framefields 2.6.0 → 2.6.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-QBA2VogL.mjs → audio-BHuVoNc-.mjs} +4 -4
- package/dist/{audio-QBA2VogL.mjs.map → audio-BHuVoNc-.mjs.map} +1 -1
- package/dist/{audio-B5mdR8vv.d.mts → audio-WcPMxtcz.d.mts} +3 -3
- package/dist/{audio-B5mdR8vv.d.mts.map → audio-WcPMxtcz.d.mts.map} +1 -1
- package/dist/components/index.d.mts +10 -10
- package/dist/components/index.mjs +44 -44
- package/dist/{dist-D021IFfp.mjs → dist-CL5JOMSp.mjs} +22 -2
- package/dist/dist-CL5JOMSp.mjs.map +1 -0
- package/dist/{dist-nHCqVk-e.mjs → dist-CSU_2yUb.mjs} +3 -3
- package/dist/{dist-nHCqVk-e.mjs.map → dist-CSU_2yUb.mjs.map} +1 -1
- package/dist/{dist-BPOi5xb_.mjs → dist-PlaSQJ43.mjs} +2 -2
- package/dist/{dist-BPOi5xb_.mjs.map → dist-PlaSQJ43.mjs.map} +1 -1
- package/dist/{dist-CDwWQYg3.mjs → dist-Wsjx_Rza.mjs} +83 -18
- package/dist/dist-Wsjx_Rza.mjs.map +1 -0
- package/dist/effects/index.d.mts +4 -4
- package/dist/effects/index.mjs +35 -35
- package/dist/{effects-C-6I4iYW.mjs → effects-BvloJaPQ.mjs} +3 -3
- package/dist/{effects-C-6I4iYW.mjs.map → effects-BvloJaPQ.mjs.map} +1 -1
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-BieW3VWV.mjs → fonts-DpnBDAqM.mjs} +2 -2
- package/dist/{fonts-BieW3VWV.mjs.map → fonts-DpnBDAqM.mjs.map} +1 -1
- package/dist/{gpu-Bb4WmYYH.mjs → gpu-BvYDrqOC.mjs} +2 -2
- package/dist/{gpu-Bb4WmYYH.mjs.map → gpu-BvYDrqOC.mjs.map} +1 -1
- package/dist/{index-3Vdef2KE.d.mts → index-BCzXnNpb.d.mts} +3 -3
- package/dist/{index-3Vdef2KE.d.mts.map → index-BCzXnNpb.d.mts.map} +1 -1
- package/dist/{index-E1IrPAm4.d.mts → index-C541Ol1N.d.mts} +468 -466
- package/dist/index-C541Ol1N.d.mts.map +1 -0
- package/dist/{index-o8LxWdwz.d.mts → index-C6ihzCpZ.d.mts} +3 -3
- package/dist/{index-o8LxWdwz.d.mts.map → index-C6ihzCpZ.d.mts.map} +1 -1
- package/dist/{index-BhzlG_1Q.d.mts → index-DcIR_DgU.d.mts} +2 -2
- package/dist/{index-BhzlG_1Q.d.mts.map → index-DcIR_DgU.d.mts.map} +1 -1
- package/dist/{index-D-Gnyffj.d.mts → index-DsGBouQM.d.mts} +4 -4
- package/dist/{index-D-Gnyffj.d.mts.map → index-DsGBouQM.d.mts.map} +1 -1
- package/dist/{index-ocZc12ZS.d.mts → index-kj5uSzaI.d.mts} +22 -2
- package/dist/index-kj5uSzaI.d.mts.map +1 -0
- package/dist/{index-B4o6F1JC.d.mts → index-wUhS1_4W.d.mts} +2 -2
- package/dist/{index-B4o6F1JC.d.mts.map → index-wUhS1_4W.d.mts.map} +1 -1
- package/dist/index.d.mts +11 -11
- package/dist/index.mjs +53 -53
- package/dist/preview/index.d.mts +3 -3
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview-D6jS38Di.mjs → preview-UMG4Colu.mjs} +2 -2
- package/dist/{preview-D6jS38Di.mjs.map → preview-UMG4Colu.mjs.map} +1 -1
- package/dist/preview-engine/{chunk-AYTP6OGO.mjs → chunk-22BLMBWX.mjs} +1 -1
- package/dist/preview-engine/{chunk-BBHRXV75.mjs → chunk-6THE6J3A.mjs} +1 -1
- package/dist/preview-engine/{chunk-W3I7LKDV.mjs → chunk-HU73APZL.mjs} +1 -1
- package/dist/preview-engine/chunk-MXK2PP6K.mjs +1 -0
- package/dist/preview-engine/{chunk-VY6ST4QX.mjs → chunk-NIILFJKE.mjs} +1 -1
- package/dist/preview-engine/{chunk-2LQCQ3OT.mjs → chunk-T36SKUWK.mjs} +9 -9
- package/dist/preview-engine/{chunk-MLAIEIUF.mjs → chunk-TXX2POD2.mjs} +26 -26
- package/dist/preview-engine/{chunk-ZMMNN77R.mjs → chunk-ZR4QFIJR.mjs} +1 -1
- package/dist/preview-engine/components.mjs +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/fonts.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +1 -1
- package/dist/preview-engine/player.mjs +1 -1
- package/dist/preview-engine/{renderers-N36R42RL.mjs → renderers-3HFRWF2G.mjs} +1 -1
- package/dist/preview-engine/{renderers-4G3UOPA7.mjs → renderers-JBRPKCKF.mjs} +1 -1
- package/dist/{program-Bf4yHbHC.mjs → program-B6YvXPhj.mjs} +15 -10
- package/dist/program-B6YvXPhj.mjs.map +1 -0
- package/dist/registry/chat-thread.json +1 -1
- package/dist/registry/terminal.json +1 -1
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/{renderer-BsnhAgrB.mjs → renderer-15a6H6Yg.mjs} +3 -3
- package/dist/{renderer-BsnhAgrB.mjs.map → renderer-15a6H6Yg.mjs.map} +1 -1
- package/dist/renderer-1qAST5qk.mjs +5 -0
- package/dist/renderer-2dntY9lQ.mjs +5 -0
- package/dist/{renderer-Bpve7M6S.mjs → renderer-56T9Wf1N.mjs} +71 -71
- package/dist/{renderer-Bpve7M6S.mjs.map → renderer-56T9Wf1N.mjs.map} +1 -1
- package/dist/renderer-83Knj3DI.mjs +5 -0
- package/dist/{renderer-yFHP9Zj2.mjs → renderer-876_ArdD.mjs} +3 -3
- package/dist/{renderer-yFHP9Zj2.mjs.map → renderer-876_ArdD.mjs.map} +1 -1
- package/dist/{renderer-BHgYRSu8.mjs → renderer-8ZxKRprN.mjs} +2 -2
- package/dist/{renderer-BHgYRSu8.mjs.map → renderer-8ZxKRprN.mjs.map} +1 -1
- package/dist/renderer-B2GWXOwP.mjs +5 -0
- package/dist/renderer-B3LlOjNo.mjs +5 -0
- package/dist/{renderer-ovkctV5a.mjs → renderer-B51lS0Zb.mjs} +2 -2
- package/dist/renderer-B5cPLblQ.mjs +5 -0
- package/dist/renderer-B7uorwdR.mjs +5 -0
- package/dist/{renderer-D_UPFbei.mjs → renderer-BBnurLTw.mjs} +3 -3
- package/dist/{renderer-D_UPFbei.mjs.map → renderer-BBnurLTw.mjs.map} +1 -1
- package/dist/{renderer-BKssznKn.mjs → renderer-BHJzeFp9.mjs} +2 -2
- package/dist/{renderer-BKssznKn.mjs.map → renderer-BHJzeFp9.mjs.map} +1 -1
- package/dist/{renderer-C-dcd14F.d.mts → renderer-BHjw4EdY.d.mts} +2 -2
- package/dist/{renderer-C-dcd14F.d.mts.map → renderer-BHjw4EdY.d.mts.map} +1 -1
- package/dist/renderer-BJ6LDZlX.mjs +5 -0
- package/dist/{renderer-DlA7kzIs.mjs → renderer-BLn9MrDC.mjs} +3 -3
- package/dist/{renderer-DlA7kzIs.mjs.map → renderer-BLn9MrDC.mjs.map} +1 -1
- package/dist/{renderer-CRkgyk08.mjs → renderer-BUj6OsWX.mjs} +4 -4
- package/dist/{renderer-CRkgyk08.mjs.map → renderer-BUj6OsWX.mjs.map} +1 -1
- package/dist/{renderer-79mO0b9Y.mjs → renderer-BX2tt7zA.mjs} +3 -3
- package/dist/{renderer-79mO0b9Y.mjs.map → renderer-BX2tt7zA.mjs.map} +1 -1
- package/dist/{renderer-l1qJE4z-.mjs → renderer-BYNbtv_d.mjs} +2 -2
- package/dist/{renderer-l1qJE4z-.mjs.map → renderer-BYNbtv_d.mjs.map} +1 -1
- package/dist/{renderer-CY_1u6zi.mjs → renderer-BZ9zGp0Z.mjs} +3 -3
- package/dist/{renderer-CY_1u6zi.mjs.map → renderer-BZ9zGp0Z.mjs.map} +1 -1
- package/dist/renderer-BaQC4ylR.mjs +5 -0
- package/dist/{renderer-Cn9tU_s5.mjs → renderer-BcH6-FsA.mjs} +3 -3
- package/dist/{renderer-Cn9tU_s5.mjs.map → renderer-BcH6-FsA.mjs.map} +1 -1
- package/dist/{renderer-Cqp_TUl_.mjs → renderer-Bf0Bhqot.mjs} +3 -3
- package/dist/{renderer-Cqp_TUl_.mjs.map → renderer-Bf0Bhqot.mjs.map} +1 -1
- package/dist/renderer-BfQzj_uW.mjs +5 -0
- package/dist/{renderer-BQFxoNzi.mjs → renderer-BfYAlY63.mjs} +3 -3
- package/dist/{renderer-BQFxoNzi.mjs.map → renderer-BfYAlY63.mjs.map} +1 -1
- package/dist/{renderer-BzEQXAdl.mjs → renderer-BfuMCx2c.mjs} +3 -3
- package/dist/{renderer-BzEQXAdl.mjs.map → renderer-BfuMCx2c.mjs.map} +1 -1
- package/dist/renderer-Bl9uy1ra.mjs +6 -0
- package/dist/{renderer-D01RT3Ov.mjs → renderer-BmarvBo8.mjs} +2 -2
- package/dist/{renderer-BL9vkn6m.mjs → renderer-Bpm12fcQ.mjs} +3 -3
- package/dist/{renderer-BL9vkn6m.mjs.map → renderer-Bpm12fcQ.mjs.map} +1 -1
- package/dist/{renderer-BFdgbqgW.mjs → renderer-BsSZdDHQ.mjs} +3 -3
- package/dist/{renderer-BFdgbqgW.mjs.map → renderer-BsSZdDHQ.mjs.map} +1 -1
- package/dist/renderer-Bu4FyXDo.mjs +5 -0
- package/dist/renderer-BxbJwS3T.mjs +5 -0
- package/dist/{renderer-B1Ox12RF.mjs → renderer-Bxs9zUIN.mjs} +2 -2
- package/dist/{renderer-B1Ox12RF.mjs.map → renderer-Bxs9zUIN.mjs.map} +1 -1
- package/dist/{renderer-CJRu7lLH.mjs → renderer-BxtbwOSp.mjs} +3 -3
- package/dist/{renderer-CJRu7lLH.mjs.map → renderer-BxtbwOSp.mjs.map} +1 -1
- package/dist/{renderer-DYJHFHF4.mjs → renderer-Byp6c5Y4.mjs} +2 -2
- package/dist/{renderer-DYJHFHF4.mjs.map → renderer-Byp6c5Y4.mjs.map} +1 -1
- package/dist/{renderer-yF40Pb-n.mjs → renderer-C3gJco03.mjs} +3 -3
- package/dist/{renderer-yF40Pb-n.mjs.map → renderer-C3gJco03.mjs.map} +1 -1
- package/dist/renderer-C51hhQ7B.mjs +5 -0
- package/dist/{renderer-CMWUtfwn.mjs → renderer-C6YcfNbV.mjs} +3 -3
- package/dist/{renderer-CMWUtfwn.mjs.map → renderer-C6YcfNbV.mjs.map} +1 -1
- package/dist/{renderer-AOZWHGT3.mjs → renderer-C7BxBoHC.mjs} +3 -3
- package/dist/{renderer-AOZWHGT3.mjs.map → renderer-C7BxBoHC.mjs.map} +1 -1
- package/dist/renderer-C8ZShnSH.mjs +5 -0
- package/dist/{renderer-CgdplRri.mjs → renderer-CLvXiFPk.mjs} +2 -2
- package/dist/{renderer-CgdplRri.mjs.map → renderer-CLvXiFPk.mjs.map} +1 -1
- package/dist/{renderer-DNEFYrQ5.mjs → renderer-COAYUhv2.mjs} +2 -2
- package/dist/renderer-CQh1RgN8.mjs +5 -0
- package/dist/renderer-CRYaMhGd.mjs +5 -0
- package/dist/{renderer-LW8MfGjd.mjs → renderer-CTQTbvWR.mjs} +2 -2
- package/dist/{renderer-LW8MfGjd.mjs.map → renderer-CTQTbvWR.mjs.map} +1 -1
- package/dist/renderer-CULThR_r.mjs +5 -0
- package/dist/{renderer-DFYXjAIT.mjs → renderer-CW05KUXE.mjs} +6 -6
- package/dist/{renderer-DFYXjAIT.mjs.map → renderer-CW05KUXE.mjs.map} +1 -1
- package/dist/renderer-C_KDGeMJ.mjs +5 -0
- package/dist/{renderer-zOK5DYYn.mjs → renderer-CdxHmvvf.mjs} +3 -3
- package/dist/{renderer-zOK5DYYn.mjs.map → renderer-CdxHmvvf.mjs.map} +1 -1
- package/dist/renderer-Ce4Gam_S.mjs +5 -0
- package/dist/{renderer-BDCS7k5X.mjs → renderer-Ck74BZ_L.mjs} +4 -4
- package/dist/{renderer-BDCS7k5X.mjs.map → renderer-Ck74BZ_L.mjs.map} +1 -1
- package/dist/renderer-CkZ6xcN6.mjs +5 -0
- package/dist/{renderer-By5xTRqB.mjs → renderer-CkbIz6M-.mjs} +4 -4
- package/dist/{renderer-By5xTRqB.mjs.map → renderer-CkbIz6M-.mjs.map} +1 -1
- package/dist/renderer-Co4C29rw.mjs +5 -0
- package/dist/{renderer-Duorbrb8.mjs → renderer-CopRZnwp.mjs} +2 -2
- package/dist/{renderer-Duorbrb8.mjs.map → renderer-CopRZnwp.mjs.map} +1 -1
- package/dist/{renderer-DAfWLGfy.mjs → renderer-CptS_UFe.mjs} +3 -3
- package/dist/{renderer-DAfWLGfy.mjs.map → renderer-CptS_UFe.mjs.map} +1 -1
- package/dist/{renderer-CY0BT6ok.mjs → renderer-Cs8Od5S8.mjs} +3 -3
- package/dist/{renderer-CY0BT6ok.mjs.map → renderer-Cs8Od5S8.mjs.map} +1 -1
- package/dist/{renderer-DgRJG_l-.mjs → renderer-CuQceSLi.mjs} +3 -3
- package/dist/{renderer-DgRJG_l-.mjs.map → renderer-CuQceSLi.mjs.map} +1 -1
- package/dist/{renderer-Bbkf5EIi.mjs → renderer-Cwhm9oQe.mjs} +3 -3
- package/dist/{renderer-Bbkf5EIi.mjs.map → renderer-Cwhm9oQe.mjs.map} +1 -1
- package/dist/renderer-CyReVcsb.mjs +3 -0
- package/dist/{renderer-CHPLHbAs.mjs → renderer-Cy_rrWEC.mjs} +3 -3
- package/dist/{renderer-CHPLHbAs.mjs.map → renderer-Cy_rrWEC.mjs.map} +1 -1
- package/dist/renderer-CzgPat6y.mjs +5 -0
- package/dist/renderer-D-pFBDki.mjs +5 -0
- package/dist/{renderer-WTvo3wo9.d.mts → renderer-D1fjdDVu.d.mts} +2 -2
- package/dist/{renderer-WTvo3wo9.d.mts.map → renderer-D1fjdDVu.d.mts.map} +1 -1
- package/dist/{renderer-EwSSuJXj.mjs → renderer-D4KKtfTl.mjs} +3 -3
- package/dist/{renderer-EwSSuJXj.mjs.map → renderer-D4KKtfTl.mjs.map} +1 -1
- package/dist/renderer-DELCePyB.mjs +5 -0
- package/dist/{renderer-Dj-y-BtT.mjs → renderer-DFGSy_ay.mjs} +3 -3
- package/dist/{renderer-Dj-y-BtT.mjs.map → renderer-DFGSy_ay.mjs.map} +1 -1
- package/dist/{renderer-PMjV8x65.mjs → renderer-DF_TswHB.mjs} +3 -3
- package/dist/{renderer-PMjV8x65.mjs.map → renderer-DF_TswHB.mjs.map} +1 -1
- package/dist/{renderer-CsOLHKFx.mjs → renderer-DGUL7JlO.mjs} +3 -3
- package/dist/{renderer-CsOLHKFx.mjs.map → renderer-DGUL7JlO.mjs.map} +1 -1
- package/dist/{renderer-CYLP8sD6.mjs → renderer-DJJXvO27.mjs} +2 -2
- package/dist/{renderer-CYLP8sD6.mjs.map → renderer-DJJXvO27.mjs.map} +1 -1
- package/dist/{renderer-KppAWfmJ.mjs → renderer-DJy8V_nb.mjs} +3 -3
- package/dist/{renderer-KppAWfmJ.mjs.map → renderer-DJy8V_nb.mjs.map} +1 -1
- package/dist/{renderer-kOlfYLtu.mjs → renderer-DKkXBsVx.mjs} +3 -3
- package/dist/{renderer-kOlfYLtu.mjs.map → renderer-DKkXBsVx.mjs.map} +1 -1
- package/dist/{renderer-4v6XYAiX.mjs → renderer-DLpjygMO.mjs} +3 -3
- package/dist/{renderer-4v6XYAiX.mjs.map → renderer-DLpjygMO.mjs.map} +1 -1
- package/dist/{renderer-C6Wb1TZT.mjs → renderer-DNNxsVQh.mjs} +3 -3
- package/dist/{renderer-C6Wb1TZT.mjs.map → renderer-DNNxsVQh.mjs.map} +1 -1
- package/dist/{renderer-ml2LHmRb.mjs → renderer-DUx7rcc5.mjs} +2 -2
- package/dist/{renderer-ml2LHmRb.mjs.map → renderer-DUx7rcc5.mjs.map} +1 -1
- package/dist/renderer-DWijRKGh.mjs +5 -0
- package/dist/{renderer-JJibsJfb.mjs → renderer-DXfYdQ2o.mjs} +2 -2
- package/dist/{renderer-JJibsJfb.mjs.map → renderer-DXfYdQ2o.mjs.map} +1 -1
- package/dist/{renderer-CcSBjtRa.mjs → renderer-Da5Xcwx5.mjs} +2 -2
- package/dist/{renderer-BTjveb1Y.mjs → renderer-DfQWeysg.mjs} +3 -3
- package/dist/{renderer-BTjveb1Y.mjs.map → renderer-DfQWeysg.mjs.map} +1 -1
- package/dist/renderer-Di-PH-vG.mjs +5 -0
- package/dist/{renderer-BQdn_qGp.mjs → renderer-Djpx4utT.mjs} +3 -3
- package/dist/{renderer-BQdn_qGp.mjs.map → renderer-Djpx4utT.mjs.map} +1 -1
- package/dist/{renderer-DJHuPNJx.mjs → renderer-Dk88a53K.mjs} +3 -3
- package/dist/{renderer-DJHuPNJx.mjs.map → renderer-Dk88a53K.mjs.map} +1 -1
- package/dist/{renderer-DEeKkljI.mjs → renderer-DlboTFM8.mjs} +3 -3
- package/dist/{renderer-DEeKkljI.mjs.map → renderer-DlboTFM8.mjs.map} +1 -1
- package/dist/renderer-Dn9CR9KL.mjs +5 -0
- package/dist/{renderer-DJTXhVNh.mjs → renderer-GNgSEbBu.mjs} +2 -2
- package/dist/{renderer-DJTXhVNh.mjs.map → renderer-GNgSEbBu.mjs.map} +1 -1
- package/dist/{renderer-mu2mYo5w.mjs → renderer-HW-6FmmO.mjs} +3 -3
- package/dist/{renderer-mu2mYo5w.mjs.map → renderer-HW-6FmmO.mjs.map} +1 -1
- package/dist/{renderer-DAONCf_3.mjs → renderer-Hs9t2qY-.mjs} +3 -3
- package/dist/{renderer-DAONCf_3.mjs.map → renderer-Hs9t2qY-.mjs.map} +1 -1
- package/dist/{renderer-B6vr-B0t.mjs → renderer-I-KtRtuL.mjs} +3 -3
- package/dist/{renderer-B6vr-B0t.mjs.map → renderer-I-KtRtuL.mjs.map} +1 -1
- package/dist/renderer-ICmKc1Bq.mjs +5 -0
- package/dist/{renderer-BmgyvIC3.mjs → renderer-IP6Iy2RQ.mjs} +3 -3
- package/dist/{renderer-BmgyvIC3.mjs.map → renderer-IP6Iy2RQ.mjs.map} +1 -1
- package/dist/renderer-IR3rE4TW.mjs +5 -0
- package/dist/{renderer-VwKmjuc6.mjs → renderer-KS_JYan2.mjs} +3 -3
- package/dist/{renderer-VwKmjuc6.mjs.map → renderer-KS_JYan2.mjs.map} +1 -1
- package/dist/{renderer-bb3puodg.mjs → renderer-PTV0M2HP.mjs} +2 -2
- package/dist/{renderer-bb3puodg.mjs.map → renderer-PTV0M2HP.mjs.map} +1 -1
- package/dist/{renderer-DYR4gFEM.mjs → renderer-Q6A9dB56.mjs} +3 -3
- package/dist/{renderer-DYR4gFEM.mjs.map → renderer-Q6A9dB56.mjs.map} +1 -1
- package/dist/{renderer-rv-AKqCl.mjs → renderer-QYjSQL80.mjs} +2 -2
- package/dist/{renderer-rv-AKqCl.mjs.map → renderer-QYjSQL80.mjs.map} +1 -1
- package/dist/renderer-Qyc4xLZY.mjs +5 -0
- package/dist/renderer-Riuen1UO.mjs +5 -0
- package/dist/{renderer-DiD3r9tx.mjs → renderer-SPq9BbnG.mjs} +3 -3
- package/dist/{renderer-DiD3r9tx.mjs.map → renderer-SPq9BbnG.mjs.map} +1 -1
- package/dist/{renderer-j7aUfyeR.mjs → renderer-UPRkHFPp.mjs} +3 -3
- package/dist/{renderer-j7aUfyeR.mjs.map → renderer-UPRkHFPp.mjs.map} +1 -1
- package/dist/{renderer-C64g87yU.mjs → renderer-URxsYx_I.mjs} +4 -4
- package/dist/{renderer-C64g87yU.mjs.map → renderer-URxsYx_I.mjs.map} +1 -1
- package/dist/{renderer-qQmoO5Hk.mjs → renderer-XU08U1If.mjs} +2 -2
- package/dist/{renderer-qQmoO5Hk.mjs.map → renderer-XU08U1If.mjs.map} +1 -1
- package/dist/renderer-YKJt5oPu.mjs +5 -0
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z$1, { z } from \"zod\";\n\n//#region src/signals/programmatic.d.ts\ninterface ProgrammaticSignalOptions {\n readonly fps?: number;\n readonly durationFrames?: number;\n readonly gpuBinding?: GPUTextureBinding;\n readonly nodeId?: string;\n readonly label?: string;\n}\ninterface GateSignalOptions {\n readonly mode?: \"gate\" | \"trigger\" | \"toggle\";\n readonly debounceFrames?: number;\n readonly holdFrames?: number;\n readonly invert?: boolean;\n}\ntype EvaluatorFn = (ctx: FrameContext) => number;\ndeclare class ProgrammaticSignal implements FrameSignal<number> {\n readonly gpuBinding?: GPUTextureBinding;\n readonly label?: string;\n private _evaluator;\n private _samples?;\n private _fps;\n private _durationFrames?;\n private _cachedFrame;\n private _cachedValue;\n private _seekedFrame;\n private _subscribers;\n private _children;\n get fps(): number;\n constructor(source: number | ArrayLike<number> | EvaluatorFn | Signal<number>, options?: ProgrammaticSignalOptions);\n get value(): number;\n get(ctx?: FrameContext): number;\n peek(): number;\n registerChild(child: ProgrammaticSignal): void;\n private _derive;\n seekFrame(frame: number): void;\n invalidate(): void;\n valueOf(): number;\n [Symbol.toPrimitive](hint: string): unknown;\n smooth(windowFrames: number): ProgrammaticSignal;\n remap(inMin: number, inMax: number, outMin: number, outMax: number, clamp?: boolean): ProgrammaticSignal;\n clamp(min: number, max: number): ProgrammaticSignal;\n gate(threshold: number, options?: GateSignalOptions): ProgrammaticSignal;\n velocity(dt?: number): ProgrammaticSignal;\n delay(frames: number): ProgrammaticSignal;\n spring(stiffness?: number, damping?: number): ProgrammaticSignal;\n add(other: number | Signal<number>): ProgrammaticSignal;\n subtract(other: number | Signal<number>): ProgrammaticSignal;\n multiply(factor: number | Signal<number>): ProgrammaticSignal;\n invert(): ProgrammaticSignal;\n pow(exponent: number): ProgrammaticSignal;\n map(fn: (val: number, ctx: FrameContext) => number): ProgrammaticSignal;\n toFrameArray(totalFrames: number, fps?: number): Float32Array;\n}\ndeclare function programmaticSignal(source: number | ArrayLike<number> | EvaluatorFn | Signal<number>, options?: ProgrammaticSignalOptions): ProgrammaticSignal;\n//#endregion\n//#region src/signals/resolve.d.ts\n/**\n * Extracts a numeric value from a primitive, Signal, or wrapper object.\n * Returns the fallback if undefined, null, NaN, or non-numeric.\n */\ndeclare function resolveNumber(val: unknown, fallback: number): number;\n/**\n * Extracts a string value from a primitive, Signal, or wrapper object.\n * Returns the fallback if undefined, null, or non-string.\n */\ndeclare function resolveString(val: unknown, fallback: string): string;\n/**\n * Extracts a boolean value from a primitive, Signal, or wrapper object.\n * Returns the fallback if undefined, null, or non-boolean.\n */\ndeclare function resolveBoolean(val: unknown, fallback: boolean): boolean;\n/**\n * Generic parameter resolver matching the fallback value's type.\n */\ndeclare function resolveParam<T>(val: unknown, fallback: T): T;\n//#endregion\n//#region src/signals/index.d.ts\ninterface FrameContext {\n frame: number;\n fps: number;\n time: number;\n duration: number;\n durationMs: number;\n progress: number;\n deltaTime: number;\n}\ninterface GPUTextureBinding {\n nodeId: string;\n channel?: \"primary\" | \"beat\" | \"bass\" | \"energy\";\n textureView?: unknown;\n texture?: unknown;\n buffer?: unknown;\n stats?: {\n min: number;\n max: number;\n };\n}\ninterface Signal<T> {\n readonly value: T;\n get(ctx?: FrameContext): T;\n peek(): T;\n}\ninterface WritableSignal<T> extends Signal<T> {\n value: T;\n set(value: T): void;\n update(fn: (prev: T) => T): void;\n}\ninterface FrameSignal<T = number> extends Signal<T> {\n readonly gpuBinding?: GPUTextureBinding;\n readonly fps?: number;\n seekFrame?(frame: number): void;\n}\ntype SignalContext = FrameContext;\ntype SignalValue<T = unknown> = T | Signal<T> | WritableSignal<T> | FrameSignal<T extends number ? number : T>;\ndeclare function registerSignalDependency(subscribers: Set<ComputedImpl<unknown>>): void;\ndeclare function isSignal(val: unknown): val is Signal<unknown>;\ndeclare class ComputedImpl<T> implements Signal<T> {\n private _fn;\n private _value;\n private _dirty;\n private _evaluating;\n deps: Set<Set<ComputedImpl<unknown>>>;\n private _subscribers;\n constructor(fn: () => T);\n get value(): T;\n get(): T;\n peek(): T;\n markDirty(): void;\n private compute;\n valueOf(): T;\n [Symbol.toPrimitive](hint: string): unknown;\n}\ndeclare function signal<T>(initialValue: T): WritableSignal<T>;\n/**\n * Whether `val` is a plain value signal (from `signal()`): it reads the same\n * whatever frame context it is given, so one read stands for every frame.\n */\ndeclare function isValueSignal(val: unknown): val is WritableSignal<unknown>;\ndeclare function computed<T>(fn: () => T): Signal<T>;\ndeclare function frameArraySignal(samples: ArrayLike<number>, fps?: number, gpuBinding?: GPUTextureBinding): FrameSignal<number>;\ndeclare const frameSignal: WritableSignal<number>;\ndeclare const timeSignal: WritableSignal<number>;\ndeclare const progressSignal: WritableSignal<number>;\ndeclare function updateClockSignals(frame: number, fps?: number, durationMs?: number): void;\ninterface SignalBuilderConfig {\n type?: \"sine\" | \"triangle\" | \"sawtooth\" | \"square\" | \"bounce\" | \"custom\";\n frequency?: number;\n amplitude?: number;\n offset?: number;\n phase?: number;\n wgsl?: string;\n gpuBinding?: GPUTextureBinding;\n fn?: (ctx: FrameContext) => number;\n}\ndeclare function signalBuilder(config: SignalBuilderConfig): FrameSignal<number>;\ninterface SineSignalOptions {\n min?: number;\n max?: number;\n period?: number;\n frequency?: number;\n amplitude?: number;\n offset?: number;\n phase?: number;\n}\ndeclare function sineSignal(options?: SineSignalOptions): FrameSignal<number>;\ndeclare function cosineSignal(options?: SineSignalOptions): FrameSignal<number>;\ndeclare const Signal: {\n state: typeof signal;\n computed: typeof computed;\n builder: typeof signalBuilder;\n fromArray: typeof frameArraySignal;\n programmatic: typeof programmaticSignal;\n frame: WritableSignal<number>;\n time: WritableSignal<number>;\n progress: WritableSignal<number>;\n sine: typeof sineSignal;\n cosine: typeof cosineSignal;\n};\n//#endregion\n//#region src/types/base.d.ts\ndeclare const DataTypeVal: {\n readonly Text: \"Text\";\n readonly Number: \"Number\";\n readonly Boolean: \"Boolean\";\n readonly Image: \"Image\";\n readonly Video: \"Video\";\n readonly Audio: \"Audio\";\n readonly SVG: \"SVG\";\n readonly Caption: \"Caption\";\n readonly Lottie: \"Lottie\";\n readonly ThreeD: \"ThreeD\";\n readonly GIF: \"GIF\";\n readonly Signal: \"Signal\";\n readonly LUT: \"LUT\";\n};\ndeclare const DataType: {\n readonly Text: \"Text\";\n readonly Number: \"Number\";\n readonly Boolean: \"Boolean\";\n readonly Image: \"Image\";\n readonly Video: \"Video\";\n readonly Audio: \"Audio\";\n readonly SVG: \"SVG\";\n readonly Caption: \"Caption\";\n readonly Lottie: \"Lottie\";\n readonly ThreeD: \"ThreeD\";\n readonly GIF: \"GIF\";\n readonly Signal: \"Signal\";\n readonly LUT: \"LUT\";\n};\ntype DataType = (typeof DataTypeVal)[keyof typeof DataTypeVal];\ndeclare const DataTypes: [DataType, ...DataType[]];\ntype DataTypeEnum = DataType;\ndeclare const HandleTypeVal: {\n readonly Input: \"Input\";\n readonly Output: \"Output\";\n};\ntype HandleType = (typeof HandleTypeVal)[keyof typeof HandleTypeVal];\ntype JsonValue = string | number | boolean | null | JsonObject | JsonArray;\ninterface JsonObject {\n [key: string]: JsonValue | undefined;\n}\ninterface JsonArray extends Array<JsonValue> {}\ndeclare const JsonValueSchema: z$1.ZodType<JsonValue>;\n/**\n * Zod schema for the FileAsset model\n * Matches the Prisma schema definitions for types and nullability.\n */\ndeclare const FileAssetSchema: z$1.ZodObject<{\n id: z$1.ZodCUID2;\n name: z$1.ZodString;\n createdAt: z$1.z.ZodCoercedDate<unknown>;\n updatedAt: z$1.z.ZodCoercedDate<unknown>;\n userId: z$1.ZodNullable<z$1.ZodCUID2>;\n width: z$1.ZodNullable<z$1.ZodNumber>;\n height: z$1.ZodNullable<z$1.ZodNumber>;\n bucket: z$1.ZodString;\n size: z$1.ZodNumber;\n mimeType: z$1.ZodString;\n key: z$1.ZodString;\n isUploaded: z$1.ZodDefault<z$1.ZodBoolean>;\n duration: z$1.ZodNullable<z$1.ZodNumber>;\n sampleRate: z$1.ZodOptional<z$1.ZodNullable<z$1.ZodNumber>>;\n channels: z$1.ZodOptional<z$1.ZodNullable<z$1.ZodNumber>>;\n bitDepth: z$1.ZodOptional<z$1.ZodNullable<z$1.ZodNumber>>;\n audioCodec: z$1.ZodOptional<z$1.ZodNullable<z$1.ZodString>>;\n audioBitrate: z$1.ZodOptional<z$1.ZodNullable<z$1.ZodNumber>>;\n fps: z$1.ZodNullable<z$1.ZodNumber>;\n fingerprint: z$1.ZodNullable<z$1.ZodString>;\n}, z$1.z.core.$strip>;\ntype FileAsset = z$1.infer<typeof FileAssetSchema>;\ninterface XYPosition {\n x: number;\n y: number;\n}\ndeclare const NodeVisualConfigSchema: z$1.ZodObject<{\n position: z$1.ZodOptional<z$1.ZodObject<{\n x: z$1.ZodNumber;\n y: z$1.ZodNumber;\n }, z$1.z.core.$strip>>;\n width: z$1.ZodOptional<z$1.ZodNullable<z$1.ZodNumber>>;\n height: z$1.ZodOptional<z$1.ZodNullable<z$1.ZodNumber>>;\n locked: z$1.ZodDefault<z$1.ZodOptional<z$1.ZodBoolean>>;\n collapsed: z$1.ZodDefault<z$1.ZodOptional<z$1.ZodBoolean>>;\n}, z$1.z.core.$loose>;\ntype NodeVisualConfig = z$1.infer<typeof NodeVisualConfigSchema>;\n//#endregion\n//#region src/types/brands.d.ts\ndeclare const BrandTag: unique symbol;\n/**\n * Compile-time zero-cost nominal typing tag (\"newtype\" pattern).\n * Prevents accidental cross-assignment of semantically incompatible primitives\n * (e.g. milliseconds to seconds, handle labels to handle IDs, or fractional frames).\n */\ntype Brand<T, B extends string> = T & {\n readonly [BrandTag]: B;\n};\n/** Timeline frame number (must be a non-negative integer). */\ntype FrameIndex = Brand<number, \"FrameIndex\">;\n/** Time in seconds. */\ntype Seconds = Brand<number, \"Seconds\">;\n/** Time in milliseconds. */\ntype Milliseconds = Brand<number, \"Milliseconds\">;\n/** Frame rate in frames per second. */\ntype Fps = Brand<number, \"Fps\">;\n/** Normalized scalar in the range [0.0, 1.0]. */\ntype Normalized = Brand<number, \"Normalized\">;\n/** Angle in degrees (0 to 360). */\ntype Degrees = Brand<number, \"Degrees\">;\n/** Angle in radians (0 to 2*PI). */\ntype Radians = Brand<number, \"Radians\">;\n/** Dimension in screen/canvas pixels. */\ntype Pixels = Brand<number, \"Pixels\">;\n/** Live compositor dynamic input/output handle identifier. */\ntype HandleId = Brand<string, \"HandleId\">;\n/** Human-readable handle label (distinct from HandleId to prevent runtime lookup failure). */\ntype HandleLabel = Brand<string, \"HandleLabel\">;\n/** Unique layout node identifier. */\ntype NodeId = Brand<string, \"NodeId\">;\n/** Asserts and casts a number to an integer FrameIndex. */\ndeclare function frame(n: number): FrameIndex;\n/** Asserts and casts a number to Seconds. */\ndeclare function seconds(s: number): Seconds;\n/** Asserts and casts a number to Milliseconds. */\ndeclare function ms(m: number): Milliseconds;\n/** Asserts and casts a number to Fps. */\ndeclare function fps(f: number): Fps;\n/** Clamps and casts a number to Normalized [0.0, 1.0]. */\ndeclare function normalized(n: number): Normalized;\n/** Asserts and casts a number to Degrees. */\ndeclare function degrees(deg: number): Degrees;\n/** Asserts and casts a number to Radians. */\ndeclare function radians(rad: number): Radians;\n/** Asserts and casts a number to Pixels. */\ndeclare function pixels(px: number): Pixels;\n/** Casts a string to HandleId. */\ndeclare function handleId(id: string): HandleId;\n/** Casts a string to HandleLabel. */\ndeclare function handleLabel(label: string): HandleLabel;\n/** Casts a string to NodeId. */\ndeclare function nodeId(id: string): NodeId;\n/** Type guard checking if a number is a valid FrameIndex. */\ndeclare function isFrameIndex(val: unknown): val is FrameIndex;\n/** Type guard checking if a number is in the Normalized [0, 1] range. */\ndeclare function isNormalized(val: unknown): val is Normalized;\n//#endregion\n//#region src/types/config/colors.d.ts\ndeclare const dataTypeColors: Record<string, {\n bg: string;\n stroke: string;\n hex: string;\n text: string;\n border: string;\n}>;\n//#endregion\n//#region src/types/config/schemas.d.ts\ndeclare const DATA_TYPE_EXTENSIONS: Record<DataType, string>;\ndeclare const MIME_TYPES: Record<string, string>;\ndeclare const COMPOSITE_OPERATIONS: readonly [\"source-over\", \"source-in\", \"source-out\", \"source-atop\", \"destination-over\", \"destination-in\", \"destination-out\", \"destination-atop\", \"lighter\", \"copy\", \"xor\", \"multiply\", \"screen\", \"overlay\", \"darken\", \"lighten\", \"color-dodge\", \"color-burn\", \"hard-light\", \"soft-light\", \"difference\", \"exclusion\", \"hue\", \"saturation\", \"color\", \"luminosity\"];\ndeclare const GlobalCompositeOperation: z.ZodEnum<{\n \"source-over\": \"source-over\";\n \"source-in\": \"source-in\";\n \"source-out\": \"source-out\";\n \"source-atop\": \"source-atop\";\n \"destination-over\": \"destination-over\";\n \"destination-in\": \"destination-in\";\n \"destination-out\": \"destination-out\";\n \"destination-atop\": \"destination-atop\";\n lighter: \"lighter\";\n copy: \"copy\";\n xor: \"xor\";\n multiply: \"multiply\";\n screen: \"screen\";\n overlay: \"overlay\";\n darken: \"darken\";\n lighten: \"lighten\";\n \"color-dodge\": \"color-dodge\";\n \"color-burn\": \"color-burn\";\n \"hard-light\": \"hard-light\";\n \"soft-light\": \"soft-light\";\n difference: \"difference\";\n exclusion: \"exclusion\";\n hue: \"hue\";\n saturation: \"saturation\";\n color: \"color\";\n luminosity: \"luminosity\";\n}>;\ntype ZodSchemaType = z.ZodType<any, any, any>;\ndeclare class ConfigSchemaRegistry {\n private static schemas;\n static register(type: string, schema: ZodSchemaType): void;\n static get(type: string): ZodSchemaType | undefined;\n static clear(): void;\n}\n//#endregion\n//#region src/types/constants.d.ts\ndeclare const COMPOSITOR_DEFAULTS: {\n FONT_FAMILY: string;\n FONT_SIZE: number;\n FILL: string;\n LINE_HEIGHT: number;\n ALIGN: string;\n VERTICAL_ALIGN: string;\n LETTER_SPACING: number;\n STROKE_WIDTH: number;\n STROKE: string;\n CORNER_RADIUS: number;\n PADDING: number;\n};\n//#endregion\n//#region src/types/video/virtual-video.d.ts\ndeclare const MediaSourceSchema: z.ZodObject<{\n entity: z.ZodOptional<z.ZodObject<{\n id: z.ZodCUID2;\n name: z.ZodString;\n createdAt: z.ZodCoercedDate<unknown>;\n updatedAt: z.ZodCoercedDate<unknown>;\n userId: z.ZodNullable<z.ZodCUID2>;\n width: z.ZodNullable<z.ZodNumber>;\n height: z.ZodNullable<z.ZodNumber>;\n bucket: z.ZodString;\n size: z.ZodNumber;\n mimeType: z.ZodString;\n key: z.ZodString;\n isUploaded: z.ZodDefault<z.ZodBoolean>;\n duration: z.ZodNullable<z.ZodNumber>;\n sampleRate: z.ZodOptional<z.ZodNullable<z.ZodNumber>>;\n channels: z.ZodOptional<z.ZodNullable<z.ZodNumber>>;\n bitDepth: z.ZodOptional<z.ZodNullable<z.ZodNumber>>;\n audioCodec: z.ZodOptional<z.ZodNullable<z.ZodString>>;\n audioBitrate: z.ZodOptional<z.ZodNullable<z.ZodNumber>>;\n fps: z.ZodNullable<z.ZodNumber>;\n fingerprint: z.ZodNullable<z.ZodString>;\n }, z.core.$strip>>;\n}, z.core.$strip>;\ndeclare const MediaMetadataSchema: z.ZodObject<{\n width: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n height: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n fps: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n durationMs: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n sampleRate: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n channels: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n bitDepth: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n audioCodec: z.ZodNullable<z.ZodOptional<z.ZodString>>;\n audioBitrate: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n}, z.core.$strip>;\ntype MediaMetadata = z.infer<typeof MediaMetadataSchema>;\ndeclare const TimelineSegmentSchema: z.ZodObject<{\n startSec: z.ZodNumber;\n endSec: z.ZodOptional<z.ZodNumber>;\n}, z.core.$strip>;\ndeclare const TimelineTransformSchema: z.ZodObject<{\n startFrame: z.ZodOptional<z.ZodNumber>;\n segments: z.ZodOptional<z.ZodArray<z.ZodObject<{\n startSec: z.ZodNumber;\n endSec: z.ZodOptional<z.ZodNumber>;\n }, z.core.$strip>>>;\n}, z.core.$strip>;\ntype TimelineTransform = z.infer<typeof TimelineTransformSchema>;\ndeclare const BaseMediaOperationPropsSchema: z.ZodObject<{\n volume: z.ZodOptional<z.ZodNumber>;\n opacity: z.ZodOptional<z.ZodNumber>;\n startFrame: z.ZodOptional<z.ZodNumber>;\n durationFrames: z.ZodOptional<z.ZodNumber>;\n timeline: z.ZodOptional<z.ZodObject<{\n startFrame: z.ZodOptional<z.ZodNumber>;\n segments: z.ZodOptional<z.ZodArray<z.ZodObject<{\n startSec: z.ZodNumber;\n endSec: z.ZodOptional<z.ZodNumber>;\n }, z.core.$strip>>>;\n }, z.core.$strip>>;\n}, z.core.$strip>;\ntype BaseMediaOperationProps = z.infer<typeof BaseMediaOperationPropsSchema>;\ntype NodeInputConnection = {\n connectionValid: boolean;\n outputItem: {\n type: string;\n data: unknown;\n } | null;\n};\ntype NodeOperation<TOp extends string = string, TConfig extends object = Record<string, unknown>> = BaseMediaOperationProps & {\n op: TOp;\n id?: string;\n metadata?: MediaMetadata;\n dataType?: DataType;\n effect?: unknown;\n signals?: Record<string, unknown>;\n inputs?: Record<string, NodeInputConnection>;\n onRequestFrame?: (ctx: FrameContext) => void;\n} & TConfig;\n/** Original source file (leaf node) */\ndeclare const SourceOperationSchema: z.ZodObject<{\n volume: z.ZodOptional<z.ZodNumber>;\n opacity: z.ZodOptional<z.ZodNumber>;\n startFrame: z.ZodOptional<z.ZodNumber>;\n durationFrames: z.ZodOptional<z.ZodNumber>;\n timeline: z.ZodOptional<z.ZodObject<{\n startFrame: z.ZodOptional<z.ZodNumber>;\n segments: z.ZodOptional<z.ZodArray<z.ZodObject<{\n startSec: z.ZodNumber;\n endSec: z.ZodOptional<z.ZodNumber>;\n }, z.core.$strip>>>;\n }, z.core.$strip>>;\n op: z.ZodLiteral<\"source\">;\n source: z.ZodObject<{\n entity: z.ZodOptional<z.ZodObject<{\n id: z.ZodCUID2;\n name: z.ZodString;\n createdAt: z.ZodCoercedDate<unknown>;\n updatedAt: z.ZodCoercedDate<unknown>;\n userId: z.ZodNullable<z.ZodCUID2>;\n width: z.ZodNullable<z.ZodNumber>;\n height: z.ZodNullable<z.ZodNumber>;\n bucket: z.ZodString;\n size: z.ZodNumber;\n mimeType: z.ZodString;\n key: z.ZodString;\n isUploaded: z.ZodDefault<z.ZodBoolean>;\n duration: z.ZodNullable<z.ZodNumber>;\n sampleRate: z.ZodOptional<z.ZodNullable<z.ZodNumber>>;\n channels: z.ZodOptional<z.ZodNullable<z.ZodNumber>>;\n bitDepth: z.ZodOptional<z.ZodNullable<z.ZodNumber>>;\n audioCodec: z.ZodOptional<z.ZodNullable<z.ZodString>>;\n audioBitrate: z.ZodOptional<z.ZodNullable<z.ZodNumber>>;\n fps: z.ZodNullable<z.ZodNumber>;\n fingerprint: z.ZodNullable<z.ZodString>;\n }, z.core.$strip>>;\n }, z.core.$strip>;\n sourceMeta: z.ZodObject<{\n width: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n height: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n fps: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n durationMs: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n sampleRate: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n channels: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n bitDepth: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n audioCodec: z.ZodNullable<z.ZodOptional<z.ZodString>>;\n audioBitrate: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n }, z.core.$strip>;\n dataType: z.ZodEnum<{\n Text: \"Text\";\n Number: \"Number\";\n Boolean: \"Boolean\";\n Image: \"Image\";\n Video: \"Video\";\n Audio: \"Audio\";\n SVG: \"SVG\";\n Caption: \"Caption\";\n Lottie: \"Lottie\";\n ThreeD: \"ThreeD\";\n GIF: \"GIF\";\n Signal: \"Signal\";\n LUT: \"LUT\";\n }>;\n}, z.core.$strip>;\n/** Text content (leaf node) */\ndeclare const TextOperationSchema: z.ZodObject<{\n volume: z.ZodOptional<z.ZodNumber>;\n opacity: z.ZodOptional<z.ZodNumber>;\n startFrame: z.ZodOptional<z.ZodNumber>;\n durationFrames: z.ZodOptional<z.ZodNumber>;\n timeline: z.ZodOptional<z.ZodObject<{\n startFrame: z.ZodOptional<z.ZodNumber>;\n segments: z.ZodOptional<z.ZodArray<z.ZodObject<{\n startSec: z.ZodNumber;\n endSec: z.ZodOptional<z.ZodNumber>;\n }, z.core.$strip>>>;\n }, z.core.$strip>>;\n op: z.ZodLiteral<\"text\">;\n text: z.ZodString;\n metadata: z.ZodOptional<z.ZodObject<{\n width: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n height: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n fps: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n durationMs: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n sampleRate: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n channels: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n bitDepth: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n audioCodec: z.ZodNullable<z.ZodOptional<z.ZodString>>;\n audioBitrate: z.ZodNullable<z.ZodOptional<z.ZodNumber>>;\n }, z.core.$strip>>;\n dataType: z.ZodEnum<{\n Text: \"Text\";\n Number: \"Number\";\n Boolean: \"Boolean\";\n Image: \"Image\";\n Video: \"Video\";\n Audio: \"Audio\";\n SVG: \"SVG\";\n Caption: \"Caption\";\n Lottie: \"Lottie\";\n ThreeD: \"ThreeD\";\n GIF: \"GIF\";\n Signal: \"Signal\";\n LUT: \"LUT\";\n }>;\n}, z.core.$loose>;\ndeclare const MediaOperationSchema: z.ZodType<MediaOperation>;\ntype MediaOperation = BaseMediaOperationProps & (({\n op: \"source\";\n} & z.infer<typeof SourceOperationSchema>) | ({\n op: \"text\";\n} & z.infer<typeof TextOperationSchema>) | NodeOperation<string, Record<string, unknown>>);\ntype VirtualMediaData<TOperation extends MediaOperation = MediaOperation> = {\n metadata: MediaMetadata;\n operation: TOperation;\n children: VirtualMediaData[];\n};\ndeclare const VirtualMediaDataSchema: z.ZodType<VirtualMediaData>;\n//#endregion\n//#region src/types/node-result.d.ts\ndeclare const FileDataSchema: z$1.ZodObject<{\n entity: z$1.ZodOptional<z$1.ZodCustom<{\n id: string;\n name: string;\n createdAt: Date;\n updatedAt: Date;\n userId: string | null;\n width: number | null;\n height: number | null;\n bucket: string;\n size: number;\n mimeType: string;\n key: string;\n isUploaded: boolean;\n duration: number | null;\n fps: number | null;\n fingerprint: string | null;\n sampleRate?: number | null | undefined;\n channels?: number | null | undefined;\n bitDepth?: number | null | undefined;\n audioCodec?: string | null | undefined;\n audioBitrate?: number | null | undefined;\n }, {\n id: string;\n name: string;\n createdAt: Date;\n updatedAt: Date;\n userId: string | null;\n width: number | null;\n height: number | null;\n bucket: string;\n size: number;\n mimeType: string;\n key: string;\n isUploaded: boolean;\n duration: number | null;\n fps: number | null;\n fingerprint: string | null;\n sampleRate?: number | null | undefined;\n channels?: number | null | undefined;\n bitDepth?: number | null | undefined;\n audioCodec?: string | null | undefined;\n audioBitrate?: number | null | undefined;\n }>>;\n}, z$1.z.core.$strip>;\ntype FileData = z$1.infer<typeof FileDataSchema>;\ndeclare const SignalStatsSchema: z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n}, z$1.z.core.$strip>;\ntype SignalStats = z$1.infer<typeof SignalStatsSchema>;\ndeclare const SignalChannelMetaSchema: z$1.ZodObject<{\n id: z$1.ZodString;\n name: z$1.ZodString;\n index: z$1.ZodNumber;\n stats: z$1.ZodOptional<z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n}, z$1.z.core.$strip>;\ntype SignalChannelMeta = z$1.infer<typeof SignalChannelMetaSchema>;\ndeclare const GeneratorSignalDataSchema: z$1.ZodObject<{\n v: z$1.ZodOptional<z$1.ZodLiteral<2>>;\n type: z$1.ZodLiteral<\"generator\">;\n nodeId: z$1.ZodOptional<z$1.ZodString>;\n baseType: z$1.ZodOptional<z$1.ZodString>;\n func: z$1.ZodDefault<z$1.ZodUnion<[z$1.ZodEnum<{\n custom: \"custom\";\n sine: \"sine\";\n triangle: \"triangle\";\n sawtooth: \"sawtooth\";\n square: \"square\";\n }>, z$1.ZodString]>>;\n frequency: z$1.ZodDefault<z$1.ZodNumber>;\n amplitude: z$1.ZodDefault<z$1.ZodNumber>;\n phase: z$1.ZodDefault<z$1.ZodNumber>;\n offset: z$1.ZodDefault<z$1.ZodNumber>;\n waveform: z$1.ZodOptional<z$1.ZodString>;\n bpm: z$1.ZodOptional<z$1.ZodNumber>;\n syncToBpm: z$1.ZodOptional<z$1.ZodBoolean>;\n fmFrequency: z$1.ZodOptional<z$1.ZodNumber>;\n fmDepth: z$1.ZodOptional<z$1.ZodNumber>;\n envelope: z$1.ZodOptional<z$1.ZodString>;\n fnBody: z$1.ZodOptional<z$1.ZodString>;\n fnParams: z$1.ZodOptional<z$1.ZodArray<z$1.ZodRecord<z$1.ZodString, z$1.ZodUnknown>>>;\n customWGSL: z$1.ZodOptional<z$1.ZodString>;\n signalFnName: z$1.ZodOptional<z$1.ZodString>;\n outputType: z$1.ZodOptional<z$1.ZodString>;\n fps: z$1.ZodOptional<z$1.ZodNumber>;\n durationMs: z$1.ZodOptional<z$1.ZodNumber>;\n stats: z$1.ZodOptional<z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n}, z$1.z.core.$loose>;\ntype GeneratorSignalData = z$1.infer<typeof GeneratorSignalDataSchema>;\ndeclare const AudioExtractorSignalDataSchema: z$1.ZodObject<{\n v: z$1.ZodOptional<z$1.ZodLiteral<2>>;\n type: z$1.ZodLiteral<\"audio_extractor\">;\n nodeId: z$1.ZodOptional<z$1.ZodString>;\n sourceUrl: z$1.ZodOptional<z$1.ZodString>;\n channel: z$1.ZodOptional<z$1.ZodUnion<[z$1.ZodEnum<{\n primary: \"primary\";\n beat: \"beat\";\n bass: \"bass\";\n energy: \"energy\";\n spectral_flux: \"spectral_flux\";\n }>, z$1.ZodString]>>;\n channelIndex: z$1.ZodOptional<z$1.ZodNumber>;\n channels: z$1.ZodOptional<z$1.ZodArray<z$1.ZodObject<{\n id: z$1.ZodString;\n name: z$1.ZodString;\n index: z$1.ZodNumber;\n stats: z$1.ZodOptional<z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n }, z$1.z.core.$strip>>>;\n extractionMode: z$1.ZodOptional<z$1.ZodString>;\n attackMs: z$1.ZodOptional<z$1.ZodNumber>;\n releaseMs: z$1.ZodOptional<z$1.ZodNumber>;\n sensitivity: z$1.ZodOptional<z$1.ZodNumber>;\n noiseFloorDb: z$1.ZodOptional<z$1.ZodNumber>;\n dynamicRangeDb: z$1.ZodOptional<z$1.ZodNumber>;\n autoRange: z$1.ZodOptional<z$1.ZodBoolean>;\n smoothing: z$1.ZodOptional<z$1.ZodNumber>;\n curve: z$1.ZodOptional<z$1.ZodString>;\n beatThreshold: z$1.ZodOptional<z$1.ZodNumber>;\n beatDecayMs: z$1.ZodOptional<z$1.ZodNumber>;\n previewMode: z$1.ZodOptional<z$1.ZodString>;\n samples: z$1.ZodOptional<z$1.ZodUnion<readonly [z$1.ZodArray<z$1.ZodNumber>, z$1.ZodCustom<Float32Array<ArrayBuffer>, Float32Array<ArrayBuffer>>]>>;\n fps: z$1.ZodOptional<z$1.ZodNumber>;\n durationMs: z$1.ZodOptional<z$1.ZodNumber>;\n stats: z$1.ZodOptional<z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n state: z$1.ZodOptional<z$1.ZodEnum<{\n pending: \"pending\";\n ready: \"ready\";\n failed: \"failed\";\n }>>;\n error: z$1.ZodOptional<z$1.ZodString>;\n virtualMedia: z$1.ZodOptional<z$1.ZodRecord<z$1.ZodString, z$1.ZodUnknown>>;\n signalFnName: z$1.ZodOptional<z$1.ZodString>;\n customWGSL: z$1.ZodOptional<z$1.ZodString>;\n}, z$1.z.core.$loose>;\ntype AudioExtractorSignalData = z$1.infer<typeof AudioExtractorSignalDataSchema>;\ndeclare const SignalMathDataSchema: z$1.ZodObject<{\n v: z$1.ZodOptional<z$1.ZodLiteral<2>>;\n type: z$1.ZodLiteral<\"signal_math\">;\n nodeId: z$1.ZodOptional<z$1.ZodString>;\n op: z$1.ZodOptional<z$1.ZodString>;\n operation: z$1.ZodOptional<z$1.ZodString>;\n signalA: z$1.ZodOptional<z$1.ZodUnknown>;\n signalB: z$1.ZodOptional<z$1.ZodUnknown>;\n bValue: z$1.ZodOptional<z$1.ZodNumber>;\n inMin: z$1.ZodOptional<z$1.ZodNumber>;\n inMax: z$1.ZodOptional<z$1.ZodNumber>;\n outMin: z$1.ZodOptional<z$1.ZodNumber>;\n outMax: z$1.ZodOptional<z$1.ZodNumber>;\n clampMin: z$1.ZodOptional<z$1.ZodNumber>;\n clampMax: z$1.ZodOptional<z$1.ZodNumber>;\n exponent: z$1.ZodOptional<z$1.ZodNumber>;\n edge0: z$1.ZodOptional<z$1.ZodNumber>;\n edge1: z$1.ZodOptional<z$1.ZodNumber>;\n customWGSL: z$1.ZodOptional<z$1.ZodString>;\n stats: z$1.ZodOptional<z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n}, z$1.z.core.$loose>;\ntype SignalMathData = z$1.infer<typeof SignalMathDataSchema>;\ndeclare const SignalGateDataSchema: z$1.ZodObject<{\n v: z$1.ZodOptional<z$1.ZodLiteral<2>>;\n type: z$1.ZodLiteral<\"gate\">;\n nodeId: z$1.ZodOptional<z$1.ZodString>;\n sourceSignal: z$1.ZodOptional<z$1.ZodUnknown>;\n threshold: z$1.ZodOptional<z$1.ZodNumber>;\n debounceMs: z$1.ZodOptional<z$1.ZodNumber>;\n mode: z$1.ZodOptional<z$1.ZodEnum<{\n gate: \"gate\";\n trigger: \"trigger\";\n toggle: \"toggle\";\n }>>;\n holdFrames: z$1.ZodOptional<z$1.ZodNumber>;\n invert: z$1.ZodOptional<z$1.ZodBoolean>;\n stats: z$1.ZodOptional<z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n}, z$1.z.core.$loose>;\ntype SignalGateData = z$1.infer<typeof SignalGateDataSchema>;\ndeclare const SignalDataSchema: z$1.ZodUnion<readonly [z$1.ZodObject<{\n v: z$1.ZodOptional<z$1.ZodLiteral<2>>;\n type: z$1.ZodLiteral<\"generator\">;\n nodeId: z$1.ZodOptional<z$1.ZodString>;\n baseType: z$1.ZodOptional<z$1.ZodString>;\n func: z$1.ZodDefault<z$1.ZodUnion<[z$1.ZodEnum<{\n custom: \"custom\";\n sine: \"sine\";\n triangle: \"triangle\";\n sawtooth: \"sawtooth\";\n square: \"square\";\n }>, z$1.ZodString]>>;\n frequency: z$1.ZodDefault<z$1.ZodNumber>;\n amplitude: z$1.ZodDefault<z$1.ZodNumber>;\n phase: z$1.ZodDefault<z$1.ZodNumber>;\n offset: z$1.ZodDefault<z$1.ZodNumber>;\n waveform: z$1.ZodOptional<z$1.ZodString>;\n bpm: z$1.ZodOptional<z$1.ZodNumber>;\n syncToBpm: z$1.ZodOptional<z$1.ZodBoolean>;\n fmFrequency: z$1.ZodOptional<z$1.ZodNumber>;\n fmDepth: z$1.ZodOptional<z$1.ZodNumber>;\n envelope: z$1.ZodOptional<z$1.ZodString>;\n fnBody: z$1.ZodOptional<z$1.ZodString>;\n fnParams: z$1.ZodOptional<z$1.ZodArray<z$1.ZodRecord<z$1.ZodString, z$1.ZodUnknown>>>;\n customWGSL: z$1.ZodOptional<z$1.ZodString>;\n signalFnName: z$1.ZodOptional<z$1.ZodString>;\n outputType: z$1.ZodOptional<z$1.ZodString>;\n fps: z$1.ZodOptional<z$1.ZodNumber>;\n durationMs: z$1.ZodOptional<z$1.ZodNumber>;\n stats: z$1.ZodOptional<z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n}, z$1.z.core.$loose>, z$1.ZodObject<{\n v: z$1.ZodOptional<z$1.ZodLiteral<2>>;\n type: z$1.ZodLiteral<\"audio_extractor\">;\n nodeId: z$1.ZodOptional<z$1.ZodString>;\n sourceUrl: z$1.ZodOptional<z$1.ZodString>;\n channel: z$1.ZodOptional<z$1.ZodUnion<[z$1.ZodEnum<{\n primary: \"primary\";\n beat: \"beat\";\n bass: \"bass\";\n energy: \"energy\";\n spectral_flux: \"spectral_flux\";\n }>, z$1.ZodString]>>;\n channelIndex: z$1.ZodOptional<z$1.ZodNumber>;\n channels: z$1.ZodOptional<z$1.ZodArray<z$1.ZodObject<{\n id: z$1.ZodString;\n name: z$1.ZodString;\n index: z$1.ZodNumber;\n stats: z$1.ZodOptional<z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n }, z$1.z.core.$strip>>>;\n extractionMode: z$1.ZodOptional<z$1.ZodString>;\n attackMs: z$1.ZodOptional<z$1.ZodNumber>;\n releaseMs: z$1.ZodOptional<z$1.ZodNumber>;\n sensitivity: z$1.ZodOptional<z$1.ZodNumber>;\n noiseFloorDb: z$1.ZodOptional<z$1.ZodNumber>;\n dynamicRangeDb: z$1.ZodOptional<z$1.ZodNumber>;\n autoRange: z$1.ZodOptional<z$1.ZodBoolean>;\n smoothing: z$1.ZodOptional<z$1.ZodNumber>;\n curve: z$1.ZodOptional<z$1.ZodString>;\n beatThreshold: z$1.ZodOptional<z$1.ZodNumber>;\n beatDecayMs: z$1.ZodOptional<z$1.ZodNumber>;\n previewMode: z$1.ZodOptional<z$1.ZodString>;\n samples: z$1.ZodOptional<z$1.ZodUnion<readonly [z$1.ZodArray<z$1.ZodNumber>, z$1.ZodCustom<Float32Array<ArrayBuffer>, Float32Array<ArrayBuffer>>]>>;\n fps: z$1.ZodOptional<z$1.ZodNumber>;\n durationMs: z$1.ZodOptional<z$1.ZodNumber>;\n stats: z$1.ZodOptional<z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n state: z$1.ZodOptional<z$1.ZodEnum<{\n pending: \"pending\";\n ready: \"ready\";\n failed: \"failed\";\n }>>;\n error: z$1.ZodOptional<z$1.ZodString>;\n virtualMedia: z$1.ZodOptional<z$1.ZodRecord<z$1.ZodString, z$1.ZodUnknown>>;\n signalFnName: z$1.ZodOptional<z$1.ZodString>;\n customWGSL: z$1.ZodOptional<z$1.ZodString>;\n}, z$1.z.core.$loose>, z$1.ZodObject<{\n v: z$1.ZodOptional<z$1.ZodLiteral<2>>;\n type: z$1.ZodLiteral<\"signal_math\">;\n nodeId: z$1.ZodOptional<z$1.ZodString>;\n op: z$1.ZodOptional<z$1.ZodString>;\n operation: z$1.ZodOptional<z$1.ZodString>;\n signalA: z$1.ZodOptional<z$1.ZodUnknown>;\n signalB: z$1.ZodOptional<z$1.ZodUnknown>;\n bValue: z$1.ZodOptional<z$1.ZodNumber>;\n inMin: z$1.ZodOptional<z$1.ZodNumber>;\n inMax: z$1.ZodOptional<z$1.ZodNumber>;\n outMin: z$1.ZodOptional<z$1.ZodNumber>;\n outMax: z$1.ZodOptional<z$1.ZodNumber>;\n clampMin: z$1.ZodOptional<z$1.ZodNumber>;\n clampMax: z$1.ZodOptional<z$1.ZodNumber>;\n exponent: z$1.ZodOptional<z$1.ZodNumber>;\n edge0: z$1.ZodOptional<z$1.ZodNumber>;\n edge1: z$1.ZodOptional<z$1.ZodNumber>;\n customWGSL: z$1.ZodOptional<z$1.ZodString>;\n stats: z$1.ZodOptional<z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n}, z$1.z.core.$loose>, z$1.ZodObject<{\n v: z$1.ZodOptional<z$1.ZodLiteral<2>>;\n type: z$1.ZodLiteral<\"gate\">;\n nodeId: z$1.ZodOptional<z$1.ZodString>;\n sourceSignal: z$1.ZodOptional<z$1.ZodUnknown>;\n threshold: z$1.ZodOptional<z$1.ZodNumber>;\n debounceMs: z$1.ZodOptional<z$1.ZodNumber>;\n mode: z$1.ZodOptional<z$1.ZodEnum<{\n gate: \"gate\";\n trigger: \"trigger\";\n toggle: \"toggle\";\n }>>;\n holdFrames: z$1.ZodOptional<z$1.ZodNumber>;\n invert: z$1.ZodOptional<z$1.ZodBoolean>;\n stats: z$1.ZodOptional<z$1.ZodObject<{\n min: z$1.ZodOptional<z$1.ZodNumber>;\n max: z$1.ZodOptional<z$1.ZodNumber>;\n mean: z$1.ZodOptional<z$1.ZodNumber>;\n rms: z$1.ZodOptional<z$1.ZodNumber>;\n peak: z$1.ZodOptional<z$1.ZodNumber>;\n beats: z$1.ZodOptional<z$1.ZodArray<z$1.ZodNumber>>;\n tempo: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n}, z$1.z.core.$loose>, z$1.ZodObject<{\n type: z$1.ZodString;\n}, z$1.z.core.$loose>]>;\ntype SignalData = z$1.infer<typeof SignalDataSchema>;\ndeclare function serializeSignalData(data: SignalData): string;\ndeclare function deserializeSignalData(raw: unknown): SignalData;\ntype DataForType<R extends DataType> = R extends \"Text\" ? string : R extends \"Number\" ? number : R extends \"Boolean\" ? boolean : R extends \"Signal\" ? SignalData : R extends \"Image\" | \"SVG\" | \"Caption\" | \"Video\" | \"Audio\" | \"Lottie\" | \"ThreeD\" | \"GIF\" | \"LUT\" ? VirtualMediaData : R extends \"Any\" ? string | number | boolean | FileData | VirtualMediaData | SignalData : never;\ndeclare const OutputItemSchema: z$1.ZodObject<{\n type: z$1.ZodCustom<DataType, DataType>;\n data: z$1.ZodAny;\n outputHandleId: z$1.ZodOptional<z$1.ZodString>;\n}, z$1.z.core.$strip>;\ndeclare const createOutputItemSchema: <T extends DataType>(type: z$1.ZodLiteral<T>, dataSchema: z$1.ZodTypeAny) => z$1.ZodType<OutputItem<T>>;\ntype OutputItem<R extends DataType> = {\n type: R;\n data: DataForType<R>;\n outputHandleId: string | undefined;\n};\ntype Output = {\n items: OutputItem<DataType>[];\n};\ndeclare const SingleOutputGenericSchema: <T extends DataType>(outputItemSchema: z$1.ZodType<OutputItem<T>>) => z$1.ZodObject<{\n selectedOutputIndex: z$1.ZodLiteral<0>;\n outputs: z$1.ZodTuple<[z$1.ZodObject<{\n items: z$1.ZodTuple<[z$1.ZodType<OutputItem<T>, unknown, z$1.z.core.$ZodTypeInternals<OutputItem<T>, unknown>>], null>;\n }, z$1.z.core.$strip>], null>;\n}, z$1.z.core.$strip>;\ntype SingleOutputGeneric<T extends DataType> = {\n selectedOutputIndex: 0;\n outputs: [{\n items: [OutputItem<T>];\n }];\n};\ndeclare const MultiOutputGenericSchema: <T extends DataType>(outputItemSchema: z$1.ZodType<OutputItem<T>>) => z$1.ZodObject<{\n selectedOutputIndex: z$1.ZodNumber;\n outputs: z$1.ZodArray<z$1.ZodObject<{\n items: z$1.ZodArray<z$1.ZodType<OutputItem<T>, unknown, z$1.z.core.$ZodTypeInternals<OutputItem<T>, unknown>>>;\n }, z$1.z.core.$strip>>;\n sourceFingerprint: z$1.ZodOptional<z$1.ZodString>;\n}, z$1.z.core.$strip>;\ntype MultiOutputGeneric<T extends DataType> = {\n selectedOutputIndex: number;\n outputs: {\n items: OutputItem<T>[];\n }[];\n sourceFingerprint?: string;\n};\ntype AnyOutputUnion = OutputItem<\"Video\"> | OutputItem<\"Image\"> | OutputItem<\"Audio\"> | OutputItem<\"Text\"> | OutputItem<\"Number\"> | OutputItem<\"Boolean\"> | OutputItem<\"SVG\"> | OutputItem<\"GIF\"> | OutputItem<\"Caption\"> | OutputItem<\"Lottie\"> | OutputItem<\"ThreeD\"> | OutputItem<\"Signal\"> | OutputItem<\"LUT\">;\ndeclare const AnyOutputUnionSchema: z$1.ZodType<AnyOutputUnion>;\ndeclare const NodeResultSchema: z$1.ZodObject<{\n selectedOutputIndex: z$1.ZodNumber;\n outputs: z$1.ZodArray<z$1.ZodObject<{\n items: z$1.ZodArray<z$1.ZodType<AnyOutputUnion, unknown, z$1.z.core.$ZodTypeInternals<AnyOutputUnion, unknown>>>;\n }, z$1.z.core.$strip>>;\n}, z$1.z.core.$strip>;\ntype NodeResult = z$1.infer<typeof NodeResultSchema>;\ndeclare const ExportResultSchema: z$1.ZodObject<{\n selectedOutputIndex: z$1.ZodNumber;\n outputs: z$1.ZodArray<z$1.ZodObject<{\n items: z$1.ZodArray<z$1.ZodType<OutputItem<\"Text\" | \"Number\" | \"Boolean\" | \"Image\" | \"Video\" | \"Audio\" | \"SVG\" | \"Caption\" | \"Lottie\" | \"ThreeD\" | \"GIF\" | \"Signal\" | \"LUT\">, unknown, z$1.z.core.$ZodTypeInternals<OutputItem<\"Text\" | \"Number\" | \"Boolean\" | \"Image\" | \"Video\" | \"Audio\" | \"SVG\" | \"Caption\" | \"Lottie\" | \"ThreeD\" | \"GIF\" | \"Signal\" | \"LUT\">, unknown>>>;\n }, z$1.z.core.$strip>>;\n sourceFingerprint: z$1.ZodOptional<z$1.ZodString>;\n}, z$1.z.core.$strip>;\ntype ExportResult = {\n selectedOutputIndex: number;\n outputs: {\n items: AnyOutputUnion[];\n }[];\n sourceFingerprint?: string;\n};\n//#endregion\n//#region src/types/node-processor.d.ts\ntype ConnectedInput = {\n connectionValid: boolean;\n outputItem: AnyOutputUnion | null;\n};\ninterface NodeProcessorContext {\n getFirstOutputHandle: (nodeId: string, type?: DataTypeEnum) => string | undefined;\n getFirstOutputHandleWithLabel: (nodeId: string, label: string) => string | undefined;\n findInputData: (inputs: Record<string, ConnectedInput>, requiredType?: string, handleLabel?: string) => string | undefined;\n registerObjectUrl: (url: string) => void;\n getOutputHandle: (type: string, label?: string) => string | undefined;\n}\ntype NodeProcessorParams<TNode = any> = {\n node: TNode;\n inputs: Record<string, ConnectedInput>;\n signal: AbortSignal;\n data: any;\n context: NodeProcessorContext;\n};\ntype NodeRunFunction<TNode = any> = (params: NodeProcessorParams<TNode>) => Promise<NodeResult | null>;\n//#endregion\n//#region src/types/rich-text.d.ts\ninterface TextSpanMark {\n background: string | Signal<string>;\n borderRadius?: number;\n paddingX?: number;\n paddingY?: number;\n}\ninterface TextSpan {\n text: string | Signal<string>;\n fontFamily?: string;\n fontSize?: number | Signal<number>;\n fontWeight?: number | string;\n fontStyle?: \"normal\" | \"italic\";\n fill?: string | Signal<string>;\n letterSpacing?: number;\n baselineShift?: number;\n opacity?: number | Signal<number>;\n mark?: TextSpanMark;\n}\n//#endregion\n//#region src/types/services.d.ts\n/**\n * Interface for media processing and handling.\n */\ninterface MediaService {\n getImageDimensions: (buffer: Buffer) => Promise<{\n width: number;\n height: number;\n }> | {\n width: number;\n height: number;\n };\n getImageBuffer: (imageInput: FileData) => Promise<Buffer>;\n resolveFileDataUrl: (data: FileData | null) => string | Promise<string | null> | null;\n}\n/**\n * Interface for storage operations.\n */\ninterface StorageService {\n uploadToStorage: (buffer: Buffer, key: string, contentType?: string, bucketName?: string) => Promise<void>;\n uploadFileToStorage: (filePath: string, key: string, contentType?: string, bucketName?: string) => Promise<void>;\n getFromStorage?: (key: string, bucketName?: string) => Promise<Buffer>;\n deleteFromStorage?: (key: string, bucketName?: string) => Promise<void>;\n getPublicUrl?: (key: string, bucketName?: string) => string;\n}\n//#endregion\n//#region src/types/vision.d.ts\n/**\n * Shared vision types (engine-agnostic — no ONNX imports here).\n *\n * Consumed by @framefields/vision (the inference engine) and @framefields/framefields (the SDK).\n */\n/**\n * Vision tasks and the model that serves each:\n * - `detect` / `segment` — RTMDet-Ins (COCO 80 boxes + instance masks, one forward pass)\n * - `pose` — RTMO (COCO-17 keypoints, multi-person)\n * - `matte` — MediaPipe Selfie Segmenter (fast person-vs-background alpha)\n */\ntype VisionTask = \"detect\" | \"segment\" | \"pose\" | \"matte\";\n/** Model size: `t` (tiny, fastest) · `s` (default) · `m` (most accurate). */\ntype VisionVariant = \"t\" | \"s\" | \"m\";\ninterface VisionConfig {\n readonly enableDetection?: boolean;\n readonly enableSegmentation?: boolean;\n readonly enablePose?: boolean;\n /** Fast person matte (Selfie Segmenter) alongside or instead of instance masks. */\n readonly enableMatte?: boolean;\n /** COCO class-name filter (all classes when omitted). */\n readonly classes?: readonly string[];\n /** Minimum detection score, 0..1. Default 0.3. */\n readonly confidence?: number;\n /** Model size. Default \"s\". */\n readonly variant?: VisionVariant;\n /** Model cache directory. Default `$FRAMEFIELDS_MODELS_DIR` or `~/.cache/framefields/models`. */\n readonly modelsDir?: string;\n /** Mirror origin for model downloads (`<baseUrl>/<filename>`). Default: pinned Hugging Face revisions. */\n readonly baseUrl?: string;\n /** Mask probability threshold (lower → fuller masks). Default 0.5. */\n readonly maskThreshold?: number;\n /** Soft-edge band around `maskThreshold`, 0..1. Default 0.05. */\n readonly featherRadius?: number;\n /** Vertical FOV (degrees) used to project landmarks into camera space. */\n readonly cameraFov?: number;\n}\ninterface VisionNodeSpec {\n readonly id: string;\n readonly kind: \"vision\";\n readonly source?: unknown;\n readonly config: VisionConfig;\n}\ninterface Landmark3D {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n readonly visibility?: number;\n}\ntype NormalizedLandmarkList = readonly Landmark3D[];\ninterface ObjectBoundingBox {\n readonly originX: number;\n readonly originY: number;\n readonly width: number;\n readonly height: number;\n readonly normalizedX: number;\n readonly normalizedY: number;\n readonly normalizedWidth: number;\n readonly normalizedHeight: number;\n readonly angle?: number;\n}\ninterface DetectedObject {\n readonly category: string;\n readonly score: number;\n readonly boundingBox: ObjectBoundingBox;\n readonly keypoints?: NormalizedLandmarkList;\n}\ninterface TrackedObject {\n readonly trackId: number;\n readonly category: string;\n readonly score: number;\n readonly boundingBox: ObjectBoundingBox;\n readonly centerX: number;\n readonly centerY: number;\n readonly normalizedCenterX: number;\n readonly normalizedCenterY: number;\n readonly velocity: {\n readonly vx: number;\n readonly vy: number;\n };\n readonly speed: number;\n readonly age: number;\n readonly hits: number;\n readonly active: boolean;\n readonly isCoasting: boolean;\n}\n//#endregion\n//#region src/types/tensor.d.ts\ntype TensorFormat = \"r8unorm\" | \"r32float\" | \"rg16float\" | \"rgba16float\" | \"rgba8unorm\";\ninterface TensorDimensions {\n readonly width: number;\n readonly height: number;\n readonly channels: number;\n}\ninterface OpticalFlowOptions {\n readonly scale?: number;\n readonly windowSize?: number;\n readonly regularization?: number;\n readonly outputFormat?: \"rgba16float\" | \"rg32float\";\n}\ninterface DeflickerOptions {\n readonly blendWeight?: number | Signal<number>;\n readonly disocclusionThreshold?: number;\n readonly maxMotionPixels?: number;\n readonly opticalFlow?: OpticalFlowOptions;\n}\ninterface NormalRelightingOptions {\n readonly normalMap?: GPUTexture | unknown;\n readonly depthScale?: number | Signal<number>;\n readonly roughness?: number | Signal<number>;\n readonly specularStrength?: number | Signal<number>;\n readonly metallic?: number | Signal<number>;\n readonly ambientIntensity?: number | Signal<number>;\n readonly volumetricDensity?: number | Signal<number>;\n}\ninterface ControlNetConditioningOutputs {\n readonly canny?: GPUTexture;\n readonly depth?: GPUTexture;\n readonly normals?: GPUTexture;\n readonly poseSkeleton?: GPUTexture;\n readonly segmentationMask?: GPUTexture;\n readonly faceLandmarks?: GPUTexture;\n readonly motionVectors?: GPUTexture;\n readonly deflickered?: GPUTexture;\n}\ninterface TensorData {\n readonly data: Float32Array;\n readonly shape: readonly number[];\n readonly dtype: \"float32\";\n}\ninterface CannyOptions {\n readonly low?: number;\n readonly high?: number;\n readonly outputFormat?: \"rgba8unorm\" | \"r32float\";\n}\ninterface DepthNormalsOptions {\n readonly depthQuality?: \"high\" | \"standard\";\n readonly depthScale?: number;\n readonly outputFormat?: \"rgba16float\" | \"rgba8unorm\";\n}\ninterface PoseSkeletonOptions {\n readonly width?: number;\n readonly height?: number;\n readonly lineWidth?: number;\n readonly landmarks?: NormalizedLandmarkList;\n}\ninterface FaceLandmarksOptions {\n readonly width?: number;\n readonly height?: number;\n readonly lineWidth?: number;\n readonly landmarks?: NormalizedLandmarkList;\n}\ninterface SegmentationOptions {\n readonly threshold?: number;\n readonly feather?: number;\n readonly outputFormat?: \"rgba8unorm\" | \"r8unorm\";\n}\ninterface TensorPipelineConfig {\n readonly canny?: CannyOptions;\n readonly depthNormals?: DepthNormalsOptions;\n readonly poseSkeleton?: PoseSkeletonOptions;\n readonly faceLandmarks?: FaceLandmarksOptions;\n readonly segmentation?: SegmentationOptions;\n readonly opticalFlow?: OpticalFlowOptions;\n readonly deflicker?: DeflickerOptions;\n}\ninterface TensorNode {\n readonly id: string;\n readonly kind: \"tensor\";\n readonly source?: unknown;\n readonly config: TensorPipelineConfig;\n}\ninterface MeshAudioDeformConfig {\n readonly audioTrackId?: string;\n /**\n * normal_extrusion pushes vertices out along their normals by the band's\n * energy; radial_pulse inflates the mesh from its origin on bass and\n * drums; harmonic_wave runs a sine along Y; twist turns each slice about\n * the Y axis in proportion to its height and the bass; ripple sends\n * concentric waves across the XY plane, struck by the drums.\n */\n readonly mode: \"radial_pulse\" | \"harmonic_wave\" | \"normal_extrusion\" | \"twist\" | \"ripple\";\n readonly frequencyRange?: [minHz: number, maxHz: number];\n readonly amplitudeMultiplier?: number | Signal<number>;\n readonly damping?: number;\n}\n//#endregion\n//#region src/types/video/base-layer-schema.d.ts\ndeclare const AnimationTypeSchema: z.ZodEnum<{\n \"fade-in\": \"fade-in\";\n \"fade-out\": \"fade-out\";\n \"slide-in-left\": \"slide-in-left\";\n \"slide-in-right\": \"slide-in-right\";\n \"slide-in-top\": \"slide-in-top\";\n \"slide-in-bottom\": \"slide-in-bottom\";\n \"zoom-in\": \"zoom-in\";\n \"zoom-out\": \"zoom-out\";\n \"rotate-cw\": \"rotate-cw\";\n \"rotate-ccw\": \"rotate-ccw\";\n bounce: \"bounce\";\n shake: \"shake\";\n}>;\ntype AnimationType = z.infer<typeof AnimationTypeSchema>;\ndeclare const VideoAnimationSchema: z.ZodObject<{\n id: z.ZodString;\n type: z.ZodEnum<{\n \"fade-in\": \"fade-in\";\n \"fade-out\": \"fade-out\";\n \"slide-in-left\": \"slide-in-left\";\n \"slide-in-right\": \"slide-in-right\";\n \"slide-in-top\": \"slide-in-top\";\n \"slide-in-bottom\": \"slide-in-bottom\";\n \"zoom-in\": \"zoom-in\";\n \"zoom-out\": \"zoom-out\";\n \"rotate-cw\": \"rotate-cw\";\n \"rotate-ccw\": \"rotate-ccw\";\n bounce: \"bounce\";\n shake: \"shake\";\n }>;\n value: z.ZodNumber;\n}, z.core.$strip>;\ntype VideoAnimation = z.infer<typeof VideoAnimationSchema>;\ndeclare const VideoSpatialPropsSchema: z.ZodObject<{\n x: z.ZodDefault<z.ZodNumber>;\n y: z.ZodDefault<z.ZodNumber>;\n width: z.ZodOptional<z.ZodNumber>;\n height: z.ZodOptional<z.ZodNumber>;\n rotation: z.ZodDefault<z.ZodNumber>;\n scale: z.ZodDefault<z.ZodNumber>;\n opacity: z.ZodDefault<z.ZodNumber>;\n zIndex: z.ZodOptional<z.ZodNumber>;\n blendMode: z.ZodOptional<z.ZodEnum<{\n \"source-over\": \"source-over\";\n \"source-in\": \"source-in\";\n \"source-out\": \"source-out\";\n \"source-atop\": \"source-atop\";\n \"destination-over\": \"destination-over\";\n \"destination-in\": \"destination-in\";\n \"destination-out\": \"destination-out\";\n \"destination-atop\": \"destination-atop\";\n lighter: \"lighter\";\n copy: \"copy\";\n xor: \"xor\";\n multiply: \"multiply\";\n screen: \"screen\";\n overlay: \"overlay\";\n darken: \"darken\";\n lighten: \"lighten\";\n \"color-dodge\": \"color-dodge\";\n \"color-burn\": \"color-burn\";\n \"hard-light\": \"hard-light\";\n \"soft-light\": \"soft-light\";\n difference: \"difference\";\n exclusion: \"exclusion\";\n hue: \"hue\";\n saturation: \"saturation\";\n color: \"color\";\n luminosity: \"luminosity\";\n }>>;\n}, z.core.$strip>;\ndeclare const VideoTimingPropsSchema: z.ZodObject<{\n startFrame: z.ZodDefault<z.ZodNumber>;\n durationInMS: z.ZodOptional<z.ZodNumber>;\n trimStart: z.ZodOptional<z.ZodNumber>;\n trimEnd: z.ZodOptional<z.ZodNumber>;\n speed: z.ZodOptional<z.ZodNumber>;\n}, z.core.$strip>;\ndeclare const VideoTextPropsSchema: z.ZodObject<{\n text: z.ZodOptional<z.ZodString>;\n fontSize: z.ZodOptional<z.ZodNumber>;\n fontFamily: z.ZodOptional<z.ZodString>;\n fontStyle: z.ZodOptional<z.ZodString>;\n fontWeight: z.ZodOptional<z.ZodUnion<readonly [z.ZodNumber, z.ZodString]>>;\n fill: z.ZodOptional<z.ZodString>;\n align: z.ZodOptional<z.ZodString>;\n direction: z.ZodOptional<z.ZodEnum<{\n ltr: \"ltr\";\n rtl: \"rtl\";\n auto: \"auto\";\n }>>;\n verticalAlign: z.ZodOptional<z.ZodString>;\n letterSpacing: z.ZodOptional<z.ZodNumber>;\n lineHeight: z.ZodOptional<z.ZodNumber>;\n padding: z.ZodOptional<z.ZodNumber>;\n stroke: z.ZodOptional<z.ZodString>;\n strokeWidth: z.ZodOptional<z.ZodNumber>;\n strokeAlign: z.ZodOptional<z.ZodEnum<{\n inside: \"inside\";\n center: \"center\";\n outside: \"outside\";\n }>>;\n textShadow: z.ZodOptional<z.ZodString>;\n textBackgroundColor: z.ZodOptional<z.ZodString>;\n shadows: z.ZodOptional<z.ZodArray<z.ZodObject<{\n color: z.ZodString;\n offset: z.ZodOptional<z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>>;\n blurRadius: z.ZodOptional<z.ZodNumber>;\n }, z.core.$strip>>>;\n textAnimation: z.ZodOptional<z.ZodAny>;\n bottomPadding: z.ZodOptional<z.ZodNumber>;\n maxWidth: z.ZodOptional<z.ZodNumber>;\n}, z.core.$strip>;\ndeclare const VideoStylePropsSchema: z.ZodObject<{\n backgroundColor: z.ZodOptional<z.ZodString>;\n borderColor: z.ZodOptional<z.ZodString>;\n borderWidth: z.ZodOptional<z.ZodNumber>;\n strokeRadius: z.ZodOptional<z.ZodNumber>;\n autoDimensions: z.ZodOptional<z.ZodBoolean>;\n}, z.core.$strip>;\ndeclare const VideoLayerTypeSchema: z.ZodEnum<{\n Text: \"Text\";\n Image: \"Image\";\n Video: \"Video\";\n Audio: \"Audio\";\n SVG: \"SVG\";\n Caption: \"Caption\";\n Lottie: \"Lottie\";\n GIF: \"GIF\";\n}>;\ntype VideoLayerType = z.infer<typeof VideoLayerTypeSchema>;\ndeclare const BaseVideoLayerPropsSchema: z.ZodObject<{\n x: z.ZodDefault<z.ZodNumber>;\n y: z.ZodDefault<z.ZodNumber>;\n width: z.ZodOptional<z.ZodNumber>;\n height: z.ZodOptional<z.ZodNumber>;\n rotation: z.ZodDefault<z.ZodNumber>;\n scale: z.ZodDefault<z.ZodNumber>;\n opacity: z.ZodDefault<z.ZodNumber>;\n zIndex: z.ZodOptional<z.ZodNumber>;\n blendMode: z.ZodOptional<z.ZodEnum<{\n \"source-over\": \"source-over\";\n \"source-in\": \"source-in\";\n \"source-out\": \"source-out\";\n \"source-atop\": \"source-atop\";\n \"destination-over\": \"destination-over\";\n \"destination-in\": \"destination-in\";\n \"destination-out\": \"destination-out\";\n \"destination-atop\": \"destination-atop\";\n lighter: \"lighter\";\n copy: \"copy\";\n xor: \"xor\";\n multiply: \"multiply\";\n screen: \"screen\";\n overlay: \"overlay\";\n darken: \"darken\";\n lighten: \"lighten\";\n \"color-dodge\": \"color-dodge\";\n \"color-burn\": \"color-burn\";\n \"hard-light\": \"hard-light\";\n \"soft-light\": \"soft-light\";\n difference: \"difference\";\n exclusion: \"exclusion\";\n hue: \"hue\";\n saturation: \"saturation\";\n color: \"color\";\n luminosity: \"luminosity\";\n }>>;\n startFrame: z.ZodDefault<z.ZodNumber>;\n durationInMS: z.ZodOptional<z.ZodNumber>;\n trimStart: z.ZodOptional<z.ZodNumber>;\n trimEnd: z.ZodOptional<z.ZodNumber>;\n speed: z.ZodOptional<z.ZodNumber>;\n text: z.ZodOptional<z.ZodString>;\n fontSize: z.ZodOptional<z.ZodNumber>;\n fontFamily: z.ZodOptional<z.ZodString>;\n fontStyle: z.ZodOptional<z.ZodString>;\n fontWeight: z.ZodOptional<z.ZodUnion<readonly [z.ZodNumber, z.ZodString]>>;\n fill: z.ZodOptional<z.ZodString>;\n align: z.ZodOptional<z.ZodString>;\n direction: z.ZodOptional<z.ZodEnum<{\n ltr: \"ltr\";\n rtl: \"rtl\";\n auto: \"auto\";\n }>>;\n verticalAlign: z.ZodOptional<z.ZodString>;\n letterSpacing: z.ZodOptional<z.ZodNumber>;\n lineHeight: z.ZodOptional<z.ZodNumber>;\n padding: z.ZodOptional<z.ZodNumber>;\n stroke: z.ZodOptional<z.ZodString>;\n strokeWidth: z.ZodOptional<z.ZodNumber>;\n strokeAlign: z.ZodOptional<z.ZodEnum<{\n inside: \"inside\";\n center: \"center\";\n outside: \"outside\";\n }>>;\n textShadow: z.ZodOptional<z.ZodString>;\n textBackgroundColor: z.ZodOptional<z.ZodString>;\n shadows: z.ZodOptional<z.ZodArray<z.ZodObject<{\n color: z.ZodString;\n offset: z.ZodOptional<z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>>;\n blurRadius: z.ZodOptional<z.ZodNumber>;\n }, z.core.$strip>>>;\n textAnimation: z.ZodOptional<z.ZodAny>;\n bottomPadding: z.ZodOptional<z.ZodNumber>;\n maxWidth: z.ZodOptional<z.ZodNumber>;\n backgroundColor: z.ZodOptional<z.ZodString>;\n borderColor: z.ZodOptional<z.ZodString>;\n borderWidth: z.ZodOptional<z.ZodNumber>;\n strokeRadius: z.ZodOptional<z.ZodNumber>;\n autoDimensions: z.ZodOptional<z.ZodBoolean>;\n type: z.ZodOptional<z.ZodEnum<{\n Text: \"Text\";\n Image: \"Image\";\n Video: \"Video\";\n Audio: \"Audio\";\n SVG: \"SVG\";\n Caption: \"Caption\";\n Lottie: \"Lottie\";\n GIF: \"GIF\";\n }>>;\n animations: z.ZodOptional<z.ZodArray<z.ZodObject<{\n id: z.ZodString;\n type: z.ZodEnum<{\n \"fade-in\": \"fade-in\";\n \"fade-out\": \"fade-out\";\n \"slide-in-left\": \"slide-in-left\";\n \"slide-in-right\": \"slide-in-right\";\n \"slide-in-top\": \"slide-in-top\";\n \"slide-in-bottom\": \"slide-in-bottom\";\n \"zoom-in\": \"zoom-in\";\n \"zoom-out\": \"zoom-out\";\n \"rotate-cw\": \"rotate-cw\";\n \"rotate-ccw\": \"rotate-ccw\";\n bounce: \"bounce\";\n shake: \"shake\";\n }>;\n value: z.ZodNumber;\n }, z.core.$strip>>>;\n}, z.core.$strip>;\ntype BaseVideoLayerProps = z.infer<typeof BaseVideoLayerPropsSchema>;\n//#endregion\n//#region src/types/video/layer-schema.d.ts\ndeclare const ExtendedLayerSchema: z.ZodObject<{\n x: z.ZodDefault<z.ZodNumber>;\n y: z.ZodDefault<z.ZodNumber>;\n width: z.ZodOptional<z.ZodNumber>;\n height: z.ZodOptional<z.ZodNumber>;\n rotation: z.ZodDefault<z.ZodNumber>;\n scale: z.ZodDefault<z.ZodNumber>;\n opacity: z.ZodDefault<z.ZodNumber>;\n blendMode: z.ZodOptional<z.ZodEnum<{\n \"source-over\": \"source-over\";\n \"source-in\": \"source-in\";\n \"source-out\": \"source-out\";\n \"source-atop\": \"source-atop\";\n \"destination-over\": \"destination-over\";\n \"destination-in\": \"destination-in\";\n \"destination-out\": \"destination-out\";\n \"destination-atop\": \"destination-atop\";\n lighter: \"lighter\";\n copy: \"copy\";\n xor: \"xor\";\n multiply: \"multiply\";\n screen: \"screen\";\n overlay: \"overlay\";\n darken: \"darken\";\n lighten: \"lighten\";\n \"color-dodge\": \"color-dodge\";\n \"color-burn\": \"color-burn\";\n \"hard-light\": \"hard-light\";\n \"soft-light\": \"soft-light\";\n difference: \"difference\";\n exclusion: \"exclusion\";\n hue: \"hue\";\n saturation: \"saturation\";\n color: \"color\";\n luminosity: \"luminosity\";\n }>>;\n startFrame: z.ZodDefault<z.ZodNumber>;\n trimStart: z.ZodOptional<z.ZodNumber>;\n trimEnd: z.ZodOptional<z.ZodNumber>;\n speed: z.ZodOptional<z.ZodNumber>;\n text: z.ZodOptional<z.ZodString>;\n fontSize: z.ZodOptional<z.ZodNumber>;\n fontFamily: z.ZodOptional<z.ZodString>;\n fontStyle: z.ZodOptional<z.ZodString>;\n fontWeight: z.ZodOptional<z.ZodUnion<readonly [z.ZodNumber, z.ZodString]>>;\n fill: z.ZodOptional<z.ZodString>;\n align: z.ZodOptional<z.ZodString>;\n direction: z.ZodOptional<z.ZodEnum<{\n ltr: \"ltr\";\n rtl: \"rtl\";\n auto: \"auto\";\n }>>;\n verticalAlign: z.ZodOptional<z.ZodString>;\n letterSpacing: z.ZodOptional<z.ZodNumber>;\n lineHeight: z.ZodOptional<z.ZodNumber>;\n padding: z.ZodOptional<z.ZodNumber>;\n stroke: z.ZodOptional<z.ZodString>;\n strokeWidth: z.ZodOptional<z.ZodNumber>;\n strokeAlign: z.ZodOptional<z.ZodEnum<{\n inside: \"inside\";\n center: \"center\";\n outside: \"outside\";\n }>>;\n textShadow: z.ZodOptional<z.ZodString>;\n textBackgroundColor: z.ZodOptional<z.ZodString>;\n shadows: z.ZodOptional<z.ZodArray<z.ZodObject<{\n color: z.ZodString;\n offset: z.ZodOptional<z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>>;\n blurRadius: z.ZodOptional<z.ZodNumber>;\n }, z.core.$strip>>>;\n textAnimation: z.ZodOptional<z.ZodAny>;\n bottomPadding: z.ZodOptional<z.ZodNumber>;\n maxWidth: z.ZodOptional<z.ZodNumber>;\n backgroundColor: z.ZodOptional<z.ZodString>;\n borderColor: z.ZodOptional<z.ZodString>;\n borderWidth: z.ZodOptional<z.ZodNumber>;\n strokeRadius: z.ZodOptional<z.ZodNumber>;\n autoDimensions: z.ZodOptional<z.ZodBoolean>;\n animations: z.ZodOptional<z.ZodArray<z.ZodObject<{\n id: z.ZodString;\n type: z.ZodEnum<{\n \"fade-in\": \"fade-in\";\n \"fade-out\": \"fade-out\";\n \"slide-in-left\": \"slide-in-left\";\n \"slide-in-right\": \"slide-in-right\";\n \"slide-in-top\": \"slide-in-top\";\n \"slide-in-bottom\": \"slide-in-bottom\";\n \"zoom-in\": \"zoom-in\";\n \"zoom-out\": \"zoom-out\";\n \"rotate-cw\": \"rotate-cw\";\n \"rotate-ccw\": \"rotate-ccw\";\n bounce: \"bounce\";\n shake: \"shake\";\n }>;\n value: z.ZodNumber;\n }, z.core.$strip>>>;\n id: z.ZodString;\n name: z.ZodOptional<z.ZodString>;\n type: z.ZodEnum<{\n Text: \"Text\";\n Image: \"Image\";\n Video: \"Video\";\n Audio: \"Audio\";\n SVG: \"SVG\";\n Caption: \"Caption\";\n Lottie: \"Lottie\";\n GIF: \"GIF\";\n }>;\n virtualMedia: z.ZodOptional<z.ZodType<VirtualMediaData<MediaOperation>, unknown, z.core.$ZodTypeInternals<VirtualMediaData<MediaOperation>, unknown>>>;\n transitionIn: z.ZodOptional<z.ZodObject<{\n type: z.ZodEnum<{\n none: \"none\";\n crossfade: \"crossfade\";\n \"wipe-left\": \"wipe-left\";\n \"wipe-right\": \"wipe-right\";\n \"slide-up\": \"slide-up\";\n \"slide-down\": \"slide-down\";\n }>;\n durationFrames: z.ZodNumber;\n }, z.core.$strip>>;\n transitionOut: z.ZodOptional<z.ZodObject<{\n type: z.ZodEnum<{\n none: \"none\";\n crossfade: \"crossfade\";\n \"wipe-left\": \"wipe-left\";\n \"wipe-right\": \"wipe-right\";\n \"slide-up\": \"slide-up\";\n \"slide-down\": \"slide-down\";\n }>;\n durationFrames: z.ZodNumber;\n }, z.core.$strip>>;\n durationInMS: z.ZodNumber;\n maxDurationInMS: z.ZodOptional<z.ZodNumber>;\n src: z.ZodOptional<z.ZodString>;\n volume: z.ZodDefault<z.ZodNumber>;\n inputHandleId: z.ZodOptional<z.ZodString>;\n isPlaceholder: z.ZodOptional<z.ZodBoolean>;\n lockAspect: z.ZodOptional<z.ZodBoolean>;\n lockRatio: z.ZodOptional<z.ZodBoolean>;\n zIndex: z.ZodOptional<z.ZodNumber>;\n}, z.core.$strict>;\ntype ExtendedLayer = z.infer<typeof ExtendedLayerSchema>;\n//#endregion\n//#region src/types/video/rendering-defaults.d.ts\ndeclare const DEFAULT_FPS = 60;\ndeclare const DEFAULT_DURATION_MS = 3000;\ndeclare const DEFAULT_MEDIA_DIMENSION = 1080;\n/** Default styling applied to new Text layers. */\ndeclare const TEXT_LAYER_DEFAULTS: Partial<ExtendedLayer>;\n/** Default styling applied to new Caption layers. */\ndeclare const CAPTION_LAYER_DEFAULTS: Partial<ExtendedLayer>;\n//#endregion\n//#region src/types/video/resolve-media.d.ts\ntype MediaSourceDescriptor = {\n url?: string;\n path?: string;\n width?: number;\n height?: number;\n durationMs?: number;\n fps?: number;\n mimeType?: string;\n sampleRate?: number;\n channels?: number;\n bitDepth?: number;\n audioCodec?: string;\n audioBitrate?: number;\n entity?: any;\n};\ntype MediaSourceInput = VirtualMediaData | string | MediaSourceDescriptor | FileData;\n/**\n * Identify the actual leaf media type (Video, Image, etc) by walking down the tree.\n * This can differ from getMediaType() if an operation (like Ken Burns) upgrades\n * an Image to a Video.\n */\ndeclare function getLeafMediaType(vv: VirtualMediaData | undefined | null): DataType | undefined;\n/**\n * Resolve the MIME type of the leaf source media.\n */\ndeclare function resolveMediaMimeType(vv: VirtualMediaData | undefined | null): string | undefined;\n/**\n * Create a VirtualMediaData from a FileData source or Text.\n * Used by Import, VideoGen, and Text nodes to wrap concrete content.\n */\ndeclare function createVirtualMedia(source: MediaSourceInput, type?: DataType): VirtualMediaData;\n/**\n * Identify if a VirtualMediaData node is intended to be Video, Audio, Image, or Text.\n */\ndeclare function getMediaType(vv: VirtualMediaData): DataType;\n/**\n * Append an operation to an existing VirtualMediaData (recursive).\n * This creates a new parent node wrapping the current one as a child.\n */\ndeclare function appendOperation(vv: VirtualMediaData, operation: MediaOperation): VirtualMediaData;\ndeclare function getFileDataMetadata(filedata: {\n entity?: {\n width?: number | null;\n height?: number | null;\n duration?: number | null;\n fps?: number | null;\n mimeType?: string | null;\n sampleRate?: number | null;\n channels?: number | null;\n bitDepth?: number | null;\n audioCodec?: string | null;\n audioBitrate?: number | null;\n name?: string | null;\n };\n} | null | undefined): MediaMetadata | null;\n/**\n * Get the active metadata from the VirtualMediaData node.\n * Simply returns the metadata property of the node.\n * Supports legacy formats (sourceMeta) and extracts from source if needed.\n */\ndeclare function getActiveMediaMetadata(vv: VirtualMediaData | undefined | null): MediaMetadata | null;\n/**\n * Compute the dimensions and offsets for rendering a cropped video.\n * Traverses the VirtualMediaData tree to find nested crops and source dimensions.\n */\ndeclare function computeVideoCropRenderProps(virtualMedia: VirtualMediaData): {\n videoNaturalWidth: number;\n videoNaturalHeight: number;\n cropTranslatePercentageX: number;\n cropTranslatePercentageY: number;\n} | null;\n//#endregion\n//#region src/types/video/transition-schema.d.ts\ndeclare const TransitionTypeSchema: z.ZodEnum<{\n none: \"none\";\n crossfade: \"crossfade\";\n \"wipe-left\": \"wipe-left\";\n \"wipe-right\": \"wipe-right\";\n \"slide-up\": \"slide-up\";\n \"slide-down\": \"slide-down\";\n}>;\ndeclare const TransitionSchema: z.ZodObject<{\n type: z.ZodEnum<{\n none: \"none\";\n crossfade: \"crossfade\";\n \"wipe-left\": \"wipe-left\";\n \"wipe-right\": \"wipe-right\";\n \"slide-up\": \"slide-up\";\n \"slide-down\": \"slide-down\";\n }>;\n durationFrames: z.ZodNumber;\n}, z.core.$strip>;\ntype TransitionType = z.infer<typeof TransitionTypeSchema>;\ntype Transition = z.infer<typeof TransitionSchema>;\n//#endregion\n//#region src/effects/index.d.ts\ntype EffectConfigValue<T> = T | Signal<T> | WritableSignal<T> | FrameSignal<T>;\ntype EffectConfig<T extends object> = { [K in keyof T]: EffectConfigValue<T[K]> };\ntype EffectDomain = \"visual\" | \"audio\" | \"both\";\ndeclare abstract class Effect<TConfig extends object = Record<string, unknown>, TOp extends string = string, TDomain extends EffectDomain = \"visual\"> {\n abstract readonly op: TOp;\n readonly domain: TDomain;\n readonly signals: { [K in keyof TConfig]: WritableSignal<TConfig[K]> | Signal<TConfig[K]> };\n readonly config: TConfig;\n private _frameHooks;\n constructor(initialConfig: TConfig);\n /**\n * Game-engine per-frame lifecycle hook.\n * Invoked before rendering each frame so scripts or agents can mutate properties.\n */\n onRequestFrame(callback: (ctx: FrameContext) => void): this;\n notifyFrame(ctx: FrameContext): void;\n /**\n * Samples concrete scalar / config values for the current frame.\n */\n resolveUniforms(ctx?: FrameContext): Record<string, unknown>;\n /**\n * Returns WebGPU texture bindings attached to any property signal.\n */\n resolveTextures(): Record<string, unknown>;\n /**\n * Converts the effect into an operation node for the VirtualMediaData AST.\n */\n toOperation(): NodeOperation<TOp, TConfig>;\n}\n//#endregion\n//#region src/errors.d.ts\ndeclare class ModerationError extends Error {\n constructor(message: string);\n}\ndeclare class ModerationUnrefundableError extends Error {\n constructor(message: string);\n}\n//#endregion\n//#region src/id-gen.d.ts\n/**\n * Generates a unique ID using nanoid.\n * This function is cross-platform compatible (Node.js and Browser).\n *\n * @param size - Optional size of the ID (default is 21)\n * @returns A unique string ID\n */\ndeclare const generateId: (size?: number) => string;\n//#endregion\n//#region src/node-metadata.d.ts\ndeclare const ConfigHandleSchema: z$1.ZodObject<{\n configKey: z$1.ZodString;\n dataTypes: z$1.ZodCustom<DataType[], DataType[]>;\n label: z$1.ZodString;\n description: z$1.ZodOptional<z$1.ZodString>;\n}, z$1.z.core.$strip>;\ntype ConfigHandle = z$1.infer<typeof ConfigHandleSchema>;\n/**\n * Function type for node config/input validation.\n */\ntype NodeValidationFn = (config: any, inputs?: Record<string, any>, handles?: any[]) => Record<string, string> | null;\n/**\n * Metadata defining the interface and identity of a node.\n * This is safe to import in any environment.\n */\ndeclare const NodeMetadataSchema: z$1.ZodObject<{\n type: z$1.ZodString;\n version: z$1.ZodOptional<z$1.ZodNumber>;\n baseType: z$1.ZodOptional<z$1.ZodString>;\n displayName: z$1.ZodString;\n description: z$1.ZodOptional<z$1.ZodString>;\n showInQuickAccess: z$1.ZodOptional<z$1.ZodBoolean>;\n showInSidebar: z$1.ZodOptional<z$1.ZodBoolean>;\n advanced: z$1.ZodOptional<z$1.ZodBoolean>;\n category: z$1.ZodString;\n subcategory: z$1.ZodOptional<z$1.ZodString>;\n defaultDimensions: z$1.ZodOptional<z$1.ZodObject<{\n width: z$1.ZodOptional<z$1.ZodNumber>;\n height: z$1.ZodOptional<z$1.ZodNumber>;\n }, z$1.z.core.$strip>>;\n handles: z$1.ZodObject<{\n inputs: z$1.ZodArray<z$1.ZodObject<{\n dataTypes: z$1.ZodCustom<DataType[], DataType[]>;\n label: z$1.ZodString;\n required: z$1.ZodOptional<z$1.ZodBoolean>;\n order: z$1.ZodNumber;\n description: z$1.ZodOptional<z$1.ZodString>;\n }, z$1.z.core.$strip>>;\n outputs: z$1.ZodArray<z$1.ZodObject<{\n dataTypes: z$1.ZodCustom<DataType[], DataType[]>;\n label: z$1.ZodString;\n required: z$1.ZodOptional<z$1.ZodBoolean>;\n order: z$1.ZodNumber;\n description: z$1.ZodOptional<z$1.ZodString>;\n }, z$1.z.core.$strip>>;\n }, z$1.z.core.$strip>;\n variableInputs: z$1.ZodOptional<z$1.ZodDiscriminatedUnion<[z$1.ZodObject<{\n enabled: z$1.ZodLiteral<true>;\n dataTypes: z$1.ZodCustom<DataType[], DataType[]>;\n }, z$1.z.core.$strip>, z$1.ZodObject<{\n enabled: z$1.ZodLiteral<false>;\n dataTypes: z$1.ZodOptional<z$1.ZodCustom<DataType[], DataType[]>>;\n }, z$1.z.core.$strip>], \"enabled\">>;\n variableOutputs: z$1.ZodOptional<z$1.ZodDiscriminatedUnion<[z$1.ZodObject<{\n enabled: z$1.ZodLiteral<true>;\n dataTypes: z$1.ZodCustom<DataType[], DataType[]>;\n }, z$1.z.core.$strip>, z$1.ZodObject<{\n enabled: z$1.ZodLiteral<false>;\n dataTypes: z$1.ZodOptional<z$1.ZodCustom<DataType[], DataType[]>>;\n }, z$1.z.core.$strip>], \"enabled\">>;\n isTerminal: z$1.ZodOptional<z$1.ZodBoolean>;\n isTransient: z$1.ZodOptional<z$1.ZodBoolean>;\n configSchema: z$1.ZodOptional<z$1.ZodCustom<z$1.ZodType<unknown, unknown, z$1.z.core.$ZodTypeInternals<unknown, unknown>>, z$1.ZodType<unknown, unknown, z$1.z.core.$ZodTypeInternals<unknown, unknown>>>>;\n defaultConfig: z$1.ZodOptional<z$1.ZodRecord<z$1.ZodString, z$1.ZodUnknown>>;\n validation: z$1.ZodOptional<z$1.ZodAny>;\n resultSchema: z$1.ZodOptional<z$1.ZodCustom<z$1.ZodType<unknown, unknown, z$1.z.core.$ZodTypeInternals<unknown, unknown>>, z$1.ZodType<unknown, unknown, z$1.z.core.$ZodTypeInternals<unknown, unknown>>>>;\n configHandles: z$1.ZodOptional<z$1.ZodArray<z$1.ZodObject<{\n configKey: z$1.ZodString;\n dataTypes: z$1.ZodCustom<DataType[], DataType[]>;\n label: z$1.ZodString;\n description: z$1.ZodOptional<z$1.ZodString>;\n }, z$1.z.core.$strip>>>;\n}, z$1.z.core.$strip>;\ntype NodeMetadata = Omit<z$1.infer<typeof NodeMetadataSchema>, \"validation\"> & {\n validation?: NodeValidationFn;\n};\n//#endregion\n//#region src/render-diagnostics.d.ts\n/**\n * Problems a render noticed about its document (as opposed to its output),\n * collected per render id so the renderer can put them in its QA report.\n * Producers report; the renderer takes them when the render ends.\n */\ninterface RenderDiagnostic {\n readonly severity: \"error\" | \"warning\" | \"info\";\n /** Stable machine-readable kind, e.g. \"animation_truncated\" */\n readonly code: string;\n readonly message: string;\n readonly layerId?: string;\n}\n/** Record a diagnostic for a render; repeats (same code, layer and message) are kept once. */\ndeclare function reportRenderDiagnostic(renderId: string, diagnostic: RenderDiagnostic): void;\n/**\n * Everything reported for a render, including its nested compositions (they\n * render under derived ids, `${renderId}-…`), removing it from the store.\n */\ndeclare function takeRenderDiagnostics(renderId: string): RenderDiagnostic[];\n//#endregion\n//#region src/utils/assert.d.ts\n/**\n * Compile-time exhaustiveness check helper for discriminated unions and enums.\n *\n * In switch statements or if-else ladders, passing the unhandled variable to\n * `assertNever(x)` will fail TypeScript compilation if any variant was missed.\n * At runtime, if an unexpected value arrives (e.g. from unvalidated JSON), it throws\n * a descriptive Error.\n */\ndeclare function assertNever(value: never, message?: string): never;\n//#endregion\n//#region src/utils/color.d.ts\n/**\n * CSS color parsing, perceptual mixing and authoring helpers, shared by the\n * schema evaluator (color tracks), the GPU renderers (fills) and the public\n * `Color` helper. Pure and dependency-free.\n *\n * Every helper returns a CSS string any color prop accepts: `#rrggbb`, or\n * `#rrggbbaa` when not fully opaque.\n */\n/** Straight (non-premultiplied) sRGB, each channel 0..1. */\ntype Rgba = [r: number, g: number, b: number, a: number];\n/** sRGB (0..1) → OKLab [L, a, b]. */\ndeclare function rgbToOklab(r: number, g: number, b: number): [number, number, number];\n/** OKLab → sRGB (0..1, clamped to gamut). */\ndeclare function oklabToRgb(L: number, a: number, b: number): [number, number, number];\n/**\n * Parses any CSS color this engine accepts: hex (3/4/6/8), `rgb()`/`rgba()`,\n * `hsl()`/`hsla()`, `oklch()`, `oklab()` (comma or space syntax, `/ alpha`)\n * and common named colors. Returns `null` when the string is not a color.\n */\ndeclare function parseCssColor(input: string): Rgba | null;\n/** Formats straight sRGB as `#rrggbb` (or `#rrggbbaa` when translucent). */\ndeclare function formatHex([r, g, b, a]: Rgba): string;\n/**\n * Mixes two colors perceptually (in OKLab), `t` = 0 → `a`, 1 → `b`.\n * Midpoints keep their lightness and saturation instead of going muddy\n * the way a plain sRGB lerp does.\n */\ndeclare function mixColors(a: string, b: string, t: number): string;\ninterface ColorStopLike {\n offset: number;\n color: string;\n}\n/** Samples a multi-stop gradient (stops in any order) at `t` ∈ [0, 1]. */\ndeclare function sampleColorStops(stops: readonly (string | ColorStopLike)[], t: number): string;\n/** Bare color strings become evenly spaced stops; result is sorted by offset. */\ndeclare function normalizeColorStops(stops: readonly (string | ColorStopLike)[]): ColorStopLike[];\n/**\n * Authoring helpers for colors. Every function returns a hex string, so the\n * result drops straight into any color prop or keyframe.\n *\n * ```ts\n * Color.oklch(0.7, 0.15, 250) // perceptual: equal L reads equally bright\n * Color.hsl(212, 0.95, 0.74)\n * Color.mix(\"#ff5a1f\", \"#1f6bff\", 0.5) // OKLab, no muddy midpoint\n * const wave = Color.ramp([\"#3b82f6\", \"#8b5cf6\", \"#ec4899\"]);\n * wave(0.5) // sample a gradient\n * Color.lighten(\"#ff5a1f\", 0.1), Color.alpha(\"#000\", 0.4)\n * ```\n */\ndeclare const Color: {\n /** Parses any supported CSS color to straight sRGB 0..1, or null. */\n readonly parse: typeof parseCssColor;\n /** Normalizes any supported CSS color to hex. */\n readonly hex: (c: string) => string;\n /** `r, g, b` in 0..255, `a` in 0..1. */\n readonly rgb: (r: number, g: number, b: number, a?: number) => string;\n /** Hue in degrees; saturation and lightness in 0..1. */\n readonly hsl: (h: number, s: number, l: number, a?: number) => string;\n /**\n * Perceptual lightness 0..1, chroma ~0..0.37, hue in degrees. Colors with\n * the same `l` look equally bright, which makes balanced palettes easy.\n */\n readonly oklch: (l: number, c: number, h: number, a?: number) => string;\n /** Perceptual (OKLab) mix; `t` = 0 → `a`, 1 → `b`. */\n readonly mix: typeof mixColors;\n /** A gradient sampler: `Color.ramp([\"#f00\", \"#00f\"])(0.25)`. */\n readonly ramp: (stops: readonly (string | ColorStopLike)[]) => (t: number) => string;\n /** `n` evenly spaced swatches along a gradient. */\n readonly steps: (stops: readonly (string | ColorStopLike)[], n: number) => string[];\n /** Raises perceptual lightness by `amount` (0..1). */\n readonly lighten: (c: string, amount: number) => string;\n readonly darken: (c: string, amount: number) => string;\n /** Scales chroma: 0 = grey, 1 = unchanged, >1 = more vivid. */\n readonly saturate: (c: string, factor: number) => string;\n /** Rotates hue by `degrees`, keeping perceptual lightness. */\n readonly rotate: (c: string, degrees: number) => string;\n /** Replaces alpha. */\n readonly alpha: (c: string, a: number) => string;\n /** WCAG relative-luminance contrast ratio (1..21). ≥ 4.5 for body text. */\n readonly contrast: (a: string, b: string) => number;\n /** Black or white, whichever reads better on `background`. */\n readonly readableOn: (background: string) => string;\n};\n//#endregion\n//#region src/utils/gradient.d.ts\ntype GradientType = \"linear\" | \"radial\" | \"conic\";\ninterface ParsedGradientStop {\n /** 0..1 along the gradient line / radius / turn. */\n offset: number;\n /** Straight sRGB 0..1. */\n color: Rgba;\n}\ntype RadialExtent = \"closest-side\" | \"closest-corner\" | \"farthest-side\" | \"farthest-corner\";\ninterface ParsedGradient {\n type: GradientType;\n /** Linear: CSS angle in degrees (0 = to top, 90 = to right, 180 = to bottom). */\n angle: number;\n /** Radial / conic center as a fraction of the box (0.5, 0.5 = middle). */\n center: [number, number];\n /** Radial: circle or ellipse, sized by `extent` unless `radius` gives px radii. */\n shape: \"circle\" | \"ellipse\";\n radius?: [number, number];\n /** Radial size keyword (CSS): where the last stop lands. Default farthest-corner. */\n extent?: RadialExtent;\n /** Conic: start angle in degrees (0 = top, clockwise). */\n from: number;\n stops: ParsedGradientStop[];\n}\n/** Gradients this renderer draws at most this many stops (extra ones are resampled). */\ndeclare const MAX_GRADIENT_STOPS = 8;\ndeclare function isCssGradient(value: unknown): value is string;\n/** Parses a CSS gradient string; `null` when it is not one this engine draws. */\ndeclare function parseCssGradient(input: string): ParsedGradient | null;\n/** Up to MAX_GRADIENT_STOPS stops: longer lists are resampled evenly. */\ndeclare function limitGradientStops(stops: ParsedGradientStop[]): ParsedGradientStop[];\n/**\n * Stops as OKLab + alpha for the GPU. A transparent stop borrows its\n * neighbor's color, so fading to `transparent` keeps the hue instead of\n * passing through grey (CSS premultiplied interpolation does the same).\n */\ndeclare function gradientStopsToOklab(stops: ParsedGradientStop[]): Array<[number, number, number, number]>;\ntype StopInput = string | {\n color: string;\n offset: number;\n};\n/**\n * Writes CSS gradient strings for `background` / `fill`:\n *\n * ```ts\n * Layer.box({ background: Gradient.linear([\"#ff5a1f\", \"#7c3aed\"], 135) })\n * Layer.shape(\"circle\", { fill: Gradient.radial([\"#fff\", \"transparent\"]) })\n * Gradient.conic([\"red\", \"yellow\", \"lime\", \"aqua\", \"blue\", \"magenta\", \"red\"])\n * ```\n * Plain strings work too: `\"linear-gradient(to right, #000, #fff 80%)\"`.\n */\ndeclare const Gradient: {\n /** `angle` in degrees: 0 = bottom→top, 90 = left→right, 180 = top→bottom (default). */\n readonly linear: (stops: readonly StopInput[], angle?: number) => string;\n /** Ellipse to the farthest corner, centered unless `at` ([0..1, 0..1]) says otherwise. */\n readonly radial: (stops: readonly StopInput[], options?: {\n at?: [number, number];\n circle?: boolean;\n radius?: number;\n }) => string;\n /** A sweep around `at`, starting at `from` degrees (0 = top, clockwise). */\n readonly conic: (stops: readonly StopInput[], options?: {\n from?: number;\n at?: [number, number];\n }) => string;\n readonly parse: typeof parseCssGradient;\n readonly is: typeof isCssGradient;\n};\n//#endregion\n//#region src/utils/is-equal.d.ts\n/**\n * Performs a deep comparison between two values to determine if they are equivalent.\n * Handles primitives, objects, arrays, Dates, and NaNs.\n */\ndeclare function isEqual(a: any, b: any): boolean;\n//#endregion\n//#region src/utils/result-cache.d.ts\n/**\n * Checks if a cached node result can be reused based on source fingerprint.\n * Returns the valid cached result, or null if the cache is stale.\n */\ndeclare function checkNodeResultCache<T extends {\n sourceFingerprint?: string;\n}>(currentResult: T | undefined | null, input: unknown): T | null;\n/**\n * Creates a fresh result with a source fingerprint stamp.\n */\ndeclare function stampResult<T>(result: T, input: unknown): T & {\n sourceFingerprint: string;\n};\n//#endregion\n//#region src/utils/svg.d.ts\n/**\n * Attempts to parse the width and height of an SVG from its buffer.\n * Falls back to viewBox ratios if explicitly defined sizes are missing.\n */\ndeclare function extractSvgDimensions(buffer: Buffer): {\n w: number;\n h: number;\n} | null;\n//#endregion\n//#region src/utils/virtual-media.d.ts\n/**\n * Generates a fingerprint for the given data.\n */\ndeclare function getFingerprint(data: unknown): string;\n/**\n * Generates a version-aware fingerprint for render caching.\n * Includes app version so cached renders are invalidated on version bumps.\n */\ndeclare function getRenderFingerprint(data: unknown, appVersion: string, extra?: Record<string, unknown>): string;\n/**\n * Checks if data is VirtualMediaData.\n */\ndeclare function isVirtualMediaData(data: any): data is VirtualMediaData;\n/**\n * Checks if the virtual media is just a raw source without any significant operations\n * that would require a rendering step (like transformations, trimming, or effects).\n */\ndeclare function hasOnlySingleSource(data: any): boolean;\n/**\n * Finds the source asset in a virtual media tree.\n */\ndeclare function findSourceAsset(vm: VirtualMediaData): FileData | null;\n//#endregion\nexport { AnimationType, AnimationTypeSchema, AnyOutputUnion, AnyOutputUnionSchema, AudioExtractorSignalData, AudioExtractorSignalDataSchema, BaseMediaOperationProps, BaseMediaOperationPropsSchema, BaseVideoLayerProps, BaseVideoLayerPropsSchema, Brand, CAPTION_LAYER_DEFAULTS, COMPOSITE_OPERATIONS, COMPOSITOR_DEFAULTS, CannyOptions, Color, ColorStopLike, ConfigHandle, ConfigHandleSchema, ConfigSchemaRegistry, ConnectedInput, ControlNetConditioningOutputs, DATA_TYPE_EXTENSIONS, DEFAULT_DURATION_MS, DEFAULT_FPS, DEFAULT_MEDIA_DIMENSION, DataForType, DataType, DataTypeEnum, DataTypeVal, DataTypes, DeflickerOptions, Degrees, DepthNormalsOptions, DetectedObject, Effect, EffectConfig, EffectConfigValue, EffectDomain, ExportResult, ExportResultSchema, ExtendedLayer, ExtendedLayerSchema, FaceLandmarksOptions, FileAsset, FileAssetSchema, FileData, FileDataSchema, Fps, FrameContext, FrameIndex, FrameSignal, GPUTextureBinding, type GateSignalOptions, GeneratorSignalData, GeneratorSignalDataSchema, GlobalCompositeOperation, Gradient, GradientType, HandleId, HandleLabel, HandleType, HandleTypeVal, JsonArray, JsonObject, JsonValue, JsonValueSchema, Landmark3D, MAX_GRADIENT_STOPS, MIME_TYPES, MediaMetadata, MediaMetadataSchema, MediaOperation, MediaOperationSchema, MediaService, MediaSourceDescriptor, MediaSourceInput, MediaSourceSchema, MeshAudioDeformConfig, Milliseconds, ModerationError, ModerationUnrefundableError, MultiOutputGeneric, MultiOutputGenericSchema, NodeId, NodeInputConnection, NodeMetadata, NodeMetadataSchema, NodeOperation, NodeProcessorContext, NodeProcessorParams, NodeResult, NodeResultSchema, NodeRunFunction, NodeValidationFn, NodeVisualConfig, NodeVisualConfigSchema, NormalRelightingOptions, Normalized, NormalizedLandmarkList, ObjectBoundingBox, OpticalFlowOptions, Output, OutputItem, OutputItemSchema, ParsedGradient, ParsedGradientStop, Pixels, PoseSkeletonOptions, ProgrammaticSignal, type ProgrammaticSignalOptions, RadialExtent, Radians, RenderDiagnostic, Rgba, Seconds, SegmentationOptions, Signal, SignalBuilderConfig, SignalChannelMeta, SignalChannelMetaSchema, SignalContext, SignalData, SignalDataSchema, SignalGateData, SignalGateDataSchema, SignalMathData, SignalMathDataSchema, SignalStats, SignalStatsSchema, SignalValue, SineSignalOptions, SingleOutputGeneric, SingleOutputGenericSchema, SourceOperationSchema, StorageService, TEXT_LAYER_DEFAULTS, TensorData, TensorDimensions, TensorFormat, TensorNode, TensorPipelineConfig, TextOperationSchema, TextSpan, TextSpanMark, TimelineSegmentSchema, TimelineTransform, TimelineTransformSchema, TrackedObject, Transition, TransitionSchema, TransitionType, TransitionTypeSchema, VideoAnimation, VideoAnimationSchema, VideoLayerType, VideoLayerTypeSchema, VideoSpatialPropsSchema, VideoStylePropsSchema, VideoTextPropsSchema, VideoTimingPropsSchema, VirtualMediaData, VirtualMediaDataSchema, VisionConfig, VisionNodeSpec, VisionTask, VisionVariant, WritableSignal, XYPosition, appendOperation, assertNever, checkNodeResultCache, computeVideoCropRenderProps, computed, cosineSignal, createOutputItemSchema, createVirtualMedia, dataTypeColors, degrees, deserializeSignalData, extractSvgDimensions, findSourceAsset, formatHex, fps, frame, frameArraySignal, frameSignal, generateId, getActiveMediaMetadata, getFileDataMetadata, getFingerprint, getLeafMediaType, getMediaType, getRenderFingerprint, gradientStopsToOklab, handleId, handleLabel, hasOnlySingleSource, isCssGradient, isEqual, isFrameIndex, isNormalized, isSignal, isValueSignal, isVirtualMediaData, limitGradientStops, mixColors, ms, nodeId, normalizeColorStops, normalized, oklabToRgb, parseCssColor, parseCssGradient, pixels, programmaticSignal, progressSignal, radians, registerSignalDependency, reportRenderDiagnostic, resolveBoolean, resolveMediaMimeType, resolveNumber, resolveParam, resolveString, rgbToOklab, sampleColorStops, seconds, serializeSignalData, signal, signalBuilder, sineSignal, stampResult, takeRenderDiagnostics, timeSignal, updateClockSignals };\n//# sourceMappingURL=index.d.mts.map","//#region src/math3d/vector3.d.ts\n/**\n * 3D Vector mathematics for camera kinematics, scene projections, and spatial transforms.\n * Fully typed, pure functional routines with zero runtime allocations where possible.\n */\ntype Vec3 = [number, number, number];\ndeclare const Vector3Math: {\n create(x?: number, y?: number, z?: number): Vec3;\n copy(v: Vec3): Vec3;\n set(out: Vec3, x: number, y: number, z: number): Vec3;\n add(a: Vec3, b: Vec3): Vec3;\n subtract(a: Vec3, b: Vec3): Vec3;\n multiplyScalar(v: Vec3, s: number): Vec3;\n dot(a: Vec3, b: Vec3): number;\n cross(a: Vec3, b: Vec3): Vec3;\n lengthSq(v: Vec3): number;\n length(v: Vec3): number;\n distance(a: Vec3, b: Vec3): number;\n normalize(v: Vec3): Vec3;\n lerp(a: Vec3, b: Vec3, t: number): Vec3;\n equals(a: Vec3, b: Vec3, epsilon?: number): boolean;\n};\n//#endregion\n//#region src/math3d/matrix4.d.ts\ntype Mat4 = [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number];\ndeclare const Matrix4Math: {\n identity(): Mat4;\n copy(m: Mat4): Mat4;\n multiply(a: Mat4, b: Mat4): Mat4;\n translate(tx: number, ty: number, tz?: number): Mat4;\n scale(sx: number, sy: number, sz?: number): Mat4;\n rotateX(rad: number): Mat4;\n rotateY(rad: number): Mat4;\n rotateZ(rad: number): Mat4;\n rotateAxis(axis: Vec3, rad: number): Mat4;\n /**\n * Computes LookAt view matrix from camera eye, target, and up vector.\n */\n lookAt(eye: Vec3, target: Vec3, up?: Vec3): Mat4;\n /**\n * Perspective projection matrix for WebGPU NDC depth range [0, 1].\n * @param fovYRad Vertical field of view in radians.\n * @param aspect Width / Height aspect ratio.\n * @param near Near clipping plane (e.g. 1.0).\n * @param far Far clipping plane (e.g. 10000.0).\n */\n perspective(fovYRad: number, aspect: number, near: number, far: number): Mat4;\n /**\n * Orthographic projection matrix for WebGPU NDC depth range [0, 1].\n */\n orthographic(left: number, right: number, bottom: number, top: number, near: number, far: number): Mat4;\n /**\n * Inverts a 4x4 matrix using standard Cramer's rule. Returns null if singular.\n */\n invert(m: Mat4): Mat4 | null;\n transpose(m: Mat4): Mat4;\n /**\n * Projects a 3D point through a 4x4 matrix with perspective division.\n */\n projectPoint(m: Mat4, p: Vec3): Vec3;\n /**\n * Projects a 2D rectangle (0,0, w, h) through a 4x4 matrix into 4 3D points.\n */\n projectRectangle(m: Mat4, width: number, height: number): [Vec3, Vec3, Vec3, Vec3];\n toFloat32Array(m: Mat4): Float32Array;\n};\n//#endregion\n//#region src/math3d/camera3d.d.ts\ninterface Camera3DPose {\n /** Camera Eye position in world space [x, y, z] */\n eye: Vec3;\n /** LookAt Target / Point of Interest [x, y, z] */\n target: Vec3;\n /** Camera Up vector (default [0, -1, 0] for Y-down screen coordinates) */\n up: Vec3;\n /** Vertical field of view in degrees (default 50) */\n fov: number;\n /** Viewport aspect ratio (width / height) */\n aspect: number;\n /** Near clipping plane distance (default 1.0) */\n near: number;\n /** Far clipping plane distance (default 50000.0) */\n far: number;\n /** Optical zoom multiplier (default 1.0) */\n zoom: number;\n /** Focal plane distance from camera for Depth of Field in pixels */\n focusDistance?: number;\n /** Lens f-number / aperture (e.g. 1.4, 2.8, 5.6) */\n fStop?: number;\n /** Maximum bokeh blur radius in pixels (default 32) */\n maxBlurRadius?: number;\n}\ninterface CameraShakeOptions {\n translationAmplitude: number;\n rotationAmplitude: number;\n frequency?: number;\n octaves?: number;\n seed?: number;\n}\ntype FrustumPlane = [number, number, number, number];\ninterface FrustumPlanes {\n left: FrustumPlane;\n right: FrustumPlane;\n bottom: FrustumPlane;\n top: FrustumPlane;\n near: FrustumPlane;\n far: FrustumPlane;\n}\ndeclare const Camera3D: {\n /**\n * Creates a default canvas-aligned 3D camera.\n * Calibrated so that layers at Z=0 project 1:1 with 2D canvas pixel coordinates.\n */\n createDefaultCamera(width: number, height: number, fovDegrees?: number): Camera3DPose;\n /**\n * Computes LookAt view matrix from camera pose.\n */\n computeViewMatrix(camera: Camera3DPose): Mat4;\n /**\n * Computes WebGPU [0, 1] perspective projection matrix with zoom factor.\n */\n computeProjectionMatrix(camera: Camera3DPose): Mat4;\n /**\n * Computes combined View-Projection matrix: VP = P x V.\n */\n computeViewProjectionMatrix(camera: Camera3DPose): Mat4;\n /**\n * Dolly camera along optical viewing axis.\n * Positive delta moves eye closer to target.\n */\n dolly(eye: Vec3, target: Vec3, deltaDistance: number): {\n eye: Vec3;\n target: Vec3;\n };\n /**\n * Truck (lateral X) and Pedestal (vertical Y) camera translation in local camera space.\n */\n truckPedestal(eye: Vec3, target: Vec3, up: Vec3, deltaX: number, deltaY: number): {\n eye: Vec3;\n target: Vec3;\n };\n /**\n * Computes camera Eye position orbiting around target in spherical coordinates.\n * @param target Center point of orbit.\n * @param radius Distance from target.\n * @param azimuthDeg Horizontal orbit angle in degrees.\n * @param elevationDeg Vertical elevation angle in degrees (from horizon).\n */\n orbit(target: Vec3, radius: number, azimuthDeg: number, elevationDeg: number): Vec3;\n /**\n * Applies Euler orientation angles (pitch, yaw, roll) in degrees to a camera pose.\n * Pitch rotates around camera local Right axis (tilt up/down).\n * Yaw rotates around camera local Up axis (pan left/right).\n * Roll rotates around camera optical Forward axis (bank counter/clockwise).\n */\n applyOrientation(pose: Camera3DPose, pitchDeg: number, yawDeg: number, rollDeg: number): Camera3DPose;\n /**\n * Applies continuous procedural 3D camera shake (Simplex/harmonic noise).\n */\n applyCameraShake(pose: Camera3DPose, timeSeconds: number, options: CameraShakeOptions): Camera3DPose;\n /**\n * Computes Circle of Confusion (CoC) blur radius for Depth of Field.\n * Points at depth == focusDistance produce 0.0 (sharp).\n */\n computeCircleOfConfusion(depth: number, focusDistance: number, focalLengthMm: number, fStop: number, maxBlurRadius?: number): number;\n /**\n * Extracts the 6 frustum clipping planes from a View-Projection matrix.\n */\n computeCameraFrustumPlanes(vp: Mat4): FrustumPlanes;\n /**\n * Checks whether an axis-aligned 3D bounding box intersects the camera frustum.\n */\n isBoxInFrustum(min: Vec3, max: Vec3, planes: FrustumPlanes): boolean;\n};\n//#endregion\n//#region src/math3d/environment3d.d.ts\n/**\n * \"neutral\" (default, Khronos PBR Neutral): colors as authored, highlights\n * rolled off: right for products, brands and UI. \"agx\": filmic, desaturates\n * hot highlights gracefully. \"aces\": punchy film contrast, shifts hues.\n */\ntype ToneMapping = \"neutral\" | \"agx\" | \"aces\" | \"none\";\ntype EnvironmentPreset = \"studio\" | \"soft\" | \"sunset\" | \"night\" | \"neutral\";\ninterface Environment3DFog {\n /** Display color surfaces fade into; match the background for a seamless horizon. */\n color: string;\n /** Distance from the camera (px) where fog starts. */\n start: number;\n /** Distance where fog reaches `opacity`. */\n end: number;\n /** Max fog coverage 0..1. Default 1. */\n opacity?: number;\n}\ninterface Environment3DOptions {\n preset?: EnvironmentPreset;\n /** Overrides the preset's sky (above), horizon and ground colors. */\n top?: string;\n horizon?: string;\n bottom?: string;\n /** Scales the whole environment's light. Default 1. */\n intensity?: number;\n /** Strength of the studio softboxes reflected in glossy surfaces. */\n softboxes?: number;\n /** Turns the environment around the vertical axis, degrees. */\n rotation?: number;\n /** Exposure in stops: +1 doubles brightness. Default 0. */\n exposure?: number;\n /** Default \"neutral\". */\n toneMapping?: ToneMapping;\n fog?: Environment3DFog;\n}\ninterface PresetDef {\n top: string;\n horizon: string;\n bottom: string;\n softboxes: number;\n}\ndeclare const ENVIRONMENT_PRESETS: Record<EnvironmentPreset, PresetDef>;\ninterface ResolvedEnvironment {\n top: [number, number, number];\n horizon: [number, number, number];\n bottom: [number, number, number];\n softboxes: number;\n rotationRad: number;\n exposureMultiplier: number;\n toneMapping: number;\n fog?: {\n color: [number, number, number];\n start: number;\n end: number;\n opacity: number;\n };\n}\n/** Linear radiance and shader codes for an environment. */\ndeclare function resolveEnvironment(opts: Environment3DOptions): ResolvedEnvironment;\n/** Where a shadow-casting light's depth map lives, for the lit shaders. */\ninterface ShadowUniformInfo {\n /** Light view-projection (world → shadow clip). */\n matrix: ArrayLike<number>;\n /** Index of the casting light among the packed (non-ambient) lights. */\n lightIndex: number;\n /** Shadow map size in texels. */\n mapSize: number;\n /** Blur radius in texels. */\n softness: number;\n /** Depth bias in NDC. */\n bias: number;\n /** Pushes the lookup along the normal, world px. */\n normalOffset: number;\n /** 0 = invisible shadows, 1 = fully dark. */\n darkness: number;\n}\n//#endregion\n//#region src/math3d/light3d.d.ts\ntype LightKind = \"ambient\" | \"directional\" | \"point\" | \"spot\";\ninterface Light3DOptions {\n id?: string;\n lightType?: LightKind;\n type?: LightKind;\n color?: string | [number, number, number] | [number, number, number, number] | {\n r: number;\n g: number;\n b: number;\n a?: number;\n } | unknown;\n intensity?: number;\n x?: number;\n y?: number;\n z?: number;\n position?: [number, number, number];\n targetX?: number;\n targetY?: number;\n targetZ?: number;\n target?: [number, number, number];\n direction?: [number, number, number];\n radius?: number;\n decay?: number;\n angle?: number;\n penumbra?: number;\n /** Directional or spot: render a shadow map (the first such light wins). */\n castShadow?: boolean;\n /** Shadow edge blur in shadow-map texels (default 2). */\n shadowSoftness?: number;\n /** 0..1, how dark shadows get (default 1). */\n shadowDarkness?: number;\n}\ninterface GPULightData {\n /** xyz = position, w = type (0=ambient, 1=directional, 2=point, 3=spot) */\n posType: [number, number, number, number];\n /** xyz = normalized direction, w = radius */\n dirRadius: [number, number, number, number];\n /** rgb = linear color, w = intensity */\n colorIntensity: [number, number, number, number];\n /** x = cos(outer), y = cos(inner), z = decay, w = 0 */\n spotParams: [number, number, number, number];\n}\ndeclare const MAX_LIGHTS = 8;\n/**\n * 16 (ambient) + 16 (params) + 8 * 64 (lights), then the physical-shading\n * block appended after them: 8 vec4 (128) + shadow matrix (64).\n */\ndeclare const LIGHT_UNIFORM_SIZE_BYTES: number;\ninterface LightsUniformData {\n ambientColor: [number, number, number, number];\n params: [number, number, number, number];\n lights: GPULightData[];\n}\n/**\n * Parses CSS / hex / rgb color strings, arrays, or color objects into normalized linear [r, g, b] floats in [0, 1].\n */\ndeclare function parseColorToRgb(color?: string | [number, number, number] | [number, number, number, number] | {\n r: number;\n g: number;\n b: number;\n a?: number;\n} | unknown): [number, number, number];\ndeclare const Light3D: {\n /**\n * Computes the 3x3 normal matrix (stored in 4x4 layout) from a 4x4 Model matrix.\n * Evaluates N = (M^-1)^T to preserve true orthogonal surface normals under non-uniform scaling.\n */\n computeNormalMatrix(modelMatrix: Mat4): Mat4;\n /**\n * Converts high-level light options into uniform data ready for GPU packing.\n */\n processLight(opt: Light3DOptions): GPULightData;\n /**\n * Packs active scene lights into a Float32Array matching WGSL LightsUniforms layout.\n */\n packLightsUniforms(lights: Light3DOptions[], environment?: Environment3DOptions | null, shadow?: ShadowUniformInfo | null): Float32Array;\n /** Index (among non-ambient lights) of the light that should cast shadows, or -1. */\n shadowCasterIndex(lights: Light3DOptions[]): number;\n /** Fills params.zw and the appended physical-shading block (offset 136 on). */\n packPhysicalBlock(buffer: Float32Array, lights: Light3DOptions[], environment?: Environment3DOptions | null, shadow?: ShadowUniformInfo | null): void;\n};\n//#endregion\n//#region src/math3d/path3d.d.ts\ninterface Path3DPoint {\n /** Position in 3D world space [x, y, z] */\n position: Vec3;\n /** Normalized unit tangent forward vector */\n tangent: Vec3;\n /** Normalized unit normal vector (orthogonal to tangent) */\n normal: Vec3;\n /** Normalized unit binormal vector: cross(tangent, normal) */\n binormal: Vec3;\n /** Cumulative arc length distance in pixels from path origin */\n distance: number;\n /** Normalized progress along path in [0, 1] */\n t: number;\n /** Euler orientation angles in degrees [pitch, yaw, roll] */\n rotation: Vec3;\n}\ninterface Path3DSample {\n position: Vec3;\n tangent: Vec3;\n distance: number;\n}\ninterface CatmullRomOptions {\n /** Tension factor between 0 (loose) and 1 (tight); defaults to 0.5 (centripetal-like) */\n tension?: number;\n /** Whether path closes in a continuous loop */\n closed?: boolean;\n /** Samples per segment for arc-length integration (default 40) */\n samplesPerSegment?: number;\n}\ninterface BezierSegment3D {\n p0: Vec3;\n p1: Vec3;\n p2: Vec3;\n p3: Vec3;\n}\ninterface HelixOptions {\n center: Vec3;\n radius: number;\n pitch: number;\n turns: number;\n axis?: \"x\" | \"y\" | \"z\";\n samplesPerTurn?: number;\n}\ninterface CirclePathOptions {\n center: Vec3;\n radius: number;\n normal?: Vec3;\n startAngleDeg?: number;\n endAngleDeg?: number;\n samples?: number;\n}\ndeclare class Path3D {\n private samples;\n private frames;\n totalLength: number;\n constructor(samples: Path3DSample[]);\n /**\n * Computes continuous Rotation-Minimizing Frames (RMF) along the path\n * using the Double Reflection Method (Wang et al. 2008), preventing gimbal flips.\n */\n private computeRotationMinimizingFrames;\n /**\n * Extracts pitch, yaw, roll Euler angles in degrees from the orthonormal frame.\n */\n private eulerFromFrame;\n /**\n * Evaluates point, tangent, normal, binormal, and rotation at normalized progress u in [0, 1].\n * Progression moves with constant velocity along the arc length of the path.\n */\n getPointAt(u: number): Path3DPoint;\n /**\n * Evaluates point along path by absolute arc-length distance in pixels.\n */\n getPointAtDistance(distance: number): Path3DPoint;\n /**\n * Creates a smooth Catmull-Rom spline path interpolating through 3D waypoints.\n */\n static catmullRom(waypoints: Vec3[], options?: CatmullRomOptions): Path3D;\n /** Samples annotated with their cumulative arc length along the path. */\n private static fromRawSamples;\n /**\n * Creates a continuous 3D path from a chain of cubic Bezier segments.\n */\n static bezier(segments: BezierSegment3D[], samplesPerSegment?: number): Path3D;\n /**\n * Creates a 3D volumetric helix / spiral path.\n */\n static helix(options: HelixOptions): Path3D;\n /**\n * Creates a 3D circular or arc orbit path.\n */\n static circle(options: CirclePathOptions): Path3D;\n}\n//#endregion\nexport { BezierSegment3D, Camera3D, Camera3DPose, CameraShakeOptions, CatmullRomOptions, CirclePathOptions, ENVIRONMENT_PRESETS, Environment3DFog, Environment3DOptions, EnvironmentPreset, FrustumPlane, FrustumPlanes, GPULightData, HelixOptions, LIGHT_UNIFORM_SIZE_BYTES, Light3D, Light3DOptions, LightKind, LightsUniformData, MAX_LIGHTS, Mat4, Matrix4Math, Path3D, Path3DPoint, Path3DSample, ResolvedEnvironment, ShadowUniformInfo, ToneMapping, Vec3, Vector3Math, parseColorToRgb, resolveEnvironment };\n//# sourceMappingURL=index.d.mts.map","import { z } from \"zod\";\n\n//#region src/text-animations/advanced-types.d.ts\n\ndeclare const AnchorGroupingSchema: z.ZodEnum<{\n character: \"character\";\n word: \"word\";\n line: \"line\";\n all: \"all\";\n}>;\ntype AnchorGrouping = z.infer<typeof AnchorGroupingSchema>;\ndeclare const AnchorPresetSchema: z.ZodEnum<{\n center: \"center\";\n baseline: \"baseline\";\n bottom_left: \"bottom_left\";\n bottom_center: \"bottom_center\";\n bottom_right: \"bottom_right\";\n top_left: \"top_left\";\n top_center: \"top_center\";\n top_right: \"top_right\";\n custom: \"custom\";\n}>;\ntype AnchorPreset = z.infer<typeof AnchorPresetSchema>;\ndeclare const TextAnchorConfigSchema: z.ZodObject<{\n grouping: z.ZodDefault<z.ZodEnum<{\n character: \"character\";\n word: \"word\";\n line: \"line\";\n all: \"all\";\n }>>;\n preset: z.ZodDefault<z.ZodEnum<{\n center: \"center\";\n baseline: \"baseline\";\n bottom_left: \"bottom_left\";\n bottom_center: \"bottom_center\";\n bottom_right: \"bottom_right\";\n top_left: \"top_left\";\n top_center: \"top_center\";\n top_right: \"top_right\";\n custom: \"custom\";\n }>>;\n anchorX: z.ZodDefault<z.ZodNumber>;\n anchorY: z.ZodDefault<z.ZodNumber>;\n offsetX: z.ZodDefault<z.ZodNumber>;\n offsetY: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype TextAnchorConfig = z.infer<typeof TextAnchorConfigSchema>;\ndeclare const SkewPropertiesSchema: z.ZodObject<{\n skew: z.ZodNumber;\n skewAxis: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype SkewProperties = z.infer<typeof SkewPropertiesSchema>;\ndeclare const LineSpacingDynamicsSchema: z.ZodObject<{\n lineSpacing: z.ZodNumber;\n lineAnchor: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype LineSpacingDynamics = z.infer<typeof LineSpacingDynamicsSchema>;\ndeclare const VolumetricFormationModeSchema: z.ZodEnum<{\n planar: \"planar\";\n vortex: \"vortex\";\n cylinder: \"cylinder\";\n helix: \"helix\";\n}>;\ntype VolumetricFormationMode = z.infer<typeof VolumetricFormationModeSchema>;\ndeclare const VolumetricFormationConfigSchema: z.ZodObject<{\n mode: z.ZodDefault<z.ZodEnum<{\n planar: \"planar\";\n vortex: \"vortex\";\n cylinder: \"cylinder\";\n helix: \"helix\";\n }>>;\n radius: z.ZodDefault<z.ZodNumber>;\n pitch: z.ZodDefault<z.ZodNumber>;\n totalAngle: z.ZodDefault<z.ZodNumber>;\n axis: z.ZodDefault<z.ZodEnum<{\n x: \"x\";\n y: \"y\";\n z: \"z\";\n }>>;\n perspective: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype VolumetricFormationConfig = z.infer<typeof VolumetricFormationConfigSchema>;\ndeclare const Spatial3DPropertiesSchema: z.ZodObject<{\n translateZ: z.ZodOptional<z.ZodNumber>;\n rotationX: z.ZodOptional<z.ZodNumber>;\n rotationY: z.ZodOptional<z.ZodNumber>;\n rotationZ: z.ZodOptional<z.ZodNumber>;\n formation: z.ZodOptional<z.ZodObject<{\n mode: z.ZodDefault<z.ZodEnum<{\n planar: \"planar\";\n vortex: \"vortex\";\n cylinder: \"cylinder\";\n helix: \"helix\";\n }>>;\n radius: z.ZodDefault<z.ZodNumber>;\n pitch: z.ZodDefault<z.ZodNumber>;\n totalAngle: z.ZodDefault<z.ZodNumber>;\n axis: z.ZodDefault<z.ZodEnum<{\n x: \"x\";\n y: \"y\";\n z: \"z\";\n }>>;\n perspective: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n}, z.core.$strip>;\ntype Spatial3DProperties = z.infer<typeof Spatial3DPropertiesSchema>;\ndeclare const SpringPhysicsSchema: z.ZodObject<{\n stiffness: z.ZodDefault<z.ZodNumber>;\n damping: z.ZodDefault<z.ZodNumber>;\n mass: z.ZodDefault<z.ZodNumber>;\n initialVelocity: z.ZodDefault<z.ZodNumber>;\n overshootMultiplier: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype SpringPhysics = z.infer<typeof SpringPhysicsSchema>;\ninterface ExpressionEvaluationContext {\n /** 0-based index of the current character */\n charIndex: number;\n /** 0-based index of the current word */\n wordIndex: number;\n /** 0-based index of the current line */\n lineIndex: number;\n /** Total count of characters in paragraph */\n totalChars: number;\n /** Total count of words in paragraph */\n totalWords: number;\n /** Total count of lines in paragraph */\n totalLines: number;\n /** Current timeline frame number */\n frame: number;\n /** Timeline frame rate */\n fps: number;\n /** Current timeline timestamp in seconds */\n time: number;\n /** Bound reactive signals map */\n signals?: Record<string, unknown>;\n}\ndeclare const ExpressionSelectorSchema: z.ZodObject<{\n type: z.ZodLiteral<\"expression\">;\n name: z.ZodOptional<z.ZodString>;\n expression: z.ZodString;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n amount: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype ExpressionSelector = z.infer<typeof ExpressionSelectorSchema>;\ndeclare const DynamicStrokePropertiesSchema: z.ZodObject<{\n strokeWidth: z.ZodDefault<z.ZodNumber>;\n strokeColor: z.ZodDefault<z.ZodString>;\n strokeAlign: z.ZodDefault<z.ZodEnum<{\n center: \"center\";\n inside: \"inside\";\n outside: \"outside\";\n }>>;\n fillOpacity: z.ZodDefault<z.ZodNumber>;\n dashArray: z.ZodOptional<z.ZodTuple<[z.ZodNumber, z.ZodNumber], null>>;\n dashOffset: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype DynamicStrokeProperties = z.infer<typeof DynamicStrokePropertiesSchema>;\ndeclare const KineticMarqueeConfigSchema: z.ZodObject<{\n direction: z.ZodDefault<z.ZodEnum<{\n left: \"left\";\n right: \"right\";\n up: \"up\";\n down: \"down\";\n }>>;\n velocity: z.ZodDefault<z.ZodNumber>;\n loop: z.ZodDefault<z.ZodBoolean>;\n repeatGap: z.ZodDefault<z.ZodNumber>;\n snap: z.ZodOptional<z.ZodObject<{\n enabled: z.ZodDefault<z.ZodBoolean>;\n granularity: z.ZodDefault<z.ZodEnum<{\n character: \"character\";\n word: \"word\";\n line: \"line\";\n }>>;\n stopIndex: z.ZodDefault<z.ZodNumber>;\n decelEase: z.ZodDefault<z.ZodString>;\n }, z.core.$strip>>;\n}, z.core.$strip>;\ntype KineticMarqueeConfig = z.infer<typeof KineticMarqueeConfigSchema>;\ndeclare const VariableFontAxesSchema: z.ZodObject<{\n weight: z.ZodOptional<z.ZodNumber>;\n width: z.ZodOptional<z.ZodNumber>;\n slant: z.ZodOptional<z.ZodNumber>;\n italic: z.ZodOptional<z.ZodNumber>;\n opticalSize: z.ZodOptional<z.ZodNumber>;\n}, z.core.$strip>;\ntype VariableFontAxes = z.infer<typeof VariableFontAxesSchema>;\ndeclare const ChromaticGlitchConfigSchema: z.ZodObject<{\n redShiftX: z.ZodDefault<z.ZodNumber>;\n redShiftY: z.ZodDefault<z.ZodNumber>;\n blueShiftX: z.ZodDefault<z.ZodNumber>;\n blueShiftY: z.ZodDefault<z.ZodNumber>;\n sliceProbability: z.ZodDefault<z.ZodNumber>;\n sliceAmplitude: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype ChromaticGlitchConfig = z.infer<typeof ChromaticGlitchConfigSchema>;\ndeclare const AudioSpectrumTypographySchema: z.ZodObject<{\n signalChannel: z.ZodString;\n minFreqHz: z.ZodDefault<z.ZodNumber>;\n maxFreqHz: z.ZodDefault<z.ZodNumber>;\n scaleAxis: z.ZodDefault<z.ZodEnum<{\n y: \"y\";\n scaleY: \"scaleY\";\n scaleX: \"scaleX\";\n scale: \"scale\";\n }>>;\n minScale: z.ZodDefault<z.ZodNumber>;\n maxScale: z.ZodDefault<z.ZodNumber>;\n peakDecay: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype AudioSpectrumTypography = z.infer<typeof AudioSpectrumTypographySchema>;\ndeclare const LongShadowConfigSchema: z.ZodObject<{\n angle: z.ZodDefault<z.ZodNumber>;\n length: z.ZodDefault<z.ZodNumber>;\n color: z.ZodDefault<z.ZodString>;\n startOpacity: z.ZodDefault<z.ZodNumber>;\n endOpacity: z.ZodDefault<z.ZodNumber>;\n steps: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype LongShadowConfig = z.infer<typeof LongShadowConfigSchema>;\ndeclare const ParticleDissolveConfigSchema: z.ZodObject<{\n progress: z.ZodDefault<z.ZodNumber>;\n dispersalAngle: z.ZodDefault<z.ZodNumber>;\n maxDisplacement: z.ZodDefault<z.ZodNumber>;\n turbulence: z.ZodDefault<z.ZodNumber>;\n particleSize: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype ParticleDissolveConfig = z.infer<typeof ParticleDissolveConfigSchema>;\ndeclare const ExtendedGlyphPropertiesSchema: z.ZodObject<{\n x: z.ZodOptional<z.ZodNumber>;\n y: z.ZodOptional<z.ZodNumber>;\n translateZ: z.ZodOptional<z.ZodNumber>;\n scale: z.ZodOptional<z.ZodNumber>;\n scaleX: z.ZodOptional<z.ZodNumber>;\n scaleY: z.ZodOptional<z.ZodNumber>;\n rotation: z.ZodOptional<z.ZodNumber>;\n rotationX: z.ZodOptional<z.ZodNumber>;\n rotationY: z.ZodOptional<z.ZodNumber>;\n rotationZ: z.ZodOptional<z.ZodNumber>;\n formation: z.ZodOptional<z.ZodObject<{\n mode: z.ZodDefault<z.ZodEnum<{\n planar: \"planar\";\n vortex: \"vortex\";\n cylinder: \"cylinder\";\n helix: \"helix\";\n }>>;\n radius: z.ZodDefault<z.ZodNumber>;\n pitch: z.ZodDefault<z.ZodNumber>;\n totalAngle: z.ZodDefault<z.ZodNumber>;\n axis: z.ZodDefault<z.ZodEnum<{\n x: \"x\";\n y: \"y\";\n z: \"z\";\n }>>;\n perspective: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n skew: z.ZodOptional<z.ZodNumber>;\n skewAxis: z.ZodOptional<z.ZodNumber>;\n tracking: z.ZodOptional<z.ZodNumber>;\n lineSpacing: z.ZodOptional<z.ZodNumber>;\n lineAnchor: z.ZodOptional<z.ZodNumber>;\n anchor: z.ZodOptional<z.ZodObject<{\n grouping: z.ZodDefault<z.ZodEnum<{\n character: \"character\";\n word: \"word\";\n line: \"line\";\n all: \"all\";\n }>>;\n preset: z.ZodDefault<z.ZodEnum<{\n center: \"center\";\n baseline: \"baseline\";\n bottom_left: \"bottom_left\";\n bottom_center: \"bottom_center\";\n bottom_right: \"bottom_right\";\n top_left: \"top_left\";\n top_center: \"top_center\";\n top_right: \"top_right\";\n custom: \"custom\";\n }>>;\n anchorX: z.ZodDefault<z.ZodNumber>;\n anchorY: z.ZodDefault<z.ZodNumber>;\n offsetX: z.ZodDefault<z.ZodNumber>;\n offsetY: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n opacity: z.ZodOptional<z.ZodNumber>;\n blur: z.ZodOptional<z.ZodNumber>;\n fillColor: z.ZodOptional<z.ZodString>;\n stroke: z.ZodOptional<z.ZodObject<{\n strokeWidth: z.ZodDefault<z.ZodNumber>;\n strokeColor: z.ZodDefault<z.ZodString>;\n strokeAlign: z.ZodDefault<z.ZodEnum<{\n center: \"center\";\n inside: \"inside\";\n outside: \"outside\";\n }>>;\n fillOpacity: z.ZodDefault<z.ZodNumber>;\n dashArray: z.ZodOptional<z.ZodTuple<[z.ZodNumber, z.ZodNumber], null>>;\n dashOffset: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n variableAxes: z.ZodOptional<z.ZodObject<{\n weight: z.ZodOptional<z.ZodNumber>;\n width: z.ZodOptional<z.ZodNumber>;\n slant: z.ZodOptional<z.ZodNumber>;\n italic: z.ZodOptional<z.ZodNumber>;\n opticalSize: z.ZodOptional<z.ZodNumber>;\n }, z.core.$strip>>;\n chromaticGlitch: z.ZodOptional<z.ZodObject<{\n redShiftX: z.ZodDefault<z.ZodNumber>;\n redShiftY: z.ZodDefault<z.ZodNumber>;\n blueShiftX: z.ZodDefault<z.ZodNumber>;\n blueShiftY: z.ZodDefault<z.ZodNumber>;\n sliceProbability: z.ZodDefault<z.ZodNumber>;\n sliceAmplitude: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n longShadow: z.ZodOptional<z.ZodObject<{\n angle: z.ZodDefault<z.ZodNumber>;\n length: z.ZodDefault<z.ZodNumber>;\n color: z.ZodDefault<z.ZodString>;\n startOpacity: z.ZodDefault<z.ZodNumber>;\n endOpacity: z.ZodDefault<z.ZodNumber>;\n steps: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n particleDissolve: z.ZodOptional<z.ZodObject<{\n progress: z.ZodDefault<z.ZodNumber>;\n dispersalAngle: z.ZodDefault<z.ZodNumber>;\n maxDisplacement: z.ZodDefault<z.ZodNumber>;\n turbulence: z.ZodDefault<z.ZodNumber>;\n particleSize: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n audioSpectrum: z.ZodOptional<z.ZodObject<{\n signalChannel: z.ZodString;\n minFreqHz: z.ZodDefault<z.ZodNumber>;\n maxFreqHz: z.ZodDefault<z.ZodNumber>;\n scaleAxis: z.ZodDefault<z.ZodEnum<{\n y: \"y\";\n scaleY: \"scaleY\";\n scaleX: \"scaleX\";\n scale: \"scale\";\n }>>;\n minScale: z.ZodDefault<z.ZodNumber>;\n maxScale: z.ZodDefault<z.ZodNumber>;\n peakDecay: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n spring: z.ZodOptional<z.ZodObject<{\n stiffness: z.ZodDefault<z.ZodNumber>;\n damping: z.ZodDefault<z.ZodNumber>;\n mass: z.ZodDefault<z.ZodNumber>;\n initialVelocity: z.ZodDefault<z.ZodNumber>;\n overshootMultiplier: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n}, z.core.$strip>;\ntype ExtendedGlyphProperties = z.infer<typeof ExtendedGlyphPropertiesSchema>;\ndeclare const AdvancedTextAnimatorSchema: z.ZodObject<{\n name: z.ZodDefault<z.ZodString>;\n selectors: z.ZodDefault<z.ZodArray<z.ZodRecord<z.ZodString, z.ZodUnknown>>>;\n props: z.ZodObject<{\n x: z.ZodOptional<z.ZodNumber>;\n y: z.ZodOptional<z.ZodNumber>;\n translateZ: z.ZodOptional<z.ZodNumber>;\n scale: z.ZodOptional<z.ZodNumber>;\n scaleX: z.ZodOptional<z.ZodNumber>;\n scaleY: z.ZodOptional<z.ZodNumber>;\n rotation: z.ZodOptional<z.ZodNumber>;\n rotationX: z.ZodOptional<z.ZodNumber>;\n rotationY: z.ZodOptional<z.ZodNumber>;\n rotationZ: z.ZodOptional<z.ZodNumber>;\n formation: z.ZodOptional<z.ZodObject<{\n mode: z.ZodDefault<z.ZodEnum<{\n planar: \"planar\";\n vortex: \"vortex\";\n cylinder: \"cylinder\";\n helix: \"helix\";\n }>>;\n radius: z.ZodDefault<z.ZodNumber>;\n pitch: z.ZodDefault<z.ZodNumber>;\n totalAngle: z.ZodDefault<z.ZodNumber>;\n axis: z.ZodDefault<z.ZodEnum<{\n x: \"x\";\n y: \"y\";\n z: \"z\";\n }>>;\n perspective: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n skew: z.ZodOptional<z.ZodNumber>;\n skewAxis: z.ZodOptional<z.ZodNumber>;\n tracking: z.ZodOptional<z.ZodNumber>;\n lineSpacing: z.ZodOptional<z.ZodNumber>;\n lineAnchor: z.ZodOptional<z.ZodNumber>;\n anchor: z.ZodOptional<z.ZodObject<{\n grouping: z.ZodDefault<z.ZodEnum<{\n character: \"character\";\n word: \"word\";\n line: \"line\";\n all: \"all\";\n }>>;\n preset: z.ZodDefault<z.ZodEnum<{\n center: \"center\";\n baseline: \"baseline\";\n bottom_left: \"bottom_left\";\n bottom_center: \"bottom_center\";\n bottom_right: \"bottom_right\";\n top_left: \"top_left\";\n top_center: \"top_center\";\n top_right: \"top_right\";\n custom: \"custom\";\n }>>;\n anchorX: z.ZodDefault<z.ZodNumber>;\n anchorY: z.ZodDefault<z.ZodNumber>;\n offsetX: z.ZodDefault<z.ZodNumber>;\n offsetY: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n opacity: z.ZodOptional<z.ZodNumber>;\n blur: z.ZodOptional<z.ZodNumber>;\n fillColor: z.ZodOptional<z.ZodString>;\n stroke: z.ZodOptional<z.ZodObject<{\n strokeWidth: z.ZodDefault<z.ZodNumber>;\n strokeColor: z.ZodDefault<z.ZodString>;\n strokeAlign: z.ZodDefault<z.ZodEnum<{\n center: \"center\";\n inside: \"inside\";\n outside: \"outside\";\n }>>;\n fillOpacity: z.ZodDefault<z.ZodNumber>;\n dashArray: z.ZodOptional<z.ZodTuple<[z.ZodNumber, z.ZodNumber], null>>;\n dashOffset: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n variableAxes: z.ZodOptional<z.ZodObject<{\n weight: z.ZodOptional<z.ZodNumber>;\n width: z.ZodOptional<z.ZodNumber>;\n slant: z.ZodOptional<z.ZodNumber>;\n italic: z.ZodOptional<z.ZodNumber>;\n opticalSize: z.ZodOptional<z.ZodNumber>;\n }, z.core.$strip>>;\n chromaticGlitch: z.ZodOptional<z.ZodObject<{\n redShiftX: z.ZodDefault<z.ZodNumber>;\n redShiftY: z.ZodDefault<z.ZodNumber>;\n blueShiftX: z.ZodDefault<z.ZodNumber>;\n blueShiftY: z.ZodDefault<z.ZodNumber>;\n sliceProbability: z.ZodDefault<z.ZodNumber>;\n sliceAmplitude: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n longShadow: z.ZodOptional<z.ZodObject<{\n angle: z.ZodDefault<z.ZodNumber>;\n length: z.ZodDefault<z.ZodNumber>;\n color: z.ZodDefault<z.ZodString>;\n startOpacity: z.ZodDefault<z.ZodNumber>;\n endOpacity: z.ZodDefault<z.ZodNumber>;\n steps: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n particleDissolve: z.ZodOptional<z.ZodObject<{\n progress: z.ZodDefault<z.ZodNumber>;\n dispersalAngle: z.ZodDefault<z.ZodNumber>;\n maxDisplacement: z.ZodDefault<z.ZodNumber>;\n turbulence: z.ZodDefault<z.ZodNumber>;\n particleSize: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n audioSpectrum: z.ZodOptional<z.ZodObject<{\n signalChannel: z.ZodString;\n minFreqHz: z.ZodDefault<z.ZodNumber>;\n maxFreqHz: z.ZodDefault<z.ZodNumber>;\n scaleAxis: z.ZodDefault<z.ZodEnum<{\n y: \"y\";\n scaleY: \"scaleY\";\n scaleX: \"scaleX\";\n scale: \"scale\";\n }>>;\n minScale: z.ZodDefault<z.ZodNumber>;\n maxScale: z.ZodDefault<z.ZodNumber>;\n peakDecay: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n spring: z.ZodOptional<z.ZodObject<{\n stiffness: z.ZodDefault<z.ZodNumber>;\n damping: z.ZodDefault<z.ZodNumber>;\n mass: z.ZodDefault<z.ZodNumber>;\n initialVelocity: z.ZodDefault<z.ZodNumber>;\n overshootMultiplier: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n }, z.core.$strip>;\n}, z.core.$strip>;\ntype AdvancedTextAnimator = z.infer<typeof AdvancedTextAnimatorSchema>;\n//#endregion\n//#region src/text-animations/advanced-builder.d.ts\n/**\n * Fluent Builder for Extended Text Animators.\n */\ndeclare class AdvancedTextAnimatorBuilder {\n private readonly name;\n private props;\n private selectors;\n constructor(name: string);\n static create(name: string): AdvancedTextAnimatorBuilder;\n /** Directional Skew */\n skew(angleDeg: number, axisDeg?: number): this;\n /** Anchor Point Grouping and Preset Pivot */\n anchor(preset: AnchorPreset, grouping?: AnchorGrouping, offsetX?: number, offsetY?: number): this;\n /** Custom Anchor Point Coordinates (0 to 1 normalized) */\n anchorNormalized(ax: number, ay: number, grouping?: AnchorGrouping): this;\n /** 3D Spatial Z-Depth */\n translateZ(zPixels: number): this;\n /** 3D Tilts */\n tilt3D(rx?: number, ry?: number, rz?: number): this;\n /** 3D Rotation along X axis */\n rotationX(deg: number): this;\n /** 3D Rotation along Y axis */\n rotationY(deg: number): this;\n /** 3D Rotation along Z axis */\n rotationZ(deg: number): this;\n /** 3D Volumetric Formations */\n volumetricFormation(mode?: VolumetricFormationMode, radius?: number, pitch?: number, totalAngle?: number, perspective?: number, axis?: \"x\" | \"y\" | \"z\"): this;\n /** Dynamic Line Spacing (Leading) */\n lineSpacing(extraLeadingPixels: number, lineAnchor?: number): this;\n /** Normalized Line Anchor (0=top, 0.5=center, 1=bottom) */\n lineAnchor(anchor: number): this;\n /** Inertial Spring Settling Physics */\n spring(stiffness?: number, damping?: number, mass?: number, initialVelocity?: number): this;\n /** Dynamic Stroke & Wireframe Properties */\n stroke(widthPixels: number, color?: string, fillOpacity?: number): this;\n /** Variable Font Axes */\n variableFont(axes: VariableFontAxes): this;\n /** Chromatic Aberration / Cyberpunk Glitch */\n chromaticGlitch(redShiftX: number, redShiftY?: number, blueShiftX?: number, blueShiftY?: number): this;\n /** Multi-Band Audio Spectrum Equalizer */\n audioSpectrum(signalChannel: string, minFreqHz?: number, maxFreqHz?: number, maxScale?: number): this;\n /** Long Shadow Extrusion */\n longShadow(angle?: number, length?: number, color?: string, startOpacity?: number, endOpacity?: number, steps?: number): this;\n /** Particle Dust / Quantum Dissolve */\n particleDissolve(progress?: number, dispersalAngle?: number, maxDisplacement?: number): this;\n /** Add Expression Selector */\n addExpressionSelector(expression: string, mode?: \"add\" | \"subtract\" | \"intersect\"): this;\n /** Alias for addExpressionSelector */\n expressionSelector(expression: string, mode?: \"add\" | \"subtract\" | \"intersect\"): this;\n /** Standard 2D Transforms */\n x(v: number): this;\n y(v: number): this;\n scale(v: number): this;\n scaleX(v: number): this;\n scaleY(v: number): this;\n rotation(deg: number): this;\n opacity(v: number): this;\n blur(v: number): this;\n fillColor(hex: string): this;\n build(): {\n name: string;\n selectors: (ExpressionSelector | Record<string, unknown>)[];\n props: ExtendedGlyphProperties;\n };\n}\n//#endregion\n//#region src/text-animations/types.d.ts\ndeclare const Vec2Schema: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n}, z.core.$strip>;\ntype Vec2 = z.infer<typeof Vec2Schema>;\ndeclare const CubicBezierSegmentSchema: z.ZodObject<{\n p0: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p1: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p2: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p3: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n}, z.core.$strip>;\ntype CubicBezierSegment = z.infer<typeof CubicBezierSegmentSchema>;\ndeclare const TextPathSourceSchema: z.ZodDiscriminatedUnion<[z.ZodObject<{\n type: z.ZodLiteral<\"svg\">;\n d: z.ZodString;\n}, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"bezier\">;\n segments: z.ZodArray<z.ZodObject<{\n p0: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p1: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p2: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p3: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n }, z.core.$strip>>;\n}, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"ellipse\">;\n cx: z.ZodNumber;\n cy: z.ZodNumber;\n rx: z.ZodNumber;\n ry: z.ZodNumber;\n startAngleDeg: z.ZodDefault<z.ZodNumber>;\n endAngleDeg: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"wave\">;\n startX: z.ZodNumber;\n startY: z.ZodNumber;\n length: z.ZodNumber;\n amplitude: z.ZodNumber;\n frequency: z.ZodNumber;\n phaseDeg: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>], \"type\">;\ntype TextPathSource = z.infer<typeof TextPathSourceSchema>;\ndeclare const TextPathOptionsSchema: z.ZodObject<{\n path: z.ZodDiscriminatedUnion<[z.ZodObject<{\n type: z.ZodLiteral<\"svg\">;\n d: z.ZodString;\n }, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"bezier\">;\n segments: z.ZodArray<z.ZodObject<{\n p0: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p1: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p2: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p3: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n }, z.core.$strip>>;\n }, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"ellipse\">;\n cx: z.ZodNumber;\n cy: z.ZodNumber;\n rx: z.ZodNumber;\n ry: z.ZodNumber;\n startAngleDeg: z.ZodDefault<z.ZodNumber>;\n endAngleDeg: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"wave\">;\n startX: z.ZodNumber;\n startY: z.ZodNumber;\n length: z.ZodNumber;\n amplitude: z.ZodNumber;\n frequency: z.ZodNumber;\n phaseDeg: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>], \"type\">;\n firstMargin: z.ZodDefault<z.ZodNumber>;\n lastMargin: z.ZodDefault<z.ZodNumber>;\n reversePath: z.ZodDefault<z.ZodBoolean>;\n perpendicularToPath: z.ZodDefault<z.ZodBoolean>;\n forceAlignment: z.ZodDefault<z.ZodBoolean>;\n loop: z.ZodDefault<z.ZodBoolean>;\n baselineOffset: z.ZodDefault<z.ZodEnum<{\n center: \"center\";\n baseline: \"baseline\";\n ascender: \"ascender\";\n descender: \"descender\";\n }>>;\n baselineShift: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype TextPathOptions = z.infer<typeof TextPathOptionsSchema>;\ndeclare const TextCursorStyleSchema: z.ZodEnum<{\n custom: \"custom\";\n bar: \"bar\";\n underscore: \"underscore\";\n block: \"block\";\n}>;\ntype TextCursorStyle = z.infer<typeof TextCursorStyleSchema>;\ndeclare const TextCursorConfigSchema: z.ZodObject<{\n enabled: z.ZodDefault<z.ZodBoolean>;\n style: z.ZodDefault<z.ZodEnum<{\n custom: \"custom\";\n bar: \"bar\";\n underscore: \"underscore\";\n block: \"block\";\n }>>;\n customChar: z.ZodDefault<z.ZodString>;\n color: z.ZodOptional<z.ZodString>;\n blinkFrequency: z.ZodDefault<z.ZodNumber>;\n hideOnComplete: z.ZodDefault<z.ZodBoolean>;\n width: z.ZodDefault<z.ZodNumber>;\n spacing: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype TextCursorConfig = z.infer<typeof TextCursorConfigSchema>;\ndeclare const TypingCadenceSchema: z.ZodDiscriminatedUnion<[z.ZodObject<{\n mode: z.ZodLiteral<\"constant\">;\n}, z.core.$strip>, z.ZodObject<{\n mode: z.ZodLiteral<\"human\">;\n jitter: z.ZodDefault<z.ZodNumber>;\n commaPauseMultiplier: z.ZodDefault<z.ZodNumber>;\n sentencePauseMultiplier: z.ZodDefault<z.ZodNumber>;\n paragraphPauseMultiplier: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>], \"mode\">;\ntype TypingCadence = z.infer<typeof TypingCadenceSchema>;\ndeclare const TextScrambleConfigSchema: z.ZodObject<{\n enabled: z.ZodDefault<z.ZodBoolean>;\n charset: z.ZodDefault<z.ZodEnum<{\n custom: \"custom\";\n ascii: \"ascii\";\n alphanumeric: \"alphanumeric\";\n matrix: \"matrix\";\n binary: \"binary\";\n hex: \"hex\";\n }>>;\n customCharset: z.ZodOptional<z.ZodString>;\n scrambleFramesPerChar: z.ZodDefault<z.ZodNumber>;\n highlightProbability: z.ZodDefault<z.ZodNumber>;\n scrambleColor: z.ZodOptional<z.ZodString>;\n}, z.core.$strip>;\ntype TextScrambleConfig = z.infer<typeof TextScrambleConfigSchema>;\ndeclare const TypewriterAnimatorSchema: z.ZodObject<{\n granularity: z.ZodDefault<z.ZodEnum<{\n character: \"character\";\n word: \"word\";\n line: \"line\";\n }>>;\n cursor: z.ZodDefault<z.ZodObject<{\n enabled: z.ZodDefault<z.ZodBoolean>;\n style: z.ZodDefault<z.ZodEnum<{\n custom: \"custom\";\n bar: \"bar\";\n underscore: \"underscore\";\n block: \"block\";\n }>>;\n customChar: z.ZodDefault<z.ZodString>;\n color: z.ZodOptional<z.ZodString>;\n blinkFrequency: z.ZodDefault<z.ZodNumber>;\n hideOnComplete: z.ZodDefault<z.ZodBoolean>;\n width: z.ZodDefault<z.ZodNumber>;\n spacing: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n cadence: z.ZodDefault<z.ZodDiscriminatedUnion<[z.ZodObject<{\n mode: z.ZodLiteral<\"constant\">;\n }, z.core.$strip>, z.ZodObject<{\n mode: z.ZodLiteral<\"human\">;\n jitter: z.ZodDefault<z.ZodNumber>;\n commaPauseMultiplier: z.ZodDefault<z.ZodNumber>;\n sentencePauseMultiplier: z.ZodDefault<z.ZodNumber>;\n paragraphPauseMultiplier: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>], \"mode\">>;\n scramble: z.ZodDefault<z.ZodObject<{\n enabled: z.ZodDefault<z.ZodBoolean>;\n charset: z.ZodDefault<z.ZodEnum<{\n custom: \"custom\";\n ascii: \"ascii\";\n alphanumeric: \"alphanumeric\";\n matrix: \"matrix\";\n binary: \"binary\";\n hex: \"hex\";\n }>>;\n customCharset: z.ZodOptional<z.ZodString>;\n scrambleFramesPerChar: z.ZodDefault<z.ZodNumber>;\n highlightProbability: z.ZodDefault<z.ZodNumber>;\n scrambleColor: z.ZodOptional<z.ZodString>;\n }, z.core.$strip>>;\n soundSync: z.ZodDefault<z.ZodBoolean>;\n}, z.core.$strip>;\ntype TypewriterAnimator = z.infer<typeof TypewriterAnimatorSchema>;\ndeclare const SelectorBasedOnSchema: z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n}>;\ntype SelectorBasedOn = z.infer<typeof SelectorBasedOnSchema>;\ndeclare const SelectorUnitsSchema: z.ZodEnum<{\n percentage: \"percentage\";\n index: \"index\";\n}>;\ntype SelectorUnits = z.infer<typeof SelectorUnitsSchema>;\ndeclare const SelectorShapeSchema: z.ZodEnum<{\n square: \"square\";\n ramp_up: \"ramp_up\";\n ramp_down: \"ramp_down\";\n triangle: \"triangle\";\n round: \"round\";\n smooth: \"smooth\";\n}>;\ntype SelectorShape = z.infer<typeof SelectorShapeSchema>;\ndeclare const SelectorModeSchema: z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n}>;\ntype SelectorMode = z.infer<typeof SelectorModeSchema>;\ndeclare const TextRangeSelectorSchema: z.ZodObject<{\n type: z.ZodLiteral<\"range\">;\n start: z.ZodDefault<z.ZodNumber>;\n end: z.ZodDefault<z.ZodNumber>;\n offset: z.ZodDefault<z.ZodNumber>;\n units: z.ZodDefault<z.ZodEnum<{\n percentage: \"percentage\";\n index: \"index\";\n }>>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n shape: z.ZodDefault<z.ZodEnum<{\n square: \"square\";\n ramp_up: \"ramp_up\";\n ramp_down: \"ramp_down\";\n triangle: \"triangle\";\n round: \"round\";\n smooth: \"smooth\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n amount: z.ZodDefault<z.ZodNumber>;\n easeHigh: z.ZodDefault<z.ZodNumber>;\n easeLow: z.ZodDefault<z.ZodNumber>;\n randomizeOrder: z.ZodDefault<z.ZodBoolean>;\n randomSeed: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype TextRangeSelector = z.infer<typeof TextRangeSelectorSchema>;\ndeclare const TextWigglySelectorSchema: z.ZodObject<{\n type: z.ZodLiteral<\"wiggly\">;\n wigglesPerSecond: z.ZodDefault<z.ZodNumber>;\n correlation: z.ZodDefault<z.ZodNumber>;\n temporalPhaseDeg: z.ZodDefault<z.ZodNumber>;\n spatialPhaseDeg: z.ZodDefault<z.ZodNumber>;\n minAmount: z.ZodDefault<z.ZodNumber>;\n maxAmount: z.ZodDefault<z.ZodNumber>;\n randomSeed: z.ZodDefault<z.ZodNumber>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n}, z.core.$strip>;\ntype TextWigglySelector = z.infer<typeof TextWigglySelectorSchema>;\ndeclare const TextSignalSelectorSchema: z.ZodObject<{\n type: z.ZodLiteral<\"signal\">;\n signalId: z.ZodString;\n multiplier: z.ZodDefault<z.ZodNumber>;\n offset: z.ZodDefault<z.ZodNumber>;\n phaseSpread: z.ZodDefault<z.ZodNumber>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n}, z.core.$strip>;\ntype TextSignalSelector = z.infer<typeof TextSignalSelectorSchema>;\ndeclare const TextSelectorSchema: z.ZodDiscriminatedUnion<[z.ZodObject<{\n type: z.ZodLiteral<\"range\">;\n start: z.ZodDefault<z.ZodNumber>;\n end: z.ZodDefault<z.ZodNumber>;\n offset: z.ZodDefault<z.ZodNumber>;\n units: z.ZodDefault<z.ZodEnum<{\n percentage: \"percentage\";\n index: \"index\";\n }>>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n shape: z.ZodDefault<z.ZodEnum<{\n square: \"square\";\n ramp_up: \"ramp_up\";\n ramp_down: \"ramp_down\";\n triangle: \"triangle\";\n round: \"round\";\n smooth: \"smooth\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n amount: z.ZodDefault<z.ZodNumber>;\n easeHigh: z.ZodDefault<z.ZodNumber>;\n easeLow: z.ZodDefault<z.ZodNumber>;\n randomizeOrder: z.ZodDefault<z.ZodBoolean>;\n randomSeed: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"wiggly\">;\n wigglesPerSecond: z.ZodDefault<z.ZodNumber>;\n correlation: z.ZodDefault<z.ZodNumber>;\n temporalPhaseDeg: z.ZodDefault<z.ZodNumber>;\n spatialPhaseDeg: z.ZodDefault<z.ZodNumber>;\n minAmount: z.ZodDefault<z.ZodNumber>;\n maxAmount: z.ZodDefault<z.ZodNumber>;\n randomSeed: z.ZodDefault<z.ZodNumber>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n}, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"signal\">;\n signalId: z.ZodString;\n multiplier: z.ZodDefault<z.ZodNumber>;\n offset: z.ZodDefault<z.ZodNumber>;\n phaseSpread: z.ZodDefault<z.ZodNumber>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n}, z.core.$strip>], \"type\">;\ntype TextSelector = z.infer<typeof TextSelectorSchema>;\ndeclare const AnimatableGlyphPropsSchema: z.ZodObject<{\n x: z.ZodOptional<z.ZodNumber>;\n y: z.ZodOptional<z.ZodNumber>;\n z: z.ZodOptional<z.ZodNumber>;\n scale: z.ZodOptional<z.ZodNumber>;\n scaleX: z.ZodOptional<z.ZodNumber>;\n scaleY: z.ZodOptional<z.ZodNumber>;\n rotation: z.ZodOptional<z.ZodNumber>;\n rotationX: z.ZodOptional<z.ZodNumber>;\n rotationY: z.ZodOptional<z.ZodNumber>;\n skew: z.ZodOptional<z.ZodNumber>;\n skewAxis: z.ZodOptional<z.ZodNumber>;\n tracking: z.ZodOptional<z.ZodNumber>;\n lineSpacing: z.ZodOptional<z.ZodNumber>;\n opacity: z.ZodOptional<z.ZodNumber>;\n fillColor: z.ZodOptional<z.ZodString>;\n strokeColor: z.ZodOptional<z.ZodString>;\n strokeWidth: z.ZodOptional<z.ZodNumber>;\n blur: z.ZodOptional<z.ZodNumber>;\n characterOffset: z.ZodOptional<z.ZodNumber>;\n}, z.core.$strip>;\ntype AnimatableGlyphProps = z.infer<typeof AnimatableGlyphPropsSchema>;\ndeclare const GlyphAnchorGroupingSchema: z.ZodEnum<{\n character: \"character\";\n word: \"word\";\n line: \"line\";\n all: \"all\";\n}>;\ntype GlyphAnchorGrouping = z.infer<typeof GlyphAnchorGroupingSchema>;\ndeclare const GlyphAnchorPointSchema: z.ZodObject<{\n grouping: z.ZodDefault<z.ZodEnum<{\n character: \"character\";\n word: \"word\";\n line: \"line\";\n all: \"all\";\n }>>;\n anchorX: z.ZodDefault<z.ZodNumber>;\n anchorY: z.ZodDefault<z.ZodNumber>;\n}, z.core.$strip>;\ntype GlyphAnchorPoint = z.infer<typeof GlyphAnchorPointSchema>;\ndeclare const AETextAnimatorSchema: z.ZodObject<{\n name: z.ZodDefault<z.ZodString>;\n selectors: z.ZodArray<z.ZodDiscriminatedUnion<[z.ZodObject<{\n type: z.ZodLiteral<\"range\">;\n start: z.ZodDefault<z.ZodNumber>;\n end: z.ZodDefault<z.ZodNumber>;\n offset: z.ZodDefault<z.ZodNumber>;\n units: z.ZodDefault<z.ZodEnum<{\n percentage: \"percentage\";\n index: \"index\";\n }>>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n shape: z.ZodDefault<z.ZodEnum<{\n square: \"square\";\n ramp_up: \"ramp_up\";\n ramp_down: \"ramp_down\";\n triangle: \"triangle\";\n round: \"round\";\n smooth: \"smooth\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n amount: z.ZodDefault<z.ZodNumber>;\n easeHigh: z.ZodDefault<z.ZodNumber>;\n easeLow: z.ZodDefault<z.ZodNumber>;\n randomizeOrder: z.ZodDefault<z.ZodBoolean>;\n randomSeed: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"wiggly\">;\n wigglesPerSecond: z.ZodDefault<z.ZodNumber>;\n correlation: z.ZodDefault<z.ZodNumber>;\n temporalPhaseDeg: z.ZodDefault<z.ZodNumber>;\n spatialPhaseDeg: z.ZodDefault<z.ZodNumber>;\n minAmount: z.ZodDefault<z.ZodNumber>;\n maxAmount: z.ZodDefault<z.ZodNumber>;\n randomSeed: z.ZodDefault<z.ZodNumber>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n }, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"signal\">;\n signalId: z.ZodString;\n multiplier: z.ZodDefault<z.ZodNumber>;\n offset: z.ZodDefault<z.ZodNumber>;\n phaseSpread: z.ZodDefault<z.ZodNumber>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n }, z.core.$strip>], \"type\">>;\n props: z.ZodObject<{\n x: z.ZodOptional<z.ZodNumber>;\n y: z.ZodOptional<z.ZodNumber>;\n z: z.ZodOptional<z.ZodNumber>;\n scale: z.ZodOptional<z.ZodNumber>;\n scaleX: z.ZodOptional<z.ZodNumber>;\n scaleY: z.ZodOptional<z.ZodNumber>;\n rotation: z.ZodOptional<z.ZodNumber>;\n rotationX: z.ZodOptional<z.ZodNumber>;\n rotationY: z.ZodOptional<z.ZodNumber>;\n skew: z.ZodOptional<z.ZodNumber>;\n skewAxis: z.ZodOptional<z.ZodNumber>;\n tracking: z.ZodOptional<z.ZodNumber>;\n lineSpacing: z.ZodOptional<z.ZodNumber>;\n opacity: z.ZodOptional<z.ZodNumber>;\n fillColor: z.ZodOptional<z.ZodString>;\n strokeColor: z.ZodOptional<z.ZodString>;\n strokeWidth: z.ZodOptional<z.ZodNumber>;\n blur: z.ZodOptional<z.ZodNumber>;\n characterOffset: z.ZodOptional<z.ZodNumber>;\n }, z.core.$strip>;\n anchor: z.ZodDefault<z.ZodObject<{\n grouping: z.ZodDefault<z.ZodEnum<{\n character: \"character\";\n word: \"word\";\n line: \"line\";\n all: \"all\";\n }>>;\n anchorX: z.ZodDefault<z.ZodNumber>;\n anchorY: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n}, z.core.$strip>;\ntype AETextAnimator = z.infer<typeof AETextAnimatorSchema>;\ndeclare const EnhancedTextNodeSchema: z.ZodObject<{\n text: z.ZodString;\n fontFamily: z.ZodDefault<z.ZodString>;\n fontSize: z.ZodDefault<z.ZodNumber>;\n fontWeight: z.ZodDefault<z.ZodUnion<readonly [z.ZodNumber, z.ZodString]>>;\n fill: z.ZodDefault<z.ZodString>;\n letterSpacing: z.ZodDefault<z.ZodNumber>;\n lineHeight: z.ZodDefault<z.ZodNumber>;\n textAlign: z.ZodDefault<z.ZodEnum<{\n center: \"center\";\n left: \"left\";\n right: \"right\";\n }>>;\n pathOptions: z.ZodOptional<z.ZodObject<{\n path: z.ZodDiscriminatedUnion<[z.ZodObject<{\n type: z.ZodLiteral<\"svg\">;\n d: z.ZodString;\n }, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"bezier\">;\n segments: z.ZodArray<z.ZodObject<{\n p0: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p1: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p2: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n p3: z.ZodObject<{\n x: z.ZodNumber;\n y: z.ZodNumber;\n }, z.core.$strip>;\n }, z.core.$strip>>;\n }, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"ellipse\">;\n cx: z.ZodNumber;\n cy: z.ZodNumber;\n rx: z.ZodNumber;\n ry: z.ZodNumber;\n startAngleDeg: z.ZodDefault<z.ZodNumber>;\n endAngleDeg: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"wave\">;\n startX: z.ZodNumber;\n startY: z.ZodNumber;\n length: z.ZodNumber;\n amplitude: z.ZodNumber;\n frequency: z.ZodNumber;\n phaseDeg: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>], \"type\">;\n firstMargin: z.ZodDefault<z.ZodNumber>;\n lastMargin: z.ZodDefault<z.ZodNumber>;\n reversePath: z.ZodDefault<z.ZodBoolean>;\n perpendicularToPath: z.ZodDefault<z.ZodBoolean>;\n forceAlignment: z.ZodDefault<z.ZodBoolean>;\n loop: z.ZodDefault<z.ZodBoolean>;\n baselineOffset: z.ZodDefault<z.ZodEnum<{\n center: \"center\";\n baseline: \"baseline\";\n ascender: \"ascender\";\n descender: \"descender\";\n }>>;\n baselineShift: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n typewriter: z.ZodOptional<z.ZodObject<{\n granularity: z.ZodDefault<z.ZodEnum<{\n character: \"character\";\n word: \"word\";\n line: \"line\";\n }>>;\n cursor: z.ZodDefault<z.ZodObject<{\n enabled: z.ZodDefault<z.ZodBoolean>;\n style: z.ZodDefault<z.ZodEnum<{\n custom: \"custom\";\n bar: \"bar\";\n underscore: \"underscore\";\n block: \"block\";\n }>>;\n customChar: z.ZodDefault<z.ZodString>;\n color: z.ZodOptional<z.ZodString>;\n blinkFrequency: z.ZodDefault<z.ZodNumber>;\n hideOnComplete: z.ZodDefault<z.ZodBoolean>;\n width: z.ZodDefault<z.ZodNumber>;\n spacing: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n cadence: z.ZodDefault<z.ZodDiscriminatedUnion<[z.ZodObject<{\n mode: z.ZodLiteral<\"constant\">;\n }, z.core.$strip>, z.ZodObject<{\n mode: z.ZodLiteral<\"human\">;\n jitter: z.ZodDefault<z.ZodNumber>;\n commaPauseMultiplier: z.ZodDefault<z.ZodNumber>;\n sentencePauseMultiplier: z.ZodDefault<z.ZodNumber>;\n paragraphPauseMultiplier: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>], \"mode\">>;\n scramble: z.ZodDefault<z.ZodObject<{\n enabled: z.ZodDefault<z.ZodBoolean>;\n charset: z.ZodDefault<z.ZodEnum<{\n custom: \"custom\";\n ascii: \"ascii\";\n alphanumeric: \"alphanumeric\";\n matrix: \"matrix\";\n binary: \"binary\";\n hex: \"hex\";\n }>>;\n customCharset: z.ZodOptional<z.ZodString>;\n scrambleFramesPerChar: z.ZodDefault<z.ZodNumber>;\n highlightProbability: z.ZodDefault<z.ZodNumber>;\n scrambleColor: z.ZodOptional<z.ZodString>;\n }, z.core.$strip>>;\n soundSync: z.ZodDefault<z.ZodBoolean>;\n }, z.core.$strip>>;\n animators: z.ZodDefault<z.ZodArray<z.ZodObject<{\n name: z.ZodDefault<z.ZodString>;\n selectors: z.ZodArray<z.ZodDiscriminatedUnion<[z.ZodObject<{\n type: z.ZodLiteral<\"range\">;\n start: z.ZodDefault<z.ZodNumber>;\n end: z.ZodDefault<z.ZodNumber>;\n offset: z.ZodDefault<z.ZodNumber>;\n units: z.ZodDefault<z.ZodEnum<{\n percentage: \"percentage\";\n index: \"index\";\n }>>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n shape: z.ZodDefault<z.ZodEnum<{\n square: \"square\";\n ramp_up: \"ramp_up\";\n ramp_down: \"ramp_down\";\n triangle: \"triangle\";\n round: \"round\";\n smooth: \"smooth\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n amount: z.ZodDefault<z.ZodNumber>;\n easeHigh: z.ZodDefault<z.ZodNumber>;\n easeLow: z.ZodDefault<z.ZodNumber>;\n randomizeOrder: z.ZodDefault<z.ZodBoolean>;\n randomSeed: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"wiggly\">;\n wigglesPerSecond: z.ZodDefault<z.ZodNumber>;\n correlation: z.ZodDefault<z.ZodNumber>;\n temporalPhaseDeg: z.ZodDefault<z.ZodNumber>;\n spatialPhaseDeg: z.ZodDefault<z.ZodNumber>;\n minAmount: z.ZodDefault<z.ZodNumber>;\n maxAmount: z.ZodDefault<z.ZodNumber>;\n randomSeed: z.ZodDefault<z.ZodNumber>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n }, z.core.$strip>, z.ZodObject<{\n type: z.ZodLiteral<\"signal\">;\n signalId: z.ZodString;\n multiplier: z.ZodDefault<z.ZodNumber>;\n offset: z.ZodDefault<z.ZodNumber>;\n phaseSpread: z.ZodDefault<z.ZodNumber>;\n basedOn: z.ZodDefault<z.ZodEnum<{\n characters: \"characters\";\n characters_excluding_spaces: \"characters_excluding_spaces\";\n words: \"words\";\n lines: \"lines\";\n }>>;\n mode: z.ZodDefault<z.ZodEnum<{\n add: \"add\";\n subtract: \"subtract\";\n intersect: \"intersect\";\n min: \"min\";\n max: \"max\";\n difference: \"difference\";\n }>>;\n }, z.core.$strip>], \"type\">>;\n props: z.ZodObject<{\n x: z.ZodOptional<z.ZodNumber>;\n y: z.ZodOptional<z.ZodNumber>;\n z: z.ZodOptional<z.ZodNumber>;\n scale: z.ZodOptional<z.ZodNumber>;\n scaleX: z.ZodOptional<z.ZodNumber>;\n scaleY: z.ZodOptional<z.ZodNumber>;\n rotation: z.ZodOptional<z.ZodNumber>;\n rotationX: z.ZodOptional<z.ZodNumber>;\n rotationY: z.ZodOptional<z.ZodNumber>;\n skew: z.ZodOptional<z.ZodNumber>;\n skewAxis: z.ZodOptional<z.ZodNumber>;\n tracking: z.ZodOptional<z.ZodNumber>;\n lineSpacing: z.ZodOptional<z.ZodNumber>;\n opacity: z.ZodOptional<z.ZodNumber>;\n fillColor: z.ZodOptional<z.ZodString>;\n strokeColor: z.ZodOptional<z.ZodString>;\n strokeWidth: z.ZodOptional<z.ZodNumber>;\n blur: z.ZodOptional<z.ZodNumber>;\n characterOffset: z.ZodOptional<z.ZodNumber>;\n }, z.core.$strip>;\n anchor: z.ZodDefault<z.ZodObject<{\n grouping: z.ZodDefault<z.ZodEnum<{\n character: \"character\";\n word: \"word\";\n line: \"line\";\n all: \"all\";\n }>>;\n anchorX: z.ZodDefault<z.ZodNumber>;\n anchorY: z.ZodDefault<z.ZodNumber>;\n }, z.core.$strip>>;\n }, z.core.$strip>>>;\n}, z.core.$strip>;\ntype EnhancedTextNode = z.infer<typeof EnhancedTextNodeSchema>;\n//#endregion\n//#region src/text-animations/builder.d.ts\n/**\n * Fluent builder for creating Path-Following Text configurations.\n */\ndeclare class TextPathBuilder {\n private options;\n static fromSvg(svgPath: string): TextPathBuilder;\n static fromBezier(segments: CubicBezierSegment[]): TextPathBuilder;\n static fromCurve(curve: CubicBezierSegment): TextPathBuilder;\n static circularBadge(cx: number, cy: number, radius: number): TextPathBuilder;\n static ellipse(cx: number, cy: number, rx: number, ry: number, startAngleDeg?: number, endAngleDeg?: number): TextPathBuilder;\n static wave(startX: number, startY: number, length: number, amplitude: number, frequency: number, phaseDeg?: number): TextPathBuilder;\n firstMargin(margin: number): this;\n lastMargin(margin: number): this;\n reversePath(reverse: boolean): this;\n perpendicularToPath(perpendicular: boolean): this;\n forceAlignment(force: boolean): this;\n loop(isLoop: boolean): this;\n baselineOffset(offset: \"baseline\" | \"center\" | \"ascender\" | \"descender\"): this;\n baselineShift(shiftPixels: number): this;\n build(): TextPathOptions;\n}\n/**\n * Fluent builder for After Effects Range, Wiggly, and Signal Animators.\n */\ndeclare class TextAnimatorBuilder {\n private name;\n private selectors;\n private props;\n private anchor;\n static create(name: string): TextAnimatorBuilder;\n /** Adds an After Effects Range Selector */\n addRangeSelector(config: {\n start?: number;\n end?: number;\n offset?: number;\n shape?: SelectorShape;\n basedOn?: SelectorBasedOn;\n mode?: SelectorMode;\n easeHigh?: number;\n easeLow?: number;\n randomizeOrder?: boolean;\n randomSeed?: number;\n }): this;\n /** Adds an After Effects Wiggly Selector for procedural organic flutter */\n addWigglySelector(config: {\n wigglesPerSecond?: number;\n correlation?: number;\n minAmount?: number;\n maxAmount?: number;\n randomSeed?: number;\n mode?: SelectorMode;\n }): this;\n /** Adds a reactive signal selector */\n addSignalSelector(signalId: string, multiplier?: number, phaseSpread?: number, offset?: number, mode?: SelectorMode): this;\n x(pixels: number): this;\n y(pixels: number): this;\n z(pixels: number): this;\n scale(scaleValue: number): this;\n scaleX(scaleValue: number): this;\n scaleY(scaleValue: number): this;\n rotation(degrees: number): this;\n rotationX(degrees: number): this;\n rotationY(degrees: number): this;\n skew(degrees: number): this;\n skewAxis(degrees: number): this;\n opacity(value: number): this;\n blur(pixels: number): this;\n fill(colorHex: string): this;\n fillColor(colorHex: string): this;\n strokeColor(colorHex: string): this;\n strokeWidth(pixels: number): this;\n tracking(spacingPixels: number): this;\n lineSpacing(spacingPixels: number): this;\n characterOffset(offset: number): this;\n anchorGrouping(grouping: GlyphAnchorGrouping, anchorX?: number, anchorY?: number): this;\n build(): AETextAnimator;\n}\n//#endregion\n//#region src/text-animations/math.d.ts\n/**\n * Evaluates closed-form underdamped harmonic oscillator for spring physics:\n *\n * x(t) = target + (x0 - target) * exp(-zeta * omega_n * t) *\n * [ cos(omega_d * t) + (zeta / sqrt(1 - zeta^2)) * sin(omega_d * t) ]\n *\n * @param t Time in seconds since excitation\n * @param stiffness Spring stiffness (k)\n * @param damping Damping coefficient (c)\n * @param mass Mass of glyph (m)\n * @param initialVelocity Initial velocity (v0)\n * @returns Settled scalar progress in [0, 1] with overshoot\n */\ndeclare function evaluateSpringProgress(t: number, stiffness?: number, damping?: number, mass?: number, initialVelocity?: number): number;\n/**\n * Evaluates 2D Directional Skew matrix components:\n *\n * S(theta, phi) = R(phi) * [ 1 tan(theta) ] * R(-phi)\n * [ 0 1 ]\n *\n * @param skewDeg Skew angle in degrees\n * @param skewAxisDeg Skew axis in degrees\n * @returns 2x2 affine shear matrix components [m00, m01, m10, m11]\n */\ndeclare function evaluateSkewMatrix(skewDeg: number, skewAxisDeg?: number): [number, number, number, number];\n/**\n * Computes anchor pivot coordinates relative to glyph bounding box:\n *\n * @param bbox Glyph bounding box { width, height, ascender, descender }\n * @param config Text anchor configuration\n * @returns Pivot offset (px, py) relative to glyph quad center\n */\ndeclare function computeAnchorPivotOffset(bbox: {\n width: number;\n height: number;\n ascender: number;\n descender: number;\n}, config: TextAnchorConfig): {\n px: number;\n py: number;\n};\n/**\n * Computes leading displacement per line based on lineAnchor:\n *\n * @param lineIndex 0-based index of current line\n * @param lineCount Total lines in paragraph\n * @param lineSpacing Additional leading in pixels\n * @param lineAnchor Pivot line anchor in [0, 1]\n * @returns Y displacement in pixels\n */\ndeclare function computeLineLeadingDisplacement(lineIndex: number, lineCount: number, lineSpacing: number, lineAnchor?: number): number;\n/**\n * Evaluates an Expression Selector formula safely in a sandboxed numeric scope.\n *\n * @param expression Formula string (e.g. \"Math.sin(time * 4 + textIndex * 0.2)\")\n * @param ctx Glyph evaluation context\n * @returns Numeric selector weight clamped to [-1, 1]\n */\ndeclare function evaluateExpressionSelector(expression: string, ctx: ExpressionEvaluationContext): number;\n/**\n * 3D Volumetric arrangement transformation output.\n */\ninterface Volumetric3DTransform {\n x: number;\n y: number;\n z: number;\n rotX: number;\n rotY: number;\n rotZ: number;\n scaleMult: number;\n depthOpacity?: number;\n}\n/**\n * Evaluates 3D Volumetric Formation parametric coordinates.\n */\ndeclare function evaluateVolumetricFormation(glyphIndex: number, totalGlyphs: number, config: VolumetricFormationConfig): Volumetric3DTransform;\n/**\n * Evaluates infinite kinetic marquee translation and snapping.\n */\ndeclare function evaluateMarqueeOffset(baseX: number, containerWidth: number, contentWidth: number, config: KineticMarqueeConfig, elapsedSec: number): number;\n/**\n * Samples audio FFT frequency bin and computes scale factor for Audio Spectrum Typography.\n */\ndeclare function sampleAudioSpectrumScale(glyphIndex: number, totalGlyphs: number, config: AudioSpectrumTypography, signals: Record<string, unknown> | undefined, frame: number, fps: number): number;\n//#endregion\n//#region src/text-animations/path.d.ts\ninterface ArcLengthLUTEntry {\n distance: number;\n t: number;\n}\ninterface PathChainLUTEntry {\n distance: number;\n segmentIndex: number;\n t: number;\n}\ninterface PathSegmentLUT {\n segmentIndex: number;\n startDistance: number;\n length: number;\n lut: ArcLengthLUTEntry[];\n}\ninterface PathChainLUT {\n totalLength: number;\n entries: PathChainLUTEntry[];\n segments?: PathSegmentLUT[];\n}\n/**\n * Evaluates a point on a cubic Bezier curve at parameter t in [0, 1].\n */\ndeclare function evaluateCubicBezier(segment: CubicBezierSegment, t: number): Vec2;\n/**\n * Evaluates the first derivative (tangent velocity vector) of a cubic Bezier curve at parameter t.\n */\ndeclare function evaluateCubicBezierDerivative(segment: CubicBezierSegment, t: number): Vec2;\n/**\n * Generates an arc-length parameterization lookup table (LUT) for a cubic Bezier segment.\n * Ensures glyphs travel with uniform speed and do not bunch up on tight curve bends.\n */\ndeclare function generateArcLengthLUT(segment: CubicBezierSegment, samples?: number): {\n lut: ArcLengthLUTEntry[];\n totalLength: number;\n};\n/**\n * Maps a distance along the curve (in pixels) to normalized curve parameter t via binary search on the LUT.\n */\ndeclare function distanceToCurveParameter(lut: ArcLengthLUTEntry[], distance: number, totalLength: number): number;\n/**\n * Samples position and baseline tangent orientation angle along a curve at distance `dist`.\n */\ndeclare function sampleCurveGeometry(segment: CubicBezierSegment, lut: ArcLengthLUTEntry[], totalLength: number, distance: number): {\n position: Vec2;\n tangentAngleDeg: number;\n normal: Vec2;\n};\n/**\n * Builds a cumulative Arc-Length LUT across a chain of Cubic Bezier segments.\n */\ndeclare function buildPathLUT(segments: CubicBezierSegment[], samplesPerSegment?: number): PathChainLUT;\n/**\n * Samples position, tangent angle, and normal across a chain of Cubic Bezier segments.\n */\ndeclare function samplePathChainGeometry(segments: CubicBezierSegment[], chainLUT: PathChainLUT, distance: number): {\n position: Vec2;\n tangentAngleDeg: number;\n normal: Vec2;\n};\n/**\n * Converts an ellipse arc into cubic Bezier segments (up to 90 degrees per segment).\n */\ndeclare function ellipseToCubicBeziers(cx: number, cy: number, rx: number, ry: number, startAngleDeg?: number, endAngleDeg?: number): CubicBezierSegment[];\n/**\n * Converts a sinusoidal wave into cubic Bezier segments per half-cycle.\n */\ndeclare function waveToCubicBeziers(startX: number, startY: number, length: number, amplitude: number, frequency: number, phaseDeg?: number): CubicBezierSegment[];\n/**\n * An SVG elliptical arc (endpoint form, SVG 1.1 F.6.5) as cubic Bezier\n * segments of at most 90° each.\n */\ndeclare function svgArcToCubicBeziers(x1: number, y1: number, rxIn: number, ryIn: number, rotationDeg: number, largeArc: boolean, sweep: boolean, x2: number, y2: number): CubicBezierSegment[];\n/**\n * Converts SVG path data string into a chain of Cubic Bezier segments.\n */\ndeclare function parseSvgPathToCubicBeziers(d: string): CubicBezierSegment[];\n/**\n * Universal path source converter to Cubic Bezier segments.\n */\ndeclare function generatePathSegments(source: TextPathSource): CubicBezierSegment[];\n//#endregion\n//#region src/text-animations/selectors.d.ts\n/**\n * Computes After Effects Range Selector weight for a single glyph index.\n *\n * @param index Normalized position of the glyph in the string (0.0 to 1.0)\n * @param start Start boundary (0.0 to 1.0)\n * @param end End boundary (0.0 to 1.0)\n * @param offset Window shift (-1.0 to 1.0)\n * @param shape Falloff curve\n * @param easeHigh Non-linear easing for high values\n * @param easeLow Non-linear easing for low values\n * @returns Weight in [0.0, 1.0]\n */\ndeclare function computeRangeSelectorWeight(index: number, start: number, end: number, offset: number, shape: SelectorShape, easeHigh?: number, easeLow?: number): number;\n/**\n * 1D Gradient deterministic hash noise for Wiggly Selectors.\n */\ndeclare function deterministicWigglyNoise(seed: number, glyphIndex: number, phase: number, correlation: number): number;\n/**\n * Deterministic pseudo-random number generator for seeded order shuffling.\n */\ndeclare function getShuffledOrder(count: number, seed: number): number[];\n/**\n * Combines consecutive selector weights using After Effects Selector Mode logic.\n */\ndeclare function evaluateSelectorCombination(prevWeight: number, currWeight: number, mode: SelectorMode): number;\n//#endregion\n//#region src/text-animations/typewriter.d.ts\ndeclare function getScramblePool(charset: string, customCharset?: string): string;\n/**\n * Evaluates typewriter visible character count and scramble state for frame `currentFrame`.\n */\ndeclare function evaluateTypewriterState(fullText: string, currentFrame: number, startFrame: number, durationFrames: number, cadence?: TypingCadence, scramble?: TextScrambleConfig, blinkFrequency?: number, granularity?: \"character\" | \"word\" | \"line\", progressOverride?: number): {\n visibleChars: number;\n currentDisplayString: string;\n isCursorVisible: boolean;\n};\n//#endregion\nexport { AETextAnimator, AETextAnimatorSchema, AdvancedTextAnimator, AdvancedTextAnimatorBuilder, AdvancedTextAnimatorSchema, AnchorGrouping, AnchorGroupingSchema, AnchorPreset, AnchorPresetSchema, AnimatableGlyphProps, AnimatableGlyphPropsSchema, ArcLengthLUTEntry, AudioSpectrumTypography, AudioSpectrumTypographySchema, ChromaticGlitchConfig, ChromaticGlitchConfigSchema, CubicBezierSegment, CubicBezierSegmentSchema, DynamicStrokeProperties, DynamicStrokePropertiesSchema, EnhancedTextNode, EnhancedTextNodeSchema, ExpressionEvaluationContext, ExpressionSelector, ExpressionSelectorSchema, ExtendedGlyphProperties, ExtendedGlyphPropertiesSchema, GlyphAnchorGrouping, GlyphAnchorGroupingSchema, GlyphAnchorPoint, GlyphAnchorPointSchema, KineticMarqueeConfig, KineticMarqueeConfigSchema, LineSpacingDynamics, LineSpacingDynamicsSchema, LongShadowConfig, LongShadowConfigSchema, ParticleDissolveConfig, ParticleDissolveConfigSchema, PathChainLUT, PathChainLUTEntry, PathSegmentLUT, SelectorBasedOn, SelectorBasedOnSchema, SelectorMode, SelectorModeSchema, SelectorShape, SelectorShapeSchema, SelectorUnits, SelectorUnitsSchema, SkewProperties, SkewPropertiesSchema, Spatial3DProperties, Spatial3DPropertiesSchema, SpringPhysics, SpringPhysicsSchema, TextAnchorConfig, TextAnchorConfigSchema, TextAnimatorBuilder, TextCursorConfig, TextCursorConfigSchema, TextCursorStyle, TextCursorStyleSchema, TextPathBuilder, TextPathOptions, TextPathOptionsSchema, TextPathSource, TextPathSourceSchema, TextRangeSelector, TextRangeSelectorSchema, TextScrambleConfig, TextScrambleConfigSchema, TextSelector, TextSelectorSchema, TextSignalSelector, TextSignalSelectorSchema, TextWigglySelector, TextWigglySelectorSchema, TypewriterAnimator, TypewriterAnimatorSchema, TypingCadence, TypingCadenceSchema, VariableFontAxes, VariableFontAxesSchema, Vec2, Vec2Schema, Volumetric3DTransform, VolumetricFormationConfig, VolumetricFormationConfigSchema, VolumetricFormationMode, VolumetricFormationModeSchema, buildPathLUT, computeAnchorPivotOffset, computeLineLeadingDisplacement, computeRangeSelectorWeight, deterministicWigglyNoise, distanceToCurveParameter, ellipseToCubicBeziers, evaluateCubicBezier, evaluateCubicBezierDerivative, evaluateExpressionSelector, evaluateMarqueeOffset, evaluateSelectorCombination, evaluateSkewMatrix, evaluateSpringProgress, evaluateTypewriterState, evaluateVolumetricFormation, generateArcLengthLUT, generatePathSegments, getScramblePool, getShuffledOrder, parseSvgPathToCubicBeziers, sampleAudioSpectrumScale, sampleCurveGeometry, samplePathChainGeometry, svgArcToCubicBeziers, waveToCubicBeziers };\n//# sourceMappingURL=index.d.mts.map","import { BezierSegment3D, Camera3D, Camera3DPose, CameraShakeOptions, CatmullRomOptions, CirclePathOptions, ENVIRONMENT_PRESETS, Environment3DFog, Environment3DOptions, EnvironmentPreset, FrustumPlane, FrustumPlanes, GPULightData, HelixOptions, LIGHT_UNIFORM_SIZE_BYTES, Light3D, Light3DOptions, LightKind, LightsUniformData, MAX_LIGHTS, Mat4, Matrix4Math, Path3D, Path3DPoint, Path3DSample, ResolvedEnvironment, ShadowUniformInfo, ToneMapping, Vec3, Vector3Math, parseColorToRgb, resolveEnvironment } from \"./math3d/index.mjs\";\nimport { AETextAnimator, AETextAnimatorSchema, AdvancedTextAnimator, AdvancedTextAnimatorBuilder, AdvancedTextAnimatorSchema, AnchorGrouping, AnchorGroupingSchema, AnchorPreset, AnchorPresetSchema, AnimatableGlyphProps, AnimatableGlyphPropsSchema, ArcLengthLUTEntry, AudioSpectrumTypography, AudioSpectrumTypographySchema, ChromaticGlitchConfig, ChromaticGlitchConfigSchema, CubicBezierSegment, CubicBezierSegmentSchema, DynamicStrokeProperties, DynamicStrokePropertiesSchema, EnhancedTextNode, EnhancedTextNodeSchema, ExpressionEvaluationContext, ExpressionSelector, ExpressionSelectorSchema, ExtendedGlyphProperties, ExtendedGlyphPropertiesSchema, GlyphAnchorGrouping, GlyphAnchorGroupingSchema, GlyphAnchorPoint, GlyphAnchorPointSchema, KineticMarqueeConfig, KineticMarqueeConfigSchema, LineSpacingDynamics, LineSpacingDynamicsSchema, LongShadowConfig, LongShadowConfigSchema, ParticleDissolveConfig, ParticleDissolveConfigSchema, PathChainLUT, PathChainLUTEntry, PathSegmentLUT, SelectorBasedOn, SelectorBasedOnSchema, SelectorMode, SelectorModeSchema, SelectorShape, SelectorShapeSchema, SelectorUnits, SelectorUnitsSchema, SkewProperties, SkewPropertiesSchema, Spatial3DProperties, Spatial3DPropertiesSchema, SpringPhysics, SpringPhysicsSchema, TextAnchorConfig, TextAnchorConfigSchema, TextAnimatorBuilder, TextCursorConfig, TextCursorConfigSchema, TextCursorStyle, TextCursorStyleSchema, TextPathBuilder, TextPathOptions, TextPathOptionsSchema, TextPathSource, TextPathSourceSchema, TextRangeSelector, TextRangeSelectorSchema, TextScrambleConfig, TextScrambleConfigSchema, TextSelector, TextSelectorSchema, TextSignalSelector, TextSignalSelectorSchema, TextWigglySelector, TextWigglySelectorSchema, TypewriterAnimator, TypewriterAnimatorSchema, TypingCadence, TypingCadenceSchema, VariableFontAxes, VariableFontAxesSchema, Vec2, Vec2Schema, Volumetric3DTransform, VolumetricFormationConfig, VolumetricFormationConfigSchema, VolumetricFormationMode, VolumetricFormationModeSchema, buildPathLUT, computeAnchorPivotOffset, computeLineLeadingDisplacement, computeRangeSelectorWeight, deterministicWigglyNoise, distanceToCurveParameter, ellipseToCubicBeziers, evaluateCubicBezier, evaluateCubicBezierDerivative, evaluateExpressionSelector, evaluateMarqueeOffset, evaluateSelectorCombination, evaluateSkewMatrix, evaluateSpringProgress, evaluateTypewriterState, evaluateVolumetricFormation, generateArcLengthLUT, generatePathSegments, getScramblePool, getShuffledOrder, parseSvgPathToCubicBeziers, sampleAudioSpectrumScale, sampleCurveGeometry, samplePathChainGeometry, svgArcToCubicBeziers, waveToCubicBeziers } from \"./text-animations/index.mjs\";\nimport { FrameContext, MeshAudioDeformConfig, SignalData, TextSpan, TextSpanMark, VirtualMediaData } from \"@framefields/core\";\nimport { Input, VideoSample, WrappedAudioBuffer, WrappedCanvas } from \"mediabunny\";\nimport * as fontkit from \"fontkit\";\n\n//#region src/audio/audio-latent-engine.d.ts\n/**\n * @file audio-latent-engine.ts\n * Real-time Audio Latent & Spectral Vector Engine for 3D Mesh Deformation.\n * Implements 2048-point Hann-windowed Radix-2 STFT, 1024-band frequency spectrum calculation,\n * multi-band latent energy extraction (bass, drum transient flux, vocal formant),\n * and WebGPU AudioLatentBuffer storage packing.\n */\ninterface AudioLatentData {\n /** 1024 positive frequency bin magnitudes [0, 1023] normalized */\n fftBins: Float32Array;\n /** Normalized low-frequency energy (20 - 150 Hz sub-bass / kick envelope) */\n bassEnergy: number;\n /** Percussive transient attack / spectral flux delta */\n drumTransient: number;\n /** Mid-frequency speech / melody formant presence (300 - 3400 Hz) */\n vocalEnergy: number;\n /** Frame timestamp in milliseconds */\n timeMs: number;\n}\ndeclare const FFT_SIZE = 2048;\ndeclare const NUM_BINS = 1024;\ndeclare const AUDIO_LATENT_BUFFER_SIZE: number;\n/**\n * Computes in-place 2048-point Radix-2 Cooley-Tukey FFT.\n * Accepts real and imaginary Float32Array buffers of length 2048.\n */\ndeclare function computeFFT2048(real: Float32Array, imag: Float32Array): void;\n/**\n * Fast Audio Latent and Spectral Vector Processor.\n */\ndeclare class AudioLatentEngine {\n private tempReal;\n private tempImag;\n private previousBins;\n /**\n * Extracts 1024-band FFT and audio latent energies at a specific playback time.\n */\n extractAtTime(channels: Float32Array[], sampleRate: number, timeSec: number): AudioLatentData;\n /**\n * Packs AudioLatentData into a Float32Array suitable for WebGPU storage buffer upload.\n * Struct layout:\n * 0..1023: fftBins (array<f32, 1024>)\n * 1024: bassEnergy\n * 1025: drumTransient\n * 1026: vocalEnergy\n * 1027: timeMs\n */\n static packBufferData(data: AudioLatentData): Float32Array;\n /**\n * Creates a WebGPU GPUBuffer initialized with AudioLatentData.\n */\n static createGpuBuffer(device: GPUDevice, data?: AudioLatentData): GPUBuffer;\n /**\n * Updates an existing WebGPU AudioLatentBuffer with new frame data.\n */\n static updateGpuBuffer(device: GPUDevice, buffer: GPUBuffer, data: AudioLatentData): void;\n}\n/**\n * Cache for a full audio track timeline providing O(1) frame lookup during video rendering.\n */\ndeclare class AudioLatentTrackCache {\n readonly channels: Float32Array[];\n readonly sampleRate: number;\n readonly fps: number;\n readonly totalFrames: number;\n private frames;\n private gpuBuffers;\n constructor(channels: Float32Array[], sampleRate: number, fps: number, totalFrames: number);\n getFrameData(frame: number): AudioLatentData;\n getGpuBuffer(device: GPUDevice, frame: number): GPUBuffer;\n}\n//#endregion\n//#region src/audio/webgpu-audio-processor.d.ts\ninterface AudioSignalBinding {\n parameterName: string;\n signalNodeId: string;\n signalFnName: string;\n}\ninterface CachedPipelineAndState {\n pipeline: GPUComputePipeline;\n stateBuffer: GPUBuffer;\n activeSignalsKey: string;\n inputBuffer?: GPUBuffer;\n outputBuffer?: GPUBuffer;\n uniformBuffer?: GPUBuffer;\n allocatedSamples?: number;\n allocatedChannels?: number;\n allocatedUniformsFloatCount?: number;\n _reverbStateInitialized?: boolean;\n}\ndeclare class WebGPUAudioProcessor {\n private static devicePipelineCache;\n private static getDeviceCache;\n static getCache(device: GPUDevice, renderId: string | undefined, nodeId: string, activeSignalsKey?: string, stateFloatCount?: number): CachedPipelineAndState | undefined;\n static clearCache(renderId: string, device?: GPUDevice): void;\n static process(device: GPUDevice, nodeId: string, channels: Float32Array[], _sampleRate: number, virtualMedia: VirtualMediaData, frame: number, fps: number, shaderTemplate: (params: {\n customSignalWGSL: string;\n makeupGainModulation: string;\n }) => string, getUniforms: (t: number) => number[], uniformsFloatCount: number, stateFloatCount?: number, renderId?: string, isStatic?: boolean, elapsedMs?: number, durationMs?: number, initialState?: Float32Array, stateUpdate?: Float32Array, paramOrder?: string[]): Promise<void>;\n}\n//#endregion\n//#region src/renderer2d/transform-stack.d.ts\ndeclare class TransformStack {\n private stack;\n push(matrix: DOMMatrix): void;\n pop(): void;\n getCurrent(): DOMMatrix;\n packIntoBuffer(bufferData: Float32Array, opacity: number, surfaceWidth: number, surfaceHeight: number, localOverride?: DOMMatrix, customParam?: number): void;\n destroy(): void;\n}\n//#endregion\n//#region src/slug/slug-loader.d.ts\ninterface SlugCodePoint {\n /** Unicode code point, -1 for .notdef, or -2 for a glyph no code point maps to. */\n codePoint: number;\n /** The font's glyph id; shaping output refers to glyphs by this. */\n glyphId?: number;\n width: number;\n height: number;\n advanceWidth: number;\n bearingX: number;\n bearingY: number;\n bandCount: number;\n bandDimX: number;\n bandDimY: number;\n bandsTexCoordX: number;\n bandsTexCoordY: number;\n}\ninterface SlugFont {\n codePoints: Map<number, SlugCodePoint>;\n /** The same glyphs keyed by glyph id (shaped text looks glyphs up here). */\n glyphs?: Map<number, SlugCodePoint>;\n curvesTex: GPUTexture;\n bandsTex: GPUTexture;\n ascender: number;\n descender: number;\n lineGap: number;\n unitsPerEm: number;\n fontFamily?: string;\n hasTrueWeight?: boolean;\n weight?: number;\n}\ndeclare class SlugLoader {\n static parse(device: GPUDevice, buffer: ArrayBuffer): SlugFont;\n}\n//#endregion\n//#region src/slug/slug-pipeline.d.ts\n/** The glyphs one Slug draw would have issued, kept to be drawn elsewhere. */\ninterface SlugGlyphBatch {\n font: SlugFont;\n /** 24 floats per glyph, as the Slug vertex shaders read them */\n instances: Float32Array;\n instanceCount: number;\n opacity: number;\n /** Synthetic italic shear */\n slant: number;\n /** Paragraph space to target pixels, as the 2D affine [a, b, c, d, e, f] */\n transform: [number, number, number, number, number, number];\n}\ndeclare class SlugPipeline {\n private device;\n private pipeline;\n private uniformLayout;\n private textureLayout;\n private uniformPool;\n private instancePool;\n private uniformBindGroupCache;\n private uniformData;\n private captured;\n constructor(device: GPUDevice, format: GPUTextureFormat);\n resetPools(): void;\n /**\n * Record glyph draws instead of issuing them, until endCapture: a 3D text\n * layer hands its glyphs to the 3D pass rather than rasterizing them.\n */\n beginCapture(): void;\n endCapture(): SlugGlyphBatch[];\n draw(pass: GPURenderPassEncoder, transformStack: TransformStack, font: SlugFont, instanceData: Float32Array, instanceCount: number, _color: Color | string, surfaceWidth: number, surfaceHeight: number, opts?: DrawOpts): void;\n /** Draw captured batches into a 2D pass, with the transforms they were captured under. */\n drawBatches(pass: GPURenderPassEncoder, batches: SlugGlyphBatch[], surfaceWidth: number, surfaceHeight: number): void;\n private encode;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer2d/bind-group-cache.d.ts\ndeclare class BindGroupCache {\n private cache;\n private dualCache;\n getBindGroup(device: GPUDevice, layout: GPUBindGroupLayout, texture: GPUTexture, sampler: GPUSampler): GPUBindGroup;\n getCompositeBindGroup(device: GPUDevice, layout: GPUBindGroupLayout, baseTexture: GPUTexture, overlayTexture: GPUTexture, sampler: GPUSampler): GPUBindGroup;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer2d/clip-stack.d.ts\ninterface ScissorEntry {\n rect: Rect;\n surfaceWidth?: number;\n surfaceHeight?: number;\n}\n//#endregion\n//#region src/renderer2d/sampler-cache.d.ts\ninterface SamplerDescriptor {\n magFilter?: GPUFilterMode;\n minFilter?: GPUFilterMode;\n mipmapFilter?: GPUMipmapFilterMode;\n addressModeU?: GPUAddressMode;\n addressModeV?: GPUAddressMode;\n maxAnisotropy?: number;\n}\ndeclare class SamplerCache {\n private samplers;\n private lru;\n private maxCapacity;\n constructor(maxCapacity?: number);\n getSampler(device: GPUDevice, desc?: SamplerDescriptor): GPUSampler;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer2d/effect-pipeline.d.ts\ndeclare class EffectPipeline {\n private device;\n private compositeUniformLayout;\n private dualTextureLayout;\n private motionBlurUniformLayout;\n private singleTextureLayout;\n private compositePipeline;\n private motionBlurPipeline;\n private compositePool;\n private motionBlurPool;\n private texturePool;\n private compositeUniformBindGroupCache;\n private motionBlurUniformBindGroupCache;\n private compositeData;\n private motionBlurData;\n constructor(device: GPUDevice, format: GPUTextureFormat);\n resetPools(): void;\n getTexture(device: GPUDevice, width: number, height: number, format: GPUTextureFormat, exclude?: GPUTexture | GPUTexture[]): GPUTexture;\n getBuffer(device: GPUDevice, data: ArrayBufferView): GPUBuffer;\n composite(encoder: GPUCommandEncoder, bindGroupCache: BindGroupCache, samplerCache: SamplerCache, baseTex: GPUTexture, overlayTex: GPUTexture, mode: BlendMode, format: GPUTextureFormat, exclude?: GPUTexture | GPUTexture[]): GPUTexture;\n applyMotionBlur(encoder: GPUCommandEncoder, bindGroupCache: BindGroupCache, samplerCache: SamplerCache, sourceTex: GPUTexture, vx: number, vy: number, shutterAngle: number | undefined, samples: number | undefined, format: GPUTextureFormat, exclude?: GPUTexture | GPUTexture[]): GPUTexture;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer2d/path-geometry.d.ts\ninterface Point {\n x: number;\n y: number;\n}\ninterface PathSegment {\n p0: Point;\n p1: Point;\n}\n/**\n * Sample a cubic bezier curve into linear segments.\n */\ndeclare function sampleCubicBezier(p0: Point, p1: Point, p2: Point, p3: Point, steps?: number): PathSegment[];\n/**\n * Sample a quadratic bezier curve into linear segments.\n */\ndeclare function sampleQuadraticBezier(p0: Point, p1: Point, p2: Point, steps?: number): PathSegment[];\n/**\n * Sample an SVG elliptical arc (endpoint parameterization) into line segments.\n * Converts to centre parameterization per SVG 1.1 F.6.5, scaling the radii up\n * when they are too small to span the endpoints (F.6.6).\n */\ndeclare function sampleSvgArc(p0: Point, rxIn: number, ryIn: number, rotationDeg: number, largeArc: boolean, sweep: boolean, p1: Point): PathSegment[];\n/**\n * Parse an SVG path string (M, L, H, V, C, S, Q, T, A, Z) into line segments.\n */\ndeclare function parseSvgPathToSegments(d: string): PathSegment[];\n/**\n * Trim linear path segments using arc-length parameterization.\n * Supports [trimStart, trimEnd] normalized in [0, 1] with trimOffset (in degrees 0..360 or normalized 0..1).\n */\ndeclare function trimPathSegments(segments: PathSegment[], trimStart: number, trimEnd: number, trimOffset?: number): PathSegment[];\n/**\n * Apply dash patterns along linear path segments.\n */\ndeclare function dashPathSegments(segments: PathSegment[], dashArray: number[], dashOffset?: number): PathSegment[];\ndeclare function buildRectPath(w: number, h: number, rTL?: number, rTR?: number, rBR?: number, rBL?: number): string;\ndeclare function buildCirclePath(w: number, h: number): string;\ndeclare function buildEllipsePath(w: number, h: number): string;\ndeclare function buildPolygonPath(w: number, h: number, sides?: number): string;\ndeclare function buildStarPath(w: number, h: number, points?: number, innerRatio?: number): string;\ndeclare function buildArrowPath(w: number, h: number, headWidth?: number, headLength?: number, shaftWidth?: number): string;\ntype ShapeType = \"rect\" | \"circle\" | \"ellipse\" | \"polygon\" | \"star\" | \"arrow\" | \"path\";\ninterface ShapeGeometryConfig {\n shapeType: ShapeType;\n width: number;\n height: number;\n path?: string;\n cornerRadius?: number;\n starPoints?: number;\n starInnerRadiusRatio?: number;\n polygonSides?: number;\n arrowHeadWidth?: number;\n arrowHeadLength?: number;\n arrowShaftWidth?: number;\n}\ndeclare function buildShapeSvgPath(config: ShapeGeometryConfig): string;\n/**\n * Triangulate a simple 2D polygon contour into an array of triangle vertices using ear clipping.\n */\ndeclare function triangulatePolygon(contour: Point[]): Point[];\n/**\n * Triangulate a shape geometry into a flat Float32Array of 2D vertex pairs [x, y, x, y, ...].\n */\ndeclare function triangulateShape(config: ShapeGeometryConfig): Float32Array;\n//#endregion\n//#region src/renderer2d/path-pipeline.d.ts\ninterface PathDrawOpts extends DrawOpts {\n trimStart?: number;\n trimEnd?: number;\n trimOffset?: number;\n strokeLineCap?: \"round\" | \"butt\" | \"square\";\n strokeDashArray?: number[];\n strokeDashOffset?: number;\n}\ndeclare class PathPipeline {\n private device;\n private pipeline;\n private maxPipeline;\n private uniformLayout;\n private uniformPool;\n private vertexPool;\n private uniformBindGroupCache;\n private scratchData;\n constructor(device: GPUDevice, format: GPUTextureFormat);\n resetPools(): void;\n drawPath(pass: GPURenderPassEncoder, transformStack: TransformStack, pathStr: string, color: Color | string, strokeWidth: number, surfaceWidth: number, surfaceHeight: number, opts?: PathDrawOpts): void;\n drawSegments(pass: GPURenderPassEncoder, transformStack: TransformStack, segments: PathSegment[], color: Color | string, strokeWidth: number, surfaceWidth: number, surfaceHeight: number, opts?: PathDrawOpts): void;\n private drawSegment;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer2d/quad-pipeline.d.ts\ndeclare class QuadPipeline {\n private device;\n private pipeline;\n private uniformLayout;\n private textureLayout;\n private uniformPool;\n private vertexPool;\n private uniformBindGroupCache;\n private uniformData;\n private vertexData;\n constructor(device: GPUDevice, format: GPUTextureFormat);\n resetPools(): void;\n draw(pass: GPURenderPassEncoder, bindGroupCache: BindGroupCache, transformStack: TransformStack, texture: GPUTexture, sampler: GPUSampler, src: Rect, dst: Rect, surfaceWidth: number, surfaceHeight: number, opts?: DrawOpts): void;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer2d/shape-fill-pipeline.d.ts\ntype ShapeFillType = \"solid\" | \"linear\" | \"radial\" | \"none\";\ninterface ShapeFillConfig {\n type?: ShapeFillType;\n /** A color, or a CSS gradient string (linear/radial/conic, any stops) laid over the shape's bounds. */\n color?: Color | string;\n color2?: Color | string;\n startX?: number;\n startY?: number;\n endX?: number;\n endY?: number;\n cx?: number;\n cy?: number;\n radius?: number;\n}\ndeclare class ShapeFillPipeline {\n private device;\n private pipeline;\n private uniformLayout;\n private uniformPool;\n private vertexPool;\n private uniformData;\n constructor(device: GPUDevice, format: GPUTextureFormat);\n resetPools(): void;\n draw(pass: GPURenderPassEncoder, transformStack: TransformStack, vertices: Float32Array, fill: ShapeFillConfig, bounds: Rect, surfaceWidth: number, surfaceHeight: number, opts?: DrawOpts): void;\n /** The `type: \"linear\" | \"radial\"` two-color fill (color → color2). */\n private packTwoColorGradient;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer2d/solid-pipeline.d.ts\ndeclare class SolidPipeline {\n private device;\n private pipeline;\n private uniformLayout;\n private uniformPool;\n private vertexPool;\n private uniformBindGroupCache;\n private uniformData;\n private vertexData;\n constructor(device: GPUDevice, format: GPUTextureFormat);\n resetPools(): void;\n draw(pass: GPURenderPassEncoder, transformStack: TransformStack, rect: Rect, color: Color | string, surfaceWidth: number, surfaceHeight: number, cornerRadius?: number, opts?: DrawOpts): void;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer2d/index.d.ts\ninterface Rect {\n x: number;\n y: number;\n width: number;\n height: number;\n}\ninterface RRect {\n rect: Rect;\n rx: number;\n ry: number;\n}\ninterface Color {\n r: number;\n g: number;\n b: number;\n a: number;\n}\ntype BlendMode = \"normal\" | \"multiply\" | \"screen\" | \"overlay\" | \"darken\" | \"lighten\" | \"color-dodge\" | \"color-burn\" | \"hard-light\" | \"soft-light\" | \"difference\" | \"exclusion\" | \"hue\" | \"saturation\" | \"color\" | \"luminosity\" | \"mask-in\" | \"mask-out\" | \"source-over\" | \"source-in\" | \"source-out\" | \"source-atop\" | \"destination-over\" | \"destination-in\" | \"destination-out\" | \"destination-atop\" | \"lighter\" | \"copy\" | \"xor\"\n/** Keeps the base where the overlay is bright (luma matte). */ | \"luma-in\"\n/** Keeps the base where the overlay is dark (inverted luma matte). */ | \"luma-out\";\ninterface DrawOpts {\n opacity?: number;\n blendMode?: GPUBlendFactor | BlendMode;\n transform?: DOMMatrix;\n customParam?: number;\n}\ninterface ClipPath {\n path: string;\n}\ndeclare function getRenderer2D(device: GPUDevice, format: GPUTextureFormat): Renderer2D;\ndeclare class Renderer2D {\n private device;\n private transformStack;\n private clipStack;\n quadPipeline: QuadPipeline;\n solidPipeline: SolidPipeline;\n shapeFillPipeline: ShapeFillPipeline;\n pathPipeline: PathPipeline;\n effectPipeline: EffectPipeline;\n slugPipeline: SlugPipeline;\n bindGroupCache: BindGroupCache;\n samplerCache: SamplerCache;\n format: GPUTextureFormat;\n isDestroyed: boolean;\n /**\n * Non-glyph draws issued so far. A 3D text layer compares it across its\n * content to learn whether anything besides captured glyphs (a backdrop,\n * an emoji) landed in its texture.\n */\n rasterDrawCount: number;\n private surfaceWidth;\n private surfaceHeight;\n private lastEncoder;\n constructor(device: GPUDevice, format: GPUTextureFormat);\n beginFrame(encoder: GPUCommandEncoder, targetView: GPUTextureView, clearColor: GPUColor | undefined, surfaceWidth: number, surfaceHeight: number, loadOp?: GPULoadOp): GPURenderPassEncoder;\n endFrame(_encoder: GPUCommandEncoder): void;\n resetPools(): void;\n drawTexture(pass: GPURenderPassEncoder, tex: GPUTexture, dst: Rect, opts?: DrawOpts): void;\n drawTextureRegion(pass: GPURenderPassEncoder, tex: GPUTexture, src: Rect, dst: Rect, opts?: DrawOpts): void;\n drawRect(pass: GPURenderPassEncoder, rect: Rect, color: Color | string, cornerRadius?: number | DrawOpts, opts?: DrawOpts): void;\n drawPath(pass: GPURenderPassEncoder, pathStr: string, color: Color | string, strokeWidth: number, opts?: PathDrawOpts): void;\n drawShapeFill(pass: GPURenderPassEncoder, vertices: Float32Array, fill: ShapeFillConfig, bounds: Rect, opts?: DrawOpts): void;\n drawShape(pass: GPURenderPassEncoder, config: ShapeGeometryConfig, fill?: ShapeFillConfig, stroke?: {\n color?: Color | string;\n width?: number;\n cap?: \"round\" | \"butt\" | \"square\";\n trimStart?: number;\n trimEnd?: number;\n trimOffset?: number;\n dashArray?: number[];\n dashOffset?: number;\n }, opts?: DrawOpts): void;\n drawRRect(pass: GPURenderPassEncoder, rrect: RRect, color: Color | string, opts?: DrawOpts): void;\n getTemporaryTexture(width: number, height: number, exclude?: GPUTexture | GPUTexture[]): GPUTexture;\n getTemporaryBuffer(data: ArrayBufferView): GPUBuffer;\n composite(encoder: GPUCommandEncoder, base: GPUTexture, overlay: GPUTexture, mode: BlendMode, exclude?: GPUTexture | GPUTexture[]): GPUTexture;\n applyMotionBlur(encoder: GPUCommandEncoder, sourceTex: GPUTexture, vx: number, vy: number, shutterAngle?: number, samples?: number, exclude?: GPUTexture | GPUTexture[]): GPUTexture;\n getCurrentTransform(): DOMMatrix;\n getTransformStack(): TransformStack;\n getSurfaceWidth(): number;\n getSurfaceHeight(): number;\n pushIdentity(): void;\n pushTransform(matrix: DOMMatrix): void;\n popTransform(): void;\n pushScissor(rect: Rect): void;\n /**\n * Push `rect` (surface px) intersected with the current scissor, so a\n * nested container never draws outside an outer one's clip.\n */\n pushScissorIntersect(rect: Rect): void;\n pushScissorLocal(rect: Rect): void;\n popScissor(): void;\n suspendScissors(): ScissorEntry[];\n resumeScissors(saved: ScissorEntry[]): void;\n pushStencilClip(path: ClipPath): void;\n popStencilClip(): void;\n destroy(): void;\n}\n//#endregion\n//#region src/color.d.ts\n/**\n * Parse any CSS color string into a normalized {r,g,b,a} Color\n * with channel values in [0,1].\n *\n * Supports:\n * - Hex: #RGB, #RGBA, #RRGGBB, #RRGGBBAA\n * - Functional: rgb()/rgba(), hsl()/hsla(), oklch(), oklab() (comma or space syntax)\n * - Named: black, white, red, green, blue, yellow, transparent, etc.\n * - Color objects pass through unchanged.\n *\n * Returns `{ r: 0, g: 0, b: 0, a: 0 }` (transparent black) for\n * null/undefined/unrecognised input.\n */\ndeclare function parseColor(color: Color | string | null | undefined): Color;\n/**\n * Premultiplies an un-premultiplied (straight) RGBA Color by its alpha channel.\n */\ndeclare function premultiplyColor(color: Color): Color;\n/**\n * Premultiplies straight-alpha RGBA8 pixels in place and returns them.\n *\n * Every 2D pipeline blends with premultiplied \"over\", so straight pixels\n * (decoded PNGs, `getImageData`, WebCodecs RGBA) must pass through here\n * before `writeTexture`. Otherwise RGB under transparent pixels is added\n * onto the destination.\n */\ndeclare function premultiplyPixels<T extends Uint8Array | Uint8ClampedArray>(pixels: T): T;\n//#endregion\n//#region src/device.d.ts\n/** The adapter behind the rendering device. */\ninterface GpuAdapterDescription {\n vendor: string;\n architecture: string;\n device: string;\n description: string;\n /** A CPU implementation (lavapipe/llvmpipe, SwiftShader, WARP). */\n software: boolean;\n}\n/** Initialises the rendering device if needed and describes its adapter. */\ndeclare function describeGpu(): Promise<GpuAdapterDescription>;\ndeclare function acquireDevice(opts?: GPURequestAdapterOptions): Promise<GPUDevice>;\ndeclare function resetDeviceInstance(): void;\ndeclare const ensureDevice: (opts?: GPURequestAdapterOptions) => Promise<GPUDevice>;\ndeclare const getDevice: () => GPUDevice;\n//#endregion\n//#region src/headless/dom-shims.d.ts\n/**\n * Minimal DOM stand-ins for libraries (lottie) that expect a browser page when\n * running headless: a 1920×1080 placeholder element, canvas element\n * properties, and an inert IntersectionObserver.\n */\ndeclare function createHeadlessDOMElement(): {\n clientWidth: number;\n clientHeight: number;\n getBoundingClientRect: () => {\n x: number;\n y: number;\n left: number;\n top: number;\n right: number;\n bottom: number;\n width: number;\n height: number;\n };\n style: {};\n appendChild: () => void;\n removeChild: () => void;\n addEventListener: () => void;\n removeEventListener: () => void;\n getAttribute: () => null;\n};\n/** Gives a canvas class the element API lottie reads, where it's missing. */\ndeclare function patchCanvasPrototypeForDOM(proto: Record<string, unknown>, parentElement: unknown): void;\ndeclare function installIntersectionObserverStub(): void;\n//#endregion\n//#region src/headless/init.d.ts\ndeclare function initHeadlessWebGPU(): Promise<void>;\n//#endregion\n//#region src/headless-font-loader.d.ts\n/**\n * Forgets every registered font and deletes the fonts downloaded from URLs.\n * A long-lived process calls it between jobs (via `resetRenderCaches`): the\n * next job may register the same family from another file, or fetch a URL\n * whose font changed.\n */\ndeclare function clearHeadlessFonts(): Promise<void>;\ndeclare function registerHeadlessFont(family: string, url: string): Promise<string | undefined>;\n/** Local file path of a font registered via {@link registerHeadlessFont}, if any. */\ndeclare function getHeadlessFontPath(family: string): string | undefined;\n/**\n * Records where a registered family's font came from (its path or URL, or\n * its bytes), so loaders use it instead of guessing a file by family name.\n */\ndeclare function setRegisteredFontSource(family: string, source: string | Uint8Array): void;\n/** The path, URL or bytes a family was registered from, if it was. */\ndeclare function getRegisteredFontSource(family: string): string | Uint8Array | undefined;\ndeclare function getHeadlessFontData(family: string): Promise<Uint8Array | undefined>;\n//#endregion\n//#region src/input-store.d.ts\ndeclare class InputStore {\n private store;\n acquire(url: string): Promise<Input>;\n /**\n * Drops every cached input, including ones a failed render never released.\n * Used between jobs, when the same path may now hold a different file.\n */\n clear(): void;\n release(url: string): void;\n}\ndeclare const inputStore: InputStore;\n//#endregion\n//#region src/loaders/types.d.ts\ninterface Mesh3DData {\n id?: string;\n name?: string;\n positions: Float32Array;\n normals: Float32Array;\n uvs: Float32Array;\n indices: Uint16Array | Uint32Array;\n colors?: Float32Array;\n tangents?: Float32Array;\n jointIndices?: Float32Array;\n jointWeights?: Float32Array;\n materialName?: string;\n /** Scene node that places this mesh (Model3DData.nodes); its world matrix applies unless the mesh is skinned. */\n node?: number;\n /** Skin (Model3DData.skins) whose joints deform this mesh; jointIndices index its `joints`. */\n skin?: number;\n}\ninterface Material3D {\n name: string;\n diffuseColor?: [number, number, number, number];\n specularColor?: [number, number, number];\n ambientColor?: [number, number, number];\n shininess?: number;\n /**\n * Specular strength parsed from the file (e.g. OBJ `Ks`). The mesh pass\n * lights with the layer's `specularIntensity`; this is not applied yet.\n */\n specularIntensity?: number;\n roughness?: number;\n metallic?: number;\n opacity?: number;\n diffuseTexture?: string;\n diffuseTextureBuffer?: Uint8Array | ArrayBuffer;\n /** MIME type of `diffuseTextureBuffer` (image/png, image/jpeg, …). */\n diffuseTextureMime?: string;\n /** Texture addressing for UVs outside [0, 1] (glTF samplers default to repeat). */\n textureWrap?: \"repeat\" | \"clamp\" | \"mirror\";\n /** Magnification filter (glTF sampler magFilter); \"nearest\" keeps texels sharp. */\n textureFilter?: \"linear\" | \"nearest\";\n normalTexture?: string;\n twoSided?: boolean;\n /** \"mask\" discards texels below `alphaCutoff`; \"blend\" draws after the opaque meshes. */\n alphaMode?: \"opaque\" | \"mask\" | \"blend\";\n alphaCutoff?: number;\n /** How the material wants to be lit when the layer leaves `material` unset. */\n shading?: \"lit\" | \"unlit\" | \"toon\";\n /** Toon shading: the color multiplier of the shadowed side. */\n shadeColor?: [number, number, number];\n /** Linear-ish emissive color 0..1 (glTF emissiveFactor). */\n emissive?: [number, number, number];\n /** Emissive multiplier (glTF KHR_materials_emissive_strength). */\n emissiveStrength?: number;\n /** Encoded tangent-space normal map (glTF convention: +Y up / OpenGL). */\n normalTextureBuffer?: Uint8Array;\n normalScale?: number;\n /** Encoded map: G = roughness, B = metallic (glTF). */\n metallicRoughnessTextureBuffer?: Uint8Array;\n /** Encoded map: R = ambient occlusion. */\n occlusionTextureBuffer?: Uint8Array;\n occlusionStrength?: number;\n /** Encoded emissive color map (multiplies `emissive`). */\n emissiveTextureBuffer?: Uint8Array;\n}\n/** A scene-graph node: its rest transform and parent (glTF node semantics). */\ninterface ModelNode3D {\n name: string;\n /** Index into Model3DData.nodes, -1 for a root. */\n parent: number;\n translation: Vec3;\n /** Unit quaternion [x, y, z, w]. */\n rotation: [number, number, number, number];\n scale: Vec3;\n /** A fixed local matrix (glTF `matrix`): such a node is not animated by TRS tracks. */\n matrix?: Mat4;\n}\ninterface Skin3D {\n /** Joint node indices (Model3DData.nodes), in the order jointIndices refer to them. */\n joints: number[];\n /** One column-major 4x4 per joint. */\n inverseBindMatrices: Float32Array;\n}\ninterface Bone3D {\n name: string;\n index: number;\n parentIndex: number;\n inverseBindMatrix: Mat4;\n bindMatrix: Mat4;\n localTransform: Mat4;\n worldTransform?: Mat4;\n}\ninterface Skeleton3D {\n bones: Bone3D[];\n boneIndicesByName: Record<string, number>;\n}\ninterface NodeAnimationTrack3D {\n nodeName: string;\n /** Target node index (Model3DData.nodes) when the model has a scene graph. */\n node?: number;\n times: Float32Array;\n translations?: Float32Array;\n rotations?: Float32Array;\n scales?: Float32Array;\n /** \"cubic\" (glTF CUBICSPLINE) stores [inTangent, value, outTangent] per keyframe. */\n interpolation?: \"linear\" | \"step\" | \"cubic\";\n}\ninterface AnimationClip3D {\n name: string;\n duration: number;\n fps: number;\n tracks: NodeAnimationTrack3D[];\n}\ninterface Model3DData {\n name?: string;\n meshes: Mesh3DData[];\n materials: Record<string, Material3D>;\n skeleton?: Skeleton3D;\n /** Scene graph (glTF): meshes, skins and animation tracks refer to these by index. */\n nodes?: ModelNode3D[];\n skins?: Skin3D[];\n /** Centering and size normalization, applied above the scene graph instead of baked into vertices. */\n rootTransform?: Mat4;\n animations: AnimationClip3D[];\n bounds: {\n min: Vec3;\n max: Vec3;\n center: Vec3;\n size: Vec3;\n boundingSphereRadius: number;\n };\n}\ninterface LoadModelOptions {\n center?: boolean;\n normalizeSize?: number;\n scale?: number | [number, number, number];\n smoothNormals?: boolean;\n defaultMaterial?: Partial<Material3D>;\n basePath?: string;\n mtlText?: string;\n}\n//#endregion\n//#region src/loaders/obj-loader.d.ts\ndeclare class ObjLoader {\n /**\n * Parses Wavefront .obj text content (and optional .mtl text) into Model3DData.\n */\n static parse(objText: string, mtlTextOrOptions?: string | LoadModelOptions, maybeOptions?: LoadModelOptions): Model3DData;\n /**\n * Parses Wavefront .mtl material text into Material3D dictionary.\n */\n static parseMtl(mtlText: string): Record<string, Material3D>;\n /** Option arities of MTL map statements (`-o`, `-s`, `-t` take 1–3 numbers). */\n private static readonly MAP_OPTION_ARGS;\n /** The file name of a map statement (`map_Kd -s 1 1 1 wood grain.png`), past its options. */\n private static mapFileName;\n /** Reads the diffuse and normal maps the materials name, relative to `dir`. */\n private static loadTextures;\n}\ndeclare function parseOBJ(objText: string, mtlText?: string, options?: LoadModelOptions): Model3DData;\ndeclare function parseMTL(mtlText: string): Record<string, Material3D>;\ndeclare function loadOBJ(srcOrData: string | ArrayBuffer | Uint8Array, mtlText?: string, options?: LoadModelOptions): Model3DData;\n//#endregion\n//#region src/loaders/fbx-loader.d.ts\ninterface FBXNode {\n name: string;\n props: unknown[];\n children: FBXNode[];\n}\ndeclare class FbxLoader {\n static readonly FBX_KTIME = 46186158000;\n /**\n * Parses binary or text FBX buffer/string into Model3DData.\n */\n static parse(bufferOrString: ArrayBuffer | Uint8Array | string, options?: LoadModelOptions): Model3DData;\n static isBinary(buffer: ArrayBuffer | Uint8Array): boolean;\n /**\n * Parses Binary FBX 7.x/6.x format.\n */\n static parseBinary(buffer: ArrayBuffer | Uint8Array): FBXNode;\n /**\n * Parses ASCII FBX format.\n */\n static parseAscii(text: string): FBXNode;\n /** Material properties a texture can feed, by the FBX (or Maya / 3ds Max) property name. */\n private static textureSlot;\n /**\n * Fills a material's diffuse / normal map from its connected Texture\n * objects: the bytes embedded in the Video's `Content`, else the file\n * named by `RelativeFilename` / `FileName`, looked up next to the model.\n */\n private static attachTextures;\n /**\n * Builds ready-to-render Model3DData from parsed FBX node tree.\n */\n static buildModelFromTree(root: FBXNode, options?: LoadModelOptions): Model3DData;\n}\n/**\n * Euler degrees → [x, y, z, w] quaternion. FBX applies the axes in `order`\n * (XYZ: X first, so R = Rz·Ry·Rx).\n */\ndeclare function fbxEulerToQuat(degrees: Vec3, order?: string): [number, number, number, number];\ndeclare function parseFBX(bufferOrText: ArrayBuffer | Uint8Array | string, options?: LoadModelOptions): Model3DData;\ndeclare function loadFBX(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n//#endregion\n//#region src/loaders/stl-loader.d.ts\ndeclare class StlLoader {\n /**\n * Checks if buffer is Binary STL or ASCII STL.\n */\n static isBinary(buffer: Uint8Array | ArrayBuffer): boolean;\n /**\n * Parses STL data (binary Uint8Array/ArrayBuffer or ASCII string) into Model3DData.\n */\n static parse(data: string | Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\n /**\n * Parses Binary STL.\n */\n static parseBinary(bytes: Uint8Array, options?: LoadModelOptions): Model3DData;\n /**\n * Parses ASCII STL text.\n */\n static parseAscii(text: string, options?: LoadModelOptions): Model3DData;\n private static finalizeModel;\n /**\n * Loads an STL file synchronously or asynchronously from a path or URL.\n */\n static load(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n}\ndeclare function parseSTL(data: string | Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\ndeclare function loadSTL(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n//#endregion\n//#region src/loaders/ply-loader.d.ts\ndeclare class PlyLoader {\n /**\n * Parses PLY data (ASCII string or binary buffer) into Model3DData.\n */\n static parse(data: string | Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\n private static extractHeader;\n private static parseHeader;\n private static parseAsciiBody;\n private static parseBinaryBody;\n private static finalizeModel;\n /**\n * Loads a PLY file synchronously or asynchronously from a path or URL.\n */\n static load(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n}\ndeclare function parsePLY(data: string | Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\ndeclare function loadPLY(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n//#endregion\n//#region src/loaders/gltf-loader.d.ts\ndeclare class GltfLoader {\n /**\n * Checks if the given buffer starts with the GLB binary container magic bytes.\n */\n static isGlb(buffer: Uint8Array | ArrayBuffer): boolean;\n /**\n * Parses glTF or GLB data into Model3DData.\n */\n static parse(data: string | Uint8Array | ArrayBuffer, options?: LoadModelOptions, basePath?: string): Model3DData;\n private static unpackGlb;\n /**\n * Reads an accessor as floats: honours interleaved views (byteStride) and\n * normalized integer components. Integer data that is not normalized\n * (joint indices) keeps its values.\n */\n private static readFloats;\n private static readIndices;\n /** An image's encoded bytes, from the binary chunk, a data URI or a file next to the model. */\n private static imageBytes;\n private static warn;\n /** The UV set of a texture reference (KHR_texture_transform may override it). */\n private static texCoordOf;\n /** The UV set and transform of the material's base color map (else its first map). */\n private static uvPlan;\n /**\n * A texture's decodable image: EXT_texture_webp's source when present.\n * KTX2 / Basis (KHR_texture_basisu) and other formats the renderer\n * cannot decode are skipped with a warning.\n */\n private static textureImage;\n private static buildMaterial;\n private static buildNodes;\n private static buildAnimations;\n private static buildModel;\n /**\n * Loads a glTF / GLB file synchronously or asynchronously from a path or URL.\n */\n static load(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n}\ndeclare function parseGLTF(data: string | Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\ndeclare function loadGLTF(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\ndeclare function parseGLB(data: Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\ndeclare function loadGLB(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n//#endregion\n//#region src/loaders/vox-loader.d.ts\ndeclare class VoxLoader {\n /**\n * Checks if buffer is MagicaVoxel VOX format.\n */\n static isVox(buffer: Uint8Array | ArrayBuffer): boolean;\n /**\n * Parses MagicaVoxel VOX buffer into Model3DData.\n */\n static parse(data: Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\n private static buildModel;\n /**\n * Loads a MagicaVoxel VOX file from a buffer, path, or URL.\n */\n static load(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n}\ndeclare function parseVOX(data: Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\ndeclare function loadVOX(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n//#endregion\n//#region src/loaders/3ds-loader.d.ts\ndeclare class ThreeDSLoader {\n /**\n * Checks if buffer is 3DS binary format.\n */\n static is3DS(buffer: Uint8Array | ArrayBuffer): boolean;\n /**\n * Parses 3DS binary buffer into Model3DData.\n */\n static parse(data: Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\n private static readChunk;\n private static readTriMesh;\n private static readMaterial;\n private static buildModel;\n /**\n * Loads a 3DS file from a buffer, path, or URL.\n */\n static load(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n}\ndeclare function parse3DS(data: Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\ndeclare function load3DS(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n//#endregion\n//#region src/loaders/off-loader.d.ts\ndeclare class OffLoader {\n /**\n * Parses OFF text into Model3DData.\n */\n static parse(data: string | Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\n /**\n * Loads an OFF file from a string, buffer, or path.\n */\n static load(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n}\ndeclare function parseOFF(data: string | Uint8Array | ArrayBuffer, options?: LoadModelOptions): Model3DData;\ndeclare function loadOFF(srcOrData: string | ArrayBuffer | Uint8Array, options?: LoadModelOptions): Model3DData;\n//#endregion\n//#region src/loaders/pose.d.ts\n/** Joints per skin the mesh shader holds (mesh3d.wgsl jointMatrices). */\ndeclare const MAX_JOINTS = 128;\ntype Quat = [number, number, number, number];\n/** Column-major translate · rotate(quaternion) · scale. */\ndeclare function trsMatrix(t: Vec3, q: Quat, s: Vec3): Mat4;\ndeclare function slerp(a: Quat, b: Quat, t: number): Quat;\n/**\n * Model-space matrix of every node, posed by `clip` at `time` seconds (the\n * rest pose without a clip). Parents may follow their children in the list.\n */\ndeclare function poseNodes(model: Model3DData, clip: AnimationClip3D | undefined, time: number): Mat4[];\n/** The joint matrices of one skin for a posed scene graph, padded with identity to MAX_JOINTS. */\ndeclare function jointMatrices(model: Model3DData, skinIndex: number, world: Mat4[]): Float32Array;\n//#endregion\n//#region src/lut-store.d.ts\ninterface GPUModelLut {\n texture: GPUTexture;\n type: \"1D\" | \"3D\";\n size: number;\n vertexBuffer: GPUBuffer;\n vertexCount: number;\n}\ninterface RawLutData {\n points: Array<[number, number, number]>;\n size: number;\n type: \"1D\" | \"3D\";\n}\ndeclare class LutStore {\n private deviceCaches;\n private devicePromises;\n private rawDataCache;\n private rawDataPromises;\n private listeners;\n onChange(listener: (key: string) => void): () => void;\n private emit;\n getAnyMatching(prefix: string, device: GPUDevice): GPUModelLut | undefined;\n private getOrCreateRawDataPromise;\n rejectRawDataPromise(key: string, error: any): void;\n private getCache;\n private getPromises;\n get(key: string, device: GPUDevice): GPUModelLut | undefined;\n set(key: string, device: GPUDevice, lut: GPUModelLut): void;\n /** Get cached raw (device-independent) data for a key. */\n getRawData(key: string): RawLutData | undefined;\n /** Get any available raw LUT data from cache. */\n getAnyRawData(): RawLutData | undefined;\n createOrUpdate(key: string, device: GPUDevice, points: Array<[number, number, number]>, size: number, type: \"1D\" | \"3D\"): GPUModelLut;\n getOrLoad(src: string, device: GPUDevice, signal?: AbortSignal): Promise<GPUModelLut>;\n evict(key: string, device: GPUDevice): void;\n hasPending(device: GPUDevice): boolean;\n awaitAllPending(device: GPUDevice): Promise<void>;\n destroy(): void;\n}\ndeclare const lutStore: LutStore;\n//#endregion\n//#region src/surface-provider.d.ts\ninterface SurfaceProvider {\n readonly width: number;\n readonly height: number;\n readonly colorFormat: GPUTextureFormat;\n /** Current frame's render target view */\n getCurrentTextureView(): GPUTextureView;\n /** Current frame's render target texture */\n getCurrentTexture(): GPUTexture;\n /** Present / flush the frame (browser: swap chain; node: no-op) */\n present(): void;\n /** Read RGBA pixels back to CPU (node: staging buffer; browser: copyToBuffer) */\n readPixels(): Promise<Uint8ClampedArray>;\n destroy(): void;\n}\ndeclare class BrowserSurfaceProvider implements SurfaceProvider {\n readonly colorFormat: GPUTextureFormat;\n private context;\n private device;\n private canvas;\n private renderTarget;\n private stagingBuffer;\n private stagingBufferSize;\n constructor(device: GPUDevice, canvas: HTMLCanvasElement);\n private checkRenderTarget;\n get width(): number;\n get height(): number;\n getCurrentTextureView(): GPUTextureView;\n getCurrentTexture(): GPUTexture;\n present(): void;\n readPixels(): Promise<Uint8ClampedArray>;\n destroy(): void;\n}\ndeclare class NodeSurfaceProvider implements SurfaceProvider {\n readonly width: number;\n readonly height: number;\n readonly colorFormat: GPUTextureFormat;\n private device;\n private renderTarget;\n private stagingBuffer;\n private bytesPerRow;\n private unpaddedBytesPerRow;\n constructor(device: GPUDevice, width: number, height: number);\n getCurrentTextureView(): GPUTextureView;\n getCurrentTexture(): GPUTexture;\n present(): void;\n readPixels(): Promise<Uint8ClampedArray>;\n destroy(): void;\n}\n//#endregion\n//#region src/render-context.d.ts\ninterface RenderContextValue {\n device: GPUDevice;\n renderer: Renderer2D;\n surface: SurfaceProvider;\n}\n//#endregion\n//#region src/nodes/types.d.ts\ninterface VideoNodeProps {\n nodeId?: string;\n frameKey: string;\n sourceUrl: string;\n timestampSec: number;\n dstRect: Rect;\n opacity?: number;\n matrix?: DOMMatrix;\n isHeadless?: boolean;\n forceWait?: boolean;\n isPlaying?: boolean;\n}\ninterface ImageNodeProps {\n src: string;\n dstRect: Rect;\n opacity?: number;\n matrix?: DOMMatrix;\n isHeadless?: boolean;\n}\ninterface GifNodeProps {\n src: string;\n frame: number;\n fps: number;\n dstRect: Rect;\n fit?: \"contain\" | \"cover\" | \"fill\";\n opacity?: number;\n matrix?: DOMMatrix;\n isHeadless?: boolean;\n}\ninterface LottieNodeProps {\n src: string;\n frame: number;\n fps: number;\n dstRect: Rect;\n fit?: \"contain\" | \"cover\" | \"fill\";\n opacity?: number;\n matrix?: DOMMatrix;\n isHeadless?: boolean;\n animationId?: string;\n stateMachineId?: string;\n theme?: string;\n dpr?: number;\n}\ninterface SVGNodeProps {\n src: string;\n dstRect: Rect;\n fit?: \"contain\" | \"cover\" | \"fill\";\n opacity?: number;\n matrix?: DOMMatrix;\n isHeadless?: boolean;\n}\ninterface HTMLNodeProps {\n nodeId?: string;\n htmlContent: string;\n dstRect: Rect;\n width: number;\n height: number;\n timeSec: number;\n opacity?: number;\n matrix?: DOMMatrix;\n isHeadless?: boolean;\n}\ntype TextAlign = \"left\" | \"center\" | \"right\";\ntype StrokeAlign = \"inside\" | \"center\" | \"outside\";\ninterface TextAnimatorTransform {\n x?: number;\n y?: number;\n scale?: number;\n scaleX?: number;\n scaleY?: number;\n rotation?: number;\n rotationX?: number;\n rotationY?: number;\n opacity?: number;\n blur?: number;\n color?: string;\n}\ninterface TextAnimator {\n id?: string;\n unit?: \"character\" | \"word\" | \"line\";\n rangeStart?: number;\n rangeEnd?: number;\n offset?: number;\n easing?: string;\n transform?: TextAnimatorTransform;\n}\ninterface ParagraphNodeProps {\n text: string;\n dstRect: Rect;\n width?: number;\n height?: number;\n /** Where the text block sits in a `height` taller than it. Default \"top\". */\n verticalAlign?: \"top\" | \"middle\" | \"bottom\";\n fontFamily?: string;\n fontSize?: number;\n color?: string;\n opacity?: number;\n matrix?: DOMMatrix;\n lineHeight?: number;\n /** \"start\"/\"end\" follow the paragraph direction (left/right for LTR text) */\n align?: TextAlign | \"start\" | \"end\";\n /**\n * Base direction of each paragraph. \"auto\" (default) takes it from the\n * first strong character, so Arabic or Hebrew text reads right to left.\n */\n direction?: \"ltr\" | \"rtl\" | \"auto\";\n fontWeight?: number | string;\n fontStyle?: \"normal\" | \"italic\";\n letterSpacing?: number;\n textBackgroundColor?: string;\n strokeRadius?: number;\n borderRadius?: number;\n padding?: number;\n shadows?: Array<{\n color: string;\n blurRadius?: number;\n offset?: {\n x: number;\n y: number;\n };\n }>;\n stroke?: string;\n strokeWidth?: number;\n strokeAlign?: StrokeAlign;\n textAlignVertical?: \"top\" | \"middle\" | \"bottom\";\n isHeadless?: boolean;\n highlightWordIndex?: number;\n highlightColor?: string;\n animation?: {\n in?: string;\n out?: string;\n entranceMs?: number;\n exitMs?: number;\n kinetic?: \"none\" | \"stack\" | \"wave\" | \"wiggle\" | \"shuffle\";\n applyBy?: \"char\" | \"word\" | \"line\";\n smoothing?: boolean;\n activeColor?: string;\n };\n pathOptions?: TextPathOptions;\n typewriter?: TypewriterAnimator;\n marquee?: KineticMarqueeConfig;\n textProgress?: number;\n animators?: (TextAnimator | AETextAnimator | AdvancedTextAnimator)[];\n signals?: Record<string, unknown>;\n firstMargin?: number;\n lastMargin?: number;\n baselineShift?: number;\n frame?: number;\n fps?: number;\n durationMs?: number;\n elapsedMs?: number;\n isCaption?: boolean;\n /** Rich-text runs, each with its own font, size or color */\n spans?: TextSpan[];\n /** Variable-font axis values, e.g. `{ wght: 650 }` */\n variableAxes?: Record<string, number>;\n isVideoMode?: boolean;\n renderId?: string;\n}\ninterface CaptionNodeProps extends Omit<ParagraphNodeProps, \"text\"> {\n text?: string;\n src: string;\n frame: number;\n fps: number;\n maxWidth?: number;\n padding?: number;\n}\ninterface BlurNodeProps {\n strength: number;\n}\ninterface SignalNodeProps {\n nodeId?: string;\n func: string;\n amplitude: number;\n frequency: number;\n phase: number;\n offset: number;\n signalConfig?: SignalData;\n frame: number;\n fps: number;\n elapsedMs?: number;\n durationMs?: number;\n width: number;\n height: number;\n drawChild?: unknown;\n playbackRateOverride?: number;\n opacity?: number;\n renderId?: string;\n}\ninterface AudioSignalExtractorNodeProps {\n nodeId?: string;\n sourceUrl?: string;\n extractionMode?: \"rms_envelope\" | \"transient_beat\" | \"sub_bass\" | \"bass\" | \"mid\" | \"high\" | \"spectral_flux\";\n attackMs?: number;\n releaseMs?: number;\n sensitivity?: number;\n noiseFloorDb?: number;\n dynamicRangeDb?: number;\n smoothing?: number;\n curve?: \"linear\" | \"exponential\" | \"logarithmic\" | \"square\" | \"smoothstep\";\n beatThreshold?: number;\n beatDecayMs?: number;\n previewMode?: \"waveform\" | \"envelope\" | \"beat_markers\" | \"spectrum\";\n frame: number;\n fps: number;\n elapsedMs?: number;\n durationMs?: number;\n width: number;\n height: number;\n opacity?: number;\n renderId?: string;\n signalConfig?: unknown;\n}\n//#endregion\n//#region src/nodes/audio-signal-extractor.d.ts\ndeclare const STATIC_AUDIO_SIGNAL_PREVIEW_SHADER = \"\\nstruct AudioSignalUniforms {\\n\\tsensitivity : f32,\\n\\ttime : f32,\\n\\twidth : f32,\\n\\theight : f32,\\n\\tpreviewMode : f32, // 0=envelope, 1=beat_markers, 2=waveform\\n\\thasBeatSignal : f32,\\n\\tcalcMin : f32,\\n\\tcalcMax : f32,\\n};\\n\\n@group(0) @binding(0) var<uniform> u : AudioSignalUniforms;\\n@group(1) @binding(0) var signalTex : texture_2d<f32>;\\n@group(1) @binding(1) var sigSamp : sampler;\\n\\nstruct VSOut {\\n\\t@builtin(position) pos : vec4<f32>,\\n\\t@location(0) uv : vec2<f32>,\\n};\\n\\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\\n\\tvar pos = array<vec2<f32>, 4>(\\n\\t\\tvec2<f32>(-1.0, 1.0),\\n\\t\\tvec2<f32>(1.0, 1.0),\\n\\t\\tvec2<f32>(-1.0, -1.0),\\n\\t\\tvec2<f32>(1.0, -1.0)\\n\\t);\\n\\tvar uv = array<vec2<f32>, 4>(\\n\\t\\tvec2<f32>(0.0, 0.0),\\n\\t\\tvec2<f32>(1.0, 0.0),\\n\\t\\tvec2<f32>(0.0, 1.0),\\n\\t\\tvec2<f32>(1.0, 1.0)\\n\\t);\\n\\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\\n}\\n\\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\\n\\tlet dummy_use = u.width + u.height + u.previewMode;\\n\\tlet col_offset = vec3<f32>(dummy_use * 1e-10);\\n\\n\\t// Dark sleek studio background\\n\\tvar col = vec3<f32>(0.07, 0.07, 0.08) + col_offset;\\n\\n\\tlet y_zero = 0.85;\\n\\n\\t// Grid Lines\\n\\tlet grid_scroll = u.time * 0.05;\\n\\tlet uv10 = vec2<f32>(in.uv.x - grid_scroll, in.uv.y) * 10.0;\\n\\tlet fw10 = fwidth(uv10);\\n\\tlet fine = 1.0 - clamp(min(abs(fract(uv10.x - 0.5) - 0.5) / fw10.x, abs(fract(uv10.y - 0.5) - 0.5) / fw10.y), 0.0, 1.0);\\n\\tcol = mix(col, vec3<f32>(0.12, 0.12, 0.14), fine * 0.35);\\n\\n\\t// Baseline Axis\\n\\tlet axis_d = abs(in.uv.y - y_zero);\\n\\tlet axis_fw = fwidth(in.uv.y);\\n\\tlet axis_px = 1.0 - smoothstep(0.0, axis_fw * 1.5, axis_d);\\n\\tcol = mix(col, vec3<f32>(0.22, 0.22, 0.26), axis_px * 0.6);\\n\\n\\t// Sample 4-channel audio signal texture\\n\\tlet sigSample = textureSampleLevel(signalTex, sigSamp, vec2<f32>(in.uv.x, 0.5), 0.0);\\n\\tlet primVal = sigSample.r;\\n\\tlet beatVal = sigSample.g;\\n\\tlet bassVal = sigSample.b;\\n\\tlet nrgVal = sigSample.a;\\n\\n\\tlet range = max(1e-4, u.calcMax - u.calcMin);\\n\\n\\t// Normalize primary curve using calculation min and max\\n\\tlet norm_prim = clamp((primVal - u.calcMin) / range, 0.0, 1.0);\\n\\tlet y_prim = 0.85 - norm_prim * 0.70;\\n\\n\\t// Normalize secondary energy background fill\\n\\tlet norm_nrg = clamp((nrgVal - u.calcMin) / range, 0.0, 1.0);\\n\\tlet y_nrg = 0.85 - norm_nrg * 0.70;\\n\\n\\t// 1. Soft RMS background fill under energy curve\\n\\tlet fill_lo = min(y_nrg, y_zero);\\n\\tlet fill_hi = max(y_nrg, y_zero);\\n\\tlet in_fill = step(fill_lo, in.uv.y) * step(in.uv.y, fill_hi);\\n\\tcol = mix(col, vec3<f32>(0.0, 0.45, 0.7), in_fill * 0.08);\\n\\n\\t// 2. Beat transient markers / glow bars\\n\\tif (u.hasBeatSignal > 0.5 && beatVal > 0.1) {\\n\\t\\tlet beat_height = 0.85 - (beatVal * 0.70);\\n\\t\\tif (in.uv.y >= beat_height && in.uv.y <= y_zero) {\\n\\t\\t\\tlet beat_glow = exp(-4.0 * abs(in.uv.y - beat_height));\\n\\t\\t\\tcol = mix(col, vec3<f32>(1.0, 0.55, 0.1), beatVal * 0.15 * beat_glow);\\n\\t\\t}\\n\\t}\\n\\n\\t// 3. Crisp Primary Curve Line\\n\\tlet dist_prim = abs(in.uv.y - y_prim);\\n\\tlet core_fw = fwidth(in.uv.y);\\n\\tlet core = 1.0 - smoothstep(0.5 * core_fw, 2.2 * core_fw, dist_prim);\\n\\tlet curve_color = select(vec3<f32>(0.0, 0.75, 1.0), vec3<f32>(0.2, 0.85, 0.5), primVal == bassVal);\\n\\tcol = mix(col, curve_color, core * 0.95);\\n\\n\\t// 4. Playhead cursor line at center (uv.x = 0.5)\\n\\tlet playhead_d = abs(in.uv.x - 0.5);\\n\\tlet playhead_fw = fwidth(in.uv.x);\\n\\tlet glow = exp(-28.0 * playhead_d);\\n\\tcol = mix(col, vec3<f32>(1.0, 0.3, 0.2), glow * 0.2);\\n\\tlet playhead_line = 1.0 - smoothstep(0.0, playhead_fw * 1.5, playhead_d);\\n\\tcol = mix(col, vec3<f32>(1.0, 0.35, 0.25), playhead_line * 0.9);\\n\\n\\treturn vec4<f32>(clamp(col, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);\\n}\\n\";\ndeclare function drawAudioSignalExtractorNode(ctx: RenderContextValue, encoder: GPUCommandEncoder, pass: GPURenderPassEncoder, props: AudioSignalExtractorNodeProps): Promise<void>;\n//#endregion\n//#region src/nodes/caption.d.ts\ninterface Caption {\n text: string;\n startMs: number;\n endMs: number;\n timestampMs: number | null;\n confidence: number | null;\n words?: Array<{\n word?: string;\n text?: string;\n startMs: number;\n endMs: number;\n }>;\n}\ndeclare function parseSrt(input: string): {\n captions: Caption[];\n};\ndeclare function getActiveCaptionCue(captions: Caption[], currentMs: number, isVideoMode?: boolean): Caption | null;\ndeclare function measureMaxCaptionHeight(captions: Caption[], style: {\n fontFamily?: string;\n fontSize?: number;\n fontWeight?: string | number;\n letterSpacing?: number;\n lineHeight?: number;\n padding?: number;\n background?: string;\n}, maxWidth?: number): number;\ndeclare class SrtLoaderCache {\n private cache;\n private resolvedCache;\n getCached(src: string): Caption[] | undefined;\n setCached(src: string, captions: Caption[]): void;\n clear(): void;\n load(src: string): Promise<Caption[]>;\n}\ndeclare const srtLoader: SrtLoaderCache;\ndeclare function drawCaptionNode(ctx: RenderContextValue, pass: GPURenderPassEncoder, props: CaptionNodeProps): Promise<void>;\n//#endregion\n//#region src/nodes/gif.d.ts\ninterface GifFrameData {\n buffer: Uint8Array;\n delayMs: number;\n startMs: number;\n endMs: number;\n}\ninterface GifTable {\n width: number;\n height: number;\n frames: GifFrameData[];\n totalMs: number;\n}\ndeclare class GifLoader {\n private cache;\n load(src: string): Promise<GifTable>;\n}\ndeclare const gifLoader: GifLoader;\ndeclare function drawGifNode(ctx: RenderContextValue, pass: GPURenderPassEncoder, props: GifNodeProps): Promise<void>;\n//#endregion\n//#region src/nodes/image.d.ts\ninterface LoadedImageData {\n width: number;\n height: number;\n bitmap?: ImageBitmap;\n buffer?: Uint8Array;\n}\ndeclare class ImageLoader {\n private pending;\n load(src: string, isHeadless: boolean): Promise<LoadedImageData>;\n}\ndeclare const imageLoader: ImageLoader;\ndeclare function drawImageNode(ctx: RenderContextValue, pass: GPURenderPassEncoder, props: ImageNodeProps): Promise<void>;\n//#endregion\n//#region src/nodes/lottie.d.ts\ndeclare class LottieInstance {\n private dotLottie;\n private canvas;\n private loadPromise;\n private _width;\n private _height;\n private uploadBuffer;\n constructor(src: string, width: number, height: number, data?: string | ArrayBuffer);\n get width(): number;\n get height(): number;\n get totalFrames(): number;\n get fps(): number;\n ready(): Promise<void>;\n renderPixels(frame: number, fit?: \"contain\" | \"cover\" | \"fill\"): Uint8Array | null;\n renderFrame(frame: number, fit?: \"contain\" | \"cover\" | \"fill\"): OffscreenCanvas;\n destroy(): void;\n}\ndeclare class LottieLoader {\n private cache;\n load(src: string, width: number, height: number): Promise<LottieInstance>;\n}\ndeclare const lottieLoader: LottieLoader;\ndeclare function drawLottieNode(ctx: RenderContextValue, pass: GPURenderPassEncoder, props: LottieNodeProps): Promise<void>;\n//#endregion\n//#region src/nodes/media-decoder.d.ts\n/**\n * Base class for media decoders (Video/Audio) that manages shared Input resources\n * and provides robust, cached iterator access with seek-ahead invalidation.\n */\ndeclare abstract class BaseMediaDecoder<T> {\n protected url: string;\n protected isHeadless: boolean;\n protected input: Input | null;\n protected initPromise: Promise<void> | null;\n protected iterator: AsyncGenerator<T, void, unknown> | null;\n protected iteratorStartTimestamp: number;\n protected currentFetchId: number;\n protected fetchLock: Promise<void>;\n protected destroyed: boolean;\n constructor(url: string, isHeadless: boolean);\n init(): Promise<void>;\n destroy(): void;\n protected abstract onDestroy(): void;\n protected abstract startIterator(timestampSec: number, fetchId: number): Promise<void>;\n}\ninterface VideoFrameData {\n width: number;\n height: number;\n canvas?: HTMLCanvasElement | OffscreenCanvas;\n buffer?: Uint8Array;\n}\ndeclare class VideoDecoder extends BaseMediaDecoder<WrappedCanvas | VideoSample> {\n private canvasSink;\n private videoSampleSink;\n private currentFrame;\n private nextFrame;\n private currentSample;\n private nextSample;\n private headlessQueue;\n private isDecoding;\n /**\n * Reused RGBA staging array for headless decode. Only one decode is in\n * flight per decoder (`isDecoding` serializes them) and callers consume the\n * pixels synchronously (uploadFrameToTexture → writeTexture copies before\n * the next decode can run), so the array is never read after it is\n * overwritten. Avoids a full-frame allocation on every decoded frame.\n */\n private decodeBuffer;\n private nextRequest;\n private pushHeadlessQueue;\n private fillHeadlessQueue;\n private closeIterator;\n resetSinks(): void;\n protected onDestroy(): void;\n protected startIterator(timestampSec: number, fetchId: number): Promise<void>;\n protected startIteratorHeadless(timestampSec: number, fetchId: number): Promise<void>;\n getFrame(timestampSec: number): Promise<VideoFrameData | null>;\n private executeDecode;\n private performDecodeHeadless;\n private performDecodeInternal;\n private performDecode;\n}\ndeclare class AudioDecoder extends BaseMediaDecoder<WrappedAudioBuffer> {\n private audioSink;\n protected onDestroy(): void;\n protected startIterator(timestampSec: number, _fetchId: number): Promise<void>;\n getBuffers(timestampSec: number): AsyncGenerator<WrappedAudioBuffer, void, unknown>;\n}\ndeclare class MediaDecoderCache {\n private videoDecoders;\n private audioDecoders;\n private lastAccessed;\n /** Rendered frames so far (see `tick`), and the frame each decoder was last used on. */\n private ticks;\n private lastTick;\n private touchKey;\n private dropKey;\n /**\n * Called once per rendered frame by headless renders. A decoder holds a\n * full-frame RGBA buffer and native decoder state, so one that no layer has\n * drawn for `idleFrames` frames (its clip ended, or a still render used a\n * one-off id) is released instead of waiting for the wall-clock prune.\n */\n tick(idleFrames?: number): void;\n destroy(): void;\n /** Decoders currently open (for tests and diagnostics). */\n get size(): number;\n private prune;\n getVideo(url: string, isHeadless: boolean, nodeId?: string): VideoDecoder;\n getAudio(url: string, nodeId?: string): AudioDecoder;\n clearNode(nodeId: string): void;\n}\ndeclare const mediaDecoderCache: MediaDecoderCache;\n//#endregion\n//#region src/nodes/media-size.d.ts\ninterface MediaSize {\n width: number;\n height: number;\n}\n/**\n * Display size of a video source, read from its container (no decode) and\n * memoized per URL. For nodes that need the source's real aspect when the\n * document never stated it (a layer built from a bare path); null when the\n * source has no video track or cannot be opened.\n */\ndeclare function probeVideoSize(url: string): Promise<MediaSize | null>;\n//#endregion\n//#region src/nodes/paragraph.d.ts\ndeclare function evaluateEasing(ease: string | undefined, t: number): number;\ndeclare function computeAnimatorProgress(animator: TextAnimator, unitIdx: number, totalUnits: number): number;\ninterface GlyphTransforms {\n transX: number;\n transY: number;\n transZ?: number;\n rot: number;\n scale: number;\n scaleX: number;\n scaleY: number;\n opacity: number;\n blurAmount: number;\n color?: Color;\n chromaticShift?: number;\n dissolveProgress?: number;\n vfxParam?: number;\n skewM01?: number;\n skewM10?: number;\n anchorConfig?: TextAnchorConfig;\n fillOpacity?: number;\n strokeWidth?: number;\n strokeColor?: string;\n longShadow?: LongShadowConfig;\n lineSpacing?: number;\n lineAnchor?: number;\n}\ndeclare function evaluateAEAnimatorWeight(aeAnim: AETextAnimator | AdvancedTextAnimator, glyph: {\n charIndex?: number;\n wordIndex?: number;\n lineIndex?: number;\n}, counts: {\n charsCount?: number;\n wordsCount?: number;\n linesCount?: number;\n}, signals: Record<string, unknown> | undefined, frame: number, fps: number): number;\ndeclare function applyGlyphAnimators(animators: (TextAnimator | AETextAnimator | AdvancedTextAnimator)[] | undefined, glyph: {\n charIndex?: number;\n wordIndex?: number;\n lineIndex?: number;\n unitIndex?: number;\n x?: number;\n y?: number;\n}, counts: {\n charsCount?: number;\n wordsCount?: number;\n linesCount?: number;\n layoutCenter?: {\n x: number;\n y: number;\n };\n}, base: GlyphTransforms, isEmoji?: boolean, frame?: number, fps?: number, signals?: Record<string, unknown>): GlyphTransforms;\ndeclare function drawParagraphNode(ctx: RenderContextValue, pass: GPURenderPassEncoder, props: ParagraphNodeProps): void;\n//#endregion\n//#region src/nodes/signal.d.ts\ndeclare const STATIC_SIGNAL_PREVIEW_SHADER = \"\\nstruct SignalUniforms {\\n\\tamplitude : f32,\\n\\toffset : f32,\\n\\tpreviewMode : f32,\\n\\ttime : f32,\\n\\twidth : f32,\\n\\theight : f32,\\n\\tamplitudeMin : f32,\\n\\tamplitudeMax : f32,\\n\\tduration : f32,\\n\\tpad0 : f32,\\n\\tpad1 : f32,\\n\\tpad2 : f32,\\n};\\n\\n@group(0) @binding(0) var<uniform> u : SignalUniforms;\\n@group(1) @binding(0) var signalTex : texture_2d<f32>;\\n\\nstruct VSOut {\\n\\t@builtin(position) pos : vec4<f32>,\\n\\t@location(0) uv : vec2<f32>,\\n};\\n\\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\\n\\tvar pos = array<vec2<f32>, 4>(\\n\\t\\tvec2<f32>(-1.0, 1.0),\\n\\t\\tvec2<f32>(1.0, 1.0),\\n\\t\\tvec2<f32>(-1.0, -1.0),\\n\\t\\tvec2<f32>(1.0, -1.0)\\n\\t);\\n\\tvar uv = array<vec2<f32>, 4>(\\n\\t\\tvec2<f32>(0.0, 0.0),\\n\\t\\tvec2<f32>(1.0, 0.0),\\n\\t\\tvec2<f32>(0.0, 1.0),\\n\\t\\tvec2<f32>(1.0, 1.0)\\n\\t);\\n\\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\\n}\\n\\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\\n\\t// Prevent compiler optimization/stripping of uniforms by reading all variables\\n\\tlet dummy_use = u.previewMode + u.width + u.height + u.duration;\\n\\tlet col_offset = vec3<f32>(dummy_use * 1e-10);\\n\\n\\t// Dark background\\n\\tvar col = vec3<f32>(0.07, 0.07, 0.08) + col_offset;\\n\\n\\tlet range = max(1e-4, u.amplitudeMax - u.amplitudeMin);\\n\\tlet zero_norm = clamp(select((0.0 - u.amplitudeMin) / range, 0.5, range <= 1e-4), 0.0, 1.0);\\n\\tlet y_zero = 0.5 - (zero_norm - 0.5) * 0.76;\\n\\n\\t// Grid Lines\\n\\tlet grid_scroll = u.time * 0.1;\\n\\tlet uv10 = vec2<f32>(in.uv.x - grid_scroll, in.uv.y) * 10.0;\\n\\tlet fw10 = fwidth(uv10);\\n\\tlet gf = abs(fract(uv10 - 0.5) - 0.5) / fw10;\\n\\tlet fine = 1.0 - clamp(min(gf.x, gf.y), 0.0, 1.0);\\n\\tcol = mix(col, vec3<f32>(0.12, 0.12, 0.14), fine * 0.4);\\n\\n\\tlet uv5 = vec2<f32>(in.uv.x - grid_scroll, in.uv.y) * 5.0;\\n\\tlet fw5 = fwidth(uv5);\\n\\tlet gc = abs(fract(uv5 - 0.5) - 0.5) / fw5;\\n\\tlet coarse = 1.0 - clamp(min(gc.x, gc.y), 0.0, 1.0);\\n\\tcol = mix(col, vec3<f32>(0.16, 0.16, 0.19), coarse * 0.5);\\n\\n\\t// Zero axis\\n\\tlet axis_d = abs(in.uv.y - y_zero);\\n\\tlet axis_fw = fwidth(in.uv.y);\\n\\tlet axis_px = 1.0 - smoothstep(0.0, axis_fw * 1.5, axis_d);\\n\\n\\t// Playhead position fixed at center 0.5 (where t == current frame time)\\n\\tlet playhead_x = 0.5;\\n\\n\\t// Dimmer zero axis in the future (x > playhead_x)\\n\\tlet axis_strength = select(0.3, 0.65, in.uv.x <= playhead_x);\\n\\tcol = mix(col, vec3<f32>(0.24, 0.24, 0.28), axis_px * axis_strength);\\n\\n\\t// Direct fetch without sampler: works unconditionally on all devices and rgba32float textures\\n\\tlet tex_dim = textureDimensions(signalTex);\\n\\tlet x_coord = clamp(u32(clamp(in.uv.x, 0.0, 1.0) * f32(tex_dim.x)), 0u, max(tex_dim.x, 1u) - 1u);\\n\\tlet raw_sample = textureLoad(signalTex, vec2<u32>(x_coord, 0u), 0);\\n\\tvar signal_val = raw_sample.r;\\n\\tif (u.previewMode == 1.0) {\\n\\t\\tsignal_val = raw_sample.g; // beat channel\\n\\t} else if (u.previewMode == 2.0) {\\n\\t\\tsignal_val = raw_sample.b; // bass channel\\n\\t} else if (u.previewMode == 3.0) {\\n\\t\\tsignal_val = raw_sample.a; // energy channel\\n\\t}\\n\\n\\t// Normalize the mapped signal value back to [0, 1] using min/max bounds\\n\\tlet norm_val = select((signal_val - u.amplitudeMin) / range, 0.5, range == 0.0);\\n\\n\\t// Scale and offset waveform plot to fit viewport\\n\\tlet y_plot = 0.5 - (norm_val - 0.5) * 0.76;\\n\\tlet dist = abs(in.uv.y - y_plot);\\n\\n\\t// Semi-transparent fill under the curve (more prominent in the past, very faint in the future)\\n\\tlet fill_lo = min(y_plot, y_zero);\\n\\tlet fill_hi = max(y_plot, y_zero);\\n\\tlet in_fill = step(fill_lo, in.uv.y) * step(in.uv.y, fill_hi);\\n\\tlet fill_alpha = select(0.04, 0.12, in.uv.x <= playhead_x);\\n\\tcol = mix(col, vec3<f32>(0.0, 0.72, 1.0), in_fill * fill_alpha);\\n\\n\\t// Crisp Curve Line\\n\\tlet core_fw = fwidth(in.uv.y);\\n\\tlet core = 1.0 - smoothstep(0.5 * core_fw, 2.0 * core_fw, dist);\\n\\tlet curve_color = mix(vec3<f32>(0.3, 0.5, 0.6), vec3<f32>(0.0, 0.72, 1.0), select(0.5, 1.0, in.uv.x <= playhead_x));\\n\\tcol = mix(col, curve_color, core * 0.95);\\n\\n\\t// Playhead line at playhead_x\\n\\tlet playhead_d = abs(in.uv.x - playhead_x);\\n\\tlet playhead_fw = fwidth(in.uv.x);\\n\\t\\n\\t// Soft glow around playhead\\n\\tlet glow = exp(-30.0 * playhead_d);\\n\\tcol = mix(col, vec3<f32>(1.0, 0.3, 0.2), glow * 0.2);\\n\\t\\n\\t// Sharp playhead line\\n\\tlet playhead_line = 1.0 - smoothstep(0.0, playhead_fw * 1.5, playhead_d);\\n\\tcol = mix(col, vec3<f32>(1.0, 0.35, 0.25), playhead_line * 0.95);\\n\\n\\treturn vec4<f32>(clamp(col, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);\\n}\\n\";\ndeclare function drawSignalNode(ctx: RenderContextValue, encoder: GPUCommandEncoder, pass: GPURenderPassEncoder, props: SignalNodeProps): Promise<void>;\n//#endregion\n//#region src/nodes/svg.d.ts\ninterface SvgData {\n width: number;\n height: number;\n bitmap?: ImageBitmap;\n buffer?: Uint8Array;\n}\ndeclare class SvgLoader {\n private cache;\n load(src: string, width: number, height: number, isHeadless: boolean): Promise<SvgData>;\n}\ndeclare const svgLoader: SvgLoader;\ndeclare function drawSvgNode(ctx: RenderContextValue, pass: GPURenderPassEncoder, props: SVGNodeProps): Promise<void>;\n//#endregion\n//#region src/nodes/text-spans.d.ts\n/**\n * The spans' animated fields (text, size, fill, opacity, mark background)\n * read for one frame, so the spans can be sliced, compared and cached as\n * plain values.\n */\ndeclare function resolveTextSpans(spans: readonly TextSpan[], ctx?: FrameContext): TextSpan[];\n/** The plain text the spans spell out, in order. */\ndeclare function spansText(spans: readonly TextSpan[]): string;\n/**\n * Re-cut `text` across resolved spans by position: span i keeps the styling\n * of characters [start_i, end_i) of the spans' own text. A revealed prefix\n * (typewriter, word or line reveal) keeps each visible character in its\n * span's style and drops the spans not reached yet; a same-length rewrite\n * (scramble) restyles in place. Text past the spans' end takes the last\n * span's style.\n */\ndeclare function fitSpansToText(spans: readonly TextSpan[], text: string): TextSpan[];\n//#endregion\n//#region src/nodes/video.d.ts\ndeclare const drawVideoNode: (ctx: RenderContextValue, pass: GPURenderPassEncoder, props: VideoNodeProps) => Promise<void>;\n/**\n * Call this when a video node is removed from the scene so we don't leak\n * stale entries in the fallback map.\n */\ndeclare const clearVideoNodeState: (nodeId: string, device?: GPUDevice) => void;\ndeclare const clearAllVideoCache: (device?: GPUDevice) => void;\n//#endregion\n//#region src/renderer2d/buffer-pool.d.ts\ndeclare class BufferPool {\n private buffers;\n private index;\n private size;\n private usage;\n constructor(size: number, usage: GPUBufferUsageFlags);\n getBuffer(device: GPUDevice, data: ArrayBufferView): GPUBuffer;\n reset(): void;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer2d/screen-space-relight-pipeline.d.ts\n/**\n * @file renderer2d/screen-space-relight-pipeline.ts\n * WebGPU Render Pipeline for Screen-Space Normal 3D Relighting\n * Evaluates dynamic scene lights (Ambient, Directional, Point, Spot) against 2D albedo\n * and surface normal maps in real-time.\n */\ninterface ScreenSpaceRelightExecuteOpts {\n viewportWidth: number;\n viewportHeight: number;\n layerX?: number;\n layerY?: number;\n roughness?: number;\n specularStrength?: number;\n metallic?: number;\n ambientIntensity?: number;\n depthScale?: number;\n opacity?: number;\n}\ndeclare class ScreenSpaceRelightPipeline {\n private device;\n format: GPUTextureFormat;\n materialLayout: GPUBindGroupLayout;\n lightsLayout: GPUBindGroupLayout;\n texturesLayout: GPUBindGroupLayout;\n pipeline: GPURenderPipeline;\n private materialPool;\n private linearSampler;\n private defaultFlatNormalTex?;\n constructor(device: GPUDevice, format?: GPUTextureFormat);\n getOrCreateDefaultFlatNormalTexture(): GPUTexture;\n resetPools(): void;\n execute(encoder: GPUCommandEncoder, targetView: GPUTextureView, albedoTexture: GPUTexture, normalTexture: GPUTexture | undefined, lightsBuffer: GPUBuffer, options: ScreenSpaceRelightExecuteOpts, loadOp?: GPULoadOp): void;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer2d/text-atlas.d.ts\ninterface AtlasRegion {\n src: Rect;\n}\ndeclare class TextAtlas {\n private device;\n private texture;\n private cache;\n private currentX;\n private currentY;\n private rowHeight;\n private atlasSize;\n constructor(device: GPUDevice);\n get size(): number;\n get(key: string): AtlasRegion | undefined;\n getTexture(): GPUTexture;\n upload(key: string, canvas: OffscreenCanvas): AtlasRegion;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer3d/audio-mesh-deform-pipeline.d.ts\ninterface DeformDispatchOptions {\n config: MeshAudioDeformConfig;\n audioLatentBuffer: GPUBuffer;\n vertexCount: number;\n timeMs?: number;\n sampleRate?: number;\n}\ndeclare class AudioMeshDeformPipeline {\n private device;\n pipeline: GPUComputePipeline;\n bindGroupLayout: GPUBindGroupLayout;\n private uniformPool;\n private deformedBuffers;\n private uniformData;\n private uniformUint32;\n private uniformFloat32;\n constructor(device: GPUDevice);\n getOrCreateDeformedBuffer(srcBuffer: GPUBuffer, byteLength: number): GPUBuffer;\n execute(encoder: GPUCommandEncoder, srcVertexBuffer: GPUBuffer, options: DeformDispatchOptions): GPUBuffer;\n resetPools(): void;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer3d/bloom-pipeline.d.ts\n/**\n * Bloom: light that spills past bright pixels, the way a lens and film do.\n *\n * A mip chain at half, quarter, … resolution: a soft-knee threshold picks the\n * bright parts (emissive surfaces, hot speculars), 13-tap downsamples spread\n * them, tent-filtered upsamples add every level back up (wide and tight glow\n * together), and the result is added over the source. Works on premultiplied\n * color: glow over a transparent pixel raises its alpha, so a bloomed 3D\n * layer still glows when composited over the 2D layers below.\n */\ninterface BloomOptions {\n /** Glow strength. Default 0.2. */\n intensity?: number;\n /**\n * Brightness where glow starts. With an HDR source (3D scenes) it is scene\n * radiance, default 2.5 = only light well past white (emissive ≳ 3,\n * hot speculars). Without one it is display brightness, default 0.85.\n */\n threshold?: number;\n /** Soft transition below the threshold, 0..1. Default 0.4. */\n knee?: number;\n /** Glow spread: mip levels used, 1..8. Default 6. */\n radius?: number;\n /** Tints the glow (CSS-free rgb 0..1). Default white. */\n tint?: [number, number, number];\n}\ndeclare class BloomPipeline {\n private device;\n private layout;\n private prefilterPipe;\n private downPipe;\n private upPipe;\n private compositePipes;\n private module;\n private pipelineLayout;\n private sampler;\n private mips;\n private mipKey;\n private placeholder;\n private uniformPool;\n constructor(device: GPUDevice);\n private compositePipe;\n private ensureMips;\n private uniforms;\n private pass;\n /**\n * Writes `source` (premultiplied, display-encoded) plus its bloom into\n * `dest` (same size). `hdrSource`, when given, is linear scene radiance\n * of the same image: glow is taken from it instead of from `source`.\n */\n apply(encoder: GPUCommandEncoder, source: GPUTexture, dest: GPUTexture, options?: BloomOptions, hdrSource?: GPUTexture): void;\n /** Call once per frame before `apply`: recycles the per-pass uniforms. */\n resetPools(): void;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer3d/glass-pipeline.d.ts\n/**\n * @file renderer3d/glass-pipeline.ts\n * @module @framefields/webgpu-renderers/renderer3d/glass-pipeline\n *\n * WebGPU Pipeline for PBR Glass, Acrylic, Frosted & Metallic Refraction rendering.\n */\ninterface GlassUniformData {\n ior?: number;\n roughness?: number;\n f0?: number;\n transmission?: number;\n dispersion?: number;\n envIntensity?: number;\n fresnelPower?: number;\n viewportWidth: number;\n viewportHeight: number;\n tintColor?: [number, number, number, number];\n modelMatrix: Float32Array | number[];\n normalMatrix?: Float32Array | number[];\n colorTint?: [number, number, number, number];\n opacity?: number;\n}\ndeclare class GlassPipeline {\n private device;\n pipeline: GPURenderPipeline;\n cameraLayout: GPUBindGroupLayout;\n modelLayout: GPUBindGroupLayout;\n glassLayout: GPUBindGroupLayout;\n backdropLayout: GPUBindGroupLayout;\n private modelPool;\n private glassPool;\n private vertexBuffer;\n private indexBuffer;\n private modelData;\n private glassData;\n constructor(device: GPUDevice, format: GPUTextureFormat, depthFormat?: GPUTextureFormat, cameraLayout?: GPUBindGroupLayout);\n resetPools(): void;\n draw(pass: GPURenderPassEncoder, cameraBindGroup: GPUBindGroup, backdropTexture: GPUTexture, sampler: GPUSampler, data: GlassUniformData): void;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer3d/surface-params.d.ts\n/** Physically based surface inputs every 3D draw (quad, text, mesh) accepts. */\ninterface SurfaceParams {\n /** Microsurface roughness 0 (mirror) .. 1 (chalk). Physical scenes default to 0.5. */\n roughness?: number;\n /** 0 = dielectric (plastic, paint, wood), 1 = metal. */\n metallic?: number;\n /** Light the surface gives off (a CSS color), added on top of lighting. */\n emissive?: string | Color | [number, number, number];\n /** Emissive multiplier; values above 1 glow past white and feed bloom. Default 1. */\n emissiveIntensity?: number;\n /** Casts into a `castShadow` light's shadow map (meshes default on, quads off). */\n castShadow?: boolean;\n}\n/** Floats appended to each 3D model uniform block: pbr vec4 + emissive vec4. */\ndeclare const SURFACE_PARAMS_FLOATS = 8;\ndeclare function packSurfaceParams(data: SurfaceParams, out: Float32Array, offset: number): void;\n//#endregion\n//#region src/renderer3d/mesh3d-pipeline.d.ts\n/** A mesh material's extra maps (glTF conventions); absent maps are neutral. */\ninterface MeshMaterialMaps {\n /** Tangent-space normal map (+Y up). */\n normal?: GPUTexture;\n normalScale?: number;\n /** G = roughness, B = metallic; multiplies the roughness / metallic factors. */\n metallicRoughness?: GPUTexture;\n /** R = ambient occlusion. */\n occlusion?: GPUTexture;\n occlusionStrength?: number;\n /** Multiplies the emissive color. */\n emissive?: GPUTexture;\n}\ninterface MeshGlass {\n /** Index of refraction (1.5 glass, 1.33 water). */\n ior: number;\n /** Red/blue split of the refraction, 0–0.2 (rainbow fringes). */\n dispersion: number;\n /** How far the backdrop bends at the edges, px. */\n thickness: number;\n /** Frosted blur, 0–1. */\n frost: number;\n}\ninterface MeshUniformData extends SurfaceParams {\n modelMatrix: Float32Array | number[];\n normalMatrix?: Float32Array | number[];\n colorTint?: [number, number, number, number];\n opacity?: number;\n twoSided?: boolean;\n wireframe?: boolean;\n isSkinned?: boolean;\n skinningMatrices?: Float32Array;\n material?: \"lit\" | \"unlit\" | \"toon\";\n /** Screen-space track matte: the mesh shows where this texture's alpha does. */\n matte?: GPUTexture;\n /**\n * Glass: the surface shows `backdrop` (what is behind it on screen) bent by\n * refraction, tinted by the color, under Fresnel reflections.\n */\n glass?: MeshGlass;\n /** Screen-sized picture behind the 3D batch, read by glass. */\n backdrop?: GPUTexture;\n /** Toon shading: the shadowed side's color multiplier. */\n shadeColor?: [number, number, number];\n /** Normal / metallic-roughness / occlusion / emissive maps. */\n maps?: MeshMaterialMaps;\n /** Texels with alpha below this are discarded (glTF MASK). */\n alphaCutoff?: number;\n shininess?: number;\n roughness?: number;\n specularIntensity?: number;\n ambientIntensity?: number;\n metallic?: number;\n}\ninterface GPUMeshBuffers {\n vertexBuffer: GPUBuffer;\n indexBuffer: GPUBuffer;\n indexCount: number;\n indexFormat: GPUIndexFormat;\n /** Per-vertex RGBA (display / sRGB), 4 floats each; absent = white. */\n colorBuffer?: GPUBuffer;\n}\ndeclare class Mesh3DPipeline {\n private device;\n pipelineSingle: GPURenderPipeline;\n pipelineMrt: GPURenderPipeline;\n private bloomVariants;\n /** Depth only (skinning included): draws a caster into a shadow map. */\n pipelineShadow: GPURenderPipeline;\n cameraLayout: GPUBindGroupLayout;\n modelLayout: GPUBindGroupLayout;\n textureLayout: GPUBindGroupLayout;\n lightsLayout: GPUBindGroupLayout;\n private modelPool;\n private skinningPool;\n defaultWhiteTexture: GPUTexture;\n /** (0.5, 0.5, 1): an unperturbed tangent-space normal. */\n private flatNormalTexture;\n private defaultSkinningBuffer;\n /** White vertex colors for meshes without any, grown to the largest mesh. */\n private whiteColorBuffer;\n private whiteColorCapacity;\n /** Outgrown white buffers: earlier draws this frame may still read them. */\n private retiredColorBuffers;\n private modelData;\n constructor(device: GPUDevice, format: GPUTextureFormat, depthFormat?: GPUTextureFormat, cameraLayout?: GPUBindGroupLayout, lightsLayout?: GPUBindGroupLayout, /** Samples per pixel of the pass this draws into (MSAA). */\n sampleCount?: number);\n resetPools(): void;\n private packModel;\n draw(pass: GPURenderPassEncoder, cameraBindGroup: GPUBindGroup, lightsBindGroup: GPUBindGroup, meshBuffers: GPUMeshBuffers, texture: GPUTexture | undefined, sampler: GPUSampler, data: MeshUniformData, useMrt?: boolean, useBloom?: boolean): void;\n /** Draws the mesh into a shadow map (`lightCameraBindGroup` holds the light's view-projection). */\n drawShadow(pass: GPURenderPassEncoder, lightCameraBindGroup: GPUBindGroup, meshBuffers: GPUMeshBuffers, data: MeshUniformData): void;\n private colorsFor;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer3d/motion-blur-pipeline.d.ts\n/**\n * @file packages/webgpu-renderers/src/renderer3d/motion-blur-pipeline.ts\n * WebGPU render pipeline for camera shutter motion blur using screen-space velocity buffers.\n */\ninterface MotionBlurPassOptions {\n shutterAngle?: number;\n sampleCount?: number;\n maxVelocity?: number;\n depthThreshold?: number;\n curveType?: \"box\" | \"gaussian\" | \"triangle\";\n width: number;\n height: number;\n}\ndeclare class MotionBlurPipeline {\n private device;\n private pipeline;\n private bindGroupLayout;\n private uniformBuffer;\n private sampler;\n constructor(device: GPUDevice);\n render(commandEncoder: GPUCommandEncoder, colorView: GPUTextureView, velocityView: GPUTextureView, depthView: GPUTextureView, targetView: GPUTextureView, options: MotionBlurPassOptions): void;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer3d/primitive-geometry.d.ts\n/**\n * Procedural solids built as real meshes (one draw call each), centered on\n * the origin in the 3D world's convention: x right, y down, z away from a\n * default camera. \"Top\" is therefore -y.\n */\ninterface PrimitiveSurface {\n /** Diffuse color (hex or rgb()). Default white, so a node `color` tints it. */\n color?: string;\n material?: \"lit\" | \"unlit\" | \"toon\";\n shininess?: number;\n roughness?: number;\n metallic?: number;\n}\ninterface RoundedBoxGeometryOptions extends PrimitiveSurface {\n type: \"roundedBox\";\n width: number;\n height: number;\n depth: number;\n /** Corner and edge radius, clamped to half the smallest side. Default 0 (a sharp box). */\n radius?: number;\n /** Segments per rounded quarter (default 4). */\n segments?: number;\n /**\n * Scale of the top (-y) face against the bottom along x and z: 0.9 draws\n * a keycap-like frustum. Default 1.\n */\n taper?: number;\n}\ninterface SphereGeometryOptions extends PrimitiveSurface {\n type: \"sphere\";\n radius: number;\n /** Segments around the equator (default 32); rings are half of it. */\n segments?: number;\n}\ninterface CylinderGeometryOptions extends PrimitiveSurface {\n type: \"cylinder\";\n /** Radius of the top (-y) cap; defaults to `radius`. */\n radiusTop?: number;\n /** Radius of the bottom (+y) cap; defaults to `radius`. */\n radiusBottom?: number;\n radius?: number;\n height: number;\n /** Segments around (default 32). */\n segments?: number;\n /** Leave the caps off (a tube). */\n openEnded?: boolean;\n}\ntype PrimitiveGeometryOptions = RoundedBoxGeometryOptions | SphereGeometryOptions | CylinderGeometryOptions;\n/** Builds a procedural solid as a single-mesh Model3DData. */\ndeclare function generatePrimitiveGeometry(options: PrimitiveGeometryOptions): Model3DData;\n/**\n * Like generatePrimitiveGeometry, but identical options return the same\n * Model3DData, so a hundred equal keycaps upload one vertex buffer.\n */\ndeclare function getPrimitiveGeometry(options: PrimitiveGeometryOptions): Model3DData;\n//#endregion\n//#region src/renderer3d/quad3d-pipeline.d.ts\n/**\n * Group 3 of every lit 3D shader: the lights uniform, then the shadow map and\n * its comparison sampler (a 1×1 cleared map when no light casts shadows).\n */\ndeclare function createLightsLayout(device: GPUDevice, label?: string): GPUBindGroupLayout;\ninterface ModelUniformData extends SurfaceParams {\n modelMatrix: Float32Array | number[];\n normalMatrix?: Float32Array | number[];\n colorTint?: [number, number, number, number];\n borderColor?: [number, number, number, number];\n borderWidth?: number;\n opacity?: number;\n borderRadius?: number;\n twoSided?: boolean;\n width?: number;\n height?: number;\n /** Fraction of the texture the layer covers, [u, v] (default the whole texture) */\n textureExtent?: [number, number];\n material?: \"lit\" | \"unlit\";\n /** Screen-space track matte: the layer shows where this texture's alpha does. */\n matte?: GPUTexture;\n shininess?: number;\n roughness?: number;\n specularIntensity?: number;\n ambientIntensity?: number;\n metallic?: number;\n}\ntype MaterialUniformData = Pick<ModelUniformData, \"material\" | \"shininess\" | \"roughness\" | \"specularIntensity\" | \"ambientIntensity\" | \"metallic\" | \"emissive\" | \"emissiveIntensity\">;\n/** [shininess, specularIntensity, ambientIntensity, materialMode] as the 3D shaders' lighting reads them. */\ndeclare function packMaterialParams(data: MaterialUniformData): [number, number, number, number];\ndeclare class Quad3DPipeline {\n private device;\n pipelineSingle: GPURenderPipeline;\n pipelineMrt: GPURenderPipeline;\n private bloomVariants;\n /** Depth-only, alpha-tested: draws a caster into a shadow map. */\n pipelineShadow: GPURenderPipeline;\n cameraLayout: GPUBindGroupLayout;\n modelLayout: GPUBindGroupLayout;\n textureLayout: GPUBindGroupLayout;\n lightsLayout: GPUBindGroupLayout;\n private modelPool;\n private vertexBuffer;\n private indexBuffer;\n private modelData;\n constructor(device: GPUDevice, format: GPUTextureFormat, depthFormat?: GPUTextureFormat, /** Samples per pixel of the pass this draws into (MSAA). */\n sampleCount?: number);\n resetPools(): void;\n private packModel;\n private textureBindGroup;\n draw(pass: GPURenderPassEncoder, cameraBindGroup: GPUBindGroup, lightsBindGroup: GPUBindGroup, texture: GPUTexture, sampler: GPUSampler, data: ModelUniformData, useMrt?: boolean, useBloom?: boolean): void;\n /** Draws the quad into a shadow map (`lightCameraBindGroup` holds the light's view-projection). */\n drawShadow(pass: GPURenderPassEncoder, lightCameraBindGroup: GPUBindGroup, texture: GPUTexture, sampler: GPUSampler, data: ModelUniformData): void;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer3d/shadow-frustum.d.ts\ninterface Aabb {\n min: Vec3;\n max: Vec3;\n}\ninterface ShadowLight {\n type: \"directional\" | \"spot\";\n /** World position (spot); directional lights only use `direction`. */\n position: Vec3;\n /** Unit direction the light travels. */\n direction: Vec3;\n /** Spot cone half-angle in degrees. */\n angle?: number;\n}\ninterface ShadowFrustum {\n viewProj: Mat4;\n /** World px covered by one shadow-map texel (at the casters, for spots). */\n texelWorldSize: number;\n}\ndeclare function aabbCorners(box: Aabb): Vec3[];\n/** World-space bounds of a local box under a column-major model matrix. */\ndeclare function transformAabb(box: Aabb, m: ArrayLike<number>): Aabb;\ndeclare function fitShadowFrustum(light: ShadowLight, casters: Aabb[], receivers: Aabb[], mapSize: number): ShadowFrustum | null;\n//#endregion\n//#region src/renderer3d/slug3d-pipeline.d.ts\ninterface Slug3DUniformData extends MaterialUniformData {\n /** Paragraph px to world */\n modelMatrix: Mat4;\n normalMatrix: Mat4;\n opacity: number;\n /** Synthetic italic shear */\n slant: number;\n twoSided: boolean;\n /** Fraction of the distance to the eye the glyphs slide toward it, to stack on their plane */\n depthPull: number;\n /** Screen-space track matte: the text shows where this texture's alpha does. */\n matte?: GPUTexture;\n}\n/** Slug glyphs in the 3D pass: depth-tested, lit and resolution independent. */\ndeclare class Slug3DPipeline {\n private device;\n private pipelineSingle;\n private pipelineMrt;\n private bloomVariants;\n private modelLayout;\n private fontLayout;\n private modelPool;\n private instancePool;\n private fontBindGroups;\n private modelData;\n constructor(device: GPUDevice, format: GPUTextureFormat, depthFormat: GPUTextureFormat, cameraLayout: GPUBindGroupLayout, lightsLayout: GPUBindGroupLayout, /** Samples per pixel of the pass this draws into (MSAA). */\n sampleCount?: number);\n resetPools(): void;\n draw(pass: GPURenderPassEncoder, cameraBindGroup: GPUBindGroup, lightsBindGroup: GPUBindGroup, font: SlugFont, instances: Float32Array, instanceCount: number, data: Slug3DUniformData, useMrt?: boolean, useBloom?: boolean): void;\n /** A font's textures live as long as the font: bind them once, not per draw. */\n private fontBindGroup;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer3d/renderer3d.d.ts\ninterface DrawQuad3DOpts extends SurfaceParams {\n /** 3D world position [x, y, z] */\n position: [number, number, number];\n /** Layer surface width */\n width: number;\n /** Layer surface height */\n height: number;\n /** Fraction of the texture the layer covers, [u, v] (default the whole texture) */\n textureExtent?: [number, number];\n /** Euler rotations in degrees [rx, ry, rz] */\n rotation?: Vec3;\n /** 3D scale [sx, sy, sz] */\n scale?: Vec3;\n /** Anchor pivot ratio [ax, ay] (default [0.5, 0.5]) */\n anchor?: [number, number];\n /** Layer opacity [0, 1] */\n opacity?: number;\n /** RGBA color tint */\n colorTint?: [number, number, number, number];\n /** Border color (string, Color, or [r, g, b, a]) */\n borderColor?: [number, number, number, number] | string | Color;\n /** Border stroke width */\n borderWidth?: number;\n /** Rounded corner radius */\n borderRadius?: number;\n /** Whether backface is rendered */\n twoSided?: boolean;\n /** Pre-computed model matrix overriding position/rotation/scale if supplied */\n modelMatrix?: Mat4;\n /** Pre-computed normal matrix */\n normalMatrix?: Mat4;\n /** Material shading mode (\"lit\" vs \"unlit\") */\n material?: \"lit\" | \"unlit\";\n /** Blinn-Phong specular shininess exponent */\n shininess?: number;\n /** Roughness factor [0, 1] */\n roughness?: number;\n /** Specular highlight intensity [0, 10] */\n specularIntensity?: number;\n /** Ambient light reflection multiplier */\n ambientIntensity?: number;\n /** Metallic factor [0, 1] */\n metallic?: number;\n /**\n * Screen-space track matte, the size of the pass: the layer shows where\n * this texture's alpha does and keeps its place in the depth buffer.\n */\n matte?: GPUTexture;\n}\ninterface DrawMesh3DOpts extends SurfaceParams {\n /** Refractive index for glass materials (default 1.5). */\n ior?: number;\n /** Rainbow split for glass materials, 0–0.2 (default 0.04). */\n dispersion?: number;\n /** Edge bend for glass materials, px (default 80). */\n thickness?: number;\n /** Screen-sized picture behind this 3D batch; glass materials refract it. */\n backdrop?: GPUTexture;\n /**\n * Screen-space track matte, the size of the pass: the layer shows where\n * this texture's alpha does and keeps its place in the depth buffer.\n */\n matte?: GPUTexture;\n /** 3D world position [x, y, z] */\n position?: Vec3;\n /** Euler rotations in degrees [rx, ry, rz] */\n rotation?: Vec3;\n /** 3D scale [sx, sy, sz] */\n scale?: Vec3;\n /** Layer opacity [0, 1] */\n opacity?: number;\n /** RGBA color tint */\n colorTint?: [number, number, number, number];\n /** Whether backface is rendered */\n twoSided?: boolean;\n /** Wireframe mode */\n wireframe?: boolean;\n /** Whether vertex skinning is enabled */\n isSkinned?: boolean;\n /** Skinning matrices (128 * 16 floats) */\n skinningMatrices?: Float32Array;\n /** Pre-computed model matrix overriding position/rotation/scale if supplied */\n modelMatrix?: Mat4;\n /** Pre-computed normal matrix */\n normalMatrix?: Mat4;\n /** Material shading mode */\n material?: \"lit\" | \"unlit\" | \"toon\" | \"glass\" | \"acrylic\" | \"frosted\" | \"metallic\";\n /** Toon shading: the shadowed side's color multiplier */\n shadeColor?: [number, number, number];\n /** Normal / metallic-roughness / occlusion / emissive maps (see `materialMaps`). */\n maps?: MeshMaterialMaps;\n /** Discard texels whose alpha is below this (glTF MASK) */\n alphaCutoff?: number;\n /** Texture addressing outside [0, 1] */\n textureWrap?: \"repeat\" | \"clamp\" | \"mirror\";\n /** Magnification filter: \"nearest\" keeps texels sharp (pixel art). */\n textureFilter?: \"linear\" | \"nearest\";\n /** Blinn-Phong specular shininess exponent */\n shininess?: number;\n /** Roughness factor [0, 1] */\n roughness?: number;\n /** Specular highlight intensity [0, 10] */\n specularIntensity?: number;\n /** Ambient light reflection multiplier */\n ambientIntensity?: number;\n /** Metallic factor [0, 1] */\n metallic?: number;\n /** Optional audio latent mesh deformation options */\n audioDeform?: {\n config: MeshAudioDeformConfig;\n latentBuffer: GPUBuffer;\n timeMs?: number;\n sampleRate?: number;\n };\n}\n/** Scene-wide world settings for a 3D pass. */\ninterface Scene3DWorld {\n /** Present = physically based shading (see `Environment3DOptions`). */\n environment?: Environment3DOptions | null;\n /** From `renderShadowMap`, when a light casts shadows. */\n shadow?: ShadowUniformInfo | null;\n}\n/** Something that can fall into a shadow map. */\ntype ShadowCaster3D = {\n kind: \"mesh\";\n mesh: Mesh3DData;\n buffers?: GPUMeshBuffers;\n opts: DrawMesh3DOpts;\n} | {\n kind: \"quad\";\n texture: GPUTexture;\n opts: DrawQuad3DOpts;\n};\ninterface ShadowMapOptions3D {\n /** Texels per side. Default 2048. */\n mapSize?: number;\n /** Edge blur in texels. Default 2.5. */\n softness?: number;\n /** 0..1. Default 1. */\n darkness?: number;\n}\ndeclare class Renderer3D {\n private device;\n format: GPUTextureFormat;\n quad3dPipeline: Quad3DPipeline;\n slug3dPipeline: Slug3DPipeline;\n mesh3dPipeline: Mesh3DPipeline;\n audioMeshDeformPipeline: AudioMeshDeformPipeline;\n private dofPipeline;\n private dofBindGroupLayout;\n private cameraPool;\n private lightsPool;\n private cameraUniformBindGroupCache;\n private samplerCache;\n private depthTexture;\n private linearDepthTexture;\n private msaaColorTexture;\n private msaaLinearDepthTexture;\n private msaaHdrTexture;\n private hdrTexture;\n /** Whether the current pass also writes HDR radiance (bloom). */\n private passWritesHdr;\n private cameraUniformData;\n private meshBuffersCache;\n private materialTextures;\n private materialMapCache;\n /** Parsed models by source and load options: a model file is read once, not every frame. */\n private modelCache;\n private lastCameraPose;\n private shadowTexture;\n private placeholderShadowTexture;\n private shadowSampler;\n private meshBounds;\n private bloomPipeline;\n private lastCameraBuffer;\n /**\n * Samples per pixel in the 3D pass. Mesh silhouettes (extruded text,\n * models) are rasterized triangles: without MSAA every edge is a hard\n * stair-step. 4 is the count every WebGPU device supports; 1 turns it off.\n */\n readonly sampleCount: number;\n constructor(device: GPUDevice, format: GPUTextureFormat, sampleCount?: number);\n resetPools(): void;\n getOrCreateDepthTexture(width: number, height: number): GPUTexture;\n private getOrCreateMsaaTexture;\n /** The HDR radiance target the last `beginPass(…, writeHdr)` drew into. */\n hdrSource(): GPUTexture | null;\n private getOrCreateHdrTexture;\n getOrCreateLinearDepthTexture(width: number, height: number): GPUTexture;\n packCameraUniforms(camera: Camera3DPose, surfaceWidth: number, surfaceHeight: number, time?: number): GPUBuffer;\n createCameraBindGroup(cameraBuffer: GPUBuffer): GPUBindGroup;\n getOrCreateLightsBuffer(lights?: Light3DOptions[], world?: Scene3DWorld): GPUBuffer;\n /** Lights uniform + shadow map + comparison sampler (group 3 of every lit shader). */\n private createLightsBindGroup;\n /** Local bounds of a mesh, computed once. */\n private meshAabb;\n /** World bounds of a mesh or quad draw, for fitting shadow frusta. */\n worldBounds(item: ShadowCaster3D): Aabb;\n /**\n * Renders the shadow map for `light` (a directional or spot light with\n * `castShadow`) from `casters`, fitting its frustum around them and deep\n * enough for `receivers`. Pass the result to `beginPass` as `world.shadow`.\n */\n renderShadowMap(encoder: GPUCommandEncoder, light: Light3DOptions, lightIndex: number, casters: ShadowCaster3D[], receivers: Aabb[], options?: ShadowMapOptions3D): ShadowUniformInfo | null;\n beginPass(encoder: GPUCommandEncoder, colorTargetView: GPUTextureView, surfaceWidth: number, surfaceHeight: number, camera: Camera3DPose, loadOp?: GPULoadOp, clearColor?: GPUColor, linearDepthTargetView?: GPUTextureView, lights?: Light3DOptions[], world?: Scene3DWorld, /** Also write unclamped scene radiance (`hdrTexture()`), the bloom source. */\n writeHdr?: boolean): {\n pass: GPURenderPassEncoder;\n cameraBindGroup: GPUBindGroup;\n cameraBuffer: GPUBuffer;\n lightsBindGroup: GPUBindGroup;\n };\n /**\n * A layer's unit quad ([-0.5, 0.5] square) in world space:\n * T(pos) * Rz * Ry * Rx * S(w * sx, h * sy, sz) * T(0.5 - ax, 0.5 - ay, 0).\n */\n private quadModelMatrix;\n /**\n * Draw a text layer's captured Slug glyphs on the plane its texture quad\n * would cover. Glyph coverage is solved per screen pixel, so the text is\n * as sharp at a glancing angle or up close as it is flat on screen.\n * `stackBase` is how many passes already sit on this plane (a backdrop\n * quad): each batch draws just in front of the one before.\n */\n drawSlugText(pass: GPURenderPassEncoder, cameraBindGroup: GPUBindGroup, lightsBindGroup: GPUBindGroup, batches: SlugGlyphBatch[], opts: DrawQuad3DOpts, stackBase?: number, useMrt?: boolean): void;\n drawTextureQuad(pass: GPURenderPassEncoder, cameraBindGroup: GPUBindGroup, lightsBindGroup: GPUBindGroup, texture: GPUTexture, opts: DrawQuad3DOpts, useMrt?: boolean): void;\n /** T(pos) * Rz * Ry * Rx * S, or the draw's precomputed model matrix. */\n private meshModelMatrix;\n getOrCreateMeshBuffers(mesh: Mesh3DData): GPUMeshBuffers;\n deformMesh(encoder: GPUCommandEncoder, mesh: Mesh3DData, audioDeform: {\n config: MeshAudioDeformConfig;\n latentBuffer: GPUBuffer;\n timeMs?: number;\n sampleRate?: number;\n }): GPUMeshBuffers;\n drawMesh3D(pass: GPURenderPassEncoder, cameraBindGroup: GPUBindGroup, lightsBindGroup: GPUBindGroup, meshOrBuffers: Mesh3DData | GPUMeshBuffers, texture: GPUTexture | undefined, opts?: DrawMesh3DOpts, useMrt?: boolean): void;\n loadModel(srcOrData: string | ArrayBuffer | Uint8Array, format?: \"obj\" | \"fbx\" | \"gltf\" | \"glb\" | \"stl\" | \"ply\" | \"vox\" | \"3ds\" | \"off\" | \"auto\", options?: LoadModelOptions): Model3DData;\n /**\n * The material's diffuse texture on the GPU, decoded once with a full mip\n * chain (a character's 2K maps are drawn a few hundred pixels tall).\n */\n materialTexture(material: Material3D): Promise<GPUTexture | undefined>;\n /**\n * The material's normal, metallic-roughness, occlusion and emissive maps\n * on the GPU (each decoded once); absent maps are left out.\n */\n materialMaps(material: Material3D): Promise<MeshMaterialMaps>;\n private uploadMaterialTexture;\n /** Decodes an encoded image into a texture with a full mip chain. */\n private uploadImage;\n /** Writes `source` with bloom into `dest` (see `BloomOptions`). */\n applyBloom(encoder: GPUCommandEncoder, source: GPUTexture, dest: GPUTexture, options?: BloomOptions, /** Scene radiance to threshold (from a `writeHdr` pass); default `source`. */\n hdrSource?: GPUTexture | null): void;\n applyDepthOfField(encoder: GPUCommandEncoder, sourceColorTex: GPUTexture, depthTex: GPUTexture, destView: GPUTextureView, cameraBuffer: GPUBuffer): void;\n destroy(): void;\n}\ndeclare function loadModel3D(srcOrData: string | ArrayBuffer | Uint8Array, format?: \"obj\" | \"fbx\" | \"gltf\" | \"glb\" | \"stl\" | \"ply\" | \"vox\" | \"3ds\" | \"off\" | \"auto\", options?: LoadModelOptions): Model3DData;\n//#endregion\n//#region src/renderer3d/shadow-depth.d.ts\n/** Shadow maps: a depth32float target rendered from a light's point of view. */\ndeclare const SHADOW_DEPTH_FORMAT: GPUTextureFormat;\n/** Depth state for shadow-map passes: slope-scaled bias fights acne on steep faces. */\ndeclare const SHADOW_DEPTH_STENCIL: GPUDepthStencilState;\n//#endregion\n//#region src/renderer3d/shadow-pipeline.d.ts\ninterface ShadowMapOptions {\n resolution?: number;\n pcfRadius?: number;\n pcfSamples?: number;\n bias?: number;\n slopeBias?: number;\n}\n/**\n * @deprecated A texture holder only; nothing renders into it. Shadows are\n * drawn by `Renderer3D.renderShadowMap` (a `castShadow` directional or spot\n * light in the scene).\n */\ndeclare class ShadowPipeline {\n shadowDepthTexture: GPUTexture;\n shadowDepthView: GPUTextureView;\n shadowComparisonSampler: GPUSampler;\n lightViewProjMatrix: Mat4;\n constructor(device: GPUDevice, resolution?: number);\n computeDirectionalLightMatrix(lightPos: Vec3, targetPos: Vec3, orthoSize?: number, near?: number, far?: number): Mat4;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer3d/ssao-pipeline.d.ts\ninterface SSAOPassOptions {\n projMatrix: Mat4;\n invProjMatrix?: Mat4;\n viewMatrix: Mat4;\n radius?: number;\n bias?: number;\n intensity?: number;\n kernelSamples?: number;\n blurRadius?: number;\n depthThreshold?: number;\n width: number;\n height: number;\n}\ndeclare class SSAOPipeline {\n private device;\n private ssaoPipeline;\n private blurPipeline;\n private ssaoBindGroupLayout;\n private blurBindGroupLayout;\n private ssaoUniformBuffer;\n private blurUniformBuffer;\n private kernelBuffer;\n private noiseTexture;\n private sampler;\n constructor(device: GPUDevice);\n render(commandEncoder: GPUCommandEncoder, depthView: GPUTextureView, normalView: GPUTextureView, rawAOView: GPUTextureView, finalAOView: GPUTextureView, options: SSAOPassOptions): void;\n destroy(): void;\n}\n//#endregion\n//#region src/renderer3d/text-extruder.d.ts\ninterface Point2D {\n x: number;\n y: number;\n}\ntype Contour = Point2D[];\ninterface ExtrudedTextGeometryOptions {\n text: string;\n font: fontkit.Font;\n fontSize?: number;\n depth?: number;\n /** Fixed straight segments per curve; overrides `curveTolerance`. */\n curveSegments?: number;\n /**\n * Most a flattened curve may stray from the true outline, in px at\n * `fontSize`. Each curve gets as many segments as its bend needs, so big\n * text and tight bowls stay round while straight stems stay cheap.\n */\n curveTolerance?: number;\n /** \"start\"/\"end\" follow the text direction (left/right for LTR text) */\n align?: \"left\" | \"center\" | \"right\" | \"start\" | \"end\";\n /** Base direction; \"auto\" (default) takes it from the first strong character. */\n direction?: \"ltr\" | \"rtl\" | \"auto\";\n verticalAlign?: \"top\" | \"middle\" | \"bottom\";\n letterSpacing?: number;\n /** Letter faces: the front cap (toward a default camera, -z) and the back cap */\n fill?: string;\n /** Side walls; defaults to `fill` */\n bevelColor?: string;\n material?: \"lit\" | \"unlit\" | \"toon\";\n shininess?: number;\n roughness?: number;\n metallic?: number;\n}\ninterface ExtrudedTextResult {\n modelData: Model3DData;\n bounds: {\n minX: number;\n maxX: number;\n minY: number;\n maxY: number;\n width: number;\n height: number;\n depth: number;\n };\n}\ndeclare function parseHexOrRgbColor(colorStr: string): [number, number, number, number];\ndeclare function computeContourSignedArea(contour: Contour): number;\ndeclare function isPointInsidePolygon(p: Point2D, poly: Contour): boolean;\ninterface CurveFlattening {\n /** Fixed segment count per curve, if set */\n segments?: number;\n /** Max distance between curve and polyline, in output units */\n tolerance: number;\n}\ninterface GlyphContours {\n contours: Contour[];\n /** Overlaps merged, so contours never cross. */\n simplified: boolean;\n}\ninterface PolygonHierarchy {\n outer: Contour;\n holes: Contour[];\n}\n/**\n * Group a glyph's contours into filled outlines and their holes by nesting\n * depth: a contour inside an even number of others is an outline (the ring\n * of \"O\", or the \"R\" sitting in the counter of \"®\"), one inside an odd number\n * is a hole of the smallest outline around it.\n */\ndeclare function organizeGlyphPolygons({\n contours: glyphContours,\n simplified\n}: GlyphContours): PolygonHierarchy[];\n/**\n * Splits a contour that crosses itself into simple loops: at each crossing\n * the contour is cut into the part between the two crossing edges and the\n * rest. Font outlines meant to be filled with the nonzero rule (variable\n * fonts, overlapping strokes) often cross themselves, and a triangulator\n * given such a contour fills the wrong areas (a \"V\" with its notch filled).\n */\ndeclare function untangleContour(contour: Contour, depth?: number): Contour[];\ndeclare function generateExtrudedTextGeometry(options: ExtrudedTextGeometryOptions): ExtrudedTextResult;\n//#endregion\n//#region src/renderer3d/matte3d.d.ts\n/** The per-draw matte binding of the 3D pipelines (see `shaders/matte3d.ts`). */\ndeclare function matteLayoutEntry(binding: number): GPUBindGroupLayoutEntry;\n/** A 1×1 opaque white view: full coverage, for draws without a matte. */\ndeclare function fullCoverageView(device: GPUDevice): GPUTextureView;\n//#endregion\n//#region src/shader-store.d.ts\ninterface RegisteredShader {\n wgsl: string;\n name: string;\n outputType: string;\n fnParams: Array<{\n name: string;\n type: string;\n defaultValue: number;\n }>;\n}\ndeclare class ShaderStore {\n private store;\n private getCacheKey;\n register(nodeId: string, shader: RegisteredShader, renderId?: string): void;\n get(nodeId: string, renderId?: string): RegisteredShader | undefined;\n delete(nodeId: string, renderId?: string): void;\n clear(renderId: string): void;\n registerSignalsFromComposition(renderId: string | undefined, virtualMedia: VirtualMediaData): void;\n}\ndeclare const shaderStore: ShaderStore;\n//#endregion\n//#region src/shaders/audio-mesh-displace.d.ts\n/**\n * @file audio-mesh-displace.ts\n * WGSL compute shader for audio FFT & latent vector 3D mesh vertex displacement.\n * Processes 16-float (64-byte) vertex streams in parallel at 256 threads per workgroup.\n */\ndeclare const audioMeshDisplaceWgsl = \"\\nstruct AudioLatentBuffer {\\n fftBins : array<f32, 1024>,\\n bassEnergy : f32,\\n drumTransient : f32,\\n vocalEnergy : f32,\\n timeMs : f32,\\n};\\n\\nstruct DeformParams {\\n mode : u32, // 0 = normal_extrusion, 1 = radial_pulse, 2 = harmonic_wave, 3 = twist, 4 = ripple\\n freqMinBin : u32,\\n freqMaxBin : u32,\\n vertexCount : u32,\\n amplitudeMultiplier : f32,\\n damping : f32,\\n timeMs : f32,\\n pad : f32,\\n};\\n\\nstruct VertexData {\\n // 16 floats = 64 bytes per vertex\\n f : array<f32, 16>,\\n};\\n\\n@group(0) @binding(0) var<storage, read> audio : AudioLatentBuffer;\\n@group(0) @binding(1) var<uniform> params : DeformParams;\\n@group(0) @binding(2) var<storage, read> srcVertices : array<VertexData>;\\n@group(0) @binding(3) var<storage, read_write> dstVertices : array<VertexData>;\\n\\n@compute @workgroup_size(256)\\nfn cs_displace(@builtin(global_invocation_id) gid : vec3<u32>) {\\n let idx = gid.x;\\n if (idx >= params.vertexCount) {\\n return;\\n }\\n\\n let src = srcVertices[idx];\\n var outV = src;\\n\\n // Extract attributes\\n let pos = vec3<f32>(src.f[0], src.f[1], src.f[2]);\\n let uv = vec2<f32>(src.f[3], src.f[4]);\\n var norm = vec3<f32>(src.f[5], src.f[6], src.f[7]);\\n\\n let normLen = length(norm);\\n if (normLen > 0.0001) {\\n norm = norm / normLen;\\n } else {\\n norm = vec3<f32>(0.0, 1.0, 0.0);\\n }\\n\\n // Determine frequency bin\\n let minBin = max(0u, params.freqMinBin);\\n let maxBin = min(1023u, max(minBin, params.freqMaxBin));\\n let freqNorm = clamp(uv.x, 0.0, 1.0);\\n let binIdx = u32(clamp(f32(minBin) + freqNorm * f32(maxBin - minBin), 0.0, 1023.0));\\n let freqAmplitude = audio.fftBins[binIdx];\\n\\n var displacedPos = pos;\\n var displacedNorm = norm;\\n\\n if (params.mode == 0u) {\\n // Mode 0: normal_extrusion\\n let bassOsc = sin(params.timeMs * 0.01 + pos.y * 0.5);\\n let displacementMag = (freqAmplitude * 45.0 + audio.bassEnergy * 20.0 * bassOsc) * params.amplitudeMultiplier;\\n displacedPos = pos + norm * displacementMag;\\n\\n // Dynamic normal perturbation based on spatial gradient\\n let tangentDelta = cos(params.timeMs * 0.01 + pos.y * 0.5) * 0.5 * audio.bassEnergy * params.amplitudeMultiplier;\\n var perturbed = norm + vec3<f32>(0.0, -tangentDelta * 0.05, 0.0);\\n let pLen = length(perturbed);\\n if (pLen > 0.0001) {\\n displacedNorm = perturbed / pLen;\\n }\\n } else if (params.mode == 1u) {\\n // Mode 1: radial_pulse\\n let rLen = length(pos);\\n var dir = norm;\\n if (rLen > 0.0001) {\\n dir = pos / rLen;\\n }\\n let pulse = (audio.bassEnergy * 35.0 + audio.drumTransient * 45.0) * params.amplitudeMultiplier;\\n let dampingFactor = exp(-max(0.0, params.damping) * rLen * 0.01);\\n displacedPos = pos + dir * (pulse * dampingFactor);\\n displacedNorm = norm;\\n } else if (params.mode == 3u) {\\n // Mode 3: twist. Each slice turns about Y by its height times the\\n // twist rate; a resting twist plus the bass, so it winds on the drop.\\n let rate = (0.35 + audio.bassEnergy) * 0.004 * params.amplitudeMultiplier;\\n let a = pos.y * rate;\\n let c = cos(a);\\n let s = sin(a);\\n displacedPos = vec3<f32>(c * pos.x - s * pos.z, pos.y, s * pos.x + c * pos.z);\\n displacedNorm = vec3<f32>(c * norm.x - s * norm.z, norm.y, s * norm.x + c * norm.z);\\n } else if (params.mode == 4u) {\\n // Mode 4: ripple. Concentric waves travel out across XY from the\\n // origin, struck harder by the drums and fading with distance.\\n let r = length(pos.xy);\\n let phase = r * 0.05 - params.timeMs * 0.015;\\n let height = (6.0 + audio.drumTransient * 28.0 + audio.bassEnergy * 10.0) * params.amplitudeMultiplier;\\n let fade = exp(-max(0.0, params.damping) * r * 0.002);\\n displacedPos = pos + norm * (sin(phase) * height * fade);\\n // The wave's slope tilts the normal toward the travel direction.\\n var radial = vec3<f32>(0.0, 0.0, 0.0);\\n if (r > 0.0001) {\\n radial = vec3<f32>(pos.x / r, pos.y / r, 0.0);\\n }\\n let slope = cos(phase) * 0.05 * height * fade;\\n var perturbed = norm - radial * slope;\\n let pLen = length(perturbed);\\n if (pLen > 0.0001) {\\n displacedNorm = perturbed / pLen;\\n }\\n } else {\\n // Mode 2: harmonic_wave\\n let wavePhase = params.timeMs * 0.005 + pos.y * 0.2;\\n let wave = (sin(wavePhase) * audio.bassEnergy * 25.0 + cos(wavePhase * 2.0 + pos.x * 0.1) * freqAmplitude * 20.0) * params.amplitudeMultiplier;\\n displacedPos = pos + norm * wave;\\n\\n let dWaveDy = cos(wavePhase) * 0.2 * audio.bassEnergy * 25.0 * params.amplitudeMultiplier;\\n var perturbed = norm - vec3<f32>(0.0, dWaveDy * 0.03, 0.0);\\n let pLen = length(perturbed);\\n if (pLen > 0.0001) {\\n displacedNorm = perturbed / pLen;\\n }\\n }\\n\\n // Write deformed position and normal\\n outV.f[0] = displacedPos.x;\\n outV.f[1] = displacedPos.y;\\n outV.f[2] = displacedPos.z;\\n\\n outV.f[5] = displacedNorm.x;\\n outV.f[6] = displacedNorm.y;\\n outV.f[7] = displacedNorm.z;\\n\\n dstVertices[idx] = outV;\\n}\\n\";\n//#endregion\n//#region src/shaders/color-matrix.d.ts\ndeclare const colorMatrixWgsl = \"\\nstruct ColorMatrixUniforms {\\n\\trow0 : vec4<f32>,\\n\\trow1 : vec4<f32>,\\n\\trow2 : vec4<f32>,\\n\\trow3 : vec4<f32>,\\n\\ttrans : vec4<f32>,\\n};\\n\\n@group(0) @binding(0) var<uniform> u : ColorMatrixUniforms;\\n@group(1) @binding(0) var tex : texture_2d<f32>;\\n@group(1) @binding(1) var samp : sampler;\\n\\nstruct VSOut {\\n\\t@builtin(position) pos : vec4<f32>,\\n\\t@location(0) uv : vec2<f32>,\\n};\\n\\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\\n\\tvar pos = array<vec2<f32>, 4>(\\n\\t\\tvec2<f32>(-1.0, 1.0),\\n\\t\\tvec2<f32>(1.0, 1.0),\\n\\t\\tvec2<f32>(-1.0, -1.0),\\n\\t\\tvec2<f32>(1.0, -1.0)\\n\\t);\\n\\tvar uv = array<vec2<f32>, 4>(\\n\\t\\tvec2<f32>(0.0, 0.0),\\n\\t\\tvec2<f32>(1.0, 0.0),\\n\\t\\tvec2<f32>(0.0, 1.0),\\n\\t\\tvec2<f32>(1.0, 1.0)\\n\\t);\\n\\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\\n}\\n\\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\\n\\tlet c = textureSample(tex, samp, in.uv);\\n\\tvar rgba = vec4<f32>(c.rgb, c.a);\\n\\tif (c.a > 0.0) {\\n\\t\\trgba = vec4<f32>(c.rgb / c.a, c.a);\\n\\t}\\n\\n\\tlet r = dot(u.row0, rgba) + u.trans.x;\\n\\tlet g = dot(u.row1, rgba) + u.trans.y;\\n\\tlet b = dot(u.row2, rgba) + u.trans.z;\\n\\tlet a = dot(u.row3, rgba) + u.trans.w;\\n\\n\\tlet outAlpha = clamp(a, 0.0, 1.0);\\n\\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\\n\\n\\treturn vec4<f32>(outRgb, outAlpha);\\n}\\n\";\n//#endregion\n//#region src/shaders/composite.d.ts\ndeclare const compositeWgsl = \"\\nstruct CompositeUniforms {\\n\\tblendMode : u32,\\n\\tpadding1 : u32,\\n\\tpadding2 : u32,\\n\\tpadding3 : u32,\\n};\\n\\n@group(0) @binding(0) var<uniform> u : CompositeUniforms;\\n@group(1) @binding(0) var baseTex : texture_2d<f32>;\\n@group(1) @binding(1) var overlayTex : texture_2d<f32>;\\n@group(1) @binding(2) var samp : sampler;\\n\\nstruct VSOut {\\n\\t@builtin(position) pos : vec4<f32>,\\n\\t@location(0) uv : vec2<f32>,\\n};\\n\\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\\n\\tvar pos = array<vec2<f32>, 4>(\\n\\t\\tvec2<f32>(-1.0, 1.0),\\n\\t\\tvec2<f32>(1.0, 1.0),\\n\\t\\tvec2<f32>(-1.0, -1.0),\\n\\t\\tvec2<f32>(1.0, -1.0)\\n\\t);\\n\\tvar uv = array<vec2<f32>, 4>(\\n\\t\\tvec2<f32>(0.0, 0.0),\\n\\t\\tvec2<f32>(1.0, 0.0),\\n\\t\\tvec2<f32>(0.0, 1.0),\\n\\t\\tvec2<f32>(1.0, 1.0)\\n\\t);\\n\\treturn VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\\n}\\n\\nfn lum(c: vec3<f32>) -> f32 {\\n\\treturn 0.3 * c.r + 0.59 * c.g + 0.11 * c.b;\\n}\\n\\nfn clip_color(c: vec3<f32>) -> vec3<f32> {\\n\\tlet l = lum(c);\\n\\tlet n = min(min(c.r, c.g), c.b);\\n\\tlet x = max(max(c.r, c.g), c.b);\\n\\tvar res = c;\\n\\tif (n < 0.0) {\\n\\t\\tres = l + (((res - l) * l) / (l - n));\\n\\t}\\n\\tif (x > 1.0) {\\n\\t\\tres = l + (((res - l) * (1.0 - l)) / (x - l));\\n\\t}\\n\\treturn res;\\n}\\n\\nfn set_lum(c: vec3<f32>, l: f32) -> vec3<f32> {\\n\\tlet diff = l - lum(c);\\n\\treturn clip_color(c + vec3<f32>(diff));\\n}\\n\\nfn sat(c: vec3<f32>) -> f32 {\\n\\treturn max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b);\\n}\\n\\nfn set_sat(c: vec3<f32>, s: f32) -> vec3<f32> {\\n\\tlet c_min = min(min(c.r, c.g), c.b);\\n\\tlet c_max = max(max(c.r, c.g), c.b);\\n\\tif (c_max <= c_min) {\\n\\t\\treturn vec3<f32>(0.0);\\n\\t}\\n\\treturn (c - vec3<f32>(c_min)) * s / (c_max - c_min);\\n}\\n\\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\\n\\tlet d = textureSample(baseTex, samp, in.uv);\\n\\tlet s = textureSample(overlayTex, samp, in.uv);\\n\\tlet sa = s.a;\\n\\tlet da = d.a;\\n\\t\\n\\tswitch (u.blendMode) {\\n\\t\\tcase 16u: { return d * sa; } // mask-in / destination-in\\n\\t\\tcase 17u: { return d * (1.0 - sa); } // mask-out / destination-out\\n\\t\\tcase 18u: { return s * da; } // source-in\\n\\t\\tcase 19u: { return s * (1.0 - da); } // source-out\\n\\t\\tcase 20u: { return s * da + d * (1.0 - sa); } // source-atop\\n\\t\\tcase 21u: { return d + s * (1.0 - da); } // destination-over\\n\\t\\tcase 22u: { return d * sa + s * (1.0 - da); } // destination-atop\\n\\t\\tcase 23u: { return s + d; } // lighter\\n\\t\\tcase 24u: { return s; } // copy\\n\\t\\tcase 25u: { return s * (1.0 - da) + d * (1.0 - sa); } // xor\\n\\t\\t// Luma mattes: the overlay's brightness (premultiplied, so transparent = black) masks the base.\\n\\t\\tcase 26u: { return d * clamp(dot(s.rgb, vec3<f32>(0.2126, 0.7152, 0.0722)), 0.0, 1.0); } // luma-in\\n\\t\\tcase 27u: { return d * (1.0 - clamp(dot(s.rgb, vec3<f32>(0.2126, 0.7152, 0.0722)), 0.0, 1.0)); } // luma-out\\n\\t\\tdefault: {\\n\\t\\t\\tif (sa <= 0.0) { return d; }\\n\\t\\t\\tif (da <= 0.0) { return s; }\\n\\t\\t}\\n\\t}\\n\\n\\tlet s_rgb = select(s.rgb / sa, vec3<f32>(0.0), sa < 0.001);\\n\\tlet d_rgb = select(d.rgb / da, vec3<f32>(0.0), da < 0.001);\\n\\n\\tvar b_rgb = s_rgb;\\n\\n\\tswitch (u.blendMode) {\\n\\t\\tcase 1u: { b_rgb = s_rgb * d_rgb; } // multiply\\n\\t\\tcase 2u: { b_rgb = s_rgb + d_rgb - s_rgb * d_rgb; } // screen\\n\\t\\tcase 3u: { // overlay\\n\\t\\t\\tb_rgb = select(1.0 - 2.0 * (1.0 - s_rgb) * (1.0 - d_rgb), 2.0 * s_rgb * d_rgb, d_rgb < vec3<f32>(0.5));\\n\\t\\t}\\n\\t\\tcase 4u: { b_rgb = min(s_rgb, d_rgb); } // darken\\n\\t\\tcase 5u: { b_rgb = max(s_rgb, d_rgb); } // lighten\\n\\t\\tcase 6u: { // color-dodge\\n\\t\\t\\tb_rgb = select(min(d_rgb / (1.0 - s_rgb), vec3<f32>(1.0)), vec3<f32>(0.0), s_rgb == vec3<f32>(1.0));\\n\\t\\t}\\n\\t\\tcase 7u: { // color-burn\\n\\t\\t\\tb_rgb = select(1.0 - min((1.0 - d_rgb) / s_rgb, vec3<f32>(1.0)), vec3<f32>(1.0), s_rgb == vec3<f32>(0.0));\\n\\t\\t}\\n\\t\\tcase 8u: { // hard-light\\n\\t\\t\\tb_rgb = select(1.0 - 2.0 * (1.0 - s_rgb) * (1.0 - d_rgb), 2.0 * s_rgb * d_rgb, s_rgb < vec3<f32>(0.5));\\n\\t\\t}\\n\\t\\tcase 9u: { // soft-light\\n\\t\\t\\tb_rgb = select(\\n\\t\\t\\t\\td_rgb + (2.0 * s_rgb - 1.0) * (sqrt(d_rgb) - d_rgb),\\n\\t\\t\\t\\td_rgb - (1.0 - 2.0 * s_rgb) * d_rgb * (1.0 - d_rgb),\\n\\t\\t\\t\\ts_rgb <= vec3<f32>(0.5)\\n\\t\\t\\t);\\n\\t\\t}\\n\\t\\tcase 10u: { b_rgb = abs(d_rgb - s_rgb); } // difference\\n\\t\\tcase 11u: { b_rgb = s_rgb + d_rgb - 2.0 * s_rgb * d_rgb; } // exclusion\\n\\t\\tcase 12u: { b_rgb = set_lum(set_sat(s_rgb, sat(d_rgb)), lum(d_rgb)); } // hue\\n\\t\\tcase 13u: { b_rgb = set_lum(set_sat(d_rgb, sat(s_rgb)), lum(d_rgb)); } // saturation\\n\\t\\tcase 14u: { b_rgb = set_lum(s_rgb, lum(d_rgb)); } // color\\n\\t\\tcase 15u: { b_rgb = set_lum(d_rgb, lum(s_rgb)); } // luminosity\\n\\t\\tcase 16u: { return d * s.a; } // mask-in\\n\\t\\tcase 17u: { return d * (1.0 - s.a); } // mask-out\\n\\t\\tdefault: { b_rgb = s_rgb; } // normal\\n\\t}\\n\\n\\tlet out_a = sa + da * (1.0 - sa);\\n\\tlet out_rgb = (1.0 - da) * s.rgb + (1.0 - sa) * d.rgb + sa * da * b_rgb;\\n\\n\\treturn vec4<f32>(out_rgb, out_a);\\n}\\n\";\n//#endregion\n//#region src/shaders/lut-viewer.d.ts\ndeclare const lutViewerWgsl = \"\\nstruct Uniforms {\\n\\trotation: vec2f,\\n\\tzoom: f32,\\n\\taspect: f32,\\n}\\n\\n@group(0) @binding(0) var<uniform> uniforms: Uniforms;\\n\\nstruct VertexInput {\\n\\t@location(0) pos: vec3f,\\n\\t@location(1) color: vec3f,\\n}\\n\\nstruct VertexOutput {\\n\\t@builtin(position) clip_position: vec4f,\\n\\t@location(0) color: vec3f,\\n\\t@location(1) uv: vec2f,\\n}\\n\\nfn rotateY(pos: vec3f, angle: f32) -> vec3f {\\n\\tlet s = sin(angle);\\n\\tlet c = cos(angle);\\n\\treturn vec3f(pos.x * c - pos.z * s, pos.y, pos.x * s + pos.z * c);\\n}\\n\\nfn rotateX(pos: vec3f, angle: f32) -> vec3f {\\n\\tlet s = sin(angle);\\n\\tlet c = cos(angle);\\n\\treturn vec3f(pos.x, pos.y * c - pos.z * s, pos.y * s + pos.z * c);\\n}\\n\\n@vertex\\nfn vs_main(\\n\\tinput: VertexInput,\\n\\t@builtin(vertex_index) vertex_index: u32,\\n) -> VertexOutput {\\n\\tvar out: VertexOutput;\\n\\n\\tvar quad_pos = array<vec2f, 6>(\\n\\t\\tvec2f(-0.5, -0.5),\\n\\t\\tvec2f( 0.5, -0.5),\\n\\t\\tvec2f(-0.5, 0.5),\\n\\t\\tvec2f(-0.5, 0.5),\\n\\t\\tvec2f( 0.5, -0.5),\\n\\t\\tvec2f( 0.5, 0.5)\\n\\t);\\n\\tlet offset = quad_pos[vertex_index];\\n\\n\\tvar rotated = rotateY(input.pos, uniforms.rotation.x);\\n\\trotated = rotateX(rotated, uniforms.rotation.y);\\n\\n\\tlet camera_pos = vec3f(0.0, 0.0, uniforms.zoom);\\n\\tlet view_pos = rotated - camera_pos;\\n\\n\\tlet point_size = 0.02;\\n\\tlet billboard_pos = view_pos + vec3f(offset * point_size, 0.0);\\n\\n\\tlet f = 2.414;\\n\\tlet near = 0.1;\\n\\tlet far = 10.0;\\n\\n\\tout.clip_position = vec4f(\\n\\t\\t(billboard_pos.x * f) / uniforms.aspect,\\n\\t\\tbillboard_pos.y * f,\\n\\t\\tbillboard_pos.z * (far / (near - far)) + (far * near / (near - far)),\\n\\t\\t-billboard_pos.z\\n\\t);\\n\\tout.color = input.color;\\n\\tout.uv = offset;\\n\\treturn out;\\n}\\n\\n@fragment\\nfn fs_main(input: VertexOutput) -> @location(0) vec4f {\\n\\tlet dist = dot(input.uv, input.uv);\\n\\tif (dist > 0.25) {\\n\\t\\tdiscard;\\n\\t}\\n\\tlet alpha = smoothstep(0.25, 0.22, dist);\\n\\treturn vec4f(input.color, alpha);\\n}\\n\\nvar<private> cube_vertices: array<vec3f, 24> = array<vec3f, 24>(\\n\\tvec3f(-0.5, -0.5, -0.5), vec3f( 0.5, -0.5, -0.5),\\n\\tvec3f( 0.5, -0.5, -0.5), vec3f( 0.5, 0.5, -0.5),\\n\\tvec3f( 0.5, 0.5, -0.5), vec3f(-0.5, 0.5, -0.5),\\n\\tvec3f(-0.5, 0.5, -0.5), vec3f(-0.5, -0.5, -0.5),\\n\\n\\tvec3f(-0.5, -0.5, 0.5), vec3f( 0.5, -0.5, 0.5),\\n\\tvec3f( 0.5, -0.5, 0.5), vec3f( 0.5, 0.5, 0.5),\\n\\tvec3f( 0.5, 0.5, 0.5), vec3f(-0.5, 0.5, 0.5),\\n\\tvec3f(-0.5, 0.5, 0.5), vec3f(-0.5, -0.5, 0.5),\\n\\n\\tvec3f(-0.5, -0.5, -0.5), vec3f(-0.5, -0.5, 0.5),\\n\\tvec3f( 0.5, -0.5, -0.5), vec3f( 0.5, -0.5, 0.5),\\n\\tvec3f( 0.5, 0.5, -0.5), vec3f( 0.5, 0.5, 0.5),\\n\\tvec3f(-0.5, 0.5, -0.5), vec3f(-0.5, 0.5, 0.5)\\n);\\n\\n@vertex\\nfn vs_wireframe(\\n\\t@builtin(vertex_index) vertex_index: u32,\\n) -> @builtin(position) vec4f {\\n\\tlet pos = cube_vertices[vertex_index];\\n\\tvar rotated = rotateY(pos, uniforms.rotation.x);\\n\\trotated = rotateX(rotated, uniforms.rotation.y);\\n\\tlet view_pos = rotated - vec3f(0.0, 0.0, uniforms.zoom);\\n\\n\\tlet f = 2.414;\\n\\tlet near = 0.1;\\n\\tlet far = 10.0;\\n\\n\\treturn vec4f(\\n\\t\\t(view_pos.x * f) / uniforms.aspect,\\n\\t\\tview_pos.y * f,\\n\\t\\tview_pos.z * (far / (near - far)) + (far * near / (near - far)),\\n\\t\\t-view_pos.z\\n\\t);\\n}\\n\\n@fragment\\nfn fs_wireframe() -> @location(0) vec4f {\\n\\treturn vec4f(1.0, 1.0, 1.0, 0.25);\\n}\\n\";\n//#endregion\n//#region src/shaders/motion-blur.d.ts\n/**\n * @file packages/webgpu-renderers/src/shaders/motion-blur.ts\n * WGSL Shader Module for Velocity-Directed Line Integral Camera Motion Blur.\n */\ndeclare const motionBlurWgsl = \"\\nstruct MotionBlurUniforms {\\n shutterFraction: f32, // shutterAngle / 360.0\\n sampleCount: u32, // e.g. 16\\n maxVelocity: f32, // in pixels\\n tileDilation: u32,\\n viewportWidth: f32,\\n viewportHeight: f32,\\n depthThreshold: f32,\\n curveType: u32, // 0: box, 1: gaussian, 2: triangle\\n};\\n\\n@group(0) @binding(0) var colorTexture: texture_2d<f32>;\\n@group(0) @binding(1) var velocityTexture: texture_2d<f32>;\\n@group(0) @binding(2) var depthTexture: texture_depth_2d;\\n@group(0) @binding(3) var colorSampler: sampler;\\n@group(0) @binding(4) var<uniform> u: MotionBlurUniforms;\\n\\nfn computeVertexPos(vertexIndex: u32) -> vec4<f32> {\\n var pos = array<vec2<f32>, 4>(\\n vec2<f32>(-1.0, -1.0),\\n vec2<f32>( 1.0, -1.0),\\n vec2<f32>(-1.0, 1.0),\\n vec2<f32>( 1.0, 1.0)\\n );\\n return vec4<f32>(pos[vertexIndex], 0.0, 1.0);\\n}\\n\\n@vertex\\nfn vs(@builtin(vertex_index) vertexIndex: u32) -> @builtin(position) vec4<f32> {\\n return computeVertexPos(vertexIndex);\\n}\\n\\n@vertex\\nfn vs_main(@builtin(vertex_index) vertexIndex: u32) -> @builtin(position) vec4<f32> {\\n return computeVertexPos(vertexIndex);\\n}\\n\\nfn executeMotionBlur(pos: vec4<f32>) -> vec4<f32> {\\n let uv = pos.xy / vec2<f32>(u.viewportWidth, u.viewportHeight);\\n let centerDepth = textureLoad(depthTexture, vec2<i32>(pos.xy), 0);\\n let rawVel = textureSampleLevel(velocityTexture, colorSampler, uv, 0.0).xy;\\n \\n // Scale velocity by shutter exposure fraction\\n var vel = rawVel * u.shutterFraction;\\n let speed = length(vel);\\n \\n if (speed < 0.5) {\\n return textureSampleLevel(colorTexture, colorSampler, uv, 0.0);\\n }\\n \\n // Clamp to configured max velocity limit\\n if (speed > u.maxVelocity) {\\n vel = (vel / speed) * u.maxVelocity;\\n }\\n \\n let velUV = vel / vec2<f32>(u.viewportWidth, u.viewportHeight);\\n let halfSamples = f32(u.sampleCount) * 0.5;\\n \\n var accumColor = vec4<f32>(0.0);\\n var totalWeight = 0.0;\\n \\n for (var i = 0u; i < u.sampleCount; i = i + 1u) {\\n let t = (f32(i) - halfSamples) / halfSamples;\\n let sampleUV = uv + velUV * t;\\n \\n if (sampleUV.x < 0.0 || sampleUV.x > 1.0 || sampleUV.y < 0.0 || sampleUV.y > 1.0) {\\n continue;\\n }\\n \\n let sampleDepth = textureSampleLevel(depthTexture, colorSampler, sampleUV, 0);\\n let depthDelta = abs(sampleDepth - centerDepth);\\n let depthWeight = clamp(1.0 - depthDelta / max(u.depthThreshold, 0.0001), 0.05, 1.0);\\n \\n var curveW = 1.0;\\n if (u.curveType == 1u) {\\n curveW = exp(-2.5 * t * t);\\n } else if (u.curveType == 2u) {\\n curveW = 1.0 - abs(t);\\n }\\n \\n let w = curveW * depthWeight;\\n let sampleCol = textureSampleLevel(colorTexture, colorSampler, sampleUV, 0.0);\\n \\n accumColor += sampleCol * w;\\n totalWeight += w;\\n }\\n \\n if (totalWeight <= 0.0) {\\n return textureSampleLevel(colorTexture, colorSampler, uv, 0.0);\\n }\\n \\n return accumColor / totalWeight;\\n}\\n\\n@fragment\\nfn fs(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {\\n return executeMotionBlur(pos);\\n}\\n\\n@fragment\\nfn fs_motion_blur(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {\\n return executeMotionBlur(pos);\\n}\\n\";\n//#endregion\n//#region src/shaders/path.d.ts\ndeclare const pathWgsl = \"\\nstruct Uniforms {\\n transformCol0 : vec4<f32>,\\n transformCol1 : vec4<f32>,\\n transformCol2 : vec4<f32>,\\n params : vec4<f32>, // x = opacity, y = surfaceWidth, z = surfaceHeight, w = strokeWidth\\n color : vec4<f32>,\\n style : vec4<f32>, // x = capType (0 = round, 1 = butt, 2 = square)\\n p0 : vec2<f32>,\\n p1 : vec2<f32>,\\n};\\n\\n@group(0) @binding(0) var<uniform> u : Uniforms;\\n\\nstruct VSOut {\\n @builtin(position) pos : vec4<f32>,\\n @location(0) localPos : vec2<f32>,\\n};\\n\\n@vertex fn vs(@location(0) xy : vec2<f32>) -> VSOut {\\n let transform = mat3x3<f32>(u.transformCol0.xyz, u.transformCol1.xyz, u.transformCol2.xyz);\\n let p = transform * vec3<f32>(xy, 1.0);\\n \\n let surfaceSize = u.params.yz;\\n let clipX = (p.x / surfaceSize.x) * 2.0 - 1.0;\\n let clipY = 1.0 - (p.y / surfaceSize.y) * 2.0;\\n\\n return VSOut(vec4<f32>(clipX, clipY, 0.0, 1.0), xy);\\n}\\n\\nfn sdSegmentWithCap(p: vec2<f32>, a: vec2<f32>, b: vec2<f32>, radius: f32, capType: f32) -> f32 {\\n let ba = b - a;\\n let len = length(ba);\\n if (len < 1e-6) {\\n return length(p - a) - radius;\\n }\\n let dir = ba / len;\\n let normal = vec2<f32>(-dir.y, dir.x);\\n let pa = p - a;\\n \\n let proj = dot(pa, dir);\\n let perp = abs(dot(pa, normal));\\n \\n if (capType > 0.5 && capType < 1.5) {\\n // Butt cap: terminates strictly at endpoints a and b\\n let dx = max(-proj, proj - len);\\n let dy = perp - radius;\\n let outside = length(max(vec2<f32>(dx, dy), vec2<f32>(0.0, 0.0)));\\n let inside = min(max(dx, dy), 0.0);\\n return outside + inside;\\n } else if (capType >= 1.5) {\\n // Square cap: extends past endpoints a and b by radius\\n let dx = max(-proj - radius, proj - (len + radius));\\n let dy = perp - radius;\\n let outside = length(max(vec2<f32>(dx, dy), vec2<f32>(0.0, 0.0)));\\n let inside = min(max(dx, dy), 0.0);\\n return outside + inside;\\n } else {\\n // Round cap (default)\\n let h = clamp(proj / len, 0.0, 1.0);\\n return length(pa - ba * h) - radius;\\n }\\n}\\n\\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\\n let radius = u.params.w * 0.5;\\n let d = sdSegmentWithCap(in.localPos, u.p0, u.p1, radius, u.style.x);\\n \\n let fw = max(fwidth(d), 1e-5);\\n let edgeAlpha = clamp(0.5 - d / fw, 0.0, 1.0);\\n let alpha = u.color.a * u.params.x * edgeAlpha;\\n if (alpha <= 0.0) {\\n discard;\\n }\\n \\n return vec4<f32>(u.color.rgb * alpha, alpha);\\n}\\n\";\n//#endregion\n//#region src/shaders/pbr-glass.d.ts\n/**\n * @file shaders/pbr-glass.ts\n * @module @framefields/webgpu-renderers/shaders/pbr-glass\n *\n * WebGPU PBR Glass, Acrylic & Frosted Glass Refraction WGSL Shader.\n * Features Schlick Fresnel grazing rim reflectance, Snell's law refraction,\n * chromatic dispersion ray splitting (RGB), and roughness-based MIP blurring.\n */\ndeclare const pbrGlassWgsl = \"\\nstruct CameraUniforms {\\n viewMatrix: mat4x4<f32>,\\n projMatrix: mat4x4<f32>,\\n viewProjMatrix: mat4x4<f32>,\\n invViewProjMatrix: mat4x4<f32>,\\n cameraPos: vec3<f32>,\\n near: f32,\\n cameraDir: vec3<f32>,\\n far: f32,\\n dofParams: vec4<f32>,\\n screenParams: vec4<f32>,\\n};\\n\\nstruct ModelUniforms {\\n modelMatrix: mat4x4<f32>,\\n normalMatrix: mat4x4<f32>,\\n colorTint: vec4<f32>,\\n params: vec4<f32>, // opacity, borderRadius, twoSided, unused\\n};\\n\\nstruct GlassUniforms {\\n // 0..15: ior, roughness, f0, transmission\\n ior: f32,\\n roughness: f32,\\n f0: f32,\\n transmission: f32,\\n // 16..31: dispersion, envIntensity, fresnelPower, unused\\n dispersion: f32,\\n envIntensity: f32,\\n fresnelPower: f32,\\n _pad0: f32,\\n // 32..47: viewportWidth, viewportHeight, unused, unused\\n viewportWidth: f32,\\n viewportHeight: f32,\\n _pad1: f32,\\n _pad2: f32,\\n // 48..63: tint (r, g, b, a)\\n tintColor: vec4<f32>,\\n};\\n\\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\\n@group(1) @binding(0) var<uniform> model: ModelUniforms;\\n@group(2) @binding(0) var<uniform> glass: GlassUniforms;\\n@group(3) @binding(0) var backdropSampler: sampler;\\n@group(3) @binding(1) var backdropTexture: texture_2d<f32>;\\n\\nstruct VertexInput {\\n @location(0) position: vec3<f32>,\\n @location(1) uv: vec2<f32>,\\n @location(2) normal: vec3<f32>,\\n};\\n\\nstruct VertexOutput {\\n @builtin(position) clipPos: vec4<f32>,\\n @location(0) worldPos: vec3<f32>,\\n @location(1) worldNormal: vec3<f32>,\\n @location(2) uv: vec2<f32>,\\n};\\n\\n@vertex\\nfn vs_main(in: VertexInput) -> VertexOutput {\\n var out: VertexOutput;\\n let worldPos4 = model.modelMatrix * vec4<f32>(in.position, 1.0);\\n out.worldPos = worldPos4.xyz;\\n let normal4 = model.normalMatrix * vec4<f32>(in.normal, 0.0);\\n out.worldNormal = normalize(normal4.xyz);\\n out.uv = in.uv;\\n out.clipPos = camera.viewProjMatrix * worldPos4;\\n return out;\\n}\\n\\n@fragment\\nfn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {\\n let V = normalize(camera.cameraPos - in.worldPos);\\n var N = normalize(in.worldNormal);\\n \\n // Dynamic normal flip for two-sided surfaces viewed from behind\\n if (dot(N, V) < 0.0) {\\n N = -N;\\n }\\n \\n let NdotV = max(dot(N, V), 0.0001);\\n \\n // 1. Schlick Fresnel Reflectance\\n let F = glass.f0 + (1.0 - glass.f0) * pow(1.0 - NdotV, max(1.0, glass.fresnelPower));\\n \\n // 2. Refraction Ray Direction with Chromatic Dispersion\\n let ior = max(1.0, glass.ior);\\n let disp = max(0.0, glass.dispersion);\\n let eta_g = 1.0 / ior;\\n let eta_r = 1.0 / max(1.0, ior - disp);\\n let eta_b = 1.0 / (ior + disp);\\n \\n let R_refl = reflect(-V, N);\\n let R_refr_r = refract(-V, N, eta_r);\\n let R_refr_g = refract(-V, N, eta_g);\\n let R_refr_b = refract(-V, N, eta_b);\\n \\n let screenUv = in.clipPos.xy / vec2<f32>(glass.viewportWidth, glass.viewportHeight);\\n \\n // 3. Screen-Space Refraction Lookup with Chromatic Aberration Offset\\n let refractOffsetScale = 0.035 * (1.0 - glass.roughness * 0.4);\\n let uv_r = clamp(screenUv + R_refr_r.xy * refractOffsetScale, vec2<f32>(0.001), vec2<f32>(0.999));\\n let uv_g = clamp(screenUv + R_refr_g.xy * refractOffsetScale, vec2<f32>(0.001), vec2<f32>(0.999));\\n let uv_b = clamp(screenUv + R_refr_b.xy * refractOffsetScale, vec2<f32>(0.001), vec2<f32>(0.999));\\n \\n // Roughness mip/jitter level\\n let mipLevel = glass.roughness * 5.0;\\n let sampleR = textureSampleLevel(backdropTexture, backdropSampler, uv_r, mipLevel).r;\\n let sampleG = textureSampleLevel(backdropTexture, backdropSampler, uv_g, mipLevel).g;\\n let sampleB = textureSampleLevel(backdropTexture, backdropSampler, uv_b, mipLevel).b;\\n \\n let transmittedColor = vec3<f32>(sampleR, sampleG, sampleB) * glass.tintColor.rgb * model.colorTint.rgb;\\n \\n // 4. Procedural Studio HDRI Environment Reflection (Warm key + cool rim highlights)\\n let envAngle = atan2(R_refl.z, R_refl.x);\\n let envElevation = R_refl.y;\\n let studioKey = pow(max(0.0, dot(R_refl, normalize(vec3<f32>(0.6, 0.8, -0.5)))), 32.0) * 1.5;\\n let studioRim = pow(max(0.0, dot(R_refl, normalize(vec3<f32>(-0.7, 0.3, 0.6)))), 16.0) * 0.8;\\n let ambientSky = mix(vec3<f32>(0.92, 0.94, 0.98), vec3<f32>(0.98, 0.96, 0.92), envElevation * 0.5 + 0.5);\\n let envColor = (ambientSky * 0.6 + vec3<f32>(1.0, 0.98, 0.95) * studioKey + vec3<f32>(0.85, 0.92, 1.0) * studioRim) * glass.envIntensity;\\n \\n // 5. Energy-Conserving Blend with Premultiplied Alpha\\n let blendedRGB = mix(transmittedColor, envColor, F);\\n let alpha = clamp((F + (1.0 - glass.transmission) * 0.6) * model.params.x, 0.0, 1.0);\\n \\n return vec4<f32>(blendedRGB * alpha, alpha);\\n}\\n\";\n//#endregion\n//#region src/shaders/screen-space-relight.d.ts\n/**\n * @file shaders/screen-space-relight.ts\n * Screen-Space Normal Map 3D Relighting WGSL Shader\n * Casts dynamic multi-light Blinn-Phong illumination (Ambient, Directional, Point, Spot)\n * across 2D generative video and media layers using reconstructed surface normals.\n */\ndeclare const screenSpaceRelightWgsl = \"\\nstruct RelightMaterialUniforms {\\n // vec4 0\\n roughness : f32,\\n specularStrength : f32,\\n metallic : f32,\\n ambientIntensity : f32,\\n\\n // vec4 1\\n depthScale : f32,\\n depthInvert : f32,\\n hasNormalMap : f32,\\n volumetricDensity: f32,\\n\\n // vec4 2\\n viewportWidth : f32,\\n viewportHeight : f32,\\n shininess : f32,\\n opacity : f32,\\n\\n // vec4 3\\n layerX : f32,\\n layerY : f32,\\n _pad0 : f32,\\n _pad1 : f32,\\n};\\n\\nstruct GPULight {\\n posType : vec4<f32>, // xyz = position, w = type (0=ambient, 1=directional, 2=point, 3=spot)\\n dirRadius : vec4<f32>, // xyz = normalized direction, w = radius\\n colorIntensity : vec4<f32>, // rgb = linear color, w = intensity\\n spotParams : vec4<f32>, // x = cos(outer), y = cos(inner), z = decay, w = 0\\n};\\n\\nstruct LightsUniforms {\\n ambientColor : vec4<f32>,\\n params : vec4<f32>, // x = lightCount, y = hasLights (1=lit, 0=unlit)\\n lights : array<GPULight, 8>,\\n};\\n\\n@group(0) @binding(0) var<uniform> mat : RelightMaterialUniforms;\\n@group(1) @binding(0) var<uniform> lights : LightsUniforms;\\n\\n@group(2) @binding(0) var albedoTex : texture_2d<f32>;\\n@group(2) @binding(1) var albedoSamp : sampler;\\n@group(2) @binding(2) var normalTex : texture_2d<f32>;\\n@group(2) @binding(3) var normalSamp : sampler;\\n\\nstruct VSOut {\\n @builtin(position) pos : vec4<f32>,\\n @location(0) uv : vec2<f32>,\\n};\\n\\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\\n var pos = array<vec2<f32>, 4>(\\n vec2<f32>(-1.0, 1.0),\\n vec2<f32>( 1.0, 1.0),\\n vec2<f32>(-1.0, -1.0),\\n vec2<f32>( 1.0, -1.0)\\n );\\n var uv = array<vec2<f32>, 4>(\\n vec2<f32>(0.0, 0.0),\\n vec2<f32>(1.0, 0.0),\\n vec2<f32>(0.0, 1.0),\\n vec2<f32>(1.0, 1.0)\\n );\\n return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);\\n}\\n\\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\\n let albedo = textureSampleLevel(albedoTex, albedoSamp, in.uv, 0.0);\\n if (albedo.a <= 0.001) {\\n return vec4<f32>(0.0);\\n }\\n\\n // Normal unpacking: [0, 1] -> [-1, 1]\\n var N = vec3<f32>(0.0, 0.0, 1.0);\\n if (mat.hasNormalMap > 0.5) {\\n let rawNormal = textureSampleLevel(normalTex, normalSamp, in.uv, 0.0).xyz;\\n let unpacked = rawNormal * 2.0 - 1.0;\\n N = normalize(vec3<f32>(unpacked.x, unpacked.y, max(unpacked.z, 0.05)));\\n }\\n\\n let V = vec3<f32>(0.0, 0.0, 1.0);\\n let pSurface = vec3<f32>(\\n mat.layerX + in.uv.x * mat.viewportWidth,\\n mat.layerY + in.uv.y * mat.viewportHeight,\\n 0.0\\n );\\n\\n // If scene lights are not declared, output base albedo unmodified\\n if (lights.params.y < 0.5) {\\n return vec4<f32>(albedo.rgb * mat.opacity, albedo.a * mat.opacity);\\n }\\n\\n let numLights = u32(min(lights.params.x, 8.0));\\n var ambientAccum = lights.ambientColor.rgb * mat.ambientIntensity;\\n var directDiffuseAccum = vec3<f32>(0.0);\\n var directSpecularAccum = vec3<f32>(0.0);\\n\\n let roughness = clamp(mat.roughness, 0.02, 1.0);\\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\\n\\n for (var i = 0u; i < 8u; i = i + 1u) {\\n if (i >= numLights) {\\n break;\\n }\\n\\n let light = lights.lights[i];\\n let lightType = light.posType.w;\\n let lightColor = light.colorIntensity.rgb;\\n let intensity = light.colorIntensity.w;\\n\\n var L = vec3<f32>(0.0, 0.0, 1.0);\\n var attenuation: f32 = 1.0;\\n\\n if (lightType > 0.5 && lightType < 1.5) {\\n // Directional Light\\n L = normalize(-light.dirRadius.xyz);\\n } else if (lightType >= 1.5) {\\n // Point or Spot Light\\n let lightPosCanvas = light.posType.xyz;\\n let toLight = lightPosCanvas - pSurface;\\n let dist = length(toLight);\\n let radius = max(10.0, light.dirRadius.w);\\n\\n if (dist > radius * 2.0) {\\n continue;\\n }\\n\\n L = normalize(toLight);\\n let dNorm = clamp(dist / radius, 0.0, 1.0);\\n let decay = max(0.5, light.spotParams.z);\\n attenuation = pow(clamp(1.0 - dNorm, 0.0, 1.0), decay) / (1.0 + dNorm * dNorm);\\n\\n if (lightType > 2.5) {\\n // Spot Light\\n let spotDir = normalize(light.dirRadius.xyz);\\n let cosAngle = dot(-L, spotDir);\\n let cosOuter = light.spotParams.x;\\n let cosInner = light.spotParams.y;\\n\\n if (cosAngle < cosOuter) {\\n continue;\\n }\\n let spotFalloff = smoothstep(cosOuter, cosInner, cosAngle);\\n attenuation *= spotFalloff;\\n }\\n } else {\\n // Ambient light in array\\n ambientAccum += lightColor * (intensity * mat.ambientIntensity);\\n continue;\\n }\\n\\n let NdotL = max(dot(N, L), 0.0);\\n let diffuse = lightColor * (NdotL * intensity * attenuation);\\n directDiffuseAccum += diffuse;\\n\\n let H = normalize(L + V);\\n let NdotH = max(dot(N, H), 0.0);\\n let specularFactor = pow(NdotH, specPower) * mat.specularStrength * intensity * attenuation;\\n let specColor = mix(lightColor, lightColor * albedo.rgb, mat.metallic);\\n directSpecularAccum += specColor * specularFactor;\\n }\\n\\n let finalColor = albedo.rgb * (ambientAccum + directDiffuseAccum) + directSpecularAccum;\\n let outOpacity = albedo.a * mat.opacity;\\n\\n // Premultiplied alpha return\\n return vec4<f32>(finalColor * outOpacity, outOpacity);\\n}\\n\";\n//#endregion\n//#region src/shaders/shape-fill.d.ts\ndeclare const shapeFillWgsl = \"\\n\\nstruct GradientUniforms {\\n info : vec4<f32>, // x = type (0 none, 1 linear, 2 radial, 3 conic), y = stop count\\n geom : vec4<f32>, // linear: cx, cy, dir.x / len, dir.y / len; radial: cx, cy, rx, ry; conic: cx, cy, from (rad)\\n offsets : array<vec4<f32>, 2>,\\n stops : array<vec4<f32>, 8>, // OKLab + alpha\\n};\\n\\nfn gradientOklabToSrgb(lab: vec3<f32>) -> vec3<f32> {\\n let l = pow(lab.x + 0.3963377774 * lab.y + 0.2158037573 * lab.z, 3.0);\\n let m = pow(lab.x - 0.1055613458 * lab.y - 0.0638541728 * lab.z, 3.0);\\n let s = pow(lab.x - 0.0894841775 * lab.y - 1.291485548 * lab.z, 3.0);\\n let lin = clamp(vec3<f32>(\\n 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,\\n -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,\\n -0.0041960863 * l - 0.7034186147 * m + 1.707614701 * s,\\n ), vec3<f32>(0.0), vec3<f32>(1.0));\\n let lo = lin * 12.92;\\n let hi = 1.055 * pow(lin, vec3<f32>(1.0 / 2.4)) - 0.055;\\n return select(hi, lo, lin <= vec3<f32>(0.0031308));\\n}\\n\\n/// Position along the gradient (0..1, unclamped for linear/radial) at local point p.\\nfn gradientT(g: GradientUniforms, p: vec2<f32>) -> f32 {\\n let d = p - g.geom.xy;\\n let kind = g.info.x;\\n if (kind < 1.5) {\\n return dot(d, g.geom.zw) + 0.5;\\n }\\n if (kind < 2.5) {\\n return length(d / max(g.geom.zw, vec2<f32>(1e-4)));\\n }\\n let a = atan2(d.x, -d.y) - g.geom.z;\\n return fract(a / 6.28318530718);\\n}\\n\\n/// Straight sRGB color + alpha of the gradient at local point p.\\nfn evalGradient(g: GradientUniforms, p: vec2<f32>) -> vec4<f32> {\\n var offs = g.offsets;\\n var stops = g.stops;\\n let n = i32(g.info.y);\\n let t = gradientT(g, p);\\n var lab = stops[0];\\n if (t > offs[0].x) {\\n lab = stops[n - 1];\\n for (var i = 1; i < 8; i++) {\\n if (i >= n) {\\n break;\\n }\\n let b = offs[i / 4][i % 4];\\n if (t <= b) {\\n let a = offs[(i - 1) / 4][(i - 1) % 4];\\n let f = select(1.0, (t - a) / (b - a), b - a > 1e-5);\\n lab = mix(stops[i - 1], stops[i], clamp(f, 0.0, 1.0));\\n break;\\n }\\n }\\n }\\n return vec4<f32>(gradientOklabToSrgb(lab.xyz), lab.w);\\n}\\n\\n\\nstruct Uniforms {\\n transformCol0 : vec4<f32>,\\n transformCol1 : vec4<f32>,\\n transformCol2 : vec4<f32>,\\n params : vec4<f32>, // x = opacity, y = surfaceWidth, z = surfaceHeight, w = unused\\n color : vec4<f32>, // solid color (gradient.info.x = 0)\\n gradient : GradientUniforms,\\n};\\n\\n@group(0) @binding(0) var<uniform> u : Uniforms;\\n\\nstruct VSOut {\\n @builtin(position) pos : vec4<f32>,\\n @location(0) localPos : vec2<f32>,\\n};\\n\\n@vertex fn vs(@location(0) xy : vec2<f32>) -> VSOut {\\n let transform = mat3x3<f32>(u.transformCol0.xyz, u.transformCol1.xyz, u.transformCol2.xyz);\\n let p = transform * vec3<f32>(xy, 1.0);\\n \\n let surfaceSize = u.params.yz;\\n let clipX = (p.x / surfaceSize.x) * 2.0 - 1.0;\\n let clipY = 1.0 - (p.y / surfaceSize.y) * 2.0;\\n\\n return VSOut(vec4<f32>(clipX, clipY, 0.0, 1.0), xy);\\n}\\n\\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\\n var outColor = u.color;\\n if (u.gradient.info.x > 0.5) {\\n outColor = evalGradient(u.gradient, in.localPos);\\n }\\n \\n let alpha = outColor.a * u.params.x;\\n if (alpha <= 0.0) {\\n discard;\\n }\\n \\n return vec4<f32>(outColor.rgb * alpha, alpha);\\n}\\n\";\n//#endregion\n//#region src/shaders/solid.d.ts\ndeclare const solidWgsl = \"\\n\\nstruct GradientUniforms {\\n info : vec4<f32>, // x = type (0 none, 1 linear, 2 radial, 3 conic), y = stop count\\n geom : vec4<f32>, // linear: cx, cy, dir.x / len, dir.y / len; radial: cx, cy, rx, ry; conic: cx, cy, from (rad)\\n offsets : array<vec4<f32>, 2>,\\n stops : array<vec4<f32>, 8>, // OKLab + alpha\\n};\\n\\nfn gradientOklabToSrgb(lab: vec3<f32>) -> vec3<f32> {\\n let l = pow(lab.x + 0.3963377774 * lab.y + 0.2158037573 * lab.z, 3.0);\\n let m = pow(lab.x - 0.1055613458 * lab.y - 0.0638541728 * lab.z, 3.0);\\n let s = pow(lab.x - 0.0894841775 * lab.y - 1.291485548 * lab.z, 3.0);\\n let lin = clamp(vec3<f32>(\\n 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,\\n -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,\\n -0.0041960863 * l - 0.7034186147 * m + 1.707614701 * s,\\n ), vec3<f32>(0.0), vec3<f32>(1.0));\\n let lo = lin * 12.92;\\n let hi = 1.055 * pow(lin, vec3<f32>(1.0 / 2.4)) - 0.055;\\n return select(hi, lo, lin <= vec3<f32>(0.0031308));\\n}\\n\\n/// Position along the gradient (0..1, unclamped for linear/radial) at local point p.\\nfn gradientT(g: GradientUniforms, p: vec2<f32>) -> f32 {\\n let d = p - g.geom.xy;\\n let kind = g.info.x;\\n if (kind < 1.5) {\\n return dot(d, g.geom.zw) + 0.5;\\n }\\n if (kind < 2.5) {\\n return length(d / max(g.geom.zw, vec2<f32>(1e-4)));\\n }\\n let a = atan2(d.x, -d.y) - g.geom.z;\\n return fract(a / 6.28318530718);\\n}\\n\\n/// Straight sRGB color + alpha of the gradient at local point p.\\nfn evalGradient(g: GradientUniforms, p: vec2<f32>) -> vec4<f32> {\\n var offs = g.offsets;\\n var stops = g.stops;\\n let n = i32(g.info.y);\\n let t = gradientT(g, p);\\n var lab = stops[0];\\n if (t > offs[0].x) {\\n lab = stops[n - 1];\\n for (var i = 1; i < 8; i++) {\\n if (i >= n) {\\n break;\\n }\\n let b = offs[i / 4][i % 4];\\n if (t <= b) {\\n let a = offs[(i - 1) / 4][(i - 1) % 4];\\n let f = select(1.0, (t - a) / (b - a), b - a > 1e-5);\\n lab = mix(stops[i - 1], stops[i], clamp(f, 0.0, 1.0));\\n break;\\n }\\n }\\n }\\n return vec4<f32>(gradientOklabToSrgb(lab.xyz), lab.w);\\n}\\n\\n\\nstruct Uniforms {\\n transformCol0 : vec4<f32>,\\n transformCol1 : vec4<f32>,\\n transformCol2 : vec4<f32>,\\n params : vec4<f32>, // x = opacity, y = surfaceWidth, z = surfaceHeight, w = cornerRadius\\n color : vec4<f32>,\\n rect : vec4<f32>, // x, y, width, height\\n gradient : GradientUniforms, // info.x = 0: solid `color`\\n};\\n\\n@group(0) @binding(0) var<uniform> u : Uniforms;\\n\\nstruct VSOut {\\n @builtin(position) pos : vec4<f32>,\\n @location(0) localPos : vec2<f32>,\\n};\\n\\n@vertex fn vs(@location(0) xy : vec2<f32>) -> VSOut {\\n let transform = mat3x3<f32>(u.transformCol0.xyz, u.transformCol1.xyz, u.transformCol2.xyz);\\n let p = transform * vec3<f32>(xy, 1.0);\\n \\n let surfaceSize = u.params.yz;\\n let clipX = (p.x / surfaceSize.x) * 2.0 - 1.0;\\n let clipY = 1.0 - (p.y / surfaceSize.y) * 2.0;\\n\\n return VSOut(vec4<f32>(clipX, clipY, 0.0, 1.0), xy);\\n}\\n\\nfn sdRoundedRect(p: vec2<f32>, b: vec2<f32>, r: f32) -> f32 {\\n let q = abs(p) - b + r;\\n return min(max(q.x, q.y), 0.0) + length(max(q, vec2<f32>(0.0))) - r;\\n}\\n\\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\\n let center = u.rect.xy + u.rect.zw * 0.5;\\n let halfSize = u.rect.zw * 0.5;\\n let radius = u.params.w;\\n \\n let d = sdRoundedRect(in.localPos - center, halfSize, radius);\\n // Rounded shapes: one device pixel of coverage centred on the edge (the\\n // quad has room for its outer half). Square ones keep their exact edge.\\n let fw = max(fwidth(d), 1e-4);\\n var edgeAlpha = 1.0 - smoothstep(0.0, 1.0, d);\\n if (radius > 0.0) {\\n edgeAlpha = clamp(0.5 - d / fw, 0.0, 1.0);\\n }\\n var fill = u.color;\\n if (u.gradient.info.x > 0.5) {\\n fill = evalGradient(u.gradient, in.localPos);\\n }\\n let alpha = fill.a * u.params.x * edgeAlpha;\\n if (alpha <= 0.0) {\\n discard;\\n }\\n \\n return vec4<f32>(fill.rgb * alpha, alpha);\\n}\\n\";\n//#endregion\n//#region src/shaders/ssao.d.ts\n/**\n * @file packages/webgpu-renderers/src/shaders/ssao.ts\n * WGSL Shader Module for Screen-Space Ambient Occlusion (SSAO) & Bilateral Cross-Blur.\n */\ndeclare const ssaoWgsl = \"\\nstruct SSAOUniforms {\\n projMatrix: mat4x4<f32>,\\n invProjMatrix: mat4x4<f32>,\\n viewMatrix: mat4x4<f32>,\\n radius: f32,\\n bias: f32,\\n intensity: f32,\\n sampleCount: u32,\\n viewportWidth: f32,\\n viewportHeight: f32,\\n};\\n\\n@group(0) @binding(0) var depthTexture: texture_depth_2d;\\n@group(0) @binding(1) var normalTexture: texture_2d<f32>;\\n@group(0) @binding(2) var noiseTexture: texture_2d<f32>;\\n@group(0) @binding(3) var colorSampler: sampler;\\n@group(0) @binding(4) var<storage, read> kernelSamples: array<vec4<f32>>;\\n@group(0) @binding(5) var<uniform> u: SSAOUniforms;\\n\\n@vertex\\nfn vs_main(@builtin(vertex_index) vertexIndex: u32) -> @builtin(position) vec4<f32> {\\n var pos = array<vec2<f32>, 4>(\\n vec2<f32>(-1.0, -1.0),\\n vec2<f32>( 1.0, -1.0),\\n vec2<f32>(-1.0, 1.0),\\n vec2<f32>( 1.0, 1.0)\\n );\\n return vec4<f32>(pos[vertexIndex], 0.0, 1.0);\\n}\\n\\nfn reconstructViewPos(uv: vec2<f32>, depth: f32) -> vec3<f32> {\\n let clipPos = vec4<f32>(uv.x * 2.0 - 1.0, (1.0 - uv.y) * 2.0 - 1.0, depth, 1.0);\\n let viewPos = u.invProjMatrix * clipPos;\\n return viewPos.xyz / viewPos.w;\\n}\\n\\n@fragment\\nfn fs_ssao(@builtin(position) pos: vec4<f32>) -> @location(0) f32 {\\n let uv = pos.xy / vec2<f32>(u.viewportWidth, u.viewportHeight);\\n let depth = textureSampleLevel(depthTexture, colorSampler, uv, 0);\\n \\n if (depth >= 1.0) {\\n return 1.0;\\n }\\n \\n let rawNormal = textureSampleLevel(normalTexture, colorSampler, uv, 0.0).xyz;\\n let normal = normalize(rawNormal * 2.0 - 1.0);\\n let viewPos = reconstructViewPos(uv, depth);\\n \\n let noiseUV = pos.xy / 4.0;\\n let randomVec = normalize(textureSampleLevel(noiseTexture, colorSampler, noiseUV, 0.0).xyz * 2.0 - 1.0);\\n \\n let tangent = normalize(randomVec - normal * dot(randomVec, normal));\\n let bitangent = cross(normal, tangent);\\n let TBN = mat3x3<f32>(tangent, bitangent, normal);\\n \\n var occlusion = 0.0;\\n let count = min(u.sampleCount, arrayLength(&kernelSamples));\\n \\n for (var i = 0u; i < count; i = i + 1u) {\\n let sampleDir = TBN * kernelSamples[i].xyz;\\n let samplePos = viewPos + sampleDir * u.radius;\\n \\n let offset = u.projMatrix * vec4<f32>(samplePos, 1.0);\\n var sampleUV = vec2<f32>(\\n (offset.x / offset.w) * 0.5 + 0.5,\\n (1.0 - (offset.y / offset.w)) * 0.5\\n );\\n \\n if (sampleUV.x < 0.0 || sampleUV.x > 1.0 || sampleUV.y < 0.0 || sampleUV.y > 1.0) {\\n continue;\\n }\\n \\n let sampleDepthVal = textureSampleLevel(depthTexture, colorSampler, sampleUV, 0);\\n let sampleViewZ = reconstructViewPos(sampleUV, sampleDepthVal).z;\\n \\n let rangeCheck = smoothstep(0.0, 1.0, u.radius / max(abs(viewPos.z - sampleViewZ), 0.001));\\n if (sampleViewZ >= samplePos.z + u.bias) {\\n occlusion += rangeCheck;\\n }\\n }\\n \\n let ao = 1.0 - (occlusion / f32(max(count, 1u))) * u.intensity;\\n return clamp(ao, 0.0, 1.0);\\n}\\n\";\ndeclare const ssaoBlurWgsl = \"\\nstruct BlurUniforms {\\n viewportWidth: f32,\\n viewportHeight: f32,\\n blurRadius: i32,\\n depthThreshold: f32,\\n};\\n\\n@group(0) @binding(0) var ssaoTexture: texture_2d<f32>;\\n@group(0) @binding(1) var depthTexture: texture_depth_2d;\\n@group(0) @binding(2) var colorSampler: sampler;\\n@group(0) @binding(3) var<uniform> u: BlurUniforms;\\n\\n@vertex\\nfn vs_main(@builtin(vertex_index) vertexIndex: u32) -> @builtin(position) vec4<f32> {\\n var pos = array<vec2<f32>, 4>(\\n vec2<f32>(-1.0, -1.0),\\n vec2<f32>( 1.0, -1.0),\\n vec2<f32>(-1.0, 1.0),\\n vec2<f32>( 1.0, 1.0)\\n );\\n return vec4<f32>(pos[vertexIndex], 0.0, 1.0);\\n}\\n\\n@fragment\\nfn fs_blur(@builtin(position) pos: vec4<f32>) -> @location(0) f32 {\\n let uv = pos.xy / vec2<f32>(u.viewportWidth, u.viewportHeight);\\n let centerDepth = textureSampleLevel(depthTexture, colorSampler, uv, 0);\\n let centerAO = textureSampleLevel(ssaoTexture, colorSampler, uv, 0.0).r;\\n \\n if (centerDepth >= 1.0) {\\n return 1.0;\\n }\\n \\n var result = 0.0;\\n var totalWeight = 0.0;\\n let texelSize = 1.0 / vec2<f32>(u.viewportWidth, u.viewportHeight);\\n let r = u.blurRadius;\\n \\n for (var x = -r; x <= r; x = x + 1) {\\n for (var y = -r; y <= r; y = y + 1) {\\n let offsetUV = uv + vec2<f32>(f32(x), f32(y)) * texelSize;\\n let sampleDepth = textureSampleLevel(depthTexture, colorSampler, offsetUV, 0);\\n let depthDelta = abs(sampleDepth - centerDepth);\\n \\n let spatialW = exp(-f32(x * x + y * y) / f32(2 * r * r));\\n let depthW = clamp(1.0 - depthDelta / max(u.depthThreshold, 0.0001), 0.0, 1.0);\\n let w = spatialW * depthW;\\n \\n let sampleAO = textureSampleLevel(ssaoTexture, colorSampler, offsetUV, 0.0).r;\\n result += sampleAO * w;\\n totalWeight += w;\\n }\\n }\\n \\n if (totalWeight <= 0.0) {\\n return centerAO;\\n }\\n return result / totalWeight;\\n}\\n\";\n//#endregion\n//#region src/signals/audio-signal-compute.d.ts\ninterface AudioSignalComputeConfig {\n extractionMode?: \"rms_envelope\" | \"transient_beat\" | \"sub_bass\" | \"bass\" | \"mid\" | \"high\" | \"spectral_flux\";\n attackMs?: number;\n releaseMs?: number;\n sensitivity?: number;\n noiseFloorDb?: number;\n dynamicRangeDb?: number;\n autoRange?: boolean;\n smoothing?: number;\n curve?: \"linear\" | \"exponential\" | \"logarithmic\" | \"square\" | \"smoothstep\";\n beatThreshold?: number;\n beatDecayMs?: number;\n}\ninterface ExtractedSignalStats {\n primary: {\n min: number;\n max: number;\n };\n beat: {\n min: number;\n max: number;\n };\n bass: {\n min: number;\n max: number;\n };\n energy: {\n min: number;\n max: number;\n };\n}\ninterface ExtractedAudioSignals {\n primaryBuffer: GPUBuffer;\n beatBuffer: GPUBuffer;\n bassBuffer: GPUBuffer;\n energyBuffer: GPUBuffer;\n texture: GPUTexture;\n textureView: GPUTextureView;\n numFrames: number;\n durationSec: number;\n stats: ExtractedSignalStats;\n channelSamples?: {\n primary: Float32Array;\n beat: Float32Array;\n bass: Float32Array;\n energy: Float32Array;\n };\n}\n/**\n * 1. Biquad IIR Filter Bank Compute Shader\n * Applies resonant bandpass/lowpass/highpass filtering on PCM audio buffer.\n */\ndeclare const AUDIO_BIQUAD_FILTER_SHADER = \"\\nstruct BiquadUniforms {\\n b0 : f32,\\n b1 : f32,\\n b2 : f32,\\n a1 : f32,\\n a2 : f32,\\n numSamples : u32,\\n pad1 : f32,\\n pad2 : f32,\\n};\\n\\n@group(0) @binding(0) var<uniform> u : BiquadUniforms;\\n@group(0) @binding(1) var<storage, read> inAudio : array<f32>;\\n@group(0) @binding(2) var<storage, read_write> outAudio : array<f32>;\\n\\n@compute @workgroup_size(1)\\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\\n if (gid.x != 0u) { return; }\\n\\n var x1 = 0.0f;\\n var x2 = 0.0f;\\n var y1 = 0.0f;\\n var y2 = 0.0f;\\n\\n let total = u.numSamples;\\n for (var i = 0u; i < total; i = i + 1u) {\\n let x0 = inAudio[i];\\n let y0 = u.b0 * x0 + u.b1 * x1 + u.b2 * x2 - u.a1 * y1 - u.a2 * y2;\\n\\n x2 = x1;\\n x1 = x0;\\n y2 = y1;\\n y1 = y0;\\n\\n outAudio[i] = y0;\\n }\\n}\\n\";\n/**\n * 2. Windowed RMS, Peak Envelope & Spectral Flux Extraction Compute Shader\n */\ndeclare const AUDIO_FEATURE_EXTRACTION_SHADER = \"\\nstruct FeatureUniforms {\\n sampleRate : f32,\\n numSamples : u32,\\n numFrames : u32,\\n hopSize : u32,\\n windowSize : u32,\\n attackAlpha : f32,\\n releaseAlpha : f32,\\n sensitivity : f32,\\n noiseFloorDb : f32,\\n dynamicRangeDb : f32,\\n curveType : u32, // 0=linear, 1=exp, 2=log, 3=sqr, 4=smoothstep\\n beatThreshold : f32,\\n beatDecayAlpha : f32,\\n extractionMode : u32, // 0=rms, 1=beat, 2=bass, 3=energy, etc.\\n pad0 : f32,\\n pad1 : f32,\\n};\\n\\n@group(0) @binding(0) var<uniform> u : FeatureUniforms;\\n@group(0) @binding(1) var<storage, read> rawAudio : array<f32>;\\n@group(0) @binding(2) var<storage, read> bassAudio : array<f32>;\\n@group(0) @binding(3) var<storage, read_write> outPrimary : array<f32>;\\n@group(0) @binding(4) var<storage, read_write> outBeat : array<f32>;\\n@group(0) @binding(5) var<storage, read_write> outBass : array<f32>;\\n@group(0) @binding(6) var<storage, read_write> outEnergy : array<f32>;\\n@group(0) @binding(7) var<storage, read_write> outStats : array<f32>;\\n\\nfn applyCurve(v: f32, curve: u32) -> f32 {\\n let cv = clamp(v, 0.0f, 1.0f);\\n if (curve == 1u) { // Exponential\\n return cv * cv;\\n }\\n if (curve == 2u) { // Logarithmic\\n return log(1.0f + 9.0f * cv) / log(10.0f);\\n }\\n if (curve == 3u) { // Square\\n return cv * cv * cv;\\n }\\n if (curve == 4u) { // Smoothstep\\n return cv * cv * (3.0f - 2.0f * cv);\\n }\\n return cv; // Linear\\n}\\n\\nfn scaleDbToNormalized(rms: f32) -> f32 {\\n let eps = 1e-6f;\\n let safeRms = max(rms * u.sensitivity, eps);\\n let db = 20.0f * log(safeRms) / log(10.0f);\\n let minDb = u.noiseFloorDb;\\n let maxDb = u.noiseFloorDb + u.dynamicRangeDb;\\n let norm = clamp((db - minDb) / (maxDb - minDb), 0.0f, 1.0f);\\n return norm;\\n}\\n\\n@compute @workgroup_size(1)\\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\\n if (gid.x != 0u) { return; }\\n\\n var envFollower = 0.0f;\\n var bassFollower = 0.0f;\\n var prevBassEnergy = 0.0f;\\n var beatEnvelope = 0.0f;\\n\\n let numFrames = u.numFrames;\\n let numSamples = u.numSamples;\\n let halfWin = u.windowSize / 2u;\\n\\n var minEnergy = 1e6f;\\n var maxEnergy = -1e6f;\\n var minBass = 1e6f;\\n var maxBass = -1e6f;\\n var minBeat = 1e6f;\\n var maxBeat = -1e6f;\\n var minPrimary = 1e6f;\\n var maxPrimary = -1e6f;\\n\\n for (var f = 0u; f < numFrames; f = f + 1u) {\\n let centerSample = f * u.hopSize;\\n let startSample = select(0u, centerSample - halfWin, centerSample >= halfWin);\\n let endSample = min(numSamples, centerSample + halfWin);\\n\\n var sumSq = 0.0f;\\n var sumBassSq = 0.0f;\\n var count = 0.0f;\\n\\n for (var s = startSample; s < endSample; s = s + 1u) {\\n let val = rawAudio[s];\\n let bVal = bassAudio[s];\\n sumSq = sumSq + val * val;\\n sumBassSq = sumBassSq + bVal * bVal;\\n count = count + 1.0f;\\n }\\n\\n let effectiveCount = max(count, 1.0f);\\n let rms = sqrt(sumSq / effectiveCount);\\n let bassRms = sqrt(sumBassSq / effectiveCount);\\n\\n let normRms = scaleDbToNormalized(rms);\\n let normBass = scaleDbToNormalized(bassRms);\\n\\n // Ballistics envelope follower (Attack / Release)\\n let alpha = select(u.releaseAlpha, u.attackAlpha, normRms > envFollower);\\n envFollower = envFollower + alpha * (normRms - envFollower);\\n\\n let bassAlpha = select(u.releaseAlpha, u.attackAlpha, normBass > bassFollower);\\n bassFollower = bassFollower + bassAlpha * (normBass - bassFollower);\\n\\n // Spectral flux / Onset detection on bass energy\\n let flux = max(0.0f, bassFollower - prevBassEnergy);\\n prevBassEnergy = bassFollower;\\n\\n // Beat pulse triggering and exponential decay\\n beatEnvelope = beatEnvelope * u.beatDecayAlpha;\\n if (flux > u.beatThreshold) {\\n let hit = clamp((flux - u.beatThreshold) / max(0.01f, 0.15f - u.beatThreshold), 0.6f, 1.0f);\\n beatEnvelope = max(beatEnvelope, hit);\\n }\\n\\n let finalEnergy = applyCurve(envFollower, u.curveType);\\n let finalBass = applyCurve(bassFollower, u.curveType);\\n let finalBeat = applyCurve(beatEnvelope, u.curveType);\\n\\n var finalPrimary = finalEnergy;\\n if (u.extractionMode == 1u) { // transient_beat\\n finalPrimary = finalBeat;\\n } else if (u.extractionMode == 2u || u.extractionMode == 3u) { // sub_bass or bass\\n finalPrimary = finalBass;\\n }\\n\\n minEnergy = min(minEnergy, finalEnergy);\\n maxEnergy = max(maxEnergy, finalEnergy);\\n minBass = min(minBass, finalBass);\\n maxBass = max(maxBass, finalBass);\\n minBeat = min(minBeat, finalBeat);\\n maxBeat = max(maxBeat, finalBeat);\\n minPrimary = min(minPrimary, finalPrimary);\\n maxPrimary = max(maxPrimary, finalPrimary);\\n\\n outPrimary[f] = finalPrimary;\\n outBeat[f] = finalBeat;\\n outBass[f] = finalBass;\\n outEnergy[f] = finalEnergy;\\n }\\n\\n if (numFrames > 0u) {\\n outStats[0] = minPrimary;\\n outStats[1] = select(maxPrimary, minPrimary + 1.0f, maxPrimary <= minPrimary + 1e-5f);\\n outStats[2] = minBeat;\\n outStats[3] = select(maxBeat, minBeat + 1.0f, maxBeat <= minBeat + 1e-5f);\\n outStats[4] = minBass;\\n outStats[5] = select(maxBass, minBass + 1.0f, maxBass <= minBass + 1e-5f);\\n outStats[6] = minEnergy;\\n outStats[7] = select(maxEnergy, minEnergy + 1.0f, maxEnergy <= minEnergy + 1e-5f);\\n } else {\\n outStats[0] = 0.0f;\\n outStats[1] = 1.0f;\\n outStats[2] = 0.0f;\\n outStats[3] = 1.0f;\\n outStats[4] = 0.0f;\\n outStats[5] = 1.0f;\\n outStats[6] = 0.0f;\\n outStats[7] = 1.0f;\\n }\\n}\\n\";\n/**\n * 3. 2D / 1D Texture Pack Shader\n * Copies the 4 extracted signals (Primary, Beat, Bass, Energy) into an RGBA32F texture for UV shader sampling.\n */\ndeclare const AUDIO_SIGNAL_TO_TEXTURE_SHADER = \"\\nstruct TexturePackUniforms {\\n numFrames : u32,\\n texWidth : u32,\\n pad1 : f32,\\n pad2 : f32,\\n};\\n\\n@group(0) @binding(0) var<uniform> u : TexturePackUniforms;\\n@group(0) @binding(1) var<storage, read> inPrimary : array<f32>;\\n@group(0) @binding(2) var<storage, read> inBeat : array<f32>;\\n@group(0) @binding(3) var<storage, read> inBass : array<f32>;\\n@group(0) @binding(4) var<storage, read> inEnergy : array<f32>;\\n@group(0) @binding(5) var outTex : texture_storage_2d<rgba16float, write>;\\n\\n@compute @workgroup_size(64)\\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\\n let x = gid.x;\\n if (x >= u.texWidth) { return; }\\n\\n let progress = f32(x) / f32(u.texWidth - 1u);\\n let frameFloat = progress * f32(u.numFrames - 1u);\\n let f0 = u32(clamp(floor(frameFloat), 0.0f, f32(u.numFrames - 1u)));\\n let f1 = u32(clamp(ceil(frameFloat), 0.0f, f32(u.numFrames - 1u)));\\n let weight = fract(frameFloat);\\n\\n let prim = mix(inPrimary[f0], inPrimary[f1], weight);\\n let beat = mix(inBeat[f0], inBeat[f1], weight);\\n let bass = mix(inBass[f0], inBass[f1], weight);\\n let nrg = mix(inEnergy[f0], inEnergy[f1], weight);\\n\\n textureStore(outTex, vec2<i32>(i32(x), 0), vec4<f32>(prim, beat, bass, nrg));\\n}\\n\";\n/**\n * 4. Pace / Speed Ramping Prefix-Sum Time Integral Shader\n * Integrates pace = baseSpeed + gain * signal(t) over time into a monotonic timestamp lookup buffer.\n */\ndeclare const AUDIO_PACE_INTEGRAL_SHADER = \"\\nstruct PaceUniforms {\\n baseSpeed : f32,\\n gain : f32,\\n dt : f32,\\n numFrames : u32,\\n};\\n\\n@group(0) @binding(0) var<uniform> u : PaceUniforms;\\n@group(0) @binding(1) var<storage, read> inSignal : array<f32>;\\n@group(0) @binding(2) var<storage, read_write> outSourceTimestamps : array<f32>;\\n\\n@compute @workgroup_size(1)\\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\\n if (gid.x != 0u) { return; }\\n\\n var accumulatedTime = 0.0f;\\n let total = u.numFrames;\\n\\n for (var f = 0u; f < total; f = f + 1u) {\\n let sig = inSignal[f];\\n let instantaneousSpeed = max(0.01f, u.baseSpeed + u.gain * sig);\\n accumulatedTime = accumulatedTime + instantaneousSpeed * u.dt;\\n outSourceTimestamps[f] = accumulatedTime;\\n }\\n}\\n\";\ndeclare class AudioSignalComputePipeline {\n private static pipelineCache;\n private static getPipeline;\n /**\n * Processes raw PCM audio channels on the GPU and outputs extracted feature buffers and textures.\n */\n static extractFeatures(device: GPUDevice, audioChannels: Float32Array[], sampleRate: number, fps: number, config?: AudioSignalComputeConfig, targetWidth?: number): Promise<ExtractedAudioSignals>;\n /**\n * Computes cumulative speed-ramped presentation timestamps for video pace control.\n */\n static computePaceTimestamps(device: GPUDevice, signalBuffer: GPUBuffer, numFrames: number, fps: number, baseSpeed?: number, gain?: number): GPUBuffer;\n}\n//#endregion\n//#region src/signals/signal-registry.d.ts\ninterface SignalRegistryResource {\n type: \"1d-buffer\" | \"2d-texture\" | \"combined\";\n buffer?: GPUBuffer;\n texture?: GPUTexture;\n textureView?: GPUTextureView;\n lastProcessedFrame: number;\n lastFingerprint?: string;\n uniformBuffer?: GPUBuffer;\n bindGroup?: GPUBindGroup;\n isExternal?: boolean;\n duration?: number;\n stats?: {\n min: number;\n max: number;\n };\n}\ninterface MasterAudioEntry {\n texture: GPUTexture;\n textureView: GPUTextureView;\n durationSec: number;\n stats: {\n min: number;\n max: number;\n };\n lastFingerprint?: string;\n}\ndeclare class SignalRegistry {\n private deviceCache;\n private statsMap;\n private statsListeners;\n setStats(nodeId: string, stats: {\n min: number;\n max: number;\n }): void;\n getStats(nodeId: string): {\n min: number;\n max: number;\n } | undefined;\n onStats(nodeId: string, listener: (stats: {\n min: number;\n max: number;\n }) => void): () => void;\n /**\n * Recursively computes a deterministic cache fingerprint for a signal descriptor\n * and its upstream dependencies (signalA, signalB, and upstream calculated stats).\n */\n computeSignalFingerprint(sd: unknown, depth?: number, visited?: Set<unknown>): string;\n private getDeviceResources;\n getSampler(device: GPUDevice): GPUSampler;\n /**\n * Clears frame resources. Typically called on renderId reset or context destruction.\n */\n clear(renderId: string, device?: GPUDevice): void;\n getDummy1x1TextureView(device: GPUDevice): GPUTextureView;\n getDummyBuffer(device: GPUDevice): GPUBuffer;\n registerBuffer(device: GPUDevice, nodeId: string, buffer: GPUBuffer, renderId?: string): void;\n registerTexture(device: GPUDevice, nodeId: string, texture: GPUTexture, textureView: GPUTextureView, renderId?: string, duration?: number): void;\n getMasterTextureView(device: GPUDevice, nodeId: string, renderId?: string): GPUTextureView | undefined;\n getMasterTexture(device: GPUDevice, nodeId: string, renderId?: string): GPUTexture | undefined;\n private channelSamplesMap;\n setChannelSamples(nodeId: string, samples: {\n primary?: Float32Array;\n beat?: Float32Array;\n bass?: Float32Array;\n energy?: Float32Array;\n }, renderId?: string): void;\n getChannelSamples(nodeId: string, channel?: string, renderId?: string): Float32Array | undefined;\n getDuration(device: GPUDevice, nodeId: string, renderId?: string): number | undefined;\n private extractionPromises;\n has(device: GPUDevice, nodeId: string, renderId?: string): boolean;\n /**\n * Recursively scans a signal descriptor (and upstream signalA/signalB trees)\n * for any audio sources and ensures they have been decoded and extracted.\n */\n ensureAudioSourcesExtracted(device: GPUDevice, sd: unknown, fps?: number, renderId?: string, visited?: Set<unknown>): Promise<void>;\n extractFromAudioSource(device: GPUDevice, sourceUrl: string, config: AudioSignalComputeConfig | undefined, nodeId: string, fps?: number, renderId?: string): Promise<void>;\n /**\n * Resolves or creates a 1D GPUBuffer for a time-varying signal.\n * If not evaluated yet for the current frame, it dispatches the generator compute pass.\n */\n getOrCreate1DBuffer(device: GPUDevice, _encoder: GPUCommandEncoder | null, nodeId: string, elapsedTime: number, duration: number, sd: any, numSamples: number, sampleRate: number, renderId?: string, frame?: number, fps?: number): GPUBuffer;\n /**\n * Resolves or creates a 2D GPUTextureView for spatial modulation.\n * If not evaluated yet for the current frame, it dispatches the generator render pass.\n */\n getOrCreate2DTextureView(device: GPUDevice, _encoder: GPUCommandEncoder | null, nodeId: string, elapsedTime: number, duration: number, sd: any, width: number, _height: number, renderId?: string, frame?: number, fps?: number): GPUTextureView;\n private dispatch1DGenerator;\n private dispatch1DAudioSignal;\n private dispatch1DMathSignal;\n private dispatch2DGenerator;\n private dispatch2DAudioSignal;\n private dispatch2DSignalMath;\n private dispatch2DSignalGate;\n private dispatch1DGateSignal;\n}\ndeclare const signalRegistry: SignalRegistry;\n//#endregion\n//#region src/signals/types.d.ts\ntype WGSLOutputType = \"f32\" | \"vec2f\" | \"vec3f\" | \"vec4f\";\ntype WGSLParamType = \"f32\" | \"i32\" | \"u32\" | \"vec2f\" | \"vec3f\" | \"vec4f\";\ninterface FnParam {\n name: string;\n type: WGSLParamType;\n defaultValue: number;\n}\ntype EasingFamily = \"linear\" | \"sine\" | \"quad\" | \"cubic\" | \"quart\" | \"quint\" | \"expo\" | \"circ\" | \"back\" | \"elastic\" | \"bounce\" | \"smoothstep\" | \"smootherstep\";\ntype EasingMode = \"in\" | \"out\" | \"in_out\";\ntype EnvelopePattern = \"ramp_up\" | \"ramp_down\" | \"bell\" | \"loop\";\ninterface SignalNodeConfig {\n amplitude?: number;\n frequency?: number;\n phase?: number;\n offset?: number;\n amplitudeMin?: number;\n amplitudeMax?: number;\n spatialScale?: number;\n spatialSpeed?: number;\n fmAmplitude?: number;\n fmFrequency?: number;\n gateEnabled?: boolean;\n gateStartFrame?: number;\n gateEndFrame?: number;\n gateIdleValue?: number;\n envelopeUseFrame?: boolean;\n fnBody?: string;\n fnOutputType?: WGSLOutputType;\n fnParams?: FnParam[];\n previewMode?: \"pattern\" | \"cartesian\" | \"3d\";\n baseEnabled?: boolean;\n baseType?: \"sine\" | \"triangle\" | \"sawtooth\" | \"square\" | \"constant\" | \"noise_smooth\" | \"noise_white\" | \"pulse\" | \"bounce\" | \"staircase\" | \"custom\";\n fmEnabled?: boolean;\n envelopeEnabled?: boolean;\n envelopeFamily?: EasingFamily;\n envelopeMode?: EasingMode;\n envelopePattern?: EnvelopePattern;\n envelopeCycles?: number;\n}\ninterface UniformBufferLayout {\n structWGSL: string;\n bindingWGSL: string;\n byteSize: number;\n}\n//#endregion\n//#region src/signals/video-resolver.d.ts\ndeclare function resolveVideoSignalValue(_device: GPUDevice, ctx: any, encoder: GPUCommandEncoder, sd: any, frame: number, fps: number, drawChild: any): Promise<number>;\n//#endregion\n//#region src/signals/wgsl.d.ts\ninterface WGSLSignalFn {\n /** WGSL identifier, safe to paste into any shader. */\n name: string;\n /** Full ready-to-embed WGSL text (constants + fn declaration). */\n wgsl: string;\n /** The fn signature line only — useful for downstream shader templates. */\n signature: string;\n /** Return type of the function. */\n outputType: WGSLOutputType;\n /** User-defined param descriptors (mirrors config.fnParams). */\n params: FnParam[];\n /**\n * True when the source compiled without any syntactic red-flags.\n * (Basic heuristic — real validation must happen in the WebGPU device.)\n */\n valid: boolean;\n /** Human-readable warning if `valid` is false. */\n validationWarning?: string;\n}\ndeclare function buildWGSLSignalFn(config: SignalNodeConfig, /** Node id — used to produce a unique fn name. */\nnodeId: string): WGSLSignalFn;\ninterface EvalContext {\n t: number;\n x: number;\n y: number;\n z: number;\n i: number;\n n: number;\n frame: number;\n color: [number, number, number, number];\n params: Record<string, number>;\n}\ndeclare function generateWGSLFromConfig(config: SignalNodeConfig): string;\ndeclare function parseStateFromFnBody(fnBody: string, config?: Partial<SignalNodeConfig>): Partial<SignalNodeConfig>;\ndeclare function buildUniformBufferLayout(fn: WGSLSignalFn, group?: number, binding?: number): UniformBufferLayout | null;\n//#endregion\n//#region src/slug/slug-generator.d.ts\ninterface FontkitGlyph {\n id: number;\n codePoints: number[];\n isMark?: boolean;\n advanceWidth: number;\n bbox: {\n minX: number;\n minY: number;\n maxX: number;\n maxY: number;\n };\n path: {\n commands: Array<{\n command: \"moveTo\" | \"lineTo\" | \"quadraticCurveTo\" | \"bezierCurveTo\" | \"closePath\";\n args: number[];\n }>;\n };\n}\ninterface FontkitFont {\n numGlyphs: number;\n getGlyph?(id: number): FontkitGlyph;\n glyphForCodePoint?(codePoint: number): FontkitGlyph;\n characterSet: number[] | Iterable<number>;\n ascent: number;\n descent: number;\n lineGap: number;\n unitsPerEm: number;\n variationAxes?: Record<string, unknown>;\n getVariation?(settings: Record<string, number>): FontkitFont;\n /** Shapes a string (kerning, ligatures); fontkit fonts always have it. */\n layout?(text: string, features?: string[] | Record<string, boolean>, script?: string, language?: string, direction?: \"ltr\" | \"rtl\"): {\n glyphs: FontkitGlyph[];\n positions: Array<{\n xAdvance: number;\n yAdvance: number;\n xOffset: number;\n yOffset: number;\n }>;\n };\n}\ninterface SlugGeneratorOptions {\n bandCount?: number;\n fullRange?: boolean;\n whitelist?: number[] | null;\n strokeWidth?: number;\n}\ninterface SlugGeneratorOutput extends SlugFont {\n _raw: {\n codePoints: SlugCodePoint[];\n curvesList: number[];\n bandOffsets: number[];\n curveOffsets: number[];\n metrics: {\n ascender: number;\n descender: number;\n lineGap: number;\n unitsPerEm: number;\n };\n };\n}\ndeclare class SlugGenerator {\n private bandCount;\n private fullRange;\n private whitelist;\n private strokeWidth?;\n constructor(options?: SlugGeneratorOptions);\n generate(device: GPUDevice | null, font: FontkitFont): SlugGeneratorOutput;\n /**\n * Generates any of `glyphIds` the font does not have yet, and re-uploads\n * its textures if it already had some. Returns whether anything was added.\n * Fonts not built by this generator (e.g. loaded binaries) are left as is.\n */\n static ensureGlyphs(font: SlugFont, glyphIds: Iterable<number>): boolean;\n /** Like {@link ensureGlyphs}, for code points looked up through the cmap. */\n static ensureCodePoints(font: SlugFont, codePoints: Iterable<number>): boolean;\n private static commit;\n /** Maps a code point (or -1 for .notdef) to a glyph record, generating it once per glyph id. */\n private static addCodePoint;\n private static emptyRecord;\n /** Writes one glyph's curves and bands into the atlas and returns its record. */\n private static buildGlyph;\n private buildOutput;\n exportSluggish(generatedData: SlugGeneratorOutput): ArrayBuffer;\n}\n//#endregion\n//#region src/slug/slug-font-cache.d.ts\ntype FontLoadListener = (fontFamily: string) => void;\ndeclare class SlugFontCache {\n private static get cache();\n private static get parsedFontCache();\n /** Register an already parsed font (e.g. by FontManager) under a family name. */\n static setParsed(fontFamily: string, font: FontkitFont): void;\n static getParsed(fontFamily: string): FontkitFont | null;\n static getAllParsed(): FontkitFont[];\n static getFirstParsed(): FontkitFont | null;\n static hasPending(): boolean;\n private static listeners;\n private static get loadingPromises();\n private static get failedFonts();\n static emojiFontPath: string | null;\n static emojiFontUrl: string | null;\n static emojiTextureCache: Map<string, GPUTexture>;\n private static emojiFontBuffer;\n private static emojiFontLoadPromise;\n private static emojiFontFaceLoadPromise;\n private static cmapOffset;\n private static cblcOffset;\n private static cbdtOffset;\n /**\n * Sets the color emoji font text draws emoji with: a CBDT/CBLC bitmap font\n * such as Noto Color Emoji. framefields ships none, so without one emoji\n * draw nothing in exports (the browser preview falls back to the system's).\n */\n static setEmojiFont(bytes: Uint8Array, filePath?: string): void;\n /** True once an emoji font is set or a path / URL to load one from is. */\n static hasEmojiFont(): boolean;\n /**\n * Parse the SFNT table directory from a raw font buffer and cache\n * the offsets for cmap, CBLC, and CBDT tables.\n */\n private static parseTableDirectory;\n /**\n * Load the emoji font binary from a local filesystem path (Node.js only)\n * or from an HTTP URL via fetch.\n */\n private static loadEmojiFontBinary;\n static getEmojiPngBuffer(codePoint: number): Promise<{\n buffer: Uint8Array;\n width: number;\n height: number;\n } | null>;\n static preloadEmoji(device: GPUDevice, char: string, fontSize: number): Promise<GPUTexture>;\n static getFont(fontFamily: string, fontWeight?: string | number, device?: GPUDevice | null, strokeWidth?: number, fontSize?: number, variableAxes?: Record<string, number>): SlugFont | undefined;\n static registerFont(fontFamily: string, font: SlugFont): void;\n static ensureTextures(device: GPUDevice, font: SlugFont): void;\n static addListener(listener: FontLoadListener): () => void;\n static isFailed(fontFamily: string): boolean;\n static clearFailed(fontFamily?: string): void;\n static preloadSlugFont(device: GPUDevice | null, fontFamily: string, fontUrl: string, whitelist?: number[], renderId?: string): Promise<SlugFont>;\n /**\n * Preloads the emoji font in the browser using the Cache API and registers\n * a FontFace so canvas 2D can render emojis natively.\n * No-op in Node.js environments.\n */\n static preloadEmojiFontFace(url: string): Promise<void>;\n static destroy(): void;\n}\n//#endregion\n//#region src/slug/text-shaping.d.ts\n/** Base direction of a paragraph. `auto` takes it from the first strong character. */\ntype TextDirection = \"ltr\" | \"rtl\" | \"auto\";\n/**\n * The emoji in `text`, one per grapheme, as layout draws them: \"❤️\" keeps\n * its variation selector, \"👍🏽\" its skin tone. Preloading uses these, so its\n * textures are the ones drawing looks up.\n */\ndeclare function emojiGraphemes(text: string): string[];\n//#endregion\n//#region src/slug/slug-geometry.d.ts\ninterface SlugGlyphLayout {\n char: string;\n cp: SlugCodePoint;\n x: number;\n y: number;\n lineIndex: number;\n wordIndex: number;\n charIndex: number;\n unitIndex: number;\n isSpace: boolean;\n /** UTF-16 index in the laid-out text of the cluster this glyph draws. */\n textIndex?: number;\n /** The glyph belongs to a right-to-left run. */\n rtl?: boolean;\n /** Advance of the glyph's whole cluster, px (letter spacing excluded). */\n clusterAdvance?: number;\n /** Left edge of the glyph's cluster on its line, px. */\n clusterX?: number;\n /** The glyph's paragraph runs right to left (so \"start\" is the right edge). */\n baseRtl?: boolean;\n pathTangentAngleRad?: number;\n perpendicularToPath?: boolean;\n pathNormalX?: number;\n pathNormalY?: number;\n spanIndex?: number;\n fill?: string;\n fontSize?: number;\n fontScale?: number;\n baselineShift?: number;\n opacity?: number;\n fontFamily?: string;\n font?: SlugFont;\n mark?: TextSpanMark;\n}\ninterface SlugEmojiLayout {\n char: string;\n x: number;\n y: number;\n size: number;\n lineIndex: number;\n}\ninterface SlugMarkLayout {\n x: number;\n y: number;\n width: number;\n height: number;\n background: string;\n borderRadius?: number;\n lineIndex: number;\n}\ninterface SlugLayoutResult {\n glyphs: SlugGlyphLayout[];\n emojis: SlugEmojiLayout[];\n marks?: SlugMarkLayout[];\n totalHeight: number;\n linesCount: number;\n wordsCount: number;\n charsCount: number;\n /** Some text was laid out right to left. */\n hasRtl?: boolean;\n}\ntype Align = \"left\" | \"center\" | \"right\" | \"start\" | \"end\";\ntype ApplyBy = \"line\" | \"word\" | \"char\";\ndeclare class SlugGeometry {\n static layout(text: string, font: SlugFont, fontSize: number, letterSpacing: number, lineHeight: number, maxWidth: number, align?: Align, applyBy?: ApplyBy, alignWidth?: number, pathOptions?: TextPathOptions, spans?: TextSpan[], direction?: TextDirection): SlugLayoutResult;\n static measure(text: string, font: SlugFont, fontSize: number, letterSpacing: number, lineHeight: number, maxWidth?: number, spans?: TextSpan[], direction?: TextDirection): {\n width: number;\n height: number;\n layout: SlugLayoutResult;\n };\n private static layoutSpans;\n private static layoutOnPath;\n}\n//#endregion\n//#region src/texture-cache.d.ts\ndeclare class TextureCache {\n private textures;\n private refs;\n private lruMap;\n activeKeys: Set<string>;\n /**\n * Evicted textures wait here until the frame being recorded has been\n * submitted: a command encoder may already reference them, and a frame's\n * recording can span awaits (decodes, inference) during which they are\n * evicted. `flushRetired` hands them to the GPU queue for destruction.\n */\n private retired;\n acquire(key: string): GPUTexture | undefined;\n has(key: string): boolean;\n hasPrefix(prefix: string): boolean;\n contains(str: string): boolean;\n set(key: string, tex: GPUTexture, device?: GPUDevice): void;\n create(key: string, device: GPUDevice, width: number, height: number, format?: GPUTextureFormat): GPUTexture;\n release(key: string): void;\n evict(key: string, device?: GPUDevice): void;\n prune(device?: GPUDevice, maxInactive?: number): void;\n private retire;\n /**\n * Destroys textures retired before the last submit, once the GPU is done\n * with that work. Call at the start of a frame, after the previous one was\n * submitted (`Renderer2D.resetPools` does).\n */\n flushRetired(device: GPUDevice): void;\n private updateLru;\n destroy(): void;\n}\ndeclare const textureCache: TextureCache;\n//#endregion\n//#region src/utils.d.ts\ndeclare global {\n var __GATEWAI_DELAYS__: Set<number>;\n}\ndeclare function withTempTexture<T>(device: GPUDevice, desc: GPUTextureDescriptor, fn: (tex: GPUTexture) => T): T;\n//#endregion\nexport { AETextAnimator, AETextAnimatorSchema, AUDIO_BIQUAD_FILTER_SHADER, AUDIO_FEATURE_EXTRACTION_SHADER, AUDIO_LATENT_BUFFER_SIZE, AUDIO_PACE_INTEGRAL_SHADER, AUDIO_SIGNAL_TO_TEXTURE_SHADER, Aabb, AdvancedTextAnimator, AdvancedTextAnimatorBuilder, AdvancedTextAnimatorSchema, AnchorGrouping, AnchorGroupingSchema, AnchorPreset, AnchorPresetSchema, AnimatableGlyphProps, AnimatableGlyphPropsSchema, AnimationClip3D, ArcLengthLUTEntry, AtlasRegion, AudioDecoder, AudioLatentData, AudioLatentEngine, AudioLatentTrackCache, AudioMeshDeformPipeline, AudioSignalBinding, AudioSignalComputeConfig, AudioSignalComputePipeline, AudioSignalExtractorNodeProps, AudioSpectrumTypography, AudioSpectrumTypographySchema, BezierSegment3D, BlendMode, BloomOptions, BloomPipeline, BlurNodeProps, Bone3D, BrowserSurfaceProvider, BufferPool, CachedPipelineAndState, Camera3D, Camera3DPose, CameraShakeOptions, Caption, CaptionNodeProps, CatmullRomOptions, ChromaticGlitchConfig, ChromaticGlitchConfigSchema, CirclePathOptions, ClipPath, type Color, Contour, CubicBezierSegment, CubicBezierSegmentSchema, CurveFlattening, CylinderGeometryOptions, DeformDispatchOptions, DrawMesh3DOpts, DrawOpts, DrawQuad3DOpts, DynamicStrokeProperties, DynamicStrokePropertiesSchema, ENVIRONMENT_PRESETS, EasingFamily, EasingMode, EffectPipeline, EnhancedTextNode, EnhancedTextNodeSchema, EnvelopePattern, Environment3DFog, Environment3DOptions, EnvironmentPreset, EvalContext, ExpressionEvaluationContext, ExpressionSelector, ExpressionSelectorSchema, ExtendedGlyphProperties, ExtendedGlyphPropertiesSchema, ExtractedAudioSignals, ExtractedSignalStats, ExtrudedTextGeometryOptions, ExtrudedTextResult, FFT_SIZE, FbxLoader, FnParam, type FontLoadListener, FrustumPlane, FrustumPlanes, GPULightData, GPUMeshBuffers, GPUModelLut, GifFrameData, GifNodeProps, GifTable, GlassPipeline, GlassUniformData, GltfLoader, GlyphAnchorGrouping, GlyphAnchorGroupingSchema, GlyphAnchorPoint, GlyphAnchorPointSchema, GlyphTransforms, GpuAdapterDescription, HTMLNodeProps, HelixOptions, ImageNodeProps, KineticMarqueeConfig, KineticMarqueeConfigSchema, LIGHT_UNIFORM_SIZE_BYTES, Light3D, Light3DOptions, LightKind, LightsUniformData, LineSpacingDynamics, LineSpacingDynamicsSchema, LoadModelOptions, LongShadowConfig, LongShadowConfigSchema, LottieInstance, LottieNodeProps, LutStore, MAX_JOINTS, MAX_LIGHTS, MasterAudioEntry, Mat4, Material3D, MaterialUniformData, Matrix4Math, MediaSize, Mesh3DData, Mesh3DPipeline, MeshGlass, MeshMaterialMaps, MeshUniformData, Model3DData, ModelNode3D, ModelUniformData, MotionBlurPassOptions, MotionBlurPipeline, NUM_BINS, NodeAnimationTrack3D, NodeSurfaceProvider, ObjLoader, OffLoader, ParagraphNodeProps, ParticleDissolveConfig, ParticleDissolveConfigSchema, Path3D, Path3DPoint, Path3DSample, PathChainLUT, PathChainLUTEntry, type PathDrawOpts, PathSegment, PathSegmentLUT, PlyLoader, Point, Point2D, PrimitiveGeometryOptions, Quad3DPipeline, Quat, RRect, RawLutData, Rect, RegisteredShader, RenderContextValue, Renderer2D, Renderer3D, ResolvedEnvironment, RoundedBoxGeometryOptions, SHADOW_DEPTH_FORMAT, SHADOW_DEPTH_STENCIL, SSAOPassOptions, SSAOPipeline, STATIC_AUDIO_SIGNAL_PREVIEW_SHADER, STATIC_SIGNAL_PREVIEW_SHADER, SURFACE_PARAMS_FLOATS, SVGNodeProps, Scene3DWorld, ScreenSpaceRelightExecuteOpts, ScreenSpaceRelightPipeline, SelectorBasedOn, SelectorBasedOnSchema, SelectorMode, SelectorModeSchema, SelectorShape, SelectorShapeSchema, SelectorUnits, SelectorUnitsSchema, ShadowCaster3D, ShadowFrustum, ShadowLight, ShadowMapOptions, ShadowMapOptions3D, ShadowPipeline, ShadowUniformInfo, ShapeFillConfig, ShapeFillPipeline, ShapeFillType, ShapeGeometryConfig, ShapeType, SignalNodeConfig, SignalNodeProps, SignalRegistry, SignalRegistryResource, Skeleton3D, SkewProperties, SkewPropertiesSchema, Skin3D, type SlugCodePoint, type SlugEmojiLayout, type SlugFont, SlugFontCache, SlugGenerator, type SlugGeneratorOptions, type SlugGeneratorOutput, SlugGeometry, type SlugGlyphBatch, type SlugLayoutResult, SlugLoader, SlugPipeline, Spatial3DProperties, Spatial3DPropertiesSchema, SphereGeometryOptions, SpringPhysics, SpringPhysicsSchema, StlLoader, StrokeAlign, SurfaceParams, SurfaceProvider, TextAlign, TextAnchorConfig, TextAnchorConfigSchema, TextAnimator, TextAnimatorBuilder, TextAnimatorTransform, TextAtlas, TextCursorConfig, TextCursorConfigSchema, TextCursorStyle, TextCursorStyleSchema, type TextDirection, TextPathBuilder, TextPathOptions, TextPathOptionsSchema, TextPathSource, TextPathSourceSchema, TextRangeSelector, TextRangeSelectorSchema, TextScrambleConfig, TextScrambleConfigSchema, TextSelector, TextSelectorSchema, TextSignalSelector, TextSignalSelectorSchema, TextWigglySelector, TextWigglySelectorSchema, TextureCache, ThreeDSLoader, ToneMapping, TypewriterAnimator, TypewriterAnimatorSchema, TypingCadence, TypingCadenceSchema, UniformBufferLayout, VariableFontAxes, VariableFontAxesSchema, Vec2, Vec2Schema, Vec3, Vector3Math, VideoDecoder, VideoFrameData, VideoNodeProps, Volumetric3DTransform, VolumetricFormationConfig, VolumetricFormationConfigSchema, VolumetricFormationMode, VolumetricFormationModeSchema, VoxLoader, WGSLOutputType, WGSLParamType, WGSLSignalFn, WebGPUAudioProcessor, aabbCorners, acquireDevice, applyGlyphAnimators, audioMeshDisplaceWgsl, buildArrowPath, buildCirclePath, buildEllipsePath, buildPathLUT, buildPolygonPath, buildRectPath, buildShapeSvgPath, buildStarPath, buildUniformBufferLayout, buildWGSLSignalFn, clearAllVideoCache, clearHeadlessFonts, clearVideoNodeState, colorMatrixWgsl, compositeWgsl, computeAnchorPivotOffset, computeAnimatorProgress, computeContourSignedArea, computeFFT2048, computeLineLeadingDisplacement, computeRangeSelectorWeight, createHeadlessDOMElement, createLightsLayout, dashPathSegments, describeGpu, deterministicWigglyNoise, distanceToCurveParameter, drawAudioSignalExtractorNode, drawCaptionNode, drawGifNode, drawImageNode, drawLottieNode, drawParagraphNode, drawSignalNode, drawSvgNode, drawVideoNode, ellipseToCubicBeziers, emojiGraphemes, ensureDevice, evaluateAEAnimatorWeight, evaluateCubicBezier, evaluateCubicBezierDerivative, evaluateEasing, evaluateExpressionSelector, evaluateMarqueeOffset, evaluateSelectorCombination, evaluateSkewMatrix, evaluateSpringProgress, evaluateTypewriterState, evaluateVolumetricFormation, fbxEulerToQuat, fitShadowFrustum, fitSpansToText, fullCoverageView, generateArcLengthLUT, generateExtrudedTextGeometry, generatePathSegments, generatePrimitiveGeometry, generateWGSLFromConfig, getActiveCaptionCue, getDevice, getHeadlessFontData, getHeadlessFontPath, getPrimitiveGeometry, getRegisteredFontSource, getRenderer2D, getScramblePool, getShuffledOrder, gifLoader, imageLoader, initHeadlessWebGPU, inputStore, installIntersectionObserverStub, isPointInsidePolygon, jointMatrices, load3DS, loadFBX, loadGLB, loadGLTF, loadModel3D, loadOBJ, loadOFF, loadPLY, loadSTL, loadVOX, lottieLoader, lutStore, lutViewerWgsl, matteLayoutEntry, measureMaxCaptionHeight, mediaDecoderCache, motionBlurWgsl, organizeGlyphPolygons, packMaterialParams, packSurfaceParams, parse3DS, parseColor, parseColorToRgb, parseFBX, parseGLB, parseGLTF, parseHexOrRgbColor, parseMTL, parseOBJ, parseOFF, parsePLY, parseSTL, parseSrt, parseStateFromFnBody, parseSvgPathToCubicBeziers, parseSvgPathToSegments, parseVOX, patchCanvasPrototypeForDOM, pathWgsl, pbrGlassWgsl, poseNodes, premultiplyColor, premultiplyPixels, probeVideoSize, registerHeadlessFont, resetDeviceInstance, resolveEnvironment, resolveTextSpans, resolveVideoSignalValue, sampleAudioSpectrumScale, sampleCubicBezier, sampleCurveGeometry, samplePathChainGeometry, sampleQuadraticBezier, sampleSvgArc, screenSpaceRelightWgsl, setRegisteredFontSource, shaderStore, shapeFillWgsl, signalRegistry, slerp, solidWgsl, spansText, srtLoader, ssaoBlurWgsl, ssaoWgsl, svgArcToCubicBeziers, svgLoader, textureCache, transformAabb, triangulatePolygon, triangulateShape, trimPathSegments, trsMatrix, untangleContour, waveToCubicBeziers, withTempTexture };\n//# 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