framefields 2.5.3 → 2.5.5
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-2ew5y0Bl.d.mts → audio-B5mdR8vv.d.mts} +3 -3
- package/dist/{audio-2ew5y0Bl.d.mts.map → audio-B5mdR8vv.d.mts.map} +1 -1
- package/dist/{audio-DrUskzwZ.mjs → audio-C9euVW4K.mjs} +3 -3
- package/dist/{audio-DrUskzwZ.mjs.map → audio-C9euVW4K.mjs.map} +1 -1
- package/dist/components/index.d.mts +10 -10
- package/dist/components/index.mjs +44 -44
- package/dist/dist-BPOi5xb_.mjs.map +1 -1
- package/dist/{dist-Bf0H4lp1.mjs → dist-BuirkW-f.mjs} +11 -3
- package/dist/dist-BuirkW-f.mjs.map +1 -0
- package/dist/{dist-DG65RDhc.mjs → dist-DBdxM6xv.mjs} +5 -6
- package/dist/dist-DBdxM6xv.mjs.map +1 -0
- package/dist/effects/index.d.mts +4 -4
- package/dist/effects/index.mjs +35 -35
- package/dist/{effects-Z-brb-n7.mjs → effects-B263lgUi.mjs} +2 -2
- package/dist/{effects-Z-brb-n7.mjs.map → effects-B263lgUi.mjs.map} +1 -1
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-DqYgk_1a.mjs → fonts-DNx6ps2p.mjs} +2 -2
- package/dist/{fonts-DqYgk_1a.mjs.map → fonts-DNx6ps2p.mjs.map} +1 -1
- package/dist/{gpu-CevnCkZC.mjs → gpu-BRBIoxMC.mjs} +2 -2
- package/dist/{gpu-CevnCkZC.mjs.map → gpu-BRBIoxMC.mjs.map} +1 -1
- package/dist/{index-D1C735Wp.d.mts → index-3Vdef2KE.d.mts} +3 -3
- package/dist/{index-D1C735Wp.d.mts.map → index-3Vdef2KE.d.mts.map} +1 -1
- package/dist/{index-COQTaniR.d.mts → index-B4o6F1JC.d.mts} +2 -2
- package/dist/{index-COQTaniR.d.mts.map → index-B4o6F1JC.d.mts.map} +1 -1
- package/dist/{index-KqW22NHL.d.mts → index-BhzlG_1Q.d.mts} +2 -2
- package/dist/{index-KqW22NHL.d.mts.map → index-BhzlG_1Q.d.mts.map} +1 -1
- package/dist/{index-DSGFMpwL.d.mts → index-D-Gnyffj.d.mts} +4 -4
- package/dist/{index-DSGFMpwL.d.mts.map → index-D-Gnyffj.d.mts.map} +1 -1
- package/dist/{index-tCKz9Tku.d.mts → index-N1tMc5Z9.d.mts} +54 -54
- package/dist/index-N1tMc5Z9.d.mts.map +1 -0
- package/dist/{index-CfMylY3O.d.mts → index-o8LxWdwz.d.mts} +3 -3
- package/dist/{index-CfMylY3O.d.mts.map → index-o8LxWdwz.d.mts.map} +1 -1
- package/dist/{index-CZK6CFLy.d.mts → index-ocZc12ZS.d.mts} +17 -17
- package/dist/index-ocZc12ZS.d.mts.map +1 -0
- package/dist/index.d.mts +10 -10
- package/dist/index.mjs +51 -51
- package/dist/preview/index.d.mts +3 -3
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview-DVw2jLDh.mjs → preview-ChR8Z8Fm.mjs} +2 -2
- package/dist/{preview-DVw2jLDh.mjs.map → preview-ChR8Z8Fm.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/{chunk-MCFYUKAJ.mjs → chunk-2LQCQ3OT.mjs} +8 -8
- package/dist/preview-engine/{chunk-PR37RCNO.mjs → chunk-2TCJSHFA.mjs} +1 -1
- package/dist/preview-engine/{chunk-JMOJKT5W.mjs → chunk-2YGR5YCN.mjs} +1 -1
- package/dist/preview-engine/{chunk-LNJYHSYX.mjs → chunk-3KHD67Q3.mjs} +1 -1
- package/dist/preview-engine/chunk-3SR6BI4B.mjs +1 -0
- package/dist/preview-engine/{chunk-NXKXOSE6.mjs → chunk-4INGTMZ5.mjs} +1 -1
- package/dist/preview-engine/{chunk-T4VP45AP.mjs → chunk-4JX5LBE2.mjs} +1 -1
- package/dist/preview-engine/{chunk-7JYMNGNK.mjs → chunk-5NT7WWJR.mjs} +1 -1
- package/dist/preview-engine/{chunk-NB55FW7D.mjs → chunk-6PMATELR.mjs} +1 -1
- package/dist/preview-engine/{chunk-45XGWIOY.mjs → chunk-AKT4YQWL.mjs} +1 -1
- package/dist/preview-engine/{chunk-RNFYEZLL.mjs → chunk-ALSOO22Q.mjs} +1 -1
- package/dist/preview-engine/{chunk-3AYICEZ5.mjs → chunk-B7J72YSP.mjs} +1 -1
- package/dist/preview-engine/{chunk-I3ZTDIVM.mjs → chunk-BBHRXV75.mjs} +1 -1
- package/dist/preview-engine/{chunk-NHQR76WL.mjs → chunk-DDFWN7DI.mjs} +1 -1
- package/dist/preview-engine/{chunk-ZVUTFXDR.mjs → chunk-DOCFOSA6.mjs} +1 -1
- package/dist/preview-engine/{chunk-YJ24W73B.mjs → chunk-FZLKPBKS.mjs} +1 -1
- package/dist/preview-engine/{chunk-EU7CFSB5.mjs → chunk-GQIRV466.mjs} +1 -1
- package/dist/preview-engine/{chunk-DWHQSNSJ.mjs → chunk-IIOHF7MH.mjs} +1 -1
- package/dist/preview-engine/{chunk-WUMVCQYI.mjs → chunk-J24VHZS6.mjs} +1 -1
- package/dist/preview-engine/{chunk-2WOCQNZX.mjs → chunk-JD4TBC6Z.mjs} +8 -8
- package/dist/preview-engine/{chunk-X6BJLPW6.mjs → chunk-JTT3YX7W.mjs} +1 -1
- package/dist/preview-engine/{chunk-XJ4CQIZZ.mjs → chunk-KWTTANYN.mjs} +1 -1
- package/dist/preview-engine/{chunk-QCUGWPYP.mjs → chunk-LN3YAWUD.mjs} +1 -1
- package/dist/preview-engine/{chunk-M6ZKK6ZU.mjs → chunk-LYSU6S4O.mjs} +1 -1
- package/dist/preview-engine/{chunk-TE2QAKKF.mjs → chunk-MJCK5FLZ.mjs} +1 -1
- package/dist/preview-engine/{chunk-24H3QVYB.mjs → chunk-MMVFX42U.mjs} +1 -1
- package/dist/preview-engine/{chunk-25T3M6MI.mjs → chunk-MUOJMF7M.mjs} +1 -1
- package/dist/preview-engine/{chunk-B555EGEU.mjs → chunk-NQZRPPUU.mjs} +1 -1
- package/dist/preview-engine/{chunk-VTE3IISK.mjs → chunk-OXXRKNHW.mjs} +1 -1
- package/dist/preview-engine/{chunk-DUEY7AXY.mjs → chunk-PJMX2GFY.mjs} +1 -1
- package/dist/preview-engine/{chunk-MA4YVA2E.mjs → chunk-Q7JN4EHX.mjs} +1 -1
- package/dist/preview-engine/{chunk-YSXMXD3F.mjs → chunk-Q7XC3FI7.mjs} +1 -1
- package/dist/preview-engine/{chunk-UXCTWFKK.mjs → chunk-QPBTLJ5W.mjs} +1 -1
- package/dist/preview-engine/{chunk-LQVACZDE.mjs → chunk-QRYCB6E3.mjs} +1 -1
- package/dist/preview-engine/{chunk-2QQQTZHS.mjs → chunk-RDEQ4LQU.mjs} +1 -1
- package/dist/preview-engine/{chunk-KKBJ7X3T.mjs → chunk-RF62TV3G.mjs} +1 -1
- package/dist/preview-engine/{chunk-CE6CG5BH.mjs → chunk-RHXZXWJ4.mjs} +1 -1
- package/dist/preview-engine/{chunk-BNO5JAEZ.mjs → chunk-RKNV5N7D.mjs} +1 -1
- package/dist/preview-engine/{chunk-PXWCGXTF.mjs → chunk-SP22JWN2.mjs} +1 -1
- package/dist/preview-engine/{chunk-NYEDWUFS.mjs → chunk-SQ52PBF3.mjs} +1 -1
- package/dist/preview-engine/{chunk-QYIKOOFI.mjs → chunk-SVE3XWO7.mjs} +1 -1
- package/dist/preview-engine/{chunk-QJYAIQYU.mjs → chunk-SXNCNG4L.mjs} +1 -1
- package/dist/preview-engine/{chunk-VH5V54RA.mjs → chunk-TPFDAOW7.mjs} +1 -1
- package/dist/preview-engine/{chunk-ENS4KUJV.mjs → chunk-UEQIO6AH.mjs} +1 -1
- package/dist/preview-engine/{chunk-XYRBFLFF.mjs → chunk-ULPLHKM2.mjs} +1 -1
- package/dist/preview-engine/{chunk-MCR7XMNQ.mjs → chunk-ULVX4VYT.mjs} +1 -1
- package/dist/preview-engine/{chunk-ZAIVXGSS.mjs → chunk-UQD2UE6I.mjs} +1 -1
- package/dist/preview-engine/{chunk-QP24X77K.mjs → chunk-VY6ST4QX.mjs} +1 -1
- package/dist/preview-engine/{chunk-7BUKVFWB.mjs → chunk-W2EZFV4Q.mjs} +1 -1
- package/dist/preview-engine/{chunk-P734GD7D.mjs → chunk-WDWHOXSA.mjs} +1 -1
- package/dist/preview-engine/{chunk-2RZ6S4SW.mjs → chunk-YEPYVASB.mjs} +1 -1
- package/dist/preview-engine/{chunk-5FTCPTOX.mjs → chunk-ZJLNXN7W.mjs} +8 -8
- package/dist/preview-engine/{chunk-FAEWI3LF.mjs → chunk-ZZAZF6VC.mjs} +1 -1
- package/dist/preview-engine/components.mjs +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/fonts.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +1 -1
- package/dist/preview-engine/player.mjs +1 -1
- package/dist/preview-engine/renderers-4CRXZJ5G.mjs +1 -0
- package/dist/preview-engine/{renderers-WPBTAU2E.mjs → renderers-4RVSLTCX.mjs} +1 -1
- package/dist/preview-engine/{renderers-W5CTR4B5.mjs → renderers-56TGEFDK.mjs} +1 -1
- package/dist/preview-engine/renderers-5QF4OLFQ.mjs +1 -0
- package/dist/preview-engine/renderers-5SOW6OVE.mjs +1 -0
- package/dist/preview-engine/renderers-6M2HPY2J.mjs +1 -0
- package/dist/preview-engine/{renderers-DZZFIYYA.mjs → renderers-7GMW52G3.mjs} +1 -1
- package/dist/preview-engine/renderers-7HT5NW7W.mjs +1 -0
- package/dist/preview-engine/{renderers-KV3TTCO6.mjs → renderers-7SW2AHM2.mjs} +1 -1
- package/dist/preview-engine/{renderers-BNXTSIXJ.mjs → renderers-ART3EGSZ.mjs} +1 -1
- package/dist/preview-engine/{renderers-6NFRKHNO.mjs → renderers-ATTGUTYY.mjs} +1 -1
- package/dist/preview-engine/renderers-AYWCRBQC.mjs +1 -0
- package/dist/preview-engine/renderers-BA6ZCPI5.mjs +1 -0
- package/dist/preview-engine/{renderers-AKZAAGR7.mjs → renderers-BAS7RXTC.mjs} +1 -1
- package/dist/preview-engine/{renderers-CLLR5MOQ.mjs → renderers-BWRNCXR6.mjs} +1 -1
- package/dist/preview-engine/{renderers-N7T34SCI.mjs → renderers-C3YXNKNM.mjs} +1 -1
- package/dist/preview-engine/renderers-CZTCW4FC.mjs +1 -0
- package/dist/preview-engine/{renderers-C7SJ3M6S.mjs → renderers-D2XEQ2YY.mjs} +1 -1
- package/dist/preview-engine/renderers-DFIJYBW2.mjs +1 -0
- package/dist/preview-engine/{renderers-DHKB5LI6.mjs → renderers-EJGF3PYQ.mjs} +1 -1
- package/dist/preview-engine/renderers-EJN6M6DO.mjs +1 -0
- package/dist/preview-engine/{renderers-MKEXNBCW.mjs → renderers-EK3HQUUF.mjs} +1 -1
- package/dist/preview-engine/{renderers-O56IOD7J.mjs → renderers-EQDINUMT.mjs} +1 -1
- package/dist/preview-engine/{renderers-VYK2BJID.mjs → renderers-FC7G7KU7.mjs} +1 -1
- package/dist/preview-engine/{renderers-BQLYS4TM.mjs → renderers-FD3ZT73R.mjs} +1 -1
- package/dist/preview-engine/{renderers-TASYN62K.mjs → renderers-FYI6QNUH.mjs} +1 -1
- package/dist/preview-engine/renderers-G34C5J27.mjs +1 -0
- package/dist/preview-engine/{renderers-ROSSJ7Y2.mjs → renderers-GHP7SL5M.mjs} +1 -1
- package/dist/preview-engine/renderers-GKVTNDVH.mjs +1 -0
- package/dist/preview-engine/{renderers-MPCYLXXU.mjs → renderers-GY4R467B.mjs} +1 -1
- package/dist/preview-engine/{renderers-TAMDNTEQ.mjs → renderers-H2UI7YEO.mjs} +1 -1
- package/dist/preview-engine/{renderers-6PVGRTXV.mjs → renderers-HBIBRZD7.mjs} +1 -1
- package/dist/preview-engine/{renderers-GF77N2KM.mjs → renderers-HMNCIEU3.mjs} +1 -1
- package/dist/preview-engine/{renderers-SIBP54WK.mjs → renderers-HZBYQKIQ.mjs} +1 -1
- package/dist/preview-engine/renderers-IK7ZJJKJ.mjs +1 -0
- package/dist/preview-engine/renderers-ISASPH6T.mjs +1 -0
- package/dist/preview-engine/renderers-IW5MWDBI.mjs +1 -0
- package/dist/preview-engine/renderers-K2PI4WJS.mjs +1 -0
- package/dist/preview-engine/renderers-KESHVFL2.mjs +1 -0
- package/dist/preview-engine/renderers-KTZZVAB2.mjs +1 -0
- package/dist/preview-engine/renderers-KY5CJEOV.mjs +1 -0
- package/dist/preview-engine/{renderers-MS4HG3M4.mjs → renderers-LTV5RFDJ.mjs} +1 -1
- package/dist/preview-engine/{renderers-CEJP6Q7F.mjs → renderers-LV6LLULR.mjs} +1 -1
- package/dist/preview-engine/renderers-M5W6SUQD.mjs +1 -0
- package/dist/preview-engine/{renderers-H3ZM2TOA.mjs → renderers-MEM3REMI.mjs} +1 -1
- package/dist/preview-engine/{renderers-EJATUIUP.mjs → renderers-N36R42RL.mjs} +1 -1
- package/dist/preview-engine/{renderers-UVABXXQF.mjs → renderers-NTKSN32T.mjs} +1 -1
- package/dist/preview-engine/renderers-O5XMWFPY.mjs +1 -0
- package/dist/preview-engine/{renderers-QO2RHF7F.mjs → renderers-P2FTCDZ7.mjs} +1 -1
- package/dist/preview-engine/{renderers-L7EITUCD.mjs → renderers-PYDOSDEY.mjs} +1 -1
- package/dist/preview-engine/renderers-QJA35PKC.mjs +1 -0
- package/dist/preview-engine/{renderers-TWZHTKW7.mjs → renderers-RDHHVXRE.mjs} +1 -1
- package/dist/preview-engine/{renderers-RRJ2DX2W.mjs → renderers-SY435YU3.mjs} +1 -1
- package/dist/preview-engine/renderers-TJIFTQHV.mjs +1 -0
- package/dist/preview-engine/renderers-TN4XN436.mjs +1 -0
- package/dist/preview-engine/renderers-UDYLCYCB.mjs +1 -0
- package/dist/preview-engine/renderers-WZ7SFIBZ.mjs +1 -0
- package/dist/preview-engine/renderers-WZEV464O.mjs +228 -0
- package/dist/preview-engine/renderers-X6QNDC6R.mjs +1 -0
- package/dist/preview-engine/renderers-X6RNTJOV.mjs +1 -0
- package/dist/preview-engine/{renderers-QPFZBLDI.mjs → renderers-Y3N7236P.mjs} +1 -1
- package/dist/preview-engine/{renderers-XSPU2BIQ.mjs → renderers-YBTWN76S.mjs} +1 -1
- package/dist/preview-engine/{renderers-T62TXGVO.mjs → renderers-YK74777T.mjs} +1 -1
- package/dist/preview-engine/renderers-YP3ASXIJ.mjs +1 -0
- package/dist/preview-engine/renderers-YVJAG3PD.mjs +1 -0
- package/dist/preview-engine/{renderers-4RFB2LG2.mjs → renderers-ZAMSS7QN.mjs} +1 -1
- package/dist/preview-engine/{renderers-FOHW7RWH.mjs → renderers-ZDMDDWLN.mjs} +1 -1
- package/dist/preview-engine/renderers-ZPPZNMKJ.mjs +1 -0
- package/dist/preview-engine/signals.mjs +1 -1
- package/dist/{program-4mAVgg3c.mjs → program-O2bWX0cs.mjs} +2 -2
- package/dist/{program-4mAVgg3c.mjs.map → program-O2bWX0cs.mjs.map} +1 -1
- package/dist/registry/card-stack.json +3 -2
- package/dist/registry/chat-thread.json +4 -3
- package/dist/registry/index.json +3 -2
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/renderer-0441BN0U.mjs +5 -0
- package/dist/{renderer-RiWi7y5C.mjs → renderer-1NoJLLDa.mjs} +4 -4
- package/dist/{renderer-RiWi7y5C.mjs.map → renderer-1NoJLLDa.mjs.map} +1 -1
- package/dist/renderer-3qDgFc-W.mjs +5 -0
- package/dist/renderer-6AIqTN5Z.mjs +5 -0
- package/dist/{renderer-zdpn1Hkk.mjs → renderer-8_d6YNnE.mjs} +3 -3
- package/dist/{renderer-zdpn1Hkk.mjs.map → renderer-8_d6YNnE.mjs.map} +1 -1
- package/dist/{renderer-DTXAa2pL.mjs → renderer-B0IJirDs.mjs} +4 -4
- package/dist/{renderer-DTXAa2pL.mjs.map → renderer-B0IJirDs.mjs.map} +1 -1
- package/dist/{renderer-_vcT__tW.mjs → renderer-B2no_9zi.mjs} +4 -4
- package/dist/{renderer-_vcT__tW.mjs.map → renderer-B2no_9zi.mjs.map} +1 -1
- package/dist/{renderer-CkJXq4bD.mjs → renderer-B5ZdkcMi.mjs} +3 -3
- package/dist/{renderer-CkJXq4bD.mjs.map → renderer-B5ZdkcMi.mjs.map} +1 -1
- package/dist/renderer-B7MZ5R7u.mjs +5 -0
- package/dist/{renderer-Bh0dwc8n.mjs → renderer-B7vXnBUo.mjs} +4 -4
- package/dist/{renderer-Bh0dwc8n.mjs.map → renderer-B7vXnBUo.mjs.map} +1 -1
- package/dist/renderer-BE2rIA4B.mjs +5 -0
- package/dist/renderer-BIQ81ln4.mjs +5 -0
- package/dist/{renderer-BIYJKdwA.mjs → renderer-BKJ8cywK.mjs} +3 -3
- package/dist/{renderer-BIYJKdwA.mjs.map → renderer-BKJ8cywK.mjs.map} +1 -1
- package/dist/renderer-BKm3_Ob3.mjs +5 -0
- package/dist/{renderer-DPzair18.mjs → renderer-BMiZIGkZ.mjs} +2 -2
- package/dist/renderer-BNdT1Wwf.mjs +5 -0
- package/dist/{renderer-C1sFg34Y.mjs → renderer-BNs31kME.mjs} +4 -4
- package/dist/{renderer-C1sFg34Y.mjs.map → renderer-BNs31kME.mjs.map} +1 -1
- package/dist/renderer-BQycs1q_.mjs +5 -0
- package/dist/{renderer-Bt_j2Zi6.mjs → renderer-BStETpqC.mjs} +3 -3
- package/dist/{renderer-Bt_j2Zi6.mjs.map → renderer-BStETpqC.mjs.map} +1 -1
- package/dist/{renderer-CT_3Fegr.mjs → renderer-BWNQQZ12.mjs} +4 -4
- package/dist/{renderer-CT_3Fegr.mjs.map → renderer-BWNQQZ12.mjs.map} +1 -1
- package/dist/{renderer-C8-NmotX.mjs → renderer-BZ5uOfoX.mjs} +3 -3
- package/dist/{renderer-C8-NmotX.mjs.map → renderer-BZ5uOfoX.mjs.map} +1 -1
- package/dist/{renderer-Ddg3dJmu.mjs → renderer-Bag1LFos.mjs} +4 -4
- package/dist/{renderer-Ddg3dJmu.mjs.map → renderer-Bag1LFos.mjs.map} +1 -1
- package/dist/{renderer-CvYxxS_X.mjs → renderer-BfQdc3RM.mjs} +73 -73
- package/dist/{renderer-CvYxxS_X.mjs.map → renderer-BfQdc3RM.mjs.map} +1 -1
- package/dist/{renderer-C9r0-KY4.mjs → renderer-BgmO1Dzw.mjs} +11 -2
- package/dist/{renderer-C9r0-KY4.mjs.map → renderer-BgmO1Dzw.mjs.map} +1 -1
- package/dist/renderer-Bj7MxXfk.mjs +5 -0
- package/dist/renderer-BjRAGYYC.mjs +5 -0
- package/dist/{renderer-BIt-At3v.mjs → renderer-BlU3Sh_0.mjs} +4 -4
- package/dist/{renderer-BIt-At3v.mjs.map → renderer-BlU3Sh_0.mjs.map} +1 -1
- package/dist/renderer-BqE2BQ_X.mjs +5 -0
- package/dist/{renderer-CxkUI9s_.mjs → renderer-BrKgtYq4.mjs} +4 -4
- package/dist/{renderer-CxkUI9s_.mjs.map → renderer-BrKgtYq4.mjs.map} +1 -1
- package/dist/{renderer-NL2IZShC.mjs → renderer-Bs6BaMLf.mjs} +4 -4
- package/dist/{renderer-NL2IZShC.mjs.map → renderer-Bs6BaMLf.mjs.map} +1 -1
- package/dist/renderer-BsewLDHZ.mjs +3 -0
- package/dist/{renderer-Bk7vVfTu.mjs → renderer-BvA4sQz5.mjs} +3 -3
- package/dist/{renderer-Bk7vVfTu.mjs.map → renderer-BvA4sQz5.mjs.map} +1 -1
- package/dist/{renderer-BwRLXhxJ.mjs → renderer-Bvizxddu.mjs} +3 -3
- package/dist/{renderer-BwRLXhxJ.mjs.map → renderer-Bvizxddu.mjs.map} +1 -1
- package/dist/{renderer-D-FwaV1R.mjs → renderer-Bwxm-kWL.mjs} +2 -2
- package/dist/renderer-Bz5BMkOE.mjs +5 -0
- package/dist/{renderer-CE9N4EEI.d.mts → renderer-C-dcd14F.d.mts} +2 -2
- package/dist/{renderer-CE9N4EEI.d.mts.map → renderer-C-dcd14F.d.mts.map} +1 -1
- package/dist/{renderer-BcSSAzc4.mjs → renderer-C2MaJKfY.mjs} +4 -4
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{"version":3,"file":"renderer-DTXAa2pL.mjs","names":[],"sources":["../../../nodes/node-modulate/dist/renderers-B9q42xr2.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nfunction resolveVal(val, fallback, frame, fps) {\n\tif (val === void 0 || val === null) return fallback;\n\tif (typeof val === \"object\" && val !== null) {\n\t\tif (\"get\" in val && typeof val.get === \"function\") try {\n\t\t\tconst res = val.get({\n\t\t\t\tframe,\n\t\t\t\tfps,\n\t\t\t\ttime: fps > 0 ? frame / fps : 0,\n\t\t\t\tduration: 0,\n\t\t\t\tdurationMs: 0,\n\t\t\t\tprogress: 0,\n\t\t\t\tdeltaTime: fps > 0 ? 1 / fps : 0\n\t\t\t});\n\t\t\tconst n$1 = Number(res);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t} catch {}\n\t\tif (\"value\" in val) {\n\t\t\tconst n$1 = Number(val.value);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t}\n\t} else if (typeof val === \"function\") try {\n\t\tconst res = val(frame, fps);\n\t\tconst n$1 = Number(res);\n\t\tif (Number.isFinite(n$1)) return n$1;\n\t} catch {}\n\tconst n = Number(val);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction resolveModulateField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = Number(signalInput.outputItem.data ?? defaultValue);\n\telse value = resolveVal(op[fieldName] ?? op.signals?.[fieldName], defaultValue, frame, fps);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\tvalue = Math.max(minVal, Math.min(maxVal, value));\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst STATIC_MODULATE_SHADER = `\nstruct ModulateUniforms {\n\thue : f32,\n\tbrightness : f32,\n\tcontrast : f32,\n\texposure : f32,\n\tsaturation : f32,\n\tsepia : f32,\n\n\thasSignal_hue : f32,\n\thasSignal_brightness : f32,\n\thasSignal_contrast : f32,\n\thasSignal_exposure : f32,\n\thasSignal_saturation : f32,\n\thasSignal_sepia : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ModulateUniforms;\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 hueTex : texture_2d<f32>;\n@group(2) @binding(1) var brightnessTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastTex : texture_2d<f32>;\n@group(2) @binding(3) var exposureTex : texture_2d<f32>;\n@group(2) @binding(4) var saturationTex : texture_2d<f32>;\n@group(2) @binding(5) var sepiaTex : texture_2d<f32>;\n@group(2) @binding(6) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn apply_exposure(c: vec4<f32>, exposure: f32) -> vec4<f32> {\n\tlet scale = pow(2.0, exposure);\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = scale * unpremult.r;\n\tlet g = scale * unpremult.g;\n\tlet b = scale * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_hue(c: vec4<f32>, degrees: f32) -> vec4<f32> {\n\tlet rad = (degrees * 3.1415926535) / 180.0;\n\tlet cosVal = cos(rad);\n\tlet sinVal = sin(rad);\n\n\tlet row0 = vec4<f32>(0.213 + cosVal * 0.787 - sinVal * 0.213, 0.715 - cosVal * 0.715 - sinVal * 0.715, 0.072 - cosVal * 0.072 + sinVal * 0.928, 0.0);\n\tlet row1 = vec4<f32>(0.213 - cosVal * 0.213 + sinVal * 0.143, 0.715 + cosVal * 0.285 + sinVal * 0.14, 0.072 - cosVal * 0.072 - sinVal * 0.283, 0.0);\n\tlet row2 = vec4<f32>(0.213 - cosVal * 0.213 - sinVal * 0.787, 0.715 - cosVal * 0.715 + sinVal * 0.715, 0.072 + cosVal * 0.928 + sinVal * 0.072, 0.0);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_saturation(c: vec4<f32>, sat: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(0.213 + sat * 0.787, 0.715 * (1.0 - sat), 0.072 * (1.0 - sat), 0.0);\n\tlet row1 = vec4<f32>(0.213 * (1.0 - sat), 0.715 + sat * 0.285, 0.072 * (1.0 - sat), 0.0);\n\tlet row2 = vec4<f32>(0.213 * (1.0 - sat), 0.715 * (1.0 - sat), 0.072 + sat * 0.928, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_contrast(c: vec4<f32>, contrast: f32) -> vec4<f32> {\n\tlet offset = 0.5 * (1.0 - contrast);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = contrast * unpremult.r + offset;\n\tlet g = contrast * unpremult.g + offset;\n\tlet b = contrast * unpremult.b + offset;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_brightness(c: vec4<f32>, bright: f32) -> vec4<f32> {\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = bright * unpremult.r;\n\tlet g = bright * unpremult.g;\n\tlet b = bright * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_sepia(c: vec4<f32>, s: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(1.0 - 0.607 * s, 0.769 * s, 0.189 * s, 0.0);\n\tlet row1 = vec4<f32>(0.349 * s, 1.0 - 0.314 * s, 0.168 * s, 0.0);\n\tlet row2 = vec4<f32>(0.272 * s, 0.534 * s, 1.0 - 0.869 * s, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet original = textureSample(tex, samp, in.uv);\n\tvar color = original;\n\n\t// 1. Exposure\n\tvar exposure = u.exposure;\n\tif (u.hasSignal_exposure > 0.5) {\n\t\texposure = textureSampleLevel(exposureTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_exposure(color, exposure);\n\n\t// 2. Hue\n\tvar hue = u.hue;\n\tif (u.hasSignal_hue > 0.5) {\n\t\thue = textureSampleLevel(hueTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_hue(color, hue);\n\n\t// 3. Saturation\n\tvar saturation = u.saturation;\n\tif (u.hasSignal_saturation > 0.5) {\n\t\tsaturation = textureSampleLevel(saturationTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_saturation(color, saturation);\n\n\t// 4. Contrast\n\tvar contrast = u.contrast;\n\tif (u.hasSignal_contrast > 0.5) {\n\t\tcontrast = textureSampleLevel(contrastTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_contrast(color, contrast);\n\n\t// 5. Brightness\n\tvar brightness = u.brightness;\n\tif (u.hasSignal_brightness > 0.5) {\n\t\tbrightness = textureSampleLevel(brightnessTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_brightness(color, brightness);\n\n\t// 6. Sepia\n\tvar sepia = u.sepia;\n\tif (u.hasSignal_sepia > 0.5) {\n\t\tsepia = textureSampleLevel(sepiaTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_sepia(color, sepia);\n\n\treturn color;\n}\n`;\nconst modulateData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tmodulateUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tmodulateSignalsLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getModulateResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `modulate_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst modulateModule = device.createShaderModule({\n\t\t\tlabel: `modulate_static_${format}.wgsl`,\n\t\t\tcode: STATIC_MODULATE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ModulatePipeline_static_${format}`,\n\t\t\tmodule: modulateModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.modulateUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.modulateSignalsLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tmodulatePipeline: pipeline,\n\t\tmodulateUniformLayout: layouts.modulateUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tmodulateSignalsLayout: layouts.modulateSignalsLayout\n\t};\n}\nconst ModulateWebGPURenderer = 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 !== \"Modulate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst hueInfo = resolveModulateField(op, \"hue\", 0, 0, 360, compositionFrame, fps);\n\tconst brightnessInfo = resolveModulateField(op, \"brightness\", 1, 0, 2, compositionFrame, fps);\n\tconst contrastInfo = resolveModulateField(op, \"contrast\", 1, 0, 2, compositionFrame, fps);\n\tconst exposureInfo = resolveModulateField(op, \"exposure\", 0, -2, 2, compositionFrame, fps);\n\tconst saturationInfo = resolveModulateField(op, \"saturation\", 1, 0, 2, compositionFrame, fps);\n\tconst sepiaInfo = resolveModulateField(op, \"sepia\", 0, 0, 1, compositionFrame, fps);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { modulatePipeline: pipeline, modulateUniformLayout: uLayout, singleTextureLayout: tLayout, modulateSignalsLayout: sigLayout } = getModulateResources(ctx.device, ctx.renderer.format);\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\tmodulateData[0] = hueInfo.value;\n\tmodulateData[1] = brightnessInfo.value;\n\tmodulateData[2] = contrastInfo.value;\n\tmodulateData[3] = exposureInfo.value;\n\tmodulateData[4] = saturationInfo.value;\n\tmodulateData[5] = sepiaInfo.value;\n\tconst fields = [\n\t\t{\n\t\t\tname: \"hue\",\n\t\t\tinfo: hueInfo,\n\t\t\tidx: 6\n\t\t},\n\t\t{\n\t\t\tname: \"brightness\",\n\t\t\tinfo: brightnessInfo,\n\t\t\tidx: 7\n\t\t},\n\t\t{\n\t\t\tname: \"contrast\",\n\t\t\tinfo: contrastInfo,\n\t\t\tidx: 8\n\t\t},\n\t\t{\n\t\t\tname: \"exposure\",\n\t\t\tinfo: exposureInfo,\n\t\t\tidx: 9\n\t\t},\n\t\t{\n\t\t\tname: \"saturation\",\n\t\t\tinfo: saturationInfo,\n\t\t\tidx: 10\n\t\t},\n\t\t{\n\t\t\tname: \"sepia\",\n\t\t\tinfo: sepiaInfo,\n\t\t\tidx: 11\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tfor (const f of fields) {\n\t\tconst isGenerator = !!(f.info.hasSignal && f.info.sd);\n\t\tmodulateData[f.idx] = isGenerator ? 1 : 0;\n\t\tif (isGenerator) {\n\t\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd.nodeId ?? `modulate_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, width, height, props.renderId, frame, fps);\n\t\t\tsignalViews.push(view);\n\t\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\t}\n\tconst buffer = ctx.renderer.getTemporaryBuffer(modulateData);\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 }\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: signalViews[0]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: signalViews[1]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: signalViews[2]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: signalViews[3]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: signalViews[4]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: signalViews[5]\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-B0IJirDs.mjs","names":[],"sources":["../../../nodes/node-modulate/dist/renderers-B9q42xr2.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nfunction resolveVal(val, fallback, frame, fps) {\n\tif (val === void 0 || val === null) return fallback;\n\tif (typeof val === \"object\" && val !== null) {\n\t\tif (\"get\" in val && typeof val.get === \"function\") try {\n\t\t\tconst res = val.get({\n\t\t\t\tframe,\n\t\t\t\tfps,\n\t\t\t\ttime: fps > 0 ? frame / fps : 0,\n\t\t\t\tduration: 0,\n\t\t\t\tdurationMs: 0,\n\t\t\t\tprogress: 0,\n\t\t\t\tdeltaTime: fps > 0 ? 1 / fps : 0\n\t\t\t});\n\t\t\tconst n$1 = Number(res);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t} catch {}\n\t\tif (\"value\" in val) {\n\t\t\tconst n$1 = Number(val.value);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t}\n\t} else if (typeof val === \"function\") try {\n\t\tconst res = val(frame, fps);\n\t\tconst n$1 = Number(res);\n\t\tif (Number.isFinite(n$1)) return n$1;\n\t} catch {}\n\tconst n = Number(val);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction resolveModulateField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = Number(signalInput.outputItem.data ?? defaultValue);\n\telse value = resolveVal(op[fieldName] ?? op.signals?.[fieldName], defaultValue, frame, fps);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\tvalue = Math.max(minVal, Math.min(maxVal, value));\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst STATIC_MODULATE_SHADER = `\nstruct ModulateUniforms {\n\thue : f32,\n\tbrightness : f32,\n\tcontrast : f32,\n\texposure : f32,\n\tsaturation : f32,\n\tsepia : f32,\n\n\thasSignal_hue : f32,\n\thasSignal_brightness : f32,\n\thasSignal_contrast : f32,\n\thasSignal_exposure : f32,\n\thasSignal_saturation : f32,\n\thasSignal_sepia : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ModulateUniforms;\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 hueTex : texture_2d<f32>;\n@group(2) @binding(1) var brightnessTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastTex : texture_2d<f32>;\n@group(2) @binding(3) var exposureTex : texture_2d<f32>;\n@group(2) @binding(4) var saturationTex : texture_2d<f32>;\n@group(2) @binding(5) var sepiaTex : texture_2d<f32>;\n@group(2) @binding(6) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn apply_exposure(c: vec4<f32>, exposure: f32) -> vec4<f32> {\n\tlet scale = pow(2.0, exposure);\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = scale * unpremult.r;\n\tlet g = scale * unpremult.g;\n\tlet b = scale * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_hue(c: vec4<f32>, degrees: f32) -> vec4<f32> {\n\tlet rad = (degrees * 3.1415926535) / 180.0;\n\tlet cosVal = cos(rad);\n\tlet sinVal = sin(rad);\n\n\tlet row0 = vec4<f32>(0.213 + cosVal * 0.787 - sinVal * 0.213, 0.715 - cosVal * 0.715 - sinVal * 0.715, 0.072 - cosVal * 0.072 + sinVal * 0.928, 0.0);\n\tlet row1 = vec4<f32>(0.213 - cosVal * 0.213 + sinVal * 0.143, 0.715 + cosVal * 0.285 + sinVal * 0.14, 0.072 - cosVal * 0.072 - sinVal * 0.283, 0.0);\n\tlet row2 = vec4<f32>(0.213 - cosVal * 0.213 - sinVal * 0.787, 0.715 - cosVal * 0.715 + sinVal * 0.715, 0.072 + cosVal * 0.928 + sinVal * 0.072, 0.0);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_saturation(c: vec4<f32>, sat: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(0.213 + sat * 0.787, 0.715 * (1.0 - sat), 0.072 * (1.0 - sat), 0.0);\n\tlet row1 = vec4<f32>(0.213 * (1.0 - sat), 0.715 + sat * 0.285, 0.072 * (1.0 - sat), 0.0);\n\tlet row2 = vec4<f32>(0.213 * (1.0 - sat), 0.715 * (1.0 - sat), 0.072 + sat * 0.928, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_contrast(c: vec4<f32>, contrast: f32) -> vec4<f32> {\n\tlet offset = 0.5 * (1.0 - contrast);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = contrast * unpremult.r + offset;\n\tlet g = contrast * unpremult.g + offset;\n\tlet b = contrast * unpremult.b + offset;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_brightness(c: vec4<f32>, bright: f32) -> vec4<f32> {\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = bright * unpremult.r;\n\tlet g = bright * unpremult.g;\n\tlet b = bright * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_sepia(c: vec4<f32>, s: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(1.0 - 0.607 * s, 0.769 * s, 0.189 * s, 0.0);\n\tlet row1 = vec4<f32>(0.349 * s, 1.0 - 0.314 * s, 0.168 * s, 0.0);\n\tlet row2 = vec4<f32>(0.272 * s, 0.534 * s, 1.0 - 0.869 * s, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet original = textureSample(tex, samp, in.uv);\n\tvar color = original;\n\n\t// 1. Exposure\n\tvar exposure = u.exposure;\n\tif (u.hasSignal_exposure > 0.5) {\n\t\texposure = textureSampleLevel(exposureTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_exposure(color, exposure);\n\n\t// 2. Hue\n\tvar hue = u.hue;\n\tif (u.hasSignal_hue > 0.5) {\n\t\thue = textureSampleLevel(hueTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_hue(color, hue);\n\n\t// 3. Saturation\n\tvar saturation = u.saturation;\n\tif (u.hasSignal_saturation > 0.5) {\n\t\tsaturation = textureSampleLevel(saturationTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_saturation(color, saturation);\n\n\t// 4. Contrast\n\tvar contrast = u.contrast;\n\tif (u.hasSignal_contrast > 0.5) {\n\t\tcontrast = textureSampleLevel(contrastTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_contrast(color, contrast);\n\n\t// 5. Brightness\n\tvar brightness = u.brightness;\n\tif (u.hasSignal_brightness > 0.5) {\n\t\tbrightness = textureSampleLevel(brightnessTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_brightness(color, brightness);\n\n\t// 6. Sepia\n\tvar sepia = u.sepia;\n\tif (u.hasSignal_sepia > 0.5) {\n\t\tsepia = textureSampleLevel(sepiaTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_sepia(color, sepia);\n\n\treturn color;\n}\n`;\nconst modulateData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tmodulateUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tmodulateSignalsLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getModulateResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `modulate_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst modulateModule = device.createShaderModule({\n\t\t\tlabel: `modulate_static_${format}.wgsl`,\n\t\t\tcode: STATIC_MODULATE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ModulatePipeline_static_${format}`,\n\t\t\tmodule: modulateModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.modulateUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.modulateSignalsLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tmodulatePipeline: pipeline,\n\t\tmodulateUniformLayout: layouts.modulateUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tmodulateSignalsLayout: layouts.modulateSignalsLayout\n\t};\n}\nconst ModulateWebGPURenderer = 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 !== \"Modulate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst hueInfo = resolveModulateField(op, \"hue\", 0, 0, 360, compositionFrame, fps);\n\tconst brightnessInfo = resolveModulateField(op, \"brightness\", 1, 0, 2, compositionFrame, fps);\n\tconst contrastInfo = resolveModulateField(op, \"contrast\", 1, 0, 2, compositionFrame, fps);\n\tconst exposureInfo = resolveModulateField(op, \"exposure\", 0, -2, 2, compositionFrame, fps);\n\tconst saturationInfo = resolveModulateField(op, \"saturation\", 1, 0, 2, compositionFrame, fps);\n\tconst sepiaInfo = resolveModulateField(op, \"sepia\", 0, 0, 1, compositionFrame, fps);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { modulatePipeline: pipeline, modulateUniformLayout: uLayout, singleTextureLayout: tLayout, modulateSignalsLayout: sigLayout } = getModulateResources(ctx.device, ctx.renderer.format);\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\tmodulateData[0] = hueInfo.value;\n\tmodulateData[1] = brightnessInfo.value;\n\tmodulateData[2] = contrastInfo.value;\n\tmodulateData[3] = exposureInfo.value;\n\tmodulateData[4] = saturationInfo.value;\n\tmodulateData[5] = sepiaInfo.value;\n\tconst fields = [\n\t\t{\n\t\t\tname: \"hue\",\n\t\t\tinfo: hueInfo,\n\t\t\tidx: 6\n\t\t},\n\t\t{\n\t\t\tname: \"brightness\",\n\t\t\tinfo: brightnessInfo,\n\t\t\tidx: 7\n\t\t},\n\t\t{\n\t\t\tname: \"contrast\",\n\t\t\tinfo: contrastInfo,\n\t\t\tidx: 8\n\t\t},\n\t\t{\n\t\t\tname: \"exposure\",\n\t\t\tinfo: exposureInfo,\n\t\t\tidx: 9\n\t\t},\n\t\t{\n\t\t\tname: \"saturation\",\n\t\t\tinfo: saturationInfo,\n\t\t\tidx: 10\n\t\t},\n\t\t{\n\t\t\tname: \"sepia\",\n\t\t\tinfo: sepiaInfo,\n\t\t\tidx: 11\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tfor (const f of fields) {\n\t\tconst isGenerator = !!(f.info.hasSignal && f.info.sd);\n\t\tmodulateData[f.idx] = isGenerator ? 1 : 0;\n\t\tif (isGenerator) {\n\t\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd.nodeId ?? `modulate_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, width, height, props.renderId, frame, fps);\n\t\t\tsignalViews.push(view);\n\t\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\t}\n\tconst buffer = ctx.renderer.getTemporaryBuffer(modulateData);\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 }\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: signalViews[0]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: signalViews[1]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: signalViews[2]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: signalViews[3]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: signalViews[4]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: signalViews[5]\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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import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-BRBIoxMC.mjs";
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{"version":3,"file":"renderer-
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{"version":3,"file":"renderer-B2no_9zi.mjs","names":[],"sources":["../../../nodes/node-rgb-split/dist/renderers-BrKktWQX.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"RGBSplit\";\nconst UNIFORM_FLOATS = 8;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 2> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet amount = u.v[1].x;\n\tlet angle = u.v[1].y;\n\tlet radial = u.v[1].z;\n\n\tlet R = res();\n\tlet a = radians(angle);\n\tvar d = vec2<f32>(cos(a), sin(a)) * amount / R;\n\tif (radial > 0.5) { d = (in.uv - 0.5) * 2.0 * amount / R; }\n\tlet cr = sampleP(in.uv + d);\n\tlet cg = sampleP(in.uv);\n\tlet cb = sampleP(in.uv - d);\n\treturn vec4<f32>(cr.r, cg.g, cb.b, max(max(cr.a, cg.a), cb.a));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = num(raw.amount, 8);\n\tdata[5] = num(raw.angle, 0);\n\tdata[6] = raw.radial === void 0 ? 0 : raw.radial ? 1 : 0;\n}\nconst RGBSplitWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: RGBSplitWebGPURenderer });\n\n//#endregion\nexport { RGBSplitWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-BrKktWQX.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA6DrB;AACF,MAAM,YAAY,WAAW,YAAY;CACxC,QAAQ,wBAAwB,QAAQ;EACvC;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,SAAS;CAClB,2BAA2B,IAAI,KAAK;CACpC,SAAS,OAAO,cAAc;EAC7B,WAAW;EACX,WAAW;EACX,cAAc;EACd,cAAc;EACd,CAAC;CACF,EAAE;AACH,SAAS,aAAa,QAAQ,QAAQ;CACrC,MAAM,IAAI,UAAU,OAAO;CAC3B,IAAI,OAAO,EAAE,UAAU,IAAI,OAAO;AAClC,KAAI,CAAC,MAAM;AACV,SAAO,OAAO,KAAK,MAAM,MAAM;GAC9B,MAAM,SAAS,OAAO,mBAAmB;IACxC;IACA,OAAO,GAAG,GAAG,GAAG,EAAE;IAClB,CAAC;AACF,UAAO,OAAO,qBAAqB;IAClC,OAAO,GAAG,GAAG,GAAG;IAChB,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,EAAE,OAAO,EAAE,CAAC;IACrE,QAAQ;KACP;KACA,YAAY;KACZ;IACD,UAAU;KACT;KACA,YAAY;KACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;KACrB;IACD,WAAW,EAAE,UAAU,kBAAkB;IACzC,CAAC;IACD;AACF,IAAE,UAAU,IAAI,QAAQ,KAAK;;AAE9B,QAAO;;AAER,SAAS,IAAI,GAAG,UAAU;CACzB,MAAM,IAAI,OAAO,MAAM,WAAW,IAAI,OAAO,EAAE;AAC/C,QAAO,OAAO,SAAS,EAAE,GAAG,IAAI;;;AAGjC,SAAS,KAAK,KAAK,MAAM,MAAM,OAAO;AACrC,MAAK,KAAK,EAAE;AACZ,MAAK,KAAK;AACV,MAAK,KAAK;AACV,MAAK,KAAK,IAAI,IAAI,QAAQ,EAAE;AAC5B,MAAK,KAAK,IAAI,IAAI,OAAO,EAAE;AAC3B,MAAK,KAAK,IAAI,WAAW,KAAK,IAAI,IAAI,IAAI,SAAS,IAAI;;AAExD,MAAM,yBAAyB,OAAO,SAAS;CAC9C,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,GAAI;CACnB,MAAM,QAAQ,MAAM,cAAc,WAAW;AAC7C,KAAI,CAAC,MAAO;AACZ,MAAK,KAAK;CACV,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,QAAQ,KAAK,MAAM,MAAM,oBAAoB,MAAM,SAAS,EAAE;CACpE,MAAM,MAAM,GAAG,QAAQ,kBAAkB,GAAG,OAAO,gBAAgB;EAClE;EACA;EACA,MAAM,QAAQ;EACd,CAAC,GAAG;CACL,MAAM,OAAO,IAAI,aAAa,eAAe;AAC7C,MAAK,KAAK,MAAM,QAAQ,KAAK,MAAM;CACnC,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,MAAM;CACnE,MAAM,SAAS,IAAI;CACnB,MAAM,IAAI,UAAU,OAAO;CAC3B,MAAM,YAAY,aAAa,QAAQ,IAAI,SAAS,OAAO;CAC3D,MAAM,MAAM,IAAI,SAAS,mBAAmB,KAAK;CACjD,IAAI,OAAO;AACX,MAAK,MAAM,YAAY,WAAW;EACjC,MAAM,MAAM,IAAI,SAAS,oBAAoB,aAAa,cAAc;GACvE;GACA;GACA;GACA,GAAG,MAAM,mBAAmB,EAAE;GAC9B,CAAC;AACF,qBAAmB,SAAS,IAAI,YAAY,EAAE,UAAU,CAAC,OAAO,gBAAgB;GAC/E,QAAQ,EAAE;GACV,SAAS;IACR;KACC,SAAS;KACT,UAAU,EAAE,QAAQ,KAAK;KACzB;IACD;KACC,SAAS;KACT,UAAU,SAAS,YAAY;KAC/B;IACD;KACC,SAAS;KACT,UAAU,KAAK,YAAY;KAC3B;IACD;KACC,SAAS;KACT,UAAU,EAAE;KACZ;IACD;GACD,CAAC,CAAC,CAAC;AACJ,SAAO;;AAER,qBAAoB,MAAM,KAAK;;AAKhC,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,wBAAwB,CAAC"}
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import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-BRBIoxMC.mjs";
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{"version":3,"file":"renderer-CkJXq4bD.mjs","names":[],"sources":["../../../nodes/node-shadows-highlights/dist/renderers-CCz2R7ss.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst MIN_RADIUS = 1;\nconst MAX_AMOUNT = 100;\nconst shadowsHighlightsConfig = configBuilder().field(\"shadowAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Boost (%)\",\n\tdescription: \"Percentage to lift and recover crushed shadow details (0–100%).\"\n}).field(\"shadowTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Range (%)\",\n\tdescription: \"Range of dark tones affected by shadow adjustments (0–100%).\"\n}).field(\"shadowRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine shadow illumination (1–250px).\"\n}).field(\"highlightAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Suppression (%)\",\n\tdescription: \"Percentage to suppress and recover blown highlight details (0–100%).\"\n}).field(\"highlightTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Range (%)\",\n\tdescription: \"Range of bright tones affected by highlight adjustments (0–100%).\"\n}).field(\"highlightRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine highlight exposure (1–250px).\"\n}).field(\"colorCorrection\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Correction (%)\",\n\tdescription: \"Fine-tunes color saturation in recovered shadow/highlight zones (-100 to +100%).\"\n}).field(\"midtoneContrast\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Midtone Contrast (%)\",\n\tdescription: \"Adjusts contrast centered on the midtones (-100 to +100%).\"\n}).build();\nconst ShadowsHighlightsNodeConfigSchema = shadowsHighlightsConfig.schema;\nconst ShadowsHighlightsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ShadowsHighlightsOperationSchema = ShadowsHighlightsNodeConfigSchema.extend({\n\top: z.literal(\"ShadowsHighlights\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultShadowsHighlightsConfig = ShadowsHighlightsNodeConfigSchema.parse({});\nconst SHADOWS_HIGHLIGHTS_PRESETS = [\n\t{\n\t\tid: \"default\",\n\t\tname: \"Default (Neutral)\",\n\t\tdescription: \"Zero adjustments across dynamic range\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 0,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"shadow-lift\",\n\t\tname: \"Shadow Detail Lift\",\n\t\tdescription: \"Gently opens up underexposed shadows without bleaching midtones\",\n\t\tconfig: {\n\t\t\tshadowAmount: 40,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 35,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 10,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"highlight-recovery\",\n\t\tname: \"Highlight Recovery\",\n\t\tdescription: \"Pulls back blown sky, cloud, and specular highlight clipping\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 45,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: -5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"hdr-balance\",\n\t\tname: \"HDR Dynamic Range\",\n\t\tdescription: \"Balanced recovery expanding visible dynamic range in high contrast scenes\",\n\t\tconfig: {\n\t\t\tshadowAmount: 35,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 40,\n\t\t\thighlightAmount: 35,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 40,\n\t\t\tcolorCorrection: 15,\n\t\t\tmidtoneContrast: 10\n\t\t}\n\t},\n\t{\n\t\tid: \"backlight-correction\",\n\t\tname: \"Backlight Correction\",\n\t\tdescription: \"Compensates for harsh backlighting illuminating silhouetted subjects\",\n\t\tconfig: {\n\t\t\tshadowAmount: 60,\n\t\t\tshadowTonalWidth: 60,\n\t\t\tshadowRadius: 50,\n\t\t\thighlightAmount: 20,\n\t\t\thighlightTonalWidth: 35,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 20,\n\t\t\tmidtoneContrast: 5\n\t\t}\n\t},\n\t{\n\t\tid: \"dramatic-punch\",\n\t\tname: \"Dramatic Contrast & Clarity\",\n\t\tdescription: \"Deepens shadows, compresses highlights, and boosts midtone punch\",\n\t\tconfig: {\n\t\t\tshadowAmount: 10,\n\t\t\tshadowTonalWidth: 30,\n\t\t\tshadowRadius: 25,\n\t\t\thighlightAmount: 30,\n\t\t\thighlightTonalWidth: 55,\n\t\t\thighlightRadius: 25,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 25\n\t\t}\n\t},\n\t{\n\t\tid: \"gentle-fill\",\n\t\tname: \"Gentle Fill Light\",\n\t\tdescription: \"Subtle lift to low-light areas preserving photographic atmosphere\",\n\t\tconfig: {\n\t\t\tshadowAmount: 20,\n\t\t\tshadowTonalWidth: 40,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 15,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t}\n];\nconst SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS = `\nstruct ShadowsHighlightsUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tshadowRadius : f32,\n\thighlightRadius : f32,\n\n\tshadowAmount : f32,\n\tshadowTonalWidth : f32,\n\thighlightAmount : f32,\n\thighlightTonalWidth : f32,\n\n\tcolorCorrection : f32,\n\tmidtoneContrast : f32,\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\n\thasShadowAmountSig : f32,\n\thasShadowTonalWidthSig : f32,\n\thasShadowRadiusSig : f32,\n\thasHighlightAmountSig : f32,\n\n\thasHighlightTonalWidthSig : f32,\n\thasHighlightRadiusSig : f32,\n\thasColorCorrectionSig : f32,\n\thasMidtoneContrastSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ShadowsHighlightsUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var shadowAmountSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(3) var highlightAmountSigTex : texture_2d<f32>;\n@group(2) @binding(4) var highlightTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(5) var highlightRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(6) var colorCorrectionSigTex : texture_2d<f32>;\n@group(2) @binding(7) var midtoneContrastSigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar sAmount = u.shadowAmount;\n\tif (u.hasShadowAmountSig > 0.5) {\n\t\tsAmount = textureSampleLevel(shadowAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsAmount = clamp(sAmount, 0.0, 100.0);\n\n\tvar sTonalWidthVal = u.shadowTonalWidth;\n\tif (u.hasShadowTonalWidthSig > 0.5) {\n\t\tsTonalWidthVal = textureSampleLevel(shadowTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsTonalWidthVal = clamp(sTonalWidthVal, 0.0, 100.0);\n\n\tvar sRadius = u.shadowRadius;\n\tif (u.hasShadowRadiusSig > 0.5) {\n\t\tsRadius = textureSampleLevel(shadowRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsRadius = clamp(sRadius, 1.0, 250.0);\n\n\tvar hAmount = u.highlightAmount;\n\tif (u.hasHighlightAmountSig > 0.5) {\n\t\thAmount = textureSampleLevel(highlightAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thAmount = clamp(hAmount, 0.0, 100.0);\n\n\tvar hTonalWidthVal = u.highlightTonalWidth;\n\tif (u.hasHighlightTonalWidthSig > 0.5) {\n\t\thTonalWidthVal = textureSampleLevel(highlightTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thTonalWidthVal = clamp(hTonalWidthVal, 0.0, 100.0);\n\n\tvar hRadius = u.highlightRadius;\n\tif (u.hasHighlightRadiusSig > 0.5) {\n\t\thRadius = textureSampleLevel(highlightRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thRadius = clamp(hRadius, 1.0, 250.0);\n\n\tvar colCorrVal = u.colorCorrection;\n\tif (u.hasColorCorrectionSig > 0.5) {\n\t\tcolCorrVal = textureSampleLevel(colorCorrectionSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolCorrVal = clamp(colCorrVal, -100.0, 100.0);\n\n\tvar midContrastVal = u.midtoneContrast;\n\tif (u.hasMidtoneContrastSig > 0.5) {\n\t\tmidContrastVal = textureSampleLevel(midtoneContrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tmidContrastVal = clamp(midContrastVal, -100.0, 100.0);\n\n\tif (sAmount <= 0.0 && hAmount <= 0.0 && abs(midContrastVal) <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tlet lumaOrig = get_luminance(origCol.rgb / max(origCol.a, 1e-5));\n\n\t// Shadow blur parameters\n\tlet sSpatialSigma = sRadius;\n\tlet stepScaleS = max(1.0, sSpatialSigma / 20.0);\n\tlet effectiveSigmaS = sSpatialSigma / stepScaleS;\n\tlet sampleRadiusS = min(i32(ceil(3.0 * effectiveSigmaS)), 64);\n\n\t// Highlight blur parameters\n\tlet hSpatialSigma = hRadius;\n\tlet stepScaleH = max(1.0, hSpatialSigma / 20.0);\n\tlet effectiveSigmaH = hSpatialSigma / stepScaleH;\n\tlet sampleRadiusH = min(i32(ceil(3.0 * effectiveSigmaH)), 64);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// PASS 1: Horizontal blur of luminance from origTex\n\t\t// Output packed channels: R = sLumaPass1, G = hLumaPass1, B = sAlphaPass1, A = hAlphaPass1\n\t\tvar sSum = 0.0;\n\t\tvar sWeightSum = 0.0;\n\t\tvar sAlphaSum = 0.0;\n\t\tvar sKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleS;\n\t\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\t\tsWeightSum += weight * sampleAlpha;\n\t\t\tsAlphaSum += sampleAlpha * weight;\n\t\t\tsKernelSum += weight;\n\t\t}\n\n\t\tvar hSum = 0.0;\n\t\tvar hWeightSum = 0.0;\n\t\tvar hAlphaSum = 0.0;\n\t\tvar hKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleH;\n\t\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\t\thWeightSum += weight * sampleAlpha;\n\t\t\thAlphaSum += sampleAlpha * weight;\n\t\t\thKernelSum += weight;\n\t\t}\n\n\t\tlet sLumaPass1 = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\t\tlet sAlphaPass1 = sAlphaSum / max(sKernelSum, 1e-5);\n\t\tlet hLumaPass1 = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\t\tlet hAlphaPass1 = hAlphaSum / max(hKernelSum, 1e-5);\n\n\t\treturn vec4<f32>(sLumaPass1, hLumaPass1, sAlphaPass1, hAlphaPass1);\n\t}\n\n\t// PASS 2: Vertical blur of Pass 1 + Dynamic Range Recovery\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tvar sSum = 0.0;\n\tvar sWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleS;\n\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.b;\n\t\tlet sampleLuma = samplePass1.r;\n\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\tsWeightSum += weight * sampleAlpha;\n\t}\n\n\tvar hSum = 0.0;\n\tvar hWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleH;\n\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.a;\n\t\tlet sampleLuma = samplePass1.g;\n\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\thWeightSum += weight * sampleAlpha;\n\t}\n\n\tlet sLumaBlur = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\tlet hLumaBlur = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\n\tlet alpha = origCol.a;\n\tlet rgb = origCol.rgb / alpha;\n\n\tlet sAmountNorm = sAmount / 100.0;\n\tlet hAmountNorm = hAmount / 100.0;\n\tlet sTonalWidth = clamp(sTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet hTonalWidth = clamp(hTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet colCorrNorm = colCorrVal / 100.0;\n\tlet midContrastNorm = midContrastVal / 100.0;\n\n\tlet sEvalLuma = 0.65 * sLumaBlur + 0.35 * lumaOrig;\n\tlet hEvalLuma = 0.65 * hLumaBlur + 0.35 * lumaOrig;\n\n\tlet wShadow = 1.0 - smoothstep(0.0, sTonalWidth, sEvalLuma);\n\tlet wHighlight = smoothstep(1.0 - hTonalWidth, 1.0, hEvalLuma);\n\n\tlet shadowBoost = sAmountNorm * wShadow * (1.0 - lumaOrig) * (1.0 - sqrt(clamp(sLumaBlur, 0.0, 1.0)));\n\tlet highlightSuppression = hAmountNorm * wHighlight * lumaOrig * sqrt(clamp(hLumaBlur, 0.0, 1.0));\n\n\tvar targetLuma = clamp(lumaOrig + shadowBoost - highlightSuppression, 0.0, 1.0);\n\n\tif (abs(midContrastNorm) > 0.001) {\n\t\tlet midDiff = targetLuma - 0.5;\n\t\tlet sCurve = midDiff * (1.0 - 4.0 * midDiff * midDiff);\n\t\ttargetLuma = clamp(targetLuma + midContrastNorm * sCurve * 0.4, 0.0, 1.0);\n\t}\n\n\tvar adjustedRgb = rgb * ((targetLuma + 1e-4) / (lumaOrig + 1e-4));\n\n\tlet effectIntensity = sAmountNorm * wShadow + hAmountNorm * wHighlight;\n\tlet satFactor = clamp(1.0 + colCorrNorm * effectIntensity * 1.5, 0.0, 3.0);\n\tadjustedRgb = mix(vec3<f32>(targetLuma), adjustedRgb, satFactor);\n\n\tlet finalRgb = clamp(adjustedRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(finalRgb * alpha, alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst shadowsHighlightsUniformData = new Float32Array(20);\nfunction getShadowsHighlightsResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 8);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ShadowsHighlights\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"shadowshighlights_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst shadowAmountRes = resolveField(op.shadowAmountHandleId, Number(op.shadowAmount ?? 0), 0, MAX_AMOUNT);\n\tconst shadowTonalWidthRes = resolveField(op.shadowTonalWidthHandleId, Number(op.shadowTonalWidth ?? 50), 0, 100);\n\tconst shadowRadiusRes = resolveField(op.shadowRadiusHandleId, Number(op.shadowRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst highlightAmountRes = resolveField(op.highlightAmountHandleId, Number(op.highlightAmount ?? 0), 0, MAX_AMOUNT);\n\tconst highlightTonalWidthRes = resolveField(op.highlightTonalWidthHandleId, Number(op.highlightTonalWidth ?? 50), 0, 100);\n\tconst highlightRadiusRes = resolveField(op.highlightRadiusHandleId, Number(op.highlightRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst colorCorrectionRes = resolveField(op.colorCorrectionHandleId, Number(op.colorCorrection ?? 0), -100, 100);\n\tconst midtoneContrastRes = resolveField(op.midtoneContrastHandleId, Number(op.midtoneContrast ?? 0), -100, 100);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (shadowAmountRes.val <= 0 && !shadowAmountRes.hasStaticSig && highlightAmountRes.val <= 0 && !highlightAmountRes.hasStaticSig && midtoneContrastRes.val === 0 && !midtoneContrastRes.hasStaticSig) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getShadowsHighlightsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst shadowAmountView = getSignalView(shadowAmountRes, \"shadow_amount_sig\");\n\tconst shadowTonalWidthView = getSignalView(shadowTonalWidthRes, \"shadow_tonal_width_sig\");\n\tconst shadowRadiusView = getSignalView(shadowRadiusRes, \"shadow_radius_sig\");\n\tconst highlightAmountView = getSignalView(highlightAmountRes, \"highlight_amount_sig\");\n\tconst highlightTonalWidthView = getSignalView(highlightTonalWidthRes, \"highlight_tonal_width_sig\");\n\tconst highlightRadiusView = getSignalView(highlightRadiusRes, \"highlight_radius_sig\");\n\tconst colorCorrectionView = getSignalView(colorCorrectionRes, \"color_correction_sig\");\n\tconst midtoneContrastView = getSignalView(midtoneContrastRes, \"midtone_contrast_sig\");\n\tconst createBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[2] = shadowRadiusRes.val;\n\tshadowsHighlightsUniformData[3] = highlightRadiusRes.val;\n\tshadowsHighlightsUniformData[4] = shadowAmountRes.val;\n\tshadowsHighlightsUniformData[5] = shadowTonalWidthRes.val;\n\tshadowsHighlightsUniformData[6] = highlightAmountRes.val;\n\tshadowsHighlightsUniformData[7] = highlightTonalWidthRes.val;\n\tshadowsHighlightsUniformData[8] = colorCorrectionRes.val;\n\tshadowsHighlightsUniformData[9] = midtoneContrastRes.val;\n\tshadowsHighlightsUniformData[10] = 0;\n\tshadowsHighlightsUniformData[11] = 0;\n\tshadowsHighlightsUniformData[12] = shadowAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[13] = shadowTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[14] = shadowRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[15] = highlightAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[16] = highlightTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[17] = highlightRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[18] = colorCorrectionRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[19] = midtoneContrastRes.hasStaticSig ? 1 : 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: shadowAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: shadowTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: shadowRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: highlightAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: highlightTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: highlightRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: colorCorrectionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: midtoneContrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[0] = 1;\n\tshadowsHighlightsUniformData[1] = 0;\n\tshadowsHighlightsUniformData[10] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tshadowsHighlightsUniformData[0] = 0;\n\tshadowsHighlightsUniformData[1] = 1;\n\tshadowsHighlightsUniformData[10] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer };\n\n//#endregion\nexport { MIN_RADIUS as a, ShadowsHighlightsNodeConfigSchema as c, defaultShadowsHighlightsConfig as d, shadowsHighlightsConfig as f, MAX_RADIUS as i, ShadowsHighlightsOperationSchema as l, WebGPURenderer as n, SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP as o, MAX_AMOUNT as r, SHADOWS_HIGHLIGHTS_PRESETS as s, renderers_default as t, ShadowsHighlightsResultSchema as u };\n//# 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{"version":3,"file":"renderer-B5ZdkcMi.mjs","names":[],"sources":["../../../nodes/node-shadows-highlights/dist/renderers-CCz2R7ss.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst MIN_RADIUS = 1;\nconst MAX_AMOUNT = 100;\nconst shadowsHighlightsConfig = configBuilder().field(\"shadowAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Boost (%)\",\n\tdescription: \"Percentage to lift and recover crushed shadow details (0–100%).\"\n}).field(\"shadowTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Range (%)\",\n\tdescription: \"Range of dark tones affected by shadow adjustments (0–100%).\"\n}).field(\"shadowRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Shadow Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine shadow illumination (1–250px).\"\n}).field(\"highlightAmount\", z.number().min(0).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Suppression (%)\",\n\tdescription: \"Percentage to suppress and recover blown highlight details (0–100%).\"\n}).field(\"highlightTonalWidth\", z.number().min(0).max(100).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Range (%)\",\n\tdescription: \"Range of bright tones affected by highlight adjustments (0–100%).\"\n}).field(\"highlightRadius\", z.number().min(1).max(250).default(30), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Highlight Radius (px)\",\n\tdescription: \"Local neighborhood radius in pixels to determine highlight exposure (1–250px).\"\n}).field(\"colorCorrection\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Color Correction (%)\",\n\tdescription: \"Fine-tunes color saturation in recovered shadow/highlight zones (-100 to +100%).\"\n}).field(\"midtoneContrast\", z.number().min(-100).max(100).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Midtone Contrast (%)\",\n\tdescription: \"Adjusts contrast centered on the midtones (-100 to +100%).\"\n}).build();\nconst ShadowsHighlightsNodeConfigSchema = shadowsHighlightsConfig.schema;\nconst ShadowsHighlightsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ShadowsHighlightsOperationSchema = ShadowsHighlightsNodeConfigSchema.extend({\n\top: z.literal(\"ShadowsHighlights\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultShadowsHighlightsConfig = ShadowsHighlightsNodeConfigSchema.parse({});\nconst SHADOWS_HIGHLIGHTS_PRESETS = [\n\t{\n\t\tid: \"default\",\n\t\tname: \"Default (Neutral)\",\n\t\tdescription: \"Zero adjustments across dynamic range\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 0,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"shadow-lift\",\n\t\tname: \"Shadow Detail Lift\",\n\t\tdescription: \"Gently opens up underexposed shadows without bleaching midtones\",\n\t\tconfig: {\n\t\t\tshadowAmount: 40,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 35,\n\t\t\thighlightAmount: 0,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 10,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"highlight-recovery\",\n\t\tname: \"Highlight Recovery\",\n\t\tdescription: \"Pulls back blown sky, cloud, and specular highlight clipping\",\n\t\tconfig: {\n\t\t\tshadowAmount: 0,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 45,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: -5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t},\n\t{\n\t\tid: \"hdr-balance\",\n\t\tname: \"HDR Dynamic Range\",\n\t\tdescription: \"Balanced recovery expanding visible dynamic range in high contrast scenes\",\n\t\tconfig: {\n\t\t\tshadowAmount: 35,\n\t\t\tshadowTonalWidth: 50,\n\t\t\tshadowRadius: 40,\n\t\t\thighlightAmount: 35,\n\t\t\thighlightTonalWidth: 50,\n\t\t\thighlightRadius: 40,\n\t\t\tcolorCorrection: 15,\n\t\t\tmidtoneContrast: 10\n\t\t}\n\t},\n\t{\n\t\tid: \"backlight-correction\",\n\t\tname: \"Backlight Correction\",\n\t\tdescription: \"Compensates for harsh backlighting illuminating silhouetted subjects\",\n\t\tconfig: {\n\t\t\tshadowAmount: 60,\n\t\t\tshadowTonalWidth: 60,\n\t\t\tshadowRadius: 50,\n\t\t\thighlightAmount: 20,\n\t\t\thighlightTonalWidth: 35,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 20,\n\t\t\tmidtoneContrast: 5\n\t\t}\n\t},\n\t{\n\t\tid: \"dramatic-punch\",\n\t\tname: \"Dramatic Contrast & Clarity\",\n\t\tdescription: \"Deepens shadows, compresses highlights, and boosts midtone punch\",\n\t\tconfig: {\n\t\t\tshadowAmount: 10,\n\t\t\tshadowTonalWidth: 30,\n\t\t\tshadowRadius: 25,\n\t\t\thighlightAmount: 30,\n\t\t\thighlightTonalWidth: 55,\n\t\t\thighlightRadius: 25,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 25\n\t\t}\n\t},\n\t{\n\t\tid: \"gentle-fill\",\n\t\tname: \"Gentle Fill Light\",\n\t\tdescription: \"Subtle lift to low-light areas preserving photographic atmosphere\",\n\t\tconfig: {\n\t\t\tshadowAmount: 20,\n\t\t\tshadowTonalWidth: 40,\n\t\t\tshadowRadius: 30,\n\t\t\thighlightAmount: 15,\n\t\t\thighlightTonalWidth: 40,\n\t\t\thighlightRadius: 30,\n\t\t\tcolorCorrection: 5,\n\t\t\tmidtoneContrast: 0\n\t\t}\n\t}\n];\nconst SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS = `\nstruct ShadowsHighlightsUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tshadowRadius : f32,\n\thighlightRadius : f32,\n\n\tshadowAmount : f32,\n\tshadowTonalWidth : f32,\n\thighlightAmount : f32,\n\thighlightTonalWidth : f32,\n\n\tcolorCorrection : f32,\n\tmidtoneContrast : f32,\n\tisSecondPass : f32,\n\t_pad0 : f32,\n\n\thasShadowAmountSig : f32,\n\thasShadowTonalWidthSig : f32,\n\thasShadowRadiusSig : f32,\n\thasHighlightAmountSig : f32,\n\n\thasHighlightTonalWidthSig : f32,\n\thasHighlightRadiusSig : f32,\n\thasColorCorrectionSig : f32,\n\thasMidtoneContrastSig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ShadowsHighlightsUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var shadowAmountSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(3) var highlightAmountSigTex : texture_2d<f32>;\n@group(2) @binding(4) var highlightTonalWidthSigTex : texture_2d<f32>;\n@group(2) @binding(5) var highlightRadiusSigTex : texture_2d<f32>;\n@group(2) @binding(6) var colorCorrectionSigTex : texture_2d<f32>;\n@group(2) @binding(7) var midtoneContrastSigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\n\tvar sAmount = u.shadowAmount;\n\tif (u.hasShadowAmountSig > 0.5) {\n\t\tsAmount = textureSampleLevel(shadowAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsAmount = clamp(sAmount, 0.0, 100.0);\n\n\tvar sTonalWidthVal = u.shadowTonalWidth;\n\tif (u.hasShadowTonalWidthSig > 0.5) {\n\t\tsTonalWidthVal = textureSampleLevel(shadowTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsTonalWidthVal = clamp(sTonalWidthVal, 0.0, 100.0);\n\n\tvar sRadius = u.shadowRadius;\n\tif (u.hasShadowRadiusSig > 0.5) {\n\t\tsRadius = textureSampleLevel(shadowRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tsRadius = clamp(sRadius, 1.0, 250.0);\n\n\tvar hAmount = u.highlightAmount;\n\tif (u.hasHighlightAmountSig > 0.5) {\n\t\thAmount = textureSampleLevel(highlightAmountSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thAmount = clamp(hAmount, 0.0, 100.0);\n\n\tvar hTonalWidthVal = u.highlightTonalWidth;\n\tif (u.hasHighlightTonalWidthSig > 0.5) {\n\t\thTonalWidthVal = textureSampleLevel(highlightTonalWidthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thTonalWidthVal = clamp(hTonalWidthVal, 0.0, 100.0);\n\n\tvar hRadius = u.highlightRadius;\n\tif (u.hasHighlightRadiusSig > 0.5) {\n\t\thRadius = textureSampleLevel(highlightRadiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\thRadius = clamp(hRadius, 1.0, 250.0);\n\n\tvar colCorrVal = u.colorCorrection;\n\tif (u.hasColorCorrectionSig > 0.5) {\n\t\tcolCorrVal = textureSampleLevel(colorCorrectionSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolCorrVal = clamp(colCorrVal, -100.0, 100.0);\n\n\tvar midContrastVal = u.midtoneContrast;\n\tif (u.hasMidtoneContrastSig > 0.5) {\n\t\tmidContrastVal = textureSampleLevel(midtoneContrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tmidContrastVal = clamp(midContrastVal, -100.0, 100.0);\n\n\tif (sAmount <= 0.0 && hAmount <= 0.0 && abs(midContrastVal) <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn origCol;\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / dimensions;\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tlet lumaOrig = get_luminance(origCol.rgb / max(origCol.a, 1e-5));\n\n\t// Shadow blur parameters\n\tlet sSpatialSigma = sRadius;\n\tlet stepScaleS = max(1.0, sSpatialSigma / 20.0);\n\tlet effectiveSigmaS = sSpatialSigma / stepScaleS;\n\tlet sampleRadiusS = min(i32(ceil(3.0 * effectiveSigmaS)), 64);\n\n\t// Highlight blur parameters\n\tlet hSpatialSigma = hRadius;\n\tlet stepScaleH = max(1.0, hSpatialSigma / 20.0);\n\tlet effectiveSigmaH = hSpatialSigma / stepScaleH;\n\tlet sampleRadiusH = min(i32(ceil(3.0 * effectiveSigmaH)), 64);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// PASS 1: Horizontal blur of luminance from origTex\n\t\t// Output packed channels: R = sLumaPass1, G = hLumaPass1, B = sAlphaPass1, A = hAlphaPass1\n\t\tvar sSum = 0.0;\n\t\tvar sWeightSum = 0.0;\n\t\tvar sAlphaSum = 0.0;\n\t\tvar sKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleS;\n\t\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\t\tsWeightSum += weight * sampleAlpha;\n\t\t\tsAlphaSum += sampleAlpha * weight;\n\t\t\tsKernelSum += weight;\n\t\t}\n\n\t\tvar hSum = 0.0;\n\t\tvar hWeightSum = 0.0;\n\t\tvar hAlphaSum = 0.0;\n\t\tvar hKernelSum = 0.0;\n\n\t\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\t\tlet x = f32(i) * stepScaleH;\n\t\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\t\tlet sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\t\tlet sampleAlpha = sampleCol.a;\n\t\t\tlet sampleLuma = get_luminance(sampleCol.rgb / max(sampleAlpha, 1e-5));\n\t\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\t\thWeightSum += weight * sampleAlpha;\n\t\t\thAlphaSum += sampleAlpha * weight;\n\t\t\thKernelSum += weight;\n\t\t}\n\n\t\tlet sLumaPass1 = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\t\tlet sAlphaPass1 = sAlphaSum / max(sKernelSum, 1e-5);\n\t\tlet hLumaPass1 = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\t\tlet hAlphaPass1 = hAlphaSum / max(hKernelSum, 1e-5);\n\n\t\treturn vec4<f32>(sLumaPass1, hLumaPass1, sAlphaPass1, hAlphaPass1);\n\t}\n\n\t// PASS 2: Vertical blur of Pass 1 + Dynamic Range Recovery\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tvar sSum = 0.0;\n\tvar sWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusS; i <= sampleRadiusS; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleS) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleS;\n\t\tlet weight = exp(-0.5 * (x / sSpatialSigma) * (x / sSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.b;\n\t\tlet sampleLuma = samplePass1.r;\n\t\tsSum += sampleLuma * weight * sampleAlpha;\n\t\tsWeightSum += weight * sampleAlpha;\n\t}\n\n\tvar hSum = 0.0;\n\tvar hWeightSum = 0.0;\n\n\tfor (var i = -sampleRadiusH; i <= sampleRadiusH; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScaleH) * direction * texelSize;\n\t\tlet x = f32(i) * stepScaleH;\n\t\tlet weight = exp(-0.5 * (x / hSpatialSigma) * (x / hSpatialSigma));\n\t\tlet samplePass1 = textureSampleLevel(tex, samp, in.uv + offset, 0.0);\n\t\tlet sampleAlpha = samplePass1.a;\n\t\tlet sampleLuma = samplePass1.g;\n\t\thSum += sampleLuma * weight * sampleAlpha;\n\t\thWeightSum += weight * sampleAlpha;\n\t}\n\n\tlet sLumaBlur = select(lumaOrig, sSum / sWeightSum, sWeightSum > 1e-5);\n\tlet hLumaBlur = select(lumaOrig, hSum / hWeightSum, hWeightSum > 1e-5);\n\n\tlet alpha = origCol.a;\n\tlet rgb = origCol.rgb / alpha;\n\n\tlet sAmountNorm = sAmount / 100.0;\n\tlet hAmountNorm = hAmount / 100.0;\n\tlet sTonalWidth = clamp(sTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet hTonalWidth = clamp(hTonalWidthVal / 100.0, 0.01, 1.0);\n\tlet colCorrNorm = colCorrVal / 100.0;\n\tlet midContrastNorm = midContrastVal / 100.0;\n\n\tlet sEvalLuma = 0.65 * sLumaBlur + 0.35 * lumaOrig;\n\tlet hEvalLuma = 0.65 * hLumaBlur + 0.35 * lumaOrig;\n\n\tlet wShadow = 1.0 - smoothstep(0.0, sTonalWidth, sEvalLuma);\n\tlet wHighlight = smoothstep(1.0 - hTonalWidth, 1.0, hEvalLuma);\n\n\tlet shadowBoost = sAmountNorm * wShadow * (1.0 - lumaOrig) * (1.0 - sqrt(clamp(sLumaBlur, 0.0, 1.0)));\n\tlet highlightSuppression = hAmountNorm * wHighlight * lumaOrig * sqrt(clamp(hLumaBlur, 0.0, 1.0));\n\n\tvar targetLuma = clamp(lumaOrig + shadowBoost - highlightSuppression, 0.0, 1.0);\n\n\tif (abs(midContrastNorm) > 0.001) {\n\t\tlet midDiff = targetLuma - 0.5;\n\t\tlet sCurve = midDiff * (1.0 - 4.0 * midDiff * midDiff);\n\t\ttargetLuma = clamp(targetLuma + midContrastNorm * sCurve * 0.4, 0.0, 1.0);\n\t}\n\n\tvar adjustedRgb = rgb * ((targetLuma + 1e-4) / (lumaOrig + 1e-4));\n\n\tlet effectIntensity = sAmountNorm * wShadow + hAmountNorm * wHighlight;\n\tlet satFactor = clamp(1.0 + colCorrNorm * effectIntensity * 1.5, 0.0, 3.0);\n\tadjustedRgb = mix(vec3<f32>(targetLuma), adjustedRgb, satFactor);\n\n\tlet finalRgb = clamp(adjustedRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(finalRgb * alpha, alpha);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst shadowsHighlightsUniformData = new Float32Array(20);\nfunction getShadowsHighlightsResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 8);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_SHADOWS_HIGHLIGHTS_UNIFORMS }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ShadowsHighlights\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"shadowshighlights_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst shadowAmountRes = resolveField(op.shadowAmountHandleId, Number(op.shadowAmount ?? 0), 0, MAX_AMOUNT);\n\tconst shadowTonalWidthRes = resolveField(op.shadowTonalWidthHandleId, Number(op.shadowTonalWidth ?? 50), 0, 100);\n\tconst shadowRadiusRes = resolveField(op.shadowRadiusHandleId, Number(op.shadowRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst highlightAmountRes = resolveField(op.highlightAmountHandleId, Number(op.highlightAmount ?? 0), 0, MAX_AMOUNT);\n\tconst highlightTonalWidthRes = resolveField(op.highlightTonalWidthHandleId, Number(op.highlightTonalWidth ?? 50), 0, 100);\n\tconst highlightRadiusRes = resolveField(op.highlightRadiusHandleId, Number(op.highlightRadius ?? 30), MIN_RADIUS, MAX_RADIUS);\n\tconst colorCorrectionRes = resolveField(op.colorCorrectionHandleId, Number(op.colorCorrection ?? 0), -100, 100);\n\tconst midtoneContrastRes = resolveField(op.midtoneContrastHandleId, Number(op.midtoneContrast ?? 0), -100, 100);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (shadowAmountRes.val <= 0 && !shadowAmountRes.hasStaticSig && highlightAmountRes.val <= 0 && !highlightAmountRes.hasStaticSig && midtoneContrastRes.val === 0 && !midtoneContrastRes.hasStaticSig) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getShadowsHighlightsResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst shadowAmountView = getSignalView(shadowAmountRes, \"shadow_amount_sig\");\n\tconst shadowTonalWidthView = getSignalView(shadowTonalWidthRes, \"shadow_tonal_width_sig\");\n\tconst shadowRadiusView = getSignalView(shadowRadiusRes, \"shadow_radius_sig\");\n\tconst highlightAmountView = getSignalView(highlightAmountRes, \"highlight_amount_sig\");\n\tconst highlightTonalWidthView = getSignalView(highlightTonalWidthRes, \"highlight_tonal_width_sig\");\n\tconst highlightRadiusView = getSignalView(highlightRadiusRes, \"highlight_radius_sig\");\n\tconst colorCorrectionView = getSignalView(colorCorrectionRes, \"color_correction_sig\");\n\tconst midtoneContrastView = getSignalView(midtoneContrastRes, \"midtone_contrast_sig\");\n\tconst createBindGroup = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[2] = shadowRadiusRes.val;\n\tshadowsHighlightsUniformData[3] = highlightRadiusRes.val;\n\tshadowsHighlightsUniformData[4] = shadowAmountRes.val;\n\tshadowsHighlightsUniformData[5] = shadowTonalWidthRes.val;\n\tshadowsHighlightsUniformData[6] = highlightAmountRes.val;\n\tshadowsHighlightsUniformData[7] = highlightTonalWidthRes.val;\n\tshadowsHighlightsUniformData[8] = colorCorrectionRes.val;\n\tshadowsHighlightsUniformData[9] = midtoneContrastRes.val;\n\tshadowsHighlightsUniformData[10] = 0;\n\tshadowsHighlightsUniformData[11] = 0;\n\tshadowsHighlightsUniformData[12] = shadowAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[13] = shadowTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[14] = shadowRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[15] = highlightAmountRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[16] = highlightTonalWidthRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[17] = highlightRadiusRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[18] = colorCorrectionRes.hasStaticSig ? 1 : 0;\n\tshadowsHighlightsUniformData[19] = midtoneContrastRes.hasStaticSig ? 1 : 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: shadowAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: shadowTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: shadowRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: highlightAmountView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: highlightTonalWidthView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: highlightRadiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: colorCorrectionView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: midtoneContrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tshadowsHighlightsUniformData[0] = 1;\n\tshadowsHighlightsUniformData[1] = 0;\n\tshadowsHighlightsUniformData[10] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex1.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tshadowsHighlightsUniformData[0] = 0;\n\tshadowsHighlightsUniformData[1] = 1;\n\tshadowsHighlightsUniformData[10] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(shadowsHighlightsUniformData);\n\tdrawFullscreenPass(encoder, outTex2.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateBindGroup(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = { WebGPURenderer };\n\n//#endregion\nexport { MIN_RADIUS as a, ShadowsHighlightsNodeConfigSchema as c, defaultShadowsHighlightsConfig as d, shadowsHighlightsConfig as f, MAX_RADIUS as i, ShadowsHighlightsOperationSchema as l, WebGPURenderer as n, SHADOWS_HIGHLIGHTS_OUTPUT_TYPE_MAP as o, MAX_AMOUNT as r, SHADOWS_HIGHLIGHTS_PRESETS as s, renderers_default as t, ShadowsHighlightsResultSchema as u };\n//# 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{"version":3,"file":"renderer-Bh0dwc8n.mjs","names":[],"sources":["../../../nodes/node-procedural-vfx/dist/renderers-DiW7Lt7Y.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VFX_SHADER = `\nstruct VFXUniforms {\n effectType : f32,\n outputType : f32,\n time : f32,\n _pad0 : f32,\n\n density : f32,\n scale : f32,\n speed : f32,\n intensity : f32,\n\n seed : f32,\n hasSigDensity : f32,\n hasSigScale : f32,\n hasSigSpeed : f32,\n\n hasSigIntensity : f32,\n hasSigSeed : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : VFXUniforms;\n\n@group(1) @binding(0) var densityTex : texture_2d<f32>;\n@group(1) @binding(1) var scaleTex : texture_2d<f32>;\n@group(1) @binding(2) var speedTex : texture_2d<f32>;\n@group(1) @binding(3) var intensityTex : texture_2d<f32>;\n@group(1) @binding(4) var seedTex : texture_2d<f32>;\n@group(1) @binding(5) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n// ---- hashing & noise primitives -------------------------------------------\nfn hash21(p: vec2<f32>) -> vec2<f32> {\n let p3 = fract(vec3<f32>(p.xyx) * vec3<f32>(0.1031, 0.1030, 0.0973));\n let p4 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p4.xx + p4.yz) * p4.zy);\n}\n\nfn hash1(n: f32) -> f32 {\n return fract(sin(n) * 43758.5453);\n}\n\nfn valueNoise(p: vec2<f32>) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let a = hash1(dot(i, vec2<f32>(127.1, 311.7)));\n let b = hash1(dot(i + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)));\n let c = hash1(dot(i + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)));\n let d = hash1(dot(i + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7)));\n return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\n\nfn fbm(p: vec2<f32>, octaves: i32) -> f32 {\n var value = 0.0;\n var amp = 0.5;\n var freq = 1.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * valueNoise(p * freq);\n freq *= 2.0;\n amp *= 0.5;\n }\n return value;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n return val;\n}\n\n// ---- effect synthesizers (return straight-alpha RGBA) ----------------------\nfn fxSmoke(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let sp = p * scl;\n // Domain-warped FBM gives structured puffs instead of a solid fill.\n let q = vec2<f32>(fbm(sp + time * 0.10, 4), fbm(sp + vec2<f32>(5.2, 1.3) + time * 0.08, 4));\n let f = fbm(sp + 4.0 * q + vec2<f32>(1.7, 9.2) + time * 0.05, 4); // ~[0, 0.94]\n // Billowing plume: denser at the base (bottom, p.y=0), dissipating toward the top.\n let vgrad = 1.0 - smoothstep(0.45, 0.9, p.y);\n let n = f * 2.0 - 1.0; // remap to [-1, 1]\n // Thresholded so only bright fbm patches are opaque -> reads as puffs, not solid.\n let cov = smoothstep(0.28, 0.6, n) * dens * (0.25 + 0.75 * vgrad);\n let alpha = cov * inten;\n let col = mix(cB * 0.35, cA, clamp(f + vgrad * 0.5, 0.0, 1.0));\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxFire(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let pn = vec2<f32>(p.x * 1.5, p.y) * scl;\n let n = fbm(pn * 6.0 + vec2<f32>(time * 2.0, time * 3.0), 4);\n // Heat concentrated near base, flickering upward\n let heat = n * smoothstep(1.0, 0.0 + (1.0 - dens) * 0.3, p.y);\n // Channeled vertical columns\n let columns = smoothstep(0.45, 0.9, n + 0.4 * sin(p.x * (20.0 + 40.0 * dens) * scl + time * 8.0));\n let d = clamp(heat * inten + columns * 0.3 * inten, 0.0, 1.0);\n // Fire color ramp mapped dynamically to cA and cB\n let dark = cB * 0.15;\n let orange = cB;\n let yellow = mix(cB, cA, 0.5);\n let white = cA;\n var col = mix(dark, orange, smoothstep(0.0, 0.4, d));\n col = mix(col, yellow, smoothstep(0.4, 0.75, d));\n col = mix(col, white, smoothstep(0.75, 1.0, d));\n let alpha = smoothstep(0.0, 0.3, d) * inten;\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxRain(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (60.0 * dens + 4.0) * scl;\n let gx = floor(p.x * n);\n let h = hash1(gx);\n let speed = 0.8 + h;\n let yFrac = fract(p.y * 8.0 - time * speed);\n let dropY = abs(yFrac - 0.5);\n let reveal = step(0.35, yFrac);\n let st = smoothstep(0.18, 0.02, dropY);\n let d = st * reveal;\n let g = smoothstep(0.18, 0.02, abs(fract(p.x * n) + h * 0.2 - 0.5));\n let a = d * g * inten;\n let col = mix(cA, cB, h);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSnow(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = vec2<f32>(0.5, 0.5) + 0.3 * hash21(cell + 7.0);\n let sway = 0.1 * sin(time * 1.2 + cell.y * 3.0);\n // Fall downward (toward p.y=0, the bottom): subtract an advancing phase.\n let fall = fract(time * (0.25 + 0.45 * h.y) + h.x);\n let pos = vec2<f32>(f.x - center.x - sway, f.y - center.y) - vec2<f32>(0.0, fall);\n let d = length(pos);\n let size = 0.05 + 0.07 * h.x;\n let a = smoothstep(size, size * 0.4, d) * inten;\n let col = mix(cA, cB, h.x);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxDust(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (90.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = h;\n let drift = fract(time * 0.05 * (0.5 + h.y) + cell.x * 0.01);\n let pos = vec2<f32>(f.x - center.x, f.y - center.y) + vec2<f32>((drift - 0.5) * 0.03, 0.0);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * smoothstep(0.0, 0.3, dens) * inten * 0.6;\n let col = mix(cA, cB, h.y);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxEmbers(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 4.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let sway = 0.12 * sin(time * 2.0 + cell.y * 2.0);\n let rise = fract(time * 0.18 * (0.7 + h.y) + cell.y * 0.12);\n // Rising: as rise grows, move toward p.y=1 (top).\n let pos = vec2<f32>(f.x - 0.5 - sway, f.y + rise * 1.2);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * (1.0 - rise) * inten;\n let col = mix(cA, cB, clamp(rise, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSparks(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Burst radiating from a low-center source; travel grows over time so it expands outward.\n let src = vec2<f32>(0.5, 0.15);\n let dir = p - src;\n let dist = length(dir);\n let ang = atan2(dir.y, dir.x);\n let n = (20.0 * dens + 5.0) * scl;\n let seg = floor(ang * n);\n let tFrame = floor(time * 3.0);\n let timeVal = tFrame - 10000.0 * floor(tFrame / 10000.0);\n let h = hash1(seg + timeVal * 97.0);\n let launch = fract(0.5 + h + time * 0.5);\n let travel = launch * 0.8;\n let trail = smoothstep(0.9, 0.4, dist - travel);\n let w = 0.02 + 0.02 * h;\n let blast = smoothstep(0.0, w * 2.0, dist - travel) * trail;\n let streak = smoothstep(w, 0.0, abs(dist - travel)) * trail;\n let a = clamp(max(streak, blast * 0.4), 0.0, 1.0) * inten;\n let col = mix(cA, cB, clamp(h, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxMagic(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv);\n let ang = atan2(dv.y, dv.x);\n let swirl = fbm(vec2<f32>(r * 8.0 * scl + time * 0.5, ang * 3.0 + time * 0.8), 4);\n let halo = smoothstep(0.5, 0.1, r) * 0.4 * dens;\n let wisp = smoothstep(1.0 - dens * 0.8, 1.5 - dens * 0.8, swirl) * (0.5 + 0.5 * sin(r * 20.0 * scl - time * 3.0));\n let a = clamp((halo + wisp * 0.8) * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(swirl, 0.0, 1.0));\n return vec4<f32>(col * 0.8 + vec3<f32>(1.0) * halo * 0.4, a);\n}\n\nfn fxLensFlare(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv) * scl;\n let ang = atan2(dv.y, dv.x);\n // Radial streak\n let streakCount = 2.0 * floor(1.0 + dens * 3.0);\n let streak = smoothstep(0.35, 0.6, fract(ang / 3.14159 * streakCount + 0.5)) * pow(1.0 - r, 3.0);\n // Concentric halos / chromatic rings\n let rings = (0.5 + 0.5 * sin(r * 40.0 - time * 2.0)) * dens;\n let core = smoothstep(0.25, 0.0, r);\n let chroma = mix(cA, cB, 0.5 + 0.5 * cos(ang * 3.0 + r * 30.0));\n let a = clamp((core * 0.9 + streak * 0.5 * dens + rings * 0.15 * (1.0 - r)) * inten, 0.0, 1.0);\n return vec4<f32>(chroma, a);\n}\n\nfn fxLightning(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Periodic bolt striking vertically, flickering briefly\n let period = mix(4.0, 0.6, clamp(dens, 0.0, 1.0));\n let cycle = fract(time / period);\n let flashWindow = mix(0.05, 0.35, clamp(dens, 0.0, 1.0));\n let flash = smoothstep(flashWindow, 0.0, cycle);\n \n let tFlicker = floor(time * 60.0);\n let flickerVal = tFlicker - 10000.0 * floor(tFlicker / 10000.0);\n let flicker = step(hash1(flickerVal * 1.7), 0.8); // rapid on/off shimmer\n\n // Jitter a vertical bolt with per-row hashes and interpolate between rows\n let rows = 18.0 * scl;\n let rg = p.y * rows;\n let row = floor(rg);\n let fr = fract(rg);\n \n let tLightning = floor(time * 24.0);\n let lightningVal = tLightning - 10000.0 * floor(tLightning / 10000.0);\n let x0 = 0.3 + 0.4 * hash1(row * 13.7 + lightningVal * 3.1);\n let x1 = 0.3 + 0.4 * hash1((row + 1.0) * 13.7 + lightningVal * 3.1);\n let boltX = mix(x0, x1, fr);\n\n // Secondary tiny forks\n let forkDrift = (hash1(row * 7.3) - 0.5) * 0.12 * smoothstep(0.0, 0.6, 1.0 - p.y);\n let boltDist = abs(p.x - (boltX + forkDrift)) * scl;\n let core = smoothstep(0.012, 0.0, boltDist);\n let glow = smoothstep(0.07, 0.0, boltDist) * 0.5;\n let a = clamp((core + glow) * flash * flicker * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(boltDist * 8.0, 0.0, 1.0) + 0.3 * flash);\n // Soft ambient flash behind the bolt\n let amb = smoothstep(0.35, 0.0, length(p - vec2<f32>(boltX, p.y)) * scl) * flash * 0.15;\n return vec4<f32>(col * (1.0 + amb), clamp(a + amb, 0.0, 1.0));\n}\n\nfn fxEnergyBeam(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let src = vec2<f32>(0.15, 0.5);\n let dirv = vec2<f32>(1.0, 0.0);\n let w = p - src;\n let along = dot(w, dirv) * scl;\n let perp = dot(w, vec2<f32>(-dirv.y, dirv.x)) * scl;\n let beamWidth = 0.01 + 0.03 * dens;\n let glowWidth = 0.05 + 0.1 * dens;\n let core = smoothstep(beamWidth, 0.0, abs(perp));\n let glow = smoothstep(glowWidth, 0.0, abs(perp)) * 0.4 * dens;\n let falloff = smoothstep(0.0, 1.0, along);\n let pulse = 0.7 + 0.3 * sin(along * 30.0 - time * 10.0);\n let a = clamp((core + glow) * falloff * pulse * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(along, 0.0, 1.0));\n return vec4<f32>(col * (1.0 + glow * 2.0), a);\n}\n\nfn fxAurora(p: vec2<f32>, seedOff: f32, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Northern lights: curtains hanging from a wavy band across the upper sky,\n // rippling sideways, with fine vertical rays. cA at the base, cB at the top.\n var acc = vec3<f32>(0.0);\n var keep = 1.0;\n for (var k = 0; k < 3; k++) {\n let fk = f32(k);\n let x = p.x * (1.0 + fk * 0.35) * scl * 1.5 + seedOff * 13.0 + fk * 3.1;\n // Curtain base line, a slow wave across the frame.\n let base = 0.42 + fk * 0.06 + 0.12 * (fbm(vec2<f32>(x * 1.3, time * 0.05 + fk), 3) - 0.5)\n + 0.05 * sin(x * 4.0 + time * 0.3 + fk);\n let h = 0.38 + 0.2 * fbm(vec2<f32>(x * 2.0 + 7.0, time * 0.04), 3);\n let d = base - p.y; // 0 at the base, rising upward\n let body = smoothstep(-0.06, 0.035, d) * pow(1.0 - smoothstep(0.0, h, d), 1.5);\n // Vertical rays drifting sideways.\n let rn = fbm(vec2<f32>(x * 40.0 + time * 0.3, d * 2.0 - time * 0.1), 3);\n let rays = 0.25 + 1.2 * rn * rn;\n let fold = 0.6 + 0.4 * sin(x * 9.0 + time * 0.5 + fbm(vec2<f32>(x * 3.0, time * 0.1), 2) * 6.0);\n let a = body * rays * fold * (1.0 - fk * 0.25);\n let col = mix(cA, cB, clamp(d / max(h, 1e-3), 0.0, 1.0));\n acc += col * a;\n keep *= 1.0 - clamp(a, 0.0, 1.0);\n }\n let alpha = 1.0 - keep;\n let a = clamp(alpha * (0.35 + 0.65 * dens) * inten * 1.4, 0.0, 1.0);\n return vec4<f32>(acc / max(alpha, 1e-3) * min(alpha * 2.0, 1.0), a);\n}\n\n// ---- main dispatch ---------------------------------------------------------\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let density = get_field(u.density, u.hasSigDensity, densityTex, signalSamp);\n let scale = get_field(u.scale, u.hasSigScale, scaleTex, signalSamp);\n let speed = get_field(u.speed, u.hasSigSpeed, speedTex, signalSamp);\n let intensity = get_field(u.intensity, u.hasSigIntensity, intensityTex, signalSamp);\n let seed = get_field(u.seed, u.hasSigSeed, seedTex, signalSamp);\n\n let isVideo = u.outputType > 0.5;\n let time = select(0.0, u.time * max(speed, 1e-4), isVideo);\n let seedOff = fract(seed * 1.618033);\n\n // Aspect correction\n let uv = in.uv;\n let p = vec2<f32>(uv.x, uv.y);\n\n // Move to a seed-scrambled space so different seeds look different\n let sp = p + vec2<f32>(seedOff * 17.0, seedOff * 31.0);\n\n var eff = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n let cA = u.colorStart.rgb;\n let cB = u.colorEnd.rgb;\n let scl = max(scale, 1e-4);\n let factor = scl * 100.0;\n\n if (u.effectType < 0.5) {\n eff = fxSmoke(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 1.5) {\n eff = fxFire(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 2.5) {\n eff = fxRain(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 3.5) {\n eff = fxSparks(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 4.5) {\n eff = fxSnow(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 5.5) {\n eff = fxDust(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 6.5) {\n eff = fxLightning(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 7.5) {\n eff = fxMagic(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 8.5) {\n eff = fxLensFlare(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 9.5) {\n eff = fxEmbers(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 10.5) {\n eff = fxEnergyBeam(sp, time, factor, density, intensity, cA, cB);\n } else {\n eff = fxAurora(p, seedOff, time, factor, density, intensity, cA, cB);\n }\n\n // Straight alpha is fine for compositing onto a transparent canvas.\n let a = clamp(eff.a, 0.0, 1.0);\n return vec4<f32>(clamp(eff.rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * a, a);\n}\n`;\nconst vfxUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVFXResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `procedural_vfx_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vfxModule = device.createShaderModule({\n\t\t\tlabel: `procedural_vfx_${format}.wgsl`,\n\t\t\tcode: VFX_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ProceduralVFXPipeline_${format}`,\n\t\t\tmodule: vfxModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvfxPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst VFX_EFFECT_INDEX = {\n\tSmoke: 0,\n\tFire: 1,\n\tRain: 2,\n\tSparks: 3,\n\tSnow: 4,\n\tDust: 5,\n\tLightning: 6,\n\tMagic: 7,\n\tLensFlare: 8,\n\tEmbers: 9,\n\tEnergyBeam: 10,\n\tAurora: 11\n};\nconst ProceduralVFXWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ProceduralVFX\" || !op) return;\n\tconst { vfxPipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getVFXResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst densityInfo = resolveSignalField(op, \"density\", .6);\n\tconst scaleInfo = resolveSignalField(op, \"scale\", .01);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", .8);\n\tconst seedInfo = resolveSignalField(op, \"seed\", 1234);\n\tconst effectIndex = VFX_EFFECT_INDEX[op.effectType ?? \"Smoke\"] ?? 0;\n\tconst outputTypeVal = op.outputType === \"Video\" ? 1 : 0;\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst colorStartVal = hexToRgba(op.colorStart ?? \"#ffffff\");\n\tconst colorEndVal = hexToRgba(op.colorEnd ?? \"#ff5500\");\n\tvfxUniformData[0] = effectIndex;\n\tvfxUniformData[1] = outputTypeVal;\n\tvfxUniformData[2] = elapsedSeconds;\n\tvfxUniformData[3] = 0;\n\tvfxUniformData[4] = densityInfo.value;\n\tvfxUniformData[5] = scaleInfo.value;\n\tvfxUniformData[6] = speedInfo.value;\n\tvfxUniformData[7] = intensityInfo.value;\n\tvfxUniformData[8] = seedInfo.value;\n\tvfxUniformData[9] = densityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[10] = scaleInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[11] = speedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[12] = intensityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[13] = seedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[14] = 0;\n\tvfxUniformData[15] = 0;\n\tvfxUniformData[16] = colorStartVal[0];\n\tvfxUniformData[17] = colorStartVal[1];\n\tvfxUniformData[18] = colorStartVal[2];\n\tvfxUniformData[19] = colorStartVal[3];\n\tvfxUniformData[20] = colorEndVal[0];\n\tvfxUniformData[21] = colorEndVal[1];\n\tvfxUniformData[22] = colorEndVal[2];\n\tvfxUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vfxUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"density\",\n\t\t\tinfo: densityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t},\n\t\t{\n\t\t\tname: \"intensity\",\n\t\t\tinfo: intensityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"seed\",\n\t\t\tinfo: seedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `procedural_vfx_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);\n\t\tsignalViews.push(view);\n\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tpass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tpass.draw(4);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ProceduralVFXWebGPURenderer });\n\n//#endregion\nexport { ProceduralVFXWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-B7vXnBUo.mjs","names":[],"sources":["../../../nodes/node-procedural-vfx/dist/renderers-DiW7Lt7Y.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VFX_SHADER = `\nstruct VFXUniforms {\n effectType : f32,\n outputType : f32,\n time : f32,\n _pad0 : f32,\n\n density : f32,\n scale : f32,\n speed : f32,\n intensity : f32,\n\n seed : f32,\n hasSigDensity : f32,\n hasSigScale : f32,\n hasSigSpeed : f32,\n\n hasSigIntensity : f32,\n hasSigSeed : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : VFXUniforms;\n\n@group(1) @binding(0) var densityTex : texture_2d<f32>;\n@group(1) @binding(1) var scaleTex : texture_2d<f32>;\n@group(1) @binding(2) var speedTex : texture_2d<f32>;\n@group(1) @binding(3) var intensityTex : texture_2d<f32>;\n@group(1) @binding(4) var seedTex : texture_2d<f32>;\n@group(1) @binding(5) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n// ---- hashing & noise primitives -------------------------------------------\nfn hash21(p: vec2<f32>) -> vec2<f32> {\n let p3 = fract(vec3<f32>(p.xyx) * vec3<f32>(0.1031, 0.1030, 0.0973));\n let p4 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p4.xx + p4.yz) * p4.zy);\n}\n\nfn hash1(n: f32) -> f32 {\n return fract(sin(n) * 43758.5453);\n}\n\nfn valueNoise(p: vec2<f32>) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let a = hash1(dot(i, vec2<f32>(127.1, 311.7)));\n let b = hash1(dot(i + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)));\n let c = hash1(dot(i + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)));\n let d = hash1(dot(i + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7)));\n return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\n\nfn fbm(p: vec2<f32>, octaves: i32) -> f32 {\n var value = 0.0;\n var amp = 0.5;\n var freq = 1.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * valueNoise(p * freq);\n freq *= 2.0;\n amp *= 0.5;\n }\n return value;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n return val;\n}\n\n// ---- effect synthesizers (return straight-alpha RGBA) ----------------------\nfn fxSmoke(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let sp = p * scl;\n // Domain-warped FBM gives structured puffs instead of a solid fill.\n let q = vec2<f32>(fbm(sp + time * 0.10, 4), fbm(sp + vec2<f32>(5.2, 1.3) + time * 0.08, 4));\n let f = fbm(sp + 4.0 * q + vec2<f32>(1.7, 9.2) + time * 0.05, 4); // ~[0, 0.94]\n // Billowing plume: denser at the base (bottom, p.y=0), dissipating toward the top.\n let vgrad = 1.0 - smoothstep(0.45, 0.9, p.y);\n let n = f * 2.0 - 1.0; // remap to [-1, 1]\n // Thresholded so only bright fbm patches are opaque -> reads as puffs, not solid.\n let cov = smoothstep(0.28, 0.6, n) * dens * (0.25 + 0.75 * vgrad);\n let alpha = cov * inten;\n let col = mix(cB * 0.35, cA, clamp(f + vgrad * 0.5, 0.0, 1.0));\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxFire(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let pn = vec2<f32>(p.x * 1.5, p.y) * scl;\n let n = fbm(pn * 6.0 + vec2<f32>(time * 2.0, time * 3.0), 4);\n // Heat concentrated near base, flickering upward\n let heat = n * smoothstep(1.0, 0.0 + (1.0 - dens) * 0.3, p.y);\n // Channeled vertical columns\n let columns = smoothstep(0.45, 0.9, n + 0.4 * sin(p.x * (20.0 + 40.0 * dens) * scl + time * 8.0));\n let d = clamp(heat * inten + columns * 0.3 * inten, 0.0, 1.0);\n // Fire color ramp mapped dynamically to cA and cB\n let dark = cB * 0.15;\n let orange = cB;\n let yellow = mix(cB, cA, 0.5);\n let white = cA;\n var col = mix(dark, orange, smoothstep(0.0, 0.4, d));\n col = mix(col, yellow, smoothstep(0.4, 0.75, d));\n col = mix(col, white, smoothstep(0.75, 1.0, d));\n let alpha = smoothstep(0.0, 0.3, d) * inten;\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxRain(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (60.0 * dens + 4.0) * scl;\n let gx = floor(p.x * n);\n let h = hash1(gx);\n let speed = 0.8 + h;\n let yFrac = fract(p.y * 8.0 - time * speed);\n let dropY = abs(yFrac - 0.5);\n let reveal = step(0.35, yFrac);\n let st = smoothstep(0.18, 0.02, dropY);\n let d = st * reveal;\n let g = smoothstep(0.18, 0.02, abs(fract(p.x * n) + h * 0.2 - 0.5));\n let a = d * g * inten;\n let col = mix(cA, cB, h);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSnow(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = vec2<f32>(0.5, 0.5) + 0.3 * hash21(cell + 7.0);\n let sway = 0.1 * sin(time * 1.2 + cell.y * 3.0);\n // Fall downward (toward p.y=0, the bottom): subtract an advancing phase.\n let fall = fract(time * (0.25 + 0.45 * h.y) + h.x);\n let pos = vec2<f32>(f.x - center.x - sway, f.y - center.y) - vec2<f32>(0.0, fall);\n let d = length(pos);\n let size = 0.05 + 0.07 * h.x;\n let a = smoothstep(size, size * 0.4, d) * inten;\n let col = mix(cA, cB, h.x);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxDust(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (90.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = h;\n let drift = fract(time * 0.05 * (0.5 + h.y) + cell.x * 0.01);\n let pos = vec2<f32>(f.x - center.x, f.y - center.y) + vec2<f32>((drift - 0.5) * 0.03, 0.0);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * smoothstep(0.0, 0.3, dens) * inten * 0.6;\n let col = mix(cA, cB, h.y);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxEmbers(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 4.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let sway = 0.12 * sin(time * 2.0 + cell.y * 2.0);\n let rise = fract(time * 0.18 * (0.7 + h.y) + cell.y * 0.12);\n // Rising: as rise grows, move toward p.y=1 (top).\n let pos = vec2<f32>(f.x - 0.5 - sway, f.y + rise * 1.2);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * (1.0 - rise) * inten;\n let col = mix(cA, cB, clamp(rise, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSparks(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Burst radiating from a low-center source; travel grows over time so it expands outward.\n let src = vec2<f32>(0.5, 0.15);\n let dir = p - src;\n let dist = length(dir);\n let ang = atan2(dir.y, dir.x);\n let n = (20.0 * dens + 5.0) * scl;\n let seg = floor(ang * n);\n let tFrame = floor(time * 3.0);\n let timeVal = tFrame - 10000.0 * floor(tFrame / 10000.0);\n let h = hash1(seg + timeVal * 97.0);\n let launch = fract(0.5 + h + time * 0.5);\n let travel = launch * 0.8;\n let trail = smoothstep(0.9, 0.4, dist - travel);\n let w = 0.02 + 0.02 * h;\n let blast = smoothstep(0.0, w * 2.0, dist - travel) * trail;\n let streak = smoothstep(w, 0.0, abs(dist - travel)) * trail;\n let a = clamp(max(streak, blast * 0.4), 0.0, 1.0) * inten;\n let col = mix(cA, cB, clamp(h, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxMagic(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv);\n let ang = atan2(dv.y, dv.x);\n let swirl = fbm(vec2<f32>(r * 8.0 * scl + time * 0.5, ang * 3.0 + time * 0.8), 4);\n let halo = smoothstep(0.5, 0.1, r) * 0.4 * dens;\n let wisp = smoothstep(1.0 - dens * 0.8, 1.5 - dens * 0.8, swirl) * (0.5 + 0.5 * sin(r * 20.0 * scl - time * 3.0));\n let a = clamp((halo + wisp * 0.8) * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(swirl, 0.0, 1.0));\n return vec4<f32>(col * 0.8 + vec3<f32>(1.0) * halo * 0.4, a);\n}\n\nfn fxLensFlare(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv) * scl;\n let ang = atan2(dv.y, dv.x);\n // Radial streak\n let streakCount = 2.0 * floor(1.0 + dens * 3.0);\n let streak = smoothstep(0.35, 0.6, fract(ang / 3.14159 * streakCount + 0.5)) * pow(1.0 - r, 3.0);\n // Concentric halos / chromatic rings\n let rings = (0.5 + 0.5 * sin(r * 40.0 - time * 2.0)) * dens;\n let core = smoothstep(0.25, 0.0, r);\n let chroma = mix(cA, cB, 0.5 + 0.5 * cos(ang * 3.0 + r * 30.0));\n let a = clamp((core * 0.9 + streak * 0.5 * dens + rings * 0.15 * (1.0 - r)) * inten, 0.0, 1.0);\n return vec4<f32>(chroma, a);\n}\n\nfn fxLightning(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Periodic bolt striking vertically, flickering briefly\n let period = mix(4.0, 0.6, clamp(dens, 0.0, 1.0));\n let cycle = fract(time / period);\n let flashWindow = mix(0.05, 0.35, clamp(dens, 0.0, 1.0));\n let flash = smoothstep(flashWindow, 0.0, cycle);\n \n let tFlicker = floor(time * 60.0);\n let flickerVal = tFlicker - 10000.0 * floor(tFlicker / 10000.0);\n let flicker = step(hash1(flickerVal * 1.7), 0.8); // rapid on/off shimmer\n\n // Jitter a vertical bolt with per-row hashes and interpolate between rows\n let rows = 18.0 * scl;\n let rg = p.y * rows;\n let row = floor(rg);\n let fr = fract(rg);\n \n let tLightning = floor(time * 24.0);\n let lightningVal = tLightning - 10000.0 * floor(tLightning / 10000.0);\n let x0 = 0.3 + 0.4 * hash1(row * 13.7 + lightningVal * 3.1);\n let x1 = 0.3 + 0.4 * hash1((row + 1.0) * 13.7 + lightningVal * 3.1);\n let boltX = mix(x0, x1, fr);\n\n // Secondary tiny forks\n let forkDrift = (hash1(row * 7.3) - 0.5) * 0.12 * smoothstep(0.0, 0.6, 1.0 - p.y);\n let boltDist = abs(p.x - (boltX + forkDrift)) * scl;\n let core = smoothstep(0.012, 0.0, boltDist);\n let glow = smoothstep(0.07, 0.0, boltDist) * 0.5;\n let a = clamp((core + glow) * flash * flicker * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(boltDist * 8.0, 0.0, 1.0) + 0.3 * flash);\n // Soft ambient flash behind the bolt\n let amb = smoothstep(0.35, 0.0, length(p - vec2<f32>(boltX, p.y)) * scl) * flash * 0.15;\n return vec4<f32>(col * (1.0 + amb), clamp(a + amb, 0.0, 1.0));\n}\n\nfn fxEnergyBeam(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let src = vec2<f32>(0.15, 0.5);\n let dirv = vec2<f32>(1.0, 0.0);\n let w = p - src;\n let along = dot(w, dirv) * scl;\n let perp = dot(w, vec2<f32>(-dirv.y, dirv.x)) * scl;\n let beamWidth = 0.01 + 0.03 * dens;\n let glowWidth = 0.05 + 0.1 * dens;\n let core = smoothstep(beamWidth, 0.0, abs(perp));\n let glow = smoothstep(glowWidth, 0.0, abs(perp)) * 0.4 * dens;\n let falloff = smoothstep(0.0, 1.0, along);\n let pulse = 0.7 + 0.3 * sin(along * 30.0 - time * 10.0);\n let a = clamp((core + glow) * falloff * pulse * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(along, 0.0, 1.0));\n return vec4<f32>(col * (1.0 + glow * 2.0), a);\n}\n\nfn fxAurora(p: vec2<f32>, seedOff: f32, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Northern lights: curtains hanging from a wavy band across the upper sky,\n // rippling sideways, with fine vertical rays. cA at the base, cB at the top.\n var acc = vec3<f32>(0.0);\n var keep = 1.0;\n for (var k = 0; k < 3; k++) {\n let fk = f32(k);\n let x = p.x * (1.0 + fk * 0.35) * scl * 1.5 + seedOff * 13.0 + fk * 3.1;\n // Curtain base line, a slow wave across the frame.\n let base = 0.42 + fk * 0.06 + 0.12 * (fbm(vec2<f32>(x * 1.3, time * 0.05 + fk), 3) - 0.5)\n + 0.05 * sin(x * 4.0 + time * 0.3 + fk);\n let h = 0.38 + 0.2 * fbm(vec2<f32>(x * 2.0 + 7.0, time * 0.04), 3);\n let d = base - p.y; // 0 at the base, rising upward\n let body = smoothstep(-0.06, 0.035, d) * pow(1.0 - smoothstep(0.0, h, d), 1.5);\n // Vertical rays drifting sideways.\n let rn = fbm(vec2<f32>(x * 40.0 + time * 0.3, d * 2.0 - time * 0.1), 3);\n let rays = 0.25 + 1.2 * rn * rn;\n let fold = 0.6 + 0.4 * sin(x * 9.0 + time * 0.5 + fbm(vec2<f32>(x * 3.0, time * 0.1), 2) * 6.0);\n let a = body * rays * fold * (1.0 - fk * 0.25);\n let col = mix(cA, cB, clamp(d / max(h, 1e-3), 0.0, 1.0));\n acc += col * a;\n keep *= 1.0 - clamp(a, 0.0, 1.0);\n }\n let alpha = 1.0 - keep;\n let a = clamp(alpha * (0.35 + 0.65 * dens) * inten * 1.4, 0.0, 1.0);\n return vec4<f32>(acc / max(alpha, 1e-3) * min(alpha * 2.0, 1.0), a);\n}\n\n// ---- main dispatch ---------------------------------------------------------\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let density = get_field(u.density, u.hasSigDensity, densityTex, signalSamp);\n let scale = get_field(u.scale, u.hasSigScale, scaleTex, signalSamp);\n let speed = get_field(u.speed, u.hasSigSpeed, speedTex, signalSamp);\n let intensity = get_field(u.intensity, u.hasSigIntensity, intensityTex, signalSamp);\n let seed = get_field(u.seed, u.hasSigSeed, seedTex, signalSamp);\n\n let isVideo = u.outputType > 0.5;\n let time = select(0.0, u.time * max(speed, 1e-4), isVideo);\n let seedOff = fract(seed * 1.618033);\n\n // Aspect correction\n let uv = in.uv;\n let p = vec2<f32>(uv.x, uv.y);\n\n // Move to a seed-scrambled space so different seeds look different\n let sp = p + vec2<f32>(seedOff * 17.0, seedOff * 31.0);\n\n var eff = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n let cA = u.colorStart.rgb;\n let cB = u.colorEnd.rgb;\n let scl = max(scale, 1e-4);\n let factor = scl * 100.0;\n\n if (u.effectType < 0.5) {\n eff = fxSmoke(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 1.5) {\n eff = fxFire(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 2.5) {\n eff = fxRain(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 3.5) {\n eff = fxSparks(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 4.5) {\n eff = fxSnow(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 5.5) {\n eff = fxDust(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 6.5) {\n eff = fxLightning(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 7.5) {\n eff = fxMagic(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 8.5) {\n eff = fxLensFlare(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 9.5) {\n eff = fxEmbers(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 10.5) {\n eff = fxEnergyBeam(sp, time, factor, density, intensity, cA, cB);\n } else {\n eff = fxAurora(p, seedOff, time, factor, density, intensity, cA, cB);\n }\n\n // Straight alpha is fine for compositing onto a transparent canvas.\n let a = clamp(eff.a, 0.0, 1.0);\n return vec4<f32>(clamp(eff.rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * a, a);\n}\n`;\nconst vfxUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVFXResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `procedural_vfx_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vfxModule = device.createShaderModule({\n\t\t\tlabel: `procedural_vfx_${format}.wgsl`,\n\t\t\tcode: VFX_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ProceduralVFXPipeline_${format}`,\n\t\t\tmodule: vfxModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvfxPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst VFX_EFFECT_INDEX = {\n\tSmoke: 0,\n\tFire: 1,\n\tRain: 2,\n\tSparks: 3,\n\tSnow: 4,\n\tDust: 5,\n\tLightning: 6,\n\tMagic: 7,\n\tLensFlare: 8,\n\tEmbers: 9,\n\tEnergyBeam: 10,\n\tAurora: 11\n};\nconst ProceduralVFXWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ProceduralVFX\" || !op) return;\n\tconst { vfxPipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getVFXResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst densityInfo = resolveSignalField(op, \"density\", .6);\n\tconst scaleInfo = resolveSignalField(op, \"scale\", .01);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", .8);\n\tconst seedInfo = 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0;\n\tvfxUniformData[14] = 0;\n\tvfxUniformData[15] = 0;\n\tvfxUniformData[16] = colorStartVal[0];\n\tvfxUniformData[17] = colorStartVal[1];\n\tvfxUniformData[18] = colorStartVal[2];\n\tvfxUniformData[19] = colorStartVal[3];\n\tvfxUniformData[20] = colorEndVal[0];\n\tvfxUniformData[21] = colorEndVal[1];\n\tvfxUniformData[22] = colorEndVal[2];\n\tvfxUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vfxUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"density\",\n\t\t\tinfo: densityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t},\n\t\t{\n\t\t\tname: \"intensity\",\n\t\t\tinfo: intensityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"seed\",\n\t\t\tinfo: seedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `procedural_vfx_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);\n\t\tsignalViews.push(view);\n\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tpass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: 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@@ -1,5 +1,5 @@
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1
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-
import { n as defineRenderer } from "./renderer-
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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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import { n as defineRenderer } from "./renderer-BgmO1Dzw.mjs";
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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-BRBIoxMC.mjs";
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//#region ../../nodes/node-flip/dist/renderers-CeDdi1eu.mjs
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5
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const WGSL_FLIP_SHADER = `
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@@ -157,4 +157,4 @@ var renderers_default = defineRenderer({ WebGPURenderer });
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{"version":3,"file":"renderer-BKJ8cywK.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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import "./chunk-D7gtBK74.mjs";
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import "./dist-
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import { n as renderers_default, t as ColorBalanceWebGPURenderer } from "./renderer-
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import "./dist-BuirkW-f.mjs";
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import { n as renderers_default, t as ColorBalanceWebGPURenderer } from "./renderer-CnclEQdA.mjs";
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export { ColorBalanceWebGPURenderer, renderers_default as default };
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