framefields 2.5.3 → 2.6.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +11 -0
- 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-QBA2VogL.mjs} +3 -3
- package/dist/{audio-DrUskzwZ.mjs.map → audio-QBA2VogL.mjs.map} +1 -1
- package/dist/cli.mjs +866 -16
- package/dist/cli.mjs.map +1 -1
- package/dist/components/index.d.mts +11 -11
- package/dist/components/index.mjs +45 -45
- package/dist/dist-BPOi5xb_.mjs.map +1 -1
- package/dist/{dist-Bf0H4lp1.mjs → dist-CDwWQYg3.mjs} +12 -4
- package/dist/dist-CDwWQYg3.mjs.map +1 -0
- package/dist/{dist-DG65RDhc.mjs → dist-nHCqVk-e.mjs} +6 -7
- package/dist/dist-nHCqVk-e.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-C-6I4iYW.mjs} +2 -2
- package/dist/{effects-Z-brb-n7.mjs.map → effects-C-6I4iYW.mjs.map} +1 -1
- package/dist/fonts/index.d.mts +1 -1
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-DqYgk_1a.mjs → fonts-BieW3VWV.mjs} +7 -3
- package/dist/fonts-BieW3VWV.mjs.map +1 -0
- package/dist/{gpu-CevnCkZC.mjs → gpu-Bb4WmYYH.mjs} +2 -2
- package/dist/{gpu-CevnCkZC.mjs.map → gpu-Bb4WmYYH.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-E1IrPAm4.d.mts} +825 -399
- package/dist/index-E1IrPAm4.d.mts.map +1 -0
- package/dist/{index-CalU-mpZ.d.mts → index-j5LGVVbm.d.mts} +3 -1
- package/dist/index-j5LGVVbm.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 +12 -12
- package/dist/index.mjs +52 -52
- package/dist/preview/index.d.mts +3 -3
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview-DVw2jLDh.mjs → preview-D6jS38Di.mjs} +2 -2
- package/dist/{preview-DVw2jLDh.mjs.map → preview-D6jS38Di.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-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-5FTCPTOX.mjs → chunk-AYTP6OGO.mjs} +8 -8
- 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-MLAIEIUF.mjs +1974 -0
- 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-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-W3I7LKDV.mjs +5 -0
- 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-ZMMNN77R.mjs +3 -0
- 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-4G3UOPA7.mjs +228 -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-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-Bf4yHbHC.mjs} +19 -3
- package/dist/program-Bf4yHbHC.mjs.map +1 -0
- package/dist/registry/annotate.json +1 -1
- package/dist/registry/app-frame.json +1 -1
- package/dist/registry/backdrop.json +3 -3
- package/dist/registry/before-after.json +1 -1
- package/dist/registry/callout.json +1 -1
- package/dist/registry/captions.json +7 -1
- package/dist/registry/card-stack.json +5 -4
- package/dist/registry/chat-thread.json +10 -3
- package/dist/registry/code-block.json +8 -2
- package/dist/registry/confetti.json +1 -1
- package/dist/registry/device-frame.json +2 -1
- package/dist/registry/focus-zoom.json +1 -1
- package/dist/registry/index.json +3 -2
- package/dist/registry/logo-reveal.json +1 -1
- package/dist/registry/lower-third.json +1 -1
- package/dist/registry/meter.json +1 -1
- package/dist/registry/mouse-pointer.json +1 -1
- package/dist/registry/selection.json +3 -3
- package/dist/registry/spotlight.json +1 -1
- package/dist/registry/terminal.json +7 -1
- package/dist/registry/text-reveal.json +2 -1
- package/dist/registry/title-card.json +1 -1
- package/dist/registry/toasts.json +1 -1
- package/dist/registry/touch-point.json +4 -4
- package/dist/registry/waveform.json +3 -3
- package/dist/registry/word-cycle.json +2 -2
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/renderer-4FQmduPw.mjs +5 -0
- package/dist/{renderer-Cjw6lyaK.mjs → renderer-4v6XYAiX.mjs} +4 -4
- package/dist/{renderer-Cjw6lyaK.mjs.map → renderer-4v6XYAiX.mjs.map} +1 -1
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- package/dist/{renderer-wEXBnlr1.mjs → renderer-AOZWHGT3.mjs} +4 -4
- package/dist/{renderer-wEXBnlr1.mjs.map → renderer-AOZWHGT3.mjs.map} +1 -1
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- package/dist/{renderer-B9m7xIPo.mjs.map → renderer-B6vr-B0t.mjs.map} +1 -1
- package/dist/renderer-BBCpRuYU.mjs +5 -0
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- package/dist/{renderer-D22g6ION.mjs.map → renderer-BQFxoNzi.mjs.map} +1 -1
- package/dist/{renderer-Datqywo_.mjs → renderer-BQdn_qGp.mjs} +4 -4
- package/dist/{renderer-Datqywo_.mjs.map → renderer-BQdn_qGp.mjs.map} +1 -1
- package/dist/{renderer-T2dd9a2L.mjs → renderer-BR35Xp9n.mjs} +4 -4
- package/dist/{renderer-T2dd9a2L.mjs.map → renderer-BR35Xp9n.mjs.map} +1 -1
- package/dist/renderer-BScS8AzG.mjs +5 -0
- package/dist/{renderer-BcSSAzc4.mjs → renderer-BTjveb1Y.mjs} +4 -4
- package/dist/{renderer-BcSSAzc4.mjs.map → renderer-BTjveb1Y.mjs.map} +1 -1
- package/dist/renderer-Bb1cS5mJ.mjs +5 -0
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- package/dist/{renderer-4P-DCjk2.mjs.map → renderer-Bbkf5EIi.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-khVVYoVF.mjs → renderer-BmgyvIC3.mjs} +4 -4
- package/dist/{renderer-khVVYoVF.mjs.map → renderer-BmgyvIC3.mjs.map} +1 -1
- package/dist/{renderer-CvYxxS_X.mjs → renderer-Bpve7M6S.mjs} +73 -73
- package/dist/{renderer-CvYxxS_X.mjs.map → renderer-Bpve7M6S.mjs.map} +1 -1
- package/dist/renderer-Bpwd9zEY.mjs +5 -0
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{"version":3,"file":"renderer-
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{"version":3,"file":"renderer-bb3puodg.mjs","names":[],"sources":["../../../nodes/node-paint/dist/renderers-Cp52luA9.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { parseColor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst PaintWebGPURenderer = async (args) => {\n\tconst { ctx, pass, targetView, targetTexture, targetWidth, targetHeight, encoder, props, drawChild } = args;\n\tconst { virtualMedia } = props;\n\tif (virtualMedia.operation?.op !== \"Paint\") return;\n\tconst childMedia = virtualMedia?.children?.[0];\n\tconst containerW = props.containerWidth ?? childMedia?.metadata?.width ?? targetWidth;\n\tconst containerH = props.containerHeight ?? childMedia?.metadata?.height ?? targetHeight;\n\tconst config = virtualMedia.operation;\n\tconst isMaskMode = config.mode === \"mask\";\n\tconst strokes = config.strokes ?? [];\n\tpass.end();\n\tctx.renderer.pushIdentity();\n\tconst baseTex = ctx.renderer.getTemporaryTexture(containerW, containerH, [...props.excludeTextures || [], targetTexture]);\n\tconst baseView = baseTex.createView();\n\tif (isMaskMode) ctx.renderer.beginFrame(encoder, baseView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 1\n\t}, containerW, containerH, \"clear\").end();\n\telse if (childMedia) await drawChild(childMedia, props, baseView, baseTex, containerW, containerH);\n\telse {\n\t\tconst basePass = ctx.renderer.beginFrame(encoder, baseView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, containerW, containerH, \"clear\");\n\t\tif (config.backgroundColor) ctx.renderer.drawRect(basePass, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: containerW,\n\t\t\theight: containerH\n\t\t}, config.backgroundColor);\n\t\tbasePass.end();\n\t}\n\tlet finalTex = baseTex;\n\tif (strokes.length > 0) {\n\t\tconst origW = childMedia?.metadata?.width ?? containerW;\n\t\tconst origH = childMedia?.metadata?.height ?? containerH;\n\t\tconst scaleX = origW > 0 ? containerW / origW : 1;\n\t\tconst scaleY = origH > 0 ? containerH / origH : 1;\n\t\tlet scalePushed = false;\n\t\tif (scaleX !== 1 || scaleY !== 1) {\n\t\t\tctx.renderer.pushTransform(new DOMMatrix().scale(scaleX, scaleY));\n\t\t\tscalePushed = true;\n\t\t}\n\t\tconst paintTex = ctx.renderer.getTemporaryTexture(containerW, containerH, [\n\t\t\tbaseTex,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tconst paintView = paintTex.createView();\n\t\tctx.renderer.beginFrame(encoder, paintView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, containerW, containerH, \"clear\").end();\n\t\tconst allStrokes = strokes;\n\t\tlet currentLayer = paintTex;\n\t\tlet currentPass = null;\n\t\tfor (const stroke of allStrokes) if (stroke.tool === \"brush\") {\n\t\t\tif (!currentPass) currentPass = ctx.renderer.beginFrame(encoder, currentLayer.createView(), {\n\t\t\t\tr: 0,\n\t\t\t\tg: 0,\n\t\t\t\tb: 0,\n\t\t\t\ta: 0\n\t\t\t}, containerW, containerH, \"load\");\n\t\t\tconst parsedColor = parseColor(stroke.color);\n\t\t\tconst drawColor = isMaskMode ? {\n\t\t\t\tr: parsedColor.a,\n\t\t\t\tg: parsedColor.a,\n\t\t\t\tb: parsedColor.a,\n\t\t\t\ta: parsedColor.a\n\t\t\t} : {\n\t\t\t\tr: parsedColor.r * parsedColor.a,\n\t\t\t\tg: parsedColor.g * parsedColor.a,\n\t\t\t\tb: parsedColor.b * parsedColor.a,\n\t\t\t\ta: parsedColor.a\n\t\t\t};\n\t\t\tctx.renderer.drawPath(currentPass, stroke.path, drawColor, stroke.size, {\n\t\t\t\topacity: stroke.opacity ?? 1,\n\t\t\t\tblendMode: \"max\"\n\t\t\t});\n\t\t} else if (stroke.tool === \"eraser\") {\n\t\t\tif (currentPass) {\n\t\t\t\tcurrentPass.end();\n\t\t\t\tcurrentPass = null;\n\t\t\t}\n\t\t\tconst maskTex = ctx.renderer.getTemporaryTexture(containerW, containerH, [\n\t\t\t\tbaseTex,\n\t\t\t\tpaintTex,\n\t\t\t\ttargetTexture,\n\t\t\t\t...props.excludeTextures || []\n\t\t\t]);\n\t\t\tconst maskView = maskTex.createView();\n\t\t\tconst maskPass = ctx.renderer.beginFrame(encoder, maskView, {\n\t\t\t\tr: 0,\n\t\t\t\tg: 0,\n\t\t\t\tb: 0,\n\t\t\t\ta: 0\n\t\t\t}, containerW, containerH, \"clear\");\n\t\t\tctx.renderer.drawPath(maskPass, stroke.path, \"#ffffff\", stroke.size, { blendMode: \"max\" });\n\t\t\tmaskPass.end();\n\t\t\tcurrentLayer = ctx.renderer.composite(encoder, currentLayer, maskTex, \"mask-out\", [\n\t\t\t\tbaseTex,\n\t\t\t\tpaintTex,\n\t\t\t\ttargetTexture,\n\t\t\t\t...props.excludeTextures || []\n\t\t\t]);\n\t\t}\n\t\tif (currentPass) currentPass.end();\n\t\tfinalTex = ctx.renderer.composite(encoder, baseTex, currentLayer, \"normal\", [\n\t\t\tbaseTex,\n\t\t\tcurrentLayer,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tif (scalePushed) ctx.renderer.popTransform();\n\t}\n\tctx.renderer.popTransform();\n\tconst finalPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tctx.renderer.drawTexture(finalPass, finalTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: containerW,\n\t\theight: containerH\n\t});\n\targs.pass = finalPass;\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: PaintWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-CWnhRMOq.mjs","names":[],"sources":["../../../nodes/node-halftone-screen/dist/renderers-CvluQiq3.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HALFTONE_SHADER = `\nstruct HalftoneUniforms {\n mode : f32, // 0 = Monochrome, 1 = CMYK\n dotShape : f32, // 0 = Circle, 1 = Diamond, 2 = Line, 3 = Square\n frequency : f32,\n angle : f32,\n\n contrast : f32,\n invert : f32,\n isSmooth : f32,\n opacity : f32,\n\n dotColor : vec4<f32>,\n paperColor : vec4<f32>,\n\n cyanAngle : f32,\n magentaAngle : f32,\n yellowAngle : f32,\n blackAngle : f32,\n\n hasFreqSig : f32,\n hasAngleSig : f32,\n hasContrastSig : f32,\n hasCyanSig : f32,\n\n hasMagSig : f32,\n hasYelSig : f32,\n hasBlkSig : f32,\n hasOpacitySig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HalftoneUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var freqSigTex : texture_2d<f32>;\n@group(2) @binding(1) var angleSigTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(3) var cyanSigTex : texture_2d<f32>;\n@group(2) @binding(4) var magSigTex : texture_2d<f32>;\n@group(2) @binding(5) var yelSigTex : texture_2d<f32>;\n@group(2) @binding(6) var blkSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nconst PI: f32 = 3.141592653589793;\n\nfn getCellCenterUV(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32\n) -> vec2<f32> {\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n let invRot = mat2x2<f32>(cosA, sinA, -sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellIndex = floor(rotPos / cellSize) + vec2<f32>(0.5);\n let cellCenterRot = cellIndex * cellSize;\n let cellCenterPixelPos = invRot * cellCenterRot;\n let cellCenterUV = (cellCenterPixelPos + center) / dimensions;\n return clamp(cellCenterUV, vec2<f32>(0.0), vec2<f32>(1.0));\n}\n\nfn evalDotCoverage(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32,\n shape: f32,\n density: f32,\n contrastMultiplier: f32,\n isSmooth: f32\n) -> f32 {\n var d = clamp((density - 0.5) * contrastMultiplier + 0.5, 0.0, 1.0);\n if (d <= 0.0001) { return 0.0; }\n if (d >= 0.9999) { return 1.0; }\n\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellUV = fract(rotPos / cellSize) - vec2<f32>(0.5);\n\n var spot: f32 = 0.0;\n\n if (shape < 0.5) {\n // 0: Euclidean Round Dot\n spot = 0.5 * (1.0 - (cos(cellUV.x * 2.0 * PI) + cos(cellUV.y * 2.0 * PI)) * 0.5);\n } else if (shape < 1.5) {\n // 1: Diamond\n spot = abs(cellUV.x) + abs(cellUV.y);\n } else if (shape < 2.5) {\n // 2: Line\n spot = abs(cellUV.y) * 2.0;\n } else {\n // 3: Square\n spot = max(abs(cellUV.x), abs(cellUV.y)) * 2.0;\n }\n\n let edgeWidth = select(0.001, max(1.5 / cellSize, 0.003), isSmooth > 0.5);\n\n return select(\n step(spot, d),\n smoothstep(d + edgeWidth, d - edgeWidth, spot),\n isSmooth > 0.5\n );\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let sourceCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n if (sourceCol.a < 1e-5) {\n return sourceCol;\n }\n\n // Resolve parameter overrides or dynamic signals\n var frequency = u.frequency;\n if (u.hasFreqSig > 0.5) {\n frequency = textureSampleLevel(freqSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var baseAngle = u.angle;\n if (u.hasAngleSig > 0.5) {\n baseAngle = textureSampleLevel(angleSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var contrast = u.contrast;\n if (u.hasContrastSig > 0.5) {\n contrast = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var cyanAngle = u.cyanAngle;\n if (u.hasCyanSig > 0.5) {\n cyanAngle = textureSampleLevel(cyanSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var magentaAngle = u.magentaAngle;\n if (u.hasMagSig > 0.5) {\n magentaAngle = textureSampleLevel(magSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var yellowAngle = u.yellowAngle;\n if (u.hasYelSig > 0.5) {\n yellowAngle = textureSampleLevel(yelSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var blackAngle = u.blackAngle;\n if (u.hasBlkSig > 0.5) {\n blackAngle = textureSampleLevel(blkSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var effectOpacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n effectOpacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dimensions = vec2<f32>(textureDimensions(tex));\n let unpremult = sourceCol.rgb / sourceCol.a;\n\n var screenedRgb: vec3<f32>;\n\n if (u.mode < 0.5) {\n // --- Monochrome Mode ---\n let cellCenterUV = getCellCenterUV(in.uv, dimensions, baseAngle, frequency);\n let cellCol = textureSampleLevel(tex, samp, cellCenterUV, 0.0);\n let cellRgb = select(cellCol.rgb, cellCol.rgb / cellCol.a, cellCol.a > 1e-5);\n let luminance = dot(cellRgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n var inkDensity = 1.0 - luminance;\n if (u.invert > 0.5) {\n inkDensity = luminance;\n }\n\n let coverage = evalDotCoverage(\n in.uv,\n dimensions,\n baseAngle,\n frequency,\n u.dotShape,\n inkDensity,\n contrast,\n u.isSmooth\n );\n\n screenedRgb = mix(u.paperColor.rgb, u.dotColor.rgb, coverage);\n } else {\n // --- CMYK Mode ---\n let cellCenterUVC = getCellCenterUV(in.uv, dimensions, baseAngle + cyanAngle, frequency);\n let colC = textureSampleLevel(tex, samp, cellCenterUVC, 0.0);\n let rgbC = select(colC.rgb, colC.rgb / colC.a, colC.a > 1e-5);\n let kC = 1.0 - max(max(rgbC.r, rgbC.g), rgbC.b);\n let invKC = 1.0 - kC;\n var densC = select(0.0, clamp((1.0 - rgbC.r - kC) / max(invKC, 0.0001), 0.0, 1.0), invKC > 0.0001);\n\n let cellCenterUVM = getCellCenterUV(in.uv, dimensions, baseAngle + magentaAngle, frequency);\n let colM = textureSampleLevel(tex, samp, cellCenterUVM, 0.0);\n let rgbM = select(colM.rgb, colM.rgb / colM.a, colM.a > 1e-5);\n let kM = 1.0 - max(max(rgbM.r, rgbM.g), rgbM.b);\n let invKM = 1.0 - kM;\n var densM = select(0.0, clamp((1.0 - rgbM.g - kM) / max(invKM, 0.0001), 0.0, 1.0), invKM > 0.0001);\n\n let cellCenterUVY = getCellCenterUV(in.uv, dimensions, baseAngle + yellowAngle, frequency);\n let colY = textureSampleLevel(tex, samp, cellCenterUVY, 0.0);\n let rgbY = select(colY.rgb, colY.rgb / colY.a, colY.a > 1e-5);\n let kY = 1.0 - max(max(rgbY.r, rgbY.g), rgbY.b);\n let invKY = 1.0 - kY;\n var densY = select(0.0, clamp((1.0 - rgbY.b - kY) / max(invKY, 0.0001), 0.0, 1.0), invKY > 0.0001);\n\n let cellCenterUVK = getCellCenterUV(in.uv, dimensions, baseAngle + blackAngle, frequency);\n let colK = textureSampleLevel(tex, samp, cellCenterUVK, 0.0);\n let rgbK = select(colK.rgb, colK.rgb / colK.a, colK.a > 1e-5);\n var densK = 1.0 - max(max(rgbK.r, rgbK.g), rgbK.b);\n\n if (u.invert > 0.5) {\n densC = 1.0 - densC;\n densM = 1.0 - densM;\n densY = 1.0 - densY;\n densK = 1.0 - densK;\n }\n\n let covC = evalDotCoverage(in.uv, dimensions, baseAngle + cyanAngle, frequency, u.dotShape, densC, contrast, u.isSmooth);\n let covM = evalDotCoverage(in.uv, dimensions, baseAngle + magentaAngle, frequency, u.dotShape, densM, contrast, u.isSmooth);\n let covY = evalDotCoverage(in.uv, dimensions, baseAngle + yellowAngle, frequency, u.dotShape, densY, contrast, u.isSmooth);\n let covK = evalDotCoverage(in.uv, dimensions, baseAngle + blackAngle, frequency, u.dotShape, densK, contrast, u.isSmooth);\n\n // Subtractive synthesis onto paper substrate\n let outR = u.paperColor.r * (1.0 - covC) * (1.0 - covK);\n let outG = u.paperColor.g * (1.0 - covM) * (1.0 - covK);\n let outB = u.paperColor.b * (1.0 - covY) * (1.0 - covK);\n\n screenedRgb = clamp(vec3<f32>(outR, outG, outB), vec3<f32>(0.0), vec3<f32>(1.0));\n }\n\n // Apply effect opacity blend\n let finalRgb = mix(unpremult, screenedRgb, clamp(effectOpacity, 0.0, 1.0));\n return vec4<f32>(finalRgb * sourceCol.a, sourceCol.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getHalftoneResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `halftone_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst halftoneModule = device.createShaderModule({\n\t\t\tlabel: `halftone_${format}.wgsl`,\n\t\t\tcode: WGSL_HALFTONE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `HalftonePipeline_${format}`,\n\t\t\tmodule: halftoneModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\thalftonePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst HalftoneScreenWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HalftoneScreen\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"halftone_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && input.outputItem?.type === \"Signal\");\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tconst rawVal = unwrapFrameParam(op[configKey], compositionFrame, fps).value;\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(rawVal ?? defaultValue)));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst freqRes = resolveBindable(\"frequency\", 30, 1, 200);\n\tconst angleRes = resolveBindable(\"angle\", 45, 0, 360);\n\tconst contrastRes = resolveBindable(\"contrast\", 1, .1, 5);\n\tconst cyanRes = resolveBindable(\"cyanAngle\", 15, 0, 360);\n\tconst magRes = resolveBindable(\"magentaAngle\", 75, 0, 360);\n\tconst yelRes = resolveBindable(\"yellowAngle\", 0, 0, 360);\n\tconst blkRes = resolveBindable(\"blackAngle\", 45, 0, 360);\n\tconst opacityRes = resolveBindable(\"opacity\", 1, 0, 1);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { halftonePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHalftoneResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst freqView = getSignalView(freqRes, \"freq_sig\");\n\tconst angleView = getSignalView(angleRes, \"angle_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst cyanView = getSignalView(cyanRes, \"cyan_sig\");\n\tconst magView = getSignalView(magRes, \"mag_sig\");\n\tconst yelView = getSignalView(yelRes, \"yel_sig\");\n\tconst blkView = getSignalView(blkRes, \"blk_sig\");\n\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\tconst modeVal = op.mode === \"CMYK\" ? 1 : 0;\n\tlet dotShapeVal = 0;\n\tif (op.dotShape === \"Diamond\") dotShapeVal = 1;\n\telse if (op.dotShape === \"Line\") dotShapeVal = 2;\n\telse if (op.dotShape === \"Square\") dotShapeVal = 3;\n\tconst dotCol = parseColor(op.dotColor ?? \"#000000\");\n\tconst paperCol = parseColor(op.paperColor ?? \"#ffffff\");\n\tconst halftoneUniformData = new Float32Array(28);\n\thalftoneUniformData[0] = modeVal;\n\thalftoneUniformData[1] = dotShapeVal;\n\thalftoneUniformData[2] = freqRes.val;\n\thalftoneUniformData[3] = angleRes.val;\n\thalftoneUniformData[4] = contrastRes.val;\n\thalftoneUniformData[5] = op.invert ? 1 : 0;\n\thalftoneUniformData[6] = op.smooth !== false ? 1 : 0;\n\thalftoneUniformData[7] = opacityRes.val;\n\thalftoneUniformData[8] = dotCol.r;\n\thalftoneUniformData[9] = dotCol.g;\n\thalftoneUniformData[10] = dotCol.b;\n\thalftoneUniformData[11] = dotCol.a;\n\thalftoneUniformData[12] = paperCol.r;\n\thalftoneUniformData[13] = paperCol.g;\n\thalftoneUniformData[14] = paperCol.b;\n\thalftoneUniformData[15] = paperCol.a;\n\thalftoneUniformData[16] = cyanRes.val;\n\thalftoneUniformData[17] = magRes.val;\n\thalftoneUniformData[18] = yelRes.val;\n\thalftoneUniformData[19] = blkRes.val;\n\thalftoneUniformData[20] = freqRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[21] = angleRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[22] = contrastRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[23] = cyanRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[24] = magRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[25] = yelRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[26] = blkRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[27] = opacityRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(halftoneUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: freqView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: angleView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: contrastView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: cyanView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: magView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: yelView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: blkView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: opacityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: HalftoneScreenWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-eyvY4Lq4.mjs","names":[],"sources":["../../../nodes/node-halftone-screen/dist/renderers-CvluQiq3.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HALFTONE_SHADER = `\nstruct HalftoneUniforms {\n mode : f32, // 0 = Monochrome, 1 = CMYK\n dotShape : f32, // 0 = Circle, 1 = Diamond, 2 = Line, 3 = Square\n frequency : f32,\n angle : f32,\n\n contrast : f32,\n invert : f32,\n isSmooth : f32,\n opacity : f32,\n\n dotColor : vec4<f32>,\n paperColor : vec4<f32>,\n\n cyanAngle : f32,\n magentaAngle : f32,\n yellowAngle : f32,\n blackAngle : f32,\n\n hasFreqSig : f32,\n hasAngleSig : f32,\n hasContrastSig : f32,\n hasCyanSig : f32,\n\n hasMagSig : f32,\n hasYelSig : f32,\n hasBlkSig : f32,\n hasOpacitySig : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HalftoneUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var freqSigTex : texture_2d<f32>;\n@group(2) @binding(1) var angleSigTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(3) var cyanSigTex : texture_2d<f32>;\n@group(2) @binding(4) var magSigTex : texture_2d<f32>;\n@group(2) @binding(5) var yelSigTex : texture_2d<f32>;\n@group(2) @binding(6) var blkSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nconst PI: f32 = 3.141592653589793;\n\nfn getCellCenterUV(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32\n) -> vec2<f32> {\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n let invRot = mat2x2<f32>(cosA, sinA, -sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellIndex = floor(rotPos / cellSize) + vec2<f32>(0.5);\n let cellCenterRot = cellIndex * cellSize;\n let cellCenterPixelPos = invRot * cellCenterRot;\n let cellCenterUV = (cellCenterPixelPos + center) / dimensions;\n return clamp(cellCenterUV, vec2<f32>(0.0), vec2<f32>(1.0));\n}\n\nfn evalDotCoverage(\n uv: vec2<f32>,\n dimensions: vec2<f32>,\n screenAngleDeg: f32,\n freq: f32,\n shape: f32,\n density: f32,\n contrastMultiplier: f32,\n isSmooth: f32\n) -> f32 {\n var d = clamp((density - 0.5) * contrastMultiplier + 0.5, 0.0, 1.0);\n if (d <= 0.0001) { return 0.0; }\n if (d >= 0.9999) { return 1.0; }\n\n let rad = screenAngleDeg * PI / 180.0;\n let cosA = cos(rad);\n let sinA = sin(rad);\n let rot = mat2x2<f32>(cosA, -sinA, sinA, cosA);\n\n let minDim = min(dimensions.x, dimensions.y);\n let cellSize = max(minDim / max(freq, 1.0), 1.0);\n\n let center = dimensions * 0.5;\n let pixelPos = (uv * dimensions) - center;\n let rotPos = rot * pixelPos;\n\n let cellUV = fract(rotPos / cellSize) - vec2<f32>(0.5);\n\n var spot: f32 = 0.0;\n\n if (shape < 0.5) {\n // 0: Euclidean Round Dot\n spot = 0.5 * (1.0 - (cos(cellUV.x * 2.0 * PI) + cos(cellUV.y * 2.0 * PI)) * 0.5);\n } else if (shape < 1.5) {\n // 1: Diamond\n spot = abs(cellUV.x) + abs(cellUV.y);\n } else if (shape < 2.5) {\n // 2: Line\n spot = abs(cellUV.y) * 2.0;\n } else {\n // 3: Square\n spot = max(abs(cellUV.x), abs(cellUV.y)) * 2.0;\n }\n\n let edgeWidth = select(0.001, max(1.5 / cellSize, 0.003), isSmooth > 0.5);\n\n return select(\n step(spot, d),\n smoothstep(d + edgeWidth, d - edgeWidth, spot),\n isSmooth > 0.5\n );\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let sourceCol = textureSampleLevel(tex, samp, in.uv, 0.0);\n if (sourceCol.a < 1e-5) {\n return sourceCol;\n }\n\n // Resolve parameter overrides or dynamic signals\n var frequency = u.frequency;\n if (u.hasFreqSig > 0.5) {\n frequency = textureSampleLevel(freqSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var baseAngle = u.angle;\n if (u.hasAngleSig > 0.5) {\n baseAngle = textureSampleLevel(angleSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var contrast = u.contrast;\n if (u.hasContrastSig > 0.5) {\n contrast = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var cyanAngle = u.cyanAngle;\n if (u.hasCyanSig > 0.5) {\n cyanAngle = textureSampleLevel(cyanSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var magentaAngle = u.magentaAngle;\n if (u.hasMagSig > 0.5) {\n magentaAngle = textureSampleLevel(magSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var yellowAngle = u.yellowAngle;\n if (u.hasYelSig > 0.5) {\n yellowAngle = textureSampleLevel(yelSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var blackAngle = u.blackAngle;\n if (u.hasBlkSig > 0.5) {\n blackAngle = textureSampleLevel(blkSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n var effectOpacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n effectOpacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dimensions = vec2<f32>(textureDimensions(tex));\n let unpremult = sourceCol.rgb / sourceCol.a;\n\n var screenedRgb: vec3<f32>;\n\n if (u.mode < 0.5) {\n // --- Monochrome Mode ---\n let cellCenterUV = getCellCenterUV(in.uv, dimensions, baseAngle, frequency);\n let cellCol = textureSampleLevel(tex, samp, cellCenterUV, 0.0);\n let cellRgb = select(cellCol.rgb, cellCol.rgb / cellCol.a, cellCol.a > 1e-5);\n let luminance = dot(cellRgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n var inkDensity = 1.0 - luminance;\n if (u.invert > 0.5) {\n inkDensity = luminance;\n }\n\n let coverage = evalDotCoverage(\n in.uv,\n dimensions,\n baseAngle,\n frequency,\n u.dotShape,\n inkDensity,\n contrast,\n u.isSmooth\n );\n\n screenedRgb = mix(u.paperColor.rgb, u.dotColor.rgb, coverage);\n } else {\n // --- CMYK Mode ---\n let cellCenterUVC = getCellCenterUV(in.uv, dimensions, baseAngle + cyanAngle, frequency);\n let colC = textureSampleLevel(tex, samp, cellCenterUVC, 0.0);\n let rgbC = select(colC.rgb, colC.rgb / colC.a, colC.a > 1e-5);\n let kC = 1.0 - max(max(rgbC.r, rgbC.g), rgbC.b);\n let invKC = 1.0 - kC;\n var densC = select(0.0, clamp((1.0 - rgbC.r - kC) / max(invKC, 0.0001), 0.0, 1.0), invKC > 0.0001);\n\n let cellCenterUVM = getCellCenterUV(in.uv, dimensions, baseAngle + magentaAngle, frequency);\n let colM = textureSampleLevel(tex, samp, cellCenterUVM, 0.0);\n let rgbM = select(colM.rgb, colM.rgb / colM.a, colM.a > 1e-5);\n let kM = 1.0 - max(max(rgbM.r, rgbM.g), rgbM.b);\n let invKM = 1.0 - kM;\n var densM = select(0.0, clamp((1.0 - rgbM.g - kM) / max(invKM, 0.0001), 0.0, 1.0), invKM > 0.0001);\n\n let cellCenterUVY = getCellCenterUV(in.uv, dimensions, baseAngle + yellowAngle, frequency);\n let colY = textureSampleLevel(tex, samp, cellCenterUVY, 0.0);\n let rgbY = select(colY.rgb, colY.rgb / colY.a, colY.a > 1e-5);\n let kY = 1.0 - max(max(rgbY.r, rgbY.g), rgbY.b);\n let invKY = 1.0 - kY;\n var densY = select(0.0, clamp((1.0 - rgbY.b - kY) / max(invKY, 0.0001), 0.0, 1.0), invKY > 0.0001);\n\n let cellCenterUVK = getCellCenterUV(in.uv, dimensions, baseAngle + blackAngle, frequency);\n let colK = textureSampleLevel(tex, samp, cellCenterUVK, 0.0);\n let rgbK = select(colK.rgb, colK.rgb / colK.a, colK.a > 1e-5);\n var densK = 1.0 - max(max(rgbK.r, rgbK.g), rgbK.b);\n\n if (u.invert > 0.5) {\n densC = 1.0 - densC;\n densM = 1.0 - densM;\n densY = 1.0 - densY;\n densK = 1.0 - densK;\n }\n\n let covC = evalDotCoverage(in.uv, dimensions, baseAngle + cyanAngle, frequency, u.dotShape, densC, contrast, u.isSmooth);\n let covM = evalDotCoverage(in.uv, dimensions, baseAngle + magentaAngle, frequency, u.dotShape, densM, contrast, u.isSmooth);\n let covY = evalDotCoverage(in.uv, dimensions, baseAngle + yellowAngle, frequency, u.dotShape, densY, contrast, u.isSmooth);\n let covK = evalDotCoverage(in.uv, dimensions, baseAngle + blackAngle, frequency, u.dotShape, densK, contrast, u.isSmooth);\n\n // Subtractive synthesis onto paper substrate\n let outR = u.paperColor.r * (1.0 - covC) * (1.0 - covK);\n let outG = u.paperColor.g * (1.0 - covM) * (1.0 - covK);\n let outB = u.paperColor.b * (1.0 - covY) * (1.0 - covK);\n\n screenedRgb = clamp(vec3<f32>(outR, outG, outB), vec3<f32>(0.0), vec3<f32>(1.0));\n }\n\n // Apply effect opacity blend\n let finalRgb = mix(unpremult, screenedRgb, clamp(effectOpacity, 0.0, 1.0));\n return vec4<f32>(finalRgb * sourceCol.a, sourceCol.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getHalftoneResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `halftone_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst halftoneModule = device.createShaderModule({\n\t\t\tlabel: `halftone_${format}.wgsl`,\n\t\t\tcode: WGSL_HALFTONE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `HalftonePipeline_${format}`,\n\t\t\tmodule: halftoneModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\thalftonePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst HalftoneScreenWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"HalftoneScreen\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"halftone_node\";\n\tconst resolveBindable = (configKey, defaultValue, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && input.outputItem?.type === \"Signal\");\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Math.max(minVal, Math.min(maxVal, Number(input.outputItem.data ?? defaultValue)));\n\t\telse {\n\t\t\tconst rawVal = unwrapFrameParam(op[configKey], compositionFrame, fps).value;\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(rawVal ?? defaultValue)));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst freqRes = resolveBindable(\"frequency\", 30, 1, 200);\n\tconst angleRes = resolveBindable(\"angle\", 45, 0, 360);\n\tconst contrastRes = resolveBindable(\"contrast\", 1, .1, 5);\n\tconst cyanRes = resolveBindable(\"cyanAngle\", 15, 0, 360);\n\tconst magRes = resolveBindable(\"magentaAngle\", 75, 0, 360);\n\tconst yelRes = resolveBindable(\"yellowAngle\", 0, 0, 360);\n\tconst blkRes = resolveBindable(\"blackAngle\", 45, 0, 360);\n\tconst opacityRes = resolveBindable(\"opacity\", 1, 0, 1);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { halftonePipeline: pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHalftoneResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst freqView = getSignalView(freqRes, \"freq_sig\");\n\tconst angleView = getSignalView(angleRes, \"angle_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst cyanView = getSignalView(cyanRes, \"cyan_sig\");\n\tconst magView = getSignalView(magRes, \"mag_sig\");\n\tconst yelView = getSignalView(yelRes, \"yel_sig\");\n\tconst blkView = getSignalView(blkRes, \"blk_sig\");\n\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\tconst modeVal = op.mode === \"CMYK\" ? 1 : 0;\n\tlet dotShapeVal = 0;\n\tif (op.dotShape === \"Diamond\") dotShapeVal = 1;\n\telse if (op.dotShape === \"Line\") dotShapeVal = 2;\n\telse if (op.dotShape === \"Square\") dotShapeVal = 3;\n\tconst dotCol = parseColor(op.dotColor ?? \"#000000\");\n\tconst paperCol = parseColor(op.paperColor ?? \"#ffffff\");\n\tconst halftoneUniformData = new Float32Array(28);\n\thalftoneUniformData[0] = modeVal;\n\thalftoneUniformData[1] = dotShapeVal;\n\thalftoneUniformData[2] = freqRes.val;\n\thalftoneUniformData[3] = angleRes.val;\n\thalftoneUniformData[4] = contrastRes.val;\n\thalftoneUniformData[5] = op.invert ? 1 : 0;\n\thalftoneUniformData[6] = op.smooth !== false ? 1 : 0;\n\thalftoneUniformData[7] = opacityRes.val;\n\thalftoneUniformData[8] = dotCol.r;\n\thalftoneUniformData[9] = dotCol.g;\n\thalftoneUniformData[10] = dotCol.b;\n\thalftoneUniformData[11] = dotCol.a;\n\thalftoneUniformData[12] = paperCol.r;\n\thalftoneUniformData[13] = paperCol.g;\n\thalftoneUniformData[14] = paperCol.b;\n\thalftoneUniformData[15] = paperCol.a;\n\thalftoneUniformData[16] = cyanRes.val;\n\thalftoneUniformData[17] = magRes.val;\n\thalftoneUniformData[18] = yelRes.val;\n\thalftoneUniformData[19] = blkRes.val;\n\thalftoneUniformData[20] = freqRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[21] = angleRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[22] = contrastRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[23] = cyanRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[24] = magRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[25] = yelRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[26] = blkRes.hasStaticSig ? 1 : 0;\n\thalftoneUniformData[27] = opacityRes.hasStaticSig ? 1 : 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(halftoneUniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, 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{"version":3,"file":"renderer-ij448rvt.mjs","names":[],"sources":["../../../nodes/node-corner-pin/dist/renderers-pM5Tx32P.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\";\nimport { solveHomography } from \"@framefields/node-sdk\";\n\n//#region src/shared/utils.ts\nfunction getDefaultPoints() {\n\treturn [\n\t\t{\n\t\t\tx: 0,\n\t\t\ty: 0\n\t\t},\n\t\t{\n\t\t\tx: 100,\n\t\t\ty: 0\n\t\t},\n\t\t{\n\t\t\tx: 0,\n\t\t\ty: 100\n\t\t},\n\t\t{\n\t\t\tx: 100,\n\t\t\ty: 100\n\t\t}\n\t];\n}\n/**\n* Homography mapping the corner-pin quad (percent coordinates, TL, TR, BL, BR)\n* to the unit square it samples from. Falls back to the identity quad.\n*/\nfunction solveCornerPinHomography(targetPoints) {\n\treturn solveHomography((targetPoints && targetPoints.length === 4 ? targetPoints : getDefaultPoints()).map((p) => ({\n\t\tx: p.x / 100,\n\t\ty: p.y / 100\n\t})));\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst cornerPinWgsl = `\nstruct CornerPinUniforms {\n\tmatrix_row0 : vec4<f32>,\n\tmatrix_row1 : vec4<f32>,\n\tmatrix_row2 : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : CornerPinUniforms;\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\tlet x = in.uv.x;\n\tlet y = in.uv.y;\n\n\tlet d = u.matrix_row2.x * x + u.matrix_row2.y * y + u.matrix_row2.z;\n\tif (abs(d) < 1e-6) {\n\t\treturn vec4<f32>(0.0);\n\t}\n\n\tlet src_u = (u.matrix_row0.x * x + u.matrix_row0.y * y + u.matrix_row0.z) / d;\n\tlet src_v = (u.matrix_row1.x * x + u.matrix_row1.y * y + u.matrix_row1.z) / d;\n\n\tif (src_u < 0.0 || src_u > 1.0 || src_v < 0.0 || src_v > 1.0) {\n\t\treturn vec4<f32>(0.0);\n\t}\n\n\tlet color = textureSampleLevel(tex, samp, vec2<f32>(src_u, src_v), 0.0);\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getCornerPinResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst pinUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst pinTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpinPipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CornerPinPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"corner_pin.wgsl\",\n\t\t\t\t\tcode: cornerPinWgsl\n\t\t\t\t}),\n\t\t\t\tlayouts: [pinUniformLayout, pinTextureLayout],\n\t\t\t\tformat,\n\t\t\t\tblend: STRAIGHT_ALPHA_BLEND\n\t\t\t}),\n\t\t\tpinUniformLayout,\n\t\t\tpinTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst CornerPinWebGPURenderer = async (args) => {\n\tconst { ctx, props, targetTexture, targetWidth, targetHeight, encoder } = args;\n\tconst { virtualMedia } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"CornerPin\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? props.containerHeight ?? targetHeight;\n\targs.pass.end();\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 h = solveCornerPinHomography(op.points || []);\n\tconst uniformData = new Float32Array(12);\n\tuniformData[0] = h[0];\n\tuniformData[1] = h[1];\n\tuniformData[2] = h[2];\n\tuniformData[3] = 0;\n\tuniformData[4] = h[3];\n\tuniformData[5] = h[4];\n\tuniformData[6] = h[5];\n\tuniformData[7] = 0;\n\tuniformData[8] = h[6];\n\tuniformData[9] = h[7];\n\tuniformData[10] = h[8];\n\tuniformData[11] = 0;\n\tconst { pinPipeline: pipeline, pinUniformLayout: uLayout, pinTextureLayout: tLayout } = getCornerPinResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uniformBindGroup = 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 textureBindGroup = ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, childTex, sampler);\n\tconst outTex = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uniformBindGroup, textureBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: CornerPinWebGPURenderer });\n\n//#endregion\nexport { getDefaultPoints as n, solveCornerPinHomography as r, renderers_default as t };\n//# sourceMappingURL=renderers-pM5Tx32P.mjs.map"],"mappings":";;;;AAKA,SAAS,mBAAmB;AAC3B,QAAO;EACN;GACC,GAAG;GACH,GAAG;GACH;EACD;GACC,GAAG;GACH,GAAG;GACH;EACD;GACC,GAAG;GACH,GAAG;GACH;EACD;GACC,GAAG;GACH,GAAG;GACH;EACD;;;;;;AAMF,SAAS,yBAAyB,cAAc;AAC/C,QAAO,iBAAiB,gBAAgB,aAAa,WAAW,IAAI,eAAe,kBAAkB,EAAE,KAAK,OAAO;EAClH,GAAG,EAAE,IAAI;EACT,GAAG,EAAE,IAAI;EACT,EAAE,CAAC;;AAKL,MAAM,gBAAgB;;;;;;;;;;EAUpB,qBAAqB;;;;;;;;;;;;;;;;;;;;;;AAsBvB,MAAM,sCAAsC,IAAI,SAAS;AACzD,SAAS,sBAAsB,QAAQ,QAAQ;CAC9C,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,CAAC,KAAK;EACT,MAAM,mBAAmB,wBAAwB,QAAQ,CAAC,UAAU,CAAC;EACrE,MAAM,mBAAmB,wBAAwB,QAAQ,CAAC,WAAW,UAAU,CAAC;AAChF,QAAM;GACL,aAAa,yBAAyB,QAAQ;IAC7C,OAAO;IACP,QAAQ,OAAO,mBAAmB;KACjC,OAAO;KACP,MAAM;KACN,CAAC;IACF,SAAS,CAAC,kBAAkB,iBAAiB;IAC7C;IACA,OAAO;IACP,CAAC;GACF;GACA;GACA;AACD,sBAAoB,IAAI,QAAQ,IAAI;;AAErC,QAAO;;AAER,MAAM,0BAA0B,OAAO,SAAS;CAC/C,MAAM,EAAE,KAAK,OAAO,eAAe,aAAa,cAAc,YAAY;CAC1E,MAAM,EAAE,iBAAiB;CACzB,MAAM,KAAK,cAAc;AACzB,KAAI,CAAC,MAAM,GAAG,OAAO,YAAa;CAClC,MAAM,aAAa,aAAa,WAAW;AAC3C,KAAI,CAAC,WAAY;CACjB,MAAM,cAAc,GAAG,iBAAiB,WAAW,UAAU,SAAS,MAAM,kBAAkB;CAC9F,MAAM,eAAe,GAAG,kBAAkB,WAAW,UAAU,UAAU,MAAM,mBAAmB;AAClG,MAAK,KAAK,KAAK;CACf,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,YAAY;EACxE,OAAO;EACP,QAAQ;EACR,OAAO;GACN,GAAG;GACH,gBAAgB;GAChB,iBAAiB;GACjB,cAAc;GACd;EACD,CAAC;CACF,MAAM,IAAI,yBAAyB,GAAG,UAAU,EAAE,CAAC;CACnD,MAAM,cAAc,IAAI,aAAa,GAAG;AACxC,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK;AACjB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK;AACjB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,MAAM,EAAE;AACpB,aAAY,MAAM;CAClB,MAAM,EAAE,aAAa,UAAU,kBAAkB,SAAS,kBAAkB,YAAY,sBAAsB,IAAI,QAAQ,IAAI,SAAS,OAAO;CAC9I,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,gBAAgB,IAAI,SAAS,mBAAmB,YAAY;CAClE,MAAM,mBAAmB,IAAI,OAAO,gBAAgB;EACnD,QAAQ;EACR,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ,eAAe;GACnC,CAAC;EACF,CAAC;CACF,MAAM,mBAAmB,IAAI,SAAS,eAAe,aAAa,IAAI,QAAQ,SAAS,UAAU,QAAQ;CACzG,MAAM,SAAS,IAAI,SAAS,oBAAoB,aAAa,cAAc;EAC1E;EACA;EACA,GAAG,MAAM,mBAAmB,EAAE;EAC9B,CAAC;AACF,oBAAmB,SAAS,OAAO,YAAY,EAAE,UAAU,CAAC,kBAAkB,iBAAiB,CAAC;AAChG,qBAAoB,MAAM,QAAQ,GAAG,WAAW,EAAE;;AAKnD,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,yBAAyB,CAAC"}
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import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-Bb4WmYYH.mjs";
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{"version":3,"file":"renderer-CxkUI9s_.mjs","names":[],"sources":["../../../nodes/node-dither/dist/renderers-v80Aclc6.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 = \"Dither\";\nconst UNIFORM_FLOATS = 16;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 4> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet mode = u32(u.v[1].x + 0.5);\n\tlet levels = u.v[1].y;\n\tlet scale = u.v[1].z;\n\tlet monochrome = u.v[1].w;\n\tlet dark = u.v[2];\n\tlet light = u.v[3];\n\n\tlet R = res();\n\tlet s = max(scale, 1.0);\n\tlet cellp = floor(in.uv * R / s);\n\tlet c = texelS(cellp * s + s * 0.5);\n\tvar t = bayer8(cellp);\n\tif (mode == 1u) { t = hash12(cellp); }\n\tif (mode == 2u) { t = clamp(length(fract(cellp / 4.0) - 0.5) * 1.414, 0.0, 1.0); }\n\tlet n = max(levels - 1.0, 1.0);\n\tvar rgb : vec3<f32>;\n\tif (monochrome > 0.5) {\n\t\tlet q = clamp(floor(luma(c.rgb) * n + t) / n, 0.0, 1.0);\n\t\trgb = mix(dark.rgb, light.rgb, q);\n\t} else {\n\t\trgb = clamp(floor(c.rgb * n + vec3<f32>(t)) / n, vec3<f32>(0.0), vec3<f32>(1.0));\n\t}\n\treturn premul(vec4<f32>(rgb, c.a));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\n\t\t\"bayer\",\n\t\t\"noise\",\n\t\t\"halftone\"\n\t].indexOf(String(raw.mode ?? \"bayer\")));\n\tdata[5] = num(raw.levels, 2);\n\tdata[6] = num(raw.scale, 2);\n\tdata[7] = raw.monochrome === void 0 ? 1 : raw.monochrome ? 1 : 0;\n\tdata.set(hexToRgba(String(raw.dark ?? \"#111111\")), 8);\n\tdata.set(hexToRgba(String(raw.light ?? \"#f2efe6\")), 12);\n}\nconst DitherWebGPURenderer = 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 ?? 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{"version":3,"file":"renderer-j7aUfyeR.mjs","names":[],"sources":["../../../nodes/node-dither/dist/renderers-v80Aclc6.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 = \"Dither\";\nconst UNIFORM_FLOATS = 16;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 4> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet mode = u32(u.v[1].x + 0.5);\n\tlet levels = u.v[1].y;\n\tlet scale = u.v[1].z;\n\tlet monochrome = u.v[1].w;\n\tlet dark = u.v[2];\n\tlet light = u.v[3];\n\n\tlet R = res();\n\tlet s = max(scale, 1.0);\n\tlet cellp = floor(in.uv * R / s);\n\tlet c = texelS(cellp * s + s * 0.5);\n\tvar t = bayer8(cellp);\n\tif (mode == 1u) { t = hash12(cellp); }\n\tif (mode == 2u) { t = clamp(length(fract(cellp / 4.0) - 0.5) * 1.414, 0.0, 1.0); }\n\tlet n = max(levels - 1.0, 1.0);\n\tvar rgb : vec3<f32>;\n\tif (monochrome > 0.5) {\n\t\tlet q = clamp(floor(luma(c.rgb) * n + t) / n, 0.0, 1.0);\n\t\trgb = mix(dark.rgb, light.rgb, q);\n\t} else {\n\t\trgb = clamp(floor(c.rgb * n + vec3<f32>(t)) / n, vec3<f32>(0.0), vec3<f32>(1.0));\n\t}\n\treturn premul(vec4<f32>(rgb, c.a));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\n\t\t\"bayer\",\n\t\t\"noise\",\n\t\t\"halftone\"\n\t].indexOf(String(raw.mode ?? \"bayer\")));\n\tdata[5] = num(raw.levels, 2);\n\tdata[6] = num(raw.scale, 2);\n\tdata[7] = raw.monochrome === void 0 ? 1 : raw.monochrome ? 1 : 0;\n\tdata.set(hexToRgba(String(raw.dark ?? \"#111111\")), 8);\n\tdata.set(hexToRgba(String(raw.light ?? \"#f2efe6\")), 12);\n}\nconst DitherWebGPURenderer = 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 ?? 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//#region ../../nodes/node-particles/dist/renderers-C4F7TVQQ.mjs
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{"version":3,"file":"renderer-PNIgmWft.mjs","names":[],"sources":["../../../nodes/node-particles/dist/renderers-C4F7TVQQ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/shared/program.ts\nfunction isParticleProgram(value) {\n\treturn typeof value === \"object\" && value !== null && \"particleStatic\" in value && typeof value.particleFrame === \"function\";\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst PARTICLE_BYTES = 32;\nconst PARAM_VEC4S = 32;\nconst MAX_ATTRACTORS = 8;\nconst MAX_COLORS = 8;\nconst SNAPSHOT_EVERY = 24;\nconst MAX_SNAPSHOTS = 64;\nconst WORKGROUP = 64;\nconst COMMON_WGSL = `\nstruct Particle {\n\tpos : vec2<f32>,\n\tvel : vec2<f32>,\n\tage : f32,\n\tlife : f32,\n\tjitter : f32,\n\t_pad : f32,\n};\n\nstruct Params { v : array<vec4<f32>, ${PARAM_VEC4S}> };\n`;\nconst SIM_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read_write> particles : array<Particle>;\n@group(0) @binding(2) var<storage, read> mask : array<f32>;\n\nfn pcg(v : u32) -> u32 {\n\tlet state = v * 747796405u + 2891336453u;\n\tlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\n\treturn (word >> 22u) ^ word;\n}\nfn rnd(idx : u32, channel : u32, seed : u32) -> f32 {\n\treturn f32(pcg(idx * 16u + channel + pcg(seed))) / 4294967295.0;\n}\n\nfn hash2(p : vec2<f32>) -> f32 {\n\tlet q = fract(p * vec2<f32>(0.1031, 0.1030));\n\tlet r = q + dot(q, q.yx + 33.33);\n\treturn fract((r.x + r.y) * r.x);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\tlet a = hash2(i);\n\tlet b = hash2(i + vec2<f32>(1.0, 0.0));\n\tlet c = hash2(i + vec2<f32>(0.0, 1.0));\n\tlet d = hash2(i + vec2<f32>(1.0, 1.0));\n\treturn mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\nfn fbm(p : vec2<f32>) -> f32 {\n\treturn vnoise(p) * 0.6 + vnoise(p * 2.03 + 17.0) * 0.3 + vnoise(p * 4.01 + 41.0) * 0.1;\n}\n// Divergence-free flow: the curl of a scalar noise field.\nfn curl(p : vec2<f32>) -> vec2<f32> {\n\tlet e = 0.02;\n\tlet dx = fbm(p + vec2<f32>(e, 0.0)) - fbm(p - vec2<f32>(e, 0.0));\n\tlet dy = fbm(p + vec2<f32>(0.0, e)) - fbm(p - vec2<f32>(0.0, e));\n\treturn vec2<f32>(dy, -dx) / (2.0 * e);\n}\n\nfn maskAt(cell : vec2<f32>, offset : u32) -> f32 {\n\tlet w = i32(P.v[18].x);\n\tlet h = i32(P.v[18].y);\n\tlet c0 = vec2<i32>(floor(cell));\n\tlet t = cell - floor(cell);\n\tvar s = 0.0;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet o = vec2<i32>(k & 1, k >> 1);\n\t\tlet c = c0 + o;\n\t\tvar v = 0.0;\n\t\tif (c.x >= 0 && c.y >= 0 && c.x < w && c.y < h) {\n\t\t\tv = mask[offset + u32(c.y * w + c.x)];\n\t\t}\n\t\tlet wx = select(1.0 - t.x, t.x, o.x == 1);\n\t\tlet wy = select(1.0 - t.y, t.y, o.y == 1);\n\t\ts += v * wx * wy;\n\t}\n\treturn s;\n}\n\nfn spawn(i : u32, idx : u32, birthFrac : f32) {\n\tlet birthAge = birthFrac * P.v[1].z;\n\tlet seed = u32(P.v[1].y);\n\tlet shape = u32(P.v[4].x);\n\tlet ex = P.v[4].y; let ey = P.v[4].z; let ew = P.v[4].w;\n\tlet eh = P.v[5].x; let er = P.v[5].y;\n\tlet r0 = rnd(idx, 0u, seed); let r1 = rnd(idx, 1u, seed);\n\tvar pos = vec2<f32>(ex, ey);\n\tvar center = vec2<f32>(ex, ey);\n\tif (shape == 1u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r0); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 2u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r1); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 3u) {\n\t\tlet a = r0 * 6.2831853; let rr = er * sqrt(r1);\n\t\tpos = vec2<f32>(ex + cos(a) * rr, ey + sin(a) * rr);\n\t} else if (shape == 4u) {\n\t\tlet a = r0 * 6.2831853;\n\t\tpos = vec2<f32>(ex + cos(a) * er, ey + sin(a) * er);\n\t}\n\tlet radial = P.v[1].w > 0.5;\n\tvar dir = P.v[6].x + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y;\n\tif (radial) {\n\t\tlet d = pos - center;\n\t\tif (dot(d, d) > 1e-6) { dir = atan2(d.y, d.x) + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y; }\n\t}\n\t// A moving emitter: older births of the frame start nearer last frame's spot.\n\tif (P.v[30].z > 0.5) { pos += (P.v[30].xy - vec2<f32>(ex, ey)) * birthFrac; }\n\tlet speed = mix(P.v[5].z, P.v[5].w, rnd(idx, 3u, seed));\n\tlet vel = vec2<f32>(cos(dir), sin(dir)) * speed;\n\tvar p : Particle;\n\tp.vel = vel;\n\tp.pos = pos + vel * birthAge;\n\tp.age = birthAge;\n\tp.life = mix(P.v[6].z, P.v[6].w, rnd(idx, 4u, seed));\n\tp.jitter = 1.0 - P.v[16].w * rnd(idx, 5u, seed);\n\tp._pad = 0.0;\n\tparticles[i] = p;\n}\n\n@compute @workgroup_size(${WORKGROUP})\nfn simulate(@builtin(global_invocation_id) gid : vec3<u32>) {\n\tlet i = gid.x;\n\tlet maxN = u32(P.v[1].x);\n\tif (i >= maxN) { return; }\n\tlet dt = P.v[0].x;\n\tlet time = P.v[0].y;\n\tlet emitStart = u32(P.v[0].z);\n\tlet emitCount = u32(P.v[0].w);\n\tlet frameDt = P.v[1].z;\n\n\tif (emitCount > 0u) {\n\t\tlet k = (i + maxN - (emitStart % maxN)) % maxN;\n\t\tif (k < emitCount) {\n\t\t\t// Births spread over the frame, oldest first.\n\t\t\tspawn(i, emitStart + k, 1.0 - (f32(k) + 0.5) / f32(emitCount));\n\t\t\treturn;\n\t\t}\n\t}\n\n\tvar p = particles[i];\n\tif (p.life <= 0.0) { return; }\n\tp.age += dt;\n\tif (p.age >= p.life) { p.life = 0.0; particles[i] = p; return; }\n\n\tvar acc = vec2<f32>(P.v[2].z, P.v[2].w);\n\tlet ns = P.v[3].y;\n\tif (ns != 0.0) {\n\t\tlet sc = max(P.v[3].z, 1.0);\n\t\tacc += curl(p.pos / sc + vec2<f32>(time * P.v[3].w, time * P.v[3].w * 0.7)) * ns;\n\t}\n\tlet nAttr = u32(P.v[7].w);\n\tfor (var a = 0u; a < nAttr; a++) {\n\t\tlet at = P.v[8u + a];\n\t\tlet d = at.xy - p.pos;\n\t\tlet dist = length(d) + 1e-3;\n\t\tlet fall = exp(-(dist * dist) / max(at.w * at.w, 1.0));\n\t\tacc += d / dist * at.z * fall;\n\t}\n\tif (P.v[16].x > 0.5) {\n\t\t// Silhouette push: out along the gradient, harder where it just arrived.\n\t\tlet comp = p.pos + P.v[18].zw;\n\t\tlet cell = (comp - P.v[17].xy) / P.v[17].zw - 0.5;\n\t\tlet cellCount = u32(P.v[18].x * P.v[18].y);\n\t\tlet a0 = maskAt(cell, 0u);\n\t\tif (a0 > 0.02) {\n\t\t\tlet gx = maskAt(cell + vec2<f32>(1.0, 0.0), 0u) - maskAt(cell - vec2<f32>(1.0, 0.0), 0u);\n\t\t\tlet gy = maskAt(cell + vec2<f32>(0.0, 1.0), 0u) - maskAt(cell - vec2<f32>(0.0, 1.0), 0u);\n\t\t\tlet g = vec2<f32>(gx, gy);\n\t\t\tlet gl = length(g);\n\t\t\tif (gl > 1e-5) {\n\t\t\t\tlet before = maskAt(cell, cellCount);\n\t\t\t\tlet k = a0 * P.v[16].y + max(0.0, a0 - before) * P.v[16].z;\n\t\t\t\tacc -= g / gl * k;\n\t\t\t}\n\t\t}\n\t}\n\n\tp.vel += acc * dt;\n\tp.vel *= exp(-P.v[3].x * dt);\n\tp.pos += p.vel * dt;\n\n\tlet w = P.v[2].x; let h = P.v[2].y;\n\tlet floorY = P.v[7].y;\n\tlet bounce = P.v[7].z;\n\tif (floorY >= 0.0 && p.pos.y > floorY) { p.pos.y = floorY; p.vel.y = -abs(p.vel.y) * bounce; p.vel.x *= 0.9; }\n\tlet mode = u32(P.v[7].x);\n\tif (mode == 1u) {\n\t\tif (p.pos.x < 0.0 || p.pos.y < 0.0 || p.pos.x > w || p.pos.y > h) { p.life = 0.0; }\n\t} else if (mode == 2u) {\n\t\tif (p.pos.x < 0.0) { p.pos.x = 0.0; p.vel.x = abs(p.vel.x) * bounce; }\n\t\tif (p.pos.x > w) { p.pos.x = w; p.vel.x = -abs(p.vel.x) * bounce; }\n\t\tif (p.pos.y < 0.0) { p.pos.y = 0.0; p.vel.y = abs(p.vel.y) * bounce; }\n\t\tif (p.pos.y > h) { p.pos.y = h; p.vel.y = -abs(p.vel.y) * bounce; }\n\t} else if (mode == 3u) {\n\t\tp.pos = vec2<f32>(p.pos.x - floor(p.pos.x / w) * w, p.pos.y - floor(p.pos.y / h) * h);\n\t}\n\tparticles[i] = p;\n}\n`;\nconst DRAW_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read> particles : array<Particle>;\n\nstruct VOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n\t@location(1) color : vec4<f32>,\n\t@location(2) aspect : f32,\n};\n\nfn gradient(t : f32) -> vec4<f32> {\n\tlet n = i32(P.v[21].x);\n\tif (n <= 1) { return P.v[22]; }\n\tlet x = clamp(t, 0.0, 1.0) * f32(n - 1);\n\tlet i = min(i32(floor(x)), n - 2);\n\treturn mix(P.v[22 + i], P.v[23 + i], x - f32(i));\n}\n\n@vertex\nfn vs(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> VOut {\n\tvar out : VOut;\n\tlet p = particles[ii];\n\tif (p.life <= 0.0) {\n\t\tout.pos = vec4<f32>(2.0, 2.0, 0.0, 1.0);\n\t\tout.color = vec4<f32>(0.0);\n\t\treturn out;\n\t}\n\tlet t = p.age / p.life;\n\tlet size = mix(P.v[19].x, P.v[19].y, t) * p.jitter;\n\tvar corner = vec2<f32>(0.0);\n\tswitch (vi) {\n\t\tcase 0u: { corner = vec2<f32>(-1.0, -1.0); }\n\t\tcase 1u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tcase 2u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 3u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 4u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tdefault: { corner = vec2<f32>(1.0, 1.0); }\n\t}\n\tlet speed = length(p.vel);\n\tvar axisX = vec2<f32>(1.0, 0.0);\n\tvar halfLen = size * 0.5;\n\tlet shape = u32(P.v[20].x);\n\tif (shape == 3u && speed > 1e-3) {\n\t\taxisX = p.vel / speed;\n\t\thalfLen = size * 0.5 + speed * P.v[20].y * 0.5;\n\t}\n\tlet axisY = vec2<f32>(-axisX.y, axisX.x);\n\tlet local = axisX * corner.x * halfLen + axisY * corner.y * size * 0.5;\n\tlet px = (p.pos + local) * P.v[21].yz;\n\tlet tsize = P.v[2].xy * P.v[21].yz;\n\tout.pos = vec4<f32>(px.x / tsize.x * 2.0 - 1.0, 1.0 - px.y / tsize.y * 2.0, 0.0, 1.0);\n\tout.uv = corner;\n\tout.aspect = halfLen / max(size * 0.5, 1e-3);\n\n\tvar c = gradient(t);\n\tif (P.v[20].z > 0.5) { c = gradient(speed / max(P.v[20].w, 1e-3)); }\n\tlet fadeIn = max(P.v[19].z, 1e-4);\n\tlet fadeOut = max(P.v[19].w, 1e-4);\n\tlet a = c.a * smoothstep(0.0, fadeIn, t) * (1.0 - smoothstep(1.0 - fadeOut, 1.0, t)) * P.v[21].w;\n\tout.color = vec4<f32>(c.rgb * a, a);\n\treturn out;\n}\n\n@fragment\nfn fs(in : VOut) -> @location(0) vec4<f32> {\n\tlet shape = u32(P.v[20].x);\n\tvar m = 1.0;\n\tif (shape == 0u) {\n\t\tlet d = length(in.uv);\n\t\tlet e = max(fwidth(d), 1e-3);\n\t\tm = 1.0 - smoothstep(1.0 - e, 1.0, d);\n\t} else if (shape == 1u) {\n\t\tlet d = length(in.uv);\n\t\tm = exp(-3.5 * d * d) * (1.0 - smoothstep(0.9, 1.0, d));\n\t} else if (shape == 3u) {\n\t\t// A capsule along the motion, soft at the sides.\n\t\tlet ax = abs(in.uv.x) * in.aspect;\n\t\tlet ex = max(ax - (in.aspect - 1.0), 0.0);\n\t\tlet d = length(vec2<f32>(ex, in.uv.y));\n\t\tm = 1.0 - smoothstep(0.5, 1.0, d);\n\t}\n\treturn in.color * m;\n}\n`;\nconst pipelines = /* @__PURE__ */ new WeakMap();\nfunction getPipelines(device) {\n\tlet p = pipelines.get(device);\n\tif (p) return p;\n\tconst simLayout = device.createBindGroupLayout({\n\t\tlabel: \"particles_sim_layout\",\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}\n\t\t]\n\t});\n\tp = {\n\t\tsimLayout,\n\t\tsim: device.createComputePipeline({\n\t\t\tlabel: \"particles_sim\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [simLayout] }),\n\t\t\tcompute: {\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"particles_sim.wgsl\",\n\t\t\t\t\tcode: SIM_WGSL\n\t\t\t\t}),\n\t\t\t\tentryPoint: \"simulate\"\n\t\t\t}\n\t\t}),\n\t\tdrawLayout: device.createBindGroupLayout({\n\t\t\tlabel: \"particles_draw_layout\",\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}]\n\t\t}),\n\t\tdraw: /* @__PURE__ */ new Map(),\n\t\tdrawModule: device.createShaderModule({\n\t\t\tlabel: \"particles_draw.wgsl\",\n\t\t\tcode: DRAW_WGSL\n\t\t})\n\t};\n\tpipelines.set(device, p);\n\treturn p;\n}\nconst BLENDS = {\n\tnormal: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tadd: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tscreen: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t}\n};\nfunction drawPipeline(device, format, blend) {\n\tconst p = getPipelines(device);\n\tconst key = `${format}|${blend}`;\n\tlet pipe = p.draw.get(key);\n\tif (!pipe) {\n\t\tpipe = device.createRenderPipeline({\n\t\t\tlabel: `particles_draw_${blend}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [p.drawLayout] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{\n\t\t\t\t\tformat,\n\t\t\t\t\tblend: BLENDS[blend]\n\t\t\t\t}]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t});\n\t\tp.draw.set(key, pipe);\n\t}\n\treturn pipe;\n}\nconst SHAPES = {\n\tcircle: 0,\n\tsoft: 1,\n\tsquare: 2,\n\tspark: 3\n};\nconst EMITTERS = {\n\tpoint: 0,\n\tline: 1,\n\trect: 2,\n\tcircle: 3,\n\tring: 4\n};\nconst BOUNDS = {\n\tnone: 0,\n\tkill: 1,\n\tbounce: 2,\n\twrap: 3\n};\n/** Packs static settings and one frame's inputs into the shared parameter block. */\nfunction packParams(s, f, out, sim, view) {\n\tout.fill(0);\n\tconst v = (i, a, b, c, d) => out.set([\n\t\ta,\n\t\tb,\n\t\tc,\n\t\td\n\t], i * 4);\n\tconst deg = Math.PI / 180;\n\tv(0, sim.dt, sim.time, sim.emitStart, sim.emitCount);\n\tv(1, s.max, s.seed, sim.frameDt, s.emitter.radial ? 1 : 0);\n\tv(2, s.layer.width, s.layer.height, f.gravity[0], f.gravity[1]);\n\tv(3, f.drag, f.noise.strength, f.noise.scale, f.noise.speed);\n\tconst e = s.emitter;\n\tconst ex = f.emitter?.x ?? e.x;\n\tconst ey = f.emitter?.y ?? e.y;\n\tv(4, EMITTERS[e.shape], ex, ey, e.width);\n\tif (f.emitter) v(30, f.emitter.previousX, f.emitter.previousY, 1, 0);\n\tv(5, e.height, e.radius, s.speed[0], s.speed[1]);\n\tv(6, s.direction * deg, s.spread * deg, s.lifetime[0], s.lifetime[1]);\n\tconst attractors = f.attractors.slice(0, MAX_ATTRACTORS);\n\tv(7, BOUNDS[s.bounds], s.floor ?? -1, s.bounce, attractors.length);\n\tfor (const [i, a] of attractors.entries()) v(8 + i, a.x, a.y, a.strength, a.radius);\n\tconst m = f.push?.mask;\n\tv(16, m ? 1 : 0, f.push?.strength ?? 0, f.push?.sweep ?? 0, s.sizeJitter);\n\tv(17, m?.originX ?? 0, m?.originY ?? 0, m?.scaleX ?? 1, m?.scaleY ?? 1);\n\tv(18, m?.width ?? 0, m?.height ?? 0, s.layer.x, s.layer.y);\n\tv(19, s.size[0], s.size[1], s.fade[0], s.fade[1]);\n\tv(20, SHAPES[s.shape], s.stretch, s.colorBySpeed !== null ? 1 : 0, s.colorBySpeed ?? 1);\n\tconst colors = s.colors.slice(0, MAX_COLORS);\n\tv(21, colors.length, view.scaleX, view.scaleY, s.opacity);\n\tfor (const [i, c] of colors.entries()) v(22 + i, c[0], c[1], c[2], c[3]);\n}\nfunction stateFor(program, device) {\n\tconst existing = program.particleState;\n\tif (existing && existing.device === device) return existing;\n\tconst s = program.particleStatic;\n\tconst state = {\n\t\tdevice,\n\t\tparticles: device.createBuffer({\n\t\t\tlabel: \"particles\",\n\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t}),\n\t\tframe: -1,\n\t\temitted: 0,\n\t\tcarry: 0,\n\t\tsnapshots: /* @__PURE__ */ new Map(),\n\t\tmaskBuffer: null,\n\t\tmaskSize: 0,\n\t\tubo: device.createBuffer({\n\t\t\tlabel: \"particles_params\",\n\t\t\tsize: PARAM_VEC4S * 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n\t\t})\n\t};\n\tprogram.particleState = state;\n\treturn state;\n}\n/** Uploads this frame's (and the previous frame's) silhouette; a 1-float buffer when there is none. */\nfunction uploadMask(state, f) {\n\tconst m = f.push?.mask;\n\tconst cells = m ? m.width * m.height : 0;\n\tconst size = Math.max(16, cells * 2 * 4);\n\tif (!state.maskBuffer || state.maskSize < size) {\n\t\tstate.maskBuffer?.destroy();\n\t\tstate.maskBuffer = state.device.createBuffer({\n\t\t\tlabel: \"particles_mask\",\n\t\t\tsize,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n\t\t});\n\t\tstate.maskSize = size;\n\t}\n\tif (m) {\n\t\tconst both = new Float32Array(cells * 2);\n\t\tboth.set(m.data.subarray(0, cells));\n\t\tboth.set((f.push?.previous ?? m).data.subarray(0, cells), cells);\n\t\tstate.device.queue.writeBuffer(state.maskBuffer, 0, both);\n\t}\n\treturn state.maskBuffer;\n}\n/** Steps the system from the frame it holds to `frame` (layer-local), restoring a snapshot to go back. */\nfunction advance(program, state, frame, compositionStart, fps) {\n\tconst { device } = state;\n\tconst s = program.particleStatic;\n\tif (frame < state.frame || state.frame < 0) {\n\t\tlet best = -1;\n\t\tfor (const k of state.snapshots.keys()) if (k <= frame && k > best) best = k;\n\t\tconst encoder = device.createCommandEncoder({ label: \"particles_restore\" });\n\t\tif (best >= 0) {\n\t\t\tconst snap = state.snapshots.get(best);\n\t\t\tencoder.copyBufferToBuffer(snap.buffer, 0, state.particles, 0, s.max * PARTICLE_BYTES);\n\t\t\tstate.emitted = snap.emitted;\n\t\t\tstate.carry = snap.carry;\n\t\t\tstate.frame = best;\n\t\t} else {\n\t\t\tencoder.clearBuffer(state.particles);\n\t\t\tstate.emitted = 0;\n\t\t\tstate.carry = 0;\n\t\t\tstate.frame = -1;\n\t\t}\n\t\tdevice.queue.submit([encoder.finish()]);\n\t}\n\tconst p = getPipelines(device);\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tconst substeps = Math.max(1, Math.round(s.substeps));\n\tconst frameDt = 1 / fps;\n\tconst prewarmFrames = Math.round(s.prewarm * fps);\n\tfor (let f = state.frame + 1; f <= frame; f++) {\n\t\tconst steps = f === 0 ? prewarmFrames + 1 : 1;\n\t\tfor (let w = 0; w < steps; w++) {\n\t\t\tconst simFrame = f === 0 ? w - prewarmFrames : f;\n\t\t\tconst inputs = program.particleFrame(compositionStart + Math.max(0, simFrame), fps);\n\t\t\tstate.carry += Math.max(0, inputs.rate) * frameDt;\n\t\t\tlet born = Math.floor(state.carry);\n\t\t\tstate.carry -= born;\n\t\t\tborn += Math.max(0, Math.round(inputs.burst));\n\t\t\tborn = Math.min(born, s.max);\n\t\t\tconst mask = uploadMask(state, inputs);\n\t\t\tconst bindGroup = device.createBindGroup({\n\t\t\t\tlayout: p.simLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: { buffer: state.ubo }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: { buffer: state.particles }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: { buffer: mask }\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tfor (let k = 0; k < substeps; k++) {\n\t\t\t\tpackParams(s, inputs, params, {\n\t\t\t\t\tdt: frameDt / substeps,\n\t\t\t\t\ttime: (simFrame + k / substeps) * frameDt,\n\t\t\t\t\temitStart: state.emitted,\n\t\t\t\t\temitCount: k === 0 ? born : 0,\n\t\t\t\t\tframeDt\n\t\t\t\t}, {\n\t\t\t\t\tscaleX: 1,\n\t\t\t\t\tscaleY: 1\n\t\t\t\t});\n\t\t\t\tdevice.queue.writeBuffer(state.ubo, 0, params);\n\t\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_step\" });\n\t\t\t\tconst pass = encoder.beginComputePass({ label: \"particles_sim\" });\n\t\t\t\tpass.setPipeline(p.sim);\n\t\t\t\tpass.setBindGroup(0, bindGroup);\n\t\t\t\tpass.dispatchWorkgroups(Math.ceil(s.max / WORKGROUP));\n\t\t\t\tpass.end();\n\t\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\t}\n\t\t\tstate.emitted += born;\n\t\t}\n\t\tstate.frame = f;\n\t\tif (f % SNAPSHOT_EVERY === 0 && !state.snapshots.has(f) && state.snapshots.size < MAX_SNAPSHOTS) {\n\t\t\tconst buffer = device.createBuffer({\n\t\t\t\tlabel: `particles_snapshot_${f}`,\n\t\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\t\tusage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t\t});\n\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_snapshot\" });\n\t\t\tencoder.copyBufferToBuffer(state.particles, 0, buffer, 0, s.max * PARTICLE_BYTES);\n\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\tstate.snapshots.set(f, {\n\t\t\t\tbuffer,\n\t\t\t\temitted: state.emitted,\n\t\t\t\tcarry: state.carry\n\t\t\t});\n\t\t}\n\t}\n}\nconst ParticlesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Particles\" || !isParticleProgram(op.effect)) return;\n\tconst program = op.effect;\n\tconst s = program.particleStatic;\n\tconst fps = props.fps || 30;\n\tconst local = Math.max(0, Math.round(props.frame ?? 0));\n\tconst compositionFrame = Math.round(props.compositionFrame ?? local);\n\tconst compositionStart = compositionFrame - local;\n\tconst state = stateFor(program, ctx.device);\n\tadvance(program, state, local, compositionStart, fps);\n\tpass.end();\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tpackParams(s, program.particleFrame(compositionFrame, fps), params, {\n\t\tdt: 0,\n\t\ttime: 0,\n\t\temitStart: 0,\n\t\temitCount: 0,\n\t\tframeDt: 1 / fps\n\t}, {\n\t\tscaleX: targetWidth / s.layer.width,\n\t\tscaleY: targetHeight / s.layer.height\n\t});\n\tconst ubo = ctx.renderer.getTemporaryBuffer(params);\n\tconst draw = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tdraw.setPipeline(drawPipeline(ctx.device, ctx.renderer.format, s.blend));\n\tdraw.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: getPipelines(ctx.device).drawLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: ubo }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: { buffer: state.particles }\n\t\t}]\n\t}));\n\tdraw.draw(6, s.max);\n\tdraw.end();\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ParticlesWebGPURenderer });\n\n//#endregion\nexport { ParticlesWebGPURenderer as n, isParticleProgram as r, renderers_default as t };\n//# 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{"version":3,"file":"renderer-kFtcuY9J.mjs","names":[],"sources":["../../../nodes/node-particles/dist/renderers-C4F7TVQQ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\n\n//#region src/shared/program.ts\nfunction isParticleProgram(value) {\n\treturn typeof value === \"object\" && value !== null && \"particleStatic\" in value && typeof value.particleFrame === \"function\";\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst PARTICLE_BYTES = 32;\nconst PARAM_VEC4S = 32;\nconst MAX_ATTRACTORS = 8;\nconst MAX_COLORS = 8;\nconst SNAPSHOT_EVERY = 24;\nconst MAX_SNAPSHOTS = 64;\nconst WORKGROUP = 64;\nconst COMMON_WGSL = `\nstruct Particle {\n\tpos : vec2<f32>,\n\tvel : vec2<f32>,\n\tage : f32,\n\tlife : f32,\n\tjitter : f32,\n\t_pad : f32,\n};\n\nstruct Params { v : array<vec4<f32>, ${PARAM_VEC4S}> };\n`;\nconst SIM_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read_write> particles : array<Particle>;\n@group(0) @binding(2) var<storage, read> mask : array<f32>;\n\nfn pcg(v : u32) -> u32 {\n\tlet state = v * 747796405u + 2891336453u;\n\tlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\n\treturn (word >> 22u) ^ word;\n}\nfn rnd(idx : u32, channel : u32, seed : u32) -> f32 {\n\treturn f32(pcg(idx * 16u + channel + pcg(seed))) / 4294967295.0;\n}\n\nfn hash2(p : vec2<f32>) -> f32 {\n\tlet q = fract(p * vec2<f32>(0.1031, 0.1030));\n\tlet r = q + dot(q, q.yx + 33.33);\n\treturn fract((r.x + r.y) * r.x);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\tlet a = hash2(i);\n\tlet b = hash2(i + vec2<f32>(1.0, 0.0));\n\tlet c = hash2(i + vec2<f32>(0.0, 1.0));\n\tlet d = hash2(i + vec2<f32>(1.0, 1.0));\n\treturn mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\nfn fbm(p : vec2<f32>) -> f32 {\n\treturn vnoise(p) * 0.6 + vnoise(p * 2.03 + 17.0) * 0.3 + vnoise(p * 4.01 + 41.0) * 0.1;\n}\n// Divergence-free flow: the curl of a scalar noise field.\nfn curl(p : vec2<f32>) -> vec2<f32> {\n\tlet e = 0.02;\n\tlet dx = fbm(p + vec2<f32>(e, 0.0)) - fbm(p - vec2<f32>(e, 0.0));\n\tlet dy = fbm(p + vec2<f32>(0.0, e)) - fbm(p - vec2<f32>(0.0, e));\n\treturn vec2<f32>(dy, -dx) / (2.0 * e);\n}\n\nfn maskAt(cell : vec2<f32>, offset : u32) -> f32 {\n\tlet w = i32(P.v[18].x);\n\tlet h = i32(P.v[18].y);\n\tlet c0 = vec2<i32>(floor(cell));\n\tlet t = cell - floor(cell);\n\tvar s = 0.0;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet o = vec2<i32>(k & 1, k >> 1);\n\t\tlet c = c0 + o;\n\t\tvar v = 0.0;\n\t\tif (c.x >= 0 && c.y >= 0 && c.x < w && c.y < h) {\n\t\t\tv = mask[offset + u32(c.y * w + c.x)];\n\t\t}\n\t\tlet wx = select(1.0 - t.x, t.x, o.x == 1);\n\t\tlet wy = select(1.0 - t.y, t.y, o.y == 1);\n\t\ts += v * wx * wy;\n\t}\n\treturn s;\n}\n\nfn spawn(i : u32, idx : u32, birthFrac : f32) {\n\tlet birthAge = birthFrac * P.v[1].z;\n\tlet seed = u32(P.v[1].y);\n\tlet shape = u32(P.v[4].x);\n\tlet ex = P.v[4].y; let ey = P.v[4].z; let ew = P.v[4].w;\n\tlet eh = P.v[5].x; let er = P.v[5].y;\n\tlet r0 = rnd(idx, 0u, seed); let r1 = rnd(idx, 1u, seed);\n\tvar pos = vec2<f32>(ex, ey);\n\tvar center = vec2<f32>(ex, ey);\n\tif (shape == 1u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r0); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 2u) { pos = vec2<f32>(ex + ew * r0, ey + eh * r1); center = vec2<f32>(ex + ew * 0.5, ey + eh * 0.5); }\n\telse if (shape == 3u) {\n\t\tlet a = r0 * 6.2831853; let rr = er * sqrt(r1);\n\t\tpos = vec2<f32>(ex + cos(a) * rr, ey + sin(a) * rr);\n\t} else if (shape == 4u) {\n\t\tlet a = r0 * 6.2831853;\n\t\tpos = vec2<f32>(ex + cos(a) * er, ey + sin(a) * er);\n\t}\n\tlet radial = P.v[1].w > 0.5;\n\tvar dir = P.v[6].x + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y;\n\tif (radial) {\n\t\tlet d = pos - center;\n\t\tif (dot(d, d) > 1e-6) { dir = atan2(d.y, d.x) + (rnd(idx, 2u, seed) - 0.5) * P.v[6].y; }\n\t}\n\t// A moving emitter: older births of the frame start nearer last frame's spot.\n\tif (P.v[30].z > 0.5) { pos += (P.v[30].xy - vec2<f32>(ex, ey)) * birthFrac; }\n\tlet speed = mix(P.v[5].z, P.v[5].w, rnd(idx, 3u, seed));\n\tlet vel = vec2<f32>(cos(dir), sin(dir)) * speed;\n\tvar p : Particle;\n\tp.vel = vel;\n\tp.pos = pos + vel * birthAge;\n\tp.age = birthAge;\n\tp.life = mix(P.v[6].z, P.v[6].w, rnd(idx, 4u, seed));\n\tp.jitter = 1.0 - P.v[16].w * rnd(idx, 5u, seed);\n\tp._pad = 0.0;\n\tparticles[i] = p;\n}\n\n@compute @workgroup_size(${WORKGROUP})\nfn simulate(@builtin(global_invocation_id) gid : vec3<u32>) {\n\tlet i = gid.x;\n\tlet maxN = u32(P.v[1].x);\n\tif (i >= maxN) { return; }\n\tlet dt = P.v[0].x;\n\tlet time = P.v[0].y;\n\tlet emitStart = u32(P.v[0].z);\n\tlet emitCount = u32(P.v[0].w);\n\tlet frameDt = P.v[1].z;\n\n\tif (emitCount > 0u) {\n\t\tlet k = (i + maxN - (emitStart % maxN)) % maxN;\n\t\tif (k < emitCount) {\n\t\t\t// Births spread over the frame, oldest first.\n\t\t\tspawn(i, emitStart + k, 1.0 - (f32(k) + 0.5) / f32(emitCount));\n\t\t\treturn;\n\t\t}\n\t}\n\n\tvar p = particles[i];\n\tif (p.life <= 0.0) { return; }\n\tp.age += dt;\n\tif (p.age >= p.life) { p.life = 0.0; particles[i] = p; return; }\n\n\tvar acc = vec2<f32>(P.v[2].z, P.v[2].w);\n\tlet ns = P.v[3].y;\n\tif (ns != 0.0) {\n\t\tlet sc = max(P.v[3].z, 1.0);\n\t\tacc += curl(p.pos / sc + vec2<f32>(time * P.v[3].w, time * P.v[3].w * 0.7)) * ns;\n\t}\n\tlet nAttr = u32(P.v[7].w);\n\tfor (var a = 0u; a < nAttr; a++) {\n\t\tlet at = P.v[8u + a];\n\t\tlet d = at.xy - p.pos;\n\t\tlet dist = length(d) + 1e-3;\n\t\tlet fall = exp(-(dist * dist) / max(at.w * at.w, 1.0));\n\t\tacc += d / dist * at.z * fall;\n\t}\n\tif (P.v[16].x > 0.5) {\n\t\t// Silhouette push: out along the gradient, harder where it just arrived.\n\t\tlet comp = p.pos + P.v[18].zw;\n\t\tlet cell = (comp - P.v[17].xy) / P.v[17].zw - 0.5;\n\t\tlet cellCount = u32(P.v[18].x * P.v[18].y);\n\t\tlet a0 = maskAt(cell, 0u);\n\t\tif (a0 > 0.02) {\n\t\t\tlet gx = maskAt(cell + vec2<f32>(1.0, 0.0), 0u) - maskAt(cell - vec2<f32>(1.0, 0.0), 0u);\n\t\t\tlet gy = maskAt(cell + vec2<f32>(0.0, 1.0), 0u) - maskAt(cell - vec2<f32>(0.0, 1.0), 0u);\n\t\t\tlet g = vec2<f32>(gx, gy);\n\t\t\tlet gl = length(g);\n\t\t\tif (gl > 1e-5) {\n\t\t\t\tlet before = maskAt(cell, cellCount);\n\t\t\t\tlet k = a0 * P.v[16].y + max(0.0, a0 - before) * P.v[16].z;\n\t\t\t\tacc -= g / gl * k;\n\t\t\t}\n\t\t}\n\t}\n\n\tp.vel += acc * dt;\n\tp.vel *= exp(-P.v[3].x * dt);\n\tp.pos += p.vel * dt;\n\n\tlet w = P.v[2].x; let h = P.v[2].y;\n\tlet floorY = P.v[7].y;\n\tlet bounce = P.v[7].z;\n\tif (floorY >= 0.0 && p.pos.y > floorY) { p.pos.y = floorY; p.vel.y = -abs(p.vel.y) * bounce; p.vel.x *= 0.9; }\n\tlet mode = u32(P.v[7].x);\n\tif (mode == 1u) {\n\t\tif (p.pos.x < 0.0 || p.pos.y < 0.0 || p.pos.x > w || p.pos.y > h) { p.life = 0.0; }\n\t} else if (mode == 2u) {\n\t\tif (p.pos.x < 0.0) { p.pos.x = 0.0; p.vel.x = abs(p.vel.x) * bounce; }\n\t\tif (p.pos.x > w) { p.pos.x = w; p.vel.x = -abs(p.vel.x) * bounce; }\n\t\tif (p.pos.y < 0.0) { p.pos.y = 0.0; p.vel.y = abs(p.vel.y) * bounce; }\n\t\tif (p.pos.y > h) { p.pos.y = h; p.vel.y = -abs(p.vel.y) * bounce; }\n\t} else if (mode == 3u) {\n\t\tp.pos = vec2<f32>(p.pos.x - floor(p.pos.x / w) * w, p.pos.y - floor(p.pos.y / h) * h);\n\t}\n\tparticles[i] = p;\n}\n`;\nconst DRAW_WGSL = `\n${COMMON_WGSL}\n@group(0) @binding(0) var<uniform> P : Params;\n@group(0) @binding(1) var<storage, read> particles : array<Particle>;\n\nstruct VOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n\t@location(1) color : vec4<f32>,\n\t@location(2) aspect : f32,\n};\n\nfn gradient(t : f32) -> vec4<f32> {\n\tlet n = i32(P.v[21].x);\n\tif (n <= 1) { return P.v[22]; }\n\tlet x = clamp(t, 0.0, 1.0) * f32(n - 1);\n\tlet i = min(i32(floor(x)), n - 2);\n\treturn mix(P.v[22 + i], P.v[23 + i], x - f32(i));\n}\n\n@vertex\nfn vs(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32) -> VOut {\n\tvar out : VOut;\n\tlet p = particles[ii];\n\tif (p.life <= 0.0) {\n\t\tout.pos = vec4<f32>(2.0, 2.0, 0.0, 1.0);\n\t\tout.color = vec4<f32>(0.0);\n\t\treturn out;\n\t}\n\tlet t = p.age / p.life;\n\tlet size = mix(P.v[19].x, P.v[19].y, t) * p.jitter;\n\tvar corner = vec2<f32>(0.0);\n\tswitch (vi) {\n\t\tcase 0u: { corner = vec2<f32>(-1.0, -1.0); }\n\t\tcase 1u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tcase 2u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 3u: { corner = vec2<f32>(-1.0, 1.0); }\n\t\tcase 4u: { corner = vec2<f32>(1.0, -1.0); }\n\t\tdefault: { corner = vec2<f32>(1.0, 1.0); }\n\t}\n\tlet speed = length(p.vel);\n\tvar axisX = vec2<f32>(1.0, 0.0);\n\tvar halfLen = size * 0.5;\n\tlet shape = u32(P.v[20].x);\n\tif (shape == 3u && speed > 1e-3) {\n\t\taxisX = p.vel / speed;\n\t\thalfLen = size * 0.5 + speed * P.v[20].y * 0.5;\n\t}\n\tlet axisY = vec2<f32>(-axisX.y, axisX.x);\n\tlet local = axisX * corner.x * halfLen + axisY * corner.y * size * 0.5;\n\tlet px = (p.pos + local) * P.v[21].yz;\n\tlet tsize = P.v[2].xy * P.v[21].yz;\n\tout.pos = vec4<f32>(px.x / tsize.x * 2.0 - 1.0, 1.0 - px.y / tsize.y * 2.0, 0.0, 1.0);\n\tout.uv = corner;\n\tout.aspect = halfLen / max(size * 0.5, 1e-3);\n\n\tvar c = gradient(t);\n\tif (P.v[20].z > 0.5) { c = gradient(speed / max(P.v[20].w, 1e-3)); }\n\tlet fadeIn = max(P.v[19].z, 1e-4);\n\tlet fadeOut = max(P.v[19].w, 1e-4);\n\tlet a = c.a * smoothstep(0.0, fadeIn, t) * (1.0 - smoothstep(1.0 - fadeOut, 1.0, t)) * P.v[21].w;\n\tout.color = vec4<f32>(c.rgb * a, a);\n\treturn out;\n}\n\n@fragment\nfn fs(in : VOut) -> @location(0) vec4<f32> {\n\tlet shape = u32(P.v[20].x);\n\tvar m = 1.0;\n\tif (shape == 0u) {\n\t\tlet d = length(in.uv);\n\t\tlet e = max(fwidth(d), 1e-3);\n\t\tm = 1.0 - smoothstep(1.0 - e, 1.0, d);\n\t} else if (shape == 1u) {\n\t\tlet d = length(in.uv);\n\t\tm = exp(-3.5 * d * d) * (1.0 - smoothstep(0.9, 1.0, d));\n\t} else if (shape == 3u) {\n\t\t// A capsule along the motion, soft at the sides.\n\t\tlet ax = abs(in.uv.x) * in.aspect;\n\t\tlet ex = max(ax - (in.aspect - 1.0), 0.0);\n\t\tlet d = length(vec2<f32>(ex, in.uv.y));\n\t\tm = 1.0 - smoothstep(0.5, 1.0, d);\n\t}\n\treturn in.color * m;\n}\n`;\nconst pipelines = /* @__PURE__ */ new WeakMap();\nfunction getPipelines(device) {\n\tlet p = pipelines.get(device);\n\tif (p) return p;\n\tconst simLayout = device.createBindGroupLayout({\n\t\tlabel: \"particles_sim_layout\",\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}\n\t\t]\n\t});\n\tp = {\n\t\tsimLayout,\n\t\tsim: device.createComputePipeline({\n\t\t\tlabel: \"particles_sim\",\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [simLayout] }),\n\t\t\tcompute: {\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"particles_sim.wgsl\",\n\t\t\t\t\tcode: SIM_WGSL\n\t\t\t\t}),\n\t\t\t\tentryPoint: \"simulate\"\n\t\t\t}\n\t\t}),\n\t\tdrawLayout: device.createBindGroupLayout({\n\t\t\tlabel: \"particles_draw_layout\",\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,\n\t\t\t\tbuffer: { type: \"uniform\" }\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.VERTEX,\n\t\t\t\tbuffer: { type: \"read-only-storage\" }\n\t\t\t}]\n\t\t}),\n\t\tdraw: /* @__PURE__ */ new Map(),\n\t\tdrawModule: device.createShaderModule({\n\t\t\tlabel: \"particles_draw.wgsl\",\n\t\t\tcode: DRAW_WGSL\n\t\t})\n\t};\n\tpipelines.set(device, p);\n\treturn p;\n}\nconst BLENDS = {\n\tnormal: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tadd: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one\",\n\t\t\toperation: \"add\"\n\t\t}\n\t},\n\tscreen: {\n\t\tcolor: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src\",\n\t\t\toperation: \"add\"\n\t\t},\n\t\talpha: {\n\t\t\tsrcFactor: \"one\",\n\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\toperation: \"add\"\n\t\t}\n\t}\n};\nfunction drawPipeline(device, format, blend) {\n\tconst p = getPipelines(device);\n\tconst key = `${format}|${blend}`;\n\tlet pipe = p.draw.get(key);\n\tif (!pipe) {\n\t\tpipe = device.createRenderPipeline({\n\t\t\tlabel: `particles_draw_${blend}`,\n\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [p.drawLayout] }),\n\t\t\tvertex: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule: p.drawModule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{\n\t\t\t\t\tformat,\n\t\t\t\t\tblend: BLENDS[blend]\n\t\t\t\t}]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t});\n\t\tp.draw.set(key, pipe);\n\t}\n\treturn pipe;\n}\nconst SHAPES = {\n\tcircle: 0,\n\tsoft: 1,\n\tsquare: 2,\n\tspark: 3\n};\nconst EMITTERS = {\n\tpoint: 0,\n\tline: 1,\n\trect: 2,\n\tcircle: 3,\n\tring: 4\n};\nconst BOUNDS = {\n\tnone: 0,\n\tkill: 1,\n\tbounce: 2,\n\twrap: 3\n};\n/** Packs static settings and one frame's inputs into the shared parameter block. */\nfunction packParams(s, f, out, sim, view) {\n\tout.fill(0);\n\tconst v = (i, a, b, c, d) => out.set([\n\t\ta,\n\t\tb,\n\t\tc,\n\t\td\n\t], i * 4);\n\tconst deg = Math.PI / 180;\n\tv(0, sim.dt, sim.time, sim.emitStart, sim.emitCount);\n\tv(1, s.max, s.seed, sim.frameDt, s.emitter.radial ? 1 : 0);\n\tv(2, s.layer.width, s.layer.height, f.gravity[0], f.gravity[1]);\n\tv(3, f.drag, f.noise.strength, f.noise.scale, f.noise.speed);\n\tconst e = s.emitter;\n\tconst ex = f.emitter?.x ?? e.x;\n\tconst ey = f.emitter?.y ?? e.y;\n\tv(4, EMITTERS[e.shape], ex, ey, e.width);\n\tif (f.emitter) v(30, f.emitter.previousX, f.emitter.previousY, 1, 0);\n\tv(5, e.height, e.radius, s.speed[0], s.speed[1]);\n\tv(6, s.direction * deg, s.spread * deg, s.lifetime[0], s.lifetime[1]);\n\tconst attractors = f.attractors.slice(0, MAX_ATTRACTORS);\n\tv(7, BOUNDS[s.bounds], s.floor ?? -1, s.bounce, attractors.length);\n\tfor (const [i, a] of attractors.entries()) v(8 + i, a.x, a.y, a.strength, a.radius);\n\tconst m = f.push?.mask;\n\tv(16, m ? 1 : 0, f.push?.strength ?? 0, f.push?.sweep ?? 0, s.sizeJitter);\n\tv(17, m?.originX ?? 0, m?.originY ?? 0, m?.scaleX ?? 1, m?.scaleY ?? 1);\n\tv(18, m?.width ?? 0, m?.height ?? 0, s.layer.x, s.layer.y);\n\tv(19, s.size[0], s.size[1], s.fade[0], s.fade[1]);\n\tv(20, SHAPES[s.shape], s.stretch, s.colorBySpeed !== null ? 1 : 0, s.colorBySpeed ?? 1);\n\tconst colors = s.colors.slice(0, MAX_COLORS);\n\tv(21, colors.length, view.scaleX, view.scaleY, s.opacity);\n\tfor (const [i, c] of colors.entries()) v(22 + i, c[0], c[1], c[2], c[3]);\n}\nfunction stateFor(program, device) {\n\tconst existing = program.particleState;\n\tif (existing && existing.device === device) return existing;\n\tconst s = program.particleStatic;\n\tconst state = {\n\t\tdevice,\n\t\tparticles: device.createBuffer({\n\t\t\tlabel: \"particles\",\n\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t}),\n\t\tframe: -1,\n\t\temitted: 0,\n\t\tcarry: 0,\n\t\tsnapshots: /* @__PURE__ */ new Map(),\n\t\tmaskBuffer: null,\n\t\tmaskSize: 0,\n\t\tubo: device.createBuffer({\n\t\t\tlabel: \"particles_params\",\n\t\t\tsize: PARAM_VEC4S * 16,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n\t\t})\n\t};\n\tprogram.particleState = state;\n\treturn state;\n}\n/** Uploads this frame's (and the previous frame's) silhouette; a 1-float buffer when there is none. */\nfunction uploadMask(state, f) {\n\tconst m = f.push?.mask;\n\tconst cells = m ? m.width * m.height : 0;\n\tconst size = Math.max(16, cells * 2 * 4);\n\tif (!state.maskBuffer || state.maskSize < size) {\n\t\tstate.maskBuffer?.destroy();\n\t\tstate.maskBuffer = state.device.createBuffer({\n\t\t\tlabel: \"particles_mask\",\n\t\t\tsize,\n\t\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n\t\t});\n\t\tstate.maskSize = size;\n\t}\n\tif (m) {\n\t\tconst both = new Float32Array(cells * 2);\n\t\tboth.set(m.data.subarray(0, cells));\n\t\tboth.set((f.push?.previous ?? m).data.subarray(0, cells), cells);\n\t\tstate.device.queue.writeBuffer(state.maskBuffer, 0, both);\n\t}\n\treturn state.maskBuffer;\n}\n/** Steps the system from the frame it holds to `frame` (layer-local), restoring a snapshot to go back. */\nfunction advance(program, state, frame, compositionStart, fps) {\n\tconst { device } = state;\n\tconst s = program.particleStatic;\n\tif (frame < state.frame || state.frame < 0) {\n\t\tlet best = -1;\n\t\tfor (const k of state.snapshots.keys()) if (k <= frame && k > best) best = k;\n\t\tconst encoder = device.createCommandEncoder({ label: \"particles_restore\" });\n\t\tif (best >= 0) {\n\t\t\tconst snap = state.snapshots.get(best);\n\t\t\tencoder.copyBufferToBuffer(snap.buffer, 0, state.particles, 0, s.max * PARTICLE_BYTES);\n\t\t\tstate.emitted = snap.emitted;\n\t\t\tstate.carry = snap.carry;\n\t\t\tstate.frame = best;\n\t\t} else {\n\t\t\tencoder.clearBuffer(state.particles);\n\t\t\tstate.emitted = 0;\n\t\t\tstate.carry = 0;\n\t\t\tstate.frame = -1;\n\t\t}\n\t\tdevice.queue.submit([encoder.finish()]);\n\t}\n\tconst p = getPipelines(device);\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tconst substeps = Math.max(1, Math.round(s.substeps));\n\tconst frameDt = 1 / fps;\n\tconst prewarmFrames = Math.round(s.prewarm * fps);\n\tfor (let f = state.frame + 1; f <= frame; f++) {\n\t\tconst steps = f === 0 ? prewarmFrames + 1 : 1;\n\t\tfor (let w = 0; w < steps; w++) {\n\t\t\tconst simFrame = f === 0 ? w - prewarmFrames : f;\n\t\t\tconst inputs = program.particleFrame(compositionStart + Math.max(0, simFrame), fps);\n\t\t\tstate.carry += Math.max(0, inputs.rate) * frameDt;\n\t\t\tlet born = Math.floor(state.carry);\n\t\t\tstate.carry -= born;\n\t\t\tborn += Math.max(0, Math.round(inputs.burst));\n\t\t\tborn = Math.min(born, s.max);\n\t\t\tconst mask = uploadMask(state, inputs);\n\t\t\tconst bindGroup = device.createBindGroup({\n\t\t\t\tlayout: p.simLayout,\n\t\t\t\tentries: [\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 0,\n\t\t\t\t\t\tresource: { buffer: state.ubo }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 1,\n\t\t\t\t\t\tresource: { buffer: state.particles }\n\t\t\t\t\t},\n\t\t\t\t\t{\n\t\t\t\t\t\tbinding: 2,\n\t\t\t\t\t\tresource: { buffer: mask }\n\t\t\t\t\t}\n\t\t\t\t]\n\t\t\t});\n\t\t\tfor (let k = 0; k < substeps; k++) {\n\t\t\t\tpackParams(s, inputs, params, {\n\t\t\t\t\tdt: frameDt / substeps,\n\t\t\t\t\ttime: (simFrame + k / substeps) * frameDt,\n\t\t\t\t\temitStart: state.emitted,\n\t\t\t\t\temitCount: k === 0 ? born : 0,\n\t\t\t\t\tframeDt\n\t\t\t\t}, {\n\t\t\t\t\tscaleX: 1,\n\t\t\t\t\tscaleY: 1\n\t\t\t\t});\n\t\t\t\tdevice.queue.writeBuffer(state.ubo, 0, params);\n\t\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_step\" });\n\t\t\t\tconst pass = encoder.beginComputePass({ label: \"particles_sim\" });\n\t\t\t\tpass.setPipeline(p.sim);\n\t\t\t\tpass.setBindGroup(0, bindGroup);\n\t\t\t\tpass.dispatchWorkgroups(Math.ceil(s.max / WORKGROUP));\n\t\t\t\tpass.end();\n\t\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\t}\n\t\t\tstate.emitted += born;\n\t\t}\n\t\tstate.frame = f;\n\t\tif (f % SNAPSHOT_EVERY === 0 && !state.snapshots.has(f) && state.snapshots.size < MAX_SNAPSHOTS) {\n\t\t\tconst buffer = device.createBuffer({\n\t\t\t\tlabel: `particles_snapshot_${f}`,\n\t\t\t\tsize: s.max * PARTICLE_BYTES,\n\t\t\t\tusage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t\t\t});\n\t\t\tconst encoder = device.createCommandEncoder({ label: \"particles_snapshot\" });\n\t\t\tencoder.copyBufferToBuffer(state.particles, 0, buffer, 0, s.max * PARTICLE_BYTES);\n\t\t\tdevice.queue.submit([encoder.finish()]);\n\t\t\tstate.snapshots.set(f, {\n\t\t\t\tbuffer,\n\t\t\t\temitted: state.emitted,\n\t\t\t\tcarry: state.carry\n\t\t\t});\n\t\t}\n\t}\n}\nconst ParticlesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Particles\" || !isParticleProgram(op.effect)) return;\n\tconst program = op.effect;\n\tconst s = program.particleStatic;\n\tconst fps = props.fps || 30;\n\tconst local = Math.max(0, Math.round(props.frame ?? 0));\n\tconst compositionFrame = Math.round(props.compositionFrame ?? local);\n\tconst compositionStart = compositionFrame - local;\n\tconst state = stateFor(program, ctx.device);\n\tadvance(program, state, local, compositionStart, fps);\n\tpass.end();\n\tconst params = new Float32Array(PARAM_VEC4S * 4);\n\tpackParams(s, program.particleFrame(compositionFrame, fps), params, {\n\t\tdt: 0,\n\t\ttime: 0,\n\t\temitStart: 0,\n\t\temitCount: 0,\n\t\tframeDt: 1 / fps\n\t}, {\n\t\tscaleX: targetWidth / s.layer.width,\n\t\tscaleY: targetHeight / s.layer.height\n\t});\n\tconst ubo = ctx.renderer.getTemporaryBuffer(params);\n\tconst draw = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"load\");\n\tdraw.setPipeline(drawPipeline(ctx.device, ctx.renderer.format, s.blend));\n\tdraw.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: getPipelines(ctx.device).drawLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: ubo }\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: { buffer: state.particles }\n\t\t}]\n\t}));\n\tdraw.draw(6, 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@@ -1,6 +1,6 @@
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1
1
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import { cn as resolveNumber } from "./dist-D021IFfp.mjs";
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import {
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-
import { g as WebGPUAudioProcessor } from "./dist-
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import { i as isHandleConnected, n as defineRenderer } from "./renderer-BgmO1Dzw.mjs";
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import { g as WebGPUAudioProcessor } from "./dist-CDwWQYg3.mjs";
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//#region ../../nodes/node-audio-reverb/dist/renderers-DCFjIwTB.mjs
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6
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const PARAM_ORDER = [
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@@ -370,4 +370,4 @@ var renderers_default = defineRenderer({ audioProcessor: reverbAudioProcessor })
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//#endregion
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export { renderers_default as t };
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-kOlfYLtu.mjs.map
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