framefields 2.6.1 → 2.7.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/audio/index.d.mts +4 -4
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-CYrO9q9P.mjs → audio-j3ttoRDX.mjs} +4 -4
- package/dist/{audio-CYrO9q9P.mjs.map → audio-j3ttoRDX.mjs.map} +1 -1
- package/dist/{audio-B5mdR8vv.d.mts → audio-tL8CcPra.d.mts} +3 -3
- package/dist/{audio-B5mdR8vv.d.mts.map → audio-tL8CcPra.d.mts.map} +1 -1
- package/dist/components/index.d.mts +10 -10
- package/dist/components/index.mjs +44 -44
- package/dist/{dist-cC6nOaMR.mjs → dist-BHTd-EC1.mjs} +164 -34
- package/dist/dist-BHTd-EC1.mjs.map +1 -0
- package/dist/{dist-DSKhnhDk.mjs → dist-BM0ilHvQ.mjs} +115 -21
- package/dist/dist-BM0ilHvQ.mjs.map +1 -0
- package/dist/{dist-D021IFfp.mjs → dist-BRXsfWKQ.mjs} +444 -8
- package/dist/dist-BRXsfWKQ.mjs.map +1 -0
- package/dist/{dist-BPOi5xb_.mjs → dist-CPtFZxtu.mjs} +2 -2
- package/dist/{dist-BPOi5xb_.mjs.map → dist-CPtFZxtu.mjs.map} +1 -1
- package/dist/effects/index.d.mts +4 -4
- package/dist/effects/index.mjs +35 -35
- package/dist/{effects-Dvdwndk0.mjs → effects-Dy661XS_.mjs} +3 -3
- package/dist/{effects-Dvdwndk0.mjs.map → effects-Dy661XS_.mjs.map} +1 -1
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-B6a4CyoM.mjs → fonts-BcFhAqqO.mjs} +2 -2
- package/dist/{fonts-B6a4CyoM.mjs.map → fonts-BcFhAqqO.mjs.map} +1 -1
- package/dist/{gpu-CrQADlcf.mjs → gpu-zIhSz_0X.mjs} +2 -2
- package/dist/{gpu-CrQADlcf.mjs.map → gpu-zIhSz_0X.mjs.map} +1 -1
- package/dist/{index-ocZc12ZS.d.mts → index-B1ENegOQ.d.mts} +224 -2
- package/dist/index-B1ENegOQ.d.mts.map +1 -0
- package/dist/{index-D-Gnyffj.d.mts → index-CJRTBLZ4.d.mts} +4 -4
- package/dist/{index-D-Gnyffj.d.mts.map → index-CJRTBLZ4.d.mts.map} +1 -1
- package/dist/{index-BhzlG_1Q.d.mts → index-Cg30slle.d.mts} +2 -2
- package/dist/{index-BhzlG_1Q.d.mts.map → index-Cg30slle.d.mts.map} +1 -1
- package/dist/{index-B4o6F1JC.d.mts → index-DeeMmoEA.d.mts} +2 -2
- package/dist/{index-B4o6F1JC.d.mts.map → index-DeeMmoEA.d.mts.map} +1 -1
- package/dist/{index-CWG19cm-.d.mts → index-ePGQ_C7f.d.mts} +39 -16
- package/dist/index-ePGQ_C7f.d.mts.map +1 -0
- package/dist/{index-o8LxWdwz.d.mts → index-l1yRugLc.d.mts} +3 -3
- package/dist/{index-o8LxWdwz.d.mts.map → index-l1yRugLc.d.mts.map} +1 -1
- package/dist/{index-3Vdef2KE.d.mts → index-uDZ9Yuv-.d.mts} +5 -8
- package/dist/index-uDZ9Yuv-.d.mts.map +1 -0
- 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-OTsGYyOU.mjs → preview-IpdVFuxv.mjs} +3 -2
- package/dist/{preview-OTsGYyOU.mjs.map → preview-IpdVFuxv.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/{chunk-RF62TV3G.mjs → chunk-25WRUINA.mjs} +1 -1
- package/dist/preview-engine/{chunk-MMVFX42U.mjs → chunk-2AEWPT6Y.mjs} +1 -1
- package/dist/preview-engine/{chunk-IIOHF7MH.mjs → chunk-2MDTUA3W.mjs} +1 -1
- package/dist/preview-engine/{chunk-KWTTANYN.mjs → chunk-2TLABBER.mjs} +1 -1
- package/dist/preview-engine/{chunk-MUOJMF7M.mjs → chunk-3QOJVABU.mjs} +1 -1
- package/dist/preview-engine/{chunk-RDEQ4LQU.mjs → chunk-4Q3ZUTQC.mjs} +1 -1
- package/dist/preview-engine/{chunk-OXXRKNHW.mjs → chunk-5BXCJ2QX.mjs} +1 -1
- package/dist/preview-engine/{chunk-JTT3YX7W.mjs → chunk-5R4UF7YK.mjs} +1 -1
- package/dist/preview-engine/{chunk-4C26NVQY.mjs → chunk-6THE6J3A.mjs} +1 -1
- package/dist/preview-engine/{chunk-SVE3XWO7.mjs → chunk-6VDYWMP5.mjs} +1 -1
- package/dist/preview-engine/{chunk-ULPLHKM2.mjs → chunk-7B7QQDPZ.mjs} +1 -1
- package/dist/preview-engine/{chunk-ULVX4VYT.mjs → chunk-7ZA36EZE.mjs} +1 -1
- package/dist/preview-engine/{chunk-LYSU6S4O.mjs → chunk-AJ6BVUDB.mjs} +1 -1
- package/dist/preview-engine/{chunk-J24VHZS6.mjs → chunk-BDXGUSSF.mjs} +1 -1
- package/dist/preview-engine/{chunk-B7J72YSP.mjs → chunk-CC5V7UBF.mjs} +1 -1
- package/dist/preview-engine/{chunk-JD4TBC6Z.mjs → chunk-CP42LYD7.mjs} +1 -1
- package/dist/preview-engine/{chunk-LN3YAWUD.mjs → chunk-DJWDD3OE.mjs} +1 -1
- package/dist/preview-engine/{chunk-V3FODTPI.mjs → chunk-DZEWY4PR.mjs} +22 -22
- package/dist/preview-engine/{chunk-RKNV5N7D.mjs → chunk-ENGQ55LR.mjs} +1 -1
- package/dist/preview-engine/{chunk-AGLAJGQJ.mjs → chunk-FBXKVLTB.mjs} +14 -14
- package/dist/preview-engine/{chunk-MJCK5FLZ.mjs → chunk-FMEXTHL7.mjs} +1 -1
- package/dist/preview-engine/{chunk-UEQIO6AH.mjs → chunk-FQ7UCMWR.mjs} +1 -1
- package/dist/preview-engine/{chunk-TPFDAOW7.mjs → chunk-FRIBHQTM.mjs} +1 -1
- package/dist/preview-engine/chunk-FT7HJ6IE.mjs +3 -0
- package/dist/preview-engine/{chunk-YEPYVASB.mjs → chunk-G3UOUGIE.mjs} +1 -1
- package/dist/preview-engine/{chunk-4JX5LBE2.mjs → chunk-H4GDIVX4.mjs} +1 -1
- package/dist/preview-engine/{chunk-LHCEQ77S.mjs → chunk-HU73APZL.mjs} +1 -1
- package/dist/preview-engine/{chunk-DDFWN7DI.mjs → chunk-I7QIQURU.mjs} +1 -1
- package/dist/preview-engine/{chunk-3KHD67Q3.mjs → chunk-ID344UBN.mjs} +1 -1
- package/dist/preview-engine/{chunk-5NT7WWJR.mjs → chunk-IGCXUGHT.mjs} +1 -1
- package/dist/preview-engine/{chunk-QPBTLJ5W.mjs → chunk-IK3YA6MC.mjs} +1 -1
- package/dist/preview-engine/chunk-J5SKQFJ6.mjs +1 -0
- package/dist/preview-engine/{chunk-Q7JN4EHX.mjs → chunk-JOPZNSZJ.mjs} +1 -1
- package/dist/preview-engine/{chunk-SQ52PBF3.mjs → chunk-JOSNIMFT.mjs} +1 -1
- package/dist/preview-engine/{chunk-SXNCNG4L.mjs → chunk-JR443L5E.mjs} +1 -1
- package/dist/preview-engine/{chunk-FZLKPBKS.mjs → chunk-KCAFMWDM.mjs} +1 -1
- package/dist/preview-engine/{chunk-QRYCB6E3.mjs → chunk-LAEPNVOE.mjs} +1 -1
- package/dist/preview-engine/chunk-MAALUQK3.mjs +1974 -0
- package/dist/preview-engine/chunk-MHCXSWK7.mjs +1 -0
- package/dist/preview-engine/{chunk-4INGTMZ5.mjs → chunk-MWBARRK2.mjs} +1 -1
- package/dist/preview-engine/chunk-MXK2PP6K.mjs +1 -0
- package/dist/preview-engine/{chunk-GQIRV466.mjs → chunk-MXPN2GB7.mjs} +1 -1
- package/dist/preview-engine/{chunk-W2EZFV4Q.mjs → chunk-NHYB5YC3.mjs} +1 -1
- package/dist/preview-engine/{chunk-K3IMPV6T.mjs → chunk-PXSKIGAP.mjs} +6 -6
- package/dist/preview-engine/{chunk-SP22JWN2.mjs → chunk-PYM2FBFA.mjs} +1 -1
- package/dist/preview-engine/chunk-QDTJ4MOJ.mjs +1 -0
- package/dist/preview-engine/{chunk-6PMATELR.mjs → chunk-RQU2GFGH.mjs} +1 -1
- package/dist/preview-engine/{chunk-UQD2UE6I.mjs → chunk-RWDPBES3.mjs} +1 -1
- package/dist/preview-engine/{chunk-QVW5METG.mjs → chunk-S5ONWSZF.mjs} +1 -1
- package/dist/preview-engine/{chunk-2YGR5YCN.mjs → chunk-SIU6JU2R.mjs} +1 -1
- package/dist/preview-engine/{chunk-NQZRPPUU.mjs → chunk-SJ3Q4AQP.mjs} +1 -1
- package/dist/preview-engine/{chunk-Q6CRERSJ.mjs → chunk-T36SKUWK.mjs} +9 -9
- package/dist/preview-engine/chunk-TEBZRQPG.mjs +1 -0
- package/dist/preview-engine/{chunk-WDWHOXSA.mjs → chunk-UUDML2SN.mjs} +1 -1
- package/dist/preview-engine/{chunk-RHXZXWJ4.mjs → chunk-VAS4IJZR.mjs} +1 -1
- package/dist/preview-engine/{chunk-DOCFOSA6.mjs → chunk-WTDK6H46.mjs} +1 -1
- package/dist/preview-engine/chunk-XNMEVVQB.mjs +1 -0
- package/dist/preview-engine/{chunk-AKT4YQWL.mjs → chunk-YVGT4NK6.mjs} +2 -2
- package/dist/preview-engine/{chunk-ZGMA27IG.mjs → chunk-ZR4QFIJR.mjs} +1 -1
- package/dist/preview-engine/chunk-ZYTXBBIX.mjs +1 -0
- package/dist/preview-engine/components.mjs +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/fonts.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +1 -1
- package/dist/preview-engine/player.mjs +2 -2
- package/dist/preview-engine/{renderers-FC7G7KU7.mjs → renderers-2AKYMAIK.mjs} +1 -1
- package/dist/preview-engine/renderers-363CKEIG.mjs +1 -0
- package/dist/preview-engine/{renderers-EJGF3PYQ.mjs → renderers-36L24ZVS.mjs} +1 -1
- package/dist/preview-engine/renderers-3FMMVDMA.mjs +1 -0
- package/dist/preview-engine/{renderers-56TGEFDK.mjs → renderers-44AANAXR.mjs} +1 -1
- package/dist/preview-engine/renderers-4UUU62VV.mjs +1 -0
- package/dist/preview-engine/renderers-4ZTZFSAR.mjs +1 -0
- package/dist/preview-engine/{renderers-PYDOSDEY.mjs → renderers-5ZSB75GY.mjs} +1 -1
- package/dist/preview-engine/renderers-6KDD75BM.mjs +1 -0
- package/dist/preview-engine/renderers-7BJRD4G2.mjs +1 -0
- package/dist/preview-engine/{renderers-HBIBRZD7.mjs → renderers-AIIHGDJM.mjs} +1 -1
- package/dist/preview-engine/{renderers-P2FTCDZ7.mjs → renderers-AU746ORP.mjs} +1 -1
- package/dist/preview-engine/renderers-BIF2BETK.mjs +1 -0
- package/dist/preview-engine/{renderers-FD3ZT73R.mjs → renderers-BTQCHVHV.mjs} +1 -1
- package/dist/preview-engine/{renderers-HMNCIEU3.mjs → renderers-CFHBOAZG.mjs} +1 -1
- package/dist/preview-engine/renderers-CU5RW5UA.mjs +1 -0
- package/dist/preview-engine/renderers-DK5OBTKE.mjs +1 -0
- package/dist/preview-engine/renderers-EAKCDGTY.mjs +1 -0
- package/dist/preview-engine/{renderers-FYI6QNUH.mjs → renderers-EGBGC7MU.mjs} +1 -1
- package/dist/preview-engine/renderers-EVXCU7G7.mjs +1 -0
- package/dist/preview-engine/renderers-EXEYEH3F.mjs +1 -0
- package/dist/preview-engine/{renderers-RDHHVXRE.mjs → renderers-EXJDPS3T.mjs} +1 -1
- package/dist/preview-engine/renderers-F3WALPWI.mjs +1 -0
- package/dist/preview-engine/{renderers-4RVSLTCX.mjs → renderers-FS3EOB4J.mjs} +1 -1
- package/dist/preview-engine/{renderers-C3YXNKNM.mjs → renderers-GUL2MXDD.mjs} +1 -1
- package/dist/preview-engine/{renderers-EQDINUMT.mjs → renderers-H4HC44B5.mjs} +1 -1
- package/dist/preview-engine/renderers-H6565HO4.mjs +1 -0
- package/dist/preview-engine/renderers-HT5V6OZ2.mjs +1 -0
- package/dist/preview-engine/renderers-HXMOARWO.mjs +1 -0
- package/dist/preview-engine/renderers-HZ2Q7BGK.mjs +1 -0
- package/dist/preview-engine/renderers-I4N2K2KW.mjs +1 -0
- package/dist/preview-engine/renderers-I5J7U6CB.mjs +1 -0
- package/dist/preview-engine/renderers-IZV6QXR5.mjs +1 -0
- package/dist/preview-engine/renderers-JWGAPHWX.mjs +1 -0
- package/dist/preview-engine/renderers-KNDSVQTY.mjs +1 -0
- package/dist/preview-engine/renderers-KNDUOO6M.mjs +1 -0
- package/dist/preview-engine/renderers-KQAO3QEI.mjs +1 -0
- package/dist/preview-engine/{renderers-7SW2AHM2.mjs → renderers-LCSQLXRD.mjs} +1 -1
- package/dist/preview-engine/renderers-M34LOEHC.mjs +1 -0
- package/dist/preview-engine/renderers-ML6GNCWB.mjs +1 -0
- package/dist/preview-engine/renderers-NARG274F.mjs +1 -0
- package/dist/preview-engine/renderers-NCFPOSWR.mjs +1 -0
- package/dist/preview-engine/{renderers-ZAMSS7QN.mjs → renderers-PCOTECQB.mjs} +1 -1
- package/dist/preview-engine/renderers-PG5JHI2S.mjs +1 -0
- package/dist/preview-engine/{renderers-LTV5RFDJ.mjs → renderers-Q7MNLQJF.mjs} +1 -1
- package/dist/preview-engine/{renderers-GHP7SL5M.mjs → renderers-QXVSJYZL.mjs} +1 -1
- package/dist/preview-engine/{renderers-H2UI7YEO.mjs → renderers-R3ERZ3ZY.mjs} +1 -1
- package/dist/preview-engine/renderers-RXQKV65L.mjs +1 -0
- package/dist/preview-engine/renderers-SA73GD2B.mjs +1 -0
- package/dist/preview-engine/renderers-SLIXUHNX.mjs +1 -0
- package/dist/preview-engine/renderers-T462JZNA.mjs +1 -0
- package/dist/preview-engine/{renderers-LV6LLULR.mjs → renderers-TH2XZAYW.mjs} +1 -1
- package/dist/preview-engine/{renderers-ART3EGSZ.mjs → renderers-UHZIERVH.mjs} +1 -1
- package/dist/preview-engine/renderers-V7CFVGYK.mjs +1 -0
- package/dist/preview-engine/renderers-VY5E7BPK.mjs +1 -0
- package/dist/preview-engine/{renderers-ZDMDDWLN.mjs → renderers-WKXGELRG.mjs} +1 -1
- package/dist/preview-engine/{renderers-GY4R467B.mjs → renderers-WLDIIFR5.mjs} +1 -1
- package/dist/preview-engine/{renderers-NTKSN32T.mjs → renderers-WM6WBRH6.mjs} +1 -1
- package/dist/preview-engine/renderers-WT5FQZM7.mjs +228 -0
- package/dist/preview-engine/{renderers-YK74777T.mjs → renderers-WTKRLNNR.mjs} +1 -1
- package/dist/preview-engine/{renderers-BWRNCXR6.mjs → renderers-X6GKEVP7.mjs} +1 -1
- package/dist/preview-engine/renderers-Y47N5EYR.mjs +1 -0
- package/dist/preview-engine/renderers-Y4CUVZYI.mjs +1 -0
- package/dist/preview-engine/renderers-Y6YC7ZAK.mjs +1 -0
- package/dist/preview-engine/renderers-Y6ZYUAQG.mjs +1 -0
- package/dist/preview-engine/{renderers-YBTWN76S.mjs → renderers-YRWXYT5A.mjs} +1 -1
- package/dist/preview-engine/{renderers-SY435YU3.mjs → renderers-YWC4MXPG.mjs} +1 -1
- package/dist/preview-engine/{renderers-7GMW52G3.mjs → renderers-ZWNPYZN6.mjs} +1 -1
- package/dist/preview-engine/signals.mjs +1 -1
- package/dist/{program-W4CWO2bp.mjs → program-KPBfq9tw.mjs} +95 -21
- package/dist/program-KPBfq9tw.mjs.map +1 -0
- package/dist/registry/index.json +1 -1
- package/dist/registry/lower-third.json +1 -1
- package/dist/registry/terminal.json +1 -1
- package/dist/registry/text-reveal.json +2 -2
- package/dist/registry/title-card.json +1 -1
- package/dist/renderer/index.d.mts +2 -2
- package/dist/renderer/index.mjs +2 -2
- package/dist/{renderer-CX4rvqm9.mjs → renderer-1-FLx8kd.mjs} +3 -3
- package/dist/{renderer-CX4rvqm9.mjs.map → renderer-1-FLx8kd.mjs.map} +1 -1
- package/dist/{renderer-BIMm7lYG.mjs → renderer-47d3etrX.mjs} +4 -4
- package/dist/{renderer-BIMm7lYG.mjs.map → renderer-47d3etrX.mjs.map} +1 -1
- package/dist/{renderer-CPtyQrJI.mjs → renderer-6GCG6JxD.mjs} +3 -3
- package/dist/{renderer-CPtyQrJI.mjs.map → renderer-6GCG6JxD.mjs.map} +1 -1
- package/dist/{renderer-BE6K88VR.mjs → renderer-8BIDdgjt.mjs} +3 -3
- package/dist/{renderer-BE6K88VR.mjs.map → renderer-8BIDdgjt.mjs.map} +1 -1
- package/dist/renderer-B-5TlncB.mjs +5 -0
- package/dist/{renderer-FgP_1OgD.mjs → renderer-B1yzSbvC.mjs} +4 -4
- package/dist/{renderer-FgP_1OgD.mjs.map → renderer-B1yzSbvC.mjs.map} +1 -1
- package/dist/{renderer-158rymL0.mjs → renderer-B2YiXpp-.mjs} +2 -2
- package/dist/{renderer-158rymL0.mjs.map → renderer-B2YiXpp-.mjs.map} +1 -1
- package/dist/{renderer-eQP0fvgc.mjs → renderer-B55ljMI_.mjs} +2 -2
- package/dist/{renderer-eQP0fvgc.mjs.map → renderer-B55ljMI_.mjs.map} +1 -1
- package/dist/{renderer-Duorbrb8.mjs → renderer-B6Tg4UgH.mjs} +4 -4
- package/dist/{renderer-Duorbrb8.mjs.map → renderer-B6Tg4UgH.mjs.map} +1 -1
- package/dist/{renderer-DmrP4dsn.mjs → renderer-BFnf-8Yt.mjs} +3 -3
- package/dist/{renderer-DmrP4dsn.mjs.map → renderer-BFnf-8Yt.mjs.map} +1 -1
- package/dist/{renderer-CLP6Lm7y.mjs → renderer-BGHHoPiD.mjs} +2 -2
- package/dist/{renderer-BO5u8eFS.mjs → renderer-BHUjPi24.mjs} +2 -2
- package/dist/{renderer-BO5u8eFS.mjs.map → renderer-BHUjPi24.mjs.map} +1 -1
- package/dist/renderer-BHXtDg5_.mjs +3 -0
- package/dist/{renderer-HPBahXjt.mjs → renderer-BIk67-jU.mjs} +2 -2
- package/dist/{renderer-HPBahXjt.mjs.map → renderer-BIk67-jU.mjs.map} +1 -1
- package/dist/{renderer-C-dcd14F.d.mts → renderer-BLEmr0Lt.d.mts} +2 -2
- package/dist/{renderer-C-dcd14F.d.mts.map → renderer-BLEmr0Lt.d.mts.map} +1 -1
- package/dist/{renderer-tYmQUp4d.mjs → renderer-BLs5sDdk.mjs} +3 -3
- package/dist/{renderer-tYmQUp4d.mjs.map → renderer-BLs5sDdk.mjs.map} +1 -1
- package/dist/renderer-BPd3gvEt.mjs +5 -0
- package/dist/{renderer-BiH29MS6.mjs → renderer-BXul0Wy6.mjs} +3 -3
- package/dist/{renderer-BiH29MS6.mjs.map → renderer-BXul0Wy6.mjs.map} +1 -1
- package/dist/{renderer-DVdRzDwX.mjs → renderer-B_1SLBPa.mjs} +3 -3
- package/dist/{renderer-DVdRzDwX.mjs.map → renderer-B_1SLBPa.mjs.map} +1 -1
- package/dist/renderer-B_ep98BH.mjs +5 -0
- package/dist/renderer-Ba_KUbKW.mjs +5 -0
- package/dist/{renderer-dX7Fy1NR.mjs → renderer-BbyNUjE_.mjs} +3 -3
- package/dist/{renderer-dX7Fy1NR.mjs.map → renderer-BbyNUjE_.mjs.map} +1 -1
- package/dist/{renderer-0n4A8P2_.mjs → renderer-BcVr_cIk.mjs} +2 -2
- package/dist/{renderer-0n4A8P2_.mjs.map → renderer-BcVr_cIk.mjs.map} +1 -1
- package/dist/renderer-BeL2hstU.mjs +5 -0
- package/dist/renderer-Bj81osPQ.mjs +5 -0
- package/dist/{renderer-ZM2jwJbX.mjs → renderer-BjL7sKGU.mjs} +3 -3
- package/dist/{renderer-ZM2jwJbX.mjs.map → renderer-BjL7sKGU.mjs.map} +1 -1
- package/dist/{renderer-Bh7d3RSt.mjs → renderer-BjNcuJ4H.mjs} +3 -3
- package/dist/{renderer-Bh7d3RSt.mjs.map → renderer-BjNcuJ4H.mjs.map} +1 -1
- package/dist/{renderer-Sdsy27LH.mjs → renderer-Br8aDmf0.mjs} +2 -2
- package/dist/renderer-BvZQngSm.mjs +5 -0
- package/dist/renderer-BxgN8oXx.mjs +5 -0
- package/dist/{renderer-BQ-pHSPI.mjs → renderer-ByOvGGzp.mjs} +3 -3
- package/dist/{renderer-BQ-pHSPI.mjs.map → renderer-ByOvGGzp.mjs.map} +1 -1
- package/dist/{renderer-KkDYCAkn.mjs → renderer-C11qLlrz.mjs} +3 -3
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{"version":3,"file":"renderer-Df-rf7RC.mjs","names":[],"sources":["../../../nodes/node-posterize/dist/renderers-BFugxgzZ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Posterize\";\nconst UNIFORM_FLOATS = 76;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 19> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\nfn paletteColor(i : u32) -> vec3<f32> { return u.v[3u + i].rgb; }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet levels = u.v[1].x;\n\tlet palette = u32(u.v[1].y + 0.5);\n\tlet dither = u.v[1].z;\n\tlet pixelSize = u.v[1].w;\n\tlet paletteCount = u.v[2].x;\n\n\tlet R = res();\n\tlet ps = max(pixelSize, 1.0);\n\tlet cellp = floor(in.uv * R / ps);\n\tlet c = texelS(cellp * ps + ps * 0.5);\n\tlet t = bayer8(cellp) - 0.5;\n\tvar rgb = c.rgb;\n\tif (paletteCount > 0.5) {\n\t\trgb = clamp(rgb + t * dither * 0.35, vec3<f32>(0.0), vec3<f32>(1.0));\n\t\tvar best = paletteColor(0u);\n\t\tvar bestD = 1e9;\n\t\tfor (var i = 0u; i < u32(paletteCount); i++) {\n\t\t\tlet pc = paletteColor(i);\n\t\t\tlet d = rgb - pc;\n\t\t\tlet dd = dot(d * d, vec3<f32>(0.3, 0.59, 0.11));\n\t\t\tif (dd < bestD) { bestD = dd; best = pc; }\n\t\t}\n\t\trgb = best;\n\t} else {\n\t\tlet n = max(levels - 1.0, 1.0);\n\t\trgb = clamp(floor(rgb * n + 0.5 + t * dither) / n, vec3<f32>(0.0), vec3<f32>(1.0));\n\t}\n\treturn premul(vec4<f32>(rgb, c.a));\n}\n`];\nconst PALETTES = {\n\tgameboy: [\n\t\t\"#0f380f\",\n\t\t\"#306230\",\n\t\t\"#8bac0f\",\n\t\t\"#9bbc0f\"\n\t],\n\tteletext: [\n\t\t\"#000000\",\n\t\t\"#ff0000\",\n\t\t\"#00ff00\",\n\t\t\"#ffff00\",\n\t\t\"#0000ff\",\n\t\t\"#ff00ff\",\n\t\t\"#00ffff\",\n\t\t\"#ffffff\"\n\t],\n\tcga: [\n\t\t\"#000000\",\n\t\t\"#55ffff\",\n\t\t\"#ff55ff\",\n\t\t\"#ffffff\"\n\t],\n\tpico8: [\n\t\t\"#000000\",\n\t\t\"#1d2b53\",\n\t\t\"#7e2553\",\n\t\t\"#008751\",\n\t\t\"#ab5236\",\n\t\t\"#5f574f\",\n\t\t\"#c2c3c7\",\n\t\t\"#fff1e8\",\n\t\t\"#ff004d\",\n\t\t\"#ffa300\",\n\t\t\"#ffec27\",\n\t\t\"#00e436\",\n\t\t\"#29adff\",\n\t\t\"#83769c\",\n\t\t\"#ff77a8\",\n\t\t\"#ffccaa\"\n\t],\n\tc64: [\n\t\t\"#000000\",\n\t\t\"#ffffff\",\n\t\t\"#880000\",\n\t\t\"#aaffee\",\n\t\t\"#cc44cc\",\n\t\t\"#00cc55\",\n\t\t\"#0000aa\",\n\t\t\"#eeee77\",\n\t\t\"#dd8855\",\n\t\t\"#664400\",\n\t\t\"#ff7777\",\n\t\t\"#333333\",\n\t\t\"#777777\",\n\t\t\"#aaff66\",\n\t\t\"#0088ff\",\n\t\t\"#bbbbbb\"\n\t],\n\tgrayscale: [\n\t\t\"#000000\",\n\t\t\"#555555\",\n\t\t\"#aaaaaa\",\n\t\t\"#ffffff\"\n\t],\n\tsepia: [\n\t\t\"#2b1d0e\",\n\t\t\"#6b4a2b\",\n\t\t\"#b08a5a\",\n\t\t\"#efe0c0\"\n\t]\n};\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = num(raw.levels, 6);\n\tdata[5] = Math.max(0, [\n\t\t\"none\",\n\t\t\"gameboy\",\n\t\t\"teletext\",\n\t\t\"cga\",\n\t\t\"pico8\",\n\t\t\"c64\",\n\t\t\"grayscale\",\n\t\t\"sepia\",\n\t\t\"custom\"\n\t].indexOf(String(raw.palette ?? \"none\")));\n\tdata[6] = num(raw.dither, 0);\n\tdata[7] = num(raw.pixelSize, 1);\n\tconst paletteName = String(raw.palette ?? \"none\");\n\tconst palette = paletteName === \"custom\" ? raw.colors ?? [] : PALETTES[paletteName] ?? [];\n\tdata[8] = Math.min(palette.length, 16);\n\tpalette.slice(0, 16).forEach((c, i) => {\n\t\tdata.set(hexToRgba(c), 12 + i * 4);\n\t});\n}\nconst PosterizeWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: PosterizeWebGPURenderer });\n\n//#endregion\nexport { 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{"version":3,"file":"renderer-DE3Ki96C.mjs","names":[],"sources":["../../../nodes/node-posterize/dist/renderers-BFugxgzZ.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Posterize\";\nconst UNIFORM_FLOATS = 76;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 19> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\nfn paletteColor(i : u32) -> vec3<f32> { return u.v[3u + i].rgb; }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet levels = u.v[1].x;\n\tlet palette = u32(u.v[1].y + 0.5);\n\tlet dither = u.v[1].z;\n\tlet pixelSize = u.v[1].w;\n\tlet paletteCount = u.v[2].x;\n\n\tlet R = res();\n\tlet ps = max(pixelSize, 1.0);\n\tlet cellp = floor(in.uv * R / ps);\n\tlet c = texelS(cellp * ps + ps * 0.5);\n\tlet t = bayer8(cellp) - 0.5;\n\tvar rgb = c.rgb;\n\tif (paletteCount > 0.5) {\n\t\trgb = clamp(rgb + t * dither * 0.35, vec3<f32>(0.0), vec3<f32>(1.0));\n\t\tvar best = paletteColor(0u);\n\t\tvar bestD = 1e9;\n\t\tfor (var i = 0u; i < u32(paletteCount); i++) {\n\t\t\tlet pc = paletteColor(i);\n\t\t\tlet d = rgb - pc;\n\t\t\tlet dd = dot(d * d, vec3<f32>(0.3, 0.59, 0.11));\n\t\t\tif (dd < bestD) { bestD = dd; best = pc; }\n\t\t}\n\t\trgb = best;\n\t} else {\n\t\tlet n = max(levels - 1.0, 1.0);\n\t\trgb = clamp(floor(rgb * n + 0.5 + t * dither) / n, vec3<f32>(0.0), vec3<f32>(1.0));\n\t}\n\treturn premul(vec4<f32>(rgb, c.a));\n}\n`];\nconst PALETTES = {\n\tgameboy: [\n\t\t\"#0f380f\",\n\t\t\"#306230\",\n\t\t\"#8bac0f\",\n\t\t\"#9bbc0f\"\n\t],\n\tteletext: [\n\t\t\"#000000\",\n\t\t\"#ff0000\",\n\t\t\"#00ff00\",\n\t\t\"#ffff00\",\n\t\t\"#0000ff\",\n\t\t\"#ff00ff\",\n\t\t\"#00ffff\",\n\t\t\"#ffffff\"\n\t],\n\tcga: [\n\t\t\"#000000\",\n\t\t\"#55ffff\",\n\t\t\"#ff55ff\",\n\t\t\"#ffffff\"\n\t],\n\tpico8: [\n\t\t\"#000000\",\n\t\t\"#1d2b53\",\n\t\t\"#7e2553\",\n\t\t\"#008751\",\n\t\t\"#ab5236\",\n\t\t\"#5f574f\",\n\t\t\"#c2c3c7\",\n\t\t\"#fff1e8\",\n\t\t\"#ff004d\",\n\t\t\"#ffa300\",\n\t\t\"#ffec27\",\n\t\t\"#00e436\",\n\t\t\"#29adff\",\n\t\t\"#83769c\",\n\t\t\"#ff77a8\",\n\t\t\"#ffccaa\"\n\t],\n\tc64: [\n\t\t\"#000000\",\n\t\t\"#ffffff\",\n\t\t\"#880000\",\n\t\t\"#aaffee\",\n\t\t\"#cc44cc\",\n\t\t\"#00cc55\",\n\t\t\"#0000aa\",\n\t\t\"#eeee77\",\n\t\t\"#dd8855\",\n\t\t\"#664400\",\n\t\t\"#ff7777\",\n\t\t\"#333333\",\n\t\t\"#777777\",\n\t\t\"#aaff66\",\n\t\t\"#0088ff\",\n\t\t\"#bbbbbb\"\n\t],\n\tgrayscale: [\n\t\t\"#000000\",\n\t\t\"#555555\",\n\t\t\"#aaaaaa\",\n\t\t\"#ffffff\"\n\t],\n\tsepia: [\n\t\t\"#2b1d0e\",\n\t\t\"#6b4a2b\",\n\t\t\"#b08a5a\",\n\t\t\"#efe0c0\"\n\t]\n};\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = num(raw.levels, 6);\n\tdata[5] = Math.max(0, [\n\t\t\"none\",\n\t\t\"gameboy\",\n\t\t\"teletext\",\n\t\t\"cga\",\n\t\t\"pico8\",\n\t\t\"c64\",\n\t\t\"grayscale\",\n\t\t\"sepia\",\n\t\t\"custom\"\n\t].indexOf(String(raw.palette ?? \"none\")));\n\tdata[6] = num(raw.dither, 0);\n\tdata[7] = num(raw.pixelSize, 1);\n\tconst paletteName = String(raw.palette ?? \"none\");\n\tconst palette = paletteName === \"custom\" ? raw.colors ?? [] : PALETTES[paletteName] ?? [];\n\tdata[8] = Math.min(palette.length, 16);\n\tpalette.slice(0, 16).forEach((c, i) => {\n\t\tdata.set(hexToRgba(c), 12 + i * 4);\n\t});\n}\nconst PosterizeWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = 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{"version":3,"file":"renderer-DqIrYB0P.mjs","names":[],"sources":["../../../nodes/node-audio-noise-gate/dist/renderers-AuTJmGew.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"threshold\",\n\t\"attack\",\n\t\"hold\",\n\t\"release\",\n\t\"range\"\n];\nconst NOISE_GATE_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n threshold : f32,\n attack : f32,\n hold : f32,\n release : f32,\n closedGain : f32,\n windowLength : f32,\n hasThresholdSig : f32,\n hasAttackSig : f32,\n hasHoldSig : f32,\n hasReleaseSig : f32,\n hasRangeSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> thresholdSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> attackSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> holdSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> releaseSignal : array<f32>;\n@group(0) @binding(8) var<storage, read> rangeSignal : array<f32>;\n\nfn log10(x: f32) -> f32 {\n return log(x) * 0.4342944819032518f;\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let windowLength = u32(u.windowLength);\n\n var gateState = u32(state[0]); // 0=CLOSED, 1=ATTACK, 2=OPEN, 3=HOLD, 4=RELEASE\n if (is_nan_or_inf(state[0])) { gateState = 0u; }\n\n var currentGain = state[1];\n if (is_nan_or_inf(currentGain)) { currentGain = 0.0f; }\n\n var gainAtTransition = state[2];\n if (is_nan_or_inf(gainAtTransition)) { gainAtTransition = 0.0f; }\n\n var attackSamplesLeft = i32(state[3]);\n var holdSamplesLeft = i32(state[4]);\n var releaseSamplesLeft = i32(state[5]);\n var writeIndex = u32(state[6]);\n var sumSquares = state[7];\n if (is_nan_or_inf(sumSquares)) { sumSquares = 0.0f; }\n\n let sampleRate = u.sampleRate;\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effThreshold = u.threshold;\n if (u.hasThresholdSig > 0.5f) {\n effThreshold = thresholdSignal[index];\n }\n effThreshold = clamp(effThreshold, -120.0f, 0.0f);\n\n var effAttack = u.attack;\n if (u.hasAttackSig > 0.5f) {\n effAttack = attackSignal[index];\n }\n effAttack = clamp(effAttack, 0.0001f, 5.0f);\n\n var effHold = u.hold;\n if (u.hasHoldSig > 0.5f) {\n effHold = holdSignal[index];\n }\n effHold = clamp(effHold, 0.001f, 10.0f);\n\n var effRelease = u.release;\n if (u.hasReleaseSig > 0.5f) {\n effRelease = releaseSignal[index];\n }\n effRelease = clamp(effRelease, 0.01f, 10.0f);\n\n var effRange = u.closedGain;\n if (u.hasRangeSig > 0.5f) {\n let rDb = clamp(rangeSignal[index], -120.0f, 0.0f);\n effRange = select(0.0f, pow(10.0f, rDb / 20.0f), rDb > -96.0f);\n }\n effRange = clamp(effRange, 0.0f, 1.0f);\n\n // 2. Peak & RMS Window Calculation\n var peak = 0.0f;\n for (var c = 0u; c < numChannels; c = c + 1u) {\n var val = abs(inputChannels[c * numSamples + index]);\n if (is_nan_or_inf(val)) { val = 0.0f; }\n if (val > peak) {\n peak = val;\n }\n }\n\n let inputPowerSq = peak * peak;\n let oldestSq = state[8u + writeIndex];\n state[8u + writeIndex] = inputPowerSq;\n sumSquares = max(0.0f, sumSquares - oldestSq + inputPowerSq);\n writeIndex = (writeIndex + 1u) % windowLength;\n\n if (writeIndex == 0u) {\n var sum = 0.0f;\n for (var j = 0u; j < windowLength; j = j + 1u) {\n sum = sum + state[8u + j];\n }\n sumSquares = sum;\n }\n\n let rms = sqrt(sumSquares / f32(windowLength));\n let db = 20.0f * log10(max(rms, 1e-9f));\n\n let signalAboveThreshold = db >= effThreshold;\n\n if (signalAboveThreshold) {\n if (gateState == 0u || gateState == 4u) {\n gateState = 1u; // ATTACK\n gainAtTransition = currentGain;\n var samples = i32(round(effAttack * sampleRate));\n if (samples <= 0) { samples = 1; }\n attackSamplesLeft = samples;\n } else if (gateState == 3u) {\n gateState = 2u; // OPEN\n currentGain = 1.0f;\n }\n } else {\n if (gateState == 2u || gateState == 1u) {\n gateState = 3u; // HOLD\n var samples = i32(round(effHold * sampleRate));\n if (samples <= 0) { samples = 1; }\n holdSamplesLeft = samples;\n }\n }\n\n if (gateState == 0u) {\n currentGain = effRange;\n } else if (gateState == 2u) {\n currentGain = 1.0f;\n } else if (gateState == 1u) {\n var totalAttackSamples = i32(round(effAttack * sampleRate));\n if (totalAttackSamples <= 0) { totalAttackSamples = 1; }\n let progress = 1.0f - f32(attackSamplesLeft) / f32(totalAttackSamples);\n currentGain = gainAtTransition + progress * (1.0f - gainAtTransition);\n\n attackSamplesLeft = attackSamplesLeft - 1;\n if (attackSamplesLeft <= 0) {\n gateState = 2u;\n currentGain = 1.0f;\n }\n } else if (gateState == 3u) {\n currentGain = 1.0f;\n holdSamplesLeft = holdSamplesLeft - 1;\n if (holdSamplesLeft <= 0) {\n gateState = 4u; // RELEASE\n gainAtTransition = 1.0f;\n var samples = i32(round(effRelease * sampleRate));\n if (samples <= 0) { samples = 1; }\n releaseSamplesLeft = samples;\n }\n } else if (gateState == 4u) {\n var totalReleaseSamples = i32(round(effRelease * sampleRate));\n if (totalReleaseSamples <= 0) { totalReleaseSamples = 1; }\n let progress = 1.0f - f32(releaseSamplesLeft) / f32(totalReleaseSamples);\n currentGain = gainAtTransition + progress * (effRange - gainAtTransition);\n\n releaseSamplesLeft = releaseSamplesLeft - 1;\n if (releaseSamplesLeft <= 0) {\n gateState = 0u;\n currentGain = effRange;\n }\n }\n\n currentGain = clamp(currentGain, 0.0f, 1.0f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) { inVal = 0.0f; }\n\n var outVal = inVal * currentGain;\n if (is_nan_or_inf(outVal)) { outVal = 0.0f; }\n\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n }\n\n state[0] = f32(gateState);\n state[1] = currentGain;\n state[2] = gainAtTransition;\n state[3] = f32(attackSamplesLeft);\n state[4] = f32(holdSamplesLeft);\n state[5] = f32(releaseSamplesLeft);\n state[6] = f32(writeIndex);\n state[7] = sumSquares;\n}\n`;\nconst noiseGateAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Noise Gate.\");\n\tconst op = virtualMedia.operation || {};\n\tconst threshold = resolveNumber(op.threshold, -40);\n\tconst attack = resolveNumber(op.attack, .005);\n\tconst hold = resolveNumber(op.hold, .05);\n\tconst release = resolveNumber(op.release, .1);\n\tconst range = resolveNumber(op.range, -80);\n\tconst closedGain = range <= -96 ? 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{"version":3,"file":"renderer-DJCqc98W.mjs","names":[],"sources":["../../../nodes/node-audio-noise-gate/dist/renderers-AuTJmGew.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"threshold\",\n\t\"attack\",\n\t\"hold\",\n\t\"release\",\n\t\"range\"\n];\nconst NOISE_GATE_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n threshold : f32,\n attack : f32,\n hold : f32,\n release : f32,\n closedGain : f32,\n windowLength : f32,\n hasThresholdSig : f32,\n hasAttackSig : f32,\n hasHoldSig : f32,\n hasReleaseSig : f32,\n hasRangeSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> thresholdSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> attackSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> holdSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> releaseSignal : array<f32>;\n@group(0) @binding(8) var<storage, read> rangeSignal : array<f32>;\n\nfn log10(x: f32) -> f32 {\n return log(x) * 0.4342944819032518f;\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let windowLength = u32(u.windowLength);\n\n var gateState = u32(state[0]); // 0=CLOSED, 1=ATTACK, 2=OPEN, 3=HOLD, 4=RELEASE\n if (is_nan_or_inf(state[0])) { gateState = 0u; }\n\n var currentGain = state[1];\n if (is_nan_or_inf(currentGain)) { currentGain = 0.0f; }\n\n var gainAtTransition = state[2];\n if (is_nan_or_inf(gainAtTransition)) { gainAtTransition = 0.0f; }\n\n var attackSamplesLeft = i32(state[3]);\n var holdSamplesLeft = i32(state[4]);\n var releaseSamplesLeft = i32(state[5]);\n var writeIndex = u32(state[6]);\n var sumSquares = state[7];\n if (is_nan_or_inf(sumSquares)) { sumSquares = 0.0f; }\n\n let sampleRate = u.sampleRate;\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effThreshold = u.threshold;\n if (u.hasThresholdSig > 0.5f) {\n effThreshold = thresholdSignal[index];\n }\n effThreshold = clamp(effThreshold, -120.0f, 0.0f);\n\n var effAttack = u.attack;\n if (u.hasAttackSig > 0.5f) {\n effAttack = attackSignal[index];\n }\n effAttack = clamp(effAttack, 0.0001f, 5.0f);\n\n var effHold = u.hold;\n if (u.hasHoldSig > 0.5f) {\n effHold = holdSignal[index];\n }\n effHold = clamp(effHold, 0.001f, 10.0f);\n\n var effRelease = u.release;\n if (u.hasReleaseSig > 0.5f) {\n effRelease = releaseSignal[index];\n }\n effRelease = clamp(effRelease, 0.01f, 10.0f);\n\n var effRange = u.closedGain;\n if (u.hasRangeSig > 0.5f) {\n let rDb = clamp(rangeSignal[index], -120.0f, 0.0f);\n effRange = select(0.0f, pow(10.0f, rDb / 20.0f), rDb > -96.0f);\n }\n effRange = clamp(effRange, 0.0f, 1.0f);\n\n // 2. Peak & RMS Window Calculation\n var peak = 0.0f;\n for (var c = 0u; c < numChannels; c = c + 1u) {\n var val = abs(inputChannels[c * numSamples + index]);\n if (is_nan_or_inf(val)) { val = 0.0f; }\n if (val > peak) {\n peak = val;\n }\n }\n\n let inputPowerSq = peak * peak;\n let oldestSq = state[8u + writeIndex];\n state[8u + writeIndex] = inputPowerSq;\n sumSquares = max(0.0f, sumSquares - oldestSq + inputPowerSq);\n writeIndex = (writeIndex + 1u) % windowLength;\n\n if (writeIndex == 0u) {\n var sum = 0.0f;\n for (var j = 0u; j < windowLength; j = j + 1u) {\n sum = sum + state[8u + j];\n }\n sumSquares = sum;\n }\n\n let rms = sqrt(sumSquares / f32(windowLength));\n let db = 20.0f * log10(max(rms, 1e-9f));\n\n let signalAboveThreshold = db >= effThreshold;\n\n if (signalAboveThreshold) {\n if (gateState == 0u || gateState == 4u) {\n gateState = 1u; // ATTACK\n gainAtTransition = currentGain;\n var samples = i32(round(effAttack * sampleRate));\n if (samples <= 0) { samples = 1; }\n attackSamplesLeft = samples;\n } else if (gateState == 3u) {\n gateState = 2u; // OPEN\n currentGain = 1.0f;\n }\n } else {\n if (gateState == 2u || gateState == 1u) {\n gateState = 3u; // HOLD\n var samples = i32(round(effHold * sampleRate));\n if (samples <= 0) { samples = 1; }\n holdSamplesLeft = samples;\n }\n }\n\n if (gateState == 0u) {\n currentGain = effRange;\n } else if (gateState == 2u) {\n currentGain = 1.0f;\n } else if (gateState == 1u) {\n var totalAttackSamples = i32(round(effAttack * sampleRate));\n if (totalAttackSamples <= 0) { totalAttackSamples = 1; }\n let progress = 1.0f - f32(attackSamplesLeft) / f32(totalAttackSamples);\n currentGain = gainAtTransition + progress * (1.0f - gainAtTransition);\n\n attackSamplesLeft = attackSamplesLeft - 1;\n if (attackSamplesLeft <= 0) {\n gateState = 2u;\n currentGain = 1.0f;\n }\n } else if (gateState == 3u) {\n currentGain = 1.0f;\n holdSamplesLeft = holdSamplesLeft - 1;\n if (holdSamplesLeft <= 0) {\n gateState = 4u; // RELEASE\n gainAtTransition = 1.0f;\n var samples = i32(round(effRelease * sampleRate));\n if (samples <= 0) { samples = 1; }\n releaseSamplesLeft = samples;\n }\n } else if (gateState == 4u) {\n var totalReleaseSamples = i32(round(effRelease * sampleRate));\n if (totalReleaseSamples <= 0) { totalReleaseSamples = 1; }\n let progress = 1.0f - f32(releaseSamplesLeft) / f32(totalReleaseSamples);\n currentGain = gainAtTransition + progress * (effRange - gainAtTransition);\n\n releaseSamplesLeft = releaseSamplesLeft - 1;\n if (releaseSamplesLeft <= 0) {\n gateState = 0u;\n currentGain = effRange;\n }\n }\n\n currentGain = clamp(currentGain, 0.0f, 1.0f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) { inVal = 0.0f; }\n\n var outVal = inVal * currentGain;\n if (is_nan_or_inf(outVal)) { outVal = 0.0f; }\n\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n }\n\n state[0] = f32(gateState);\n state[1] = currentGain;\n state[2] = gainAtTransition;\n state[3] = f32(attackSamplesLeft);\n state[4] = f32(holdSamplesLeft);\n state[5] = f32(releaseSamplesLeft);\n state[6] = f32(writeIndex);\n state[7] = sumSquares;\n}\n`;\nconst noiseGateAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Noise Gate.\");\n\tconst op = virtualMedia.operation || {};\n\tconst threshold = resolveNumber(op.threshold, -40);\n\tconst attack = resolveNumber(op.attack, .005);\n\tconst hold = resolveNumber(op.hold, .05);\n\tconst release = resolveNumber(op.release, .1);\n\tconst range = resolveNumber(op.range, -80);\n\tconst closedGain = range <= -96 ? 0 : 10 ** (range / 20);\n\tconst hasThresholdSig = isHandleConnected(op, \"thresholdHandleId\") ? 1 : 0;\n\tconst hasAttackSig = isHandleConnected(op, \"attackHandleId\") ? 1 : 0;\n\tconst hasHoldSig = isHandleConnected(op, \"holdHandleId\") ? 1 : 0;\n\tconst hasReleaseSig = isHandleConnected(op, \"releaseHandleId\") ? 1 : 0;\n\tconst hasRangeSig = isHandleConnected(op, \"rangeHandleId\") ? 1 : 0;\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst windowLength = Math.max(1, Math.round(.01 * sampleRate));\n\tconst nodeId = op.id || \"audio-noise-gate\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst stateFloatCount = 8 + windowLength;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, NOISE_GATE_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\tthreshold,\n\t\tattack,\n\t\thold,\n\t\trelease,\n\t\tclosedGain,\n\t\twindowLength,\n\t\thasThresholdSig,\n\t\thasAttackSig,\n\t\thasHoldSig,\n\t\thasReleaseSig,\n\t\thasRangeSig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels\n\t], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: noiseGateAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-AuTJmGew.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,mCAAmC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+NzC,MAAM,0BAA0B,OAAO,UAAU,YAAY,cAAc,QAAQ;AAClF,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,+CAA+C;CACjF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,YAAY,cAAc,GAAG,WAAW,IAAI;CAClD,MAAM,SAAS,cAAc,GAAG,QAAQ,KAAK;CAC7C,MAAM,OAAO,cAAc,GAAG,MAAM,IAAI;CACxC,MAAM,UAAU,cAAc,GAAG,SAAS,GAAG;CAC7C,MAAM,QAAQ,cAAc,GAAG,OAAO,IAAI;CAC1C,MAAM,aAAa,SAAS,MAAM,IAAI,OAAO,QAAQ;CACrD,MAAM,kBAAkB,kBAAkB,IAAI,oBAAoB,GAAG,IAAI;CACzE,MAAM,eAAe,kBAAkB,IAAI,iBAAiB,GAAG,IAAI;CACnE,MAAM,aAAa,kBAAkB,IAAI,eAAe,GAAG,IAAI;CAC/D,MAAM,gBAAgB,kBAAkB,IAAI,kBAAkB,GAAG,IAAI;CACrE,MAAM,cAAc,kBAAkB,IAAI,gBAAgB,GAAG,IAAI;CACjE,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,eAAe,KAAK,IAAI,GAAG,KAAK,MAAM,MAAM,WAAW,CAAC;CAC9D,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,kBAAkB,IAAI;AAC5B,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,kCAAkC;EACxI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK3G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,yBAAyB,CAAC"}
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{"version":3,"file":"renderer-E54Vv1_W.mjs","names":[],"sources":["../../../nodes/node-noise-generator/dist/renderers-DdsDStam.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst NOISE_SHADER = `\nstruct NoiseUniforms {\n noiseType : f32, // 0 = Perlin, 1 = Simplex, 2 = Voronoi\n outputType : f32, // 0 = Image, 1 = Video\n time : f32,\n _padding : f32,\n \n scale : f32,\n octaves : f32,\n persistence : f32,\n lacunarity : f32,\n \n speed : f32,\n hasSignal_scale : f32,\n hasSignal_octaves : f32,\n hasSignal_persistence : f32,\n \n hasSignal_lacunarity : f32,\n hasSignal_speed : f32,\n _pad2 : f32,\n _pad3 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : NoiseUniforms;\n\n@group(1) @binding(0) var scaleTex : texture_2d<f32>;\n@group(1) @binding(1) var octavesTex : texture_2d<f32>;\n@group(1) @binding(2) var persistenceTex : texture_2d<f32>;\n@group(1) @binding(3) var lacunarityTex : texture_2d<f32>;\n@group(1) @binding(4) var speedTex : texture_2d<f32>;\n@group(1) @binding(5) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn hash3(p: vec3<f32>) -> vec3<f32> {\n var p3 = fract(p * vec3<f32>(0.1031, 0.11369, 0.13787));\n p3 += dot(p3, p3.yzx + 19.19);\n return fract((p3.xxy + p3.yzz) * p3.zyx) * 2.0 - 1.0;\n}\n\nfn perlin3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n \n let w = pf * pf * (3.0 - 2.0 * pf);\n \n let g000 = hash3(pi + vec3<f32>(0.0, 0.0, 0.0));\n let g100 = hash3(pi + vec3<f32>(1.0, 0.0, 0.0));\n let g010 = hash3(pi + vec3<f32>(0.0, 1.0, 0.0));\n let g110 = hash3(pi + vec3<f32>(1.0, 1.0, 0.0));\n let g001 = hash3(pi + vec3<f32>(0.0, 0.0, 1.0));\n let g101 = hash3(pi + vec3<f32>(1.0, 0.0, 1.0));\n let g011 = hash3(pi + vec3<f32>(0.0, 1.0, 1.0));\n let g111 = hash3(pi + vec3<f32>(1.0, 1.0, 1.0));\n \n let n000 = dot(g000, pf - vec3<f32>(0.0, 0.0, 0.0));\n let n100 = dot(g100, pf - vec3<f32>(1.0, 0.0, 0.0));\n let n010 = dot(g010, pf - vec3<f32>(0.0, 1.0, 0.0));\n let n110 = dot(g110, pf - vec3<f32>(1.0, 1.0, 0.0));\n let n001 = dot(g001, pf - vec3<f32>(0.0, 0.0, 1.0));\n let n101 = dot(g101, pf - vec3<f32>(1.0, 0.0, 1.0));\n let n011 = dot(g011, pf - vec3<f32>(0.0, 1.0, 1.0));\n let n111 = dot(g111, pf - vec3<f32>(1.0, 1.0, 1.0));\n \n let n_x00 = mix(n000, n100, w.x);\n let n_x10 = mix(n010, n110, w.x);\n let n_y0 = mix(n_x00, n_x10, w.y);\n \n let n_x01 = mix(n001, n101, w.x);\n let n_x11 = mix(n011, n111, w.x);\n let n_y1 = mix(n_x01, n_x11, w.y);\n \n return mix(n_y0, n_y1, w.z) * 0.5 + 0.5; // Map to [0, 1]\n}\n\nfn simplex3d(v: vec3<f32>) -> f32 {\n let skew = (v.x + v.y + v.z) * (1.0 / 3.0);\n let i = floor(v + skew);\n let unskew = (i.x + i.y + i.z) * (1.0 / 6.0);\n let x0 = v - i + unskew;\n \n var i1 = vec3<f32>(0.0);\n var i2 = vec3<f32>(0.0);\n \n if (x0.x >= x0.y) {\n if (x0.y >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n } else if (x0.x >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n }\n } else {\n if (x0.y < x0.z) {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else if (x0.x < x0.z) {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n }\n }\n \n let x1 = x0 - i1 + (1.0 / 6.0);\n let x2 = x0 - i2 + (1.0 / 3.0);\n let x3 = x0 - 1.0 + 0.5;\n \n var m = vec4<f32>(\n dot(x0, x0),\n dot(x1, x1),\n dot(x2, x2),\n dot(x3, x3)\n );\n m = max(0.6 - m, vec4<f32>(0.0));\n m = m * m;\n m = m * m;\n \n let g0 = dot(hash3(i + vec3<f32>(0.0)), x0);\n let g1 = dot(hash3(i + i1), x1);\n let g2 = dot(hash3(i + i2), x2);\n let g3 = dot(hash3(i + vec3<f32>(1.0)), x3);\n \n let n = dot(m, vec4<f32>(g0, g1, g2, g3));\n return 32.0 * n * 0.5 + 0.5;\n}\n\nfn voronoi3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n var min_dist = 8.0;\n \n for (var k = -1; k <= 1; k++) {\n for (var j = -1; j <= 1; j++) {\n for (var i = -1; i <= 1; i++) {\n let g = vec3<f32>(f32(i), f32(j), f32(k));\n let o = hash3(pi + g) * 0.5 + 0.5;\n let r = g + o - pf;\n let d = dot(r, r);\n if (d < min_dist) {\n min_dist = d;\n }\n }\n }\n }\n return clamp(sqrt(min_dist), 0.0, 1.0);\n}\n\nfn fbm_perlin(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * perlin3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_simplex(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * simplex3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_voronoi(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * voronoi3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler, uv: vec2<f32>) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, uv, 0.0).r;\n }\n return val;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let scale = get_field(u.scale, u.hasSignal_scale, scaleTex, sigSamp, in.uv);\n let octaves_f = get_field(u.octaves, u.hasSignal_octaves, octavesTex, sigSamp, in.uv);\n let octaves = i32(clamp(octaves_f, 1.0, 8.0));\n let persistence = get_field(u.persistence, u.hasSignal_persistence, persistenceTex, sigSamp, in.uv);\n let lacunarity = get_field(u.lacunarity, u.hasSignal_lacunarity, lacunarityTex, sigSamp, in.uv);\n let speed = get_field(u.speed, u.hasSignal_speed, speedTex, sigSamp, in.uv);\n\n let isVideo = u.outputType > 0.5;\n let z_coord = select(0.0, u.time * speed, isVideo);\n \n let coord = vec3<f32>(in.uv * scale, z_coord);\n \n var n_val = 0.0;\n if (u.noiseType < 0.5) {\n n_val = fbm_perlin(coord, octaves, persistence, lacunarity);\n } else if (u.noiseType < 1.5) {\n n_val = fbm_simplex(coord, octaves, persistence, lacunarity);\n } else {\n n_val = fbm_voronoi(coord, octaves, persistence, lacunarity);\n }\n \n return mix(u.colorStart, u.colorEnd, clamp(n_val, 0.0, 1.0));\n}\n`;\nconst noiseUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getNoiseResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `noise_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst noiseModule = device.createShaderModule({\n\t\t\tlabel: `noise_${format}.wgsl`,\n\t\t\tcode: NOISE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `NoiseGeneratorPipeline_${format}`,\n\t\t\tmodule: noiseModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tnoisePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst NoiseWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"NoiseGenerator\" || !op) return;\n\tconst { noisePipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getNoiseResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst scaleInfo = resolveSignalField(op, \"scale\", 10);\n\tconst octavesInfo = resolveSignalField(op, \"octaves\", 4);\n\tconst persistenceInfo = resolveSignalField(op, \"persistence\", .5);\n\tconst lacunarityInfo = resolveSignalField(op, \"lacunarity\", 2);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst noiseTypeVal = op.noiseType === \"Simplex\" ? 1 : op.noiseType === \"Voronoi\" ? 2 : 0;\n\tconst outputTypeVal = op.outputType === \"Video\" ? 1 : 0;\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst colorStartVal = hexToRgba(op.colorStart ?? \"#000000\");\n\tconst colorEndVal = hexToRgba(op.colorEnd ?? \"#ffffff\");\n\tnoiseUniformData[0] = noiseTypeVal;\n\tnoiseUniformData[1] = outputTypeVal;\n\tnoiseUniformData[2] = elapsedSeconds;\n\tnoiseUniformData[3] = 0;\n\tnoiseUniformData[4] = scaleInfo.value;\n\tnoiseUniformData[5] = octavesInfo.value;\n\tnoiseUniformData[6] = persistenceInfo.value;\n\tnoiseUniformData[7] = lacunarityInfo.value;\n\tnoiseUniformData[8] = speedInfo.value;\n\tnoiseUniformData[9] = scaleInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[10] = octavesInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[11] = persistenceInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[12] = lacunarityInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[13] = speedInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[14] = 0;\n\tnoiseUniformData[15] = 0;\n\tnoiseUniformData[16] = colorStartVal[0];\n\tnoiseUniformData[17] = colorStartVal[1];\n\tnoiseUniformData[18] = colorStartVal[2];\n\tnoiseUniformData[19] = colorStartVal[3];\n\tnoiseUniformData[20] = colorEndVal[0];\n\tnoiseUniformData[21] = colorEndVal[1];\n\tnoiseUniformData[22] = colorEndVal[2];\n\tnoiseUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(noiseUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"octaves\",\n\t\t\tinfo: octavesInfo\n\t\t},\n\t\t{\n\t\t\tname: \"persistence\",\n\t\t\tinfo: persistenceInfo\n\t\t},\n\t\t{\n\t\t\tname: \"lacunarity\",\n\t\t\tinfo: lacunarityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `noise_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);\n\t\tsignalViews.push(view);\n\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tpass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: persistenceInfo.hasSignal ? signalViews[2] : signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tpass.draw(4);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: NoiseWebGPURenderer });\n\n//#endregion\nexport { NoiseWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-DODOyrty.mjs","names":[],"sources":["../../../nodes/node-noise-generator/dist/renderers-DdsDStam.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst NOISE_SHADER = `\nstruct NoiseUniforms {\n noiseType : f32, // 0 = Perlin, 1 = Simplex, 2 = Voronoi\n outputType : f32, // 0 = Image, 1 = Video\n time : f32,\n _padding : f32,\n \n scale : f32,\n octaves : f32,\n persistence : f32,\n lacunarity : f32,\n \n speed : f32,\n hasSignal_scale : f32,\n hasSignal_octaves : f32,\n hasSignal_persistence : f32,\n \n hasSignal_lacunarity : f32,\n hasSignal_speed : f32,\n _pad2 : f32,\n _pad3 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : NoiseUniforms;\n\n@group(1) @binding(0) var scaleTex : texture_2d<f32>;\n@group(1) @binding(1) var octavesTex : texture_2d<f32>;\n@group(1) @binding(2) var persistenceTex : texture_2d<f32>;\n@group(1) @binding(3) var lacunarityTex : texture_2d<f32>;\n@group(1) @binding(4) var speedTex : texture_2d<f32>;\n@group(1) @binding(5) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn hash3(p: vec3<f32>) -> vec3<f32> {\n var p3 = fract(p * vec3<f32>(0.1031, 0.11369, 0.13787));\n p3 += dot(p3, p3.yzx + 19.19);\n return fract((p3.xxy + p3.yzz) * p3.zyx) * 2.0 - 1.0;\n}\n\nfn perlin3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n \n let w = pf * pf * (3.0 - 2.0 * pf);\n \n let g000 = hash3(pi + vec3<f32>(0.0, 0.0, 0.0));\n let g100 = hash3(pi + vec3<f32>(1.0, 0.0, 0.0));\n let g010 = hash3(pi + vec3<f32>(0.0, 1.0, 0.0));\n let g110 = hash3(pi + vec3<f32>(1.0, 1.0, 0.0));\n let g001 = hash3(pi + vec3<f32>(0.0, 0.0, 1.0));\n let g101 = hash3(pi + vec3<f32>(1.0, 0.0, 1.0));\n let g011 = hash3(pi + vec3<f32>(0.0, 1.0, 1.0));\n let g111 = hash3(pi + vec3<f32>(1.0, 1.0, 1.0));\n \n let n000 = dot(g000, pf - vec3<f32>(0.0, 0.0, 0.0));\n let n100 = dot(g100, pf - vec3<f32>(1.0, 0.0, 0.0));\n let n010 = dot(g010, pf - vec3<f32>(0.0, 1.0, 0.0));\n let n110 = dot(g110, pf - vec3<f32>(1.0, 1.0, 0.0));\n let n001 = dot(g001, pf - vec3<f32>(0.0, 0.0, 1.0));\n let n101 = dot(g101, pf - vec3<f32>(1.0, 0.0, 1.0));\n let n011 = dot(g011, pf - vec3<f32>(0.0, 1.0, 1.0));\n let n111 = dot(g111, pf - vec3<f32>(1.0, 1.0, 1.0));\n \n let n_x00 = mix(n000, n100, w.x);\n let n_x10 = mix(n010, n110, w.x);\n let n_y0 = mix(n_x00, n_x10, w.y);\n \n let n_x01 = mix(n001, n101, w.x);\n let n_x11 = mix(n011, n111, w.x);\n let n_y1 = mix(n_x01, n_x11, w.y);\n \n return mix(n_y0, n_y1, w.z) * 0.5 + 0.5; // Map to [0, 1]\n}\n\nfn simplex3d(v: vec3<f32>) -> f32 {\n let skew = (v.x + v.y + v.z) * (1.0 / 3.0);\n let i = floor(v + skew);\n let unskew = (i.x + i.y + i.z) * (1.0 / 6.0);\n let x0 = v - i + unskew;\n \n var i1 = vec3<f32>(0.0);\n var i2 = vec3<f32>(0.0);\n \n if (x0.x >= x0.y) {\n if (x0.y >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n } else if (x0.x >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n }\n } else {\n if (x0.y < x0.z) {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else if (x0.x < x0.z) {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n }\n }\n \n let x1 = x0 - i1 + (1.0 / 6.0);\n let x2 = x0 - i2 + (1.0 / 3.0);\n let x3 = x0 - 1.0 + 0.5;\n \n var m = vec4<f32>(\n dot(x0, x0),\n dot(x1, x1),\n dot(x2, x2),\n dot(x3, x3)\n );\n m = max(0.6 - m, vec4<f32>(0.0));\n m = m * m;\n m = m * m;\n \n let g0 = dot(hash3(i + vec3<f32>(0.0)), x0);\n let g1 = dot(hash3(i + i1), x1);\n let g2 = dot(hash3(i + i2), x2);\n let g3 = dot(hash3(i + vec3<f32>(1.0)), x3);\n \n let n = dot(m, vec4<f32>(g0, g1, g2, g3));\n return 32.0 * n * 0.5 + 0.5;\n}\n\nfn voronoi3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n var min_dist = 8.0;\n \n for (var k = -1; k <= 1; k++) {\n for (var j = -1; j <= 1; j++) {\n for (var i = -1; i <= 1; i++) {\n let g = vec3<f32>(f32(i), f32(j), f32(k));\n let o = hash3(pi + g) * 0.5 + 0.5;\n let r = g + o - pf;\n let d = dot(r, r);\n if (d < min_dist) {\n min_dist = d;\n }\n }\n }\n }\n return clamp(sqrt(min_dist), 0.0, 1.0);\n}\n\nfn fbm_perlin(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * perlin3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_simplex(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * simplex3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_voronoi(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * voronoi3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler, uv: vec2<f32>) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, uv, 0.0).r;\n }\n return val;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let scale = get_field(u.scale, u.hasSignal_scale, scaleTex, sigSamp, in.uv);\n let octaves_f = get_field(u.octaves, u.hasSignal_octaves, octavesTex, sigSamp, in.uv);\n let octaves = i32(clamp(octaves_f, 1.0, 8.0));\n let persistence = get_field(u.persistence, u.hasSignal_persistence, persistenceTex, sigSamp, in.uv);\n let lacunarity = get_field(u.lacunarity, u.hasSignal_lacunarity, lacunarityTex, sigSamp, in.uv);\n let speed = get_field(u.speed, u.hasSignal_speed, speedTex, sigSamp, in.uv);\n\n let isVideo = u.outputType > 0.5;\n let z_coord = select(0.0, u.time * speed, isVideo);\n \n let coord = vec3<f32>(in.uv * scale, z_coord);\n \n var n_val = 0.0;\n if (u.noiseType < 0.5) {\n n_val = fbm_perlin(coord, octaves, persistence, lacunarity);\n } else if (u.noiseType < 1.5) {\n n_val = fbm_simplex(coord, octaves, persistence, lacunarity);\n } else {\n n_val = fbm_voronoi(coord, octaves, persistence, lacunarity);\n }\n \n return mix(u.colorStart, u.colorEnd, clamp(n_val, 0.0, 1.0));\n}\n`;\nconst noiseUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getNoiseResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `noise_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst noiseModule = device.createShaderModule({\n\t\t\tlabel: `noise_${format}.wgsl`,\n\t\t\tcode: NOISE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `NoiseGeneratorPipeline_${format}`,\n\t\t\tmodule: noiseModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tnoisePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst NoiseWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"NoiseGenerator\" || !op) return;\n\tconst { noisePipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getNoiseResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst scaleInfo = resolveSignalField(op, \"scale\", 10);\n\tconst octavesInfo = resolveSignalField(op, \"octaves\", 4);\n\tconst persistenceInfo = resolveSignalField(op, \"persistence\", .5);\n\tconst lacunarityInfo = resolveSignalField(op, \"lacunarity\", 2);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst noiseTypeVal = op.noiseType === \"Simplex\" ? 1 : op.noiseType === \"Voronoi\" ? 2 : 0;\n\tconst outputTypeVal = op.outputType === \"Video\" ? 1 : 0;\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst colorStartVal = hexToRgba(op.colorStart ?? \"#000000\");\n\tconst colorEndVal = hexToRgba(op.colorEnd ?? \"#ffffff\");\n\tnoiseUniformData[0] = noiseTypeVal;\n\tnoiseUniformData[1] = outputTypeVal;\n\tnoiseUniformData[2] = elapsedSeconds;\n\tnoiseUniformData[3] = 0;\n\tnoiseUniformData[4] = scaleInfo.value;\n\tnoiseUniformData[5] = octavesInfo.value;\n\tnoiseUniformData[6] = persistenceInfo.value;\n\tnoiseUniformData[7] = lacunarityInfo.value;\n\tnoiseUniformData[8] = speedInfo.value;\n\tnoiseUniformData[9] = scaleInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[10] = octavesInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[11] = persistenceInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[12] = lacunarityInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[13] = speedInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[14] = 0;\n\tnoiseUniformData[15] = 0;\n\tnoiseUniformData[16] = colorStartVal[0];\n\tnoiseUniformData[17] = colorStartVal[1];\n\tnoiseUniformData[18] = colorStartVal[2];\n\tnoiseUniformData[19] = colorStartVal[3];\n\tnoiseUniformData[20] = colorEndVal[0];\n\tnoiseUniformData[21] = colorEndVal[1];\n\tnoiseUniformData[22] = colorEndVal[2];\n\tnoiseUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(noiseUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"octaves\",\n\t\t\tinfo: octavesInfo\n\t\t},\n\t\t{\n\t\t\tname: \"persistence\",\n\t\t\tinfo: persistenceInfo\n\t\t},\n\t\t{\n\t\t\tname: \"lacunarity\",\n\t\t\tinfo: lacunarityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `noise_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);\n\t\tsignalViews.push(view);\n\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tpass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: persistenceInfo.hasSignal ? signalViews[2] : signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tpass.draw(4);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: NoiseWebGPURenderer });\n\n//#endregion\nexport { NoiseWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-BGDKxfsM.mjs","names":[],"sources":["../../../nodes/node-relight-3d/dist/renderers-CXgKN5yn.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveFrameNumber } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst RELIGHT_SHADER = `\nstruct RelightUniforms {\n // vec4 0\n lightType : f32, // 0=Point, 1=Spot, 2=Directional, 3=Rim\n intensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 1\n lightPosZ : f32,\n lightRadius : f32,\n spotConeAngle : f32, // in radians\n specularRoughness : f32,\n\n // vec4 2\n specularStrength : f32,\n metallic : f32,\n ambientIntensity : f32,\n volumetricDensity : f32,\n\n // vec4 3\n depthScale : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n hasNormalMap : f32,\n\n // vec4 4: signal flags\n hasSigIntensity : f32,\n hasSigPosX : f32,\n hasSigPosY : f32,\n hasSigPosZ : f32,\n\n // vec4 5: signal flags\n hasSigRadius : f32,\n hasSigRoughness : f32,\n hasSigSpecular : f32,\n hasSigVolumetric : f32,\n\n // vec4 6 & 7: colors\n lightColor : vec4<f32>,\n ambientColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RelightUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var intensitySigTex : texture_2d<f32>;\n@group(3) @binding(1) var posXSigTex : texture_2d<f32>;\n@group(3) @binding(2) var posYSigTex : texture_2d<f32>;\n@group(3) @binding(3) var posZSigTex : texture_2d<f32>;\n@group(3) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var specularSigTex : texture_2d<f32>;\n@group(3) @binding(7) var volumetricSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return raw;\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\nfn computeNormal(uv: vec2<f32>, texelSize: vec2<f32>) -> vec3<f32> {\n if (u.hasNormalMap > 0.5) {\n let rawNormal = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).rgb;\n return normalize(rawNormal * 2.0 - 1.0);\n }\n let step = texelSize * 2.5;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n let dx = (dR - dL) * u.depthScale * 1.5;\n let dy = (dU - dD) * u.depthScale * 1.5;\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let albedo = textureSampleLevel(srcTex, srcSamp, in.uv, 0.0);\n if (albedo.a <= 0.0) {\n return albedo;\n }\n\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = dims.x / dims.y;\n\n // Resolve signals\n var intensity = u.intensity;\n if (u.hasSigIntensity > 0.5) {\n intensity = textureSampleLevel(intensitySigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posX = u.lightPosX;\n if (u.hasSigPosX > 0.5) {\n posX = textureSampleLevel(posXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posY = u.lightPosY;\n if (u.hasSigPosY > 0.5) {\n posY = textureSampleLevel(posYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posZ = u.lightPosZ;\n if (u.hasSigPosZ > 0.5) {\n posZ = textureSampleLevel(posZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var radius = u.lightRadius;\n if (u.hasSigRadius > 0.5) {\n radius = max(0.05, textureSampleLevel(radiusSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var roughness = u.specularRoughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.01, 1.0);\n }\n\n var specularStrength = u.specularStrength;\n if (u.hasSigSpecular > 0.5) {\n specularStrength = max(0.0, textureSampleLevel(specularSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var volumetricDensity = u.volumetricDensity;\n if (u.hasSigVolumetric > 0.5) {\n volumetricDensity = clamp(textureSampleLevel(volumetricSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Geometry & Surface Normals\n let depth = sampleSmoothDepth(in.uv, texelSize) * u.depthScale;\n let N = computeNormal(in.uv, texelSize);\n let V = vec3<f32>(0.0, 0.0, 1.0);\n\n // 3D coordinates (Aspect corrected for uniform radius)\n let pSurface = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, - (1.0 - depth) * 0.4);\n let pLight = vec3<f32>((posX - 0.5) * aspect, posY - 0.5, max(0.02, posZ));\n\n let toLight = pLight - pSurface;\n let dist3D = length(toLight);\n var L = normalize(toLight);\n\n // Attenuation\n var att = 1.0 / (1.0 + (dist3D / max(0.05, radius)) * (dist3D / max(0.05, radius)));\n var diffuse = max(dot(N, L), 0.0);\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\n var specular = pow(NdotH, specPower) * specularStrength;\n\n let lightMode = u.lightType;\n\n if (lightMode > 0.5 && lightMode < 1.5) {\n // Spot Light\n let spotDir = normalize(vec3<f32>(0.0, 0.0, -1.0));\n let spotAngleCos = dot(-L, spotDir);\n let coneCos = cos(u.spotConeAngle);\n let spotAtt = smoothstep(coneCos, coneCos + 0.15, spotAngleCos);\n\n diffuse = diffuse * spotAtt;\n specular = specular * spotAtt;\n } else if (lightMode > 1.5 && lightMode < 2.5) {\n // Directional Light\n L = normalize(vec3<f32>(posX - 0.5, posY - 0.5, max(0.1, posZ)));\n att = 1.0;\n diffuse = max(dot(N, L), 0.0);\n let dirH = normalize(L + V);\n specular = pow(max(dot(N, dirH), 0.0), specPower) * specularStrength;\n } else if (lightMode > 2.5) {\n // Rim Light\n let rimTerm = 1.0 - max(dot(N, V), 0.0);\n let rim = pow(rimTerm, 2.5) * (0.5 + depth * 0.8) * 1.5;\n diffuse = max(dot(N, L), 0.0) * 0.2 + rim;\n }\n\n // Volumetric Atmospheric Light Scatter / Glow\n let dist2D = length(vec2<f32>((in.uv.x - posX) * aspect, in.uv.y - posY));\n let volGlow = volumetricDensity * (1.0 / (1.0 + (dist2D / (radius * 0.5)) * (dist2D / (radius * 0.5)))) * (1.0 - clamp(depth * 0.3, 0.0, 0.8));\n\n let lightCol = u.lightColor.rgb;\n let ambientCol = u.ambientColor.rgb;\n\n // Natural Relighting Energy Distribution\n let ambientLighting = ambientCol * clamp(u.ambientIntensity, 0.0, 1.5);\n let diffuseLighting = lightCol * (diffuse * att * intensity * 0.6);\n let specularLighting = mix(vec3<f32>(1.0), albedo.rgb, u.metallic) * (specular * att * intensity * 0.35);\n let volLighting = lightCol * (volGlow * intensity * 0.2);\n\n let litRgb = albedo.rgb * (ambientLighting + diffuseLighting) + specularLighting + volLighting;\n\n return vec4<f32>(clamp(litRgb, vec3<f32>(0.0), vec3<f32>(1.0)), albedo.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getRelightResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `relight_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `relight_${format}.wgsl`,\n\t\t\tcode: RELIGHT_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RelightPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = resolveFrameNumber(signalInput.outputItem.data, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = resolveFrameNumber(op[fieldName], defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = resolveFrameNumber(sd.offset, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst Relight3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Relight3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst normalMedia = op.normalMedia ?? (op.inputs?.normalMap?.connectionValid ? op.inputs.normalMap.outputItem?.data : null);\n\tconst depthMedia = normalMedia ?? op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tconst hasNormalMap = Boolean(normalMedia);\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRelightResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", 1, 0, 10, compositionFrame, fps);\n\tconst posXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1, compositionFrame, fps);\n\tconst posYInfo = resolveSignalField(op, \"lightPosY\", .5, 0, 1, compositionFrame, fps);\n\tconst posZInfo = resolveSignalField(op, \"lightPosZ\", .3, -2, 2, compositionFrame, fps);\n\tconst radiusInfo = resolveSignalField(op, \"lightRadius\", .8, .05, 5, compositionFrame, fps);\n\tconst spotConeInfo = resolveSignalField(op, \"spotConeAngle\", 45, 5, 90, compositionFrame, fps);\n\tconst roughnessInfo = resolveSignalField(op, \"specularRoughness\", .35, .01, 1, compositionFrame, fps);\n\tconst specularInfo = resolveSignalField(op, \"specularStrength\", .7, 0, 3, compositionFrame, fps);\n\tconst metallicInfo = resolveSignalField(op, \"metallic\", 0, 0, 1, compositionFrame, fps);\n\tconst ambientInfo = resolveSignalField(op, \"ambientIntensity\", .4, 0, 2, compositionFrame, fps);\n\tconst volumetricInfo = resolveSignalField(op, \"volumetricDensity\", .2, 0, 1, compositionFrame, fps);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 10, compositionFrame, fps);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, compositionFrame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIntensityView = getSigTextureView(intensityInfo, \"relight_int_sig\");\n\tconst sigPosXView = getSigTextureView(posXInfo, \"relight_posx_sig\");\n\tconst sigPosYView = getSigTextureView(posYInfo, \"relight_posy_sig\");\n\tconst sigPosZView = getSigTextureView(posZInfo, \"relight_posz_sig\");\n\tconst sigRadiusView = getSigTextureView(radiusInfo, \"relight_rad_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"relight_rough_sig\");\n\tconst sigSpecularView = getSigTextureView(specularInfo, \"relight_spec_sig\");\n\tconst sigVolumetricView = getSigTextureView(volumetricInfo, \"relight_vol_sig\");\n\tconst uniformData = new Float32Array(32);\n\tconst lightColorParsed = parseColor(op.lightColor ?? \"#ffffff\");\n\tconst ambientColorParsed = parseColor(op.ambientColor ?? \"#ffffff\");\n\tuniformData[0] = op.lightType === \"Spot\" ? 1 : op.lightType === \"Directional\" ? 2 : op.lightType === \"Rim\" ? 3 : 0;\n\tuniformData[1] = intensityInfo.value;\n\tuniformData[2] = posXInfo.value;\n\tuniformData[3] = posYInfo.value;\n\tuniformData[4] = posZInfo.value;\n\tuniformData[5] = radiusInfo.value;\n\tuniformData[6] = spotConeInfo.value * Math.PI / 180;\n\tuniformData[7] = roughnessInfo.value;\n\tuniformData[8] = specularInfo.value;\n\tuniformData[9] = metallicInfo.value;\n\tuniformData[10] = ambientInfo.value;\n\tuniformData[11] = volumetricInfo.value;\n\tuniformData[12] = depthScaleInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = hasDepthMap || hasNormalMap ? 1 : 0;\n\tuniformData[15] = hasNormalMap ? 1 : 0;\n\tuniformData[16] = intensityInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = posXInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = posYInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = posZInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = radiusInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = specularInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = volumetricInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = lightColorParsed.r;\n\tuniformData[25] = lightColorParsed.g;\n\tuniformData[26] = lightColorParsed.b;\n\tuniformData[27] = lightColorParsed.a;\n\tuniformData[28] = ambientColorParsed.r;\n\tuniformData[29] = ambientColorParsed.g;\n\tuniformData[30] = ambientColorParsed.b;\n\tuniformData[31] = ambientColorParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIntensityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigPosZView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigSpecularView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigVolumetricView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: Relight3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-DYreml_A.mjs","names":[],"sources":["../../../nodes/node-relight-3d/dist/renderers-CXgKN5yn.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveFrameNumber } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst RELIGHT_SHADER = `\nstruct RelightUniforms {\n // vec4 0\n lightType : f32, // 0=Point, 1=Spot, 2=Directional, 3=Rim\n intensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 1\n lightPosZ : f32,\n lightRadius : f32,\n spotConeAngle : f32, // in radians\n specularRoughness : f32,\n\n // vec4 2\n specularStrength : f32,\n metallic : f32,\n ambientIntensity : f32,\n volumetricDensity : f32,\n\n // vec4 3\n depthScale : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n hasNormalMap : f32,\n\n // vec4 4: signal flags\n hasSigIntensity : f32,\n hasSigPosX : f32,\n hasSigPosY : f32,\n hasSigPosZ : f32,\n\n // vec4 5: signal flags\n hasSigRadius : f32,\n hasSigRoughness : f32,\n hasSigSpecular : f32,\n hasSigVolumetric : f32,\n\n // vec4 6 & 7: colors\n lightColor : vec4<f32>,\n ambientColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RelightUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var intensitySigTex : texture_2d<f32>;\n@group(3) @binding(1) var posXSigTex : texture_2d<f32>;\n@group(3) @binding(2) var posYSigTex : texture_2d<f32>;\n@group(3) @binding(3) var posZSigTex : texture_2d<f32>;\n@group(3) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var specularSigTex : texture_2d<f32>;\n@group(3) @binding(7) var volumetricSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return raw;\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\nfn computeNormal(uv: vec2<f32>, texelSize: vec2<f32>) -> vec3<f32> {\n if (u.hasNormalMap > 0.5) {\n let rawNormal = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).rgb;\n return normalize(rawNormal * 2.0 - 1.0);\n }\n let step = texelSize * 2.5;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n let dx = (dR - dL) * u.depthScale * 1.5;\n let dy = (dU - dD) * u.depthScale * 1.5;\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let albedo = textureSampleLevel(srcTex, srcSamp, in.uv, 0.0);\n if (albedo.a <= 0.0) {\n return albedo;\n }\n\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = dims.x / dims.y;\n\n // Resolve signals\n var intensity = u.intensity;\n if (u.hasSigIntensity > 0.5) {\n intensity = textureSampleLevel(intensitySigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posX = u.lightPosX;\n if (u.hasSigPosX > 0.5) {\n posX = textureSampleLevel(posXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posY = u.lightPosY;\n if (u.hasSigPosY > 0.5) {\n posY = textureSampleLevel(posYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posZ = u.lightPosZ;\n if (u.hasSigPosZ > 0.5) {\n posZ = textureSampleLevel(posZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var radius = u.lightRadius;\n if (u.hasSigRadius > 0.5) {\n radius = max(0.05, textureSampleLevel(radiusSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var roughness = u.specularRoughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.01, 1.0);\n }\n\n var specularStrength = u.specularStrength;\n if (u.hasSigSpecular > 0.5) {\n specularStrength = max(0.0, textureSampleLevel(specularSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var volumetricDensity = u.volumetricDensity;\n if (u.hasSigVolumetric > 0.5) {\n volumetricDensity = clamp(textureSampleLevel(volumetricSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Geometry & Surface Normals\n let depth = sampleSmoothDepth(in.uv, texelSize) * u.depthScale;\n let N = computeNormal(in.uv, texelSize);\n let V = vec3<f32>(0.0, 0.0, 1.0);\n\n // 3D coordinates (Aspect corrected for uniform radius)\n let pSurface = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, - (1.0 - depth) * 0.4);\n let pLight = vec3<f32>((posX - 0.5) * aspect, posY - 0.5, max(0.02, posZ));\n\n let toLight = pLight - pSurface;\n let dist3D = length(toLight);\n var L = normalize(toLight);\n\n // Attenuation\n var att = 1.0 / (1.0 + (dist3D / max(0.05, radius)) * (dist3D / max(0.05, radius)));\n var diffuse = max(dot(N, L), 0.0);\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\n var specular = pow(NdotH, specPower) * specularStrength;\n\n let lightMode = u.lightType;\n\n if (lightMode > 0.5 && lightMode < 1.5) {\n // Spot Light\n let spotDir = normalize(vec3<f32>(0.0, 0.0, -1.0));\n let spotAngleCos = dot(-L, spotDir);\n let coneCos = cos(u.spotConeAngle);\n let spotAtt = smoothstep(coneCos, coneCos + 0.15, spotAngleCos);\n\n diffuse = diffuse * spotAtt;\n specular = specular * spotAtt;\n } else if (lightMode > 1.5 && lightMode < 2.5) {\n // Directional Light\n L = normalize(vec3<f32>(posX - 0.5, posY - 0.5, max(0.1, posZ)));\n att = 1.0;\n diffuse = max(dot(N, L), 0.0);\n let dirH = normalize(L + V);\n specular = pow(max(dot(N, dirH), 0.0), specPower) * specularStrength;\n } else if (lightMode > 2.5) {\n // Rim Light\n let rimTerm = 1.0 - max(dot(N, V), 0.0);\n let rim = pow(rimTerm, 2.5) * (0.5 + depth * 0.8) * 1.5;\n diffuse = max(dot(N, L), 0.0) * 0.2 + rim;\n }\n\n // Volumetric Atmospheric Light Scatter / Glow\n let dist2D = length(vec2<f32>((in.uv.x - posX) * aspect, in.uv.y - posY));\n let volGlow = volumetricDensity * (1.0 / (1.0 + (dist2D / (radius * 0.5)) * (dist2D / (radius * 0.5)))) * (1.0 - clamp(depth * 0.3, 0.0, 0.8));\n\n let lightCol = u.lightColor.rgb;\n let ambientCol = u.ambientColor.rgb;\n\n // Natural Relighting Energy Distribution\n let ambientLighting = ambientCol * clamp(u.ambientIntensity, 0.0, 1.5);\n let diffuseLighting = lightCol * (diffuse * att * intensity * 0.6);\n let specularLighting = mix(vec3<f32>(1.0), albedo.rgb, u.metallic) * (specular * att * intensity * 0.35);\n let volLighting = lightCol * (volGlow * intensity * 0.2);\n\n let litRgb = albedo.rgb * (ambientLighting + diffuseLighting) + specularLighting + volLighting;\n\n return vec4<f32>(clamp(litRgb, vec3<f32>(0.0), vec3<f32>(1.0)), albedo.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getRelightResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `relight_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `relight_${format}.wgsl`,\n\t\t\tcode: RELIGHT_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RelightPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = resolveFrameNumber(signalInput.outputItem.data, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = resolveFrameNumber(op[fieldName], defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = resolveFrameNumber(sd.offset, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst Relight3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Relight3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst normalMedia = op.normalMedia ?? (op.inputs?.normalMap?.connectionValid ? op.inputs.normalMap.outputItem?.data : null);\n\tconst depthMedia = normalMedia ?? op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tconst hasNormalMap = Boolean(normalMedia);\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRelightResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", 1, 0, 10, compositionFrame, fps);\n\tconst posXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1, compositionFrame, fps);\n\tconst posYInfo = resolveSignalField(op, \"lightPosY\", .5, 0, 1, compositionFrame, fps);\n\tconst posZInfo = resolveSignalField(op, \"lightPosZ\", .3, -2, 2, compositionFrame, fps);\n\tconst radiusInfo = resolveSignalField(op, \"lightRadius\", .8, .05, 5, compositionFrame, fps);\n\tconst spotConeInfo = resolveSignalField(op, \"spotConeAngle\", 45, 5, 90, compositionFrame, fps);\n\tconst roughnessInfo = resolveSignalField(op, \"specularRoughness\", .35, .01, 1, compositionFrame, fps);\n\tconst specularInfo = resolveSignalField(op, \"specularStrength\", .7, 0, 3, compositionFrame, fps);\n\tconst metallicInfo = resolveSignalField(op, \"metallic\", 0, 0, 1, compositionFrame, fps);\n\tconst ambientInfo = resolveSignalField(op, \"ambientIntensity\", .4, 0, 2, compositionFrame, fps);\n\tconst volumetricInfo = resolveSignalField(op, \"volumetricDensity\", .2, 0, 1, compositionFrame, fps);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 10, compositionFrame, fps);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, compositionFrame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIntensityView = getSigTextureView(intensityInfo, \"relight_int_sig\");\n\tconst sigPosXView = getSigTextureView(posXInfo, \"relight_posx_sig\");\n\tconst sigPosYView = getSigTextureView(posYInfo, \"relight_posy_sig\");\n\tconst sigPosZView = getSigTextureView(posZInfo, \"relight_posz_sig\");\n\tconst sigRadiusView = getSigTextureView(radiusInfo, \"relight_rad_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"relight_rough_sig\");\n\tconst sigSpecularView = getSigTextureView(specularInfo, \"relight_spec_sig\");\n\tconst sigVolumetricView = getSigTextureView(volumetricInfo, \"relight_vol_sig\");\n\tconst uniformData = new Float32Array(32);\n\tconst lightColorParsed = parseColor(op.lightColor ?? \"#ffffff\");\n\tconst ambientColorParsed = parseColor(op.ambientColor ?? \"#ffffff\");\n\tuniformData[0] = op.lightType === \"Spot\" ? 1 : op.lightType === \"Directional\" ? 2 : op.lightType === \"Rim\" ? 3 : 0;\n\tuniformData[1] = intensityInfo.value;\n\tuniformData[2] = posXInfo.value;\n\tuniformData[3] = posYInfo.value;\n\tuniformData[4] = posZInfo.value;\n\tuniformData[5] = radiusInfo.value;\n\tuniformData[6] = spotConeInfo.value * Math.PI / 180;\n\tuniformData[7] = roughnessInfo.value;\n\tuniformData[8] = specularInfo.value;\n\tuniformData[9] = metallicInfo.value;\n\tuniformData[10] = ambientInfo.value;\n\tuniformData[11] = volumetricInfo.value;\n\tuniformData[12] = depthScaleInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = hasDepthMap || hasNormalMap ? 1 : 0;\n\tuniformData[15] = hasNormalMap ? 1 : 0;\n\tuniformData[16] = intensityInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = posXInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = posYInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = posZInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = radiusInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = specularInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = volumetricInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = lightColorParsed.r;\n\tuniformData[25] = lightColorParsed.g;\n\tuniformData[26] = lightColorParsed.b;\n\tuniformData[27] = lightColorParsed.a;\n\tuniformData[28] = ambientColorParsed.r;\n\tuniformData[29] = ambientColorParsed.g;\n\tuniformData[30] = ambientColorParsed.b;\n\tuniformData[31] = ambientColorParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIntensityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigPosZView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigSpecularView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigVolumetricView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: Relight3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -1,5 +1,5 @@
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import { n as defineRenderer } from "./renderer-BgmO1Dzw.mjs";
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-
import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, n as PREMULTIPLIED_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, n as PREMULTIPLIED_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-zIhSz_0X.mjs";
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//#region ../../nodes/node-layer-style/dist/renderers-B2ikmOEm.mjs
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function hexToRgba(hex) {
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@@ -874,4 +874,4 @@ var renderers_default = defineRenderer({ WebGPURenderer });
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//#endregion
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export { renderers_default as t };
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-DZJnNISO.mjs.map
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