framefields 2.4.3 → 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.
- package/README.md +26 -1
- package/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +13 -13
- package/dist/{audio-DJeVoE8b.mjs → audio-BluXgSeG.mjs} +1 -1
- package/dist/{audio-DJeVoE8b.mjs.map → audio-BluXgSeG.mjs.map} +1 -1
- package/dist/{audio-BymXfAvH.d.mts → audio-C1A4N3Wh.d.mts} +3 -3
- package/dist/{audio-BymXfAvH.d.mts.map → audio-C1A4N3Wh.d.mts.map} +1 -1
- package/dist/{audio-BzHHpImj.mjs → audio-CMHpfOoS.mjs} +4 -4
- package/dist/{audio-BzHHpImj.mjs.map → audio-CMHpfOoS.mjs.map} +1 -1
- package/dist/cli.d.mts +1 -0
- package/dist/cli.mjs +221 -0
- package/dist/cli.mjs.map +1 -0
- package/dist/components/index.d.mts +12 -0
- package/dist/components/index.mjs +49 -0
- package/dist/{dist-hmWTJPik.mjs → dist-BBUrGwqd.mjs} +24 -3
- package/dist/{dist-hmWTJPik.mjs.map → dist-BBUrGwqd.mjs.map} +1 -1
- package/dist/{dist-Bo2_zeCn.mjs → dist-CQZ5_60A.mjs} +2 -2
- package/dist/{dist-Bo2_zeCn.mjs.map → dist-CQZ5_60A.mjs.map} +1 -1
- package/dist/{dist-0QGroRYZ.mjs → dist-C_SMBmHr.mjs} +1 -1
- package/dist/{dist-0QGroRYZ.mjs.map → dist-C_SMBmHr.mjs.map} +1 -1
- package/dist/{dist-TrtLGPvc.mjs → dist-DFeF-ygz.mjs} +1 -1
- package/dist/{dist-TrtLGPvc.mjs.map → dist-DFeF-ygz.mjs.map} +1 -1
- package/dist/{dist-DMa2BbYs.mjs → dist-QMVy31gR.mjs} +23 -4
- package/dist/dist-QMVy31gR.mjs.map +1 -0
- package/dist/effects/index.d.mts +4 -4
- package/dist/effects/index.mjs +36 -36
- package/dist/{effects-CiZjSwIh.mjs → effects-mRe-rLte.mjs} +3 -3
- package/dist/{effects-CiZjSwIh.mjs.map → effects-mRe-rLte.mjs.map} +1 -1
- package/dist/fonts/index.d.mts +1 -1
- package/dist/fonts/index.mjs +3 -3
- package/dist/{fonts-Da1JDKpc.mjs → fonts-wI3CUYHM.mjs} +2 -2
- package/dist/{fonts-Da1JDKpc.mjs.map → fonts-wI3CUYHM.mjs.map} +1 -1
- package/dist/{gpu-CHIgM_YH.mjs → gpu-I5fdrflL.mjs} +2 -2
- package/dist/{gpu-CHIgM_YH.mjs.map → gpu-I5fdrflL.mjs.map} +1 -1
- package/dist/{index-DIvWBm-q.d.mts → index-B-KVpJMb.d.mts} +2 -2
- package/dist/{index-DIvWBm-q.d.mts.map → index-B-KVpJMb.d.mts.map} +1 -1
- package/dist/index-BJe_GEyj.d.mts +5968 -0
- package/dist/index-BJe_GEyj.d.mts.map +1 -0
- package/dist/{index-WMofVN02.d.mts → index-BpdVOlsV.d.mts} +3 -3
- package/dist/{index-WMofVN02.d.mts.map → index-BpdVOlsV.d.mts.map} +1 -1
- package/dist/index-C2f4Hm-p.d.mts +89 -0
- package/dist/index-C2f4Hm-p.d.mts.map +1 -0
- package/dist/{index-B-55dXDu.d.mts → index-CalU-mpZ.d.mts} +1 -1
- package/dist/{index-B-55dXDu.d.mts.map → index-CalU-mpZ.d.mts.map} +1 -1
- package/dist/{index-CJkihekp.d.mts → index-D6-lH1Mx.d.mts} +189 -189
- package/dist/index-D6-lH1Mx.d.mts.map +1 -0
- package/dist/{index-Dwf76Qep.d.mts → index-DNKM3to5.d.mts} +3 -3
- package/dist/{index-Dwf76Qep.d.mts.map → index-DNKM3to5.d.mts.map} +1 -1
- package/dist/{index-DGe83M-p.d.mts → index-fymoeGNW.d.mts} +6 -1
- package/dist/index-fymoeGNW.d.mts.map +1 -0
- package/dist/index.d.mts +13 -4659
- package/dist/index.mjs +59 -6654
- package/dist/preview/index.d.mts +4 -90
- package/dist/preview/index.mjs +12 -12
- package/dist/{preview-5E4B96RD.mjs → preview--DEgW67P.mjs} +3 -3
- package/dist/{preview-5E4B96RD.mjs.map → preview--DEgW67P.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/{chunk-TFFG5YFI.mjs → chunk-24H3QVYB.mjs} +1 -1
- package/dist/preview-engine/{chunk-7J4OK4VE.mjs → chunk-25T3M6MI.mjs} +1 -1
- package/dist/preview-engine/{chunk-YJ6GWVL4.mjs → chunk-2AV7HRRL.mjs} +1 -1
- package/dist/preview-engine/{chunk-U4SQUTDV.mjs → chunk-4EOS6ZWW.mjs} +1 -1
- package/dist/preview-engine/{chunk-O3NOB5IB.mjs → chunk-4UI3S3UG.mjs} +1 -1
- package/dist/preview-engine/{chunk-YQYLBXOX.mjs → chunk-5N3GW3NE.mjs} +1 -1
- package/dist/preview-engine/{chunk-JJYNYYPA.mjs → chunk-5P764TTF.mjs} +1 -1
- package/dist/preview-engine/{chunk-5CWQHYQP.mjs → chunk-7BUKVFWB.mjs} +1 -1
- package/dist/preview-engine/{chunk-6WKWYUOM.mjs → chunk-7EHUT5A3.mjs} +1 -1
- package/dist/preview-engine/{chunk-A2775RSO.mjs → chunk-7HTTYP6T.mjs} +1 -1
- package/dist/preview-engine/{chunk-AWX4YGC5.mjs → chunk-7JYMNGNK.mjs} +1 -1
- package/dist/preview-engine/{chunk-JTUK7ZXK.mjs → chunk-A5OUYV3I.mjs} +1 -1
- package/dist/preview-engine/{chunk-5JSSXOBB.mjs → chunk-AJLPRIXB.mjs} +1 -1
- package/dist/preview-engine/{chunk-KJ2DTA77.mjs → chunk-ANZDLSSM.mjs} +1 -1
- package/dist/preview-engine/{chunk-OZDZQMTB.mjs → chunk-C2TA65CH.mjs} +1 -1
- package/dist/preview-engine/{chunk-C45ROXI6.mjs → chunk-CBQOJAIS.mjs} +11 -11
- package/dist/preview-engine/{chunk-E7DH7EPX.mjs → chunk-DKXKOUQR.mjs} +1 -1
- package/dist/preview-engine/{chunk-5SVJIGPK.mjs → chunk-DPIED3EG.mjs} +1 -1
- package/dist/preview-engine/{chunk-AY2ZIXST.mjs → chunk-ENS4KUJV.mjs} +1 -1
- package/dist/preview-engine/{chunk-5EVEGKWT.mjs → chunk-HXHP3UHZ.mjs} +1 -1
- package/dist/preview-engine/chunk-I6E3AKLS.mjs +1 -0
- package/dist/preview-engine/{chunk-JJA4G3OU.mjs → chunk-ILKBHDFB.mjs} +1 -1
- package/dist/preview-engine/{chunk-7QE6II7R.mjs → chunk-JMOJKT5W.mjs} +1 -1
- package/dist/preview-engine/{chunk-ILBZQLUF.mjs → chunk-KKBJ7X3T.mjs} +1 -1
- package/dist/preview-engine/{chunk-EEOUHDUD.mjs → chunk-KRVXRP5F.mjs} +1 -1
- package/dist/preview-engine/{chunk-UVWGZUKZ.mjs → chunk-MLW6Y4RN.mjs} +1 -1
- package/dist/preview-engine/{chunk-UMF7NNUA.mjs → chunk-MRDJNDYV.mjs} +1 -1
- package/dist/preview-engine/{chunk-XTPEGKOZ.mjs → chunk-MZAAJXUL.mjs} +1 -1
- package/dist/preview-engine/{chunk-AKYUVDKM.mjs → chunk-NB55FW7D.mjs} +1 -1
- package/dist/preview-engine/{chunk-UDDK5QZF.mjs → chunk-NG5WSR3A.mjs} +1 -1
- package/dist/preview-engine/{chunk-FDNR4PRC.mjs → chunk-NXKXOSE6.mjs} +1 -1
- package/dist/preview-engine/{chunk-N3PRZLZJ.mjs → chunk-NYEDWUFS.mjs} +1 -1
- package/dist/preview-engine/{chunk-6TGNQ5FD.mjs → chunk-O6LGKH4S.mjs} +1 -1
- package/dist/preview-engine/{chunk-LSBCFJZM.mjs → chunk-OOJAQBS3.mjs} +1 -1
- package/dist/preview-engine/{chunk-6AEU4DC7.mjs → chunk-PJN7DD55.mjs} +3 -3
- package/dist/preview-engine/{chunk-V6LCSK6Q.mjs → chunk-QCUGWPYP.mjs} +1 -1
- package/dist/preview-engine/{chunk-BIS3W4Z5.mjs → chunk-QQJPPGH5.mjs} +1 -1
- package/dist/preview-engine/{chunk-37P2KIFE.mjs → chunk-QVUT3QNF.mjs} +1 -1
- package/dist/preview-engine/{chunk-FSAELHVT.mjs → chunk-RNFYEZLL.mjs} +1 -1
- package/dist/preview-engine/{chunk-3SOD7OTO.mjs → chunk-TA5OBYRR.mjs} +1 -1
- package/dist/preview-engine/{chunk-6MBYREBG.mjs → chunk-VRNN6H6Y.mjs} +1 -1
- package/dist/preview-engine/{chunk-GIH5QURF.mjs → chunk-VTE3IISK.mjs} +1 -1
- package/dist/preview-engine/{chunk-GQN35VLT.mjs → chunk-VZGDX7II.mjs} +1 -1
- package/dist/preview-engine/{chunk-54HE34HO.mjs → chunk-XJ4CQIZZ.mjs} +1 -1
- package/dist/preview-engine/{chunk-LMZHCWXP.mjs → chunk-XYRBFLFF.mjs} +1 -1
- package/dist/preview-engine/{chunk-O5LA63CK.mjs → chunk-YMQMPBTL.mjs} +1 -1
- package/dist/preview-engine/{chunk-S7NG26UG.mjs → chunk-Z4ZO4RVT.mjs} +1 -1
- package/dist/preview-engine/{chunk-W3QGP5XF.mjs → chunk-ZFURUTVW.mjs} +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +33 -31
- package/dist/preview-engine/player.mjs +5 -5
- package/dist/preview-engine/renderers-2CBJYNOC.mjs +1 -0
- package/dist/preview-engine/renderers-37CN7O4S.mjs +1 -0
- package/dist/preview-engine/renderers-3AZ5PMGC.mjs +1 -0
- package/dist/preview-engine/renderers-3UGG2IMP.mjs +1 -0
- package/dist/preview-engine/{renderers-ELARGDRC.mjs → renderers-3VXNHICC.mjs} +1 -1
- package/dist/preview-engine/{renderers-WNMRLGZS.mjs → renderers-3ZYXHUSW.mjs} +1 -1
- package/dist/preview-engine/{renderers-43LBWRY2.mjs → renderers-4FONYSBA.mjs} +1 -1
- package/dist/preview-engine/renderers-54I5SFXR.mjs +1 -0
- package/dist/preview-engine/renderers-5LXALKB4.mjs +1 -0
- package/dist/preview-engine/renderers-5TICPV2K.mjs +1 -0
- package/dist/preview-engine/{renderers-X2XGDF3R.mjs → renderers-5YS5WHAV.mjs} +1 -1
- package/dist/preview-engine/renderers-6UTRYW7Z.mjs +1 -0
- package/dist/preview-engine/{renderers-XPO2WQNF.mjs → renderers-6ZCFR7BL.mjs} +1 -1
- package/dist/preview-engine/renderers-AYEWAW7F.mjs +1 -0
- package/dist/preview-engine/{renderers-QJNGN722.mjs → renderers-BOT4H6KJ.mjs} +1 -1
- package/dist/preview-engine/{renderers-FNPXT2EH.mjs → renderers-C44CEIYB.mjs} +1 -1
- package/dist/preview-engine/{renderers-KW75FYFG.mjs → renderers-C4G7X7LD.mjs} +1 -1
- package/dist/preview-engine/renderers-CLCPP3TZ.mjs +1 -0
- package/dist/preview-engine/{renderers-7M3YOI7E.mjs → renderers-DBRC3SQE.mjs} +1 -1
- package/dist/preview-engine/{renderers-PM4Q5QOW.mjs → renderers-DSICQMRF.mjs} +1 -1
- package/dist/preview-engine/renderers-DTZ2AER5.mjs +1 -0
- package/dist/preview-engine/renderers-DUF2CTX6.mjs +1 -0
- package/dist/preview-engine/{renderers-5OGAF66H.mjs → renderers-EOIMH7UE.mjs} +1 -1
- package/dist/preview-engine/renderers-EOMMSENQ.mjs +1 -0
- package/dist/preview-engine/{renderers-K23EAM2J.mjs → renderers-GSRKNT75.mjs} +1 -1
- package/dist/preview-engine/{renderers-J6DEIWTU.mjs → renderers-GUJTPO37.mjs} +1 -1
- package/dist/preview-engine/{renderers-VD5GHHK6.mjs → renderers-HE42AT5T.mjs} +1 -1
- package/dist/preview-engine/{renderers-Q6AO5M54.mjs → renderers-JM7JEVBN.mjs} +1 -1
- package/dist/preview-engine/{renderers-WOLTH5VI.mjs → renderers-JRU2GNPE.mjs} +1 -1
- package/dist/preview-engine/{renderers-TFEDHXPY.mjs → renderers-K6J77OI5.mjs} +1 -1
- package/dist/preview-engine/{renderers-U2ZWRL25.mjs → renderers-L7EITUCD.mjs} +1 -1
- package/dist/preview-engine/renderers-LGUHDWWB.mjs +1 -0
- package/dist/preview-engine/renderers-LGXD24IJ.mjs +1 -0
- package/dist/preview-engine/renderers-MCTBJEL7.mjs +1 -0
- package/dist/preview-engine/{renderers-3YHETAPE.mjs → renderers-OBXNUQMP.mjs} +1 -1
- package/dist/preview-engine/renderers-OZGEXW2X.mjs +1 -0
- package/dist/preview-engine/{renderers-ZRR7BLB7.mjs → renderers-PJGFJGJS.mjs} +1 -1
- package/dist/preview-engine/{renderers-35G4KCQ2.mjs → renderers-PPGOYOID.mjs} +1 -1
- package/dist/preview-engine/{renderers-7UKFQ75V.mjs → renderers-PUJRHBUW.mjs} +1 -1
- package/dist/preview-engine/renderers-PVUROEGR.mjs +1 -0
- package/dist/preview-engine/renderers-QBVVTQV6.mjs +1 -0
- package/dist/preview-engine/{renderers-2GE5HE56.mjs → renderers-QPHOG7QR.mjs} +1 -1
- package/dist/preview-engine/{renderers-2A7YDJMJ.mjs → renderers-RV62K5JC.mjs} +1 -1
- package/dist/preview-engine/{renderers-6GYRMHGQ.mjs → renderers-SBX64ERA.mjs} +1 -1
- package/dist/preview-engine/renderers-SCJTTOEJ.mjs +1 -0
- package/dist/preview-engine/{renderers-MHDLRY3S.mjs → renderers-SD35PBEM.mjs} +1 -1
- package/dist/preview-engine/{renderers-XTRFEQO4.mjs → renderers-SIHL5GLI.mjs} +1 -1
- package/dist/preview-engine/{renderers-UBO4ZNE6.mjs → renderers-SNUVYUDE.mjs} +1 -1
- package/dist/preview-engine/renderers-SPW4SWZ2.mjs +228 -0
- package/dist/preview-engine/renderers-SRKCF3LD.mjs +1 -0
- package/dist/preview-engine/{renderers-LF6W5P2I.mjs → renderers-T3S7QVM4.mjs} +1 -1
- package/dist/preview-engine/renderers-TBP2EKJ4.mjs +1 -0
- package/dist/preview-engine/renderers-UN6YLFHW.mjs +1 -0
- package/dist/preview-engine/renderers-UTWKTBZI.mjs +1 -0
- package/dist/preview-engine/{renderers-DKOWLKDE.mjs → renderers-V5MJJH33.mjs} +1 -1
- package/dist/preview-engine/{renderers-NJAKGI25.mjs → renderers-V67L3MCY.mjs} +1 -1
- package/dist/preview-engine/{renderers-XTCBHTHC.mjs → renderers-VYK2BJID.mjs} +1 -1
- package/dist/preview-engine/renderers-W6762MNW.mjs +1 -0
- package/dist/preview-engine/{renderers-NPKRNXAT.mjs → renderers-W6ZTVA2I.mjs} +1 -1
- package/dist/preview-engine/renderers-WDV7ENJA.mjs +1 -0
- package/dist/preview-engine/{renderers-ATL5ARUV.mjs → renderers-WPBTAU2E.mjs} +1 -1
- package/dist/preview-engine/{renderers-C4XIAG3F.mjs → renderers-XP7YFWBV.mjs} +1 -1
- package/dist/preview-engine/renderers-XVUOO7B6.mjs +1 -0
- package/dist/preview-engine/renderers-YPFM5UJO.mjs +1 -0
- package/dist/preview-engine/renderers-YW3LBALW.mjs +1 -0
- package/dist/preview-engine/{renderers-DFJDEPCU.mjs → renderers-ZAPIBQZC.mjs} +1 -1
- package/dist/preview-engine/renderers-ZRR4TUVQ.mjs +1 -0
- package/dist/preview-engine/{renderers-4H34AFW2.mjs → renderers-ZVKXIQ3E.mjs} +1 -1
- package/dist/preview-engine/signals.mjs +1 -1
- package/dist/{program-KwDdbC0-.mjs → program-CEHCeDpG.mjs} +133 -30
- package/dist/program-CEHCeDpG.mjs.map +1 -0
- package/dist/registry/annotate.json +30 -0
- package/dist/registry/app-frame.json +38 -0
- package/dist/registry/backdrop.json +37 -0
- package/dist/registry/before-after.json +33 -0
- package/dist/registry/callout.json +30 -0
- package/dist/registry/captions.json +37 -0
- package/dist/registry/card-stack.json +30 -0
- package/dist/registry/chat-thread.json +32 -0
- package/dist/registry/code-block.json +45 -0
- package/dist/registry/confetti.json +29 -0
- package/dist/registry/counter.json +36 -0
- package/dist/registry/device-frame.json +36 -0
- package/dist/registry/focus-zoom.json +32 -0
- package/dist/registry/index.json +408 -0
- package/dist/registry/logo-reveal.json +37 -0
- package/dist/registry/lower-third.json +34 -0
- package/dist/registry/meter.json +35 -0
- package/dist/registry/mouse-pointer.json +44 -0
- package/dist/registry/selection.json +31 -0
- package/dist/registry/spotlight.json +28 -0
- package/dist/registry/terminal.json +40 -0
- package/dist/registry/text-reveal.json +39 -0
- package/dist/registry/title-card.json +34 -0
- package/dist/registry/toasts.json +28 -0
- package/dist/registry/touch-point.json +33 -0
- package/dist/registry/waveform.json +29 -0
- package/dist/registry/word-cycle.json +32 -0
- package/dist/renderer/index.d.mts +2 -2
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- package/dist/{renderer-CE83KHgr.mjs.map → renderer-BORzpTQP.mjs.map} +1 -1
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{"version":3,"file":"renderer-ChNCtBMR.mjs","names":[],"sources":["../../../nodes/node-selective-color/dist/renderers-BZ3S3Cgo.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst WGSL_SELECTIVE_COLOR_SHADER = `\nstruct SelectiveColorUniforms {\n\treds : vec4<f32>,\n\tyellows : vec4<f32>,\n\tgreens : vec4<f32>,\n\tcyans : vec4<f32>,\n\tblues : vec4<f32>,\n\tmagentas : vec4<f32>,\n\twhites : vec4<f32>,\n\tneutrals : vec4<f32>,\n\tblacks : vec4<f32>,\n\tmethod : f32,\n\tpad0 : f32,\n\tpad1 : f32,\n\tpad2 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : SelectiveColorUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn calcAdjustment(cmy: vec3<f32>, adj: vec4<f32>, weight: f32, isAbsolute: bool) -> vec3<f32> {\n\tif (weight <= 0.00001) {\n\t\treturn vec3<f32>(0.0);\n\t}\n\tlet adjC = adj.x;\n\tlet adjM = adj.y;\n\tlet adjY = adj.z;\n\tlet adjK = adj.w;\n\n\tif (isAbsolute) {\n\t\tlet cDelta = adjC + adjK * (1.0 + adjC);\n\t\tlet mDelta = adjM + adjK * (1.0 + adjM);\n\t\tlet yDelta = adjY + adjK * (1.0 + adjY);\n\t\treturn vec3<f32>(cDelta, mDelta, yDelta) * weight;\n\t} else {\n\t\tlet cDelta = ((1.0 + adjK) * (1.0 + adjC) - 1.0) * cmy.x;\n\t\tlet mDelta = ((1.0 + adjK) * (1.0 + adjM) - 1.0) * cmy.y;\n\t\tlet yDelta = ((1.0 + adjK) * (1.0 + adjY) - 1.0) * cmy.z;\n\t\treturn vec3<f32>(cDelta, mDelta, yDelta) * weight;\n\t}\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (color.a <= 0.00001) {\n\t\treturn color;\n\t}\n\n\tlet rgb = clamp(color.rgb / max(color.a, 0.00001), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet r = rgb.r;\n\tlet g = rgb.g;\n\tlet b = rgb.b;\n\n\tlet maxVal = max(r, max(g, b));\n\tlet minVal = min(r, min(g, b));\n\n\t// Chromatic weights\n\tlet wRed = max(0.0, r - max(g, b));\n\tlet wYellow = max(0.0, min(r, g) - b);\n\tlet wGreen = max(0.0, g - max(r, b));\n\tlet wCyan = max(0.0, min(g, b) - r);\n\tlet wBlue = max(0.0, b - max(r, g));\n\tlet wMagenta = max(0.0, min(r, b) - g);\n\n\t// Achromatic weights (Whites, Blacks, and true Midtone Neutrals)\n\tlet wWhite = max(0.0, (minVal - 0.5) * 2.0);\n\tlet wBlack = max(0.0, (0.5 - maxVal) * 2.0);\n\tlet wNeutral = max(0.0, 1.0 - (wRed + wYellow + wGreen + wCyan + wBlue + wMagenta + wWhite + wBlack));\n\n\tlet cmy = vec3<f32>(1.0 - r, 1.0 - g, 1.0 - b);\n\tlet isAbs = u.method > 0.5;\n\n\tvar totalDelta = vec3<f32>(0.0);\n\ttotalDelta += calcAdjustment(cmy, u.reds, wRed, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.yellows, wYellow, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.greens, wGreen, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.cyans, wCyan, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.blues, wBlue, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.magentas, wMagenta, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.whites, wWhite, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.neutrals, wNeutral, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.blacks, wBlack, isAbs);\n\n\tlet finalCMY = clamp(cmy + totalDelta, vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet finalRGB = vec3<f32>(1.0 - finalCMY.x, 1.0 - finalCMY.y, 1.0 - finalCMY.z);\n\n\treturn vec4<f32>(finalRGB * color.a, color.a);\n}\n`;\nfunction getSelectiveColorResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"SelectiveColorPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"selective-color.wgsl\",\n\t\t\t\t\tcode: WGSL_SELECTIVE_COLOR_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [uniformLayout, textureLayout],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tuniformLayout,\n\t\t\ttextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction packAdjustment(data, offset, adj) {\n\tdata[offset + 0] = (adj?.cyan ?? 0) / 100;\n\tdata[offset + 1] = (adj?.magenta ?? 0) / 100;\n\tdata[offset + 2] = (adj?.yellow ?? 0) / 100;\n\tdata[offset + 3] = (adj?.black ?? 0) / 100;\n}\nconst uniformBufferData = new Float32Array(40);\nconst SelectiveColorWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"SelectiveColor\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tpackAdjustment(uniformBufferData, 0, op.reds);\n\tpackAdjustment(uniformBufferData, 4, op.yellows);\n\tpackAdjustment(uniformBufferData, 8, op.greens);\n\tpackAdjustment(uniformBufferData, 12, op.cyans);\n\tpackAdjustment(uniformBufferData, 16, op.blues);\n\tpackAdjustment(uniformBufferData, 20, op.magentas);\n\tpackAdjustment(uniformBufferData, 24, op.whites);\n\tpackAdjustment(uniformBufferData, 28, op.neutrals);\n\tpackAdjustment(uniformBufferData, 32, op.blacks);\n\tuniformBufferData[36] = op.method === \"Absolute\" ? 1 : 0;\n\tuniformBufferData[37] = 0;\n\tuniformBufferData[38] = 0;\n\tuniformBufferData[39] = 0;\n\tconst { pipeline, uniformLayout, textureLayout } = getSelectiveColorResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst buffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, textureLayout, tmpTex, sampler)]);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: SelectiveColorWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-BZ3S3Cgo.mjs.map"],"mappings":";;;;AAIA,MAAM,sCAAsC,IAAI,SAAS;AACzD,MAAM,8BAA8B;;;;;;;;;;;;;;;;;;;;EAoBlC,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuEvB,SAAS,2BAA2B,QAAQ,QAAQ;CACnD,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,CAAC,KAAK;EACT,MAAM,gBAAgB,wBAAwB,QAAQ,CAAC,UAAU,CAAC;EAClE,MAAM,gBAAgB,wBAAwB,QAAQ,CAAC,WAAW,UAAU,CAAC;AAC7E,QAAM;GACL,UAAU,yBAAyB,QAAQ;IAC1C,OAAO;IACP,QAAQ,OAAO,mBAAmB;KACjC,OAAO;KACP,MAAM;KACN,CAAC;IACF,SAAS,CAAC,eAAe,cAAc;IACvC;IACA,CAAC;GACF;GACA;GACA;AACD,sBAAoB,IAAI,QAAQ,IAAI;;AAErC,QAAO;;AAER,SAAS,eAAe,MAAM,QAAQ,KAAK;AAC1C,MAAK,SAAS,MAAM,KAAK,QAAQ,KAAK;AACtC,MAAK,SAAS,MAAM,KAAK,WAAW,KAAK;AACzC,MAAK,SAAS,MAAM,KAAK,UAAU,KAAK;AACxC,MAAK,SAAS,MAAM,KAAK,SAAS,KAAK;;AAExC,MAAM,oBAAoB,IAAI,aAAa,GAAG;AAC9C,MAAM,+BAA+B,OAAO,SAAS;CACpD,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,oBAAoB,CAAC,MAAM,cAAc,WAAW,GAAI;AACvE,MAAK,KAAK;CACV,MAAM,aAAa,MAAM,aAAa,SAAS;CAC/C,MAAM,QAAQ;CACd,MAAM,SAAS;CACf,MAAM,EAAE,SAAS,WAAW,MAAM,mBAAmB,MAAM,WAAW;AACtE,gBAAe,mBAAmB,GAAG,GAAG,KAAK;AAC7C,gBAAe,mBAAmB,GAAG,GAAG,QAAQ;AAChD,gBAAe,mBAAmB,GAAG,GAAG,OAAO;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,MAAM;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,MAAM;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,SAAS;AAClD,gBAAe,mBAAmB,IAAI,GAAG,OAAO;AAChD,gBAAe,mBAAmB,IAAI,GAAG,SAAS;AAClD,gBAAe,mBAAmB,IAAI,GAAG,OAAO;AAChD,mBAAkB,MAAM,GAAG,WAAW,aAAa,IAAI;AACvD,mBAAkB,MAAM;AACxB,mBAAkB,MAAM;AACxB,mBAAkB,MAAM;CACxB,MAAM,EAAE,UAAU,eAAe,kBAAkB,2BAA2B,IAAI,QAAQ,IAAI,SAAS,OAAO;CAC9G,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,SAAS,IAAI,SAAS,mBAAmB,kBAAkB;CACjE,MAAM,SAAS,IAAI,SAAS,oBAAoB,OAAO,QAAQ;EAC9D;EACA;EACA,GAAG,MAAM,mBAAmB,EAAE;EAC9B,CAAC;AACF,oBAAmB,SAAS,OAAO,YAAY,EAAE,UAAU,CAAC,IAAI,OAAO,gBAAgB;EACtF,QAAQ;EACR,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ;GACpB,CAAC;EACF,CAAC,EAAE,IAAI,SAAS,eAAe,aAAa,IAAI,QAAQ,eAAe,QAAQ,QAAQ,CAAC,CAAC;AAC1F,qBAAoB,MAAM,QAAQ,MAAM,WAAW,EAAE;;AAKtD,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,8BAA8B,CAAC"}
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{"version":3,"file":"renderer-plx7_lUQ.mjs","names":[],"sources":["../../../nodes/node-crt/dist/renderers-RZlSUb1G.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 = \"CRT\";\nconst UNIFORM_FLOATS = 16;\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>, 4> };\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 scanlines = u.v[1].x;\n\tlet lineCount = u.v[1].y;\n\tlet curvature = u.v[1].z;\n\tlet mask = u.v[1].w;\n\tlet vignette = u.v[2].x;\n\tlet noise = u.v[2].y;\n\tlet flicker = u.v[2].z;\n\tlet tracking = u.v[2].w;\n\tlet chroma = u.v[3].x;\n\n\tlet R = res();\n\tlet t = time;\n\tlet cc = in.uv * 2.0 - 1.0;\n\tvar uv = (cc * (1.0 + curvature * 0.25 * dot(cc, cc))) * 0.5 + 0.5;\n\tif (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) { return vec4<f32>(0.0, 0.0, 0.0, 1.0); }\n\tlet line = floor(uv.y * lineCount);\n\tlet jitter = (hash12(vec2<f32>(line, floor(t * 30.0))) - 0.5) * tracking * 0.006;\n\tlet bandY = fract(t * 0.13);\n\tlet band = smoothstep(0.07, 0.0, abs(uv.y - bandY)) * tracking;\n\tuv.x += jitter + band * 0.015 * sin(uv.y * 400.0 + t * 20.0);\n\tlet base = sampleS(uv);\n\tvar rgb = base.rgb;\n\tif (chroma > 0.0) {\n\t\tlet off = chroma / R.x;\n\t\tlet avg = (sampleS(uv - vec2<f32>(off, 0.0)).rgb + base.rgb + sampleS(uv + vec2<f32>(off * 2.0, 0.0)).rgb) / 3.0;\n\t\tlet y = luma(base.rgb);\n\t\trgb = vec3<f32>(y) + (avg - vec3<f32>(luma(avg)));\n\t}\n\tlet sl = 0.5 + 0.5 * cos(uv.y * lineCount * 6.2831853);\n\trgb *= 1.0 - scanlines * (1.0 - sl) * 0.7;\n\tlet tri = u32(floor(in.uv.x * R.x)) % 3u;\n\tvar m = vec3<f32>(0.75);\n\tif (tri == 0u) { m.r = 1.25; } else if (tri == 1u) { m.g = 1.25; } else { m.b = 1.25; }\n\trgb *= mix(vec3<f32>(1.0), m, mask);\n\trgb += (hash12(in.uv * R + vec2<f32>(t * 61.0, t * 17.0)) - 0.5) * noise * 0.3;\n\trgb *= 1.0 - flicker * hash12(vec2<f32>(floor(t * 24.0), 3.0));\n\trgb *= 1.0 - vignette * dot(cc, cc) * 0.35;\n\trgb += band * 0.12;\n\treturn vec4<f32>(clamp(rgb, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);\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.scanlines, .45);\n\tdata[5] = num(raw.lineCount, 540);\n\tdata[6] = num(raw.curvature, .12);\n\tdata[7] = num(raw.mask, .25);\n\tdata[8] = num(raw.vignette, .35);\n\tdata[9] = num(raw.noise, .08);\n\tdata[10] = num(raw.flicker, .03);\n\tdata[11] = num(raw.tracking, 0);\n\tdata[12] = num(raw.chroma, 0);\n}\nconst CRTWebGPURenderer = 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, 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{"version":3,"file":"renderer-CrU0kbiB.mjs","names":[],"sources":["../../../nodes/node-crt/dist/renderers-RZlSUb1G.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 = \"CRT\";\nconst UNIFORM_FLOATS = 16;\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>, 4> };\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 scanlines = u.v[1].x;\n\tlet lineCount = u.v[1].y;\n\tlet curvature = u.v[1].z;\n\tlet mask = u.v[1].w;\n\tlet vignette = u.v[2].x;\n\tlet noise = u.v[2].y;\n\tlet flicker = u.v[2].z;\n\tlet tracking = u.v[2].w;\n\tlet chroma = u.v[3].x;\n\n\tlet R = res();\n\tlet t = time;\n\tlet cc = in.uv * 2.0 - 1.0;\n\tvar uv = (cc * (1.0 + curvature * 0.25 * dot(cc, cc))) * 0.5 + 0.5;\n\tif (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) { return vec4<f32>(0.0, 0.0, 0.0, 1.0); }\n\tlet line = floor(uv.y * lineCount);\n\tlet jitter = (hash12(vec2<f32>(line, floor(t * 30.0))) - 0.5) * tracking * 0.006;\n\tlet bandY = fract(t * 0.13);\n\tlet band = smoothstep(0.07, 0.0, abs(uv.y - bandY)) * tracking;\n\tuv.x += jitter + band * 0.015 * sin(uv.y * 400.0 + t * 20.0);\n\tlet base = sampleS(uv);\n\tvar rgb = base.rgb;\n\tif (chroma > 0.0) {\n\t\tlet off = chroma / R.x;\n\t\tlet avg = (sampleS(uv - vec2<f32>(off, 0.0)).rgb + base.rgb + sampleS(uv + vec2<f32>(off * 2.0, 0.0)).rgb) / 3.0;\n\t\tlet y = luma(base.rgb);\n\t\trgb = vec3<f32>(y) + (avg - vec3<f32>(luma(avg)));\n\t}\n\tlet sl = 0.5 + 0.5 * cos(uv.y * lineCount * 6.2831853);\n\trgb *= 1.0 - scanlines * (1.0 - sl) * 0.7;\n\tlet tri = u32(floor(in.uv.x * R.x)) % 3u;\n\tvar m = vec3<f32>(0.75);\n\tif (tri == 0u) { m.r = 1.25; } else if (tri == 1u) { m.g = 1.25; } else { m.b = 1.25; }\n\trgb *= mix(vec3<f32>(1.0), m, mask);\n\trgb += (hash12(in.uv * R + vec2<f32>(t * 61.0, t * 17.0)) - 0.5) * noise * 0.3;\n\trgb *= 1.0 - flicker * hash12(vec2<f32>(floor(t * 24.0), 3.0));\n\trgb *= 1.0 - vignette * dot(cc, cc) * 0.35;\n\trgb += band * 0.12;\n\treturn vec4<f32>(clamp(rgb, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);\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.scanlines, .45);\n\tdata[5] = num(raw.lineCount, 540);\n\tdata[6] = num(raw.curvature, .12);\n\tdata[7] = num(raw.mask, .25);\n\tdata[8] = num(raw.vignette, .35);\n\tdata[9] = num(raw.noise, .08);\n\tdata[10] = num(raw.flicker, .03);\n\tdata[11] = num(raw.tracking, 0);\n\tdata[12] = num(raw.chroma, 0);\n}\nconst CRTWebGPURenderer = 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: CRTWebGPURenderer });\n\n//#endregion\nexport { CRTWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-DQeUc1yY.mjs","names":[],"sources":["../../../nodes/node-colorkey/dist/renderers-eo_mW2uK.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLORKEY_SHADER = `\nstruct ColorKeyUniforms {\n\tsimilarity : f32,\n\tsmoothness : f32,\n\tspillSuppression : f32,\n\tcolorSpace : f32, // 0 for YUV, 1 for RGB\n\tspillSuppressionType : f32, // 0 for Desaturate, 1 for Neutralize, 2 for None\n\tkeyR : f32,\n\tkeyG : f32,\n\tkeyB : f32,\n\thasSimilaritySig : f32,\n\thasSmoothnessSig : f32,\n\thasSpillSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorKeyUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var similaritySigTex : texture_2d<f32>;\n@group(2) @binding(1) var smoothnessSigTex : texture_2d<f32>;\n@group(2) @binding(2) var spillSigTex : texture_2d<f32>;\n@group(2) @binding(3) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn rgb2yuv(rgb: vec3<f32>) -> vec3<f32> {\n\tlet y = 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b;\n\tlet u = -0.169 * rgb.r - 0.331 * rgb.g + 0.500 * rgb.b;\n\tlet v = 0.500 * rgb.r - 0.419 * rgb.g - 0.081 * rgb.b;\n\treturn vec3<f32>(y, u, v);\n}\n\nfn yuv2rgb(yuv: vec3<f32>) -> vec3<f32> {\n\tlet r = yuv.x + 1.402 * yuv.z;\n\tlet g = yuv.x - 0.344 * yuv.y - 0.714 * yuv.z;\n\tlet b = yuv.x + 1.772 * yuv.y;\n\treturn vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet src_color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (src_color.a < 1e-5) {\n\t\treturn src_color;\n\t}\n\n\t// Unpremultiply alpha for keying and grading\n\tlet unpremult_rgb = src_color.rgb / src_color.a;\n\n\t// Resolve dynamic signals if connected, otherwise use static uniform values\n\tvar similarity = u.similarity;\n\tif (u.hasSimilaritySig > 0.5) {\n\t\tsimilarity = textureSampleLevel(similaritySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar smoothness = u.smoothness;\n\tif (u.hasSmoothnessSig > 0.5) {\n\t\tsmoothness = textureSampleLevel(smoothnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar spillSuppression = u.spillSuppression;\n\tif (u.hasSpillSig > 0.5) {\n\t\tspillSuppression = textureSampleLevel(spillSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet keyColor = vec3<f32>(u.keyR, u.keyG, u.keyB);\n\n\t// 1. Calculate similarity distance\n\tvar dist = 0.0;\n\tif (u.colorSpace < 0.5) {\n\t\t// YUV (Chroma Distance)\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tdist = distance(C_yuv.yz, K_yuv.yz);\n\t} else {\n\t\t// RGB (Exact Distance)\n\t\tdist = distance(unpremult_rgb, keyColor);\n\t}\n\n\t// 2. Calculate transparency mask\n\tvar mask = 0.0;\n\tif (smoothness < 0.0001) {\n\t\tmask = select(0.0, 1.0, dist >= similarity);\n\t} else {\n\t\tmask = smoothstep(similarity, similarity + smoothness, dist);\n\t}\n\n\t// 3. Apply spill suppression\n\tvar final_rgb = unpremult_rgb;\n\tif (u.spillSuppressionType < 2.5) { // 0 for Desaturate, 1 for Neutralize, 2 for None\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tlet K_chroma = K_yuv.yz;\n\t\tlet K_len_sq = dot(K_chroma, K_chroma);\n\n\t\tif (K_len_sq > 1e-6) {\n\t\t\tlet C_chroma = C_yuv.yz;\n\t\t\tlet proj = dot(C_chroma, K_chroma) / K_len_sq;\n\t\t\tif (proj > 0.0) {\n\t\t\t\tlet C_para = proj * K_chroma;\n\t\t\t\tvar C_chroma_suppressed = C_chroma;\n\n\t\t\t\tif (u.spillSuppressionType < 0.5) {\n\t\t\t\t\t// Desaturate\n\t\t\t\t\tC_chroma_suppressed = C_chroma - spillSuppression * C_para;\n\t\t\t\t} else {\n\t\t\t\t\t// Neutralize (completely shift to neutral gray chroma)\n\t\t\t\t\tC_chroma_suppressed = C_chroma - C_para;\n\t\t\t\t}\n\n\t\t\t\tfinal_rgb = yuv2rgb(vec3<f32>(C_yuv.x, C_chroma_suppressed.x, C_chroma_suppressed.y));\n\t\t\t}\n\t\t}\n\t}\n\n\tlet final_alpha = src_color.a * mask;\n\treturn vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * final_alpha, final_alpha);\n}\n`;\nconst colorKeyData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 3),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getColorKeyResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `colorkey_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst colorKeyModule = device.createShaderModule({\n\t\t\tlabel: `colorkey_${format}.wgsl`,\n\t\t\tcode: COLORKEY_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ColorKeyPipeline_${format}`,\n\t\t\tmodule: colorKeyModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tcolorKeyPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction hexToRgb(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3) h = h.split(\"\").map((c) => c + c).join(\"\");\n\treturn [\n\t\tparseInt(h.substring(0, 2), 16) / 255,\n\t\tparseInt(h.substring(2, 4), 16) / 255,\n\t\tparseInt(h.substring(4, 6), 16) / 255\n\t];\n}\nconst ColorKeyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorKey\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"colorkey_node\";\n\tconst similarityInput = op.similarityHandleId ? op.inputs?.[op.similarityHandleId] : null;\n\tconst hasSimilaritySig = !!(similarityInput?.connectionValid && (similarityInput.outputItem?.type === \"Signal\" || similarityInput.outputItem?.type === \"Numeric\"));\n\tconst similaritySd = hasSimilaritySig && similarityInput?.outputItem?.data ? similarityInput.outputItem.data : null;\n\tlet similarity = .4;\n\tlet hasStaticSimilaritySig = false;\n\tif (!hasSimilaritySig) if (similarityInput?.connectionValid && similarityInput.outputItem?.type === \"Number\") similarity = Math.max(0, Math.min(1, Number(similarityInput.outputItem.data ?? .4)));\n\telse similarity = Math.max(0, Math.min(1, Number(op.similarity ?? .4)));\n\telse if (similaritySd) {\n\t\tsimilarity = Math.max(0, Math.min(1, Number(similaritySd.offset ?? 0)));\n\t\thasStaticSimilaritySig = true;\n\t}\n\tconst smoothnessInput = op.smoothnessHandleId ? op.inputs?.[op.smoothnessHandleId] : null;\n\tconst hasSmoothnessSig = !!(smoothnessInput?.connectionValid && (smoothnessInput.outputItem?.type === \"Signal\" || smoothnessInput.outputItem?.type === \"Numeric\"));\n\tconst smoothnessSd = hasSmoothnessSig && smoothnessInput?.outputItem?.data ? smoothnessInput.outputItem.data : null;\n\tlet smoothness = .1;\n\tlet hasStaticSmoothnessSig = false;\n\tif (!hasSmoothnessSig) if (smoothnessInput?.connectionValid && smoothnessInput.outputItem?.type === \"Number\") smoothness = Math.max(0, Math.min(1, Number(smoothnessInput.outputItem.data ?? .1)));\n\telse smoothness = Math.max(0, Math.min(1, Number(op.smoothness ?? .1)));\n\telse if (smoothnessSd) {\n\t\tsmoothness = Math.max(0, Math.min(1, Number(smoothnessSd.offset ?? 0)));\n\t\thasStaticSmoothnessSig = true;\n\t}\n\tconst spillInput = op.spillSuppressionHandleId ? op.inputs?.[op.spillSuppressionHandleId] : null;\n\tconst hasSpillSig = !!(spillInput?.connectionValid && (spillInput.outputItem?.type === \"Signal\" || spillInput.outputItem?.type === \"Numeric\"));\n\tconst spillSd = hasSpillSig && spillInput?.outputItem?.data ? spillInput.outputItem.data : null;\n\tlet spillSuppression = .2;\n\tlet hasStaticSpillSig = false;\n\tif (!hasSpillSig) if (spillInput?.connectionValid && spillInput.outputItem?.type === \"Number\") spillSuppression = Math.max(0, Math.min(1, Number(spillInput.outputItem.data ?? .2)));\n\telse spillSuppression = Math.max(0, Math.min(1, Number(op.spillSuppression ?? .2)));\n\telse if (spillSd) {\n\t\tspillSuppression = Math.max(0, Math.min(1, Number(spillSd.offset ?? 0)));\n\t\thasStaticSpillSig = true;\n\t}\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { colorKeyPipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getColorKeyResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tlet similarityView;\n\tif (hasStaticSimilaritySig && similaritySd) similarityView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, similaritySd.nodeId ?? `${nodeId}_similarity_sig`, elapsedSeconds, durationSeconds, similaritySd, width, height, props.renderId, frame, fps);\n\telse similarityView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet smoothnessView;\n\tif (hasStaticSmoothnessSig && smoothnessSd) smoothnessView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, smoothnessSd.nodeId ?? `${nodeId}_smoothness_sig`, elapsedSeconds, durationSeconds, smoothnessSd, width, height, props.renderId, frame, fps);\n\telse smoothnessView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet spillView;\n\tif (hasStaticSpillSig && spillSd) spillView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, spillSd.nodeId ?? `${nodeId}_spill_sig`, elapsedSeconds, durationSeconds, spillSd, width, height, props.renderId, frame, fps);\n\telse spillView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tconst [keyR, keyG, keyB] = hexToRgb(op.keyColor ?? \"#00ff00\");\n\tcolorKeyData[0] = similarity;\n\tcolorKeyData[1] = smoothness;\n\tcolorKeyData[2] = spillSuppression;\n\tcolorKeyData[3] = op.colorSpace === \"RGB\" ? 1 : 0;\n\tcolorKeyData[4] = op.spillSuppressionType === \"None\" ? 2 : op.spillSuppressionType === \"Neutralize\" ? 1 : 0;\n\tcolorKeyData[5] = keyR;\n\tcolorKeyData[6] = keyG;\n\tcolorKeyData[7] = keyB;\n\tcolorKeyData[8] = hasStaticSimilaritySig ? 1 : 0;\n\tcolorKeyData[9] = hasStaticSmoothnessSig ? 1 : 0;\n\tcolorKeyData[10] = hasStaticSpillSig ? 1 : 0;\n\tcolorKeyData[11] = 0;\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst singleBuffer = ctx.renderer.getTemporaryBuffer(colorKeyData);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: singleBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: similarityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: smoothnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: spillView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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{"version":3,"file":"renderer-CyhSWLKq.mjs","names":[],"sources":["../../../nodes/node-colorkey/dist/renderers-eo_mW2uK.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst COLORKEY_SHADER = `\nstruct ColorKeyUniforms {\n\tsimilarity : f32,\n\tsmoothness : f32,\n\tspillSuppression : f32,\n\tcolorSpace : f32, // 0 for YUV, 1 for RGB\n\tspillSuppressionType : f32, // 0 for Desaturate, 1 for Neutralize, 2 for None\n\tkeyR : f32,\n\tkeyG : f32,\n\tkeyB : f32,\n\thasSimilaritySig : f32,\n\thasSmoothnessSig : f32,\n\thasSpillSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorKeyUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var similaritySigTex : texture_2d<f32>;\n@group(2) @binding(1) var smoothnessSigTex : texture_2d<f32>;\n@group(2) @binding(2) var spillSigTex : texture_2d<f32>;\n@group(2) @binding(3) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn rgb2yuv(rgb: vec3<f32>) -> vec3<f32> {\n\tlet y = 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b;\n\tlet u = -0.169 * rgb.r - 0.331 * rgb.g + 0.500 * rgb.b;\n\tlet v = 0.500 * rgb.r - 0.419 * rgb.g - 0.081 * rgb.b;\n\treturn vec3<f32>(y, u, v);\n}\n\nfn yuv2rgb(yuv: vec3<f32>) -> vec3<f32> {\n\tlet r = yuv.x + 1.402 * yuv.z;\n\tlet g = yuv.x - 0.344 * yuv.y - 0.714 * yuv.z;\n\tlet b = yuv.x + 1.772 * yuv.y;\n\treturn vec3<f32>(r, g, b);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet src_color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (src_color.a < 1e-5) {\n\t\treturn src_color;\n\t}\n\n\t// Unpremultiply alpha for keying and grading\n\tlet unpremult_rgb = src_color.rgb / src_color.a;\n\n\t// Resolve dynamic signals if connected, otherwise use static uniform values\n\tvar similarity = u.similarity;\n\tif (u.hasSimilaritySig > 0.5) {\n\t\tsimilarity = textureSampleLevel(similaritySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar smoothness = u.smoothness;\n\tif (u.hasSmoothnessSig > 0.5) {\n\t\tsmoothness = textureSampleLevel(smoothnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tvar spillSuppression = u.spillSuppression;\n\tif (u.hasSpillSig > 0.5) {\n\t\tspillSuppression = textureSampleLevel(spillSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet keyColor = vec3<f32>(u.keyR, u.keyG, u.keyB);\n\n\t// 1. Calculate similarity distance\n\tvar dist = 0.0;\n\tif (u.colorSpace < 0.5) {\n\t\t// YUV (Chroma Distance)\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tdist = distance(C_yuv.yz, K_yuv.yz);\n\t} else {\n\t\t// RGB (Exact Distance)\n\t\tdist = distance(unpremult_rgb, keyColor);\n\t}\n\n\t// 2. Calculate transparency mask\n\tvar mask = 0.0;\n\tif (smoothness < 0.0001) {\n\t\tmask = select(0.0, 1.0, dist >= similarity);\n\t} else {\n\t\tmask = smoothstep(similarity, similarity + smoothness, dist);\n\t}\n\n\t// 3. Apply spill suppression\n\tvar final_rgb = unpremult_rgb;\n\tif (u.spillSuppressionType < 2.5) { // 0 for Desaturate, 1 for Neutralize, 2 for None\n\t\tlet C_yuv = rgb2yuv(unpremult_rgb);\n\t\tlet K_yuv = rgb2yuv(keyColor);\n\t\tlet K_chroma = K_yuv.yz;\n\t\tlet K_len_sq = dot(K_chroma, K_chroma);\n\n\t\tif (K_len_sq > 1e-6) {\n\t\t\tlet C_chroma = C_yuv.yz;\n\t\t\tlet proj = dot(C_chroma, K_chroma) / K_len_sq;\n\t\t\tif (proj > 0.0) {\n\t\t\t\tlet C_para = proj * K_chroma;\n\t\t\t\tvar C_chroma_suppressed = C_chroma;\n\n\t\t\t\tif (u.spillSuppressionType < 0.5) {\n\t\t\t\t\t// Desaturate\n\t\t\t\t\tC_chroma_suppressed = C_chroma - spillSuppression * C_para;\n\t\t\t\t} else {\n\t\t\t\t\t// Neutralize (completely shift to neutral gray chroma)\n\t\t\t\t\tC_chroma_suppressed = C_chroma - C_para;\n\t\t\t\t}\n\n\t\t\t\tfinal_rgb = yuv2rgb(vec3<f32>(C_yuv.x, C_chroma_suppressed.x, C_chroma_suppressed.y));\n\t\t\t}\n\t\t}\n\t}\n\n\tlet final_alpha = src_color.a * mask;\n\treturn vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * final_alpha, final_alpha);\n}\n`;\nconst colorKeyData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 3),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getColorKeyResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `colorkey_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst colorKeyModule = device.createShaderModule({\n\t\t\tlabel: `colorkey_${format}.wgsl`,\n\t\t\tcode: COLORKEY_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ColorKeyPipeline_${format}`,\n\t\t\tmodule: colorKeyModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tcolorKeyPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction hexToRgb(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3) h = h.split(\"\").map((c) => c + c).join(\"\");\n\treturn [\n\t\tparseInt(h.substring(0, 2), 16) / 255,\n\t\tparseInt(h.substring(2, 4), 16) / 255,\n\t\tparseInt(h.substring(4, 6), 16) / 255\n\t];\n}\nconst ColorKeyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorKey\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"colorkey_node\";\n\tconst similarityInput = op.similarityHandleId ? op.inputs?.[op.similarityHandleId] : null;\n\tconst hasSimilaritySig = !!(similarityInput?.connectionValid && (similarityInput.outputItem?.type === \"Signal\" || similarityInput.outputItem?.type === \"Numeric\"));\n\tconst similaritySd = hasSimilaritySig && similarityInput?.outputItem?.data ? similarityInput.outputItem.data : null;\n\tlet similarity = .4;\n\tlet hasStaticSimilaritySig = false;\n\tif (!hasSimilaritySig) if (similarityInput?.connectionValid && similarityInput.outputItem?.type === \"Number\") similarity = Math.max(0, Math.min(1, Number(similarityInput.outputItem.data ?? .4)));\n\telse similarity = Math.max(0, Math.min(1, Number(op.similarity ?? .4)));\n\telse if (similaritySd) {\n\t\tsimilarity = Math.max(0, Math.min(1, Number(similaritySd.offset ?? 0)));\n\t\thasStaticSimilaritySig = true;\n\t}\n\tconst smoothnessInput = op.smoothnessHandleId ? op.inputs?.[op.smoothnessHandleId] : null;\n\tconst hasSmoothnessSig = !!(smoothnessInput?.connectionValid && (smoothnessInput.outputItem?.type === \"Signal\" || smoothnessInput.outputItem?.type === \"Numeric\"));\n\tconst smoothnessSd = hasSmoothnessSig && smoothnessInput?.outputItem?.data ? smoothnessInput.outputItem.data : null;\n\tlet smoothness = .1;\n\tlet hasStaticSmoothnessSig = false;\n\tif (!hasSmoothnessSig) if (smoothnessInput?.connectionValid && smoothnessInput.outputItem?.type === \"Number\") smoothness = Math.max(0, Math.min(1, Number(smoothnessInput.outputItem.data ?? .1)));\n\telse smoothness = Math.max(0, Math.min(1, Number(op.smoothness ?? .1)));\n\telse if (smoothnessSd) {\n\t\tsmoothness = Math.max(0, Math.min(1, Number(smoothnessSd.offset ?? 0)));\n\t\thasStaticSmoothnessSig = true;\n\t}\n\tconst spillInput = op.spillSuppressionHandleId ? op.inputs?.[op.spillSuppressionHandleId] : null;\n\tconst hasSpillSig = !!(spillInput?.connectionValid && (spillInput.outputItem?.type === \"Signal\" || spillInput.outputItem?.type === \"Numeric\"));\n\tconst spillSd = hasSpillSig && spillInput?.outputItem?.data ? spillInput.outputItem.data : null;\n\tlet spillSuppression = .2;\n\tlet hasStaticSpillSig = false;\n\tif (!hasSpillSig) if (spillInput?.connectionValid && spillInput.outputItem?.type === \"Number\") spillSuppression = Math.max(0, Math.min(1, Number(spillInput.outputItem.data ?? .2)));\n\telse spillSuppression = Math.max(0, Math.min(1, Number(op.spillSuppression ?? .2)));\n\telse if (spillSd) {\n\t\tspillSuppression = Math.max(0, Math.min(1, Number(spillSd.offset ?? 0)));\n\t\thasStaticSpillSig = true;\n\t}\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { colorKeyPipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getColorKeyResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tlet similarityView;\n\tif (hasStaticSimilaritySig && similaritySd) similarityView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, similaritySd.nodeId ?? `${nodeId}_similarity_sig`, elapsedSeconds, durationSeconds, similaritySd, width, height, props.renderId, frame, fps);\n\telse similarityView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet smoothnessView;\n\tif (hasStaticSmoothnessSig && smoothnessSd) smoothnessView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, smoothnessSd.nodeId ?? `${nodeId}_smoothness_sig`, elapsedSeconds, durationSeconds, smoothnessSd, width, height, props.renderId, frame, fps);\n\telse smoothnessView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlet spillView;\n\tif (hasStaticSpillSig && spillSd) spillView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, spillSd.nodeId ?? `${nodeId}_spill_sig`, elapsedSeconds, durationSeconds, spillSd, width, height, props.renderId, frame, fps);\n\telse spillView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tconst [keyR, keyG, keyB] = hexToRgb(op.keyColor ?? \"#00ff00\");\n\tcolorKeyData[0] = similarity;\n\tcolorKeyData[1] = smoothness;\n\tcolorKeyData[2] = spillSuppression;\n\tcolorKeyData[3] = op.colorSpace === \"RGB\" ? 1 : 0;\n\tcolorKeyData[4] = op.spillSuppressionType === \"None\" ? 2 : op.spillSuppressionType === \"Neutralize\" ? 1 : 0;\n\tcolorKeyData[5] = keyR;\n\tcolorKeyData[6] = keyG;\n\tcolorKeyData[7] = keyB;\n\tcolorKeyData[8] = hasStaticSimilaritySig ? 1 : 0;\n\tcolorKeyData[9] = hasStaticSmoothnessSig ? 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{"version":3,"file":"renderer-D96Pu8yX.mjs","names":[],"sources":["../../../nodes/node-toon/dist/renderers-BsjrUZoi.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Toon\";\nconst UNIFORM_FLOATS = 12;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 3> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet levels = u.v[1].x;\n\tlet edgeThreshold = u.v[1].y;\n\tlet edgeWidth = u.v[1].z;\n\tlet edgeColor = u.v[2];\n\tlet saturation = u.v[1].w;\n\n\tlet R = res();\n\tlet o = edgeWidth / R;\n\tlet c = sampleS(in.uv);\n\tlet tl = luma(sampleS(in.uv + vec2<f32>(-o.x, -o.y)).rgb);\n\tlet t = luma(sampleS(in.uv + vec2<f32>(0.0, -o.y)).rgb);\n\tlet tr = luma(sampleS(in.uv + vec2<f32>(o.x, -o.y)).rgb);\n\tlet l = luma(sampleS(in.uv + vec2<f32>(-o.x, 0.0)).rgb);\n\tlet r = luma(sampleS(in.uv + vec2<f32>(o.x, 0.0)).rgb);\n\tlet bl = luma(sampleS(in.uv + vec2<f32>(-o.x, o.y)).rgb);\n\tlet b = luma(sampleS(in.uv + vec2<f32>(0.0, o.y)).rgb);\n\tlet br = luma(sampleS(in.uv + vec2<f32>(o.x, o.y)).rgb);\n\tlet gx = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);\n\tlet gy = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);\n\tlet edge = length(vec2<f32>(gx, gy));\n\tlet ink = smoothstep(edgeThreshold, edgeThreshold * 1.5 + 0.03, edge);\n\tlet lum = luma(c.rgb);\n\tlet band = (floor(lum * levels) + 0.5) / levels;\n\tvar rgb = c.rgb * (band / max(lum, 0.001));\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\trgb = mix(rgb, edgeColor.rgb, ink);\n\treturn premul(vec4<f32>(rgb, max(c.a, ink * 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}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\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.levels, 4);\n\tdata[5] = num(raw.edgeThreshold, .2);\n\tdata[6] = num(raw.edgeWidth, 1);\n\tdata.set(hexToRgba(String(raw.edgeColor ?? \"#111111\")), 8);\n\tdata[7] = num(raw.saturation, 1.15);\n}\nconst ToonWebGPURenderer = 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) 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{"version":3,"file":"renderer-D-bmSKv4.mjs","names":[],"sources":["../../../nodes/node-toon/dist/renderers-BsjrUZoi.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 = \"Toon\";\nconst UNIFORM_FLOATS = 12;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 3> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet levels = u.v[1].x;\n\tlet edgeThreshold = u.v[1].y;\n\tlet edgeWidth = u.v[1].z;\n\tlet edgeColor = u.v[2];\n\tlet saturation = u.v[1].w;\n\n\tlet R = res();\n\tlet o = edgeWidth / R;\n\tlet c = sampleS(in.uv);\n\tlet tl = luma(sampleS(in.uv + vec2<f32>(-o.x, -o.y)).rgb);\n\tlet t = luma(sampleS(in.uv + vec2<f32>(0.0, -o.y)).rgb);\n\tlet tr = luma(sampleS(in.uv + vec2<f32>(o.x, -o.y)).rgb);\n\tlet l = luma(sampleS(in.uv + vec2<f32>(-o.x, 0.0)).rgb);\n\tlet r = luma(sampleS(in.uv + vec2<f32>(o.x, 0.0)).rgb);\n\tlet bl = luma(sampleS(in.uv + vec2<f32>(-o.x, o.y)).rgb);\n\tlet b = luma(sampleS(in.uv + vec2<f32>(0.0, o.y)).rgb);\n\tlet br = luma(sampleS(in.uv + vec2<f32>(o.x, o.y)).rgb);\n\tlet gx = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);\n\tlet gy = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);\n\tlet edge = length(vec2<f32>(gx, gy));\n\tlet ink = smoothstep(edgeThreshold, edgeThreshold * 1.5 + 0.03, edge);\n\tlet lum = luma(c.rgb);\n\tlet band = (floor(lum * levels) + 0.5) / levels;\n\tvar rgb = c.rgb * (band / max(lum, 0.001));\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\trgb = mix(rgb, edgeColor.rgb, ink);\n\treturn premul(vec4<f32>(rgb, max(c.a, ink * 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}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\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.levels, 4);\n\tdata[5] = num(raw.edgeThreshold, .2);\n\tdata[6] = num(raw.edgeWidth, 1);\n\tdata.set(hexToRgba(String(raw.edgeColor ?? \"#111111\")), 8);\n\tdata[7] = num(raw.saturation, 1.15);\n}\nconst ToonWebGPURenderer = 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: ToonWebGPURenderer });\n\n//#endregion\nexport { ToonWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-CPLfsRe1.mjs","names":[],"sources":["../../../nodes/node-resizer-scaler/dist/renderers-4yv_5K2l.mjs"],"sourcesContent":["import { getActiveMediaMetadata } from \"@framefields/core\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, beginTargetPass, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst RESIZER_SCALER_SHADER = `\nstruct ScalerUniforms {\n targetSize : vec2<f32>,\n srcSize : vec2<f32>,\n fitMode : f32, // 0 = Cover, 1 = Contain, 2 = Stretch, 3 = Manual\n bgMode : f32, // 0 = Solid, 1 = Blurred, 2 = Gradient, 3 = Transparent\n bgColor : vec4<f32>,\n bgColor2 : vec4<f32>, // Used for gradient mode\n blurRadius : f32,\n brightness : f32,\n zoom : f32,\n offset : vec2<f32>,\n anchor : vec2<f32>, // x: 0 (left) - 1 (right), y: 0 (top) - 1 (bottom)\n};\n\n@group(0) @binding(0) var<uniform> u : ScalerUniforms;\n@group(0) @binding(1) var s : sampler;\n@group(0) @binding(2) var t_src : texture_2d<f32>;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let uv = in.uv;\n \n // Calculate aspect ratios\n let target_ar = u.targetSize.x / u.targetSize.y;\n let src_ar = u.srcSize.x / u.srcSize.y;\n \n // Sizing logic\n var fg_uv = uv;\n var is_outside_fg = false;\n \n if (u.fitMode == 1.0) { // Contain\n if (src_ar > target_ar) {\n // Letterbox (pads top & bottom)\n let scale_y = target_ar / src_ar;\n let offset_y = (1.0 - scale_y) * u.anchor.y;\n fg_uv.y = (uv.y - offset_y) / scale_y;\n if (fg_uv.y < 0.0 || fg_uv.y > 1.0) { is_outside_fg = true; }\n } else {\n // Pillarbox (pads left & right)\n let scale_x = src_ar / target_ar;\n let offset_x = (1.0 - scale_x) * u.anchor.x;\n fg_uv.x = (uv.x - offset_x) / scale_x;\n if (fg_uv.x < 0.0 || fg_uv.x > 1.0) { is_outside_fg = true; }\n }\n } else if (u.fitMode == 0.0) { // Cover\n if (src_ar > target_ar) {\n let scale_x = target_ar / src_ar;\n let offset_x = (1.0 - scale_x) * u.anchor.x;\n fg_uv.x = uv.x * scale_x + offset_x;\n } else {\n let scale_y = src_ar / target_ar;\n let offset_y = (1.0 - scale_y) * u.anchor.y;\n fg_uv.y = uv.y * scale_y + offset_y;\n }\n } else if (u.fitMode == 3.0) { // Manual Scale & Translation\n let norm_zoom = u.zoom / 100.0;\n fg_uv = (uv - vec2<f32>(0.5)) / norm_zoom + vec2<f32>(0.5) - (u.offset / u.targetSize);\n if (fg_uv.x < 0.0 || fg_uv.x > 1.0 || fg_uv.y < 0.0 || fg_uv.y > 1.0) {\n is_outside_fg = true;\n }\n } // (fitMode == 2.0 (Stretch) uses default fg_uv without bounds check)\n\n // Output compositing\n if (!is_outside_fg) {\n return textureSampleLevel(t_src, s, fg_uv, 0.0);\n } else {\n // Render background based on mode\n if (u.bgMode == 0.0) { // Solid\n return u.bgColor;\n } else if (u.bgMode == 1.0) { // Blurred Background Copy\n // Sample cover-fitted coordinates for background\n var bg_uv = uv;\n if (src_ar > target_ar) {\n let scale_x = target_ar / src_ar;\n let offset_x = (1.0 - scale_x) * 0.5; // Always center background\n bg_uv.x = uv.x * scale_x + offset_x;\n } else {\n let scale_y = src_ar / target_ar;\n let offset_y = (1.0 - scale_y) * 0.5;\n bg_uv.y = uv.y * scale_y + offset_y;\n }\n \n // Apply gaussian blur approximation in shader\n var color = vec4<f32>(0.0);\n let blur_steps = 5.0;\n let blur_offset = u.blurRadius / (u.targetSize * blur_steps);\n \n for (var x = -2.0; x <= 2.0; x += 1.0) {\n for (var y = -2.0; y <= 2.0; y += 1.0) {\n color += textureSampleLevel(t_src, s, bg_uv + vec2<f32>(x, y) * blur_offset, 0.0);\n }\n }\n color = color / 25.0;\n \n // Apply background brightness darken effect\n return vec4<f32>(color.rgb * u.brightness, color.a);\n } else if (u.bgMode == 2.0) { // Gradient\n return mix(u.bgColor, u.bgColor2, uv.y);\n } else { // Transparent\n return vec4<f32>(0.0, 0.0, 0.0, 0.0);\n }\n }\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst scalerUniformLayout = fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tres = {\n\t\tscalerUniformLayout,\n\t\ttextureSamplerLayout: scalerUniformLayout,\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getScalerResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `scaler_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst scalerModule = device.createShaderModule({\n\t\t\tlabel: `scaler_${format}.wgsl`,\n\t\t\tcode: RESIZER_SCALER_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ResizerScalerPipeline_${format}`,\n\t\t\tmodule: scalerModule,\n\t\t\tlayouts: [layouts.scalerUniformLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tscalerPipeline: pipeline,\n\t\tscalerUniformLayout: layouts.scalerUniformLayout\n\t};\n}\nfunction parseHexToRGBA(hex) {\n\tconst cleanHex = hex.replace(\"#\", \"\");\n\treturn [\n\t\tparseInt(cleanHex.substring(0, 2), 16) / 255,\n\t\tparseInt(cleanHex.substring(2, 4), 16) / 255,\n\t\tparseInt(cleanHex.substring(4, 6), 16) / 255,\n\t\tcleanHex.length === 8 ? parseInt(cleanHex.substring(6, 8), 16) / 255 : 1\n\t];\n}\nconst scalerData = new Float32Array(24);\nconst ResizerScalerWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ResizerScaler\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst childMeta = getActiveMediaMetadata(childMedia);\n\tconst srcWidth = childMeta?.width || targetWidth || 1920;\n\tconst srcHeight = childMeta?.height || targetHeight || 1080;\n\tconst { view: tmpView } = await drawChildToTexture(args, childMedia, {\n\t\twidth: srcWidth,\n\t\theight: srcHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: childMedia,\n\t\t\tcontainerWidth: srcWidth,\n\t\t\tcontainerHeight: srcHeight\n\t\t}\n\t});\n\tconst { scalerPipeline: pipeline, scalerUniformLayout: uLayout } = getScalerResources(ctx.device, ctx.renderer.format);\n\tscalerData[0] = targetWidth;\n\tscalerData[1] = targetHeight;\n\tscalerData[2] = srcWidth;\n\tscalerData[3] = srcHeight;\n\tscalerData[4] = {\n\t\tcover: 0,\n\t\tcontain: 1,\n\t\tstretch: 2,\n\t\tmanual: 3\n\t}[op.fitMode ?? \"contain\"] ?? 1;\n\tscalerData[5] = {\n\t\tsolid: 0,\n\t\tblurred: 1,\n\t\tgradient: 2,\n\t\ttransparent: 3\n\t}[op.backgroundMode ?? \"solid\"] ?? 0;\n\tscalerData[6] = 0;\n\tscalerData[7] = 0;\n\tconst bgColor = parseHexToRGBA(op.backgroundColor ?? \"#000000FF\");\n\tscalerData[8] = bgColor[0];\n\tscalerData[9] = bgColor[1];\n\tscalerData[10] = bgColor[2];\n\tscalerData[11] = bgColor[3];\n\tconst bgColor2 = parseHexToRGBA(op.backgroundColor2 ?? \"#000000FF\");\n\tscalerData[12] = bgColor2[0];\n\tscalerData[13] = bgColor2[1];\n\tscalerData[14] = bgColor2[2];\n\tscalerData[15] = bgColor2[3];\n\tscalerData[16] = Number(op.blurRadius ?? 40);\n\tscalerData[17] = Number(op.backgroundBrightness ?? .6);\n\tscalerData[18] = Number(op.zoom ?? 100);\n\tscalerData[19] = 0;\n\tscalerData[20] = Number(op.offsetX ?? 0);\n\tscalerData[21] = Number(op.offsetY ?? 0);\n\tconst anchorXMap = {\n\t\tleft: 0,\n\t\tcenter: .5,\n\t\tright: 1\n\t};\n\tconst anchorYMap = {\n\t\ttop: 0,\n\t\tcenter: .5,\n\t\tbottom: 1\n\t};\n\tscalerData[22] = anchorXMap[op.anchorX ?? \"center\"] ?? .5;\n\tscalerData[23] = anchorYMap[op.anchorY ?? \"center\"] ?? .5;\n\tconst uBuffer = ctx.renderer.getTemporaryBuffer(scalerData);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tdrawFullscreenPass(encoder, targetView, pipeline, [ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uBuffer }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: tmpView\n\t\t\t}\n\t\t]\n\t})]);\n\tbeginTargetPass(args);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ResizerScalerWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-D2tdNoM6.mjs","names":[],"sources":["../../../nodes/node-resizer-scaler/dist/renderers-4yv_5K2l.mjs"],"sourcesContent":["import { getActiveMediaMetadata } from \"@framefields/core\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, beginTargetPass, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst RESIZER_SCALER_SHADER = `\nstruct ScalerUniforms {\n targetSize : vec2<f32>,\n srcSize : vec2<f32>,\n fitMode : f32, // 0 = Cover, 1 = Contain, 2 = Stretch, 3 = Manual\n bgMode : f32, // 0 = Solid, 1 = Blurred, 2 = Gradient, 3 = Transparent\n bgColor : vec4<f32>,\n bgColor2 : vec4<f32>, // Used for gradient mode\n blurRadius : f32,\n brightness : f32,\n zoom : f32,\n offset : vec2<f32>,\n anchor : vec2<f32>, // x: 0 (left) - 1 (right), y: 0 (top) - 1 (bottom)\n};\n\n@group(0) @binding(0) var<uniform> u : ScalerUniforms;\n@group(0) @binding(1) var s : sampler;\n@group(0) @binding(2) var t_src : texture_2d<f32>;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let uv = in.uv;\n \n // Calculate aspect ratios\n let target_ar = u.targetSize.x / u.targetSize.y;\n let src_ar = u.srcSize.x / u.srcSize.y;\n \n // Sizing logic\n var fg_uv = uv;\n var is_outside_fg = false;\n \n if (u.fitMode == 1.0) { // Contain\n if (src_ar > target_ar) {\n // Letterbox (pads top & bottom)\n let scale_y = target_ar / src_ar;\n let offset_y = (1.0 - scale_y) * u.anchor.y;\n fg_uv.y = (uv.y - offset_y) / scale_y;\n if (fg_uv.y < 0.0 || fg_uv.y > 1.0) { is_outside_fg = true; }\n } else {\n // Pillarbox (pads left & right)\n let scale_x = src_ar / target_ar;\n let offset_x = (1.0 - scale_x) * u.anchor.x;\n fg_uv.x = (uv.x - offset_x) / scale_x;\n if (fg_uv.x < 0.0 || fg_uv.x > 1.0) { is_outside_fg = true; }\n }\n } else if (u.fitMode == 0.0) { // Cover\n if (src_ar > target_ar) {\n let scale_x = target_ar / src_ar;\n let offset_x = (1.0 - scale_x) * u.anchor.x;\n fg_uv.x = uv.x * scale_x + offset_x;\n } else {\n let scale_y = src_ar / target_ar;\n let offset_y = (1.0 - scale_y) * u.anchor.y;\n fg_uv.y = uv.y * scale_y + offset_y;\n }\n } else if (u.fitMode == 3.0) { // Manual Scale & Translation\n let norm_zoom = u.zoom / 100.0;\n fg_uv = (uv - vec2<f32>(0.5)) / norm_zoom + vec2<f32>(0.5) - (u.offset / u.targetSize);\n if (fg_uv.x < 0.0 || fg_uv.x > 1.0 || fg_uv.y < 0.0 || fg_uv.y > 1.0) {\n is_outside_fg = true;\n }\n } // (fitMode == 2.0 (Stretch) uses default fg_uv without bounds check)\n\n // Output compositing\n if (!is_outside_fg) {\n return textureSampleLevel(t_src, s, fg_uv, 0.0);\n } else {\n // Render background based on mode\n if (u.bgMode == 0.0) { // Solid\n return u.bgColor;\n } else if (u.bgMode == 1.0) { // Blurred Background Copy\n // Sample cover-fitted coordinates for background\n var bg_uv = uv;\n if (src_ar > target_ar) {\n let scale_x = target_ar / src_ar;\n let offset_x = (1.0 - scale_x) * 0.5; // Always center background\n bg_uv.x = uv.x * scale_x + offset_x;\n } else {\n let scale_y = src_ar / target_ar;\n let offset_y = (1.0 - scale_y) * 0.5;\n bg_uv.y = uv.y * scale_y + offset_y;\n }\n \n // Apply gaussian blur approximation in shader\n var color = vec4<f32>(0.0);\n let blur_steps = 5.0;\n let blur_offset = u.blurRadius / (u.targetSize * blur_steps);\n \n for (var x = -2.0; x <= 2.0; x += 1.0) {\n for (var y = -2.0; y <= 2.0; y += 1.0) {\n color += textureSampleLevel(t_src, s, bg_uv + vec2<f32>(x, y) * blur_offset, 0.0);\n }\n }\n color = color / 25.0;\n \n // Apply background brightness darken effect\n return vec4<f32>(color.rgb * u.brightness, color.a);\n } else if (u.bgMode == 2.0) { // Gradient\n return mix(u.bgColor, u.bgColor2, uv.y);\n } else { // Transparent\n return vec4<f32>(0.0, 0.0, 0.0, 0.0);\n }\n }\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceLayouts(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst scalerUniformLayout = fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tres = {\n\t\tscalerUniformLayout,\n\t\ttextureSamplerLayout: scalerUniformLayout,\n\t\tpipelineCache: /* @__PURE__ */ new Map()\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction getScalerResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `scaler_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst scalerModule = device.createShaderModule({\n\t\t\tlabel: `scaler_${format}.wgsl`,\n\t\t\tcode: RESIZER_SCALER_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ResizerScalerPipeline_${format}`,\n\t\t\tmodule: scalerModule,\n\t\t\tlayouts: [layouts.scalerUniformLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tscalerPipeline: pipeline,\n\t\tscalerUniformLayout: layouts.scalerUniformLayout\n\t};\n}\nfunction parseHexToRGBA(hex) {\n\tconst cleanHex = hex.replace(\"#\", \"\");\n\treturn [\n\t\tparseInt(cleanHex.substring(0, 2), 16) / 255,\n\t\tparseInt(cleanHex.substring(2, 4), 16) / 255,\n\t\tparseInt(cleanHex.substring(4, 6), 16) / 255,\n\t\tcleanHex.length === 8 ? parseInt(cleanHex.substring(6, 8), 16) / 255 : 1\n\t];\n}\nconst scalerData = new Float32Array(24);\nconst ResizerScalerWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ResizerScaler\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst childMeta = getActiveMediaMetadata(childMedia);\n\tconst srcWidth = childMeta?.width || targetWidth || 1920;\n\tconst srcHeight = childMeta?.height || targetHeight || 1080;\n\tconst { view: tmpView } = await drawChildToTexture(args, childMedia, {\n\t\twidth: srcWidth,\n\t\theight: srcHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: childMedia,\n\t\t\tcontainerWidth: srcWidth,\n\t\t\tcontainerHeight: srcHeight\n\t\t}\n\t});\n\tconst { scalerPipeline: pipeline, scalerUniformLayout: uLayout } = getScalerResources(ctx.device, ctx.renderer.format);\n\tscalerData[0] = targetWidth;\n\tscalerData[1] = targetHeight;\n\tscalerData[2] = srcWidth;\n\tscalerData[3] = srcHeight;\n\tscalerData[4] = {\n\t\tcover: 0,\n\t\tcontain: 1,\n\t\tstretch: 2,\n\t\tmanual: 3\n\t}[op.fitMode ?? \"contain\"] ?? 1;\n\tscalerData[5] = {\n\t\tsolid: 0,\n\t\tblurred: 1,\n\t\tgradient: 2,\n\t\ttransparent: 3\n\t}[op.backgroundMode ?? \"solid\"] ?? 0;\n\tscalerData[6] = 0;\n\tscalerData[7] = 0;\n\tconst bgColor = parseHexToRGBA(op.backgroundColor ?? \"#000000FF\");\n\tscalerData[8] = bgColor[0];\n\tscalerData[9] = bgColor[1];\n\tscalerData[10] = bgColor[2];\n\tscalerData[11] = bgColor[3];\n\tconst bgColor2 = parseHexToRGBA(op.backgroundColor2 ?? \"#000000FF\");\n\tscalerData[12] = bgColor2[0];\n\tscalerData[13] = bgColor2[1];\n\tscalerData[14] = bgColor2[2];\n\tscalerData[15] = bgColor2[3];\n\tscalerData[16] = Number(op.blurRadius ?? 40);\n\tscalerData[17] = Number(op.backgroundBrightness ?? .6);\n\tscalerData[18] = Number(op.zoom ?? 100);\n\tscalerData[19] = 0;\n\tscalerData[20] = Number(op.offsetX ?? 0);\n\tscalerData[21] = Number(op.offsetY ?? 0);\n\tconst anchorXMap = {\n\t\tleft: 0,\n\t\tcenter: .5,\n\t\tright: 1\n\t};\n\tconst anchorYMap = {\n\t\ttop: 0,\n\t\tcenter: .5,\n\t\tbottom: 1\n\t};\n\tscalerData[22] = anchorXMap[op.anchorX ?? \"center\"] ?? .5;\n\tscalerData[23] = anchorYMap[op.anchorY ?? \"center\"] ?? .5;\n\tconst uBuffer = ctx.renderer.getTemporaryBuffer(scalerData);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tdrawFullscreenPass(encoder, targetView, pipeline, [ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uBuffer }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: tmpView\n\t\t\t}\n\t\t]\n\t})]);\n\tbeginTargetPass(args);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ResizerScalerWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-4yv_5K2l.mjs.map"],"mappings":";;;;;;;AAKA,MAAM,wBAAwB;;;;;;;;;;;;;;;;;;EAkB5B,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuFvB,MAAM,sCAAsC,IAAI,SAAS;AACzD,SAAS,iBAAiB,QAAQ;CACjC,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,IAAK,QAAO;CAChB,MAAM,sBAAsB,wBAAwB,QAAQ;EAC3D;EACA;EACA;EACA,CAAC;AACF,OAAM;EACL;EACA,sBAAsB;EACtB,+BAA+B,IAAI,KAAK;EACxC;AACD,qBAAoB,IAAI,QAAQ,IAAI;AACpC,QAAO;;AAER,SAAS,mBAAmB,QAAQ,QAAQ;CAC3C,MAAM,UAAU,iBAAiB,OAAO;CACxC,MAAM,WAAW,UAAU;CAC3B,IAAI,WAAW,QAAQ,cAAc,IAAI,SAAS;AAClD,KAAI,CAAC,UAAU;EACd,MAAM,eAAe,OAAO,mBAAmB;GAC9C,OAAO,UAAU,OAAO;GACxB,MAAM;GACN,CAAC;AACF,aAAW,yBAAyB,QAAQ;GAC3C,OAAO,yBAAyB;GAChC,QAAQ;GACR,SAAS,CAAC,QAAQ,oBAAoB;GACtC;GACA,CAAC;AACF,UAAQ,cAAc,IAAI,UAAU,SAAS;;AAE9C,QAAO;EACN,gBAAgB;EAChB,qBAAqB,QAAQ;EAC7B;;AAEF,SAAS,eAAe,KAAK;CAC5B,MAAM,WAAW,IAAI,QAAQ,KAAK,GAAG;AACrC,QAAO;EACN,SAAS,SAAS,UAAU,GAAG,EAAE,EAAE,GAAG,GAAG;EACzC,SAAS,SAAS,UAAU,GAAG,EAAE,EAAE,GAAG,GAAG;EACzC,SAAS,SAAS,UAAU,GAAG,EAAE,EAAE,GAAG,GAAG;EACzC,SAAS,WAAW,IAAI,SAAS,SAAS,UAAU,GAAG,EAAE,EAAE,GAAG,GAAG,MAAM;EACvE;;AAEF,MAAM,aAAa,IAAI,aAAa,GAAG;AACvC,MAAM,8BAA8B,OAAO,SAAS;CACnD,MAAM,EAAE,KAAK,SAAS,MAAM,YAAY,aAAa,cAAc,UAAU;CAC7E,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,mBAAmB,CAAC,GAAI;CACvC,MAAM,aAAa,MAAM,aAAa,WAAW;AACjD,KAAI,CAAC,WAAY;AACjB,MAAK,KAAK;CACV,MAAM,YAAY,uBAAuB,WAAW;CACpD,MAAM,WAAW,WAAW,SAAS,eAAe;CACpD,MAAM,YAAY,WAAW,UAAU,gBAAgB;CACvD,MAAM,EAAE,MAAM,YAAY,MAAM,mBAAmB,MAAM,YAAY;EACpE,OAAO;EACP,QAAQ;EACR,OAAO;GACN,GAAG;GACH,cAAc;GACd,gBAAgB;GAChB,iBAAiB;GACjB;EACD,CAAC;CACF,MAAM,EAAE,gBAAgB,UAAU,qBAAqB,YAAY,mBAAmB,IAAI,QAAQ,IAAI,SAAS,OAAO;AACtH,YAAW,KAAK;AAChB,YAAW,KAAK;AAChB,YAAW,KAAK;AAChB,YAAW,KAAK;AAChB,YAAW,KAAK;EACf,OAAO;EACP,SAAS;EACT,SAAS;EACT,QAAQ;EACR,CAAC,GAAG,WAAW,cAAc;AAC9B,YAAW,KAAK;EACf,OAAO;EACP,SAAS;EACT,UAAU;EACV,aAAa;EACb,CAAC,GAAG,kBAAkB,YAAY;AACnC,YAAW,KAAK;AAChB,YAAW,KAAK;CAChB,MAAM,UAAU,eAAe,GAAG,mBAAmB,YAAY;AACjE,YAAW,KAAK,QAAQ;AACxB,YAAW,KAAK,QAAQ;AACxB,YAAW,MAAM,QAAQ;AACzB,YAAW,MAAM,QAAQ;CACzB,MAAM,WAAW,eAAe,GAAG,oBAAoB,YAAY;AACnE,YAAW,MAAM,SAAS;AAC1B,YAAW,MAAM,SAAS;AAC1B,YAAW,MAAM,SAAS;AAC1B,YAAW,MAAM,SAAS;AAC1B,YAAW,MAAM,OAAO,GAAG,cAAc,GAAG;AAC5C,YAAW,MAAM,OAAO,GAAG,wBAAwB,GAAG;AACtD,YAAW,MAAM,OAAO,GAAG,QAAQ,IAAI;AACvC,YAAW,MAAM;AACjB,YAAW,MAAM,OAAO,GAAG,WAAW,EAAE;AACxC,YAAW,MAAM,OAAO,GAAG,WAAW,EAAE;CACxC,MAAM,aAAa;EAClB,MAAM;EACN,QAAQ;EACR,OAAO;EACP;CACD,MAAM,aAAa;EAClB,KAAK;EACL,QAAQ;EACR,QAAQ;EACR;AACD,YAAW,MAAM,WAAW,GAAG,WAAW,aAAa;AACvD,YAAW,MAAM,WAAW,GAAG,WAAW,aAAa;CACvD,MAAM,UAAU,IAAI,SAAS,mBAAmB,WAAW;CAC3D,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;AAChE,oBAAmB,SAAS,YAAY,UAAU,CAAC,IAAI,OAAO,gBAAgB;EAC7E,QAAQ;EACR,SAAS;GACR;IACC,SAAS;IACT,UAAU,EAAE,QAAQ,SAAS;IAC7B;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;IACC,SAAS;IACT,UAAU;IACV;GACD;EACD,CAAC,CAAC,CAAC;AACJ,iBAAgB,KAAK;;AAKtB,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,6BAA6B,CAAC"}
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import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-
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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";
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//#region ../../nodes/node-rgb-split/dist/renderers-BrKktWQX.mjs
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{"version":3,"file":"renderer-
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{"version":3,"file":"renderer-D86Y5YYi.mjs","names":[],"sources":["../../../nodes/node-rgb-split/dist/renderers-BrKktWQX.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"RGBSplit\";\nconst UNIFORM_FLOATS = 8;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 2> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet amount = u.v[1].x;\n\tlet angle = u.v[1].y;\n\tlet radial = u.v[1].z;\n\n\tlet R = res();\n\tlet a = radians(angle);\n\tvar d = vec2<f32>(cos(a), sin(a)) * amount / R;\n\tif (radial > 0.5) { d = (in.uv - 0.5) * 2.0 * amount / R; }\n\tlet cr = sampleP(in.uv + d);\n\tlet cg = sampleP(in.uv);\n\tlet cb = sampleP(in.uv - d);\n\treturn vec4<f32>(cr.r, cg.g, cb.b, max(max(cr.a, cg.a), cb.a));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = num(raw.amount, 8);\n\tdata[5] = num(raw.angle, 0);\n\tdata[6] = raw.radial === void 0 ? 0 : raw.radial ? 1 : 0;\n}\nconst RGBSplitWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: RGBSplitWebGPURenderer });\n\n//#endregion\nexport { RGBSplitWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-BrKktWQX.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA6DrB;AACF,MAAM,YAAY,WAAW,YAAY;CACxC,QAAQ,wBAAwB,QAAQ;EACvC;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,SAAS;CAClB,2BAA2B,IAAI,KAAK;CACpC,SAAS,OAAO,cAAc;EAC7B,WAAW;EACX,WAAW;EACX,cAAc;EACd,cAAc;EACd,CAAC;CACF,EAAE;AACH,SAAS,aAAa,QAAQ,QAAQ;CACrC,MAAM,IAAI,UAAU,OAAO;CAC3B,IAAI,OAAO,EAAE,UAAU,IAAI,OAAO;AAClC,KAAI,CAAC,MAAM;AACV,SAAO,OAAO,KAAK,MAAM,MAAM;GAC9B,MAAM,SAAS,OAAO,mBAAmB;IACxC;IACA,OAAO,GAAG,GAAG,GAAG,EAAE;IAClB,CAAC;AACF,UAAO,OAAO,qBAAqB;IAClC,OAAO,GAAG,GAAG,GAAG;IAChB,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,EAAE,OAAO,EAAE,CAAC;IACrE,QAAQ;KACP;KACA,YAAY;KACZ;IACD,UAAU;KACT;KACA,YAAY;KACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;KACrB;IACD,WAAW,EAAE,UAAU,kBAAkB;IACzC,CAAC;IACD;AACF,IAAE,UAAU,IAAI,QAAQ,KAAK;;AAE9B,QAAO;;AAER,SAAS,IAAI,GAAG,UAAU;CACzB,MAAM,IAAI,OAAO,MAAM,WAAW,IAAI,OAAO,EAAE;AAC/C,QAAO,OAAO,SAAS,EAAE,GAAG,IAAI;;;AAGjC,SAAS,KAAK,KAAK,MAAM,MAAM,OAAO;AACrC,MAAK,KAAK,EAAE;AACZ,MAAK,KAAK;AACV,MAAK,KAAK;AACV,MAAK,KAAK,IAAI,IAAI,QAAQ,EAAE;AAC5B,MAAK,KAAK,IAAI,IAAI,OAAO,EAAE;AAC3B,MAAK,KAAK,IAAI,WAAW,KAAK,IAAI,IAAI,IAAI,SAAS,IAAI;;AAExD,MAAM,yBAAyB,OAAO,SAAS;CAC9C,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,GAAI;CACnB,MAAM,QAAQ,MAAM,cAAc,WAAW;AAC7C,KAAI,CAAC,MAAO;AACZ,MAAK,KAAK;CACV,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,QAAQ,KAAK,MAAM,MAAM,oBAAoB,MAAM,SAAS,EAAE;CACpE,MAAM,MAAM,GAAG,QAAQ,kBAAkB,GAAG,OAAO,gBAAgB;EAClE;EACA;EACA,MAAM,QAAQ;EACd,CAAC,GAAG;CACL,MAAM,OAAO,IAAI,aAAa,eAAe;AAC7C,MAAK,KAAK,MAAM,QAAQ,KAAK,MAAM;CACnC,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,MAAM;CACnE,MAAM,SAAS,IAAI;CACnB,MAAM,IAAI,UAAU,OAAO;CAC3B,MAAM,YAAY,aAAa,QAAQ,IAAI,SAAS,OAAO;CAC3D,MAAM,MAAM,IAAI,SAAS,mBAAmB,KAAK;CACjD,IAAI,OAAO;AACX,MAAK,MAAM,YAAY,WAAW;EACjC,MAAM,MAAM,IAAI,SAAS,oBAAoB,aAAa,cAAc;GACvE;GACA;GACA;GACA,GAAG,MAAM,mBAAmB,EAAE;GAC9B,CAAC;AACF,qBAAmB,SAAS,IAAI,YAAY,EAAE,UAAU,CAAC,OAAO,gBAAgB;GAC/E,QAAQ,EAAE;GACV,SAAS;IACR;KACC,SAAS;KACT,UAAU,EAAE,QAAQ,KAAK;KACzB;IACD;KACC,SAAS;KACT,UAAU,SAAS,YAAY;KAC/B;IACD;KACC,SAAS;KACT,UAAU,KAAK,YAAY;KAC3B;IACD;KACC,SAAS;KACT,UAAU,EAAE;KACZ;IACD;GACD,CAAC,CAAC,CAAC;AACJ,SAAO;;AAER,qBAAoB,MAAM,KAAK;;AAKhC,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,wBAAwB,CAAC"}
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import { l as unwrapFrameParam, n as defineRenderer } from "./renderer-
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import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass } from "./gpu-
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1
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+
import { l as unwrapFrameParam, n as defineRenderer } from "./renderer-C9r0-KY4.mjs";
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2
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+
import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-CQZ5_60A.mjs";
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3
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+
import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass } from "./gpu-I5fdrflL.mjs";
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4
4
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import { z } from "zod";
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5
5
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6
6
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//#region ../../nodes/node-patch-heal/dist/renderers-i-B6z1sf.mjs
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@@ -561,4 +561,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: PatchHealWebGPURenderer
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561
561
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562
562
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//#endregion
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563
563
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export { renderers_default as n, PatchHealWebGPURenderer as t };
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564
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-
//# sourceMappingURL=renderer-
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564
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+
//# sourceMappingURL=renderer-D8D7dKxq.mjs.map
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