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-D4No_jA4.mjs","names":[],"sources":["../../../nodes/node-audio-delay/dist/renderers-DXaKpV2A.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveBoolean, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"delayTime\",\n\t\"feedback\",\n\t\"wet\",\n\t\"dry\"\n];\nconst DELAY_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n delaySec : f32,\n feedback : f32,\n wet : f32,\n dry : f32,\n pingPong : f32,\n bufferLength : f32,\n hasDelayTimeSig : f32,\n hasFeedbackSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> delayTimeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> feedbackSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let bufferLength = u32(u.bufferLength);\n\n var writeIndex = u32(state[0]);\n if (is_nan_or_inf(state[0])) {\n writeIndex = 0u;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effDelaySec = u.delaySec;\n if (u.hasDelayTimeSig > 0.5f) {\n effDelaySec = delayTimeSignal[index];\n }\n effDelaySec = clamp(effDelaySec, 0.001f, 5.0f);\n\n var effFeedback = u.feedback;\n if (u.hasFeedbackSig > 0.5f) {\n effFeedback = feedbackSignal[index];\n }\n effFeedback = clamp(effFeedback, 0.0f, 0.95f);\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) {\n effWet = wetSignal[index];\n }\n effWet = clamp(effWet, 0.0f, 2.0f);\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) {\n effDry = drySignal[index];\n }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n // 2. Safe Dynamic Read Index\n let readOffset = u32(clamp(effDelaySec * u.sampleRate, 1.0f, f32(bufferLength - 1u)));\n let readIndex = (writeIndex + bufferLength - readOffset) % bufferLength;\n\n if (numChannels == 1u || u.pingPong == 0.0f) {\n // Standard Delay\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inputVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inputVal)) {\n inputVal = 0.0f;\n }\n\n let stateOffset = c * bufferLength + 1u;\n var delayedSample = state[stateOffset + readIndex];\n if (is_nan_or_inf(delayedSample)) {\n delayedSample = 0.0f;\n }\n\n var nextStateVal = inputVal + delayedSample * effFeedback;\n if (is_nan_or_inf(nextStateVal)) {\n nextStateVal = 0.0f;\n }\n state[stateOffset + writeIndex] = clamp(nextStateVal, -4.0f, 4.0f);\n\n var outVal = effDry * inputVal + effWet * delayedSample;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n } else {\n // Stereo Ping-Pong Delay\n var sampleL = inputChannels[index];\n if (is_nan_or_inf(sampleL)) { sampleL = 0.0f; }\n\n var sampleR = inputChannels[numSamples + index];\n if (is_nan_or_inf(sampleR)) { sampleR = 0.0f; }\n\n var delayedL = state[1u + readIndex];\n if (is_nan_or_inf(delayedL)) { delayedL = 0.0f; }\n\n var delayedR = state[bufferLength + 1u + readIndex];\n if (is_nan_or_inf(delayedR)) { delayedR = 0.0f; }\n\n // Ping-pong cross-feedback\n var nextL = sampleL + delayedR * effFeedback;\n var nextR = sampleR + delayedL * effFeedback;\n if (is_nan_or_inf(nextL)) { nextL = 0.0f; }\n if (is_nan_or_inf(nextR)) { nextR = 0.0f; }\n\n state[1u + writeIndex] = clamp(nextL, -4.0f, 4.0f);\n state[bufferLength + 1u + writeIndex] = clamp(nextR, -4.0f, 4.0f);\n\n var outL = effDry * sampleL + effWet * delayedL;\n var outR = effDry * sampleR + effWet * delayedR;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n\n writeIndex = (writeIndex + 1u) % bufferLength;\n }\n\n state[0] = f32(writeIndex);\n}\n`;\nconst delayAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Delay.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst delaySec = Math.max(.001, Math.min(resolveNumber(op.delayTime, .25), 5));\n\tconst feedbackInternal = Math.max(0, Math.min(resolveNumber(op.feedback, .4), .95));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst pingPongInternal = resolveBoolean(op.pingPong, false);\n\tconst hasDelayTimeSig = isHandleConnected(op, \"delayTimeHandleId\") ? 1 : 0;\n\tconst hasFeedbackSig = isHandleConnected(op, \"feedbackHandleId\") ? 1 : 0;\n\tconst hasWetSig = isHandleConnected(op, \"wetHandleId\") ? 1 : 0;\n\tconst hasDrySig = isHandleConnected(op, \"dryHandleId\") ? 1 : 0;\n\tconst bufferLength = Math.ceil(5 * sampleRate);\n\tconst nodeId = op.id || \"audio-delay\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst stateFloatCount = numChannels * bufferLength + 1;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, DELAY_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\tdelaySec,\n\t\tfeedbackInternal,\n\t\twetInternal,\n\t\tdryInternal,\n\t\tpingPongInternal ? 1 : 0,\n\t\tbufferLength,\n\t\thasDelayTimeSig,\n\t\thasFeedbackSig,\n\t\thasWetSig,\n\t\thasDrySig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0\n\t], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: delayAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-DXaKpV2A.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;AACD,MAAM,8BAA8B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoKpC,MAAM,sBAAsB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC9E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,gDAAgD;CAClF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,WAAW,KAAK,IAAI,MAAM,KAAK,IAAI,cAAc,GAAG,WAAW,IAAI,EAAE,EAAE,CAAC;CAC9E,MAAM,mBAAmB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,UAAU,GAAG,EAAE,IAAI,CAAC;CACnF,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,GAAG,EAAE,EAAE,CAAC;CACvE,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,EAAE,EAAE,EAAE,CAAC;CACtE,MAAM,mBAAmB,eAAe,GAAG,UAAU,MAAM;CAC3D,MAAM,kBAAkB,kBAAkB,IAAI,oBAAoB,GAAG,IAAI;CACzE,MAAM,iBAAiB,kBAAkB,IAAI,mBAAmB,GAAG,IAAI;CACvE,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,eAAe,KAAK,KAAK,IAAI,WAAW;CAC9C,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,kBAAkB,cAAc,eAAe;AACrD,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,6BAA6B;EACnI;EACA;EACA;EACA;EACA;EACA,mBAAmB,IAAI;EACvB;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK3G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,qBAAqB,CAAC"}
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{"version":3,"file":"renderer-JaSEubRQ.mjs","names":[],"sources":["../../../nodes/node-audio-delay/dist/renderers-DXaKpV2A.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveBoolean, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"delayTime\",\n\t\"feedback\",\n\t\"wet\",\n\t\"dry\"\n];\nconst DELAY_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n delaySec : f32,\n feedback : f32,\n wet : f32,\n dry : f32,\n pingPong : f32,\n bufferLength : f32,\n hasDelayTimeSig : f32,\n hasFeedbackSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> delayTimeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> feedbackSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let bufferLength = u32(u.bufferLength);\n\n var writeIndex = u32(state[0]);\n if (is_nan_or_inf(state[0])) {\n writeIndex = 0u;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effDelaySec = u.delaySec;\n if (u.hasDelayTimeSig > 0.5f) {\n effDelaySec = delayTimeSignal[index];\n }\n effDelaySec = clamp(effDelaySec, 0.001f, 5.0f);\n\n var effFeedback = u.feedback;\n if (u.hasFeedbackSig > 0.5f) {\n effFeedback = feedbackSignal[index];\n }\n effFeedback = clamp(effFeedback, 0.0f, 0.95f);\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) {\n effWet = wetSignal[index];\n }\n effWet = clamp(effWet, 0.0f, 2.0f);\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) {\n effDry = drySignal[index];\n }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n // 2. Safe Dynamic Read Index\n let readOffset = u32(clamp(effDelaySec * u.sampleRate, 1.0f, f32(bufferLength - 1u)));\n let readIndex = (writeIndex + bufferLength - readOffset) % bufferLength;\n\n if (numChannels == 1u || u.pingPong == 0.0f) {\n // Standard Delay\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inputVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inputVal)) {\n inputVal = 0.0f;\n }\n\n let stateOffset = c * bufferLength + 1u;\n var delayedSample = state[stateOffset + readIndex];\n if (is_nan_or_inf(delayedSample)) {\n delayedSample = 0.0f;\n }\n\n var nextStateVal = inputVal + delayedSample * effFeedback;\n if (is_nan_or_inf(nextStateVal)) {\n nextStateVal = 0.0f;\n }\n state[stateOffset + writeIndex] = clamp(nextStateVal, -4.0f, 4.0f);\n\n var outVal = effDry * inputVal + effWet * delayedSample;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n } else {\n // Stereo Ping-Pong Delay\n var sampleL = inputChannels[index];\n if (is_nan_or_inf(sampleL)) { sampleL = 0.0f; }\n\n var sampleR = inputChannels[numSamples + index];\n if (is_nan_or_inf(sampleR)) { sampleR = 0.0f; }\n\n var delayedL = state[1u + readIndex];\n if (is_nan_or_inf(delayedL)) { delayedL = 0.0f; }\n\n var delayedR = state[bufferLength + 1u + readIndex];\n if (is_nan_or_inf(delayedR)) { delayedR = 0.0f; }\n\n // Ping-pong cross-feedback\n var nextL = sampleL + delayedR * effFeedback;\n var nextR = sampleR + delayedL * effFeedback;\n if (is_nan_or_inf(nextL)) { nextL = 0.0f; }\n if (is_nan_or_inf(nextR)) { nextR = 0.0f; }\n\n state[1u + writeIndex] = clamp(nextL, -4.0f, 4.0f);\n state[bufferLength + 1u + writeIndex] = clamp(nextR, -4.0f, 4.0f);\n\n var outL = effDry * sampleL + effWet * delayedL;\n var outR = effDry * sampleR + effWet * delayedR;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n\n writeIndex = (writeIndex + 1u) % bufferLength;\n }\n\n state[0] = f32(writeIndex);\n}\n`;\nconst delayAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Delay.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst delaySec = Math.max(.001, Math.min(resolveNumber(op.delayTime, .25), 5));\n\tconst feedbackInternal = Math.max(0, Math.min(resolveNumber(op.feedback, .4), .95));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst pingPongInternal = resolveBoolean(op.pingPong, false);\n\tconst hasDelayTimeSig = isHandleConnected(op, \"delayTimeHandleId\") ? 1 : 0;\n\tconst hasFeedbackSig = isHandleConnected(op, \"feedbackHandleId\") ? 1 : 0;\n\tconst hasWetSig = isHandleConnected(op, \"wetHandleId\") ? 1 : 0;\n\tconst hasDrySig = isHandleConnected(op, \"dryHandleId\") ? 1 : 0;\n\tconst bufferLength = Math.ceil(5 * sampleRate);\n\tconst nodeId = op.id || \"audio-delay\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst stateFloatCount = numChannels * bufferLength + 1;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, DELAY_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\tdelaySec,\n\t\tfeedbackInternal,\n\t\twetInternal,\n\t\tdryInternal,\n\t\tpingPongInternal ? 1 : 0,\n\t\tbufferLength,\n\t\thasDelayTimeSig,\n\t\thasFeedbackSig,\n\t\thasWetSig,\n\t\thasDrySig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0\n\t], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: delayAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-DXaKpV2A.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;AACD,MAAM,8BAA8B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoKpC,MAAM,sBAAsB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC9E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,gDAAgD;CAClF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,WAAW,KAAK,IAAI,MAAM,KAAK,IAAI,cAAc,GAAG,WAAW,IAAI,EAAE,EAAE,CAAC;CAC9E,MAAM,mBAAmB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,UAAU,GAAG,EAAE,IAAI,CAAC;CACnF,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,GAAG,EAAE,EAAE,CAAC;CACvE,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,EAAE,EAAE,EAAE,CAAC;CACtE,MAAM,mBAAmB,eAAe,GAAG,UAAU,MAAM;CAC3D,MAAM,kBAAkB,kBAAkB,IAAI,oBAAoB,GAAG,IAAI;CACzE,MAAM,iBAAiB,kBAAkB,IAAI,mBAAmB,GAAG,IAAI;CACvE,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,eAAe,KAAK,KAAK,IAAI,WAAW;CAC9C,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,kBAAkB,cAAc,eAAe;AACrD,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,6BAA6B;EACnI;EACA;EACA;EACA;EACA;EACA,mBAAmB,IAAI;EACvB;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK3G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,qBAAqB,CAAC"}
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import { a as resolveFrameNumber, n as defineRenderer } from "./renderer-
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import { c as drawTextureToTarget, o as drawChildToTexture } from "./gpu-
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import { o as TemporalDeflickerPipeline } from "./dist-
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//#region ../../nodes/node-deflicker/dist/renderers-BEAP_hnG.mjs
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{"version":3,"file":"renderer-MrvH4L7b.mjs","names":[],"sources":["../../../nodes/node-deflicker/dist/renderers-BEAP_hnG.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveFrameNumber } from \"@framefields/node-sdk\";\nimport { drawChildToTexture, drawTextureToTarget } from \"@framefields/node-sdk/gpu\";\nimport { TemporalDeflickerPipeline } from \"@framefields/tensor-webgpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nfunction resolveProp(op, fieldName, defaultValue, minVal, maxVal, frame, fps) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst input = handleId ? op.inputs?.[handleId] : null;\n\tlet raw;\n\tif (input?.connectionValid && input.outputItem) {\n\t\tconst outData = input.outputItem.data;\n\t\traw = outData && typeof outData === \"object\" && \"offset\" in outData ? outData.offset : input.outputItem.data;\n\t} else raw = op[fieldName];\n\tconst resolved = resolveFrameNumber(raw, defaultValue, frame, fps);\n\treturn Math.max(minVal, Math.min(maxVal, resolved));\n}\nconst pipelineCache = /* @__PURE__ */ new Map();\nfunction getOrCreatePipeline(device, key) {\n\tlet pipe = pipelineCache.get(key);\n\tif (!pipe) {\n\t\tpipe = new TemporalDeflickerPipeline(device);\n\t\tpipelineCache.set(key, pipe);\n\t}\n\treturn pipe;\n}\nconst TemporalDeflickerWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (!op || op.op !== \"TemporalDeflicker\" && op.op !== \"Deflicker\") return;\n\tconst sourceMedia = props.virtualMedia?.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst blendWeight = resolveProp(op, \"blendWeight\", .35, 0, 1, compositionFrame, fps);\n\tconst disocclusionThreshold = resolveProp(op, \"disocclusionThreshold\", .15, .01, 1, compositionFrame, fps);\n\tconst maxMotionPixels = resolveProp(op, \"maxMotionPixels\", 64, 1, 256, compositionFrame, fps);\n\tconst scale = resolveProp(op, \"scale\", .5, .1, 1, compositionFrame, fps);\n\tconst windowSize = Math.round(resolveProp(op, \"windowSize\", 2, 1, 5, compositionFrame, fps));\n\tconst pipelineKey = props.virtualMedia?.metadata?.id || op.id || `deflicker_${props.renderId ?? \"global\"}`;\n\tconst deflickerPipe = getOrCreatePipeline(ctx.device, pipelineKey);\n\tif (frame === 0) deflickerPipe.reset();\n\tdrawTextureToTarget(args, deflickerPipe.execute(srcTex, {\n\t\tblendWeight,\n\t\tdisocclusionThreshold,\n\t\tmaxMotionPixels,\n\t\tscale,\n\t\twindowSize\n\t}, encoder), typeof op.opacity === \"number\" ? op.opacity : 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: TemporalDeflickerWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-BEAP_hnG.mjs.map"],"mappings":";;;;;AAMA,SAAS,YAAY,IAAI,WAAW,cAAc,QAAQ,QAAQ,OAAO,KAAK;CAC7E,MAAM,WAAW,GAAG,GAAG,UAAU;CACjC,MAAM,QAAQ,WAAW,GAAG,SAAS,YAAY;CACjD,IAAI;AACJ,KAAI,OAAO,mBAAmB,MAAM,YAAY;EAC/C,MAAM,UAAU,MAAM,WAAW;AACjC,QAAM,WAAW,OAAO,YAAY,YAAY,YAAY,UAAU,QAAQ,SAAS,MAAM,WAAW;OAClG,OAAM,GAAG;CAChB,MAAM,WAAW,mBAAmB,KAAK,cAAc,OAAO,IAAI;AAClE,QAAO,KAAK,IAAI,QAAQ,KAAK,IAAI,QAAQ,SAAS,CAAC;;AAEpD,MAAM,gCAAgC,IAAI,KAAK;AAC/C,SAAS,oBAAoB,QAAQ,KAAK;CACzC,IAAI,OAAO,cAAc,IAAI,IAAI;AACjC,KAAI,CAAC,MAAM;AACV,SAAO,IAAI,0BAA0B,OAAO;AAC5C,gBAAc,IAAI,KAAK,KAAK;;AAE7B,QAAO;;AAER,MAAM,kCAAkC,OAAO,SAAS;CACvD,MAAM,EAAE,KAAK,SAAS,MAAM,aAAa,cAAc,UAAU;CACjE,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,CAAC,MAAM,GAAG,OAAO,uBAAuB,GAAG,OAAO,YAAa;CACnE,MAAM,cAAc,MAAM,cAAc,WAAW;AACnD,KAAI,CAAC,YAAa;AAClB,MAAK,KAAK;CACV,MAAM,QAAQ;CACd,MAAM,SAAS;CACf,MAAM,QAAQ,MAAM,SAAS;CAC7B,MAAM,mBAAmB,MAAM,oBAAoB;CACnD,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,EAAE,SAAS,WAAW,MAAM,mBAAmB,MAAM,aAAa,EAAE,OAAO;EAChF,GAAG;EACH,cAAc;EACd,gBAAgB;EAChB,iBAAiB;EACjB,EAAE,CAAC;AACJ,MAAK,KAAK,KAAK;CACf,MAAM,cAAc,YAAY,IAAI,eAAe,KAAK,GAAG,GAAG,kBAAkB,IAAI;CACpF,MAAM,wBAAwB,YAAY,IAAI,yBAAyB,KAAK,KAAK,GAAG,kBAAkB,IAAI;CAC1G,MAAM,kBAAkB,YAAY,IAAI,mBAAmB,IAAI,GAAG,KAAK,kBAAkB,IAAI;CAC7F,MAAM,QAAQ,YAAY,IAAI,SAAS,IAAI,IAAI,GAAG,kBAAkB,IAAI;CACxE,MAAM,aAAa,KAAK,MAAM,YAAY,IAAI,cAAc,GAAG,GAAG,GAAG,kBAAkB,IAAI,CAAC;CAC5F,MAAM,cAAc,MAAM,cAAc,UAAU,MAAM,GAAG,MAAM,aAAa,MAAM,YAAY;CAChG,MAAM,gBAAgB,oBAAoB,IAAI,QAAQ,YAAY;AAClE,KAAI,UAAU,EAAG,eAAc,OAAO;AACtC,qBAAoB,MAAM,cAAc,QAAQ,QAAQ;EACvD;EACA;EACA;EACA;EACA;EACA,EAAE,QAAQ,EAAE,OAAO,GAAG,YAAY,WAAW,GAAG,UAAU,EAAE;;AAK9D,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,iCAAiC,CAAC"}
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//#region ../../nodes/node-particles/dist/renderers-C4F7TVQQ.mjs
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{"version":3,"file":"renderer-DO5r7ZV-.mjs","names":[],"sources":["../../../nodes/node-particles/dist/renderers-C4F7TVQQ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/shared/program.ts\nfunction isParticleProgram(value) {\n\treturn typeof value === \"object\" && value !== null && \"particleStatic\" in value && typeof value.particleFrame === \"function\";\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst PARTICLE_BYTES = 32;\nconst PARAM_VEC4S = 32;\nconst MAX_ATTRACTORS = 8;\nconst MAX_COLORS = 8;\nconst SNAPSHOT_EVERY = 24;\nconst MAX_SNAPSHOTS = 64;\nconst WORKGROUP = 64;\nconst COMMON_WGSL = `\nstruct Particle {\n\tpos : vec2<f32>,\n\tvel : vec2<f32>,\n\tage : f32,\n\tlife : f32,\n\tjitter : f32,\n\t_pad : f32,\n};\n\nstruct Params { v : array<vec4<f32>, ${PARAM_VEC4S}> };\n`;\nconst SIM_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read_write> particles : array<Particle>;\n@group(0) @binding(2) var<storage, read> mask : array<f32>;\n\nfn pcg(v : u32) -> u32 {\n\tlet state = v * 747796405u + 2891336453u;\n\tlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\n\treturn (word >> 22u) ^ word;\n}\nfn rnd(idx : u32, channel : u32, seed : u32) -> f32 {\n\treturn f32(pcg(idx * 16u + channel + pcg(seed))) / 4294967295.0;\n}\n\nfn hash2(p : vec2<f32>) -> f32 {\n\tlet q = fract(p * vec2<f32>(0.1031, 0.1030));\n\tlet r = q + dot(q, q.yx + 33.33);\n\treturn fract((r.x + r.y) * r.x);\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\tlet a = hash2(i);\n\tlet b = hash2(i + vec2<f32>(1.0, 0.0));\n\tlet c = hash2(i + vec2<f32>(0.0, 1.0));\n\tlet d = hash2(i + vec2<f32>(1.0, 1.0));\n\treturn mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\nfn fbm(p : vec2<f32>) -> f32 {\n\treturn vnoise(p) * 0.6 + vnoise(p * 2.03 + 17.0) * 0.3 + vnoise(p * 4.01 + 41.0) * 0.1;\n}\n// Divergence-free flow: the curl of a scalar noise field.\nfn curl(p : vec2<f32>) -> vec2<f32> {\n\tlet e = 0.02;\n\tlet dx = fbm(p + vec2<f32>(e, 0.0)) - fbm(p - vec2<f32>(e, 0.0));\n\tlet dy = fbm(p + vec2<f32>(0.0, e)) - fbm(p - vec2<f32>(0.0, e));\n\treturn vec2<f32>(dy, -dx) / (2.0 * e);\n}\n\nfn maskAt(cell : vec2<f32>, offset : u32) -> f32 {\n\tlet w = i32(P.v[18].x);\n\tlet h = i32(P.v[18].y);\n\tlet c0 = vec2<i32>(floor(cell));\n\tlet t = cell - floor(cell);\n\tvar s = 0.0;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet o = vec2<i32>(k & 1, k >> 1);\n\t\tlet c = c0 + o;\n\t\tvar v = 0.0;\n\t\tif (c.x >= 0 && c.y >= 0 && c.x < w && c.y < h) {\n\t\t\tv = mask[offset + u32(c.y * w + c.x)];\n\t\t}\n\t\tlet wx = select(1.0 - t.x, t.x, o.x == 1);\n\t\tlet wy = select(1.0 - t.y, t.y, o.y == 1);\n\t\ts += v * wx * wy;\n\t}\n\treturn s;\n}\n\nfn spawn(i : u32, idx : u32, birthFrac : f32) {\n\tlet birthAge = birthFrac * P.v[1].z;\n\tlet seed = u32(P.v[1].y);\n\tlet shape = u32(P.v[4].x);\n\tlet ex = P.v[4].y; let ey = P.v[4].z; let ew = P.v[4].w;\n\tlet eh = P.v[5].x; let er = P.v[5].y;\n\tlet r0 = rnd(idx, 0u, seed); let r1 = rnd(idx, 1u, seed);\n\tvar pos = vec2<f32>(ex, ey);\n\tvar center = vec2<f32>(ex, ey);\n\tif (shape == 1u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r0); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 2u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r1); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 3u) {\n\t\tlet a = r0 * 6.2831853; let rr = er * sqrt(r1);\n\t\tpos = vec2<f32>(ex + cos(a) * rr, ey + sin(a) * rr);\n\t} else if (shape == 4u) {\n\t\tlet a = r0 * 6.2831853;\n\t\tpos = vec2<f32>(ex + cos(a) * er, ey + sin(a) * er);\n\t}\n\tlet radial = P.v[1].w > 0.5;\n\tvar dir = P.v[6].x + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y;\n\tif (radial) {\n\t\tlet d = pos - center;\n\t\tif (dot(d, d) > 1e-6) { dir = atan2(d.y, d.x) + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y; }\n\t}\n\t// A moving emitter: older births of the frame start nearer last frame's spot.\n\tif (P.v[30].z > 0.5) { pos += (P.v[30].xy - vec2<f32>(ex, ey)) * birthFrac; }\n\tlet speed = mix(P.v[5].z, P.v[5].w, rnd(idx, 3u, seed));\n\tlet vel = vec2<f32>(cos(dir), sin(dir)) * speed;\n\tvar p : Particle;\n\tp.vel = vel;\n\tp.pos = pos + vel * birthAge;\n\tp.age = birthAge;\n\tp.life = mix(P.v[6].z, P.v[6].w, rnd(idx, 4u, seed));\n\tp.jitter = 1.0 - P.v[16].w * rnd(idx, 5u, seed);\n\tp._pad = 0.0;\n\tparticles[i] = p;\n}\n\n@compute @workgroup_size(${WORKGROUP})\nfn simulate(@builtin(global_invocation_id) gid : vec3<u32>) {\n\tlet i = gid.x;\n\tlet maxN = u32(P.v[1].x);\n\tif (i >= maxN) { return; }\n\tlet dt = P.v[0].x;\n\tlet time = P.v[0].y;\n\tlet emitStart = u32(P.v[0].z);\n\tlet emitCount = u32(P.v[0].w);\n\tlet frameDt = P.v[1].z;\n\n\tif (emitCount > 0u) {\n\t\tlet k = (i + maxN - (emitStart % maxN)) % maxN;\n\t\tif (k < emitCount) {\n\t\t\t// Births spread over the frame, oldest first.\n\t\t\tspawn(i, emitStart + k, 1.0 - (f32(k) + 0.5) / f32(emitCount));\n\t\t\treturn;\n\t\t}\n\t}\n\n\tvar p = particles[i];\n\tif (p.life <= 0.0) { return; }\n\tp.age += dt;\n\tif (p.age >= p.life) { p.life = 0.0; particles[i] = p; return; }\n\n\tvar acc = vec2<f32>(P.v[2].z, P.v[2].w);\n\tlet ns = P.v[3].y;\n\tif (ns != 0.0) {\n\t\tlet sc = max(P.v[3].z, 1.0);\n\t\tacc += curl(p.pos / sc + vec2<f32>(time * P.v[3].w, time * P.v[3].w * 0.7)) * ns;\n\t}\n\tlet nAttr = u32(P.v[7].w);\n\tfor (var a = 0u; a < nAttr; a++) {\n\t\tlet at = P.v[8u + a];\n\t\tlet d = at.xy - p.pos;\n\t\tlet dist = length(d) + 1e-3;\n\t\tlet fall = exp(-(dist * dist) / max(at.w * at.w, 1.0));\n\t\tacc += d / dist * at.z * fall;\n\t}\n\tif (P.v[16].x > 0.5) {\n\t\t// Silhouette push: out along the gradient, harder where it just arrived.\n\t\tlet comp = p.pos + P.v[18].zw;\n\t\tlet cell = (comp - P.v[17].xy) / P.v[17].zw - 0.5;\n\t\tlet cellCount = u32(P.v[18].x * P.v[18].y);\n\t\tlet a0 = maskAt(cell, 0u);\n\t\tif (a0 > 0.02) {\n\t\t\tlet gx = maskAt(cell + vec2<f32>(1.0, 0.0), 0u) - maskAt(cell - vec2<f32>(1.0, 0.0), 0u);\n\t\t\tlet gy = maskAt(cell + vec2<f32>(0.0, 1.0), 0u) - maskAt(cell - vec2<f32>(0.0, 1.0), 0u);\n\t\t\tlet g = vec2<f32>(gx, gy);\n\t\t\tlet gl = length(g);\n\t\t\tif (gl > 1e-5) {\n\t\t\t\tlet before = maskAt(cell, cellCount);\n\t\t\t\tlet k = a0 * P.v[16].y + max(0.0, a0 - before) * P.v[16].z;\n\t\t\t\tacc -= g / gl * k;\n\t\t\t}\n\t\t}\n\t}\n\n\tp.vel += acc * dt;\n\tp.vel *= exp(-P.v[3].x * dt);\n\tp.pos += p.vel * dt;\n\n\tlet w = P.v[2].x; let h = P.v[2].y;\n\tlet floorY = P.v[7].y;\n\tlet bounce = P.v[7].z;\n\tif (floorY >= 0.0 && p.pos.y > floorY) { p.pos.y = floorY; p.vel.y = -abs(p.vel.y) * bounce; p.vel.x *= 0.9; }\n\tlet mode = u32(P.v[7].x);\n\tif (mode == 1u) {\n\t\tif (p.pos.x < 0.0 || p.pos.y < 0.0 || p.pos.x > w || p.pos.y > h) { p.life = 0.0; }\n\t} else if (mode == 2u) {\n\t\tif (p.pos.x < 0.0) { p.pos.x = 0.0; p.vel.x = abs(p.vel.x) * bounce; }\n\t\tif (p.pos.x > w) { p.pos.x = w; p.vel.x = -abs(p.vel.x) * bounce; }\n\t\tif (p.pos.y < 0.0) { p.pos.y = 0.0; p.vel.y = abs(p.vel.y) * bounce; }\n\t\tif (p.pos.y > h) { p.pos.y = h; p.vel.y = -abs(p.vel.y) * bounce; }\n\t} else if (mode == 3u) {\n\t\tp.pos = vec2<f32>(p.pos.x - floor(p.pos.x / w) * w, p.pos.y - floor(p.pos.y / h) * h);\n\t}\n\tparticles[i] = p;\n}\n`;\nconst DRAW_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read> particles : array<Particle>;\n\nstruct VOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n\t@location(1) color : vec4<f32>,\n\t@location(2) aspect : f32,\n};\n\nfn gradient(t : f32) -> vec4<f32> {\n\tlet n = i32(P.v[21].x);\n\tif (n <= 1) { return P.v[22]; }\n\tlet x = clamp(t, 0.0, 1.0) * f32(n - 1);\n\tlet i = min(i32(floor(x)), n - 2);\n\treturn mix(P.v[22 + i], P.v[23 + i], x - f32(i));\n}\n\n@vertex\nfn vs(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> VOut {\n\tvar out : VOut;\n\tlet p = particles[ii];\n\tif (p.life <= 0.0) {\n\t\tout.pos = vec4<f32>(2.0, 2.0, 0.0, 1.0);\n\t\tout.color = vec4<f32>(0.0);\n\t\treturn out;\n\t}\n\tlet t = p.age / p.life;\n\tlet size = mix(P.v[19].x, P.v[19].y, t) * p.jitter;\n\tvar corner = vec2<f32>(0.0);\n\tswitch (vi) {\n\t\tcase 0u: { corner = vec2<f32>(-1.0, -1.0); }\n\t\tcase 1u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tcase 2u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 3u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 4u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tdefault: { corner = vec2<f32>(1.0, 1.0); }\n\t}\n\tlet speed = length(p.vel);\n\tvar axisX = vec2<f32>(1.0, 0.0);\n\tvar halfLen = size * 0.5;\n\tlet shape = u32(P.v[20].x);\n\tif (shape == 3u && speed > 1e-3) {\n\t\taxisX = p.vel / speed;\n\t\thalfLen = size * 0.5 + speed * P.v[20].y * 0.5;\n\t}\n\tlet axisY = vec2<f32>(-axisX.y, axisX.x);\n\tlet local = axisX * corner.x * halfLen + axisY * corner.y * size * 0.5;\n\tlet px = (p.pos + local) * P.v[21].yz;\n\tlet tsize = P.v[2].xy * P.v[21].yz;\n\tout.pos = vec4<f32>(px.x / tsize.x * 2.0 - 1.0, 1.0 - px.y / tsize.y * 2.0, 0.0, 1.0);\n\tout.uv = corner;\n\tout.aspect = halfLen / max(size * 0.5, 1e-3);\n\n\tvar c = gradient(t);\n\tif (P.v[20].z > 0.5) { c = gradient(speed / max(P.v[20].w, 1e-3)); }\n\tlet fadeIn = max(P.v[19].z, 1e-4);\n\tlet fadeOut = max(P.v[19].w, 1e-4);\n\tlet a = c.a * smoothstep(0.0, fadeIn, t) * (1.0 - smoothstep(1.0 - fadeOut, 1.0, t)) * P.v[21].w;\n\tout.color = vec4<f32>(c.rgb * a, a);\n\treturn out;\n}\n\n@fragment\nfn fs(in : VOut) -> @location(0) vec4<f32> {\n\tlet shape = u32(P.v[20].x);\n\tvar m = 1.0;\n\tif (shape == 0u) {\n\t\tlet d = length(in.uv);\n\t\tlet e = max(fwidth(d), 1e-3);\n\t\tm = 1.0 - smoothstep(1.0 - e, 1.0, d);\n\t} else if (shape == 1u) {\n\t\tlet d = length(in.uv);\n\t\tm = exp(-3.5 * d * d) * (1.0 - smoothstep(0.9, 1.0, d));\n\t} else if (shape == 3u) {\n\t\t// A capsule along the motion, soft at the sides.\n\t\tlet ax = abs(in.uv.x) * in.aspect;\n\t\tlet ex = max(ax - (in.aspect - 1.0), 0.0);\n\t\tlet d = length(vec2<f32>(ex, in.uv.y));\n\t\tm = 1.0 - smoothstep(0.5, 1.0, d);\n\t}\n\treturn in.color * m;\n}\n`;\nconst pipelines = /* @__PURE__ */ new WeakMap();\nfunction getPipelines(device) {\n\tlet p = pipelines.get(device);\n\tif (p) return p;\n\tconst simLayout = device.createBindGroupLayout({\n\t\tlabel: \"particles_sim_layout\",\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}\n\t\t]\n\t});\n\tp = {\n\t\tsimLayout,\n\t\tsim: device.createComputePipeline({\n\t\t\tlabel: \"particles_sim\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [simLayout] }),\n\t\t\tcompute: {\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"particles_sim.wgsl\",\n\t\t\t\t\tcode: SIM_WGSL\n\t\t\t\t}),\n\t\t\t\tentryPoint: \"simulate\"\n\t\t\t}\n\t\t}),\n\t\tdrawLayout: device.createBindGroupLayout({\n\t\t\tlabel: \"particles_draw_layout\",\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}]\n\t\t}),\n\t\tdraw: /* @__PURE__ */ new Map(),\n\t\tdrawModule: device.createShaderModule({\n\t\t\tlabel: \"particles_draw.wgsl\",\n\t\t\tcode: DRAW_WGSL\n\t\t})\n\t};\n\tpipelines.set(device, p);\n\treturn p;\n}\nconst BLENDS = {\n\tnormal: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tadd: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tscreen: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t}\n};\nfunction drawPipeline(device, format, blend) {\n\tconst p = getPipelines(device);\n\tconst key = `${format}|${blend}`;\n\tlet pipe = p.draw.get(key);\n\tif (!pipe) {\n\t\tpipe = device.createRenderPipeline({\n\t\t\tlabel: `particles_draw_${blend}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [p.drawLayout] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{\n\t\t\t\t\tformat,\n\t\t\t\t\tblend: BLENDS[blend]\n\t\t\t\t}]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t});\n\t\tp.draw.set(key, pipe);\n\t}\n\treturn pipe;\n}\nconst SHAPES = {\n\tcircle: 0,\n\tsoft: 1,\n\tsquare: 2,\n\tspark: 3\n};\nconst EMITTERS = {\n\tpoint: 0,\n\tline: 1,\n\trect: 2,\n\tcircle: 3,\n\tring: 4\n};\nconst BOUNDS = {\n\tnone: 0,\n\tkill: 1,\n\tbounce: 2,\n\twrap: 3\n};\n/** Packs static settings and one frame's inputs into the shared parameter block. */\nfunction packParams(s, f, out, sim, view) {\n\tout.fill(0);\n\tconst v = (i, a, b, c, d) => out.set([\n\t\ta,\n\t\tb,\n\t\tc,\n\t\td\n\t], i * 4);\n\tconst deg = Math.PI / 180;\n\tv(0, sim.dt, sim.time, sim.emitStart, sim.emitCount);\n\tv(1, s.max, s.seed, sim.frameDt, s.emitter.radial ? 1 : 0);\n\tv(2, s.layer.width, s.layer.height, f.gravity[0], f.gravity[1]);\n\tv(3, f.drag, f.noise.strength, f.noise.scale, f.noise.speed);\n\tconst e = s.emitter;\n\tconst ex = f.emitter?.x ?? e.x;\n\tconst ey = f.emitter?.y ?? e.y;\n\tv(4, EMITTERS[e.shape], ex, ey, e.width);\n\tif (f.emitter) v(30, f.emitter.previousX, f.emitter.previousY, 1, 0);\n\tv(5, e.height, e.radius, s.speed[0], s.speed[1]);\n\tv(6, s.direction * deg, s.spread * deg, s.lifetime[0], s.lifetime[1]);\n\tconst attractors = f.attractors.slice(0, MAX_ATTRACTORS);\n\tv(7, BOUNDS[s.bounds], s.floor ?? -1, s.bounce, attractors.length);\n\tfor (const [i, a] of attractors.entries()) v(8 + i, a.x, a.y, a.strength, a.radius);\n\tconst m = f.push?.mask;\n\tv(16, m ? 1 : 0, f.push?.strength ?? 0, f.push?.sweep ?? 0, s.sizeJitter);\n\tv(17, m?.originX ?? 0, m?.originY ?? 0, m?.scaleX ?? 1, m?.scaleY ?? 1);\n\tv(18, m?.width ?? 0, m?.height ?? 0, s.layer.x, s.layer.y);\n\tv(19, s.size[0], s.size[1], s.fade[0], s.fade[1]);\n\tv(20, SHAPES[s.shape], s.stretch, s.colorBySpeed !== null ? 1 : 0, s.colorBySpeed ?? 1);\n\tconst colors = s.colors.slice(0, MAX_COLORS);\n\tv(21, colors.length, view.scaleX, view.scaleY, s.opacity);\n\tfor (const [i, c] of colors.entries()) v(22 + i, c[0], c[1], c[2], c[3]);\n}\nfunction stateFor(program, device) {\n\tconst existing = program.particleState;\n\tif (existing && existing.device === device) return existing;\n\tconst s = program.particleStatic;\n\tconst state = {\n\t\tdevice,\n\t\tparticles: device.createBuffer({\n\t\t\tlabel: \"particles\",\n\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t}),\n\t\tframe: -1,\n\t\temitted: 0,\n\t\tcarry: 0,\n\t\tsnapshots: /* @__PURE__ */ new Map(),\n\t\tmaskBuffer: null,\n\t\tmaskSize: 0,\n\t\tubo: device.createBuffer({\n\t\t\tlabel: \"particles_params\",\n\t\t\tsize: PARAM_VEC4S * 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n\t\t})\n\t};\n\tprogram.particleState = state;\n\treturn state;\n}\n/** Uploads this frame's (and the previous frame's) silhouette; a 1-float buffer when there is none. */\nfunction uploadMask(state, f) {\n\tconst m = f.push?.mask;\n\tconst cells = m ? m.width * m.height : 0;\n\tconst size = Math.max(16, cells * 2 * 4);\n\tif (!state.maskBuffer || state.maskSize < size) {\n\t\tstate.maskBuffer?.destroy();\n\t\tstate.maskBuffer = state.device.createBuffer({\n\t\t\tlabel: \"particles_mask\",\n\t\t\tsize,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n\t\t});\n\t\tstate.maskSize = size;\n\t}\n\tif (m) {\n\t\tconst both = new Float32Array(cells * 2);\n\t\tboth.set(m.data.subarray(0, cells));\n\t\tboth.set((f.push?.previous ?? m).data.subarray(0, cells), cells);\n\t\tstate.device.queue.writeBuffer(state.maskBuffer, 0, both);\n\t}\n\treturn state.maskBuffer;\n}\n/** Steps the system from the frame it holds to `frame` (layer-local), restoring a snapshot to go back. */\nfunction advance(program, state, frame, compositionStart, fps) {\n\tconst { device } = state;\n\tconst s = program.particleStatic;\n\tif (frame < state.frame || state.frame < 0) {\n\t\tlet best = -1;\n\t\tfor (const k of state.snapshots.keys()) if (k <= frame && k > best) best = k;\n\t\tconst encoder = device.createCommandEncoder({ label: \"particles_restore\" });\n\t\tif (best >= 0) {\n\t\t\tconst snap = state.snapshots.get(best);\n\t\t\tencoder.copyBufferToBuffer(snap.buffer, 0, state.particles, 0, s.max * PARTICLE_BYTES);\n\t\t\tstate.emitted = snap.emitted;\n\t\t\tstate.carry = snap.carry;\n\t\t\tstate.frame = best;\n\t\t} else {\n\t\t\tencoder.clearBuffer(state.particles);\n\t\t\tstate.emitted = 0;\n\t\t\tstate.carry = 0;\n\t\t\tstate.frame = -1;\n\t\t}\n\t\tdevice.queue.submit([encoder.finish()]);\n\t}\n\tconst p = getPipelines(device);\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tconst substeps = Math.max(1, Math.round(s.substeps));\n\tconst frameDt = 1 / fps;\n\tconst prewarmFrames = Math.round(s.prewarm * fps);\n\tfor (let f = state.frame + 1; f <= frame; f++) {\n\t\tconst steps = f === 0 ? prewarmFrames + 1 : 1;\n\t\tfor (let w = 0; w < steps; w++) {\n\t\t\tconst simFrame = f === 0 ? w - prewarmFrames : f;\n\t\t\tconst inputs = program.particleFrame(compositionStart + Math.max(0, simFrame), fps);\n\t\t\tstate.carry += Math.max(0, inputs.rate) * frameDt;\n\t\t\tlet born = Math.floor(state.carry);\n\t\t\tstate.carry -= born;\n\t\t\tborn += Math.max(0, Math.round(inputs.burst));\n\t\t\tborn = Math.min(born, s.max);\n\t\t\tconst mask = uploadMask(state, inputs);\n\t\t\tconst bindGroup = device.createBindGroup({\n\t\t\t\tlayout: p.simLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: { buffer: state.ubo }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: { buffer: state.particles }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: { buffer: mask }\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tfor (let k = 0; k < substeps; k++) {\n\t\t\t\tpackParams(s, inputs, params, {\n\t\t\t\t\tdt: frameDt / substeps,\n\t\t\t\t\ttime: (simFrame + k / substeps) * frameDt,\n\t\t\t\t\temitStart: state.emitted,\n\t\t\t\t\temitCount: k === 0 ? born : 0,\n\t\t\t\t\tframeDt\n\t\t\t\t}, {\n\t\t\t\t\tscaleX: 1,\n\t\t\t\t\tscaleY: 1\n\t\t\t\t});\n\t\t\t\tdevice.queue.writeBuffer(state.ubo, 0, params);\n\t\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_step\" });\n\t\t\t\tconst pass = encoder.beginComputePass({ label: \"particles_sim\" });\n\t\t\t\tpass.setPipeline(p.sim);\n\t\t\t\tpass.setBindGroup(0, bindGroup);\n\t\t\t\tpass.dispatchWorkgroups(Math.ceil(s.max / WORKGROUP));\n\t\t\t\tpass.end();\n\t\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\t}\n\t\t\tstate.emitted += born;\n\t\t}\n\t\tstate.frame = f;\n\t\tif (f % SNAPSHOT_EVERY === 0 && !state.snapshots.has(f) && state.snapshots.size < MAX_SNAPSHOTS) {\n\t\t\tconst buffer = device.createBuffer({\n\t\t\t\tlabel: `particles_snapshot_${f}`,\n\t\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\t\tusage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t\t});\n\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_snapshot\" });\n\t\t\tencoder.copyBufferToBuffer(state.particles, 0, buffer, 0, s.max * PARTICLE_BYTES);\n\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\tstate.snapshots.set(f, {\n\t\t\t\tbuffer,\n\t\t\t\temitted: state.emitted,\n\t\t\t\tcarry: state.carry\n\t\t\t});\n\t\t}\n\t}\n}\nconst ParticlesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Particles\" || !isParticleProgram(op.effect)) return;\n\tconst program = op.effect;\n\tconst s = program.particleStatic;\n\tconst fps = props.fps || 30;\n\tconst local = Math.max(0, Math.round(props.frame ?? 0));\n\tconst compositionFrame = Math.round(props.compositionFrame ?? local);\n\tconst compositionStart = compositionFrame - local;\n\tconst state = stateFor(program, ctx.device);\n\tadvance(program, state, local, compositionStart, fps);\n\tpass.end();\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tpackParams(s, program.particleFrame(compositionFrame, fps), params, {\n\t\tdt: 0,\n\t\ttime: 0,\n\t\temitStart: 0,\n\t\temitCount: 0,\n\t\tframeDt: 1 / fps\n\t}, {\n\t\tscaleX: targetWidth / s.layer.width,\n\t\tscaleY: targetHeight / s.layer.height\n\t});\n\tconst ubo = ctx.renderer.getTemporaryBuffer(params);\n\tconst draw = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tdraw.setPipeline(drawPipeline(ctx.device, ctx.renderer.format, s.blend));\n\tdraw.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: getPipelines(ctx.device).drawLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: ubo }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: { buffer: state.particles }\n\t\t}]\n\t}));\n\tdraw.draw(6, s.max);\n\tdraw.end();\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ParticlesWebGPURenderer });\n\n//#endregion\nexport { ParticlesWebGPURenderer as n, isParticleProgram as r, renderers_default as t };\n//# 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{"version":3,"file":"renderer-PNIgmWft.mjs","names":[],"sources":["../../../nodes/node-particles/dist/renderers-C4F7TVQQ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/shared/program.ts\nfunction isParticleProgram(value) {\n\treturn typeof value === \"object\" && value !== null && \"particleStatic\" in value && typeof value.particleFrame === \"function\";\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst PARTICLE_BYTES = 32;\nconst PARAM_VEC4S = 32;\nconst MAX_ATTRACTORS = 8;\nconst MAX_COLORS = 8;\nconst SNAPSHOT_EVERY = 24;\nconst MAX_SNAPSHOTS = 64;\nconst WORKGROUP = 64;\nconst COMMON_WGSL = `\nstruct Particle {\n\tpos : vec2<f32>,\n\tvel : vec2<f32>,\n\tage : f32,\n\tlife : f32,\n\tjitter : f32,\n\t_pad : f32,\n};\n\nstruct Params { v : array<vec4<f32>, ${PARAM_VEC4S}> };\n`;\nconst SIM_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read_write> particles : array<Particle>;\n@group(0) @binding(2) var<storage, read> mask : array<f32>;\n\nfn pcg(v : u32) -> u32 {\n\tlet state = v * 747796405u + 2891336453u;\n\tlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\n\treturn (word >> 22u) ^ word;\n}\nfn rnd(idx : u32, channel : u32, seed : u32) -> f32 {\n\treturn f32(pcg(idx * 16u + channel + pcg(seed))) / 4294967295.0;\n}\n\nfn hash2(p : vec2<f32>) -> f32 {\n\tlet q = fract(p * vec2<f32>(0.1031, 0.1030));\n\tlet r = q + dot(q, q.yx + 33.33);\n\treturn fract((r.x + r.y) * r.x);\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\tlet a = hash2(i);\n\tlet b = hash2(i + vec2<f32>(1.0, 0.0));\n\tlet c = hash2(i + vec2<f32>(0.0, 1.0));\n\tlet d = hash2(i + vec2<f32>(1.0, 1.0));\n\treturn mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\nfn fbm(p : vec2<f32>) -> f32 {\n\treturn vnoise(p) * 0.6 + vnoise(p * 2.03 + 17.0) * 0.3 + vnoise(p * 4.01 + 41.0) * 0.1;\n}\n// Divergence-free flow: the curl of a scalar noise field.\nfn curl(p : vec2<f32>) -> vec2<f32> {\n\tlet e = 0.02;\n\tlet dx = fbm(p + vec2<f32>(e, 0.0)) - fbm(p - vec2<f32>(e, 0.0));\n\tlet dy = fbm(p + vec2<f32>(0.0, e)) - fbm(p - vec2<f32>(0.0, e));\n\treturn vec2<f32>(dy, -dx) / (2.0 * e);\n}\n\nfn maskAt(cell : vec2<f32>, offset : u32) -> f32 {\n\tlet w = i32(P.v[18].x);\n\tlet h = i32(P.v[18].y);\n\tlet c0 = vec2<i32>(floor(cell));\n\tlet t = cell - floor(cell);\n\tvar s = 0.0;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet o = vec2<i32>(k & 1, k >> 1);\n\t\tlet c = c0 + o;\n\t\tvar v = 0.0;\n\t\tif (c.x >= 0 && c.y >= 0 && c.x < w && c.y < h) {\n\t\t\tv = mask[offset + u32(c.y * w + c.x)];\n\t\t}\n\t\tlet wx = select(1.0 - t.x, t.x, o.x == 1);\n\t\tlet wy = select(1.0 - t.y, t.y, o.y == 1);\n\t\ts += v * wx * wy;\n\t}\n\treturn s;\n}\n\nfn spawn(i : u32, idx : u32, birthFrac : f32) {\n\tlet birthAge = birthFrac * P.v[1].z;\n\tlet seed = u32(P.v[1].y);\n\tlet shape = u32(P.v[4].x);\n\tlet ex = P.v[4].y; let ey = P.v[4].z; let ew = P.v[4].w;\n\tlet eh = P.v[5].x; let er = P.v[5].y;\n\tlet r0 = rnd(idx, 0u, seed); let r1 = rnd(idx, 1u, seed);\n\tvar pos = vec2<f32>(ex, ey);\n\tvar center = vec2<f32>(ex, ey);\n\tif (shape == 1u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r0); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 2u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r1); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 3u) {\n\t\tlet a = r0 * 6.2831853; let rr = er * sqrt(r1);\n\t\tpos = vec2<f32>(ex + cos(a) * rr, ey + sin(a) * rr);\n\t} else if (shape == 4u) {\n\t\tlet a = r0 * 6.2831853;\n\t\tpos = vec2<f32>(ex + cos(a) * er, ey + sin(a) * er);\n\t}\n\tlet radial = P.v[1].w > 0.5;\n\tvar dir = P.v[6].x + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y;\n\tif (radial) {\n\t\tlet d = pos - center;\n\t\tif (dot(d, d) > 1e-6) { dir = atan2(d.y, d.x) + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y; }\n\t}\n\t// A moving emitter: older births of the frame start nearer last frame's spot.\n\tif (P.v[30].z > 0.5) { pos += (P.v[30].xy - vec2<f32>(ex, ey)) * birthFrac; }\n\tlet speed = mix(P.v[5].z, P.v[5].w, rnd(idx, 3u, seed));\n\tlet vel = vec2<f32>(cos(dir), sin(dir)) * speed;\n\tvar p : Particle;\n\tp.vel = vel;\n\tp.pos = pos + vel * birthAge;\n\tp.age = birthAge;\n\tp.life = mix(P.v[6].z, P.v[6].w, rnd(idx, 4u, seed));\n\tp.jitter = 1.0 - P.v[16].w * rnd(idx, 5u, seed);\n\tp._pad = 0.0;\n\tparticles[i] = p;\n}\n\n@compute @workgroup_size(${WORKGROUP})\nfn simulate(@builtin(global_invocation_id) gid : vec3<u32>) {\n\tlet i = gid.x;\n\tlet maxN = u32(P.v[1].x);\n\tif (i >= maxN) { return; }\n\tlet dt = P.v[0].x;\n\tlet time = P.v[0].y;\n\tlet emitStart = u32(P.v[0].z);\n\tlet emitCount = u32(P.v[0].w);\n\tlet frameDt = P.v[1].z;\n\n\tif (emitCount > 0u) {\n\t\tlet k = (i + maxN - (emitStart % maxN)) % maxN;\n\t\tif (k < emitCount) {\n\t\t\t// Births spread over the frame, oldest first.\n\t\t\tspawn(i, emitStart + k, 1.0 - (f32(k) + 0.5) / f32(emitCount));\n\t\t\treturn;\n\t\t}\n\t}\n\n\tvar p = particles[i];\n\tif (p.life <= 0.0) { return; }\n\tp.age += dt;\n\tif (p.age >= p.life) { p.life = 0.0; particles[i] = p; return; }\n\n\tvar acc = vec2<f32>(P.v[2].z, P.v[2].w);\n\tlet ns = P.v[3].y;\n\tif (ns != 0.0) {\n\t\tlet sc = max(P.v[3].z, 1.0);\n\t\tacc += curl(p.pos / sc + vec2<f32>(time * P.v[3].w, time * P.v[3].w * 0.7)) * ns;\n\t}\n\tlet nAttr = u32(P.v[7].w);\n\tfor (var a = 0u; a < nAttr; a++) {\n\t\tlet at = P.v[8u + a];\n\t\tlet d = at.xy - p.pos;\n\t\tlet dist = length(d) + 1e-3;\n\t\tlet fall = exp(-(dist * dist) / max(at.w * at.w, 1.0));\n\t\tacc += d / dist * at.z * fall;\n\t}\n\tif (P.v[16].x > 0.5) {\n\t\t// Silhouette push: out along the gradient, harder where it just arrived.\n\t\tlet comp = p.pos + P.v[18].zw;\n\t\tlet cell = (comp - P.v[17].xy) / P.v[17].zw - 0.5;\n\t\tlet cellCount = u32(P.v[18].x * P.v[18].y);\n\t\tlet a0 = maskAt(cell, 0u);\n\t\tif (a0 > 0.02) {\n\t\t\tlet gx = maskAt(cell + vec2<f32>(1.0, 0.0), 0u) - maskAt(cell - vec2<f32>(1.0, 0.0), 0u);\n\t\t\tlet gy = maskAt(cell + vec2<f32>(0.0, 1.0), 0u) - maskAt(cell - vec2<f32>(0.0, 1.0), 0u);\n\t\t\tlet g = vec2<f32>(gx, gy);\n\t\t\tlet gl = length(g);\n\t\t\tif (gl > 1e-5) {\n\t\t\t\tlet before = maskAt(cell, cellCount);\n\t\t\t\tlet k = a0 * P.v[16].y + max(0.0, a0 - before) * P.v[16].z;\n\t\t\t\tacc -= g / gl * k;\n\t\t\t}\n\t\t}\n\t}\n\n\tp.vel += acc * dt;\n\tp.vel *= exp(-P.v[3].x * dt);\n\tp.pos += p.vel * dt;\n\n\tlet w = P.v[2].x; let h = P.v[2].y;\n\tlet floorY = P.v[7].y;\n\tlet bounce = P.v[7].z;\n\tif (floorY >= 0.0 && p.pos.y > floorY) { p.pos.y = floorY; p.vel.y = -abs(p.vel.y) * bounce; p.vel.x *= 0.9; }\n\tlet mode = u32(P.v[7].x);\n\tif (mode == 1u) {\n\t\tif (p.pos.x < 0.0 || p.pos.y < 0.0 || p.pos.x > w || p.pos.y > h) { p.life = 0.0; }\n\t} else if (mode == 2u) {\n\t\tif (p.pos.x < 0.0) { p.pos.x = 0.0; p.vel.x = abs(p.vel.x) * bounce; }\n\t\tif (p.pos.x > w) { p.pos.x = w; p.vel.x = -abs(p.vel.x) * bounce; }\n\t\tif (p.pos.y < 0.0) { p.pos.y = 0.0; p.vel.y = abs(p.vel.y) * bounce; }\n\t\tif (p.pos.y > h) { p.pos.y = h; p.vel.y = -abs(p.vel.y) * bounce; }\n\t} else if (mode == 3u) {\n\t\tp.pos = vec2<f32>(p.pos.x - floor(p.pos.x / w) * w, p.pos.y - floor(p.pos.y / h) * h);\n\t}\n\tparticles[i] = p;\n}\n`;\nconst DRAW_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read> particles : array<Particle>;\n\nstruct VOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n\t@location(1) color : vec4<f32>,\n\t@location(2) aspect : f32,\n};\n\nfn gradient(t : f32) -> vec4<f32> {\n\tlet n = i32(P.v[21].x);\n\tif (n <= 1) { return P.v[22]; }\n\tlet x = clamp(t, 0.0, 1.0) * f32(n - 1);\n\tlet i = min(i32(floor(x)), n - 2);\n\treturn mix(P.v[22 + i], P.v[23 + i], x - f32(i));\n}\n\n@vertex\nfn vs(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> VOut {\n\tvar out : VOut;\n\tlet p = particles[ii];\n\tif (p.life <= 0.0) {\n\t\tout.pos = vec4<f32>(2.0, 2.0, 0.0, 1.0);\n\t\tout.color = vec4<f32>(0.0);\n\t\treturn out;\n\t}\n\tlet t = p.age / p.life;\n\tlet size = mix(P.v[19].x, P.v[19].y, t) * p.jitter;\n\tvar corner = vec2<f32>(0.0);\n\tswitch (vi) {\n\t\tcase 0u: { corner = vec2<f32>(-1.0, -1.0); }\n\t\tcase 1u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tcase 2u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 3u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 4u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tdefault: { corner = vec2<f32>(1.0, 1.0); }\n\t}\n\tlet speed = length(p.vel);\n\tvar axisX = vec2<f32>(1.0, 0.0);\n\tvar halfLen = size * 0.5;\n\tlet shape = u32(P.v[20].x);\n\tif (shape == 3u && speed > 1e-3) {\n\t\taxisX = p.vel / speed;\n\t\thalfLen = size * 0.5 + speed * P.v[20].y * 0.5;\n\t}\n\tlet axisY = vec2<f32>(-axisX.y, axisX.x);\n\tlet local = axisX * corner.x * halfLen + axisY * corner.y * size * 0.5;\n\tlet px = (p.pos + local) * P.v[21].yz;\n\tlet tsize = P.v[2].xy * P.v[21].yz;\n\tout.pos = vec4<f32>(px.x / tsize.x * 2.0 - 1.0, 1.0 - px.y / tsize.y * 2.0, 0.0, 1.0);\n\tout.uv = corner;\n\tout.aspect = halfLen / max(size * 0.5, 1e-3);\n\n\tvar c = gradient(t);\n\tif (P.v[20].z > 0.5) { c = gradient(speed / max(P.v[20].w, 1e-3)); }\n\tlet fadeIn = max(P.v[19].z, 1e-4);\n\tlet fadeOut = max(P.v[19].w, 1e-4);\n\tlet a = c.a * smoothstep(0.0, fadeIn, t) * (1.0 - smoothstep(1.0 - fadeOut, 1.0, t)) * P.v[21].w;\n\tout.color = vec4<f32>(c.rgb * a, a);\n\treturn out;\n}\n\n@fragment\nfn fs(in : VOut) -> @location(0) vec4<f32> {\n\tlet shape = u32(P.v[20].x);\n\tvar m = 1.0;\n\tif (shape == 0u) {\n\t\tlet d = length(in.uv);\n\t\tlet e = max(fwidth(d), 1e-3);\n\t\tm = 1.0 - smoothstep(1.0 - e, 1.0, d);\n\t} else if (shape == 1u) {\n\t\tlet d = length(in.uv);\n\t\tm = exp(-3.5 * d * d) * (1.0 - smoothstep(0.9, 1.0, d));\n\t} else if (shape == 3u) {\n\t\t// A capsule along the motion, soft at the sides.\n\t\tlet ax = abs(in.uv.x) * in.aspect;\n\t\tlet ex = max(ax - (in.aspect - 1.0), 0.0);\n\t\tlet d = length(vec2<f32>(ex, in.uv.y));\n\t\tm = 1.0 - smoothstep(0.5, 1.0, d);\n\t}\n\treturn in.color * m;\n}\n`;\nconst pipelines = /* @__PURE__ */ new WeakMap();\nfunction getPipelines(device) {\n\tlet p = pipelines.get(device);\n\tif (p) return p;\n\tconst simLayout = device.createBindGroupLayout({\n\t\tlabel: \"particles_sim_layout\",\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}\n\t\t]\n\t});\n\tp = {\n\t\tsimLayout,\n\t\tsim: device.createComputePipeline({\n\t\t\tlabel: \"particles_sim\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [simLayout] }),\n\t\t\tcompute: {\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"particles_sim.wgsl\",\n\t\t\t\t\tcode: SIM_WGSL\n\t\t\t\t}),\n\t\t\t\tentryPoint: \"simulate\"\n\t\t\t}\n\t\t}),\n\t\tdrawLayout: device.createBindGroupLayout({\n\t\t\tlabel: \"particles_draw_layout\",\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}]\n\t\t}),\n\t\tdraw: /* @__PURE__ */ new Map(),\n\t\tdrawModule: device.createShaderModule({\n\t\t\tlabel: \"particles_draw.wgsl\",\n\t\t\tcode: DRAW_WGSL\n\t\t})\n\t};\n\tpipelines.set(device, p);\n\treturn p;\n}\nconst BLENDS = {\n\tnormal: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tadd: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tscreen: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t}\n};\nfunction drawPipeline(device, format, blend) {\n\tconst p = getPipelines(device);\n\tconst key = `${format}|${blend}`;\n\tlet pipe = p.draw.get(key);\n\tif (!pipe) {\n\t\tpipe = device.createRenderPipeline({\n\t\t\tlabel: `particles_draw_${blend}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [p.drawLayout] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{\n\t\t\t\t\tformat,\n\t\t\t\t\tblend: BLENDS[blend]\n\t\t\t\t}]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t});\n\t\tp.draw.set(key, pipe);\n\t}\n\treturn pipe;\n}\nconst SHAPES = {\n\tcircle: 0,\n\tsoft: 1,\n\tsquare: 2,\n\tspark: 3\n};\nconst EMITTERS = {\n\tpoint: 0,\n\tline: 1,\n\trect: 2,\n\tcircle: 3,\n\tring: 4\n};\nconst BOUNDS = {\n\tnone: 0,\n\tkill: 1,\n\tbounce: 2,\n\twrap: 3\n};\n/** Packs static settings and one frame's inputs into the shared parameter block. */\nfunction packParams(s, f, out, sim, view) {\n\tout.fill(0);\n\tconst v = (i, a, b, c, d) => out.set([\n\t\ta,\n\t\tb,\n\t\tc,\n\t\td\n\t], i * 4);\n\tconst deg = Math.PI / 180;\n\tv(0, sim.dt, sim.time, sim.emitStart, sim.emitCount);\n\tv(1, s.max, s.seed, sim.frameDt, s.emitter.radial ? 1 : 0);\n\tv(2, s.layer.width, s.layer.height, f.gravity[0], f.gravity[1]);\n\tv(3, f.drag, f.noise.strength, f.noise.scale, f.noise.speed);\n\tconst e = s.emitter;\n\tconst ex = f.emitter?.x ?? e.x;\n\tconst ey = f.emitter?.y ?? e.y;\n\tv(4, EMITTERS[e.shape], ex, ey, e.width);\n\tif (f.emitter) v(30, f.emitter.previousX, f.emitter.previousY, 1, 0);\n\tv(5, e.height, e.radius, s.speed[0], s.speed[1]);\n\tv(6, s.direction * deg, s.spread * deg, s.lifetime[0], s.lifetime[1]);\n\tconst attractors = f.attractors.slice(0, MAX_ATTRACTORS);\n\tv(7, BOUNDS[s.bounds], s.floor ?? -1, s.bounce, attractors.length);\n\tfor (const [i, a] of attractors.entries()) v(8 + i, a.x, a.y, a.strength, a.radius);\n\tconst m = f.push?.mask;\n\tv(16, m ? 1 : 0, f.push?.strength ?? 0, f.push?.sweep ?? 0, s.sizeJitter);\n\tv(17, m?.originX ?? 0, m?.originY ?? 0, m?.scaleX ?? 1, m?.scaleY ?? 1);\n\tv(18, m?.width ?? 0, m?.height ?? 0, s.layer.x, s.layer.y);\n\tv(19, s.size[0], s.size[1], s.fade[0], s.fade[1]);\n\tv(20, SHAPES[s.shape], s.stretch, s.colorBySpeed !== null ? 1 : 0, s.colorBySpeed ?? 1);\n\tconst colors = s.colors.slice(0, MAX_COLORS);\n\tv(21, colors.length, view.scaleX, view.scaleY, s.opacity);\n\tfor (const [i, c] of colors.entries()) v(22 + i, c[0], c[1], c[2], c[3]);\n}\nfunction stateFor(program, device) {\n\tconst existing = program.particleState;\n\tif (existing && existing.device === device) return existing;\n\tconst s = program.particleStatic;\n\tconst state = {\n\t\tdevice,\n\t\tparticles: device.createBuffer({\n\t\t\tlabel: \"particles\",\n\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t}),\n\t\tframe: -1,\n\t\temitted: 0,\n\t\tcarry: 0,\n\t\tsnapshots: /* @__PURE__ */ new Map(),\n\t\tmaskBuffer: null,\n\t\tmaskSize: 0,\n\t\tubo: device.createBuffer({\n\t\t\tlabel: \"particles_params\",\n\t\t\tsize: PARAM_VEC4S * 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n\t\t})\n\t};\n\tprogram.particleState = state;\n\treturn state;\n}\n/** Uploads this frame's (and the previous frame's) silhouette; a 1-float buffer when there is none. */\nfunction uploadMask(state, f) {\n\tconst m = f.push?.mask;\n\tconst cells = m ? m.width * m.height : 0;\n\tconst size = Math.max(16, cells * 2 * 4);\n\tif (!state.maskBuffer || state.maskSize < size) {\n\t\tstate.maskBuffer?.destroy();\n\t\tstate.maskBuffer = state.device.createBuffer({\n\t\t\tlabel: \"particles_mask\",\n\t\t\tsize,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n\t\t});\n\t\tstate.maskSize = size;\n\t}\n\tif (m) {\n\t\tconst both = new Float32Array(cells * 2);\n\t\tboth.set(m.data.subarray(0, cells));\n\t\tboth.set((f.push?.previous ?? m).data.subarray(0, cells), cells);\n\t\tstate.device.queue.writeBuffer(state.maskBuffer, 0, both);\n\t}\n\treturn state.maskBuffer;\n}\n/** Steps the system from the frame it holds to `frame` (layer-local), restoring a snapshot to go back. */\nfunction advance(program, state, frame, compositionStart, fps) {\n\tconst { device } = state;\n\tconst s = program.particleStatic;\n\tif (frame < state.frame || state.frame < 0) {\n\t\tlet best = -1;\n\t\tfor (const k of state.snapshots.keys()) if (k <= frame && k > best) best = k;\n\t\tconst encoder = device.createCommandEncoder({ label: \"particles_restore\" });\n\t\tif (best >= 0) {\n\t\t\tconst snap = state.snapshots.get(best);\n\t\t\tencoder.copyBufferToBuffer(snap.buffer, 0, state.particles, 0, s.max * PARTICLE_BYTES);\n\t\t\tstate.emitted = snap.emitted;\n\t\t\tstate.carry = snap.carry;\n\t\t\tstate.frame = best;\n\t\t} else {\n\t\t\tencoder.clearBuffer(state.particles);\n\t\t\tstate.emitted = 0;\n\t\t\tstate.carry = 0;\n\t\t\tstate.frame = -1;\n\t\t}\n\t\tdevice.queue.submit([encoder.finish()]);\n\t}\n\tconst p = getPipelines(device);\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tconst substeps = Math.max(1, Math.round(s.substeps));\n\tconst frameDt = 1 / fps;\n\tconst prewarmFrames = Math.round(s.prewarm * fps);\n\tfor (let f = state.frame + 1; f <= frame; f++) {\n\t\tconst steps = f === 0 ? prewarmFrames + 1 : 1;\n\t\tfor (let w = 0; w < steps; w++) {\n\t\t\tconst simFrame = f === 0 ? w - prewarmFrames : f;\n\t\t\tconst inputs = program.particleFrame(compositionStart + Math.max(0, simFrame), fps);\n\t\t\tstate.carry += Math.max(0, inputs.rate) * frameDt;\n\t\t\tlet born = Math.floor(state.carry);\n\t\t\tstate.carry -= born;\n\t\t\tborn += Math.max(0, Math.round(inputs.burst));\n\t\t\tborn = Math.min(born, s.max);\n\t\t\tconst mask = uploadMask(state, inputs);\n\t\t\tconst bindGroup = device.createBindGroup({\n\t\t\t\tlayout: p.simLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: { buffer: state.ubo }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: { buffer: state.particles }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: { buffer: mask }\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tfor (let k = 0; k < substeps; k++) {\n\t\t\t\tpackParams(s, inputs, params, {\n\t\t\t\t\tdt: frameDt / substeps,\n\t\t\t\t\ttime: (simFrame + k / substeps) * frameDt,\n\t\t\t\t\temitStart: state.emitted,\n\t\t\t\t\temitCount: k === 0 ? born : 0,\n\t\t\t\t\tframeDt\n\t\t\t\t}, {\n\t\t\t\t\tscaleX: 1,\n\t\t\t\t\tscaleY: 1\n\t\t\t\t});\n\t\t\t\tdevice.queue.writeBuffer(state.ubo, 0, params);\n\t\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_step\" });\n\t\t\t\tconst pass = encoder.beginComputePass({ label: \"particles_sim\" });\n\t\t\t\tpass.setPipeline(p.sim);\n\t\t\t\tpass.setBindGroup(0, bindGroup);\n\t\t\t\tpass.dispatchWorkgroups(Math.ceil(s.max / WORKGROUP));\n\t\t\t\tpass.end();\n\t\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\t}\n\t\t\tstate.emitted += born;\n\t\t}\n\t\tstate.frame = f;\n\t\tif (f % SNAPSHOT_EVERY === 0 && !state.snapshots.has(f) && state.snapshots.size < MAX_SNAPSHOTS) {\n\t\t\tconst buffer = device.createBuffer({\n\t\t\t\tlabel: `particles_snapshot_${f}`,\n\t\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\t\tusage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t\t});\n\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_snapshot\" });\n\t\t\tencoder.copyBufferToBuffer(state.particles, 0, buffer, 0, s.max * PARTICLE_BYTES);\n\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\tstate.snapshots.set(f, {\n\t\t\t\tbuffer,\n\t\t\t\temitted: state.emitted,\n\t\t\t\tcarry: state.carry\n\t\t\t});\n\t\t}\n\t}\n}\nconst ParticlesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Particles\" || !isParticleProgram(op.effect)) return;\n\tconst program = op.effect;\n\tconst s = program.particleStatic;\n\tconst fps = props.fps || 30;\n\tconst local = Math.max(0, Math.round(props.frame ?? 0));\n\tconst compositionFrame = Math.round(props.compositionFrame ?? local);\n\tconst compositionStart = compositionFrame - local;\n\tconst state = stateFor(program, ctx.device);\n\tadvance(program, state, local, compositionStart, fps);\n\tpass.end();\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tpackParams(s, program.particleFrame(compositionFrame, fps), params, {\n\t\tdt: 0,\n\t\ttime: 0,\n\t\temitStart: 0,\n\t\temitCount: 0,\n\t\tframeDt: 1 / fps\n\t}, {\n\t\tscaleX: targetWidth / s.layer.width,\n\t\tscaleY: targetHeight / s.layer.height\n\t});\n\tconst ubo = ctx.renderer.getTemporaryBuffer(params);\n\tconst draw = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tdraw.setPipeline(drawPipeline(ctx.device, ctx.renderer.format, s.blend));\n\tdraw.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: getPipelines(ctx.device).drawLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: ubo }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: { buffer: state.particles }\n\t\t}]\n\t}));\n\tdraw.draw(6, s.max);\n\tdraw.end();\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ParticlesWebGPURenderer });\n\n//#endregion\nexport { ParticlesWebGPURenderer as n, isParticleProgram as r, renderers_default as t };\n//# 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@@ -1,5 +1,5 @@
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1
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-
import { l as unwrapFrameParam, n as defineRenderer } from "./renderer-
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-
import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-
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+
import { l as unwrapFrameParam, n as defineRenderer } from "./renderer-C9r0-KY4.mjs";
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import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-I5fdrflL.mjs";
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//#region ../../nodes/node-vignette/dist/renderers-B_pue82_.mjs
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5
5
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const VIGNETTE_SHADER = `
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@@ -271,4 +271,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: VignetteWebGPURenderer
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271
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//#endregion
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export { renderers_default as t };
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-VcPoZAM2.mjs.map
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@@ -1 +1 @@
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{"version":3,"file":"renderer-DSbRWfgl.mjs","names":[],"sources":["../../../nodes/node-vignette/dist/renderers-B_pue82_.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VIGNETTE_SHADER = `\nstruct VignetteUniforms {\n strength : f32,\n radius : f32,\n softness : f32,\n roundness : f32,\n\n centerX : f32,\n centerY : f32,\n hasStrengthSig : f32,\n hasRadiusSig : f32,\n\n hasSoftnessSig : f32,\n hasRoundnessSig: f32,\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : VignetteUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var softnessSigTex : texture_2d<f32>;\n@group(2) @binding(3) var roundnessSigTex : texture_2d<f32>;\n@group(2) @binding(4) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(5) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(6) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\n if (color.a < 1e-5) {\n return color;\n }\n\n // Resolve parameter overrides or dynamic signals\n var strength = u.strength;\n if (u.hasStrengthSig > 0.5) {\n strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var softness = u.softness;\n if (u.hasSoftnessSig > 0.5) {\n softness = textureSampleLevel(softnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var roundness = u.roundness;\n if (u.hasRoundnessSig > 0.5) {\n roundness = textureSampleLevel(roundnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let center = vec2<f32>(centerX, centerY);\n let dimensions = vec2<f32>(textureDimensions(tex));\n let aspect = dimensions.x / dimensions.y;\n let uvOffset = in.uv - center;\n\n // Calculate aspect ratio corrected coordinate for circle\n let correctedOffset = vec2<f32>(\n uvOffset.x * mix(1.0, aspect, roundness),\n uvOffset.y\n );\n let dist = length(correctedOffset);\n\n // Calculate vignette edge falloff\n let edge0 = radius;\n let edge1 = max(0.0, radius - softness);\n let vignetteFactor = smoothstep(edge0, edge1, dist);\n\n // Blend based on strength\n let intensity = strength / 100.0;\n let finalVignette = mix(1.0, vignetteFactor, intensity);\n\n // Unpremultiply, apply vignette, and repremultiply\n let unpremult_rgb = color.rgb / color.a;\n let final_rgb = unpremult_rgb * finalVignette;\n\n return vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * color.a, color.a);\n}\n`;\nconst vignetteUniformData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVignetteResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `vignette_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vignetteModule = device.createShaderModule({\n\t\t\tlabel: `vignette_${format}.wgsl`,\n\t\t\tcode: VIGNETTE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `VignettePipeline_${format}`,\n\t\t\tmodule: vignetteModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvignettePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst VignetteWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Vignette\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"vignette_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tconst unwrapped = unwrapFrameParam(op[configKey], compositionFrame, fps);\n\t\t\tif (unwrapped.gpuTextureView) {\n\t\t\t\tgpuTextureView = unwrapped.gpuTextureView;\n\t\t\t\thasStaticSig = true;\n\t\t\t}\n\t\t\tconst rawVal = unwrapped.value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 50, 0, 100);\n\tconst radiusRes = resolveBindable(\"radius\", 1, .1, 2);\n\tconst softnessRes = resolveBindable(\"softness\", .5, 0, 1);\n\tconst roundnessRes = resolveBindable(\"roundness\", .5, 0, 1);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\targs.pass.end();\n\tconst { vignettePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getVignetteResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst softnessView = getSignalView(softnessRes, \"softness_sig\");\n\tconst roundnessView = getSignalView(roundnessRes, \"roundness_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\tvignetteUniformData[0] = strengthRes.val;\n\tvignetteUniformData[1] = radiusRes.val;\n\tvignetteUniformData[2] = softnessRes.val;\n\tvignetteUniformData[3] = roundnessRes.val;\n\tvignetteUniformData[4] = centerXRes.val;\n\tvignetteUniformData[5] = centerYRes.val;\n\tvignetteUniformData[6] = strengthRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[7] = radiusRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[8] = softnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[9] = roundnessRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[10] = centerXRes.hasStaticSig ? 1 : 0;\n\tvignetteUniformData[11] = centerYRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vignetteUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: strengthView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: radiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: softnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: roundnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: centerXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: centerYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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{"version":3,"file":"renderer-VcPoZAM2.mjs","names":[],"sources":["../../../nodes/node-vignette/dist/renderers-B_pue82_.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VIGNETTE_SHADER = `\nstruct VignetteUniforms {\n strength : f32,\n radius : f32,\n softness : f32,\n roundness : f32,\n\n centerX : f32,\n centerY : f32,\n hasStrengthSig : f32,\n hasRadiusSig : f32,\n\n hasSoftnessSig : f32,\n hasRoundnessSig: f32,\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : VignetteUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var strengthSigTex : texture_2d<f32>;\n@group(2) @binding(1) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(2) var softnessSigTex : texture_2d<f32>;\n@group(2) @binding(3) var roundnessSigTex : texture_2d<f32>;\n@group(2) @binding(4) var centerXSigTex : texture_2d<f32>;\n@group(2) @binding(5) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(6) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\n if (color.a < 1e-5) {\n return color;\n }\n\n // Resolve parameter overrides or dynamic signals\n var strength = u.strength;\n if (u.hasStrengthSig > 0.5) {\n strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var softness = u.softness;\n if (u.hasSoftnessSig > 0.5) {\n softness = textureSampleLevel(softnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var roundness = u.roundness;\n if (u.hasRoundnessSig > 0.5) {\n roundness = textureSampleLevel(roundnessSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let center = vec2<f32>(centerX, centerY);\n let dimensions = vec2<f32>(textureDimensions(tex));\n let aspect = dimensions.x / dimensions.y;\n let uvOffset = in.uv - center;\n\n // Calculate aspect ratio corrected coordinate for circle\n let correctedOffset = vec2<f32>(\n uvOffset.x * mix(1.0, aspect, roundness),\n uvOffset.y\n );\n let dist = length(correctedOffset);\n\n // Calculate vignette edge falloff\n let edge0 = radius;\n let edge1 = max(0.0, radius - softness);\n let vignetteFactor = smoothstep(edge0, edge1, dist);\n\n // Blend based on strength\n let intensity = strength / 100.0;\n let finalVignette = mix(1.0, vignetteFactor, intensity);\n\n // Unpremultiply, apply vignette, and repremultiply\n let unpremult_rgb = color.rgb / color.a;\n let final_rgb = unpremult_rgb * finalVignette;\n\n return vec4<f32>(clamp(final_rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * color.a, color.a);\n}\n`;\nconst vignetteUniformData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVignetteResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `vignette_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vignetteModule = device.createShaderModule({\n\t\t\tlabel: `vignette_${format}.wgsl`,\n\t\t\tcode: VIGNETTE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `VignettePipeline_${format}`,\n\t\t\tmodule: vignetteModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvignettePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst VignetteWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Vignette\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"vignette_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tlet gpuTextureView;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tconst unwrapped = unwrapFrameParam(op[configKey], compositionFrame, fps);\n\t\t\tif (unwrapped.gpuTextureView) {\n\t\t\t\tgpuTextureView = unwrapped.gpuTextureView;\n\t\t\t\thasStaticSig = true;\n\t\t\t}\n\t\t\tconst rawVal = unwrapped.value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? defaultValue : numVal));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd,\n\t\t\tgpuTextureView\n\t\t};\n\t};\n\tconst strengthRes = resolveBindable(\"strength\", 50, 0, 100);\n\tconst radiusRes = resolveBindable(\"radius\", 1, .1, 2);\n\tconst softnessRes = resolveBindable(\"softness\", .5, 0, 1);\n\tconst roundnessRes = resolveBindable(\"roundness\", .5, 0, 1);\n\tconst centerXRes = resolveBindable(\"centerX\", .5, 0, 1);\n\tconst centerYRes = resolveBindable(\"centerY\", .5, 0, 1);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\targs.pass.end();\n\tconst { vignettePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getVignetteResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst strengthView = getSignalView(strengthRes, \"strength_sig\");\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst softnessView = getSignalView(softnessRes, \"softness_sig\");\n\tconst roundnessView = getSignalView(roundnessRes, \"roundness_sig\");\n\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\tvignetteUniformData[0] = strengthRes.val;\n\tvignetteUniformData[1] = radiusRes.val;\n\tvignetteUniformData[2] = softnessRes.val;\n\tvignetteUniformData[3] = roundnessRes.val;\n\tvignetteUniformData[4] = centerXRes.val;\n\tvignetteUniformData[5] = centerYRes.val;\n\tvignetteUniformData[6] = strengthRes.hasStaticSig ? 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import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-I5fdrflL.mjs";
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//#region ../../nodes/node-shadows-highlights/dist/renderers-CCz2R7ss.mjs
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{"version":3,"file":"renderer-DCsTCvdo.mjs","names":[],"sources":["../../../nodes/node-shadows-highlights/dist/renderers-CCz2R7ss.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst MIN_RADIUS = 1;\nconst MAX_AMOUNT = 100;\nconst shadowsHighlightsConfig = configBuilder().field(\"shadowAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Boost (%)\",\n\tdescription: \"Percentage to lift and recover crushed shadow details (0–100%).\"\n}).field(\"shadowTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Range (%)\",\n\tdescription: \"Range of dark tones affected by shadow adjustments (0–100%).\"\n}).field(\"shadowRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine shadow illumination (1–250px).\"\n}).field(\"highlightAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Suppression (%)\",\n\tdescription: \"Percentage to suppress and recover blown highlight details (0–100%).\"\n}).field(\"highlightTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Range (%)\",\n\tdescription: \"Range of bright tones affected by highlight adjustments (0–100%).\"\n}).field(\"highlightRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine highlight exposure (1–250px).\"\n}).field(\"colorCorrection\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Correction (%)\",\n\tdescription: \"Fine-tunes color saturation in recovered shadow/highlight zones (-100 to +100%).\"\n}).field(\"midtoneContrast\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Midtone Contrast (%)\",\n\tdescription: \"Adjusts contrast centered on the midtones (-100 to +100%).\"\n}).build();\nconst ShadowsHighlightsNodeConfigSchema = shadowsHighlightsConfig.schema;\nconst ShadowsHighlightsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ShadowsHighlightsOperationSchema = ShadowsHighlightsNodeConfigSchema.extend({\n\top: z.literal(\"ShadowsHighlights\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultShadowsHighlightsConfig = ShadowsHighlightsNodeConfigSchema.parse({});\nconst SHADOWS_HIGHLIGHTS_PRESETS = [\n\t{\n\t\tid: \"default\",\n\t\tname: \"Default (Neutral)\",\n\t\tdescription: \"Zero adjustments across dynamic range\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 0,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"shadow-lift\",\n\t\tname: \"Shadow Detail Lift\",\n\t\tdescription: \"Gently opens up underexposed shadows without bleaching midtones\",\n\t\tconfig: {\n\t\t\tshadowAmount: 40,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 35,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 10,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"highlight-recovery\",\n\t\tname: \"Highlight Recovery\",\n\t\tdescription: \"Pulls back blown sky, cloud, and specular highlight clipping\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 45,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: -5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"hdr-balance\",\n\t\tname: \"HDR Dynamic Range\",\n\t\tdescription: \"Balanced recovery expanding visible dynamic range in high contrast scenes\",\n\t\tconfig: {\n\t\t\tshadowAmount: 35,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 40,\n\t\t\thighlightAmount: 35,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 40,\n\t\t\tcolorCorrection: 15,\n\t\t\tmidtoneContrast: 10\n\t\t}\n\t},\n\t{\n\t\tid: \"backlight-correction\",\n\t\tname: \"Backlight Correction\",\n\t\tdescription: \"Compensates for harsh backlighting illuminating silhouetted subjects\",\n\t\tconfig: {\n\t\t\tshadowAmount: 60,\n\t\t\tshadowTonalWidth: 60,\n\t\t\tshadowRadius: 50,\n\t\t\thighlightAmount: 20,\n\t\t\thighlightTonalWidth: 35,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 20,\n\t\t\tmidtoneContrast: 5\n\t\t}\n\t},\n\t{\n\t\tid: \"dramatic-punch\",\n\t\tname: \"Dramatic Contrast & Clarity\",\n\t\tdescription: \"Deepens shadows, compresses highlights, and boosts midtone punch\",\n\t\tconfig: {\n\t\t\tshadowAmount: 10,\n\t\t\tshadowTonalWidth: 30,\n\t\t\tshadowRadius: 25,\n\t\t\thighlightAmount: 30,\n\t\t\thighlightTonalWidth: 55,\n\t\t\thighlightRadius: 25,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 25\n\t\t}\n\t},\n\t{\n\t\tid: \"gentle-fill\",\n\t\tname: \"Gentle Fill Light\",\n\t\tdescription: \"Subtle lift to low-light areas preserving photographic atmosphere\",\n\t\tconfig: {\n\t\t\tshadowAmount: 20,\n\t\t\tshadowTonalWidth: 40,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 15,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t}\n];\nconst SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS = `\nstruct ShadowsHighlightsUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tshadowRadius : f32,\n\thighlightRadius : f32,\n\n\tshadowAmount : f32,\n\tshadowTonalWidth : f32,\n\thighlightAmount : f32,\n\thighlightTonalWidth : f32,\n\n\tcolorCorrection : f32,\n\tmidtoneContrast : f32,\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\n\thasShadowAmountSig : f32,\n\thasShadowTonalWidthSig : f32,\n\thasShadowRadiusSig : f32,\n\thasHighlightAmountSig : f32,\n\n\thasHighlightTonalWidthSig : f32,\n\thasHighlightRadiusSig : f32,\n\thasColorCorrectionSig : f32,\n\thasMidtoneContrastSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ShadowsHighlightsUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var shadowAmountSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(3) var highlightAmountSigTex : texture_2d<f32>;\n@group(2) @binding(4) var highlightTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(5) var highlightRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(6) var colorCorrectionSigTex : texture_2d<f32>;\n@group(2) @binding(7) var midtoneContrastSigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar sAmount = u.shadowAmount;\n\tif (u.hasShadowAmountSig > 0.5) {\n\t\tsAmount = textureSampleLevel(shadowAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsAmount = clamp(sAmount, 0.0, 100.0);\n\n\tvar sTonalWidthVal = u.shadowTonalWidth;\n\tif (u.hasShadowTonalWidthSig > 0.5) {\n\t\tsTonalWidthVal = textureSampleLevel(shadowTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsTonalWidthVal = clamp(sTonalWidthVal, 0.0, 100.0);\n\n\tvar sRadius = u.shadowRadius;\n\tif (u.hasShadowRadiusSig > 0.5) {\n\t\tsRadius = textureSampleLevel(shadowRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsRadius = clamp(sRadius, 1.0, 250.0);\n\n\tvar hAmount = u.highlightAmount;\n\tif (u.hasHighlightAmountSig > 0.5) {\n\t\thAmount = textureSampleLevel(highlightAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thAmount = clamp(hAmount, 0.0, 100.0);\n\n\tvar hTonalWidthVal = u.highlightTonalWidth;\n\tif (u.hasHighlightTonalWidthSig > 0.5) {\n\t\thTonalWidthVal = textureSampleLevel(highlightTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thTonalWidthVal = clamp(hTonalWidthVal, 0.0, 100.0);\n\n\tvar hRadius = u.highlightRadius;\n\tif (u.hasHighlightRadiusSig > 0.5) {\n\t\thRadius = textureSampleLevel(highlightRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thRadius = clamp(hRadius, 1.0, 250.0);\n\n\tvar colCorrVal = u.colorCorrection;\n\tif (u.hasColorCorrectionSig > 0.5) {\n\t\tcolCorrVal = textureSampleLevel(colorCorrectionSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolCorrVal = clamp(colCorrVal, -100.0, 100.0);\n\n\tvar midContrastVal = u.midtoneContrast;\n\tif (u.hasMidtoneContrastSig > 0.5) {\n\t\tmidContrastVal = textureSampleLevel(midtoneContrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tmidContrastVal = clamp(midContrastVal, -100.0, 100.0);\n\n\tif (sAmount <= 0.0 && hAmount <= 0.0 && abs(midContrastVal) <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tlet lumaOrig = get_luminance(origCol.rgb / max(origCol.a, 1e-5));\n\n\t// Shadow blur parameters\n\tlet sSpatialSigma = sRadius;\n\tlet stepScaleS = max(1.0, sSpatialSigma / 20.0);\n\tlet effectiveSigmaS = sSpatialSigma / stepScaleS;\n\tlet sampleRadiusS = min(i32(ceil(3.0 * effectiveSigmaS)), 64);\n\n\t// Highlight blur parameters\n\tlet hSpatialSigma = hRadius;\n\tlet stepScaleH = max(1.0, hSpatialSigma / 20.0);\n\tlet effectiveSigmaH = hSpatialSigma / stepScaleH;\n\tlet sampleRadiusH = min(i32(ceil(3.0 * effectiveSigmaH)), 64);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// PASS 1: Horizontal blur of luminance from origTex\n\t\t// Output packed channels: R = sLumaPass1, G = hLumaPass1, B = sAlphaPass1, A = hAlphaPass1\n\t\tvar sSum = 0.0;\n\t\tvar sWeightSum = 0.0;\n\t\tvar sAlphaSum = 0.0;\n\t\tvar sKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleS;\n\t\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\t\tsWeightSum += weight * sampleAlpha;\n\t\t\tsAlphaSum += sampleAlpha * weight;\n\t\t\tsKernelSum += weight;\n\t\t}\n\n\t\tvar hSum = 0.0;\n\t\tvar hWeightSum = 0.0;\n\t\tvar hAlphaSum = 0.0;\n\t\tvar hKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleH;\n\t\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\t\thWeightSum += weight * sampleAlpha;\n\t\t\thAlphaSum += sampleAlpha * weight;\n\t\t\thKernelSum += weight;\n\t\t}\n\n\t\tlet sLumaPass1 = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\t\tlet sAlphaPass1 = sAlphaSum / max(sKernelSum, 1e-5);\n\t\tlet hLumaPass1 = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\t\tlet hAlphaPass1 = hAlphaSum / max(hKernelSum, 1e-5);\n\n\t\treturn vec4<f32>(sLumaPass1, hLumaPass1, sAlphaPass1, hAlphaPass1);\n\t}\n\n\t// PASS 2: Vertical blur of Pass 1 + Dynamic Range Recovery\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tvar sSum = 0.0;\n\tvar sWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleS;\n\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.b;\n\t\tlet sampleLuma = samplePass1.r;\n\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\tsWeightSum += weight * sampleAlpha;\n\t}\n\n\tvar hSum = 0.0;\n\tvar hWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleH;\n\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.a;\n\t\tlet sampleLuma = samplePass1.g;\n\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\thWeightSum += weight * sampleAlpha;\n\t}\n\n\tlet sLumaBlur = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\tlet hLumaBlur = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\n\tlet alpha = origCol.a;\n\tlet rgb = origCol.rgb / alpha;\n\n\tlet sAmountNorm = sAmount / 100.0;\n\tlet hAmountNorm = hAmount / 100.0;\n\tlet sTonalWidth = clamp(sTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet hTonalWidth = clamp(hTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet colCorrNorm = colCorrVal / 100.0;\n\tlet midContrastNorm = midContrastVal / 100.0;\n\n\tlet sEvalLuma = 0.65 * sLumaBlur + 0.35 * lumaOrig;\n\tlet hEvalLuma = 0.65 * hLumaBlur + 0.35 * lumaOrig;\n\n\tlet wShadow = 1.0 - smoothstep(0.0, sTonalWidth, sEvalLuma);\n\tlet wHighlight = smoothstep(1.0 - hTonalWidth, 1.0, hEvalLuma);\n\n\tlet shadowBoost = sAmountNorm * wShadow * (1.0 - lumaOrig) * (1.0 - sqrt(clamp(sLumaBlur, 0.0, 1.0)));\n\tlet highlightSuppression = hAmountNorm * wHighlight * lumaOrig * sqrt(clamp(hLumaBlur, 0.0, 1.0));\n\n\tvar targetLuma = clamp(lumaOrig + shadowBoost - highlightSuppression, 0.0, 1.0);\n\n\tif (abs(midContrastNorm) > 0.001) {\n\t\tlet midDiff = targetLuma - 0.5;\n\t\tlet sCurve = midDiff * (1.0 - 4.0 * midDiff * midDiff);\n\t\ttargetLuma = clamp(targetLuma + midContrastNorm * sCurve * 0.4, 0.0, 1.0);\n\t}\n\n\tvar adjustedRgb = rgb * ((targetLuma + 1e-4) / (lumaOrig + 1e-4));\n\n\tlet effectIntensity = sAmountNorm * wShadow + hAmountNorm * wHighlight;\n\tlet satFactor = clamp(1.0 + colCorrNorm * effectIntensity * 1.5, 0.0, 3.0);\n\tadjustedRgb = mix(vec3<f32>(targetLuma), adjustedRgb, satFactor);\n\n\tlet finalRgb = clamp(adjustedRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(finalRgb * alpha, alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst shadowsHighlightsUniformData = new Float32Array(20);\nfunction getShadowsHighlightsResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 8);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ShadowsHighlights\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"shadowshighlights_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst shadowAmountRes = resolveField(op.shadowAmountHandleId, Number(op.shadowAmount ?? 0), 0, MAX_AMOUNT);\n\tconst shadowTonalWidthRes = resolveField(op.shadowTonalWidthHandleId, Number(op.shadowTonalWidth ?? 50), 0, 100);\n\tconst shadowRadiusRes = resolveField(op.shadowRadiusHandleId, Number(op.shadowRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst highlightAmountRes = resolveField(op.highlightAmountHandleId, Number(op.highlightAmount ?? 0), 0, MAX_AMOUNT);\n\tconst highlightTonalWidthRes = resolveField(op.highlightTonalWidthHandleId, Number(op.highlightTonalWidth ?? 50), 0, 100);\n\tconst highlightRadiusRes = resolveField(op.highlightRadiusHandleId, Number(op.highlightRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst colorCorrectionRes = resolveField(op.colorCorrectionHandleId, Number(op.colorCorrection ?? 0), -100, 100);\n\tconst midtoneContrastRes = resolveField(op.midtoneContrastHandleId, Number(op.midtoneContrast ?? 0), -100, 100);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (shadowAmountRes.val <= 0 && !shadowAmountRes.hasStaticSig && highlightAmountRes.val <= 0 && !highlightAmountRes.hasStaticSig && midtoneContrastRes.val === 0 && !midtoneContrastRes.hasStaticSig) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getShadowsHighlightsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst shadowAmountView = getSignalView(shadowAmountRes, \"shadow_amount_sig\");\n\tconst shadowTonalWidthView = getSignalView(shadowTonalWidthRes, \"shadow_tonal_width_sig\");\n\tconst shadowRadiusView = getSignalView(shadowRadiusRes, \"shadow_radius_sig\");\n\tconst highlightAmountView = getSignalView(highlightAmountRes, \"highlight_amount_sig\");\n\tconst highlightTonalWidthView = getSignalView(highlightTonalWidthRes, \"highlight_tonal_width_sig\");\n\tconst highlightRadiusView = getSignalView(highlightRadiusRes, \"highlight_radius_sig\");\n\tconst colorCorrectionView = getSignalView(colorCorrectionRes, \"color_correction_sig\");\n\tconst midtoneContrastView = getSignalView(midtoneContrastRes, \"midtone_contrast_sig\");\n\tconst createBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[2] = shadowRadiusRes.val;\n\tshadowsHighlightsUniformData[3] = highlightRadiusRes.val;\n\tshadowsHighlightsUniformData[4] = shadowAmountRes.val;\n\tshadowsHighlightsUniformData[5] = shadowTonalWidthRes.val;\n\tshadowsHighlightsUniformData[6] = highlightAmountRes.val;\n\tshadowsHighlightsUniformData[7] = highlightTonalWidthRes.val;\n\tshadowsHighlightsUniformData[8] = colorCorrectionRes.val;\n\tshadowsHighlightsUniformData[9] = midtoneContrastRes.val;\n\tshadowsHighlightsUniformData[10] = 0;\n\tshadowsHighlightsUniformData[11] = 0;\n\tshadowsHighlightsUniformData[12] = shadowAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[13] = shadowTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[14] = shadowRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[15] = highlightAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[16] = highlightTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[17] = highlightRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[18] = colorCorrectionRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[19] = midtoneContrastRes.hasStaticSig ? 1 : 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: shadowAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: shadowTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: shadowRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: highlightAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: highlightTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: highlightRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: colorCorrectionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: midtoneContrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[0] = 1;\n\tshadowsHighlightsUniformData[1] = 0;\n\tshadowsHighlightsUniformData[10] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tshadowsHighlightsUniformData[0] = 0;\n\tshadowsHighlightsUniformData[1] = 1;\n\tshadowsHighlightsUniformData[10] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer };\n\n//#endregion\nexport { MIN_RADIUS as a, ShadowsHighlightsNodeConfigSchema as c, defaultShadowsHighlightsConfig as d, shadowsHighlightsConfig as f, MAX_RADIUS as i, 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{"version":3,"file":"renderer-ZGJWn-_L.mjs","names":[],"sources":["../../../nodes/node-shadows-highlights/dist/renderers-CCz2R7ss.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst MIN_RADIUS = 1;\nconst MAX_AMOUNT = 100;\nconst shadowsHighlightsConfig = configBuilder().field(\"shadowAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Boost (%)\",\n\tdescription: \"Percentage to lift and recover crushed shadow details (0–100%).\"\n}).field(\"shadowTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Range (%)\",\n\tdescription: \"Range of dark tones affected by shadow adjustments (0–100%).\"\n}).field(\"shadowRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine shadow illumination (1–250px).\"\n}).field(\"highlightAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Suppression (%)\",\n\tdescription: \"Percentage to suppress and recover blown highlight details (0–100%).\"\n}).field(\"highlightTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Range (%)\",\n\tdescription: \"Range of bright tones affected by highlight adjustments (0–100%).\"\n}).field(\"highlightRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine highlight exposure (1–250px).\"\n}).field(\"colorCorrection\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Correction (%)\",\n\tdescription: \"Fine-tunes color saturation in recovered shadow/highlight zones (-100 to +100%).\"\n}).field(\"midtoneContrast\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Midtone Contrast (%)\",\n\tdescription: \"Adjusts contrast centered on the midtones (-100 to +100%).\"\n}).build();\nconst ShadowsHighlightsNodeConfigSchema = shadowsHighlightsConfig.schema;\nconst ShadowsHighlightsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ShadowsHighlightsOperationSchema = ShadowsHighlightsNodeConfigSchema.extend({\n\top: z.literal(\"ShadowsHighlights\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultShadowsHighlightsConfig = ShadowsHighlightsNodeConfigSchema.parse({});\nconst SHADOWS_HIGHLIGHTS_PRESETS = [\n\t{\n\t\tid: \"default\",\n\t\tname: \"Default (Neutral)\",\n\t\tdescription: \"Zero adjustments across dynamic range\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 0,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"shadow-lift\",\n\t\tname: \"Shadow Detail Lift\",\n\t\tdescription: \"Gently opens up underexposed shadows without bleaching midtones\",\n\t\tconfig: {\n\t\t\tshadowAmount: 40,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 35,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 10,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"highlight-recovery\",\n\t\tname: \"Highlight Recovery\",\n\t\tdescription: \"Pulls back blown sky, cloud, and specular highlight clipping\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 45,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: -5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"hdr-balance\",\n\t\tname: \"HDR Dynamic Range\",\n\t\tdescription: \"Balanced recovery expanding visible dynamic range in high contrast scenes\",\n\t\tconfig: {\n\t\t\tshadowAmount: 35,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 40,\n\t\t\thighlightAmount: 35,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 40,\n\t\t\tcolorCorrection: 15,\n\t\t\tmidtoneContrast: 10\n\t\t}\n\t},\n\t{\n\t\tid: \"backlight-correction\",\n\t\tname: \"Backlight Correction\",\n\t\tdescription: \"Compensates for harsh backlighting illuminating silhouetted subjects\",\n\t\tconfig: {\n\t\t\tshadowAmount: 60,\n\t\t\tshadowTonalWidth: 60,\n\t\t\tshadowRadius: 50,\n\t\t\thighlightAmount: 20,\n\t\t\thighlightTonalWidth: 35,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 20,\n\t\t\tmidtoneContrast: 5\n\t\t}\n\t},\n\t{\n\t\tid: \"dramatic-punch\",\n\t\tname: \"Dramatic Contrast & Clarity\",\n\t\tdescription: \"Deepens shadows, compresses highlights, and boosts midtone punch\",\n\t\tconfig: {\n\t\t\tshadowAmount: 10,\n\t\t\tshadowTonalWidth: 30,\n\t\t\tshadowRadius: 25,\n\t\t\thighlightAmount: 30,\n\t\t\thighlightTonalWidth: 55,\n\t\t\thighlightRadius: 25,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 25\n\t\t}\n\t},\n\t{\n\t\tid: \"gentle-fill\",\n\t\tname: \"Gentle Fill Light\",\n\t\tdescription: \"Subtle lift to low-light areas preserving photographic atmosphere\",\n\t\tconfig: {\n\t\t\tshadowAmount: 20,\n\t\t\tshadowTonalWidth: 40,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 15,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t}\n];\nconst SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS = `\nstruct ShadowsHighlightsUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tshadowRadius : f32,\n\thighlightRadius : f32,\n\n\tshadowAmount : f32,\n\tshadowTonalWidth : f32,\n\thighlightAmount : f32,\n\thighlightTonalWidth : f32,\n\n\tcolorCorrection : f32,\n\tmidtoneContrast : f32,\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\n\thasShadowAmountSig : f32,\n\thasShadowTonalWidthSig : f32,\n\thasShadowRadiusSig : f32,\n\thasHighlightAmountSig : f32,\n\n\thasHighlightTonalWidthSig : f32,\n\thasHighlightRadiusSig : f32,\n\thasColorCorrectionSig : f32,\n\thasMidtoneContrastSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ShadowsHighlightsUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var shadowAmountSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(3) var highlightAmountSigTex : texture_2d<f32>;\n@group(2) @binding(4) var highlightTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(5) var highlightRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(6) var colorCorrectionSigTex : texture_2d<f32>;\n@group(2) @binding(7) var midtoneContrastSigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar sAmount = u.shadowAmount;\n\tif (u.hasShadowAmountSig > 0.5) {\n\t\tsAmount = textureSampleLevel(shadowAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsAmount = clamp(sAmount, 0.0, 100.0);\n\n\tvar sTonalWidthVal = u.shadowTonalWidth;\n\tif (u.hasShadowTonalWidthSig > 0.5) {\n\t\tsTonalWidthVal = textureSampleLevel(shadowTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsTonalWidthVal = clamp(sTonalWidthVal, 0.0, 100.0);\n\n\tvar sRadius = u.shadowRadius;\n\tif (u.hasShadowRadiusSig > 0.5) {\n\t\tsRadius = textureSampleLevel(shadowRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsRadius = clamp(sRadius, 1.0, 250.0);\n\n\tvar hAmount = u.highlightAmount;\n\tif (u.hasHighlightAmountSig > 0.5) {\n\t\thAmount = textureSampleLevel(highlightAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thAmount = clamp(hAmount, 0.0, 100.0);\n\n\tvar hTonalWidthVal = u.highlightTonalWidth;\n\tif (u.hasHighlightTonalWidthSig > 0.5) {\n\t\thTonalWidthVal = textureSampleLevel(highlightTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thTonalWidthVal = clamp(hTonalWidthVal, 0.0, 100.0);\n\n\tvar hRadius = u.highlightRadius;\n\tif (u.hasHighlightRadiusSig > 0.5) {\n\t\thRadius = textureSampleLevel(highlightRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thRadius = clamp(hRadius, 1.0, 250.0);\n\n\tvar colCorrVal = u.colorCorrection;\n\tif (u.hasColorCorrectionSig > 0.5) {\n\t\tcolCorrVal = textureSampleLevel(colorCorrectionSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolCorrVal = clamp(colCorrVal, -100.0, 100.0);\n\n\tvar midContrastVal = u.midtoneContrast;\n\tif (u.hasMidtoneContrastSig > 0.5) {\n\t\tmidContrastVal = textureSampleLevel(midtoneContrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tmidContrastVal = clamp(midContrastVal, -100.0, 100.0);\n\n\tif (sAmount <= 0.0 && hAmount <= 0.0 && abs(midContrastVal) <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tlet lumaOrig = get_luminance(origCol.rgb / max(origCol.a, 1e-5));\n\n\t// Shadow blur parameters\n\tlet sSpatialSigma = sRadius;\n\tlet stepScaleS = max(1.0, sSpatialSigma / 20.0);\n\tlet effectiveSigmaS = sSpatialSigma / stepScaleS;\n\tlet sampleRadiusS = min(i32(ceil(3.0 * effectiveSigmaS)), 64);\n\n\t// Highlight blur parameters\n\tlet hSpatialSigma = hRadius;\n\tlet stepScaleH = max(1.0, hSpatialSigma / 20.0);\n\tlet effectiveSigmaH = hSpatialSigma / stepScaleH;\n\tlet sampleRadiusH = min(i32(ceil(3.0 * effectiveSigmaH)), 64);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// PASS 1: Horizontal blur of luminance from origTex\n\t\t// Output packed channels: R = sLumaPass1, G = hLumaPass1, B = sAlphaPass1, A = hAlphaPass1\n\t\tvar sSum = 0.0;\n\t\tvar sWeightSum = 0.0;\n\t\tvar sAlphaSum = 0.0;\n\t\tvar sKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleS;\n\t\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\t\tsWeightSum += weight * sampleAlpha;\n\t\t\tsAlphaSum += sampleAlpha * weight;\n\t\t\tsKernelSum += weight;\n\t\t}\n\n\t\tvar hSum = 0.0;\n\t\tvar hWeightSum = 0.0;\n\t\tvar hAlphaSum = 0.0;\n\t\tvar hKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleH;\n\t\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\t\thWeightSum += weight * sampleAlpha;\n\t\t\thAlphaSum += sampleAlpha * weight;\n\t\t\thKernelSum += weight;\n\t\t}\n\n\t\tlet sLumaPass1 = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\t\tlet sAlphaPass1 = sAlphaSum / max(sKernelSum, 1e-5);\n\t\tlet hLumaPass1 = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\t\tlet hAlphaPass1 = hAlphaSum / max(hKernelSum, 1e-5);\n\n\t\treturn vec4<f32>(sLumaPass1, hLumaPass1, sAlphaPass1, hAlphaPass1);\n\t}\n\n\t// PASS 2: Vertical blur of Pass 1 + Dynamic Range Recovery\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tvar sSum = 0.0;\n\tvar sWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleS;\n\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.b;\n\t\tlet sampleLuma = samplePass1.r;\n\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\tsWeightSum += weight * sampleAlpha;\n\t}\n\n\tvar hSum = 0.0;\n\tvar hWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleH;\n\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.a;\n\t\tlet sampleLuma = samplePass1.g;\n\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\thWeightSum += weight * sampleAlpha;\n\t}\n\n\tlet sLumaBlur = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\tlet hLumaBlur = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\n\tlet alpha = origCol.a;\n\tlet rgb = origCol.rgb / alpha;\n\n\tlet sAmountNorm = sAmount / 100.0;\n\tlet hAmountNorm = hAmount / 100.0;\n\tlet sTonalWidth = clamp(sTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet hTonalWidth = clamp(hTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet colCorrNorm = colCorrVal / 100.0;\n\tlet midContrastNorm = midContrastVal / 100.0;\n\n\tlet sEvalLuma = 0.65 * sLumaBlur + 0.35 * lumaOrig;\n\tlet hEvalLuma = 0.65 * hLumaBlur + 0.35 * lumaOrig;\n\n\tlet wShadow = 1.0 - smoothstep(0.0, sTonalWidth, sEvalLuma);\n\tlet wHighlight = smoothstep(1.0 - hTonalWidth, 1.0, hEvalLuma);\n\n\tlet shadowBoost = sAmountNorm * wShadow * (1.0 - lumaOrig) * (1.0 - sqrt(clamp(sLumaBlur, 0.0, 1.0)));\n\tlet highlightSuppression = hAmountNorm * wHighlight * lumaOrig * sqrt(clamp(hLumaBlur, 0.0, 1.0));\n\n\tvar targetLuma = clamp(lumaOrig + shadowBoost - highlightSuppression, 0.0, 1.0);\n\n\tif (abs(midContrastNorm) > 0.001) {\n\t\tlet midDiff = targetLuma - 0.5;\n\t\tlet sCurve = midDiff * (1.0 - 4.0 * midDiff * midDiff);\n\t\ttargetLuma = clamp(targetLuma + midContrastNorm * sCurve * 0.4, 0.0, 1.0);\n\t}\n\n\tvar adjustedRgb = rgb * ((targetLuma + 1e-4) / (lumaOrig + 1e-4));\n\n\tlet effectIntensity = sAmountNorm * wShadow + hAmountNorm * wHighlight;\n\tlet satFactor = clamp(1.0 + colCorrNorm * effectIntensity * 1.5, 0.0, 3.0);\n\tadjustedRgb = mix(vec3<f32>(targetLuma), adjustedRgb, satFactor);\n\n\tlet finalRgb = clamp(adjustedRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(finalRgb * alpha, alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst shadowsHighlightsUniformData = new Float32Array(20);\nfunction getShadowsHighlightsResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 8);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ShadowsHighlights\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"shadowshighlights_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst shadowAmountRes = resolveField(op.shadowAmountHandleId, Number(op.shadowAmount ?? 0), 0, MAX_AMOUNT);\n\tconst shadowTonalWidthRes = resolveField(op.shadowTonalWidthHandleId, Number(op.shadowTonalWidth ?? 50), 0, 100);\n\tconst shadowRadiusRes = resolveField(op.shadowRadiusHandleId, Number(op.shadowRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst highlightAmountRes = resolveField(op.highlightAmountHandleId, Number(op.highlightAmount ?? 0), 0, MAX_AMOUNT);\n\tconst highlightTonalWidthRes = resolveField(op.highlightTonalWidthHandleId, Number(op.highlightTonalWidth ?? 50), 0, 100);\n\tconst highlightRadiusRes = resolveField(op.highlightRadiusHandleId, Number(op.highlightRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst colorCorrectionRes = resolveField(op.colorCorrectionHandleId, Number(op.colorCorrection ?? 0), -100, 100);\n\tconst midtoneContrastRes = resolveField(op.midtoneContrastHandleId, Number(op.midtoneContrast ?? 0), -100, 100);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (shadowAmountRes.val <= 0 && !shadowAmountRes.hasStaticSig && highlightAmountRes.val <= 0 && !highlightAmountRes.hasStaticSig && midtoneContrastRes.val === 0 && !midtoneContrastRes.hasStaticSig) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getShadowsHighlightsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst shadowAmountView = getSignalView(shadowAmountRes, \"shadow_amount_sig\");\n\tconst shadowTonalWidthView = getSignalView(shadowTonalWidthRes, \"shadow_tonal_width_sig\");\n\tconst shadowRadiusView = getSignalView(shadowRadiusRes, \"shadow_radius_sig\");\n\tconst highlightAmountView = getSignalView(highlightAmountRes, \"highlight_amount_sig\");\n\tconst highlightTonalWidthView = getSignalView(highlightTonalWidthRes, \"highlight_tonal_width_sig\");\n\tconst highlightRadiusView = getSignalView(highlightRadiusRes, \"highlight_radius_sig\");\n\tconst colorCorrectionView = getSignalView(colorCorrectionRes, \"color_correction_sig\");\n\tconst midtoneContrastView = getSignalView(midtoneContrastRes, \"midtone_contrast_sig\");\n\tconst createBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[2] = shadowRadiusRes.val;\n\tshadowsHighlightsUniformData[3] = highlightRadiusRes.val;\n\tshadowsHighlightsUniformData[4] = shadowAmountRes.val;\n\tshadowsHighlightsUniformData[5] = shadowTonalWidthRes.val;\n\tshadowsHighlightsUniformData[6] = highlightAmountRes.val;\n\tshadowsHighlightsUniformData[7] = highlightTonalWidthRes.val;\n\tshadowsHighlightsUniformData[8] = colorCorrectionRes.val;\n\tshadowsHighlightsUniformData[9] = midtoneContrastRes.val;\n\tshadowsHighlightsUniformData[10] = 0;\n\tshadowsHighlightsUniformData[11] = 0;\n\tshadowsHighlightsUniformData[12] = shadowAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[13] = shadowTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[14] = shadowRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[15] = highlightAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[16] = highlightTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[17] = highlightRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[18] = colorCorrectionRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[19] = midtoneContrastRes.hasStaticSig ? 1 : 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: shadowAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: shadowTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: shadowRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: highlightAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: highlightTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: highlightRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: colorCorrectionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: midtoneContrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[0] = 1;\n\tshadowsHighlightsUniformData[1] = 0;\n\tshadowsHighlightsUniformData[10] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tshadowsHighlightsUniformData[0] = 0;\n\tshadowsHighlightsUniformData[1] = 1;\n\tshadowsHighlightsUniformData[10] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer };\n\n//#endregion\nexport { MIN_RADIUS as a, ShadowsHighlightsNodeConfigSchema as c, defaultShadowsHighlightsConfig as d, shadowsHighlightsConfig as f, MAX_RADIUS as i, 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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-posterize/dist/renderers-BFugxgzZ.mjs
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//# sourceMappingURL=renderer-aXwxbXcE.mjs.map
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