framefields 2.5.0 → 2.5.2
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/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-CMHpfOoS.mjs → audio-CZwVENqB.mjs} +3 -3
- package/dist/{audio-CMHpfOoS.mjs.map → audio-CZwVENqB.mjs.map} +1 -1
- package/dist/{audio-C1A4N3Wh.d.mts → audio-pIgFoKQ2.d.mts} +3 -3
- package/dist/{audio-C1A4N3Wh.d.mts.map → audio-pIgFoKQ2.d.mts.map} +1 -1
- package/dist/components/index.d.mts +10 -10
- package/dist/components/index.mjs +42 -42
- package/dist/{dist-BBUrGwqd.mjs → dist-DBWkkSvJ.mjs} +90 -66
- package/dist/dist-DBWkkSvJ.mjs.map +1 -0
- package/dist/{dist-QMVy31gR.mjs → dist-DHQVWaV2.mjs} +32 -19
- package/dist/dist-DHQVWaV2.mjs.map +1 -0
- package/dist/effects/index.d.mts +4 -4
- package/dist/effects/index.mjs +34 -34
- package/dist/{effects-mRe-rLte.mjs → effects-DZvq-nWT.mjs} +2 -2
- package/dist/{effects-mRe-rLte.mjs.map → effects-DZvq-nWT.mjs.map} +1 -1
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-wI3CUYHM.mjs → fonts-DcsxFpyU.mjs} +3 -2
- package/dist/fonts-DcsxFpyU.mjs.map +1 -0
- package/dist/{gpu-I5fdrflL.mjs → gpu-Dq_uI_00.mjs} +2 -2
- package/dist/{gpu-I5fdrflL.mjs.map → gpu-Dq_uI_00.mjs.map} +1 -1
- package/dist/{index-BpdVOlsV.d.mts → index-BAXaZC6T.d.mts} +3 -3
- package/dist/{index-BpdVOlsV.d.mts.map → index-BAXaZC6T.d.mts.map} +1 -1
- package/dist/{index-C2f4Hm-p.d.mts → index-BE1KdTQ7.d.mts} +2 -2
- package/dist/{index-C2f4Hm-p.d.mts.map → index-BE1KdTQ7.d.mts.map} +1 -1
- package/dist/{index-BJe_GEyj.d.mts → index-BlPLU_a1.d.mts} +5 -5
- package/dist/index-BlPLU_a1.d.mts.map +1 -0
- package/dist/{index-fymoeGNW.d.mts → index-C6awQk4-.d.mts} +17 -17
- package/dist/index-C6awQk4-.d.mts.map +1 -0
- package/dist/{index-D6-lH1Mx.d.mts → index-CEsl2BcF.d.mts} +4 -4
- package/dist/{index-D6-lH1Mx.d.mts.map → index-CEsl2BcF.d.mts.map} +1 -1
- package/dist/index-CalU-mpZ.d.mts.map +1 -1
- package/dist/{index-B-KVpJMb.d.mts → index-DPP5g-Si.d.mts} +2 -2
- package/dist/{index-B-KVpJMb.d.mts.map → index-DPP5g-Si.d.mts.map} +1 -1
- package/dist/{index-DNKM3to5.d.mts → index-Dbwf24s4.d.mts} +3 -3
- package/dist/{index-DNKM3to5.d.mts.map → index-Dbwf24s4.d.mts.map} +1 -1
- package/dist/index.d.mts +10 -10
- package/dist/index.mjs +49 -49
- package/dist/preview/index.d.mts +3 -3
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview--DEgW67P.mjs → preview-CYI4i4m3.mjs} +4 -3
- package/dist/preview-CYI4i4m3.mjs.map +1 -0
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/{chunk-4UI3S3UG.mjs → chunk-2QQQTZHS.mjs} +1 -1
- package/dist/preview-engine/{chunk-MZAAJXUL.mjs → chunk-2RZ6S4SW.mjs} +1 -1
- package/dist/preview-engine/{chunk-QVUT3QNF.mjs → chunk-3AYICEZ5.mjs} +1 -1
- package/dist/preview-engine/{chunk-A5OUYV3I.mjs → chunk-3I6B3YPF.mjs} +1 -1
- package/dist/preview-engine/{chunk-LQBDZSQD.mjs → chunk-6GMEF2QB.mjs} +1 -1
- package/dist/preview-engine/chunk-AB5VITYM.mjs +1974 -0
- package/dist/preview-engine/{chunk-OOJAQBS3.mjs → chunk-BNO5JAEZ.mjs} +1 -1
- package/dist/preview-engine/{chunk-7EHUT5A3.mjs → chunk-CE6CG5BH.mjs} +1 -1
- package/dist/preview-engine/{chunk-LQENNFBA.mjs → chunk-CT2WFPYG.mjs} +11 -11
- package/dist/preview-engine/{chunk-AJLPRIXB.mjs → chunk-DUEY7AXY.mjs} +1 -1
- package/dist/preview-engine/{chunk-NG5WSR3A.mjs → chunk-DWHQSNSJ.mjs} +1 -1
- package/dist/preview-engine/chunk-EU7CFSB5.mjs +1 -0
- package/dist/preview-engine/{chunk-NIRW77QA.mjs → chunk-KJGNTREI.mjs} +1 -1
- package/dist/preview-engine/{chunk-VZGDX7II.mjs → chunk-LNJYHSYX.mjs} +1 -1
- package/dist/preview-engine/{chunk-O6LGKH4S.mjs → chunk-LQVACZDE.mjs} +1 -1
- package/dist/preview-engine/{chunk-5N3GW3NE.mjs → chunk-M6ZKK6ZU.mjs} +1 -1
- package/dist/preview-engine/{chunk-KRVXRP5F.mjs → chunk-MA4YVA2E.mjs} +1 -1
- package/dist/preview-engine/{chunk-JAJOZG5P.mjs → chunk-MBJXS3D7.mjs} +1 -1
- package/dist/preview-engine/{chunk-QQJPPGH5.mjs → chunk-MCR7XMNQ.mjs} +1 -1
- package/dist/preview-engine/{chunk-CBQOJAIS.mjs → chunk-NAISBHLR.mjs} +3 -3
- package/dist/preview-engine/{chunk-TA5OBYRR.mjs → chunk-NHQR76WL.mjs} +1 -1
- package/dist/preview-engine/{chunk-MJN3LOZ7.mjs → chunk-NKGXINCU.mjs} +1 -1
- package/dist/preview-engine/{chunk-ZFURUTVW.mjs → chunk-P734GD7D.mjs} +1 -1
- package/dist/preview-engine/{chunk-2AV7HRRL.mjs → chunk-PDM3TJ45.mjs} +1 -1
- package/dist/preview-engine/{chunk-ANZDLSSM.mjs → chunk-PXWCGXTF.mjs} +1 -1
- package/dist/preview-engine/{chunk-5P764TTF.mjs → chunk-QJYAIQYU.mjs} +1 -1
- package/dist/preview-engine/{chunk-VUFDQJ2B.mjs → chunk-QKQYHPBK.mjs} +1 -1
- package/dist/preview-engine/{chunk-NVTPJUNG.mjs → chunk-QVW5METG.mjs} +1 -1
- package/dist/preview-engine/{chunk-MRDJNDYV.mjs → chunk-QYIKOOFI.mjs} +1 -1
- package/dist/preview-engine/{chunk-CEIOI4HO.mjs → chunk-SIXIF5QZ.mjs} +1 -1
- package/dist/preview-engine/chunk-SNASF7OM.mjs +3 -0
- package/dist/preview-engine/{chunk-7HTTYP6T.mjs → chunk-T4VP45AP.mjs} +1 -1
- package/dist/preview-engine/{chunk-HXHP3UHZ.mjs → chunk-TE2QAKKF.mjs} +1 -1
- package/dist/preview-engine/{chunk-VRNN6H6Y.mjs → chunk-UXCTWFKK.mjs} +1 -1
- package/dist/preview-engine/{chunk-V6DAD4S4.mjs → chunk-V3FODTPI.mjs} +2 -2
- package/dist/preview-engine/{chunk-ILKBHDFB.mjs → chunk-VH5V54RA.mjs} +1 -1
- package/dist/preview-engine/chunk-W4HIVUUA.mjs +4 -0
- package/dist/preview-engine/{chunk-YMQMPBTL.mjs → chunk-WUMVCQYI.mjs} +1 -1
- package/dist/preview-engine/{chunk-4EOS6ZWW.mjs → chunk-X6BJLPW6.mjs} +1 -1
- package/dist/preview-engine/{chunk-PJN7DD55.mjs → chunk-XUPZBI3Y.mjs} +6 -6
- package/dist/preview-engine/{chunk-Z4ZO4RVT.mjs → chunk-YJ24W73B.mjs} +1 -1
- package/dist/preview-engine/{chunk-DPIED3EG.mjs → chunk-Z4TKEI3I.mjs} +1 -1
- package/dist/preview-engine/{chunk-MLW6Y4RN.mjs → chunk-ZAIVXGSS.mjs} +1 -1
- package/dist/preview-engine/{chunk-C2TA65CH.mjs → chunk-ZVUTFXDR.mjs} +1 -1
- package/dist/preview-engine/components.mjs +1 -0
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/fonts.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +1 -1973
- package/dist/preview-engine/player.mjs +5 -5
- package/dist/preview-engine/renderers-2S5ZWL2J.mjs +1 -0
- package/dist/preview-engine/renderers-37CN7O4S.mjs +1 -1
- package/dist/preview-engine/renderers-3UGG2IMP.mjs +1 -1
- package/dist/preview-engine/{renderers-RV62K5JC.mjs → renderers-4RFB2LG2.mjs} +1 -1
- package/dist/preview-engine/renderers-6NFRKHNO.mjs +1 -0
- package/dist/preview-engine/{renderers-BOT4H6KJ.mjs → renderers-6PVGRTXV.mjs} +1 -1
- package/dist/preview-engine/renderers-7MPBAHYA.mjs +1 -0
- package/dist/preview-engine/renderers-AFTYMS3H.mjs +1 -0
- package/dist/preview-engine/renderers-AKZAAGR7.mjs +1 -0
- package/dist/preview-engine/renderers-AYEWAW7F.mjs +1 -1
- package/dist/preview-engine/{renderers-EOIMH7UE.mjs → renderers-BNXTSIXJ.mjs} +1 -1
- package/dist/preview-engine/{renderers-6ZCFR7BL.mjs → renderers-BQLYS4TM.mjs} +1 -1
- package/dist/preview-engine/renderers-C7SJ3M6S.mjs +1 -0
- package/dist/preview-engine/{renderers-HE42AT5T.mjs → renderers-CEJP6Q7F.mjs} +1 -1
- package/dist/preview-engine/{renderers-C4G7X7LD.mjs → renderers-CLLR5MOQ.mjs} +1 -1
- package/dist/preview-engine/{renderers-DSICQMRF.mjs → renderers-DHKB5LI6.mjs} +1 -1
- package/dist/preview-engine/renderers-DUF2CTX6.mjs +1 -1
- package/dist/preview-engine/{renderers-SIHL5GLI.mjs → renderers-DZZFIYYA.mjs} +1 -1
- package/dist/preview-engine/renderers-EIJFIY6L.mjs +1 -0
- package/dist/preview-engine/renderers-EOMMSENQ.mjs +1 -1
- package/dist/preview-engine/{renderers-V67L3MCY.mjs → renderers-FOHW7RWH.mjs} +1 -1
- package/dist/preview-engine/{renderers-GSRKNT75.mjs → renderers-GF77N2KM.mjs} +1 -1
- package/dist/preview-engine/renderers-H3ZM2TOA.mjs +1 -0
- package/dist/preview-engine/{renderers-W6ZTVA2I.mjs → renderers-HJ6NO5ZD.mjs} +1 -1
- package/dist/preview-engine/renderers-JXBZPQKP.mjs +1 -0
- package/dist/preview-engine/renderers-KSQM7EM5.mjs +1 -0
- package/dist/preview-engine/{renderers-3ZYXHUSW.mjs → renderers-KV3TTCO6.mjs} +1 -1
- package/dist/preview-engine/renderers-LD3COS4X.mjs +1 -0
- package/dist/preview-engine/renderers-MCTBJEL7.mjs +1 -1
- package/dist/preview-engine/renderers-MKEXNBCW.mjs +1 -0
- package/dist/preview-engine/{renderers-PJGFJGJS.mjs → renderers-MPCYLXXU.mjs} +1 -1
- package/dist/preview-engine/{renderers-V5MJJH33.mjs → renderers-MS4HG3M4.mjs} +1 -1
- package/dist/preview-engine/{renderers-SD35PBEM.mjs → renderers-N7T34SCI.mjs} +1 -1
- package/dist/preview-engine/{renderers-QPHOG7QR.mjs → renderers-O56IOD7J.mjs} +1 -1
- package/dist/preview-engine/renderers-OZGEXW2X.mjs +1 -1
- package/dist/preview-engine/renderers-PSEDMUBV.mjs +1 -0
- package/dist/preview-engine/renderers-PVUROEGR.mjs +1 -1
- package/dist/preview-engine/renderers-QBVVTQV6.mjs +1 -1
- package/dist/preview-engine/{renderers-DBRC3SQE.mjs → renderers-QO2RHF7F.mjs} +1 -1
- package/dist/preview-engine/renderers-QPFZBLDI.mjs +1 -0
- package/dist/preview-engine/renderers-R4U2TK6P.mjs +1 -0
- package/dist/preview-engine/renderers-RBLNDAO4.mjs +1 -0
- package/dist/preview-engine/renderers-RM25AXWZ.mjs +1 -0
- package/dist/preview-engine/{renderers-ZAPIBQZC.mjs → renderers-ROSSJ7Y2.mjs} +1 -1
- package/dist/preview-engine/{renderers-ZVKXIQ3E.mjs → renderers-RRJ2DX2W.mjs} +1 -1
- package/dist/preview-engine/renderers-RYRFCEYT.mjs +1 -0
- package/dist/preview-engine/renderers-SIBP54WK.mjs +1 -0
- package/dist/preview-engine/renderers-SRU6QXLN.mjs +1 -0
- package/dist/preview-engine/{renderers-K6J77OI5.mjs → renderers-T62TXGVO.mjs} +1 -1
- package/dist/preview-engine/{renderers-SBX64ERA.mjs → renderers-TAMDNTEQ.mjs} +1 -1
- package/dist/preview-engine/{renderers-T3S7QVM4.mjs → renderers-TASYN62K.mjs} +1 -1
- package/dist/preview-engine/{renderers-C44CEIYB.mjs → renderers-TWZHTKW7.mjs} +1 -1
- package/dist/preview-engine/renderers-UQHKFGDX.mjs +1 -0
- package/dist/preview-engine/{renderers-PPGOYOID.mjs → renderers-UVABXXQF.mjs} +1 -1
- package/dist/preview-engine/{renderers-JM7JEVBN.mjs → renderers-W5CTR4B5.mjs} +1 -1
- package/dist/preview-engine/renderers-WDV7ENJA.mjs +1 -1
- package/dist/preview-engine/renderers-WNBDSSJ3.mjs +1 -0
- package/dist/preview-engine/renderers-WTC2RNGU.mjs +1 -0
- package/dist/preview-engine/{renderers-SPW4SWZ2.mjs → renderers-XLBHSQZJ.mjs} +1 -1
- package/dist/preview-engine/{renderers-JRU2GNPE.mjs → renderers-XSPU2BIQ.mjs} +1 -1
- package/dist/preview-engine/renderers-XVUOO7B6.mjs +1 -1
- package/dist/preview-engine/renderers-YHOQUEHD.mjs +1 -0
- package/dist/preview-engine/renderers-YPFM5UJO.mjs +1 -1
- package/dist/preview-engine/renderers-YW3LBALW.mjs +1 -1
- package/dist/preview-engine/signals.mjs +1 -1
- package/dist/{program-CEHCeDpG.mjs → program-BdPDtfVv.mjs} +2 -2
- package/dist/{program-CEHCeDpG.mjs.map → program-BdPDtfVv.mjs.map} +1 -1
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/{renderer-BbdgwkDB.mjs → renderer-0cHsK6xR.mjs} +3 -3
- package/dist/{renderer-BbdgwkDB.mjs.map → renderer-0cHsK6xR.mjs.map} +1 -1
- package/dist/{renderer-JaSEubRQ.mjs → renderer-1VKN5j2C.mjs} +2 -2
- package/dist/{renderer-JaSEubRQ.mjs.map → renderer-1VKN5j2C.mjs.map} +1 -1
- package/dist/{renderer-BgOEqtZu.mjs → renderer-2bipMLqz.mjs} +2 -2
- package/dist/{renderer-BgOEqtZu.mjs.map → renderer-2bipMLqz.mjs.map} +1 -1
- package/dist/{renderer-DhQZiRL3.mjs → renderer-7DyjqxEj.mjs} +3 -3
- package/dist/{renderer-DhQZiRL3.mjs.map → renderer-7DyjqxEj.mjs.map} +1 -1
- package/dist/renderer-B-D_VZg3.mjs +5 -0
- package/dist/{renderer-3aLw-la1.mjs → renderer-B31zMDE8.mjs} +3 -3
- package/dist/{renderer-3aLw-la1.mjs.map → renderer-B31zMDE8.mjs.map} +1 -1
- package/dist/{renderer-CPmoA87K.mjs → renderer-B4blg067.mjs} +2 -2
- package/dist/{renderer-CPmoA87K.mjs.map → renderer-B4blg067.mjs.map} +1 -1
- package/dist/{renderer-ChNCtBMR.mjs → renderer-B5YYBBDq.mjs} +2 -2
- package/dist/{renderer-ChNCtBMR.mjs.map → renderer-B5YYBBDq.mjs.map} +1 -1
- package/dist/renderer-B64dhpDX.mjs +5 -0
- package/dist/{renderer-D8D7dKxq.mjs → renderer-B8LXXvHi.mjs} +2 -2
- package/dist/{renderer-D8D7dKxq.mjs.map → renderer-B8LXXvHi.mjs.map} +1 -1
- package/dist/{renderer-BG8jNTHr.mjs → renderer-BAkPq8qo.mjs} +2 -2
- package/dist/{renderer-BG8jNTHr.mjs.map → renderer-BAkPq8qo.mjs.map} +1 -1
- package/dist/{renderer-B5oJN3A5.mjs → renderer-BBTdHKH7.mjs} +3 -3
- package/dist/{renderer-B5oJN3A5.mjs.map → renderer-BBTdHKH7.mjs.map} +1 -1
- package/dist/{renderer-CHFUJyul.mjs → renderer-BBTkfhL8.mjs} +3 -3
- package/dist/{renderer-CHFUJyul.mjs.map → renderer-BBTkfhL8.mjs.map} +1 -1
- package/dist/renderer-BDL4jyrb.mjs +5 -0
- package/dist/{renderer-B5HG6Czb.mjs → renderer-BGNdwdCR.mjs} +2 -2
- package/dist/{renderer-B5HG6Czb.mjs.map → renderer-BGNdwdCR.mjs.map} +1 -1
- package/dist/{renderer-Bvhj-05p.mjs → renderer-BJwOM1Dq.mjs} +3 -3
- package/dist/{renderer-Bvhj-05p.mjs.map → renderer-BJwOM1Dq.mjs.map} +1 -1
- package/dist/renderer-BKCZGKkl.mjs +5 -0
- package/dist/renderer-BKs3jI7-.mjs +5 -0
- package/dist/{renderer-CKGOKBZi.mjs → renderer-BN_n6O6P.mjs} +3 -3
- package/dist/{renderer-CKGOKBZi.mjs.map → renderer-BN_n6O6P.mjs.map} +1 -1
- package/dist/renderer-BW74Zf-u.mjs +5 -0
- package/dist/{renderer-DVnrUnkh.mjs → renderer-BWa3CLK7.mjs} +2 -2
- package/dist/{renderer-DVnrUnkh.mjs.map → renderer-BWa3CLK7.mjs.map} +1 -1
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- package/dist/{renderer-CrU0kbiB.mjs.map → renderer-BWnFh7NO.mjs.map} +1 -1
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- package/dist/{renderer-CyhSWLKq.mjs.map → renderer-BhhweLr_.mjs.map} +1 -1
- package/dist/{renderer-DetTl6bQ.mjs → renderer-Bmj7AyJP.mjs} +3 -3
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- package/dist/renderer-BxmsEl2x.mjs +5 -0
- package/dist/{renderer-DkS6cblv.mjs → renderer-CDX2f82b.mjs} +3 -3
- package/dist/{renderer-DkS6cblv.mjs.map → renderer-CDX2f82b.mjs.map} +1 -1
- package/dist/renderer-CGOyHdKs.mjs +5 -0
- package/dist/renderer-CJjmpmpu.mjs +5 -0
- package/dist/{renderer-wld_ZR0-.mjs → renderer-CJoa4H2G.mjs} +2 -2
- package/dist/{renderer-wld_ZR0-.mjs.map → renderer-CJoa4H2G.mjs.map} +1 -1
- package/dist/{renderer-DWtquP0s.mjs → renderer-CLO8QHWE.mjs} +2 -2
- package/dist/{renderer-DWtquP0s.mjs.map → renderer-CLO8QHWE.mjs.map} +1 -1
- package/dist/{renderer-DkeJefRk.mjs → renderer-CMEqUhrW.mjs} +2 -2
- package/dist/{renderer-DkeJefRk.mjs.map → renderer-CMEqUhrW.mjs.map} +1 -1
- package/dist/{renderer-DILjs1tz.mjs → renderer-COtZ315B.mjs} +2 -2
- package/dist/renderer-CQvDDAIu.mjs +5 -0
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- package/dist/{renderer-mSlww_MA.mjs.map → renderer-CWSM0IGG.mjs.map} +1 -1
- package/dist/{renderer-DqdD8gzX.mjs → renderer-CXbXF7Dh.mjs} +3 -3
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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 ? 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-ZjSP5jw6.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 { 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-
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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-Dq_uI_00.mjs";
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//#region ../../nodes/node-tile-offset/dist/renderers-DQJJPfSd.mjs
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{"version":3,"file":"renderer-BORzpTQP.mjs","names":[],"sources":["../../../nodes/node-tile-offset/dist/renderers-DQJJPfSd.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 TILE_OFFSET_SHADER = `\nstruct TileOffsetUniforms {\n offsetX : f32,\n offsetY : f32,\n hasOffsetXSig : f32,\n hasOffsetYSig : f32,\n\n layerWidth : f32,\n layerHeight : f32,\n edgeMode : f32,\n pad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : TileOffsetUniforms;\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 offsetXSigTex : texture_2d<f32>;\n@group(2) @binding(1) var offsetYSigTex : texture_2d<f32>;\n@group(2) @binding(2) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n var offX = u.offsetX;\n if (u.hasOffsetXSig > 0.5) {\n let sigX = textureSampleLevel(offsetXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n offX = offX + sigX;\n }\n\n var offY = u.offsetY;\n if (u.hasOffsetYSig > 0.5) {\n let sigY = textureSampleLevel(offsetYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n offY = offY + sigY;\n }\n\n let normOffset = vec2<f32>(\n offX / max(1.0, u.layerWidth),\n offY / max(1.0, u.layerHeight)\n );\n var uv = in.uv - normOffset;\n\n // Edge Modes:\n // 0.0 = wrap (seamless modulo)\n // 1.0 = clamp (edge smear)\n // 2.0 = transparent (clear bounds)\n // 3.0 = mirror (ping-pong reflection)\n if (u.edgeMode < 0.5) {\n uv = fract(uv);\n } else if (u.edgeMode < 1.5) {\n uv = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n } else if (u.edgeMode < 2.5) {\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {\n return vec4<f32>(0.0);\n }\n } else {\n uv = 1.0 - abs(fract(uv * 0.5) * 2.0 - 1.0);\n }\n\n let color = textureSampleLevel(tex, samp, uv, 0.0);\n return color;\n}\n`;\nconst uniformData = new Float32Array(8);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 2),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getTileOffsetResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `tile_offset_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `tile_offset_${format}.wgsl`,\n\t\t\tcode: TILE_OFFSET_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `TileOffsetPipeline_${format}`,\n\t\t\tmodule,\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\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst TileOffsetWebGPURenderer = 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 !== \"TileOffset\" || !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] : \"tile_offset_node\";\n\tconst resolveBindable = (configKey, defaultValue) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Number(input.outputItem.data ?? defaultValue);\n\t\telse {\n\t\t\tconst rawVal = unwrapFrameParam(op[configKey], compositionFrame, fps).value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = isNaN(numVal) ? defaultValue : numVal;\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Number(sd.offset ?? 0);\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst offsetXRes = resolveBindable(\"offsetX\", 0);\n\tconst offsetYRes = resolveBindable(\"offsetY\", 0);\n\tlet edgeModeIndex = 0;\n\tconst edgeMode = op.edgeMode ?? (op.wrap !== false ? \"wrap\" : \"transparent\");\n\tif (edgeMode === \"clamp\") edgeModeIndex = 1;\n\telse if (edgeMode === \"transparent\" || op.wrap === false) edgeModeIndex = 2;\n\telse if (edgeMode === \"mirror\") edgeModeIndex = 3;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\targs.pass.end();\n\tconst { pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getTileOffsetResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst offsetXView = getSignalView(offsetXRes, \"offsetX_sig\");\n\tconst offsetYView = getSignalView(offsetYRes, \"offsetY_sig\");\n\tuniformData[0] = offsetXRes.val;\n\tuniformData[1] = offsetYRes.val;\n\tuniformData[2] = offsetXRes.hasStaticSig ? 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{"version":3,"file":"renderer-fH9SCJC2.mjs","names":[],"sources":["../../../nodes/node-tile-offset/dist/renderers-DQJJPfSd.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst TILE_OFFSET_SHADER = `\nstruct TileOffsetUniforms {\n offsetX : f32,\n offsetY : f32,\n hasOffsetXSig : f32,\n hasOffsetYSig : f32,\n\n layerWidth : f32,\n layerHeight : f32,\n edgeMode : f32,\n pad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : TileOffsetUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var offsetXSigTex : texture_2d<f32>;\n@group(2) @binding(1) var offsetYSigTex : texture_2d<f32>;\n@group(2) @binding(2) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n var offX = u.offsetX;\n if (u.hasOffsetXSig > 0.5) {\n let sigX = textureSampleLevel(offsetXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n offX = offX + sigX;\n }\n\n var offY = u.offsetY;\n if (u.hasOffsetYSig > 0.5) {\n let sigY = textureSampleLevel(offsetYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n offY = offY + sigY;\n }\n\n let normOffset = vec2<f32>(\n offX / max(1.0, u.layerWidth),\n offY / max(1.0, u.layerHeight)\n );\n var uv = in.uv - normOffset;\n\n // Edge Modes:\n // 0.0 = wrap (seamless modulo)\n // 1.0 = clamp (edge smear)\n // 2.0 = transparent (clear bounds)\n // 3.0 = mirror (ping-pong reflection)\n if (u.edgeMode < 0.5) {\n uv = fract(uv);\n } else if (u.edgeMode < 1.5) {\n uv = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n } else if (u.edgeMode < 2.5) {\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {\n return vec4<f32>(0.0);\n }\n } else {\n uv = 1.0 - abs(fract(uv * 0.5) * 2.0 - 1.0);\n }\n\n let color = textureSampleLevel(tex, samp, uv, 0.0);\n return color;\n}\n`;\nconst uniformData = new Float32Array(8);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 2),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getTileOffsetResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `tile_offset_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `tile_offset_${format}.wgsl`,\n\t\t\tcode: TILE_OFFSET_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `TileOffsetPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst TileOffsetWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"TileOffset\" || !op) return;\n\tconst childMedia = props.virtualMedia?.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"tile_offset_node\";\n\tconst resolveBindable = (configKey, defaultValue) => {\n\t\tconst handleId = op[`${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\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Number(input.outputItem.data ?? defaultValue);\n\t\telse {\n\t\t\tconst rawVal = unwrapFrameParam(op[configKey], compositionFrame, fps).value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = isNaN(numVal) ? defaultValue : numVal;\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Number(sd.offset ?? 0);\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst offsetXRes = resolveBindable(\"offsetX\", 0);\n\tconst offsetYRes = resolveBindable(\"offsetY\", 0);\n\tlet edgeModeIndex = 0;\n\tconst edgeMode = op.edgeMode ?? (op.wrap !== false ? \"wrap\" : \"transparent\");\n\tif (edgeMode === \"clamp\") edgeModeIndex = 1;\n\telse if (edgeMode === \"transparent\" || op.wrap === false) edgeModeIndex = 2;\n\telse if (edgeMode === \"mirror\") edgeModeIndex = 3;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\targs.pass.end();\n\tconst { pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getTileOffsetResources(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 offsetXView = getSignalView(offsetXRes, \"offsetX_sig\");\n\tconst offsetYView = getSignalView(offsetYRes, \"offsetY_sig\");\n\tuniformData[0] = offsetXRes.val;\n\tuniformData[1] = offsetYRes.val;\n\tuniformData[2] = offsetXRes.hasStaticSig ? 1 : 0;\n\tuniformData[3] = offsetYRes.hasStaticSig ? 1 : 0;\n\tuniformData[4] = width;\n\tuniformData[5] = height;\n\tuniformData[6] = edgeModeIndex;\n\tuniformData[7] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\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: offsetXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: offsetYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\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-DuawUm8D.mjs","names":[],"sources":["../../../nodes/node-curves/dist/renderers-DzdBU1io.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/spline.ts\n/**\n* Solves the Fritsch-Carlson Monotonic Cubic Hermite Spline interpolation\n* for a set of control points. Returns an interpolation function.\n*/\nfunction solveMonotonicSpline(points) {\n\tconst pts = [...points].sort((a, b) => a.x - b.x);\n\tconst uniquePts = [];\n\tfor (const p of pts) if (uniquePts.length === 0 || Math.abs(p.x - uniquePts[uniquePts.length - 1].x) > 1e-6) uniquePts.push(p);\n\tconst n = uniquePts.length;\n\tif (n === 0) return (x) => x;\n\tif (n === 1) return () => uniquePts[0].y;\n\tconst dx = new Float32Array(n - 1);\n\tconst dy = new Float32Array(n - 1);\n\tconst ms = new Float32Array(n - 1);\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tdx[i] = uniquePts[i + 1].x - uniquePts[i].x;\n\t\tdy[i] = uniquePts[i + 1].y - uniquePts[i].y;\n\t\tms[i] = dy[i] / dx[i];\n\t}\n\tconst tangents = new Float32Array(n);\n\ttangents[0] = ms[0];\n\tfor (let i = 1; i < n - 1; i++) tangents[i] = (ms[i - 1] + ms[i]) / 2;\n\ttangents[n - 1] = ms[n - 2];\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tconst m = ms[i];\n\t\tif (Math.abs(m) < 1e-9) {\n\t\t\ttangents[i] = 0;\n\t\t\ttangents[i + 1] = 0;\n\t\t} else {\n\t\t\tconst alpha = tangents[i] / m;\n\t\t\tconst beta = tangents[i + 1] / m;\n\t\t\tconst alphaSq = alpha * alpha;\n\t\t\tconst betaSq = beta * beta;\n\t\t\tif (alphaSq + betaSq > 9) {\n\t\t\t\tconst tau = 3 / Math.sqrt(alphaSq + betaSq);\n\t\t\t\ttangents[i] = tau * alpha * m;\n\t\t\t\ttangents[i + 1] = tau * beta * m;\n\t\t\t}\n\t\t}\n\t}\n\treturn (x) => {\n\t\tif (x <= uniquePts[0].x) return uniquePts[0].y;\n\t\tif (x >= uniquePts[n - 1].x) return uniquePts[n - 1].y;\n\t\tlet low = 0;\n\t\tlet high = n - 2;\n\t\tlet idx = 0;\n\t\twhile (low <= high) {\n\t\t\tconst mid = low + high >> 1;\n\t\t\tif (x >= uniquePts[mid].x && x <= uniquePts[mid + 1].x) {\n\t\t\t\tidx = mid;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif (x < uniquePts[mid].x) high = mid - 1;\n\t\t\telse low = mid + 1;\n\t\t}\n\t\tconst h = dx[idx];\n\t\tconst t = (x - uniquePts[idx].x) / h;\n\t\tconst t2 = t * t;\n\t\tconst t3 = t2 * t;\n\t\tconst h00 = 2 * t3 - 3 * t2 + 1;\n\t\tconst h10 = t3 - 2 * t2 + t;\n\t\tconst h01 = -2 * t3 + 3 * t2;\n\t\tconst h11 = t3 - t2;\n\t\tconst y = uniquePts[idx].y * h00 + h * tangents[idx] * h10 + uniquePts[idx + 1].y * h01 + h * tangents[idx + 1] * h11;\n\t\treturn Math.max(0, Math.min(1, y));\n\t};\n}\n\n//#endregion\n//#region src/renderers/histogram-computer.ts\nconst PER_CHAN_SIZE = 256 * 4;\nconst HISTOGRAM_COMPUTE_SHADER = `\n@group(0) @binding(0) var t_src: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> bins_r: array<atomic<u32>, 256>;\n@group(0) @binding(2) var<storage, read_write> bins_g: array<atomic<u32>, 256>;\n@group(0) @binding(3) var<storage, read_write> bins_b: array<atomic<u32>, 256>;\n@group(0) @binding(4) var<storage, read_write> bins_luma: array<atomic<u32>, 256>;\n\n@compute @workgroup_size(8, 8)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tlet dims = textureDimensions(t_src, 0);\n\tif (gid.x >= dims.x || gid.y >= dims.y) { return; }\n\n\tlet color = textureLoad(t_src, vec2<u32>(gid.x, gid.y), 0);\n\tlet a = color.a;\n\tif (a < 1e-5) { return; }\n\n\tlet rgb = color.rgb / a;\n\n\tlet ri = u32(clamp(rgb.r * 255.0, 0.0, 255.0));\n\tlet gi = u32(clamp(rgb.g * 255.0, 0.0, 255.0));\n\tlet bi = u32(clamp(rgb.b * 255.0, 0.0, 255.0));\n\tlet luma = 0.2126 * rgb.r + 0.7152 * rgb.g + 0.0722 * rgb.b;\n\tlet lumai = u32(clamp(luma * 255.0, 0.0, 255.0));\n\n\tatomicAdd(&bins_r[ri], 1u);\n\tatomicAdd(&bins_g[gi], 1u);\n\tatomicAdd(&bins_b[bi], 1u);\n\tatomicAdd(&bins_luma[lumai], 1u);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getHistogramResources(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst bindGroupLayout = device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\ttexture: {\n\t\t\t\t\tsampleType: \"float\",\n\t\t\t\t\tviewDimension: \"2d\"\n\t\t\t\t}\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: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\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: 4,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t}\n\t\t] });\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"histogram.wgsl\",\n\t\t\tcode: HISTOGRAM_COMPUTE_SHADER\n\t\t});\n\t\tres = {\n\t\t\tpipeline: device.createComputePipeline({\n\t\t\t\tlabel: \"HistogramPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),\n\t\t\t\tcompute: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"main\"\n\t\t\t\t}\n\t\t\t}),\n\t\t\tbindGroupLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst histogramCallbacks = /* @__PURE__ */ new Map();\nconst inflight = /* @__PURE__ */ new Set();\n/**\n* Records histogram compute + buffer copy commands into the provided encoder.\n* The async readback fires after the queue processes the encoder's commands.\n* This ensures the source texture data is valid when the compute pass reads it.\n*/\nfunction computeHistogramFromEncoder(device, encoder, srcTexture, nodeId) {\n\tif (!histogramCallbacks.get(nodeId)) return;\n\tif (inflight.has(nodeId)) return;\n\tinflight.add(nodeId);\n\tconst { pipeline, bindGroupLayout } = getHistogramResources(device);\n\tconst makeStorage = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t});\n\tconst bufR = makeStorage();\n\tconst bufG = makeStorage();\n\tconst bufB = makeStorage();\n\tconst bufLuma = makeStorage();\n\tencoder.clearBuffer(bufR);\n\tencoder.clearBuffer(bufG);\n\tencoder.clearBuffer(bufB);\n\tencoder.clearBuffer(bufLuma);\n\tconst bindGroup = device.createBindGroup({\n\t\tlayout: bindGroupLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: srcTexture.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: { buffer: bufR }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: { buffer: bufG }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: { buffer: bufB }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: { buffer: bufLuma }\n\t\t\t}\n\t\t]\n\t});\n\tconst pass = encoder.beginComputePass({ label: \"histogram-pass\" });\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, bindGroup);\n\tpass.dispatchWorkgroups(Math.ceil(srcTexture.width / 8), Math.ceil(srcTexture.height / 8));\n\tpass.end();\n\tconst makeReadback = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST\n\t});\n\tconst rbR = makeReadback();\n\tconst rbG = makeReadback();\n\tconst rbB = makeReadback();\n\tconst rbLuma = makeReadback();\n\tencoder.copyBufferToBuffer(bufR, 0, rbR, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufG, 0, rbG, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufB, 0, rbB, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufLuma, 0, rbLuma, 0, PER_CHAN_SIZE);\n\tdevice.queue.onSubmittedWorkDone().then(() => {\n\t\treturn Promise.all([\n\t\t\trbR.mapAsync(GPUMapMode.READ),\n\t\t\trbG.mapAsync(GPUMapMode.READ),\n\t\t\trbB.mapAsync(GPUMapMode.READ),\n\t\t\trbLuma.mapAsync(GPUMapMode.READ)\n\t\t]);\n\t}).then(() => {\n\t\tconst r = new Uint32Array(rbR.getMappedRange().slice(0));\n\t\tconst g = new Uint32Array(rbG.getMappedRange().slice(0));\n\t\tconst b = new Uint32Array(rbB.getMappedRange().slice(0));\n\t\tconst luma = new Uint32Array(rbLuma.getMappedRange().slice(0));\n\t\trbR.unmap();\n\t\trbG.unmap();\n\t\trbB.unmap();\n\t\trbLuma.unmap();\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t\tconst currentCb = histogramCallbacks.get(nodeId);\n\t\tif (currentCb) currentCb({\n\t\t\tr,\n\t\t\tg,\n\t\t\tb,\n\t\t\tluma\n\t\t});\n\t}).catch(() => {\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t});\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_SIZE = 1024;\nconst LUT_FORMAT = \"rgba8unorm\";\nconst LUT_BYTES_PER_ROW = LUT_SIZE * 4;\nconst CURVES_RGB_SHADER = `\n${FULLSCREEN_QUAD_WGSL}\n\n@group(0) @binding(0) var t_lut : texture_2d<f32>;\n@group(0) @binding(1) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_r = (rgb.r * (N - 1.0) + 0.5) / N;\n\tlet uv_g = (rgb.g * (N - 1.0) + 0.5) / N;\n\tlet uv_b = (rgb.b * (N - 1.0) + 0.5) / N;\n\n\tlet r_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_r, 0.5), 0.0).r;\n\tlet g_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_g, 0.5), 0.0).g;\n\tlet b_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_b, 0.5), 0.0).b;\n\n\tlet graded = vec3<f32>(r_graded, g_graded, b_graded);\n\treturn vec4<f32>(graded * src.a, src.a);\n}\n`;\nconst CURVES_HSL_SHADER = `\nstruct Uniforms {\n\tmode: u32,\n\tpad0: u32,\n\tpad1: u32,\n\tpad2: u32,\n};\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var t_lut : texture_2d<f32>;\n@group(0) @binding(2) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n${FULLSCREEN_QUAD_WGSL}\n\nfn rgb_to_hsl(rgb: vec3<f32>) -> vec3<f32> {\n\tlet r = rgb.r; let g = rgb.g; let b = rgb.b;\n\tlet cmax = max(r, max(g, b));\n\tlet cmin = min(r, min(g, b));\n\tlet delta = cmax - cmin;\n\n\tvar h = 0.0;\n\tvar s = 0.0;\n\tlet l = (cmax + cmin) * 0.5;\n\n\tif (delta > 1e-5) {\n\t\ts = delta / (1.0 - abs(2.0 * l - 1.0));\n\t\tif (cmax == r) {\n\t\t\th = ((g - b) / delta) % 6.0;\n\t\t} else if (cmax == g) {\n\t\t\th = (b - r) / delta + 2.0;\n\t\t} else {\n\t\t\th = (r - g) / delta + 4.0;\n\t\t}\n\t\th = h / 6.0;\n\t\tif (h < 0.0) { h = h + 1.0; }\n\t}\n\treturn vec3<f32>(h, s, l);\n}\n\nfn hsl_to_rgb(hsl: vec3<f32>) -> vec3<f32> {\n\tlet h = hsl.x; let s = hsl.y; let l = hsl.z;\n\tlet c = (1.0 - abs(2.0 * l - 1.0)) * s;\n\tlet x = c * (1.0 - abs((h * 6.0) % 2.0 - 1.0));\n\tlet m = l - c * 0.5;\n\n\tvar rgb = vec3<f32>(0.0);\n\tlet hi = u32(h * 6.0) % 6u;\n\tif (hi == 0u) { rgb = vec3<f32>(c, x, 0.0); }\n\telse if (hi == 1u) { rgb = vec3<f32>(x, c, 0.0); }\n\telse if (hi == 2u) { rgb = vec3<f32>(0.0, c, x); }\n\telse if (hi == 3u) { rgb = vec3<f32>(0.0, x, c); }\n\telse if (hi == 4u) { rgb = vec3<f32>(x, 0.0, c); }\n\telse { rgb = vec3<f32>(c, 0.0, x); }\n\treturn rgb + vec3<f32>(m);\n}\n\nfn lut_sample(x: f32) -> f32 {\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_x = (x * (N - 1.0) + 0.5) / N;\n\treturn textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_x, 0.5), 0.0).r;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\tlet hsl = rgb_to_hsl(rgb);\n\n\tvar out_hsl = hsl;\n\n\tif (u.mode == 0u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.x = fract(hsl.x + (adj - 0.5) * 2.0);\n\t} else if (u.mode == 1u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else if (u.mode == 2u) {\n\t\tlet adj = lut_sample(hsl.z);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else {\n\t\tlet adj = lut_sample(hsl.y);\n\t\tout_hsl.y = clamp(adj, 0.0, 1.0);\n\t}\n\n\tlet out_rgb = clamp(hsl_to_rgb(out_hsl), vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(out_rgb * src.a, src.a);\n}\n`;\nconst rgbResourceCache = /* @__PURE__ */ new WeakMap();\nconst hslResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getRgbResources(device, format) {\n\tlet res = rgbResourceCache.get(device);\n\tif (!res) {\n\t\tconst lutBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesRgbPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-rgb.wgsl\",\n\t\t\t\t\tcode: CURVES_RGB_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [lutBGL, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tlutBindGroupLayout: lutBGL,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\trgbResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getHslResources(device, format) {\n\tlet res = hslResourceCache.get(device);\n\tif (!res) {\n\t\tconst uniformLayout = fragmentBindGroupLayout(device, [\n\t\t\t\"uniform\",\n\t\t\t\"texture\",\n\t\t\t\"sampler\"\n\t\t]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesHslPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-hsl.wgsl\",\n\t\t\t\t\tcode: CURVES_HSL_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [uniformLayout, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tuniformLayout,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\thslResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst LUT_CACHE_LIMIT = 32;\nconst deviceTextureCache = /* @__PURE__ */ new WeakMap();\nfunction getLut(device, configKey, build) {\n\tlet cache = deviceTextureCache.get(device);\n\tif (!cache) {\n\t\tcache = /* @__PURE__ */ new Map();\n\t\tdeviceTextureCache.set(device, cache);\n\t}\n\tconst hit = cache.get(configKey);\n\tif (hit) {\n\t\tcache.delete(configKey);\n\t\tcache.set(configKey, hit);\n\t\treturn hit;\n\t}\n\tconst texture = build();\n\tcache.set(configKey, texture);\n\tif (cache.size > LUT_CACHE_LIMIT) {\n\t\tconst [oldestKey, oldest] = cache.entries().next().value;\n\t\tcache.delete(oldestKey);\n\t\toldest.destroy();\n\t}\n\treturn texture;\n}\nfunction buildRgbLut(device, op) {\n\tconst masterSpline = solveMonotonicSpline(op.master || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst redSpline = solveMonotonicSpline(op.red || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst greenSpline = solveMonotonicSpline(op.green || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst blueSpline = solveMonotonicSpline(op.blue || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst masterVal = masterSpline(i / (LUT_SIZE - 1));\n\t\tconst r = Math.max(0, Math.min(1, redSpline(masterVal)));\n\t\tconst g = Math.max(0, Math.min(1, greenSpline(masterVal)));\n\t\tconst b = Math.max(0, Math.min(1, blueSpline(masterVal)));\n\t\tlutData[i * 4 + 0] = Math.round(r * 255);\n\t\tlutData[i * 4 + 1] = Math.round(g * 255);\n\t\tlutData[i * 4 + 2] = Math.round(b * 255);\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nfunction buildHslLut(device, points) {\n\tconst spline = solveMonotonicSpline(points);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst u = i / (LUT_SIZE - 1);\n\t\tconst val = Math.round(Math.max(0, Math.min(1, spline(u))) * 255);\n\t\tlutData[i * 4 + 0] = val;\n\t\tlutData[i * 4 + 1] = val;\n\t\tlutData[i * 4 + 2] = val;\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nconst HSL_MODE_MAP = {\n\t\"hue-vs-hue\": 0,\n\t\"hue-vs-sat\": 1,\n\t\"lum-vs-sat\": 2,\n\t\"sat-vs-sat\": 3\n};\nconst HSL_CURVE_KEY_MAP = {\n\t\"hue-vs-hue\": \"hueVsHue\",\n\t\"hue-vs-sat\": \"hueVsSat\",\n\t\"lum-vs-sat\": \"lumVsSat\",\n\t\"sat-vs-sat\": \"satVsSat\"\n};\nconst CurvesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Curves\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.nodeId || \"curves_fallback\";\n\tconst curveType = op.curveType || \"rgb\";\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tif (curveType === \"rgb\") {\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tmaster: op.master,\n\t\t\tred: op.red,\n\t\t\tgreen: op.green,\n\t\t\tblue: op.blue\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildRgbLut(ctx.device, op));\n\t\tconst { pipeline, lutBindGroupLayout, srcBindGroupLayout } = getRgbResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: lutBindGroupLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t} else {\n\t\tconst hslPoints = op[HSL_CURVE_KEY_MAP[curveType]] || [{\n\t\t\tx: 0,\n\t\t\ty: .5\n\t\t}, {\n\t\t\tx: 1,\n\t\t\ty: .5\n\t\t}];\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tpoints: hslPoints\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildHslLut(ctx.device, hslPoints));\n\t\tconst uniformData = new Uint32Array([\n\t\t\tHSL_MODE_MAP[curveType] ?? 0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t]);\n\t\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\t\tconst { pipeline, uniformLayout, srcBindGroupLayout } = getHslResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: lut.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t}\n\tcomputeHistogramFromEncoder(ctx.device, encoder, outTex, nodeId);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nconst rendererNode = defineRenderer({ WebGPURenderer: CurvesWebGPURenderer });\nvar renderers_default = rendererNode;\n\n//#endregion\nexport { renderers_default as n, solveMonotonicSpline as r, rendererNode as t };\n//# 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+
{"version":3,"file":"renderer-gjT5v76-.mjs","names":[],"sources":["../../../nodes/node-curves/dist/renderers-DzdBU1io.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/spline.ts\n/**\n* Solves the Fritsch-Carlson Monotonic Cubic Hermite Spline interpolation\n* for a set of control points. Returns an interpolation function.\n*/\nfunction solveMonotonicSpline(points) {\n\tconst pts = [...points].sort((a, b) => a.x - b.x);\n\tconst uniquePts = [];\n\tfor (const p of pts) if (uniquePts.length === 0 || Math.abs(p.x - uniquePts[uniquePts.length - 1].x) > 1e-6) uniquePts.push(p);\n\tconst n = uniquePts.length;\n\tif (n === 0) return (x) => x;\n\tif (n === 1) return () => uniquePts[0].y;\n\tconst dx = new Float32Array(n - 1);\n\tconst dy = new Float32Array(n - 1);\n\tconst ms = new Float32Array(n - 1);\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tdx[i] = uniquePts[i + 1].x - uniquePts[i].x;\n\t\tdy[i] = uniquePts[i + 1].y - uniquePts[i].y;\n\t\tms[i] = dy[i] / dx[i];\n\t}\n\tconst tangents = new Float32Array(n);\n\ttangents[0] = ms[0];\n\tfor (let i = 1; i < n - 1; i++) tangents[i] = (ms[i - 1] + ms[i]) / 2;\n\ttangents[n - 1] = ms[n - 2];\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tconst m = ms[i];\n\t\tif (Math.abs(m) < 1e-9) {\n\t\t\ttangents[i] = 0;\n\t\t\ttangents[i + 1] = 0;\n\t\t} else {\n\t\t\tconst alpha = tangents[i] / m;\n\t\t\tconst beta = tangents[i + 1] / m;\n\t\t\tconst alphaSq = alpha * alpha;\n\t\t\tconst betaSq = beta * beta;\n\t\t\tif (alphaSq + betaSq > 9) {\n\t\t\t\tconst tau = 3 / Math.sqrt(alphaSq + betaSq);\n\t\t\t\ttangents[i] = tau * alpha * m;\n\t\t\t\ttangents[i + 1] = tau * beta * m;\n\t\t\t}\n\t\t}\n\t}\n\treturn (x) => {\n\t\tif (x <= uniquePts[0].x) return uniquePts[0].y;\n\t\tif (x >= uniquePts[n - 1].x) return uniquePts[n - 1].y;\n\t\tlet low = 0;\n\t\tlet high = n - 2;\n\t\tlet idx = 0;\n\t\twhile (low <= high) {\n\t\t\tconst mid = low + high >> 1;\n\t\t\tif (x >= uniquePts[mid].x && x <= uniquePts[mid + 1].x) {\n\t\t\t\tidx = mid;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif (x < uniquePts[mid].x) high = mid - 1;\n\t\t\telse low = mid + 1;\n\t\t}\n\t\tconst h = dx[idx];\n\t\tconst t = (x - uniquePts[idx].x) / h;\n\t\tconst t2 = t * t;\n\t\tconst t3 = t2 * t;\n\t\tconst h00 = 2 * t3 - 3 * t2 + 1;\n\t\tconst h10 = t3 - 2 * t2 + t;\n\t\tconst h01 = -2 * t3 + 3 * t2;\n\t\tconst h11 = t3 - t2;\n\t\tconst y = uniquePts[idx].y * h00 + h * tangents[idx] * h10 + uniquePts[idx + 1].y * h01 + h * tangents[idx + 1] * h11;\n\t\treturn Math.max(0, Math.min(1, y));\n\t};\n}\n\n//#endregion\n//#region src/renderers/histogram-computer.ts\nconst PER_CHAN_SIZE = 256 * 4;\nconst HISTOGRAM_COMPUTE_SHADER = `\n@group(0) @binding(0) var t_src: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> bins_r: array<atomic<u32>, 256>;\n@group(0) @binding(2) var<storage, read_write> bins_g: array<atomic<u32>, 256>;\n@group(0) @binding(3) var<storage, read_write> bins_b: array<atomic<u32>, 256>;\n@group(0) @binding(4) var<storage, read_write> bins_luma: array<atomic<u32>, 256>;\n\n@compute @workgroup_size(8, 8)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tlet dims = textureDimensions(t_src, 0);\n\tif (gid.x >= dims.x || gid.y >= dims.y) { return; }\n\n\tlet color = textureLoad(t_src, vec2<u32>(gid.x, gid.y), 0);\n\tlet a = color.a;\n\tif (a < 1e-5) { return; }\n\n\tlet rgb = color.rgb / a;\n\n\tlet ri = u32(clamp(rgb.r * 255.0, 0.0, 255.0));\n\tlet gi = u32(clamp(rgb.g * 255.0, 0.0, 255.0));\n\tlet bi = u32(clamp(rgb.b * 255.0, 0.0, 255.0));\n\tlet luma = 0.2126 * rgb.r + 0.7152 * rgb.g + 0.0722 * rgb.b;\n\tlet lumai = u32(clamp(luma * 255.0, 0.0, 255.0));\n\n\tatomicAdd(&bins_r[ri], 1u);\n\tatomicAdd(&bins_g[gi], 1u);\n\tatomicAdd(&bins_b[bi], 1u);\n\tatomicAdd(&bins_luma[lumai], 1u);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getHistogramResources(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst bindGroupLayout = device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\ttexture: {\n\t\t\t\t\tsampleType: \"float\",\n\t\t\t\t\tviewDimension: \"2d\"\n\t\t\t\t}\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: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\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: 4,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t}\n\t\t] });\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"histogram.wgsl\",\n\t\t\tcode: HISTOGRAM_COMPUTE_SHADER\n\t\t});\n\t\tres = {\n\t\t\tpipeline: device.createComputePipeline({\n\t\t\t\tlabel: \"HistogramPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),\n\t\t\t\tcompute: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"main\"\n\t\t\t\t}\n\t\t\t}),\n\t\t\tbindGroupLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst histogramCallbacks = /* @__PURE__ */ new Map();\nconst inflight = /* @__PURE__ */ new Set();\n/**\n* Records histogram compute + buffer copy commands into the provided encoder.\n* The async readback fires after the queue processes the encoder's commands.\n* This ensures the source texture data is valid when the compute pass reads it.\n*/\nfunction computeHistogramFromEncoder(device, encoder, srcTexture, nodeId) {\n\tif (!histogramCallbacks.get(nodeId)) return;\n\tif (inflight.has(nodeId)) return;\n\tinflight.add(nodeId);\n\tconst { pipeline, bindGroupLayout } = getHistogramResources(device);\n\tconst makeStorage = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t});\n\tconst bufR = makeStorage();\n\tconst bufG = makeStorage();\n\tconst bufB = makeStorage();\n\tconst bufLuma = makeStorage();\n\tencoder.clearBuffer(bufR);\n\tencoder.clearBuffer(bufG);\n\tencoder.clearBuffer(bufB);\n\tencoder.clearBuffer(bufLuma);\n\tconst bindGroup = device.createBindGroup({\n\t\tlayout: bindGroupLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: srcTexture.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: { buffer: bufR }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: { buffer: bufG }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: { buffer: bufB }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: { buffer: bufLuma }\n\t\t\t}\n\t\t]\n\t});\n\tconst pass = encoder.beginComputePass({ label: \"histogram-pass\" });\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, bindGroup);\n\tpass.dispatchWorkgroups(Math.ceil(srcTexture.width / 8), Math.ceil(srcTexture.height / 8));\n\tpass.end();\n\tconst makeReadback = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST\n\t});\n\tconst rbR = makeReadback();\n\tconst rbG = makeReadback();\n\tconst rbB = makeReadback();\n\tconst rbLuma = makeReadback();\n\tencoder.copyBufferToBuffer(bufR, 0, rbR, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufG, 0, rbG, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufB, 0, rbB, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufLuma, 0, rbLuma, 0, PER_CHAN_SIZE);\n\tdevice.queue.onSubmittedWorkDone().then(() => {\n\t\treturn Promise.all([\n\t\t\trbR.mapAsync(GPUMapMode.READ),\n\t\t\trbG.mapAsync(GPUMapMode.READ),\n\t\t\trbB.mapAsync(GPUMapMode.READ),\n\t\t\trbLuma.mapAsync(GPUMapMode.READ)\n\t\t]);\n\t}).then(() => {\n\t\tconst r = new Uint32Array(rbR.getMappedRange().slice(0));\n\t\tconst g = new Uint32Array(rbG.getMappedRange().slice(0));\n\t\tconst b = new Uint32Array(rbB.getMappedRange().slice(0));\n\t\tconst luma = new Uint32Array(rbLuma.getMappedRange().slice(0));\n\t\trbR.unmap();\n\t\trbG.unmap();\n\t\trbB.unmap();\n\t\trbLuma.unmap();\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t\tconst currentCb = histogramCallbacks.get(nodeId);\n\t\tif (currentCb) currentCb({\n\t\t\tr,\n\t\t\tg,\n\t\t\tb,\n\t\t\tluma\n\t\t});\n\t}).catch(() => {\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t});\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_SIZE = 1024;\nconst LUT_FORMAT = \"rgba8unorm\";\nconst LUT_BYTES_PER_ROW = LUT_SIZE * 4;\nconst CURVES_RGB_SHADER = `\n${FULLSCREEN_QUAD_WGSL}\n\n@group(0) @binding(0) var t_lut : texture_2d<f32>;\n@group(0) @binding(1) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_r = (rgb.r * (N - 1.0) + 0.5) / N;\n\tlet uv_g = (rgb.g * (N - 1.0) + 0.5) / N;\n\tlet uv_b = (rgb.b * (N - 1.0) + 0.5) / N;\n\n\tlet r_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_r, 0.5), 0.0).r;\n\tlet g_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_g, 0.5), 0.0).g;\n\tlet b_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_b, 0.5), 0.0).b;\n\n\tlet graded = vec3<f32>(r_graded, g_graded, b_graded);\n\treturn vec4<f32>(graded * src.a, src.a);\n}\n`;\nconst CURVES_HSL_SHADER = `\nstruct Uniforms {\n\tmode: u32,\n\tpad0: u32,\n\tpad1: u32,\n\tpad2: u32,\n};\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var t_lut : texture_2d<f32>;\n@group(0) @binding(2) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n${FULLSCREEN_QUAD_WGSL}\n\nfn rgb_to_hsl(rgb: vec3<f32>) -> vec3<f32> {\n\tlet r = rgb.r; let g = rgb.g; let b = rgb.b;\n\tlet cmax = max(r, max(g, b));\n\tlet cmin = min(r, min(g, b));\n\tlet delta = cmax - cmin;\n\n\tvar h = 0.0;\n\tvar s = 0.0;\n\tlet l = (cmax + cmin) * 0.5;\n\n\tif (delta > 1e-5) {\n\t\ts = delta / (1.0 - abs(2.0 * l - 1.0));\n\t\tif (cmax == r) {\n\t\t\th = ((g - b) / delta) % 6.0;\n\t\t} else if (cmax == g) {\n\t\t\th = (b - r) / delta + 2.0;\n\t\t} else {\n\t\t\th = (r - g) / delta + 4.0;\n\t\t}\n\t\th = h / 6.0;\n\t\tif (h < 0.0) { h = h + 1.0; }\n\t}\n\treturn vec3<f32>(h, s, l);\n}\n\nfn hsl_to_rgb(hsl: vec3<f32>) -> vec3<f32> {\n\tlet h = hsl.x; let s = hsl.y; let l = hsl.z;\n\tlet c = (1.0 - abs(2.0 * l - 1.0)) * s;\n\tlet x = c * (1.0 - abs((h * 6.0) % 2.0 - 1.0));\n\tlet m = l - c * 0.5;\n\n\tvar rgb = vec3<f32>(0.0);\n\tlet hi = u32(h * 6.0) % 6u;\n\tif (hi == 0u) { rgb = vec3<f32>(c, x, 0.0); }\n\telse if (hi == 1u) { rgb = vec3<f32>(x, c, 0.0); }\n\telse if (hi == 2u) { rgb = vec3<f32>(0.0, c, x); }\n\telse if (hi == 3u) { rgb = vec3<f32>(0.0, x, c); }\n\telse if (hi == 4u) { rgb = vec3<f32>(x, 0.0, c); }\n\telse { rgb = vec3<f32>(c, 0.0, x); }\n\treturn rgb + vec3<f32>(m);\n}\n\nfn lut_sample(x: f32) -> f32 {\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_x = (x * (N - 1.0) + 0.5) / N;\n\treturn textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_x, 0.5), 0.0).r;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\tlet hsl = rgb_to_hsl(rgb);\n\n\tvar out_hsl = hsl;\n\n\tif (u.mode == 0u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.x = fract(hsl.x + (adj - 0.5) * 2.0);\n\t} else if (u.mode == 1u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else if (u.mode == 2u) {\n\t\tlet adj = lut_sample(hsl.z);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else {\n\t\tlet adj = lut_sample(hsl.y);\n\t\tout_hsl.y = clamp(adj, 0.0, 1.0);\n\t}\n\n\tlet out_rgb = clamp(hsl_to_rgb(out_hsl), vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(out_rgb * src.a, src.a);\n}\n`;\nconst rgbResourceCache = /* @__PURE__ */ new WeakMap();\nconst hslResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getRgbResources(device, format) {\n\tlet res = rgbResourceCache.get(device);\n\tif (!res) {\n\t\tconst lutBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesRgbPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-rgb.wgsl\",\n\t\t\t\t\tcode: CURVES_RGB_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [lutBGL, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tlutBindGroupLayout: lutBGL,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\trgbResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getHslResources(device, format) {\n\tlet res = hslResourceCache.get(device);\n\tif (!res) {\n\t\tconst uniformLayout = fragmentBindGroupLayout(device, [\n\t\t\t\"uniform\",\n\t\t\t\"texture\",\n\t\t\t\"sampler\"\n\t\t]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesHslPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-hsl.wgsl\",\n\t\t\t\t\tcode: CURVES_HSL_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [uniformLayout, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tuniformLayout,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\thslResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst LUT_CACHE_LIMIT = 32;\nconst deviceTextureCache = /* @__PURE__ */ new WeakMap();\nfunction getLut(device, configKey, build) {\n\tlet cache = deviceTextureCache.get(device);\n\tif (!cache) {\n\t\tcache = /* @__PURE__ */ new Map();\n\t\tdeviceTextureCache.set(device, cache);\n\t}\n\tconst hit = cache.get(configKey);\n\tif (hit) {\n\t\tcache.delete(configKey);\n\t\tcache.set(configKey, hit);\n\t\treturn hit;\n\t}\n\tconst texture = build();\n\tcache.set(configKey, texture);\n\tif (cache.size > LUT_CACHE_LIMIT) {\n\t\tconst [oldestKey, oldest] = cache.entries().next().value;\n\t\tcache.delete(oldestKey);\n\t\toldest.destroy();\n\t}\n\treturn texture;\n}\nfunction buildRgbLut(device, op) {\n\tconst masterSpline = solveMonotonicSpline(op.master || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst redSpline = solveMonotonicSpline(op.red || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst greenSpline = solveMonotonicSpline(op.green || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst blueSpline = solveMonotonicSpline(op.blue || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst masterVal = masterSpline(i / (LUT_SIZE - 1));\n\t\tconst r = Math.max(0, Math.min(1, redSpline(masterVal)));\n\t\tconst g = Math.max(0, Math.min(1, greenSpline(masterVal)));\n\t\tconst b = Math.max(0, Math.min(1, blueSpline(masterVal)));\n\t\tlutData[i * 4 + 0] = Math.round(r * 255);\n\t\tlutData[i * 4 + 1] = Math.round(g * 255);\n\t\tlutData[i * 4 + 2] = Math.round(b * 255);\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nfunction buildHslLut(device, points) {\n\tconst spline = solveMonotonicSpline(points);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst u = i / (LUT_SIZE - 1);\n\t\tconst val = Math.round(Math.max(0, Math.min(1, spline(u))) * 255);\n\t\tlutData[i * 4 + 0] = val;\n\t\tlutData[i * 4 + 1] = val;\n\t\tlutData[i * 4 + 2] = val;\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nconst HSL_MODE_MAP = {\n\t\"hue-vs-hue\": 0,\n\t\"hue-vs-sat\": 1,\n\t\"lum-vs-sat\": 2,\n\t\"sat-vs-sat\": 3\n};\nconst HSL_CURVE_KEY_MAP = {\n\t\"hue-vs-hue\": \"hueVsHue\",\n\t\"hue-vs-sat\": \"hueVsSat\",\n\t\"lum-vs-sat\": \"lumVsSat\",\n\t\"sat-vs-sat\": \"satVsSat\"\n};\nconst CurvesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Curves\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.nodeId || \"curves_fallback\";\n\tconst curveType = op.curveType || \"rgb\";\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tif (curveType === \"rgb\") {\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tmaster: op.master,\n\t\t\tred: op.red,\n\t\t\tgreen: op.green,\n\t\t\tblue: op.blue\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildRgbLut(ctx.device, op));\n\t\tconst { pipeline, lutBindGroupLayout, srcBindGroupLayout } = getRgbResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: lutBindGroupLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t} else {\n\t\tconst hslPoints = op[HSL_CURVE_KEY_MAP[curveType]] || [{\n\t\t\tx: 0,\n\t\t\ty: .5\n\t\t}, {\n\t\t\tx: 1,\n\t\t\ty: .5\n\t\t}];\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tpoints: hslPoints\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildHslLut(ctx.device, hslPoints));\n\t\tconst uniformData = new Uint32Array([\n\t\t\tHSL_MODE_MAP[curveType] ?? 0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t]);\n\t\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\t\tconst { pipeline, uniformLayout, srcBindGroupLayout } = getHslResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: lut.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t}\n\tcomputeHistogramFromEncoder(ctx.device, encoder, outTex, nodeId);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 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@@ -1,7 +1,7 @@
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1
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import { n as defineRenderer } from "./renderer-C9r0-KY4.mjs";
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import { i as VideoResultSchema, n as ImageResultSchema } from "./dist-CQZ5_60A.mjs";
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import { b as colorMatrixWgsl } from "./dist-
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4
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass } from "./gpu-
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import { b as colorMatrixWgsl } from "./dist-DBWkkSvJ.mjs";
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass } from "./gpu-Dq_uI_00.mjs";
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import { z } from "zod";
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7
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//#region ../../nodes/node-levels/dist/renderers-DdSgwTj2.mjs
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@@ -173,4 +173,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: LevelsWebGPURenderer })
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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-kP5Y282J.mjs.map
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@@ -1 +1 @@
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{"version":3,"file":"renderer-
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{"version":3,"file":"renderer-kP5Y282J.mjs","names":[],"sources":["../../../nodes/node-levels/dist/renderers-DdSgwTj2.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\nimport { colorMatrixWgsl } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst LevelChannelSchema = z.object({\n\tinBlack: z.number().min(0).max(1).default(0),\n\tinWhite: z.number().min(0).max(1).default(1),\n\toutBlack: z.number().min(0).max(1).default(0),\n\toutWhite: z.number().min(0).max(1).default(1)\n}).strict().superRefine((val, ctx) => {\n\tif (val.inBlack >= val.inWhite) ctx.addIssue({\n\t\tcode: z.ZodIssueCode.custom,\n\t\tpath: [\"inWhite\"],\n\t\tmessage: \"inWhite must be greater than inBlack\"\n\t});\n\tif (val.outBlack >= val.outWhite) ctx.addIssue({\n\t\tcode: z.ZodIssueCode.custom,\n\t\tpath: [\"outWhite\"],\n\t\tmessage: \"outWhite must be greater than outBlack\"\n\t});\n});\nconst LevelsNodeConfigSchema = z.object({\n\tmaster: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tred: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tgreen: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tblue: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t})\n}).strict();\nconst LevelsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst LevelsOperationSchema = LevelsNodeConfigSchema.extend({\n\top: z.literal(\"Levels\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultLevelChannel = {\n\tinBlack: 0,\n\tinWhite: 1,\n\toutBlack: 0,\n\toutWhite: 1\n};\nconst defaultLevelsConfig = {\n\tmaster: { ...defaultLevelChannel },\n\tred: { ...defaultLevelChannel },\n\tgreen: { ...defaultLevelChannel },\n\tblue: { ...defaultLevelChannel }\n};\nconst LEVELS_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 deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst colorMatrixData = new Float32Array(20);\nfunction getColorMatrixResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst colorMatrixUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst singleTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tcolorMatrixPipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"ColorMatrixPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"color-matrix.wgsl\",\n\t\t\t\t\tcode: colorMatrixWgsl\n\t\t\t\t}),\n\t\t\t\tlayouts: [colorMatrixUniformLayout, singleTextureLayout],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tcolorMatrixUniformLayout,\n\t\t\tsingleTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getTransform(ch) {\n\tconst inRange = Math.max(ch.inWhite - ch.inBlack, 1e-5);\n\tconst scale = (ch.outWhite - ch.outBlack) / inRange;\n\treturn {\n\t\tscale,\n\t\tbias: ch.outBlack - ch.inBlack * scale\n\t};\n}\nconst LevelsWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Levels\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst m = getTransform(op.master ?? defaultLevelChannel);\n\tconst r = getTransform(op.red ?? defaultLevelChannel);\n\tconst g = getTransform(op.green ?? defaultLevelChannel);\n\tconst b = getTransform(op.blue ?? defaultLevelChannel);\n\tconst matrix = [\n\t\tr.scale * m.scale,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\tr.bias * m.scale + m.bias,\n\t\t0,\n\t\tg.scale * m.scale,\n\t\t0,\n\t\t0,\n\t\tg.bias * m.scale + m.bias,\n\t\t0,\n\t\t0,\n\t\tb.scale * m.scale,\n\t\t0,\n\t\tb.bias * m.scale + m.bias,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\t1,\n\t\t0\n\t];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { colorMatrixPipeline: pipeline, colorMatrixUniformLayout: uLayout, singleTextureLayout: tLayout } = getColorMatrixResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tcolorMatrixData[0] = matrix[0];\n\tcolorMatrixData[1] = matrix[1];\n\tcolorMatrixData[2] = matrix[2];\n\tcolorMatrixData[3] = matrix[3];\n\tcolorMatrixData[4] = matrix[5];\n\tcolorMatrixData[5] = matrix[6];\n\tcolorMatrixData[6] = matrix[7];\n\tcolorMatrixData[7] = matrix[8];\n\tcolorMatrixData[8] = matrix[10];\n\tcolorMatrixData[9] = matrix[11];\n\tcolorMatrixData[10] = matrix[12];\n\tcolorMatrixData[11] = matrix[13];\n\tcolorMatrixData[12] = matrix[15];\n\tcolorMatrixData[13] = matrix[16];\n\tcolorMatrixData[14] = matrix[17];\n\tcolorMatrixData[15] = matrix[18];\n\tcolorMatrixData[16] = matrix[4];\n\tcolorMatrixData[17] = matrix[9];\n\tcolorMatrixData[18] = matrix[14];\n\tcolorMatrixData[19] = matrix[19];\n\tconst buffer = ctx.renderer.getTemporaryBuffer(colorMatrixData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler)]);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 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{"version":3,"file":"renderer-kkDfQ56G.mjs","names":[],"sources":["../../../nodes/node-kaleidoscope/dist/renderers-D5lECrP_.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Kaleidoscope\";\nconst UNIFORM_FLOATS = 12;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 3> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet segments = u.v[1].x;\n\tlet rotation = u.v[1].y;\n\tlet centerX = u.v[1].z;\n\tlet centerY = u.v[1].w;\n\tlet zoom = u.v[2].x;\n\n\tlet R = res();\n\tlet aspect = R.x / R.y;\n\tlet center = vec2<f32>(centerX, centerY);\n\tvar p = in.uv - center;\n\tp.x *= aspect;\n\tlet rad = length(p) / zoom;\n\tlet rot = radians(rotation);\n\tlet seg = 6.2831853 / segments;\n\tvar a = atan2(p.y, p.x) - rot;\n\ta = a - seg * floor(a / seg);\n\ta = min(a, seg - a);\n\tvar q = vec2<f32>(cos(a + rot), sin(a + rot)) * rad;\n\tq.x /= aspect;\n\tlet uv = q + center;\n\tlet m = vec2<f32>(1.0) - abs(fract(uv * 0.5) * 2.0 - vec2<f32>(1.0));\n\treturn sampleP(m);\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = num(raw.segments, 6);\n\tdata[5] = num(raw.rotation, 0);\n\tdata[6] = num(raw.centerX, .5);\n\tdata[7] = num(raw.centerY, .5);\n\tdata[8] = num(raw.zoom, 1);\n}\nconst KaleidoscopeWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: KaleidoscopeWebGPURenderer });\n\n//#endregion\nexport { KaleidoscopeWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-D5lECrP_.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuErB;AACF,MAAM,YAAY,WAAW,YAAY;CACxC,QAAQ,wBAAwB,QAAQ;EACvC;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,SAAS;CAClB,2BAA2B,IAAI,KAAK;CACpC,SAAS,OAAO,cAAc;EAC7B,WAAW;EACX,WAAW;EACX,cAAc;EACd,cAAc;EACd,CAAC;CACF,EAAE;AACH,SAAS,aAAa,QAAQ,QAAQ;CACrC,MAAM,IAAI,UAAU,OAAO;CAC3B,IAAI,OAAO,EAAE,UAAU,IAAI,OAAO;AAClC,KAAI,CAAC,MAAM;AACV,SAAO,OAAO,KAAK,MAAM,MAAM;GAC9B,MAAM,SAAS,OAAO,mBAAmB;IACxC;IACA,OAAO,GAAG,GAAG,GAAG,EAAE;IAClB,CAAC;AACF,UAAO,OAAO,qBAAqB;IAClC,OAAO,GAAG,GAAG,GAAG;IAChB,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,EAAE,OAAO,EAAE,CAAC;IACrE,QAAQ;KACP;KACA,YAAY;KACZ;IACD,UAAU;KACT;KACA,YAAY;KACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;KACrB;IACD,WAAW,EAAE,UAAU,kBAAkB;IACzC,CAAC;IACD;AACF,IAAE,UAAU,IAAI,QAAQ,KAAK;;AAE9B,QAAO;;AAER,SAAS,IAAI,GAAG,UAAU;CACzB,MAAM,IAAI,OAAO,MAAM,WAAW,IAAI,OAAO,EAAE;AAC/C,QAAO,OAAO,SAAS,EAAE,GAAG,IAAI;;;AAGjC,SAAS,KAAK,KAAK,MAAM,MAAM,OAAO;AACrC,MAAK,KAAK,EAAE;AACZ,MAAK,KAAK;AACV,MAAK,KAAK;AACV,MAAK,KAAK,IAAI,IAAI,UAAU,EAAE;AAC9B,MAAK,KAAK,IAAI,IAAI,UAAU,EAAE;AAC9B,MAAK,KAAK,IAAI,IAAI,SAAS,GAAG;AAC9B,MAAK,KAAK,IAAI,IAAI,SAAS,GAAG;AAC9B,MAAK,KAAK,IAAI,IAAI,MAAM,EAAE;;AAE3B,MAAM,6BAA6B,OAAO,SAAS;CAClD,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,GAAI;CACnB,MAAM,QAAQ,MAAM,cAAc,WAAW;AAC7C,KAAI,CAAC,MAAO;AACZ,MAAK,KAAK;CACV,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,QAAQ,KAAK,MAAM,MAAM,oBAAoB,MAAM,SAAS,EAAE;CACpE,MAAM,MAAM,GAAG,QAAQ,kBAAkB,GAAG,OAAO,gBAAgB;EAClE;EACA;EACA,MAAM,QAAQ;EACd,CAAC,GAAG;CACL,MAAM,OAAO,IAAI,aAAa,eAAe;AAC7C,MAAK,KAAK,MAAM,QAAQ,KAAK,MAAM;CACnC,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,MAAM;CACnE,MAAM,SAAS,IAAI;CACnB,MAAM,IAAI,UAAU,OAAO;CAC3B,MAAM,YAAY,aAAa,QAAQ,IAAI,SAAS,OAAO;CAC3D,MAAM,MAAM,IAAI,SAAS,mBAAmB,KAAK;CACjD,IAAI,OAAO;AACX,MAAK,MAAM,YAAY,WAAW;EACjC,MAAM,MAAM,IAAI,SAAS,oBAAoB,aAAa,cAAc;GACvE;GACA;GACA;GACA,GAAG,MAAM,mBAAmB,EAAE;GAC9B,CAAC;AACF,qBAAmB,SAAS,IAAI,YAAY,EAAE,UAAU,CAAC,OAAO,gBAAgB;GAC/E,QAAQ,EAAE;GACV,SAAS;IACR;KACC,SAAS;KACT,UAAU,EAAE,QAAQ,KAAK;KACzB;IACD;KACC,SAAS;KACT,UAAU,SAAS,YAAY;KAC/B;IACD;KACC,SAAS;KACT,UAAU,KAAK,YAAY;KAC3B;IACD;KACC,SAAS;KACT,UAAU,EAAE;KACZ;IACD;GACD,CAAC,CAAC,CAAC;AACJ,SAAO;;AAER,qBAAoB,MAAM,KAAK;;AAKhC,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,4BAA4B,CAAC"}
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, r as STRAIGHT_ALPHA_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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{"version":3,"file":"renderer-l_U6kA8K.mjs","names":[],"sources":["../../../nodes/node-flip/dist/renderers-CeDdi1eu.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, STRAIGHT_ALPHA_BLEND, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_FLIP_SHADER = `\nstruct FlipUniforms {\n\tflipH : f32,\n\tflipV : f32,\n\tdiagonal : f32,\n\tsymmetry : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : FlipUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tvar uv = in.uv;\n\n\t// 1. Split-Mirror / Symmetry\n\tif (u.symmetry > 0.5 && u.symmetry < 1.5) {\n\t\t// leftToRight: mirror left half to right half\n\t\tuv.x = select(uv.x, 1.0 - uv.x, uv.x > 0.5);\n\t} else if (u.symmetry > 1.5 && u.symmetry < 2.5) {\n\t\t// rightToLeft: mirror right half to left half\n\t\tuv.x = select(1.0 - uv.x, uv.x, uv.x > 0.5);\n\t} else if (u.symmetry > 2.5 && u.symmetry < 3.5) {\n\t\t// topToBottom: mirror top half to bottom half\n\t\tuv.y = select(uv.y, 1.0 - uv.y, uv.y > 0.5);\n\t} else if (u.symmetry > 3.5 && u.symmetry < 4.5) {\n\t\t// bottomToTop: mirror bottom half to top half\n\t\tuv.y = select(1.0 - uv.y, uv.y, uv.y > 0.5);\n\t} else if (u.symmetry > 4.5) {\n\t\t// quadrant: 4-way kaleidoscopic symmetry\n\t\tuv.x = select(uv.x, 1.0 - uv.x, uv.x > 0.5);\n\t\tuv.y = select(uv.y, 1.0 - uv.y, uv.y > 0.5);\n\t}\n\n\t// 2. Diagonal Swap (Transposition: x <-> y)\n\tif (u.diagonal > 0.5) {\n\t\tlet temp = uv.x;\n\t\tuv.x = uv.y;\n\t\tuv.y = temp;\n\t}\n\n\t// 3. Horizontal / Vertical Flip\n\tif (u.flipH > 0.5) {\n\t\tuv.x = 1.0 - uv.x;\n\t}\n\tif (u.flipV > 0.5) {\n\t\tuv.y = 1.0 - uv.y;\n\t}\n\n\treturn textureSampleLevel(tex, samp, uv, 0.0);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(4);\nfunction getFlipResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_FLIP_SHADER }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [uniformLayout, textureLayout] }),\n\t\t\tformat: targetFormat,\n\t\t\tblend: STRAIGHT_ALPHA_BLEND\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Flip\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst sourceWidth = childMedia.metadata?.width ?? props.containerWidth ?? width;\n\tconst sourceHeight = childMedia.metadata?.height ?? props.containerHeight ?? height;\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight,\n\t\t\tvirtualMedia: childMedia\n\t\t}\n\t});\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout } = getFlipResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst mode = op.mode ?? \"horizontal\";\n\tlet isFlipH = false;\n\tlet isFlipV = false;\n\tlet isDiag = false;\n\tif (mode === \"horizontal\") isFlipH = true;\n\telse if (mode === \"vertical\") isFlipV = true;\n\telse if (mode === \"both\") {\n\t\tisFlipH = true;\n\t\tisFlipV = true;\n\t} else if (mode === \"diagonal\") isDiag = true;\n\telse if (mode === \"antiDiagonal\") {\n\t\tisDiag = true;\n\t\tisFlipH = true;\n\t\tisFlipV = true;\n\t} else if (mode === \"custom\") {\n\t\tisFlipH = op.horizontal ?? true;\n\t\tisFlipV = op.vertical ?? false;\n\t\tisDiag = op.diagonal ?? false;\n\t}\n\tlet symVal = 0;\n\tif (op.symmetry === \"leftToRight\") symVal = 1;\n\telse if (op.symmetry === \"rightToLeft\") symVal = 2;\n\telse if (op.symmetry === \"topToBottom\") symVal = 3;\n\telse if (op.symmetry === \"bottomToTop\") symVal = 4;\n\telse if (op.symmetry === \"quadrant\") symVal = 5;\n\tuniformData[0] = isFlipH ? 1 : 0;\n\tuniformData[1] = isFlipV ? 1 : 0;\n\tuniformData[2] = isDiag ? 1 : 0;\n\tuniformData[3] = symVal;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst tBindGroup = ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: childTex.createView()\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t});\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uBindGroup, tBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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{"version":3,"file":"renderer-DGhCIVI4.mjs","names":[],"sources":["../../../nodes/node-gooey/dist/renderers-BPHsJJI8.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Gooey\";\nconst UNIFORM_FLOATS = 8;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [\n\t`struct U { v : array<vec4<f32>, 2> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet R = res();\n\tlet rr = max(radius, 0.5);\n\tlet stepPx = max(1.0, rr / 16.0);\n\tlet sigma = rr * 0.5;\n\tvar acc = vec4<f32>(0.0);\n\tvar wsum = 0.0;\n\tfor (var k = -rr; k <= rr; k += stepPx) {\n\t\tlet w = exp(-(k * k) / (2.0 * sigma * sigma));\n\t\tacc += textureSampleLevel(prev, samp, in.uv + vec2<f32>(1.0, 0.0) * k / R, 0.0) * w;\n\t\twsum += w;\n\t}\n\treturn acc / wsum;\n}\n`,\n\t`struct U { v : array<vec4<f32>, 2> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet R = res();\n\tlet rr = max(radius, 0.5);\n\tlet stepPx = max(1.0, rr / 16.0);\n\tlet sigma = rr * 0.5;\n\tvar acc = vec4<f32>(0.0);\n\tvar wsum = 0.0;\n\tfor (var k = -rr; k <= rr; k += stepPx) {\n\t\tlet w = exp(-(k * k) / (2.0 * sigma * sigma));\n\t\tacc += textureSampleLevel(prev, samp, in.uv + vec2<f32>(0.0, 1.0) * k / R, 0.0) * w;\n\t\twsum += w;\n\t}\n\treturn acc / wsum;\n}\n`,\n\t`struct U { v : array<vec4<f32>, 2> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet b = textureSampleLevel(prev, samp, in.uv, 0.0);\n\tlet a = smoothstep(threshold - softness, threshold + softness, b.a);\n\tif (b.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(b.rgb / b.a * a, a);\n}\n`\n];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = num(raw.radius, 12);\n\tdata[5] = num(raw.threshold, .5);\n\tdata[6] = num(raw.softness, .04);\n}\nconst GooeyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = 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{"version":3,"file":"renderer-o_JK4YfO.mjs","names":[],"sources":["../../../nodes/node-gooey/dist/renderers-BPHsJJI8.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Gooey\";\nconst UNIFORM_FLOATS = 8;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [\n\t`struct U { v : array<vec4<f32>, 2> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet R = res();\n\tlet rr = max(radius, 0.5);\n\tlet stepPx = max(1.0, rr / 16.0);\n\tlet sigma = rr * 0.5;\n\tvar acc = vec4<f32>(0.0);\n\tvar wsum = 0.0;\n\tfor (var k = -rr; k <= rr; k += stepPx) {\n\t\tlet w = exp(-(k * k) / (2.0 * sigma * sigma));\n\t\tacc += textureSampleLevel(prev, samp, in.uv + vec2<f32>(1.0, 0.0) * k / R, 0.0) * w;\n\t\twsum += w;\n\t}\n\treturn acc / wsum;\n}\n`,\n\t`struct U { v : array<vec4<f32>, 2> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet R = res();\n\tlet rr = max(radius, 0.5);\n\tlet stepPx = max(1.0, rr / 16.0);\n\tlet sigma = rr * 0.5;\n\tvar acc = vec4<f32>(0.0);\n\tvar wsum = 0.0;\n\tfor (var k = -rr; k <= rr; k += stepPx) {\n\t\tlet w = exp(-(k * k) / (2.0 * sigma * sigma));\n\t\tacc += textureSampleLevel(prev, samp, in.uv + vec2<f32>(0.0, 1.0) * k / R, 0.0) * w;\n\t\twsum += w;\n\t}\n\treturn acc / wsum;\n}\n`,\n\t`struct U { v : array<vec4<f32>, 2> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet b = textureSampleLevel(prev, samp, in.uv, 0.0);\n\tlet a = smoothstep(threshold - softness, threshold + softness, b.a);\n\tif (b.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(b.rgb / b.a * a, a);\n}\n`\n];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = num(raw.radius, 12);\n\tdata[5] = num(raw.threshold, .5);\n\tdata[6] = num(raw.softness, .04);\n}\nconst GooeyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: GooeyWebGPURenderer });\n\n//#endregion\nexport { 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