
+ import "./chunk-D7gtBK74.mjs";
2
+ import { n as defineRenderer } from "./renderer-C9r0-KY4.mjs";
3
+ import "./dist-BBUrGwqd.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-I5fdrflL.mjs";
5
5
 
6
6
  //#region ../../nodes/node-iridescence/dist/renderers-qgYExzH6.mjs
7
7
  const OP = "Iridescence";
@@ -200,4 +200,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: IridescenceWebGPURender
200
200
 
201
201
  //#endregion
202
202
  export { IridescenceWebGPURenderer, renderers_default as default };
203
- //# sourceMappingURL=renderer-B3e4LSE6.mjs.map
203
+ //# sourceMappingURL=renderer-CF25oNd3.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-B3e4LSE6.mjs","names":[],"sources":["../../../nodes/node-iridescence/dist/renderers-qgYExzH6.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 = \"Iridescence\";\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 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luma(c.rgb);\n\tvar phase = l;\n\tvar amount = strength;\n\tif (mode == 1u) {\n\t\tlet o = 5.0 / R;\n\t\tlet gx = luma(sampleS(in.uv + vec2<f32>(o.x, 0.0)).rgb) - luma(sampleS(in.uv - vec2<f32>(o.x, 0.0)).rgb);\n\t\tlet gy = luma(sampleS(in.uv + vec2<f32>(0.0, o.y)).rgb) - luma(sampleS(in.uv - vec2<f32>(0.0, o.y)).rgb);\n\t\tlet n = normalize(vec3<f32>(-gx * 3.0, -gy * 3.0, 1.0));\n\t\tlet slope = 1.0 - n.z;\n\t\tphase = slope * 3.0 + l * 0.6 + in.uv.x * 0.4 + in.uv.y * 0.3;\n\t\tamount = strength * clamp(0.3 + slope * 6.0, 0.0, 1.0);\n\t}\n\tphase = phase * scale + shift / 360.0;\n\tlet rainbow = 0.5 + 0.5 * cos(6.2831853 * (phase + vec3<f32>(0.0, 0.33, 0.67)));\n\tlet screened = vec3<f32>(1.0) - (vec3<f32>(1.0) - c.rgb) * (vec3<f32>(1.0) - rainbow * 0.85);\n\treturn premul(vec4<f32>(mix(c.rgb, screened, amount), c.a));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, 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}\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.strength, .6);\n\tdata[5] = num(raw.scale, 2);\n\tdata[6] = num(raw.shift, 0);\n\tdata[7] = Math.max(0, [\"luminance\", \"relief\"].indexOf(String(raw.mode ?? \"relief\")));\n}\nconst IridescenceWebGPURenderer = 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: 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+ {"version":3,"file":"renderer-CF25oNd3.mjs","names":[],"sources":["../../../nodes/node-iridescence/dist/renderers-qgYExzH6.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 = \"Iridescence\";\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 strength = u.v[1].x;\n\tlet scale = u.v[1].y;\n\tlet shift = u.v[1].z;\n\tlet mode = u32(u.v[1].w + 0.5);\n\n\tlet R = res();\n\tlet c = sampleS(in.uv);\n\tlet l = luma(c.rgb);\n\tvar phase = l;\n\tvar amount = strength;\n\tif (mode == 1u) {\n\t\tlet o = 5.0 / R;\n\t\tlet gx = luma(sampleS(in.uv + vec2<f32>(o.x, 0.0)).rgb) - luma(sampleS(in.uv - vec2<f32>(o.x, 0.0)).rgb);\n\t\tlet gy = luma(sampleS(in.uv + vec2<f32>(0.0, o.y)).rgb) - luma(sampleS(in.uv - vec2<f32>(0.0, o.y)).rgb);\n\t\tlet n = normalize(vec3<f32>(-gx * 3.0, -gy * 3.0, 1.0));\n\t\tlet slope = 1.0 - n.z;\n\t\tphase = slope * 3.0 + l * 0.6 + in.uv.x * 0.4 + in.uv.y * 0.3;\n\t\tamount = strength * clamp(0.3 + slope * 6.0, 0.0, 1.0);\n\t}\n\tphase = phase * scale + shift / 360.0;\n\tlet rainbow = 0.5 + 0.5 * cos(6.2831853 * (phase + vec3<f32>(0.0, 0.33, 0.67)));\n\tlet screened = vec3<f32>(1.0) - (vec3<f32>(1.0) - c.rgb) * (vec3<f32>(1.0) - rainbow * 0.85);\n\treturn premul(vec4<f32>(mix(c.rgb, screened, amount), c.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.strength, .6);\n\tdata[5] = num(raw.scale, 2);\n\tdata[6] = num(raw.shift, 0);\n\tdata[7] = Math.max(0, [\"luminance\", \"relief\"].indexOf(String(raw.mode ?? \"relief\")));\n}\nconst IridescenceWebGPURenderer = 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: IridescenceWebGPURenderer });\n\n//#endregion\nexport { IridescenceWebGPURenderer as n, renderers_default as t };\n//# 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@@ -0,0 +1,5 @@
1
+ import "./chunk-D7gtBK74.mjs";
2
+ import "./dist-BBUrGwqd.mjs";
3
+ import { t as renderers_default } from "./renderer-pcpDwv3K.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,7 +1,7 @@
1
- import "./chunk-GBe2k3y8.mjs";
2
- import { n as defineRenderer, s as resolveSignalField } from "./renderer-BSitV56h.mjs";
3
- import { Nn as signalRegistry } from "./dist-CspOG4V1.mjs";
4
- import { a as createFullscreenPipeline, f as signalTiming, l as fragmentBindGroupLayout, p as texturesLayout, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-DtT5I4ME.mjs";
1
+ import "./chunk-D7gtBK74.mjs";
2
+ import { n as defineRenderer, s as resolveSignalField } from "./renderer-C9r0-KY4.mjs";
3
+ import { Nn as signalRegistry } from "./dist-BBUrGwqd.mjs";
4
+ import { a as createFullscreenPipeline, f as signalTiming, l as fragmentBindGroupLayout, p as texturesLayout, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-I5fdrflL.mjs";
5
5
 
6
6
  //#region ../../nodes/node-procedural-vfx/dist/renderers-DiW7Lt7Y.mjs
7
7
  const VFX_SHADER = `
@@ -538,4 +538,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: ProceduralVFXWebGPURend
538
538
 
539
539
  //#endregion
540
540
  export { ProceduralVFXWebGPURenderer, renderers_default as default };
541
- //# sourceMappingURL=renderer-DzSMeQBC.mjs.map
541
+ //# sourceMappingURL=renderer-CHFUJyul.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-DzSMeQBC.mjs","names":[],"sources":["../../../nodes/node-procedural-vfx/dist/renderers-DiW7Lt7Y.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VFX_SHADER = `\nstruct VFXUniforms {\n effectType : f32,\n outputType : f32,\n time : f32,\n _pad0 : f32,\n\n density : f32,\n scale : f32,\n speed : f32,\n intensity : f32,\n\n seed : f32,\n hasSigDensity : f32,\n hasSigScale : f32,\n hasSigSpeed : f32,\n\n hasSigIntensity : f32,\n hasSigSeed : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : VFXUniforms;\n\n@group(1) @binding(0) var densityTex : texture_2d<f32>;\n@group(1) @binding(1) var scaleTex : texture_2d<f32>;\n@group(1) @binding(2) var speedTex : texture_2d<f32>;\n@group(1) @binding(3) var intensityTex : texture_2d<f32>;\n@group(1) @binding(4) var seedTex : texture_2d<f32>;\n@group(1) @binding(5) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n// ---- hashing & noise primitives -------------------------------------------\nfn hash21(p: vec2<f32>) -> vec2<f32> {\n let p3 = fract(vec3<f32>(p.xyx) * vec3<f32>(0.1031, 0.1030, 0.0973));\n let p4 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p4.xx + p4.yz) * p4.zy);\n}\n\nfn hash1(n: f32) -> f32 {\n return fract(sin(n) * 43758.5453);\n}\n\nfn valueNoise(p: vec2<f32>) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let a = hash1(dot(i, vec2<f32>(127.1, 311.7)));\n let b = hash1(dot(i + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)));\n let c = hash1(dot(i + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)));\n let d = hash1(dot(i + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7)));\n return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\n\nfn fbm(p: vec2<f32>, octaves: i32) -> f32 {\n var value = 0.0;\n var amp = 0.5;\n var freq = 1.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * valueNoise(p * freq);\n freq *= 2.0;\n amp *= 0.5;\n }\n return value;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n return val;\n}\n\n// ---- effect synthesizers (return straight-alpha RGBA) ----------------------\nfn fxSmoke(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let sp = p * scl;\n // Domain-warped FBM gives structured puffs instead of a solid fill.\n let q = vec2<f32>(fbm(sp + time * 0.10, 4), fbm(sp + vec2<f32>(5.2, 1.3) + time * 0.08, 4));\n let f = fbm(sp + 4.0 * q + vec2<f32>(1.7, 9.2) + time * 0.05, 4); // ~[0, 0.94]\n // Billowing plume: denser at the base (bottom, p.y=0), dissipating toward the top.\n let vgrad = 1.0 - smoothstep(0.45, 0.9, p.y);\n let n = f * 2.0 - 1.0; // remap to [-1, 1]\n // Thresholded so only bright fbm patches are opaque -> reads as puffs, not solid.\n let cov = smoothstep(0.28, 0.6, n) * dens * (0.25 + 0.75 * vgrad);\n let alpha = cov * inten;\n let col = mix(cB * 0.35, cA, clamp(f + vgrad * 0.5, 0.0, 1.0));\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxFire(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let pn = vec2<f32>(p.x * 1.5, p.y) * scl;\n let n = fbm(pn * 6.0 + vec2<f32>(time * 2.0, time * 3.0), 4);\n // Heat concentrated near base, flickering upward\n let heat = n * smoothstep(1.0, 0.0 + (1.0 - dens) * 0.3, p.y);\n // Channeled vertical columns\n let columns = smoothstep(0.45, 0.9, n + 0.4 * sin(p.x * (20.0 + 40.0 * dens) * scl + time * 8.0));\n let d = clamp(heat * inten + columns * 0.3 * inten, 0.0, 1.0);\n // Fire color ramp mapped dynamically to cA and cB\n let dark = cB * 0.15;\n let orange = cB;\n let yellow = mix(cB, cA, 0.5);\n let white = cA;\n var col = mix(dark, orange, smoothstep(0.0, 0.4, d));\n col = mix(col, yellow, smoothstep(0.4, 0.75, d));\n col = mix(col, white, smoothstep(0.75, 1.0, d));\n let alpha = smoothstep(0.0, 0.3, d) * inten;\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxRain(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (60.0 * dens + 4.0) * scl;\n let gx = floor(p.x * n);\n let h = hash1(gx);\n let speed = 0.8 + h;\n let yFrac = fract(p.y * 8.0 - time * speed);\n let dropY = abs(yFrac - 0.5);\n let reveal = step(0.35, yFrac);\n let st = smoothstep(0.18, 0.02, dropY);\n let d = st * reveal;\n let g = smoothstep(0.18, 0.02, abs(fract(p.x * n) + h * 0.2 - 0.5));\n let a = d * g * inten;\n let col = mix(cA, cB, h);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSnow(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = vec2<f32>(0.5, 0.5) + 0.3 * hash21(cell + 7.0);\n let sway = 0.1 * sin(time * 1.2 + cell.y * 3.0);\n // Fall downward (toward p.y=0, the bottom): subtract an advancing phase.\n let fall = fract(time * (0.25 + 0.45 * h.y) + h.x);\n let pos = vec2<f32>(f.x - center.x - sway, f.y - center.y) - vec2<f32>(0.0, fall);\n let d = length(pos);\n let size = 0.05 + 0.07 * h.x;\n let a = smoothstep(size, size * 0.4, d) * inten;\n let col = mix(cA, cB, h.x);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxDust(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (90.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = h;\n let drift = fract(time * 0.05 * (0.5 + h.y) + cell.x * 0.01);\n let pos = vec2<f32>(f.x - center.x, f.y - center.y) + vec2<f32>((drift - 0.5) * 0.03, 0.0);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * smoothstep(0.0, 0.3, dens) * inten * 0.6;\n let col = mix(cA, cB, h.y);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxEmbers(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 4.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let sway = 0.12 * sin(time * 2.0 + cell.y * 2.0);\n let rise = fract(time * 0.18 * (0.7 + h.y) + cell.y * 0.12);\n // Rising: as rise grows, move toward p.y=1 (top).\n let pos = vec2<f32>(f.x - 0.5 - sway, f.y + rise * 1.2);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * (1.0 - rise) * inten;\n let col = mix(cA, cB, clamp(rise, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSparks(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Burst radiating from a low-center source; travel grows over time so it expands outward.\n let src = vec2<f32>(0.5, 0.15);\n let dir = p - src;\n let dist = length(dir);\n let ang = atan2(dir.y, dir.x);\n let n = (20.0 * dens + 5.0) * scl;\n let seg = floor(ang * n);\n let tFrame = floor(time * 3.0);\n let timeVal = tFrame - 10000.0 * floor(tFrame / 10000.0);\n let h = hash1(seg + timeVal * 97.0);\n let launch = fract(0.5 + h + time * 0.5);\n let travel = launch * 0.8;\n let trail = smoothstep(0.9, 0.4, dist - travel);\n let w = 0.02 + 0.02 * h;\n let blast = smoothstep(0.0, w * 2.0, dist - travel) * trail;\n let streak = smoothstep(w, 0.0, abs(dist - travel)) * trail;\n let a = clamp(max(streak, blast * 0.4), 0.0, 1.0) * inten;\n let col = mix(cA, cB, clamp(h, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxMagic(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv);\n let ang = atan2(dv.y, dv.x);\n let swirl = fbm(vec2<f32>(r * 8.0 * scl + time * 0.5, ang * 3.0 + time * 0.8), 4);\n let halo = smoothstep(0.5, 0.1, r) * 0.4 * dens;\n let wisp = smoothstep(1.0 - dens * 0.8, 1.5 - dens * 0.8, swirl) * (0.5 + 0.5 * sin(r * 20.0 * scl - time * 3.0));\n let a = clamp((halo + wisp * 0.8) * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(swirl, 0.0, 1.0));\n return vec4<f32>(col * 0.8 + vec3<f32>(1.0) * halo * 0.4, a);\n}\n\nfn fxLensFlare(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv) * scl;\n let ang = atan2(dv.y, dv.x);\n // Radial streak\n let streakCount = 2.0 * floor(1.0 + dens * 3.0);\n let streak = smoothstep(0.35, 0.6, fract(ang / 3.14159 * streakCount + 0.5)) * pow(1.0 - r, 3.0);\n // Concentric halos / chromatic rings\n let rings = (0.5 + 0.5 * sin(r * 40.0 - time * 2.0)) * dens;\n let core = smoothstep(0.25, 0.0, r);\n let chroma = mix(cA, cB, 0.5 + 0.5 * cos(ang * 3.0 + r * 30.0));\n let a = clamp((core * 0.9 + streak * 0.5 * dens + rings * 0.15 * (1.0 - r)) * inten, 0.0, 1.0);\n return vec4<f32>(chroma, a);\n}\n\nfn fxLightning(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Periodic bolt striking vertically, flickering briefly\n let period = mix(4.0, 0.6, clamp(dens, 0.0, 1.0));\n let cycle = fract(time / period);\n let flashWindow = mix(0.05, 0.35, clamp(dens, 0.0, 1.0));\n let flash = smoothstep(flashWindow, 0.0, cycle);\n \n let tFlicker = floor(time * 60.0);\n let flickerVal = tFlicker - 10000.0 * floor(tFlicker / 10000.0);\n let flicker = step(hash1(flickerVal * 1.7), 0.8); // rapid on/off shimmer\n\n // Jitter a vertical bolt with per-row hashes and interpolate between rows\n let rows = 18.0 * scl;\n let rg = p.y * rows;\n let row = floor(rg);\n let fr = fract(rg);\n \n let tLightning = floor(time * 24.0);\n let lightningVal = tLightning - 10000.0 * floor(tLightning / 10000.0);\n let x0 = 0.3 + 0.4 * hash1(row * 13.7 + lightningVal * 3.1);\n let x1 = 0.3 + 0.4 * hash1((row + 1.0) * 13.7 + lightningVal * 3.1);\n let boltX = mix(x0, x1, fr);\n\n // Secondary tiny forks\n let forkDrift = (hash1(row * 7.3) - 0.5) * 0.12 * smoothstep(0.0, 0.6, 1.0 - p.y);\n let boltDist = abs(p.x - (boltX + forkDrift)) * scl;\n let core = smoothstep(0.012, 0.0, boltDist);\n let glow = smoothstep(0.07, 0.0, boltDist) * 0.5;\n let a = clamp((core + glow) * flash * flicker * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(boltDist * 8.0, 0.0, 1.0) + 0.3 * flash);\n // Soft ambient flash behind the bolt\n let amb = smoothstep(0.35, 0.0, length(p - vec2<f32>(boltX, p.y)) * scl) * flash * 0.15;\n return vec4<f32>(col * (1.0 + amb), clamp(a + amb, 0.0, 1.0));\n}\n\nfn fxEnergyBeam(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let src = vec2<f32>(0.15, 0.5);\n let dirv = vec2<f32>(1.0, 0.0);\n let w = p - src;\n let along = dot(w, dirv) * scl;\n let perp = dot(w, vec2<f32>(-dirv.y, dirv.x)) * scl;\n let beamWidth = 0.01 + 0.03 * dens;\n let glowWidth = 0.05 + 0.1 * dens;\n let core = smoothstep(beamWidth, 0.0, abs(perp));\n let glow = smoothstep(glowWidth, 0.0, abs(perp)) * 0.4 * dens;\n let falloff = smoothstep(0.0, 1.0, along);\n let pulse = 0.7 + 0.3 * sin(along * 30.0 - time * 10.0);\n let a = clamp((core + glow) * falloff * pulse * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(along, 0.0, 1.0));\n return vec4<f32>(col * (1.0 + glow * 2.0), a);\n}\n\nfn fxAurora(p: vec2<f32>, seedOff: f32, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Northern lights: curtains hanging from a wavy band across the upper sky,\n // rippling sideways, with fine vertical rays. cA at the base, cB at the top.\n var acc = vec3<f32>(0.0);\n var keep = 1.0;\n for (var k = 0; k < 3; k++) {\n let fk = f32(k);\n let x = p.x * (1.0 + fk * 0.35) * scl * 1.5 + seedOff * 13.0 + fk * 3.1;\n // Curtain base line, a slow wave across the frame.\n let base = 0.42 + fk * 0.06 + 0.12 * (fbm(vec2<f32>(x * 1.3, time * 0.05 + fk), 3) - 0.5)\n + 0.05 * sin(x * 4.0 + time * 0.3 + fk);\n let h = 0.38 + 0.2 * fbm(vec2<f32>(x * 2.0 + 7.0, time * 0.04), 3);\n let d = base - p.y; // 0 at the base, rising upward\n let body = smoothstep(-0.06, 0.035, d) * pow(1.0 - smoothstep(0.0, h, d), 1.5);\n // Vertical rays drifting sideways.\n let rn = fbm(vec2<f32>(x * 40.0 + time * 0.3, d * 2.0 - time * 0.1), 3);\n let rays = 0.25 + 1.2 * rn * rn;\n let fold = 0.6 + 0.4 * sin(x * 9.0 + time * 0.5 + fbm(vec2<f32>(x * 3.0, time * 0.1), 2) * 6.0);\n let a = body * rays * fold * (1.0 - fk * 0.25);\n let col = mix(cA, cB, clamp(d / max(h, 1e-3), 0.0, 1.0));\n acc += col * a;\n keep *= 1.0 - clamp(a, 0.0, 1.0);\n }\n let alpha = 1.0 - keep;\n let a = clamp(alpha * (0.35 + 0.65 * dens) * inten * 1.4, 0.0, 1.0);\n return vec4<f32>(acc / max(alpha, 1e-3) * min(alpha * 2.0, 1.0), a);\n}\n\n// ---- main dispatch ---------------------------------------------------------\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let density = get_field(u.density, u.hasSigDensity, densityTex, signalSamp);\n let scale = get_field(u.scale, u.hasSigScale, scaleTex, signalSamp);\n let speed = get_field(u.speed, u.hasSigSpeed, speedTex, signalSamp);\n let intensity = get_field(u.intensity, u.hasSigIntensity, intensityTex, signalSamp);\n let seed = get_field(u.seed, u.hasSigSeed, seedTex, signalSamp);\n\n let isVideo = u.outputType > 0.5;\n let time = select(0.0, u.time * max(speed, 1e-4), isVideo);\n let seedOff = fract(seed * 1.618033);\n\n // Aspect correction\n let uv = in.uv;\n let p = vec2<f32>(uv.x, uv.y);\n\n // Move to a seed-scrambled space so different seeds look different\n let sp = p + vec2<f32>(seedOff * 17.0, seedOff * 31.0);\n\n var eff = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n let cA = u.colorStart.rgb;\n let cB = u.colorEnd.rgb;\n let scl = max(scale, 1e-4);\n let factor = scl * 100.0;\n\n if (u.effectType < 0.5) {\n eff = fxSmoke(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 1.5) {\n eff = fxFire(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 2.5) {\n eff = fxRain(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 3.5) {\n eff = fxSparks(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 4.5) {\n eff = fxSnow(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 5.5) {\n eff = fxDust(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 6.5) {\n eff = fxLightning(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 7.5) {\n eff = fxMagic(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 8.5) {\n eff = fxLensFlare(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 9.5) {\n eff = fxEmbers(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 10.5) {\n eff = fxEnergyBeam(sp, time, factor, density, intensity, cA, cB);\n } else {\n eff = fxAurora(p, seedOff, time, factor, density, intensity, cA, cB);\n }\n\n // Straight alpha is fine for compositing onto a transparent canvas.\n let a = clamp(eff.a, 0.0, 1.0);\n return vec4<f32>(clamp(eff.rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * a, a);\n}\n`;\nconst vfxUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVFXResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `procedural_vfx_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vfxModule = device.createShaderModule({\n\t\t\tlabel: `procedural_vfx_${format}.wgsl`,\n\t\t\tcode: VFX_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ProceduralVFXPipeline_${format}`,\n\t\t\tmodule: vfxModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvfxPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst VFX_EFFECT_INDEX = {\n\tSmoke: 0,\n\tFire: 1,\n\tRain: 2,\n\tSparks: 3,\n\tSnow: 4,\n\tDust: 5,\n\tLightning: 6,\n\tMagic: 7,\n\tLensFlare: 8,\n\tEmbers: 9,\n\tEnergyBeam: 10,\n\tAurora: 11\n};\nconst ProceduralVFXWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ProceduralVFX\" || !op) return;\n\tconst { vfxPipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getVFXResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst densityInfo = resolveSignalField(op, \"density\", .6);\n\tconst scaleInfo = resolveSignalField(op, \"scale\", .01);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", .8);\n\tconst seedInfo = 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0;\n\tvfxUniformData[14] = 0;\n\tvfxUniformData[15] = 0;\n\tvfxUniformData[16] = colorStartVal[0];\n\tvfxUniformData[17] = colorStartVal[1];\n\tvfxUniformData[18] = colorStartVal[2];\n\tvfxUniformData[19] = colorStartVal[3];\n\tvfxUniformData[20] = colorEndVal[0];\n\tvfxUniformData[21] = colorEndVal[1];\n\tvfxUniformData[22] = colorEndVal[2];\n\tvfxUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vfxUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"density\",\n\t\t\tinfo: densityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t},\n\t\t{\n\t\t\tname: \"intensity\",\n\t\t\tinfo: intensityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"seed\",\n\t\t\tinfo: seedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = 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1
+ {"version":3,"file":"renderer-CHFUJyul.mjs","names":[],"sources":["../../../nodes/node-procedural-vfx/dist/renderers-DiW7Lt7Y.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VFX_SHADER = `\nstruct VFXUniforms {\n effectType : f32,\n outputType : f32,\n time : f32,\n _pad0 : f32,\n\n density : f32,\n scale : f32,\n speed : f32,\n intensity : f32,\n\n seed : f32,\n hasSigDensity : f32,\n hasSigScale : f32,\n hasSigSpeed : f32,\n\n hasSigIntensity : f32,\n hasSigSeed : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : VFXUniforms;\n\n@group(1) @binding(0) var densityTex : texture_2d<f32>;\n@group(1) @binding(1) var scaleTex : texture_2d<f32>;\n@group(1) @binding(2) var speedTex : texture_2d<f32>;\n@group(1) @binding(3) var intensityTex : texture_2d<f32>;\n@group(1) @binding(4) var seedTex : texture_2d<f32>;\n@group(1) @binding(5) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n// ---- hashing & noise primitives -------------------------------------------\nfn hash21(p: vec2<f32>) -> vec2<f32> {\n let p3 = fract(vec3<f32>(p.xyx) * vec3<f32>(0.1031, 0.1030, 0.0973));\n let p4 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p4.xx + p4.yz) * p4.zy);\n}\n\nfn hash1(n: f32) -> f32 {\n return fract(sin(n) * 43758.5453);\n}\n\nfn valueNoise(p: vec2<f32>) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let a = hash1(dot(i, vec2<f32>(127.1, 311.7)));\n let b = hash1(dot(i + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)));\n let c = hash1(dot(i + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)));\n let d = hash1(dot(i + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7)));\n return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\n\nfn fbm(p: vec2<f32>, octaves: i32) -> f32 {\n var value = 0.0;\n var amp = 0.5;\n var freq = 1.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * valueNoise(p * freq);\n freq *= 2.0;\n amp *= 0.5;\n }\n return value;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n return val;\n}\n\n// ---- effect synthesizers (return straight-alpha RGBA) ----------------------\nfn fxSmoke(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let sp = p * scl;\n // Domain-warped FBM gives structured puffs instead of a solid fill.\n let q = vec2<f32>(fbm(sp + time * 0.10, 4), fbm(sp + vec2<f32>(5.2, 1.3) + time * 0.08, 4));\n let f = fbm(sp + 4.0 * q + vec2<f32>(1.7, 9.2) + time * 0.05, 4); // ~[0, 0.94]\n // Billowing plume: denser at the base (bottom, p.y=0), dissipating toward the top.\n let vgrad = 1.0 - smoothstep(0.45, 0.9, p.y);\n let n = f * 2.0 - 1.0; // remap to [-1, 1]\n // Thresholded so only bright fbm patches are opaque -> reads as puffs, not solid.\n let cov = smoothstep(0.28, 0.6, n) * dens * (0.25 + 0.75 * vgrad);\n let alpha = cov * inten;\n let col = mix(cB * 0.35, cA, clamp(f + vgrad * 0.5, 0.0, 1.0));\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxFire(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let pn = vec2<f32>(p.x * 1.5, p.y) * scl;\n let n = fbm(pn * 6.0 + vec2<f32>(time * 2.0, time * 3.0), 4);\n // Heat concentrated near base, flickering upward\n let heat = n * smoothstep(1.0, 0.0 + (1.0 - dens) * 0.3, p.y);\n // Channeled vertical columns\n let columns = smoothstep(0.45, 0.9, n + 0.4 * sin(p.x * (20.0 + 40.0 * dens) * scl + time * 8.0));\n let d = clamp(heat * inten + columns * 0.3 * inten, 0.0, 1.0);\n // Fire color ramp mapped dynamically to cA and cB\n let dark = cB * 0.15;\n let orange = cB;\n let yellow = mix(cB, cA, 0.5);\n let white = cA;\n var col = mix(dark, orange, smoothstep(0.0, 0.4, d));\n col = mix(col, yellow, smoothstep(0.4, 0.75, d));\n col = mix(col, white, smoothstep(0.75, 1.0, d));\n let alpha = smoothstep(0.0, 0.3, d) * inten;\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxRain(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (60.0 * dens + 4.0) * scl;\n let gx = floor(p.x * n);\n let h = hash1(gx);\n let speed = 0.8 + h;\n let yFrac = fract(p.y * 8.0 - time * speed);\n let dropY = abs(yFrac - 0.5);\n let reveal = step(0.35, yFrac);\n let st = smoothstep(0.18, 0.02, dropY);\n let d = st * reveal;\n let g = smoothstep(0.18, 0.02, abs(fract(p.x * n) + h * 0.2 - 0.5));\n let a = d * g * inten;\n let col = mix(cA, cB, h);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSnow(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = vec2<f32>(0.5, 0.5) + 0.3 * hash21(cell + 7.0);\n let sway = 0.1 * sin(time * 1.2 + cell.y * 3.0);\n // Fall downward (toward p.y=0, the bottom): subtract an advancing phase.\n let fall = fract(time * (0.25 + 0.45 * h.y) + h.x);\n let pos = vec2<f32>(f.x - center.x - sway, f.y - center.y) - vec2<f32>(0.0, fall);\n let d = length(pos);\n let size = 0.05 + 0.07 * h.x;\n let a = smoothstep(size, size * 0.4, d) * inten;\n let col = mix(cA, cB, h.x);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxDust(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (90.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = h;\n let drift = fract(time * 0.05 * (0.5 + h.y) + cell.x * 0.01);\n let pos = vec2<f32>(f.x - center.x, f.y - center.y) + vec2<f32>((drift - 0.5) * 0.03, 0.0);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * smoothstep(0.0, 0.3, dens) * inten * 0.6;\n let col = mix(cA, cB, h.y);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxEmbers(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 4.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let sway = 0.12 * sin(time * 2.0 + cell.y * 2.0);\n let rise = fract(time * 0.18 * (0.7 + h.y) + cell.y * 0.12);\n // Rising: as rise grows, move toward p.y=1 (top).\n let pos = vec2<f32>(f.x - 0.5 - sway, f.y + rise * 1.2);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * (1.0 - rise) * inten;\n let col = mix(cA, cB, clamp(rise, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSparks(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Burst radiating from a low-center source; travel grows over time so it expands outward.\n let src = vec2<f32>(0.5, 0.15);\n let dir = p - src;\n let dist = length(dir);\n let ang = atan2(dir.y, dir.x);\n let n = (20.0 * dens + 5.0) * scl;\n let seg = floor(ang * n);\n let tFrame = floor(time * 3.0);\n let timeVal = tFrame - 10000.0 * floor(tFrame / 10000.0);\n let h = hash1(seg + timeVal * 97.0);\n let launch = fract(0.5 + h + time * 0.5);\n let travel = launch * 0.8;\n let trail = smoothstep(0.9, 0.4, dist - travel);\n let w = 0.02 + 0.02 * h;\n let blast = smoothstep(0.0, w * 2.0, dist - travel) * trail;\n let streak = smoothstep(w, 0.0, abs(dist - travel)) * trail;\n let a = clamp(max(streak, blast * 0.4), 0.0, 1.0) * inten;\n let col = mix(cA, cB, clamp(h, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxMagic(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv);\n let ang = atan2(dv.y, dv.x);\n let swirl = fbm(vec2<f32>(r * 8.0 * scl + time * 0.5, ang * 3.0 + time * 0.8), 4);\n let halo = smoothstep(0.5, 0.1, r) * 0.4 * dens;\n let wisp = smoothstep(1.0 - dens * 0.8, 1.5 - dens * 0.8, swirl) * (0.5 + 0.5 * sin(r * 20.0 * scl - time * 3.0));\n let a = clamp((halo + wisp * 0.8) * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(swirl, 0.0, 1.0));\n return vec4<f32>(col * 0.8 + vec3<f32>(1.0) * halo * 0.4, a);\n}\n\nfn fxLensFlare(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv) * scl;\n let ang = atan2(dv.y, dv.x);\n // Radial streak\n let streakCount = 2.0 * floor(1.0 + dens * 3.0);\n let streak = smoothstep(0.35, 0.6, fract(ang / 3.14159 * streakCount + 0.5)) * pow(1.0 - r, 3.0);\n // Concentric halos / chromatic rings\n let rings = (0.5 + 0.5 * sin(r * 40.0 - time * 2.0)) * dens;\n let core = smoothstep(0.25, 0.0, r);\n let chroma = mix(cA, cB, 0.5 + 0.5 * cos(ang * 3.0 + r * 30.0));\n let a = clamp((core * 0.9 + streak * 0.5 * dens + rings * 0.15 * (1.0 - r)) * inten, 0.0, 1.0);\n return vec4<f32>(chroma, a);\n}\n\nfn fxLightning(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Periodic bolt striking vertically, flickering briefly\n let period = mix(4.0, 0.6, clamp(dens, 0.0, 1.0));\n let cycle = fract(time / period);\n let flashWindow = mix(0.05, 0.35, clamp(dens, 0.0, 1.0));\n let flash = smoothstep(flashWindow, 0.0, cycle);\n \n let tFlicker = floor(time * 60.0);\n let flickerVal = tFlicker - 10000.0 * floor(tFlicker / 10000.0);\n let flicker = step(hash1(flickerVal * 1.7), 0.8); // rapid on/off shimmer\n\n // Jitter a vertical bolt with per-row hashes and interpolate between rows\n let rows = 18.0 * scl;\n let rg = p.y * rows;\n let row = floor(rg);\n let fr = fract(rg);\n \n let tLightning = floor(time * 24.0);\n let lightningVal = tLightning - 10000.0 * floor(tLightning / 10000.0);\n let x0 = 0.3 + 0.4 * hash1(row * 13.7 + lightningVal * 3.1);\n let x1 = 0.3 + 0.4 * hash1((row + 1.0) * 13.7 + lightningVal * 3.1);\n let boltX = mix(x0, x1, fr);\n\n // Secondary tiny forks\n let forkDrift = (hash1(row * 7.3) - 0.5) * 0.12 * smoothstep(0.0, 0.6, 1.0 - p.y);\n let boltDist = abs(p.x - (boltX + forkDrift)) * scl;\n let core = smoothstep(0.012, 0.0, boltDist);\n let glow = smoothstep(0.07, 0.0, boltDist) * 0.5;\n let a = clamp((core + glow) * flash * flicker * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(boltDist * 8.0, 0.0, 1.0) + 0.3 * flash);\n // Soft ambient flash behind the bolt\n let amb = smoothstep(0.35, 0.0, length(p - vec2<f32>(boltX, p.y)) * scl) * flash * 0.15;\n return vec4<f32>(col * (1.0 + amb), clamp(a + amb, 0.0, 1.0));\n}\n\nfn fxEnergyBeam(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let src = vec2<f32>(0.15, 0.5);\n let dirv = vec2<f32>(1.0, 0.0);\n let w = p - src;\n let along = dot(w, dirv) * scl;\n let perp = dot(w, vec2<f32>(-dirv.y, dirv.x)) * scl;\n let beamWidth = 0.01 + 0.03 * dens;\n let glowWidth = 0.05 + 0.1 * dens;\n let core = smoothstep(beamWidth, 0.0, abs(perp));\n let glow = smoothstep(glowWidth, 0.0, abs(perp)) * 0.4 * dens;\n let falloff = smoothstep(0.0, 1.0, along);\n let pulse = 0.7 + 0.3 * sin(along * 30.0 - time * 10.0);\n let a = clamp((core + glow) * falloff * pulse * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(along, 0.0, 1.0));\n return vec4<f32>(col * (1.0 + glow * 2.0), a);\n}\n\nfn fxAurora(p: vec2<f32>, seedOff: f32, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Northern lights: curtains hanging from a wavy band across the upper sky,\n // rippling sideways, with fine vertical rays. cA at the base, cB at the top.\n var acc = vec3<f32>(0.0);\n var keep = 1.0;\n for (var k = 0; k < 3; k++) {\n let fk = f32(k);\n let x = p.x * (1.0 + fk * 0.35) * scl * 1.5 + seedOff * 13.0 + fk * 3.1;\n // Curtain base line, a slow wave across the frame.\n let base = 0.42 + fk * 0.06 + 0.12 * (fbm(vec2<f32>(x * 1.3, time * 0.05 + fk), 3) - 0.5)\n + 0.05 * sin(x * 4.0 + time * 0.3 + fk);\n let h = 0.38 + 0.2 * fbm(vec2<f32>(x * 2.0 + 7.0, time * 0.04), 3);\n let d = base - p.y; // 0 at the base, rising upward\n let body = smoothstep(-0.06, 0.035, d) * pow(1.0 - smoothstep(0.0, h, d), 1.5);\n // Vertical rays drifting sideways.\n let rn = fbm(vec2<f32>(x * 40.0 + time * 0.3, d * 2.0 - time * 0.1), 3);\n let rays = 0.25 + 1.2 * rn * rn;\n let fold = 0.6 + 0.4 * sin(x * 9.0 + time * 0.5 + fbm(vec2<f32>(x * 3.0, time * 0.1), 2) * 6.0);\n let a = body * rays * fold * (1.0 - fk * 0.25);\n let col = mix(cA, cB, clamp(d / max(h, 1e-3), 0.0, 1.0));\n acc += col * a;\n keep *= 1.0 - clamp(a, 0.0, 1.0);\n }\n let alpha = 1.0 - keep;\n let a = clamp(alpha * (0.35 + 0.65 * dens) * inten * 1.4, 0.0, 1.0);\n return vec4<f32>(acc / max(alpha, 1e-3) * min(alpha * 2.0, 1.0), a);\n}\n\n// ---- main dispatch ---------------------------------------------------------\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let density = get_field(u.density, u.hasSigDensity, densityTex, signalSamp);\n let scale = get_field(u.scale, u.hasSigScale, scaleTex, signalSamp);\n let speed = get_field(u.speed, u.hasSigSpeed, speedTex, signalSamp);\n let intensity = get_field(u.intensity, u.hasSigIntensity, intensityTex, signalSamp);\n let seed = get_field(u.seed, u.hasSigSeed, seedTex, signalSamp);\n\n let isVideo = u.outputType > 0.5;\n let time = select(0.0, u.time * max(speed, 1e-4), isVideo);\n let seedOff = fract(seed * 1.618033);\n\n // Aspect correction\n let uv = in.uv;\n let p = vec2<f32>(uv.x, uv.y);\n\n // Move to a seed-scrambled space so different seeds look different\n let sp = p + vec2<f32>(seedOff * 17.0, seedOff * 31.0);\n\n var eff = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n let cA = u.colorStart.rgb;\n let cB = u.colorEnd.rgb;\n let scl = max(scale, 1e-4);\n let factor = scl * 100.0;\n\n if (u.effectType < 0.5) {\n eff = fxSmoke(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 1.5) {\n eff = fxFire(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 2.5) {\n eff = fxRain(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 3.5) {\n eff = fxSparks(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 4.5) {\n eff = fxSnow(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 5.5) {\n eff = fxDust(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 6.5) {\n eff = fxLightning(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 7.5) {\n eff = fxMagic(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 8.5) {\n eff = fxLensFlare(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 9.5) {\n eff = fxEmbers(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 10.5) {\n eff = fxEnergyBeam(sp, time, factor, density, intensity, cA, cB);\n } else {\n eff = fxAurora(p, seedOff, time, factor, density, intensity, cA, cB);\n }\n\n // Straight alpha is fine for compositing onto a transparent canvas.\n let a = clamp(eff.a, 0.0, 1.0);\n return vec4<f32>(clamp(eff.rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * a, a);\n}\n`;\nconst vfxUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVFXResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `procedural_vfx_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vfxModule = device.createShaderModule({\n\t\t\tlabel: `procedural_vfx_${format}.wgsl`,\n\t\t\tcode: VFX_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ProceduralVFXPipeline_${format}`,\n\t\t\tmodule: vfxModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvfxPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst VFX_EFFECT_INDEX = {\n\tSmoke: 0,\n\tFire: 1,\n\tRain: 2,\n\tSparks: 3,\n\tSnow: 4,\n\tDust: 5,\n\tLightning: 6,\n\tMagic: 7,\n\tLensFlare: 8,\n\tEmbers: 9,\n\tEnergyBeam: 10,\n\tAurora: 11\n};\nconst ProceduralVFXWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ProceduralVFX\" || !op) return;\n\tconst { vfxPipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getVFXResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst densityInfo = resolveSignalField(op, \"density\", .6);\n\tconst scaleInfo = resolveSignalField(op, \"scale\", .01);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", .8);\n\tconst seedInfo = resolveSignalField(op, \"seed\", 1234);\n\tconst effectIndex = VFX_EFFECT_INDEX[op.effectType ?? \"Smoke\"] ?? 0;\n\tconst outputTypeVal = op.outputType === \"Video\" ? 1 : 0;\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst colorStartVal = hexToRgba(op.colorStart ?? \"#ffffff\");\n\tconst colorEndVal = hexToRgba(op.colorEnd ?? \"#ff5500\");\n\tvfxUniformData[0] = effectIndex;\n\tvfxUniformData[1] = outputTypeVal;\n\tvfxUniformData[2] = elapsedSeconds;\n\tvfxUniformData[3] = 0;\n\tvfxUniformData[4] = densityInfo.value;\n\tvfxUniformData[5] = scaleInfo.value;\n\tvfxUniformData[6] = speedInfo.value;\n\tvfxUniformData[7] = intensityInfo.value;\n\tvfxUniformData[8] = seedInfo.value;\n\tvfxUniformData[9] = densityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[10] = scaleInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[11] = speedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[12] = intensityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[13] = seedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[14] = 0;\n\tvfxUniformData[15] = 0;\n\tvfxUniformData[16] = colorStartVal[0];\n\tvfxUniformData[17] = colorStartVal[1];\n\tvfxUniformData[18] = colorStartVal[2];\n\tvfxUniformData[19] = colorStartVal[3];\n\tvfxUniformData[20] = colorEndVal[0];\n\tvfxUniformData[21] = colorEndVal[1];\n\tvfxUniformData[22] = colorEndVal[2];\n\tvfxUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vfxUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"density\",\n\t\t\tinfo: densityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t},\n\t\t{\n\t\t\tname: \"intensity\",\n\t\t\tinfo: intensityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"seed\",\n\t\t\tinfo: seedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `procedural_vfx_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);\n\t\tsignalViews.push(view);\n\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tpass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: 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@@ -1,7 +1,7 @@
1
- import "./chunk-GBe2k3y8.mjs";
2
- import { n as defineRenderer } from "./renderer-BSitV56h.mjs";
3
- import "./dist-CspOG4V1.mjs";
4
- import { o as drawChildToTexture } from "./gpu-DtT5I4ME.mjs";
1
+ import "./chunk-D7gtBK74.mjs";
2
+ import { n as defineRenderer } from "./renderer-C9r0-KY4.mjs";
3
+ import "./dist-BBUrGwqd.mjs";
4
+ import { o as drawChildToTexture } from "./gpu-I5fdrflL.mjs";
5
5
 
6
6
  //#region ../../nodes/node-extract-frame/dist/renderers-ByS_lnbu.mjs
7
7
  /**
@@ -58,4 +58,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: ExtractFrameWebGPURende
58
58
 
59
59
  //#endregion
60
60
  export { renderers_default as default };
61
- //# sourceMappingURL=renderer-ByCX4JYg.mjs.map
61
+ //# sourceMappingURL=renderer-CKGOKBZi.mjs.map