framefields 2.6.2 → 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-BHuVoNc-.mjs → audio-j3ttoRDX.mjs} +4 -4
- package/dist/{audio-BHuVoNc-.mjs.map → audio-j3ttoRDX.mjs.map} +1 -1
- package/dist/{audio-WcPMxtcz.d.mts → audio-tL8CcPra.d.mts} +3 -3
- package/dist/{audio-WcPMxtcz.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-Wsjx_Rza.mjs → dist-BHTd-EC1.mjs} +92 -19
- package/dist/{dist-Wsjx_Rza.mjs.map → dist-BHTd-EC1.mjs.map} +1 -1
- package/dist/{dist-CSU_2yUb.mjs → dist-BM0ilHvQ.mjs} +115 -21
- package/dist/dist-BM0ilHvQ.mjs.map +1 -0
- package/dist/{dist-CL5JOMSp.mjs → dist-BRXsfWKQ.mjs} +424 -8
- package/dist/dist-BRXsfWKQ.mjs.map +1 -0
- package/dist/{dist-PlaSQJ43.mjs → dist-CPtFZxtu.mjs} +2 -2
- package/dist/{dist-PlaSQJ43.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-BvloJaPQ.mjs → effects-Dy661XS_.mjs} +3 -3
- package/dist/{effects-BvloJaPQ.mjs.map → effects-Dy661XS_.mjs.map} +1 -1
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-DpnBDAqM.mjs → fonts-BcFhAqqO.mjs} +2 -2
- package/dist/{fonts-DpnBDAqM.mjs.map → fonts-BcFhAqqO.mjs.map} +1 -1
- package/dist/{gpu-BvYDrqOC.mjs → gpu-zIhSz_0X.mjs} +2 -2
- package/dist/{gpu-BvYDrqOC.mjs.map → gpu-zIhSz_0X.mjs.map} +1 -1
- package/dist/{index-kj5uSzaI.d.mts → index-B1ENegOQ.d.mts} +204 -2
- package/dist/index-B1ENegOQ.d.mts.map +1 -0
- package/dist/{index-DsGBouQM.d.mts → index-CJRTBLZ4.d.mts} +4 -4
- package/dist/{index-DsGBouQM.d.mts.map → index-CJRTBLZ4.d.mts.map} +1 -1
- package/dist/{index-DcIR_DgU.d.mts → index-Cg30slle.d.mts} +2 -2
- package/dist/{index-DcIR_DgU.d.mts.map → index-Cg30slle.d.mts.map} +1 -1
- package/dist/{index-wUhS1_4W.d.mts → index-DeeMmoEA.d.mts} +2 -2
- package/dist/{index-wUhS1_4W.d.mts.map → index-DeeMmoEA.d.mts.map} +1 -1
- package/dist/{index-C541Ol1N.d.mts → index-ePGQ_C7f.d.mts} +39 -16
- package/dist/index-ePGQ_C7f.d.mts.map +1 -0
- package/dist/{index-C6ihzCpZ.d.mts → index-l1yRugLc.d.mts} +3 -3
- package/dist/{index-C6ihzCpZ.d.mts.map → index-l1yRugLc.d.mts.map} +1 -1
- package/dist/{index-BCzXnNpb.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-UMG4Colu.mjs → preview-IpdVFuxv.mjs} +3 -2
- package/dist/{preview-UMG4Colu.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-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-NIILFJKE.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-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-GQIRV466.mjs → chunk-MXPN2GB7.mjs} +1 -1
- package/dist/preview-engine/{chunk-W2EZFV4Q.mjs → chunk-NHYB5YC3.mjs} +1 -1
- package/dist/preview-engine/{chunk-22BLMBWX.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-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-ZYTXBBIX.mjs +1 -0
- package/dist/preview-engine/components.mjs +1 -1
- package/dist/preview-engine/effects.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-B6YvXPhj.mjs → program-KPBfq9tw.mjs} +84 -15
- 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/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-DFGSy_ay.mjs → renderer-1-FLx8kd.mjs} +3 -3
- package/dist/{renderer-DFGSy_ay.mjs.map → renderer-1-FLx8kd.mjs.map} +1 -1
- package/dist/{renderer-Ck74BZ_L.mjs → renderer-47d3etrX.mjs} +4 -4
- package/dist/{renderer-Ck74BZ_L.mjs.map → renderer-47d3etrX.mjs.map} +1 -1
- package/dist/{renderer-Cs8Od5S8.mjs → renderer-6GCG6JxD.mjs} +3 -3
- package/dist/{renderer-Cs8Od5S8.mjs.map → renderer-6GCG6JxD.mjs.map} +1 -1
- package/dist/{renderer-BLn9MrDC.mjs → renderer-8BIDdgjt.mjs} +3 -3
- package/dist/{renderer-BLn9MrDC.mjs.map → renderer-8BIDdgjt.mjs.map} +1 -1
- package/dist/renderer-B-5TlncB.mjs +5 -0
- package/dist/{renderer-CkbIz6M-.mjs → renderer-B1yzSbvC.mjs} +4 -4
- package/dist/{renderer-CkbIz6M-.mjs.map → renderer-B1yzSbvC.mjs.map} +1 -1
- package/dist/{renderer-BYNbtv_d.mjs → renderer-B2YiXpp-.mjs} +2 -2
- package/dist/{renderer-BYNbtv_d.mjs.map → renderer-B2YiXpp-.mjs.map} +1 -1
- package/dist/{renderer-DXfYdQ2o.mjs → renderer-B55ljMI_.mjs} +2 -2
- package/dist/{renderer-DXfYdQ2o.mjs.map → renderer-B55ljMI_.mjs.map} +1 -1
- package/dist/{renderer-CopRZnwp.mjs → renderer-B6Tg4UgH.mjs} +4 -4
- package/dist/{renderer-CopRZnwp.mjs.map → renderer-B6Tg4UgH.mjs.map} +1 -1
- package/dist/{renderer-CuQceSLi.mjs → renderer-BFnf-8Yt.mjs} +3 -3
- package/dist/{renderer-CuQceSLi.mjs.map → renderer-BFnf-8Yt.mjs.map} +1 -1
- package/dist/{renderer-BmarvBo8.mjs → renderer-BGHHoPiD.mjs} +2 -2
- package/dist/{renderer-CLvXiFPk.mjs → renderer-BHUjPi24.mjs} +2 -2
- package/dist/{renderer-CLvXiFPk.mjs.map → renderer-BHUjPi24.mjs.map} +1 -1
- package/dist/renderer-BHXtDg5_.mjs +3 -0
- package/dist/{renderer-CTQTbvWR.mjs → renderer-BIk67-jU.mjs} +2 -2
- package/dist/{renderer-CTQTbvWR.mjs.map → renderer-BIk67-jU.mjs.map} +1 -1
- package/dist/{renderer-BHjw4EdY.d.mts → renderer-BLEmr0Lt.d.mts} +2 -2
- package/dist/{renderer-BHjw4EdY.d.mts.map → renderer-BLEmr0Lt.d.mts.map} +1 -1
- package/dist/{renderer-BcH6-FsA.mjs → renderer-BLs5sDdk.mjs} +3 -3
- package/dist/{renderer-BcH6-FsA.mjs.map → renderer-BLs5sDdk.mjs.map} +1 -1
- package/dist/renderer-BPd3gvEt.mjs +5 -0
- package/dist/{renderer-Hs9t2qY-.mjs → renderer-BXul0Wy6.mjs} +3 -3
- package/dist/{renderer-Hs9t2qY-.mjs.map → renderer-BXul0Wy6.mjs.map} +1 -1
- package/dist/{renderer-BX2tt7zA.mjs → renderer-B_1SLBPa.mjs} +3 -3
- package/dist/{renderer-BX2tt7zA.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-v779MqRx.mjs → renderer-BbyNUjE_.mjs} +3 -3
- package/dist/{renderer-v779MqRx.mjs.map → renderer-BbyNUjE_.mjs.map} +1 -1
- package/dist/{renderer-rLhze-dj.mjs → renderer-BcVr_cIk.mjs} +2 -2
- package/dist/{renderer-rLhze-dj.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-Cy_rrWEC.mjs → renderer-BjL7sKGU.mjs} +3 -3
- package/dist/{renderer-Cy_rrWEC.mjs.map → renderer-BjL7sKGU.mjs.map} +1 -1
- package/dist/{renderer-BZ9zGp0Z.mjs → renderer-BjNcuJ4H.mjs} +3 -3
- package/dist/{renderer-BZ9zGp0Z.mjs.map → renderer-BjNcuJ4H.mjs.map} +1 -1
- package/dist/{renderer-Da5Xcwx5.mjs → renderer-Br8aDmf0.mjs} +2 -2
- package/dist/renderer-BvZQngSm.mjs +5 -0
- package/dist/renderer-BxgN8oXx.mjs +5 -0
- package/dist/{renderer-CptS_UFe.mjs → renderer-ByOvGGzp.mjs} +3 -3
- package/dist/{renderer-CptS_UFe.mjs.map → renderer-ByOvGGzp.mjs.map} +1 -1
- package/dist/{renderer-C3gJco03.mjs → renderer-C11qLlrz.mjs} +3 -3
- package/dist/{renderer-C3gJco03.mjs.map → renderer-C11qLlrz.mjs.map} +1 -1
- package/dist/{renderer-D4KKtfTl.mjs → renderer-C5dyPQjG.mjs} +3 -3
- package/dist/{renderer-D4KKtfTl.mjs.map → renderer-C5dyPQjG.mjs.map} +1 -1
- package/dist/renderer-C5jDrTBc.mjs +5 -0
- package/dist/{renderer-Dk88a53K.mjs → renderer-C6TbU8U5.mjs} +3 -3
- package/dist/{renderer-Dk88a53K.mjs.map → renderer-C6TbU8U5.mjs.map} +1 -1
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{"version":3,"file":"renderer-8ZxKRprN.mjs","names":[],"sources":["../../../nodes/node-shape-generator/dist/renderers-CpnJ1Qiz.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { drawSvgNode } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/geometry.ts\n/**\n* Scale corner radii proportionally if their sum exceeds the box dimensions (W3C CSS standard).\n*/\nfunction normalizeCornerRadii(w, h, rTL, rTR, rBR, rBL) {\n\tconst topSum = rTL + rTR;\n\tconst bottomSum = rBL + rBR;\n\tconst leftSum = rTL + rBL;\n\tconst rightSum = rTR + rBR;\n\tlet scale = 1;\n\tif (topSum > w && topSum > 0) scale = Math.min(scale, w / topSum);\n\tif (bottomSum > w && bottomSum > 0) scale = Math.min(scale, w / bottomSum);\n\tif (leftSum > h && leftSum > 0) scale = Math.min(scale, h / leftSum);\n\tif (rightSum > h && rightSum > 0) scale = Math.min(scale, h / rightSum);\n\treturn [\n\t\tMath.max(0, rTL * scale),\n\t\tMath.max(0, rTR * scale),\n\t\tMath.max(0, rBR * scale),\n\t\tMath.max(0, rBL * scale)\n\t];\n}\n/**\n* Generates an SVG path string for a rounded rectangle with 4 independent corner radii.\n*/\nfunction buildRectanglePath(w, h, rTL, rTR, rBR, rBL, strokeWidth = 0) {\n\tconst inset = strokeWidth > 0 ? strokeWidth / 2 : 0;\n\tconst x = inset;\n\tconst y = inset;\n\tconst boxW = Math.max(.1, w - strokeWidth);\n\tconst boxH = Math.max(.1, h - strokeWidth);\n\tconst [rtl, rtr, rbr, rbl] = normalizeCornerRadii(boxW, boxH, rTL, rTR, rBR, rBL);\n\treturn [\n\t\t`M ${x + rtl} ${y}`,\n\t\t`L ${x + boxW - rtr} ${y}`,\n\t\trtr > 0 ? `A ${rtr} ${rtr} 0 0 1 ${x + boxW} ${y + rtr}` : \"\",\n\t\t`L ${x + boxW} ${y + boxH - rbr}`,\n\t\trbr > 0 ? `A ${rbr} ${rbr} 0 0 1 ${x + boxW - rbr} ${y + boxH}` : \"\",\n\t\t`L ${x + rbl} ${y + boxH}`,\n\t\trbl > 0 ? `A ${rbl} ${rbl} 0 0 1 ${x} ${y + boxH - rbl}` : \"\",\n\t\t`L ${x} ${y + rtl}`,\n\t\trtl > 0 ? `A ${rtl} ${rtl} 0 0 1 ${x + rtl} ${y}` : \"\",\n\t\t\"Z\"\n\t].filter(Boolean).join(\" \");\n}\n/**\n* Generates an SVG path string for an ellipse/circle.\n*/\nfunction buildEllipsePath(w, h, strokeWidth = 0) {\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst rx = Math.max(.1, (w - strokeWidth) / 2);\n\tconst ry = Math.max(.1, (h - strokeWidth) / 2);\n\treturn `M ${cx - rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx + rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx - rx} ${cy} Z`;\n}\n/**\n* Generates an SVG path string for a regular polygon with N sides.\n*/\nfunction buildPolygonPath(w, h, sides, strokeWidth = 0) {\n\tconst n = Math.max(3, Math.min(64, Math.floor(sides)));\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst radius = Math.max(.1, Math.min(w - strokeWidth, h - strokeWidth) / 2);\n\tconst points = [];\n\tconst angleStep = 2 * Math.PI / n;\n\tconst startAngle = -Math.PI / 2;\n\tfor (let i = 0; i < n; i++) {\n\t\tconst angle = startAngle + i * angleStep;\n\t\tpoints.push({\n\t\t\tx: cx + radius * Math.cos(angle),\n\t\t\ty: cy + radius * Math.sin(angle)\n\t\t});\n\t}\n\treturn points.map((p, i) => `${i === 0 ? \"M\" : \"L\"} ${p.x.toFixed(3)} ${p.y.toFixed(3)}`).join(\" \") + \" Z\";\n}\n/**\n* Generates an SVG path string for a star with N spikes and configurable inner radius ratio.\n*/\nfunction buildStarPath(w, h, pointsCount, innerRadiusRatio, strokeWidth = 0) {\n\tconst n = Math.max(3, Math.min(64, Math.floor(pointsCount)));\n\tconst ratio = Math.max(.01, Math.min(.99, innerRadiusRatio));\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst outerRadius = Math.max(.1, Math.min(w - strokeWidth, h - strokeWidth) / 2);\n\tconst innerRadius = outerRadius * ratio;\n\tconst points = [];\n\tconst totalVertices = n * 2;\n\tconst angleStep = Math.PI / n;\n\tconst startAngle = -Math.PI / 2;\n\tfor (let i = 0; i < totalVertices; i++) {\n\t\tconst r = i % 2 === 0 ? outerRadius : innerRadius;\n\t\tconst angle = startAngle + i * angleStep;\n\t\tpoints.push({\n\t\t\tx: cx + r * Math.cos(angle),\n\t\t\ty: cy + r * Math.sin(angle)\n\t\t});\n\t}\n\treturn points.map((p, i) => `${i === 0 ? \"M\" : \"L\"} ${p.x.toFixed(3)} ${p.y.toFixed(3)}`).join(\" \") + \" Z\";\n}\n/**\n* Generates an SVG path string for a parametric arrow pointing right.\n*/\nfunction buildArrowPath(w, h, headWidth, headLength, shaftWidth, strokeWidth = 0) {\n\tconst inset = strokeWidth > 0 ? strokeWidth / 2 : 0;\n\tconst boxW = Math.max(1, w - strokeWidth);\n\tconst boxH = Math.max(1, h - strokeWidth);\n\tconst cy = h / 2;\n\tconst hw = Math.min(boxH, Math.max(4, headWidth));\n\tconst hl = Math.min(boxW * .9, Math.max(4, headLength));\n\tconst sw = Math.min(hw * .95, Math.max(2, shaftWidth));\n\tconst leftX = inset;\n\tconst rightX = inset + boxW;\n\tconst headBaseX = rightX - hl;\n\tconst topShaftY = cy - sw / 2;\n\tconst bottomShaftY = cy + sw / 2;\n\tconst topHeadY = cy - hw / 2;\n\tconst bottomHeadY = cy + hw / 2;\n\treturn [\n\t\t`M ${leftX.toFixed(2)} ${topShaftY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${topShaftY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${topHeadY.toFixed(2)}`,\n\t\t`L ${rightX.toFixed(2)} ${cy.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomHeadY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t`L ${leftX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t\"Z\"\n\t].join(\" \");\n}\n/**\n* Calculates linear gradient coordinate vector from an angle in degrees.\n*/\nfunction calculateLinearGradientCoords(angleDeg = 0) {\n\tconst rad = angleDeg * Math.PI / 180;\n\tconst cos = Math.cos(rad);\n\tconst sin = Math.sin(rad);\n\tconst x1 = ((.5 - cos * .5) * 100).toFixed(2);\n\tconst y1 = ((.5 - sin * .5) * 100).toFixed(2);\n\tconst x2 = ((.5 + cos * .5) * 100).toFixed(2);\n\tconst y2 = ((.5 + sin * .5) * 100).toFixed(2);\n\treturn {\n\t\tx1: `${x1}%`,\n\t\ty1: `${y1}%`,\n\t\tx2: `${x2}%`,\n\t\ty2: `${y2}%`\n\t};\n}\n/**\n* Builds the complete shape geometry path for any ShapeGenerator config.\n*/\nfunction generateShapePath(config) {\n\tconst width = Math.max(1, config.width ?? 500);\n\tconst height = Math.max(1, config.height ?? 500);\n\tconst strokeWidth = config.strokeWidth ?? 0;\n\tswitch (config.shapeType) {\n\t\tcase \"Rectangle\": return buildRectanglePath(width, height, config.radiusTL ?? 0, config.radiusTR ?? 0, config.radiusBR ?? 0, config.radiusBL ?? 0, strokeWidth);\n\t\tcase \"Ellipse\": return buildEllipsePath(width, height, strokeWidth);\n\t\tcase \"Polygon\": return buildPolygonPath(width, height, config.polygonSides ?? 5, strokeWidth);\n\t\tcase \"Star\": return buildStarPath(width, height, config.starPoints ?? 5, config.starInnerRadius ?? .5, strokeWidth);\n\t\tcase \"Arrow\": return buildArrowPath(width, height, config.arrowHeadWidth ?? 40, config.arrowHeadLength ?? 40, config.arrowShaftWidth ?? 20, strokeWidth);\n\t\tcase \"CustomPath\": return config.customPath?.trim() || buildRectanglePath(width, height, 0, 0, 0, 0, strokeWidth);\n\t\tdefault: return buildRectanglePath(width, height, 0, 0, 0, 0, strokeWidth);\n\t}\n}\n\n//#endregion\n//#region src/shared/svg-generator.ts\n/**\n* Generates an SVG string representation of the parametric shape configuration.\n*/\nfunction generateShapeSvg(config) {\n\tconst width = Math.max(1, config.width ?? 500);\n\tconst height = Math.max(1, config.height ?? 500);\n\tconst pathD = generateShapePath(config);\n\tconst fillType = config.fillType ?? \"solid\";\n\tconst fillColor = config.fillColor ?? \"#3b82f6\";\n\tconst gradientEndColor = config.gradientEndColor ?? \"#1d4ed8\";\n\tconst gradientAngle = config.gradientAngle ?? 0;\n\tconst strokeColor = config.strokeColor ?? \"#ffffff\";\n\tconst strokeWidth = Math.max(0, config.strokeWidth ?? 0);\n\tconst strokeDashArray = config.strokeDashArray?.trim();\n\tconst strokeLineCap = config.strokeLineCap ?? \"round\";\n\tconst strokeLineJoin = config.strokeLineJoin ?? \"round\";\n\tconst strokeDashOffset = config.strokeDashOffset ?? 0;\n\tconst rotation = config.rotation ?? 0;\n\tconst opacity = 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stop-color=\"${gradientEndColor}\"/></radialGradient></defs>`;\n\t\tfillAttr = `url(#${gradId})`;\n\t}\n\tconst strokeAttrs = strokeWidth > 0 ? `stroke=\"${strokeColor}\" stroke-width=\"${strokeWidth}\" stroke-linecap=\"${strokeLineCap}\" stroke-linejoin=\"${strokeLineJoin}\" ${strokeDashArray ? `stroke-dasharray=\"${strokeDashArray}\"` : \"\"} ${strokeDashOffset ? `stroke-dashoffset=\"${strokeDashOffset}\"` : \"\"}` : \"stroke=\\\"none\\\"\";\n\tconst cx = width / 2;\n\tconst cy = height / 2;\n\tconst transformParts = [];\n\tif (rotation !== 0) transformParts.push(`rotate(${rotation} ${cx} ${cy})`);\n\tif (customPathScale !== 1) transformParts.push(`scale(${customPathScale})`);\n\tconst transformAttr = transformParts.length > 0 ? `transform=\"${transformParts.join(\" \")}\"` : \"\";\n\tconst opacityAttr = opacity < 1 ? `opacity=\"${opacity}\"` : \"\";\n\treturn `<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 ${width} ${height}\" width=\"${width}\" height=\"${height}\">${defs}<g ${transformAttr} ${opacityAttr}><path d=\"${pathD}\" fill=\"${fillAttr}\" ${strokeAttrs} /></g></svg>`;\n}\n/**\n* Encodes the SVG into a base64 data URL for robust cross-environment rendering.\n*/\nfunction generateShapeSvgDataUrl(config) {\n\tconst svgString = generateShapeSvg(config);\n\tif (typeof Buffer !== \"undefined\") return `data:image/svg+xml;base64,${Buffer.from(svgString).toString(\"base64\")}`;\n\treturn `data:image/svg+xml;base64,${btoa(unescape(encodeURIComponent(svgString)))}`;\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst ShapeGeneratorWebGPURenderer = async (args) => {\n\tconst { ctx, pass, props, targetWidth, targetHeight } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (!op || op.op !== \"ShapeGenerator\" && op.op !== \"source\") return;\n\tconst svgDataUrl = generateShapeSvgDataUrl(op);\n\tconst width = targetWidth > 0 ? targetWidth : op.width ?? 500;\n\tconst height = targetHeight > 0 ? 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{"version":3,"file":"renderer-bGhRdKB7.mjs","names":[],"sources":["../../../nodes/node-shape-generator/dist/renderers-CpnJ1Qiz.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { drawSvgNode } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/geometry.ts\n/**\n* Scale corner radii proportionally if their sum exceeds the box dimensions (W3C CSS standard).\n*/\nfunction normalizeCornerRadii(w, h, rTL, rTR, rBR, rBL) {\n\tconst topSum = rTL + rTR;\n\tconst bottomSum = rBL + rBR;\n\tconst leftSum = rTL + rBL;\n\tconst rightSum = rTR + rBR;\n\tlet scale = 1;\n\tif (topSum > w && topSum > 0) scale = Math.min(scale, w / topSum);\n\tif (bottomSum > w && bottomSum > 0) scale = Math.min(scale, w / bottomSum);\n\tif (leftSum > h && leftSum > 0) scale = Math.min(scale, h / leftSum);\n\tif (rightSum > h && rightSum > 0) scale = Math.min(scale, h / rightSum);\n\treturn [\n\t\tMath.max(0, rTL * scale),\n\t\tMath.max(0, rTR * scale),\n\t\tMath.max(0, rBR * scale),\n\t\tMath.max(0, rBL * scale)\n\t];\n}\n/**\n* Generates an SVG path string for a rounded rectangle with 4 independent corner radii.\n*/\nfunction buildRectanglePath(w, h, rTL, rTR, rBR, rBL, strokeWidth = 0) {\n\tconst inset = strokeWidth > 0 ? strokeWidth / 2 : 0;\n\tconst x = inset;\n\tconst y = inset;\n\tconst boxW = Math.max(.1, w - strokeWidth);\n\tconst boxH = Math.max(.1, h - strokeWidth);\n\tconst [rtl, rtr, rbr, rbl] = normalizeCornerRadii(boxW, boxH, rTL, rTR, rBR, rBL);\n\treturn [\n\t\t`M ${x + rtl} ${y}`,\n\t\t`L ${x + boxW - rtr} ${y}`,\n\t\trtr > 0 ? `A ${rtr} ${rtr} 0 0 1 ${x + boxW} ${y + rtr}` : \"\",\n\t\t`L ${x + boxW} ${y + boxH - rbr}`,\n\t\trbr > 0 ? `A ${rbr} ${rbr} 0 0 1 ${x + boxW - rbr} ${y + boxH}` : \"\",\n\t\t`L ${x + rbl} ${y + boxH}`,\n\t\trbl > 0 ? `A ${rbl} ${rbl} 0 0 1 ${x} ${y + boxH - rbl}` : \"\",\n\t\t`L ${x} ${y + rtl}`,\n\t\trtl > 0 ? `A ${rtl} ${rtl} 0 0 1 ${x + rtl} ${y}` : \"\",\n\t\t\"Z\"\n\t].filter(Boolean).join(\" \");\n}\n/**\n* Generates an SVG path string for an ellipse/circle.\n*/\nfunction buildEllipsePath(w, h, strokeWidth = 0) {\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst rx = Math.max(.1, (w - strokeWidth) / 2);\n\tconst ry = Math.max(.1, (h - strokeWidth) / 2);\n\treturn `M ${cx - rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx + rx} ${cy} A ${rx} ${ry} 0 1 0 ${cx - rx} ${cy} Z`;\n}\n/**\n* Generates an SVG path string for a regular polygon with N sides.\n*/\nfunction buildPolygonPath(w, h, sides, strokeWidth = 0) {\n\tconst n = Math.max(3, Math.min(64, Math.floor(sides)));\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst radius = Math.max(.1, Math.min(w - strokeWidth, h - strokeWidth) / 2);\n\tconst points = [];\n\tconst angleStep = 2 * Math.PI / n;\n\tconst startAngle = -Math.PI / 2;\n\tfor (let i = 0; i < n; i++) {\n\t\tconst angle = startAngle + i * angleStep;\n\t\tpoints.push({\n\t\t\tx: cx + radius * Math.cos(angle),\n\t\t\ty: cy + radius * Math.sin(angle)\n\t\t});\n\t}\n\treturn points.map((p, i) => `${i === 0 ? \"M\" : \"L\"} ${p.x.toFixed(3)} ${p.y.toFixed(3)}`).join(\" \") + \" Z\";\n}\n/**\n* Generates an SVG path string for a star with N spikes and configurable inner radius ratio.\n*/\nfunction buildStarPath(w, h, pointsCount, innerRadiusRatio, strokeWidth = 0) {\n\tconst n = Math.max(3, Math.min(64, Math.floor(pointsCount)));\n\tconst ratio = Math.max(.01, Math.min(.99, innerRadiusRatio));\n\tconst cx = w / 2;\n\tconst cy = h / 2;\n\tconst outerRadius = Math.max(.1, Math.min(w - strokeWidth, h - strokeWidth) / 2);\n\tconst innerRadius = outerRadius * ratio;\n\tconst points = [];\n\tconst totalVertices = n * 2;\n\tconst angleStep = Math.PI / n;\n\tconst startAngle = -Math.PI / 2;\n\tfor (let i = 0; i < totalVertices; i++) {\n\t\tconst r = i % 2 === 0 ? outerRadius : innerRadius;\n\t\tconst angle = startAngle + i * angleStep;\n\t\tpoints.push({\n\t\t\tx: cx + r * Math.cos(angle),\n\t\t\ty: cy + r * 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${topShaftY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${topHeadY.toFixed(2)}`,\n\t\t`L ${rightX.toFixed(2)} ${cy.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomHeadY.toFixed(2)}`,\n\t\t`L ${headBaseX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t`L ${leftX.toFixed(2)} ${bottomShaftY.toFixed(2)}`,\n\t\t\"Z\"\n\t].join(\" \");\n}\n/**\n* Calculates linear gradient coordinate vector from an angle in degrees.\n*/\nfunction calculateLinearGradientCoords(angleDeg = 0) {\n\tconst rad = angleDeg * Math.PI / 180;\n\tconst cos = Math.cos(rad);\n\tconst sin = Math.sin(rad);\n\tconst x1 = ((.5 - cos * .5) * 100).toFixed(2);\n\tconst y1 = ((.5 - sin * .5) * 100).toFixed(2);\n\tconst x2 = ((.5 + cos * .5) * 100).toFixed(2);\n\tconst y2 = ((.5 + sin * .5) * 100).toFixed(2);\n\treturn {\n\t\tx1: `${x1}%`,\n\t\ty1: `${y1}%`,\n\t\tx2: `${x2}%`,\n\t\ty2: `${y2}%`\n\t};\n}\n/**\n* Builds the complete shape geometry path for any ShapeGenerator config.\n*/\nfunction generateShapePath(config) {\n\tconst width = Math.max(1, config.width ?? 500);\n\tconst height = Math.max(1, config.height ?? 500);\n\tconst strokeWidth = config.strokeWidth ?? 0;\n\tswitch (config.shapeType) {\n\t\tcase \"Rectangle\": return buildRectanglePath(width, height, config.radiusTL ?? 0, config.radiusTR ?? 0, config.radiusBR ?? 0, config.radiusBL ?? 0, strokeWidth);\n\t\tcase \"Ellipse\": return buildEllipsePath(width, height, strokeWidth);\n\t\tcase \"Polygon\": return buildPolygonPath(width, height, config.polygonSides ?? 5, strokeWidth);\n\t\tcase \"Star\": return buildStarPath(width, height, config.starPoints ?? 5, config.starInnerRadius ?? .5, strokeWidth);\n\t\tcase \"Arrow\": return buildArrowPath(width, height, config.arrowHeadWidth ?? 40, config.arrowHeadLength ?? 40, config.arrowShaftWidth ?? 20, strokeWidth);\n\t\tcase \"CustomPath\": return config.customPath?.trim() || buildRectanglePath(width, height, 0, 0, 0, 0, strokeWidth);\n\t\tdefault: return buildRectanglePath(width, height, 0, 0, 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@@ -1,5 +1,5 @@
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1
1
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import { n as defineRenderer } from "./renderer-BgmO1Dzw.mjs";
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, r as STRAIGHT_ALPHA_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, r as STRAIGHT_ALPHA_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-zIhSz_0X.mjs";
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//#region ../../nodes/node-flip/dist/renderers-CeDdi1eu.mjs
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{"version":3,"file":"renderer-d4weUlVq.mjs","names":[],"sources":["../../../nodes/node-flip/dist/renderers-CeDdi1eu.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, STRAIGHT_ALPHA_BLEND, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_FLIP_SHADER = `\nstruct FlipUniforms {\n\tflipH : f32,\n\tflipV : f32,\n\tdiagonal : f32,\n\tsymmetry : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : FlipUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tvar uv = in.uv;\n\n\t// 1. Split-Mirror / Symmetry\n\tif (u.symmetry > 0.5 && u.symmetry < 1.5) {\n\t\t// leftToRight: mirror left half to right half\n\t\tuv.x = select(uv.x, 1.0 - uv.x, uv.x > 0.5);\n\t} else if (u.symmetry > 1.5 && u.symmetry < 2.5) {\n\t\t// rightToLeft: mirror right half to left half\n\t\tuv.x = select(1.0 - uv.x, uv.x, uv.x > 0.5);\n\t} else if (u.symmetry > 2.5 && u.symmetry < 3.5) {\n\t\t// topToBottom: mirror top half to bottom half\n\t\tuv.y = select(uv.y, 1.0 - uv.y, uv.y > 0.5);\n\t} else if (u.symmetry > 3.5 && u.symmetry < 4.5) {\n\t\t// bottomToTop: mirror bottom half to top half\n\t\tuv.y = select(1.0 - uv.y, uv.y, uv.y > 0.5);\n\t} else if (u.symmetry > 4.5) {\n\t\t// quadrant: 4-way kaleidoscopic symmetry\n\t\tuv.x = select(uv.x, 1.0 - uv.x, uv.x > 0.5);\n\t\tuv.y = select(uv.y, 1.0 - uv.y, uv.y > 0.5);\n\t}\n\n\t// 2. Diagonal Swap (Transposition: x <-> y)\n\tif (u.diagonal > 0.5) {\n\t\tlet temp = uv.x;\n\t\tuv.x = uv.y;\n\t\tuv.y = temp;\n\t}\n\n\t// 3. Horizontal / Vertical Flip\n\tif (u.flipH > 0.5) {\n\t\tuv.x = 1.0 - uv.x;\n\t}\n\tif (u.flipV > 0.5) {\n\t\tuv.y = 1.0 - uv.y;\n\t}\n\n\treturn textureSampleLevel(tex, samp, uv, 0.0);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(4);\nfunction getFlipResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_FLIP_SHADER }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [uniformLayout, textureLayout] }),\n\t\t\tformat: targetFormat,\n\t\t\tblend: STRAIGHT_ALPHA_BLEND\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Flip\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst sourceWidth = childMedia.metadata?.width ?? props.containerWidth ?? width;\n\tconst sourceHeight = childMedia.metadata?.height ?? props.containerHeight ?? height;\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight,\n\t\t\tvirtualMedia: childMedia\n\t\t}\n\t});\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout } = getFlipResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst mode = op.mode ?? \"horizontal\";\n\tlet isFlipH = false;\n\tlet isFlipV = false;\n\tlet isDiag = false;\n\tif (mode === \"horizontal\") isFlipH = true;\n\telse if (mode === \"vertical\") isFlipV = true;\n\telse if (mode === \"both\") {\n\t\tisFlipH = true;\n\t\tisFlipV = true;\n\t} else if (mode === \"diagonal\") isDiag = true;\n\telse if (mode === \"antiDiagonal\") {\n\t\tisDiag = true;\n\t\tisFlipH = true;\n\t\tisFlipV = true;\n\t} else if (mode === \"custom\") {\n\t\tisFlipH = op.horizontal ?? true;\n\t\tisFlipV = op.vertical ?? false;\n\t\tisDiag = op.diagonal ?? false;\n\t}\n\tlet symVal = 0;\n\tif (op.symmetry === \"leftToRight\") symVal = 1;\n\telse if (op.symmetry === \"rightToLeft\") symVal = 2;\n\telse if (op.symmetry === \"topToBottom\") symVal = 3;\n\telse if (op.symmetry === \"bottomToTop\") symVal = 4;\n\telse if (op.symmetry === \"quadrant\") symVal = 5;\n\tuniformData[0] = isFlipH ? 1 : 0;\n\tuniformData[1] = isFlipV ? 1 : 0;\n\tuniformData[2] = isDiag ? 1 : 0;\n\tuniformData[3] = symVal;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst tBindGroup = ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: childTex.createView()\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t});\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uBindGroup, tBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-CeDdi1eu.mjs.map"],"mappings":";;;;AAIA,MAAM,mBAAmB;;;;;;;;;;;EAWvB,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0CvB,MAAM,sCAAsC,IAAI,SAAS;AACzD,MAAM,cAAc,IAAI,aAAa,EAAE;AACvC,SAAS,iBAAiB,QAAQ,cAAc;CAC/C,MAAM,SAAS,oBAAoB,IAAI,OAAO;AAC9C,KAAI,OAAQ,QAAO;CACnB,MAAM,gBAAgB,wBAAwB,QAAQ,CAAC,UAAU,CAAC;CAClE,MAAM,gBAAgB,wBAAwB,QAAQ,CAAC,WAAW,UAAU,CAAC;CAC7E,MAAM,MAAM;EACX;EACA;EACA,UAAU,yBAAyB,QAAQ;GAC1C,QAAQ,OAAO,mBAAmB,EAAE,MAAM,kBAAkB,CAAC;GAC7D,SAAS,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,eAAe,cAAc,EAAE,CAAC;GAC1F,QAAQ;GACR,OAAO;GACP,CAAC;EACF;AACD,qBAAoB,IAAI,QAAQ,IAAI;AACpC,QAAO;;AAER,MAAM,iBAAiB,OAAO,SAAS;CACtC,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,UAAU,CAAC,GAAI;CAC9B,MAAM,aAAa,MAAM,aAAa,WAAW;AACjD,KAAI,CAAC,WAAY;AACjB,MAAK,KAAK;CACV,MAAM,QAAQ;CACd,MAAM,SAAS;CACf,MAAM,cAAc,WAAW,UAAU,SAAS,MAAM,kBAAkB;CAC1E,MAAM,eAAe,WAAW,UAAU,UAAU,MAAM,mBAAmB;CAC7E,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,YAAY;EACxE,OAAO;EACP,QAAQ;EACR,OAAO;GACN,GAAG;GACH,gBAAgB;GAChB,iBAAiB;GACjB,cAAc;GACd;EACD,CAAC;CACF,MAAM,EAAE,UAAU,eAAe,SAAS,eAAe,YAAY,iBAAiB,IAAI,QAAQ,IAAI,SAAS,OAAO;CACtH,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,OAAO,GAAG,QAAQ;CACxB,IAAI,UAAU;CACd,IAAI,UAAU;CACd,IAAI,SAAS;AACb,KAAI,SAAS,aAAc,WAAU;UAC5B,SAAS,WAAY,WAAU;UAC/B,SAAS,QAAQ;AACzB,YAAU;AACV,YAAU;YACA,SAAS,WAAY,UAAS;UAChC,SAAS,gBAAgB;AACjC,WAAS;AACT,YAAU;AACV,YAAU;YACA,SAAS,UAAU;AAC7B,YAAU,GAAG,cAAc;AAC3B,YAAU,GAAG,YAAY;AACzB,WAAS,GAAG,YAAY;;CAEzB,IAAI,SAAS;AACb,KAAI,GAAG,aAAa,cAAe,UAAS;UACnC,GAAG,aAAa,cAAe,UAAS;UACxC,GAAG,aAAa,cAAe,UAAS;UACxC,GAAG,aAAa,cAAe,UAAS;UACxC,GAAG,aAAa,WAAY,UAAS;AAC9C,aAAY,KAAK,UAAU,IAAI;AAC/B,aAAY,KAAK,UAAU,IAAI;AAC/B,aAAY,KAAK,SAAS,IAAI;AAC9B,aAAY,KAAK;CACjB,MAAM,gBAAgB,IAAI,SAAS,mBAAmB,YAAY;CAClE,MAAM,aAAa,IAAI,OAAO,gBAAgB;EAC7C,QAAQ;EACR,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ,eAAe;GACnC,CAAC;EACF,CAAC;CACF,MAAM,aAAa,IAAI,OAAO,gBAAgB;EAC7C,QAAQ;EACR,SAAS,CAAC;GACT,SAAS;GACT,UAAU,SAAS,YAAY;GAC/B,EAAE;GACF,SAAS;GACT,UAAU;GACV,CAAC;EACF,CAAC;CACF,MAAM,SAAS,IAAI,SAAS,oBAAoB,OAAO,QAAQ;EAC9D;EACA;EACA,GAAG,MAAM,mBAAmB,EAAE;EAC9B,CAAC;AACF,oBAAmB,SAAS,OAAO,YAAY,EAAE,UAAU,CAAC,YAAY,WAAW,CAAC;AACpF,qBAAoB,MAAM,QAAQ,GAAG,WAAW,EAAE;;AAKnD,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,CAAC"}
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//#region ../../nodes/node-audio-fade/dist/renderers-C_aLLJ4x.mjs
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{"version":3,"file":"renderer-g7CMgD1v.mjs","names":[],"sources":["../../../nodes/node-audio-fade/dist/renderers-C_aLLJ4x.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber, resolveString } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\"fadeInDuration\", \"fadeOutDuration\"];\nconst FADE_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n fadeInDuration : f32,\n fadeOutDuration : f32,\n fadeInCurve : f32,\n fadeOutCurve : f32,\n clipDuration : f32,\n hasFadeInDurationSig : f32,\n hasFadeOutDurationSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n pad4 : 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>; // state[0] = samplesProcessed\n@group(0) @binding(4) var<storage, read> fadeInDurationSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> fadeOutDurationSignal : array<f32>;\n\nfn applyCurve(p: f32, curve: f32) -> f32 {\n let clampedP = max(0.0f, min(p, 1.0f));\n if (curve == 1.0f) { // exponential\n return clampedP * clampedP;\n }\n if (curve == 2.0f) { // scurve\n return clampedP * clampedP * (3.0f - 2.0f * clampedP);\n }\n return clampedP; // linear\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\n for (var index = 0u; index < numSamples; index = index + 1u) {\n let t = u.baseTime + f32(index) / u.sampleRate;\n var gain = 1.0f;\n\n var effFadeIn = u.fadeInDuration;\n if (u.hasFadeInDurationSig > 0.5f) {\n effFadeIn = fadeInDurationSignal[index];\n }\n effFadeIn = clamp(effFadeIn, 0.0f, 60.0f);\n\n var effFadeOut = u.fadeOutDuration;\n if (u.hasFadeOutDurationSig > 0.5f) {\n effFadeOut = fadeOutDurationSignal[index];\n }\n effFadeOut = clamp(effFadeOut, 0.0f, 60.0f);\n\n if (effFadeIn > 0.0f && t < effFadeIn) {\n let p = t / effFadeIn;\n gain = gain * applyCurve(p, u.fadeInCurve);\n }\n\n if (effFadeOut > 0.0f && t > u.clipDuration - effFadeOut) {\n let p = (u.clipDuration - t) / effFadeOut;\n gain = gain * applyCurve(p, u.fadeOutCurve);\n }\n\n gain = clamp(gain, 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)) {\n inVal = 0.0f;\n }\n\n var outVal = inVal * gain;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\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 // Dummy reference to keep state binding active\n state[0] = state[0];\n}\n`;\nconst getCurveCode = (curve) => {\n\tif (curve === \"exponential\") return 1;\n\tif (curve === \"scurve\") return 2;\n\treturn 0;\n};\nconst fadeAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Fade.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst fadeInDuration = Math.max(0, resolveNumber(op.fadeInDuration, 0));\n\tconst fadeOutDuration = Math.max(0, resolveNumber(op.fadeOutDuration, 0));\n\tconst fadeInCurve = resolveString(op.fadeInCurve, \"linear\");\n\tconst fadeOutCurve = resolveString(op.fadeOutCurve, \"linear\");\n\tconst durationMs = virtualMedia.metadata?.durationMs ?? ctx?.durationMs ?? (typeof op.durationFrames === \"number\" && (ctx.fps ?? 24) > 0 ? op.durationFrames / (ctx.fps ?? 24) * 1e3 : void 0);\n\tconst clipDuration = durationMs !== void 0 && durationMs > 0 ? durationMs / 1e3 : numSamples / sampleRate;\n\tlet fadeIn = fadeInDuration;\n\tlet fadeOut = fadeOutDuration;\n\tif (clipDuration > 0 && fadeIn + fadeOut > clipDuration) {\n\t\tconst half = clipDuration / 2;\n\t\tfadeIn = Math.min(fadeIn, half);\n\t\tfadeOut = Math.min(fadeOut, half);\n\t}\n\tconst hasFadeInDurationSig = isHandleConnected(op, \"fadeInDurationHandleId\") ? 1 : 0;\n\tconst hasFadeOutDurationSig = isHandleConnected(op, \"fadeOutDurationHandleId\") ? 1 : 0;\n\tconst nodeId = op.id || \"audio-fade\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst segmentStartSec = Math.max(0, (ctx.elapsedMs ?? 0) / 1e3);\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, FADE_SHADER_TEMPLATE, (chunkTimeSec) => {\n\t\tconst mediaTimeSec = segmentStartSec + Math.max(0, chunkTimeSec - frame / fps);\n\t\treturn [\n\t\t\tsampleRate,\n\t\t\tfadeIn,\n\t\t\tfadeOut,\n\t\t\tgetCurveCode(fadeInCurve),\n\t\t\tgetCurveCode(fadeOutCurve),\n\t\t\tclipDuration,\n\t\t\thasFadeInDurationSig,\n\t\t\thasFadeOutDurationSig,\n\t\t\tmediaTimeSec,\n\t\t\tframe,\n\t\t\tnumSamples,\n\t\t\tnumChannels,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t];\n\t}, 16, 1, 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: fadeAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-C_aLLJ4x.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc,CAAC,kBAAkB,kBAAkB;AACzD,MAAM,6BAA6B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgHnC,MAAM,gBAAgB,UAAU;AAC/B,KAAI,UAAU,cAAe,QAAO;AACpC,KAAI,UAAU,SAAU,QAAO;AAC/B,QAAO;;AAER,MAAM,qBAAqB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC7E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,+CAA+C;CACjF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,iBAAiB,KAAK,IAAI,GAAG,cAAc,GAAG,gBAAgB,EAAE,CAAC;CACvE,MAAM,kBAAkB,KAAK,IAAI,GAAG,cAAc,GAAG,iBAAiB,EAAE,CAAC;CACzE,MAAM,cAAc,cAAc,GAAG,aAAa,SAAS;CAC3D,MAAM,eAAe,cAAc,GAAG,cAAc,SAAS;CAC7D,MAAM,aAAa,aAAa,UAAU,cAAc,KAAK,eAAe,OAAO,GAAG,mBAAmB,aAAa,IAAI,OAAO,MAAM,IAAI,GAAG,kBAAkB,IAAI,OAAO,MAAM,MAAM,KAAK;CAC5L,MAAM,eAAe,eAAe,KAAK,KAAK,aAAa,IAAI,aAAa,MAAM,aAAa;CAC/F,IAAI,SAAS;CACb,IAAI,UAAU;AACd,KAAI,eAAe,KAAK,SAAS,UAAU,cAAc;EACxD,MAAM,OAAO,eAAe;AAC5B,WAAS,KAAK,IAAI,QAAQ,KAAK;AAC/B,YAAU,KAAK,IAAI,SAAS,KAAK;;CAElC,MAAM,uBAAuB,kBAAkB,IAAI,yBAAyB,GAAG,IAAI;CACnF,MAAM,wBAAwB,kBAAkB,IAAI,0BAA0B,GAAG,IAAI;CACrF,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,kBAAkB,KAAK,IAAI,IAAI,IAAI,aAAa,KAAK,IAAI;AAC/D,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,uBAAuB,iBAAiB;EAC9I,MAAM,eAAe,kBAAkB,KAAK,IAAI,GAAG,eAAe,QAAQ,IAAI;AAC9E,SAAO;GACN;GACA;GACA;GACA,aAAa,YAAY;GACzB,aAAa,aAAa;GAC1B;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;IACC,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,oBAAoB,CAAC"}
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{"version":3,"file":"renderer-BUj6OsWX.mjs","names":[],"sources":["../../../nodes/node-rotate/dist/renderers-D7DemTXH.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\nimport { probeVideoSize } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst rotateConfig = configBuilder().field(\"angle\", z.number().default(90), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Angle Signal\",\n\tdescription: \"Rotation in degrees about the frame center, clockwise. Any value; 90 / 180 / 270 fix footage shot sideways or upside down.\"\n}).field(\"fit\", z.enum([\n\t\"cover\",\n\t\"contain\",\n\t\"fill\"\n]).default(\"cover\"), { description: \"How the rotated source sits in the output: cover fills it (cropping the overhang), contain shows all of it (transparent margins), fill keeps the unrotated source stretched to the output and only turns it.\" }).field(\"scale\", z.number().min(.01).max(20).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Scale Signal\",\n\tdescription: \"Extra zoom applied after the fit (1 = exactly fitted).\"\n}).build();\nconst RotateNodeConfigSchema = rotateConfig.schema;\nconst RotateResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ROTATE_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n/**\n* Size (px) of the rotated source inside a `targetWidth × targetHeight` output.\n* `cover` is the smallest size whose rotated rectangle still covers the whole\n* output; `contain` the largest whose rotated bounding box fits inside it.\n*/\nfunction rotatedSourceSize(sourceWidth, sourceHeight, targetWidth, targetHeight, angleDeg, fit) {\n\tif (fit === \"fill\") return {\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t};\n\tconst rad = angleDeg * Math.PI / 180;\n\tconst c = Math.abs(Math.cos(rad));\n\tconst s = Math.abs(Math.sin(rad));\n\tconst k = fit === \"cover\" ? Math.max((c * targetWidth + s * targetHeight) / sourceWidth, (s * targetWidth + c * targetHeight) / sourceHeight) : Math.min(targetWidth / (c * sourceWidth + s * sourceHeight), targetHeight / (s * sourceWidth + c * sourceHeight));\n\treturn {\n\t\twidth: sourceWidth * k,\n\t\theight: sourceHeight * k\n\t};\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_ROTATE_SHADER = `\nstruct RotateUniforms {\n\toutSize: vec2<f32>,\n\tsize : vec2<f32>,\n\tcs : vec2<f32>,\n\t_pad : vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RotateUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet p = (in.uv - vec2<f32>(0.5)) * u.outSize;\n\t// Clockwise on screen (y down): undo it with the transpose.\n\tlet q = vec2<f32>(u.cs.x * p.x + u.cs.y * p.y, -u.cs.y * p.x + u.cs.x * p.y);\n\tlet uv = q / u.size + vec2<f32>(0.5);\n\t// Distance (output px) inside the source rectangle's nearest edge.\n\tlet edge = (vec2<f32>(0.5) - abs(uv - vec2<f32>(0.5))) * u.size;\n\tlet coverage = clamp(min(edge.x, edge.y) + 0.5, 0.0, 1.0);\n\tlet color = textureSampleLevel(tex, samp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n\t// Premultiplied: coverage scales every channel.\n\treturn color * coverage;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(8);\nfunction getRotateResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_ROTATE_SHADER }),\n\t\t\tlayouts: [uniformLayout, textureLayout],\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction resolveNumber(raw, fallback, frame, fps) {\n\tconst value = typeof raw === \"function\" ? raw(frame, fps) : raw !== null && typeof raw === \"object\" ? \"get\" in raw && typeof raw.get === \"function\" ? raw.get({\n\t\tframe,\n\t\tfps\n\t}) : \"value\" in raw ? raw.value : raw : raw;\n\tconst n = Number(value ?? fallback);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/**\n* The child's own size: the nearest stated metadata down the chain, else the\n* source file's display size. A layer built from a bare path states none, and\n* guessing the layer box would turn a 16:9 clip into a squeezed 9:16 one.\n*/\nasync function intrinsicSize(media) {\n\tfor (let node = media; node;) {\n\t\tconst { width, height } = node.metadata ?? {};\n\t\tif (width && height) return {\n\t\t\twidth,\n\t\t\theight\n\t\t};\n\t\tconst op = node.operation;\n\t\tif (op.op === \"source\") {\n\t\t\tconst url = typeof op.url === \"string\" ? op.url : op.source;\n\t\t\treturn typeof url === \"string\" ? probeVideoSize(url) : null;\n\t\t}\n\t\tnode = node.children?.[0];\n\t}\n\treturn null;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Rotate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intrinsic = await intrinsicSize(childMedia);\n\tconst sourceWidth = intrinsic?.width ?? props.containerWidth ?? width;\n\tconst sourceHeight = intrinsic?.height ?? props.containerHeight ?? height;\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight,\n\t\t\tvirtualMedia: childMedia\n\t\t}\n\t});\n\tconst angle = resolveNumber(op.angle, 90, compositionFrame, fps);\n\tconst scale = Math.max(.01, resolveNumber(op.scale, 1, compositionFrame, fps));\n\tconst size = rotatedSourceSize(sourceWidth, sourceHeight, width, height, angle, op.fit ?? \"cover\");\n\tconst rad = angle * Math.PI / 180;\n\tuniformData[0] = width;\n\tuniformData[1] = height;\n\tuniformData[2] = size.width * scale;\n\tuniformData[3] = size.height * scale;\n\tuniformData[4] = Math.cos(rad);\n\tuniformData[5] = Math.sin(rad);\n\tconst { pipeline, uniformLayout, textureLayout } = getRotateResources(ctx.device, ctx.renderer.format);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: ctx.renderer.getTemporaryBuffer(uniformData) }\n\t\t}]\n\t});\n\tconst tBindGroup = ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: childTex.createView()\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: ctx.renderer.samplerCache.getSampler(ctx.device)\n\t\t}]\n\t});\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uBindGroup, tBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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{"version":3,"file":"renderer-gjLFqdv-.mjs","names":[],"sources":["../../../nodes/node-rotate/dist/renderers-D7DemTXH.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema, configBuilder } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\nimport { probeVideoSize } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst rotateConfig = configBuilder().field(\"angle\", z.number().default(90), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Angle Signal\",\n\tdescription: \"Rotation in degrees about the frame center, clockwise. Any value; 90 / 180 / 270 fix footage shot sideways or upside down.\"\n}).field(\"fit\", z.enum([\n\t\"cover\",\n\t\"contain\",\n\t\"fill\"\n]).default(\"cover\"), { description: \"How the rotated source sits in the output: cover fills it (cropping the overhang), contain shows all of it (transparent margins), fill keeps the unrotated source stretched to the output and only turns it.\" }).field(\"scale\", z.number().min(.01).max(20).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Scale Signal\",\n\tdescription: \"Extra zoom applied after the fit (1 = exactly fitted).\"\n}).build();\nconst RotateNodeConfigSchema = rotateConfig.schema;\nconst RotateResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst ROTATE_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n/**\n* Size (px) of the rotated source inside a `targetWidth × targetHeight` output.\n* `cover` is the smallest size whose rotated rectangle still covers the whole\n* output; `contain` the largest whose rotated bounding box fits inside it.\n*/\nfunction rotatedSourceSize(sourceWidth, sourceHeight, targetWidth, targetHeight, angleDeg, fit) {\n\tif (fit === \"fill\") return {\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t};\n\tconst rad = angleDeg * Math.PI / 180;\n\tconst c = Math.abs(Math.cos(rad));\n\tconst s = Math.abs(Math.sin(rad));\n\tconst k = fit === \"cover\" ? Math.max((c * targetWidth + s * targetHeight) / sourceWidth, (s * targetWidth + c * targetHeight) / sourceHeight) : Math.min(targetWidth / (c * sourceWidth + s * sourceHeight), targetHeight / (s * sourceWidth + c * sourceHeight));\n\treturn {\n\t\twidth: sourceWidth * k,\n\t\theight: sourceHeight * k\n\t};\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_ROTATE_SHADER = `\nstruct RotateUniforms {\n\toutSize: vec2<f32>,\n\tsize : vec2<f32>,\n\tcs : vec2<f32>,\n\t_pad : vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RotateUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet p = (in.uv - vec2<f32>(0.5)) * u.outSize;\n\t// Clockwise on screen (y down): undo it with the transpose.\n\tlet q = vec2<f32>(u.cs.x * p.x + u.cs.y * p.y, -u.cs.y * p.x + u.cs.x * p.y);\n\tlet uv = q / u.size + vec2<f32>(0.5);\n\t// Distance (output px) inside the source rectangle's nearest edge.\n\tlet edge = (vec2<f32>(0.5) - abs(uv - vec2<f32>(0.5))) * u.size;\n\tlet coverage = clamp(min(edge.x, edge.y) + 0.5, 0.0, 1.0);\n\tlet color = textureSampleLevel(tex, samp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n\t// Premultiplied: coverage scales every channel.\n\treturn color * coverage;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(8);\nfunction getRotateResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_ROTATE_SHADER }),\n\t\t\tlayouts: [uniformLayout, textureLayout],\n\t\t\tformat: targetFormat\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nfunction resolveNumber(raw, fallback, frame, fps) {\n\tconst value = typeof raw === \"function\" ? raw(frame, fps) : raw !== null && typeof raw === \"object\" ? \"get\" in raw && typeof raw.get === \"function\" ? raw.get({\n\t\tframe,\n\t\tfps\n\t}) : \"value\" in raw ? raw.value : raw : raw;\n\tconst n = Number(value ?? fallback);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/**\n* The child's own size: the nearest stated metadata down the chain, else the\n* source file's display size. A layer built from a bare path states none, and\n* guessing the layer box would turn a 16:9 clip into a squeezed 9:16 one.\n*/\nasync function intrinsicSize(media) {\n\tfor (let node = media; node;) {\n\t\tconst { width, height } = node.metadata ?? {};\n\t\tif (width && height) return {\n\t\t\twidth,\n\t\t\theight\n\t\t};\n\t\tconst op = node.operation;\n\t\tif (op.op === \"source\") {\n\t\t\tconst url = typeof op.url === \"string\" ? op.url : op.source;\n\t\t\treturn typeof url === \"string\" ? probeVideoSize(url) : null;\n\t\t}\n\t\tnode = node.children?.[0];\n\t}\n\treturn null;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Rotate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intrinsic = await intrinsicSize(childMedia);\n\tconst sourceWidth = intrinsic?.width ?? props.containerWidth ?? width;\n\tconst sourceHeight = intrinsic?.height ?? props.containerHeight ?? height;\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight,\n\t\t\tvirtualMedia: childMedia\n\t\t}\n\t});\n\tconst angle = resolveNumber(op.angle, 90, compositionFrame, fps);\n\tconst scale = Math.max(.01, resolveNumber(op.scale, 1, compositionFrame, fps));\n\tconst size = rotatedSourceSize(sourceWidth, sourceHeight, width, height, angle, op.fit ?? \"cover\");\n\tconst rad = angle * Math.PI / 180;\n\tuniformData[0] = width;\n\tuniformData[1] = height;\n\tuniformData[2] = size.width * scale;\n\tuniformData[3] = size.height * scale;\n\tuniformData[4] = Math.cos(rad);\n\tuniformData[5] = Math.sin(rad);\n\tconst { pipeline, uniformLayout, textureLayout } = getRotateResources(ctx.device, ctx.renderer.format);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: ctx.renderer.getTemporaryBuffer(uniformData) }\n\t\t}]\n\t});\n\tconst tBindGroup = ctx.device.createBindGroup({\n\t\tlayout: textureLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: childTex.createView()\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: ctx.renderer.samplerCache.getSampler(ctx.device)\n\t\t}]\n\t});\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uBindGroup, tBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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{"version":3,"file":"renderer-DLpjygMO.mjs","names":[],"sources":["../../../nodes/node-op-art/dist/renderers-BYCqPRmD.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 = \"OpArt\";\nconst UNIFORM_FLOATS = 20;\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>, 5> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet pattern = u32(u.v[1].x + 0.5);\n\tlet frequency = u.v[1].y;\n\tlet angle = u.v[1].z;\n\tlet warp = u.v[1].w;\n\tlet source = u.v[2].x;\n\tlet colorA = u.v[3];\n\tlet colorB = u.v[4];\n\n\tlet R = res();\n\tlet c = sampleS(in.uv);\n\tlet l = luma(c.rgb) * c.a + (1.0 - c.a);\n\tvar p = (in.uv - 0.5) * vec2<f32>(R.x / R.y, 1.0);\n\tp = rot2(radians(angle)) * p;\n\tvar v = p.y * frequency;\n\tif (pattern == 1u) { v = length(p) * frequency; }\n\tif (pattern == 3u) { v = p.y * frequency + sin(p.x * frequency * 0.25) * 2.0; }\n\tv += (1.0 - l) * warp * 3.0;\n\tvar v2 = p.x * frequency + (1.0 - l) * warp * 3.0;\n\tlet duty = mix(0.5, clamp(1.0 - l, 0.05, 0.95), source);\n\tlet e = max(fwidth(v), 1e-4);\n\tlet e2 = max(fwidth(v2), 1e-4);\n\tlet s = fract(v);\n\tvar ink = smoothstep(duty + e, duty - e, s) * smoothstep(-e, e, s);\n\tif (pattern == 2u) {\n\t\tlet s2 = fract(v2);\n\t\tlet a = step(0.5, s);\n\t\tlet b = step(0.5, s2);\n\t\tink = abs(a - b);\n\t\tink = mix(ink, 1.0 - ink, step(duty, 0.5) * 0.0);\n\t\tlet edgeA = smoothstep(0.0, e, min(s, 1.0 - s)) * smoothstep(0.0, e, abs(s - 0.5));\n\t\tlet edgeB = smoothstep(0.0, e2, min(s2, 1.0 - s2)) * smoothstep(0.0, e2, abs(s2 - 0.5));\n\t\tink = mix(0.5, ink, edgeA * edgeB);\n\t}\n\treturn vec4<f32>(mix(colorB.rgb, colorA.rgb, ink), 1.0);\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\n\t\t\"stripes\",\n\t\t\"rings\",\n\t\t\"checker\",\n\t\t\"waves\"\n\t].indexOf(String(raw.pattern ?? \"stripes\")));\n\tdata[5] = num(raw.frequency, 48);\n\tdata[6] = num(raw.angle, 0);\n\tdata[7] = num(raw.warp, .6);\n\tdata[8] = num(raw.source, 1);\n\tdata.set(hexToRgba(String(raw.colorA ?? \"#0a0a0a\")), 12);\n\tdata.set(hexToRgba(String(raw.colorB ?? \"#f5f5f5\")), 16);\n}\nconst OpArtWebGPURenderer = 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 = 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{"version":3,"file":"renderer-gv0u9XmU.mjs","names":[],"sources":["../../../nodes/node-op-art/dist/renderers-BYCqPRmD.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 = \"OpArt\";\nconst UNIFORM_FLOATS = 20;\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>, 5> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet pattern = u32(u.v[1].x + 0.5);\n\tlet frequency = u.v[1].y;\n\tlet angle = u.v[1].z;\n\tlet warp = u.v[1].w;\n\tlet source = u.v[2].x;\n\tlet colorA = u.v[3];\n\tlet colorB = u.v[4];\n\n\tlet R = res();\n\tlet c = sampleS(in.uv);\n\tlet l = luma(c.rgb) * c.a + (1.0 - c.a);\n\tvar p = (in.uv - 0.5) * vec2<f32>(R.x / R.y, 1.0);\n\tp = rot2(radians(angle)) * p;\n\tvar v = p.y * frequency;\n\tif (pattern == 1u) { v = length(p) * frequency; }\n\tif (pattern == 3u) { v = p.y * frequency + sin(p.x * frequency * 0.25) * 2.0; }\n\tv += (1.0 - l) * warp * 3.0;\n\tvar v2 = p.x * frequency + (1.0 - l) * warp * 3.0;\n\tlet duty = mix(0.5, clamp(1.0 - l, 0.05, 0.95), source);\n\tlet e = max(fwidth(v), 1e-4);\n\tlet e2 = max(fwidth(v2), 1e-4);\n\tlet s = fract(v);\n\tvar ink = smoothstep(duty + e, duty - e, s) * smoothstep(-e, e, s);\n\tif (pattern == 2u) {\n\t\tlet s2 = fract(v2);\n\t\tlet a = step(0.5, s);\n\t\tlet b = step(0.5, s2);\n\t\tink = abs(a - b);\n\t\tink = mix(ink, 1.0 - ink, step(duty, 0.5) * 0.0);\n\t\tlet edgeA = smoothstep(0.0, e, min(s, 1.0 - s)) * smoothstep(0.0, e, abs(s - 0.5));\n\t\tlet edgeB = smoothstep(0.0, e2, min(s2, 1.0 - s2)) * smoothstep(0.0, e2, abs(s2 - 0.5));\n\t\tink = mix(0.5, ink, edgeA * edgeB);\n\t}\n\treturn vec4<f32>(mix(colorB.rgb, colorA.rgb, ink), 1.0);\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\n\t\t\"stripes\",\n\t\t\"rings\",\n\t\t\"checker\",\n\t\t\"waves\"\n\t].indexOf(String(raw.pattern ?? \"stripes\")));\n\tdata[5] = num(raw.frequency, 48);\n\tdata[6] = num(raw.angle, 0);\n\tdata[7] = num(raw.warp, .6);\n\tdata[8] = num(raw.source, 1);\n\tdata.set(hexToRgba(String(raw.colorA ?? \"#0a0a0a\")), 12);\n\tdata.set(hexToRgba(String(raw.colorB ?? \"#f5f5f5\")), 16);\n}\nconst OpArtWebGPURenderer = 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: OpArtWebGPURenderer });\n\n//#endregion\nexport { OpArtWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-KS_JYan2.mjs","names":[],"sources":["../../../nodes/node-procedural-vfx/dist/renderers-DiW7Lt7Y.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VFX_SHADER = `\nstruct VFXUniforms {\n effectType : f32,\n outputType : f32,\n time : f32,\n _pad0 : f32,\n\n density : f32,\n scale : f32,\n speed : f32,\n intensity : f32,\n\n seed : f32,\n hasSigDensity : f32,\n hasSigScale : f32,\n hasSigSpeed : f32,\n\n hasSigIntensity : f32,\n hasSigSeed : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : VFXUniforms;\n\n@group(1) @binding(0) var densityTex : texture_2d<f32>;\n@group(1) @binding(1) var scaleTex : texture_2d<f32>;\n@group(1) @binding(2) var speedTex : texture_2d<f32>;\n@group(1) @binding(3) var intensityTex : texture_2d<f32>;\n@group(1) @binding(4) var seedTex : texture_2d<f32>;\n@group(1) @binding(5) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n// ---- hashing & noise primitives -------------------------------------------\nfn hash21(p: vec2<f32>) -> vec2<f32> {\n let p3 = fract(vec3<f32>(p.xyx) * vec3<f32>(0.1031, 0.1030, 0.0973));\n let p4 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p4.xx + p4.yz) * p4.zy);\n}\n\nfn hash1(n: f32) -> f32 {\n return fract(sin(n) * 43758.5453);\n}\n\nfn valueNoise(p: vec2<f32>) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let a = hash1(dot(i, vec2<f32>(127.1, 311.7)));\n let b = hash1(dot(i + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)));\n let c = hash1(dot(i + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)));\n let d = hash1(dot(i + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7)));\n return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\n\nfn fbm(p: vec2<f32>, octaves: i32) -> f32 {\n var value = 0.0;\n var amp = 0.5;\n var freq = 1.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * valueNoise(p * freq);\n freq *= 2.0;\n amp *= 0.5;\n }\n return value;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n return val;\n}\n\n// ---- effect synthesizers (return straight-alpha RGBA) ----------------------\nfn fxSmoke(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let sp = p * scl;\n // Domain-warped FBM gives structured puffs instead of a solid fill.\n let q = vec2<f32>(fbm(sp + time * 0.10, 4), fbm(sp + vec2<f32>(5.2, 1.3) + time * 0.08, 4));\n let f = fbm(sp + 4.0 * q + vec2<f32>(1.7, 9.2) + time * 0.05, 4); // ~[0, 0.94]\n // Billowing plume: denser at the base (bottom, p.y=0), dissipating toward the top.\n let vgrad = 1.0 - smoothstep(0.45, 0.9, p.y);\n let n = f * 2.0 - 1.0; // remap to [-1, 1]\n // Thresholded so only bright fbm patches are opaque -> reads as puffs, not solid.\n let cov = smoothstep(0.28, 0.6, n) * dens * (0.25 + 0.75 * vgrad);\n let alpha = cov * inten;\n let col = mix(cB * 0.35, cA, clamp(f + vgrad * 0.5, 0.0, 1.0));\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxFire(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let pn = vec2<f32>(p.x * 1.5, p.y) * scl;\n let n = fbm(pn * 6.0 + vec2<f32>(time * 2.0, time * 3.0), 4);\n // Heat concentrated near base, flickering upward\n let heat = n * smoothstep(1.0, 0.0 + (1.0 - dens) * 0.3, p.y);\n // Channeled vertical columns\n let columns = smoothstep(0.45, 0.9, n + 0.4 * sin(p.x * (20.0 + 40.0 * dens) * scl + time * 8.0));\n let d = clamp(heat * inten + columns * 0.3 * inten, 0.0, 1.0);\n // Fire color ramp mapped dynamically to cA and cB\n let dark = cB * 0.15;\n let orange = cB;\n let yellow = mix(cB, cA, 0.5);\n let white = cA;\n var col = mix(dark, orange, smoothstep(0.0, 0.4, d));\n col = mix(col, yellow, smoothstep(0.4, 0.75, d));\n col = mix(col, white, smoothstep(0.75, 1.0, d));\n let alpha = smoothstep(0.0, 0.3, d) * inten;\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxRain(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (60.0 * dens + 4.0) * scl;\n let gx = floor(p.x * n);\n let h = hash1(gx);\n let speed = 0.8 + h;\n let yFrac = fract(p.y * 8.0 - time * speed);\n let dropY = abs(yFrac - 0.5);\n let reveal = step(0.35, yFrac);\n let st = smoothstep(0.18, 0.02, dropY);\n let d = st * reveal;\n let g = smoothstep(0.18, 0.02, abs(fract(p.x * n) + h * 0.2 - 0.5));\n let a = d * g * inten;\n let col = mix(cA, cB, h);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSnow(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = vec2<f32>(0.5, 0.5) + 0.3 * hash21(cell + 7.0);\n let sway = 0.1 * sin(time * 1.2 + cell.y * 3.0);\n // Fall downward (toward p.y=0, the bottom): subtract an advancing phase.\n let fall = fract(time * (0.25 + 0.45 * h.y) + h.x);\n let pos = vec2<f32>(f.x - center.x - sway, f.y - center.y) - vec2<f32>(0.0, fall);\n let d = length(pos);\n let size = 0.05 + 0.07 * h.x;\n let a = smoothstep(size, size * 0.4, d) * inten;\n let col = mix(cA, cB, h.x);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxDust(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (90.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = h;\n let drift = fract(time * 0.05 * (0.5 + h.y) + cell.x * 0.01);\n let pos = vec2<f32>(f.x - center.x, f.y - center.y) + vec2<f32>((drift - 0.5) * 0.03, 0.0);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * smoothstep(0.0, 0.3, dens) * inten * 0.6;\n let col = mix(cA, cB, h.y);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxEmbers(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 4.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let sway = 0.12 * sin(time * 2.0 + cell.y * 2.0);\n let rise = fract(time * 0.18 * (0.7 + h.y) + cell.y * 0.12);\n // Rising: as rise grows, move toward p.y=1 (top).\n let pos = vec2<f32>(f.x - 0.5 - sway, f.y + rise * 1.2);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * (1.0 - rise) * inten;\n let col = mix(cA, cB, clamp(rise, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSparks(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Burst radiating from a low-center source; travel grows over time so it expands outward.\n let src = vec2<f32>(0.5, 0.15);\n let dir = p - src;\n let dist = length(dir);\n let ang = atan2(dir.y, dir.x);\n let n = (20.0 * dens + 5.0) * scl;\n let seg = floor(ang * n);\n let tFrame = floor(time * 3.0);\n let timeVal = tFrame - 10000.0 * floor(tFrame / 10000.0);\n let h = hash1(seg + timeVal * 97.0);\n let launch = fract(0.5 + h + time * 0.5);\n let travel = launch * 0.8;\n let trail = smoothstep(0.9, 0.4, dist - travel);\n let w = 0.02 + 0.02 * h;\n let blast = smoothstep(0.0, w * 2.0, dist - travel) * trail;\n let streak = smoothstep(w, 0.0, abs(dist - travel)) * trail;\n let a = clamp(max(streak, blast * 0.4), 0.0, 1.0) * inten;\n let col = mix(cA, cB, clamp(h, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxMagic(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv);\n let ang = atan2(dv.y, dv.x);\n let swirl = fbm(vec2<f32>(r * 8.0 * scl + time * 0.5, ang * 3.0 + time * 0.8), 4);\n let halo = smoothstep(0.5, 0.1, r) * 0.4 * dens;\n let wisp = smoothstep(1.0 - dens * 0.8, 1.5 - dens * 0.8, swirl) * (0.5 + 0.5 * sin(r * 20.0 * scl - time * 3.0));\n let a = clamp((halo + wisp * 0.8) * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(swirl, 0.0, 1.0));\n return vec4<f32>(col * 0.8 + vec3<f32>(1.0) * halo * 0.4, a);\n}\n\nfn fxLensFlare(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv) * scl;\n let ang = atan2(dv.y, dv.x);\n // Radial streak\n let streakCount = 2.0 * floor(1.0 + dens * 3.0);\n let streak = smoothstep(0.35, 0.6, fract(ang / 3.14159 * streakCount + 0.5)) * pow(1.0 - r, 3.0);\n // Concentric halos / chromatic rings\n let rings = (0.5 + 0.5 * sin(r * 40.0 - time * 2.0)) * dens;\n let core = smoothstep(0.25, 0.0, r);\n let chroma = mix(cA, cB, 0.5 + 0.5 * cos(ang * 3.0 + r * 30.0));\n let a = clamp((core * 0.9 + streak * 0.5 * dens + rings * 0.15 * (1.0 - r)) * inten, 0.0, 1.0);\n return vec4<f32>(chroma, a);\n}\n\nfn fxLightning(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Periodic bolt striking vertically, flickering briefly\n let period = mix(4.0, 0.6, clamp(dens, 0.0, 1.0));\n let cycle = fract(time / period);\n let flashWindow = mix(0.05, 0.35, clamp(dens, 0.0, 1.0));\n let flash = smoothstep(flashWindow, 0.0, cycle);\n \n let tFlicker = floor(time * 60.0);\n let flickerVal = tFlicker - 10000.0 * floor(tFlicker / 10000.0);\n let flicker = step(hash1(flickerVal * 1.7), 0.8); // rapid on/off shimmer\n\n // Jitter a vertical bolt with per-row hashes and interpolate between rows\n let rows = 18.0 * scl;\n let rg = p.y * rows;\n let row = floor(rg);\n let fr = fract(rg);\n \n let tLightning = floor(time * 24.0);\n let lightningVal = tLightning - 10000.0 * floor(tLightning / 10000.0);\n let x0 = 0.3 + 0.4 * hash1(row * 13.7 + lightningVal * 3.1);\n let x1 = 0.3 + 0.4 * hash1((row + 1.0) * 13.7 + lightningVal * 3.1);\n let boltX = mix(x0, x1, fr);\n\n // Secondary tiny forks\n let forkDrift = (hash1(row * 7.3) - 0.5) * 0.12 * smoothstep(0.0, 0.6, 1.0 - p.y);\n let boltDist = abs(p.x - (boltX + forkDrift)) * scl;\n let core = smoothstep(0.012, 0.0, boltDist);\n let glow = smoothstep(0.07, 0.0, boltDist) * 0.5;\n let a = clamp((core + glow) * flash * flicker * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(boltDist * 8.0, 0.0, 1.0) + 0.3 * flash);\n // Soft ambient flash behind the bolt\n let amb = smoothstep(0.35, 0.0, length(p - vec2<f32>(boltX, p.y)) * scl) * flash * 0.15;\n return vec4<f32>(col * (1.0 + amb), clamp(a + amb, 0.0, 1.0));\n}\n\nfn fxEnergyBeam(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let src = vec2<f32>(0.15, 0.5);\n let dirv = vec2<f32>(1.0, 0.0);\n let w = p - src;\n let along = dot(w, dirv) * scl;\n let perp = dot(w, vec2<f32>(-dirv.y, dirv.x)) * scl;\n let beamWidth = 0.01 + 0.03 * dens;\n let glowWidth = 0.05 + 0.1 * dens;\n let core = smoothstep(beamWidth, 0.0, abs(perp));\n let glow = smoothstep(glowWidth, 0.0, abs(perp)) * 0.4 * dens;\n let falloff = smoothstep(0.0, 1.0, along);\n let pulse = 0.7 + 0.3 * sin(along * 30.0 - time * 10.0);\n let a = clamp((core + glow) * falloff * pulse * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(along, 0.0, 1.0));\n return vec4<f32>(col * (1.0 + glow * 2.0), a);\n}\n\nfn fxAurora(p: vec2<f32>, seedOff: f32, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Northern lights: curtains hanging from a wavy band across the upper sky,\n // rippling sideways, with fine vertical rays. cA at the base, cB at the top.\n var acc = vec3<f32>(0.0);\n var keep = 1.0;\n for (var k = 0; k < 3; k++) {\n let fk = f32(k);\n let x = p.x * (1.0 + fk * 0.35) * scl * 1.5 + seedOff * 13.0 + fk * 3.1;\n // Curtain base line, a slow wave across the frame.\n let base = 0.42 + fk * 0.06 + 0.12 * (fbm(vec2<f32>(x * 1.3, time * 0.05 + fk), 3) - 0.5)\n + 0.05 * sin(x * 4.0 + time * 0.3 + fk);\n let h = 0.38 + 0.2 * fbm(vec2<f32>(x * 2.0 + 7.0, time * 0.04), 3);\n let d = base - p.y; // 0 at the base, rising upward\n let body = smoothstep(-0.06, 0.035, d) * pow(1.0 - smoothstep(0.0, h, d), 1.5);\n // Vertical rays drifting sideways.\n let rn = fbm(vec2<f32>(x * 40.0 + time * 0.3, d * 2.0 - time * 0.1), 3);\n let rays = 0.25 + 1.2 * rn * rn;\n let fold = 0.6 + 0.4 * sin(x * 9.0 + time * 0.5 + fbm(vec2<f32>(x * 3.0, time * 0.1), 2) * 6.0);\n let a = body * rays * fold * (1.0 - fk * 0.25);\n let col = mix(cA, cB, clamp(d / max(h, 1e-3), 0.0, 1.0));\n acc += col * a;\n keep *= 1.0 - clamp(a, 0.0, 1.0);\n }\n let alpha = 1.0 - keep;\n let a = clamp(alpha * (0.35 + 0.65 * dens) * inten * 1.4, 0.0, 1.0);\n return vec4<f32>(acc / max(alpha, 1e-3) * min(alpha * 2.0, 1.0), a);\n}\n\n// ---- main dispatch ---------------------------------------------------------\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let density = get_field(u.density, u.hasSigDensity, densityTex, signalSamp);\n let scale = get_field(u.scale, u.hasSigScale, scaleTex, signalSamp);\n let speed = get_field(u.speed, u.hasSigSpeed, speedTex, signalSamp);\n let intensity = get_field(u.intensity, u.hasSigIntensity, intensityTex, signalSamp);\n let seed = get_field(u.seed, u.hasSigSeed, seedTex, signalSamp);\n\n let isVideo = u.outputType > 0.5;\n let time = select(0.0, u.time * max(speed, 1e-4), isVideo);\n let seedOff = fract(seed * 1.618033);\n\n // Aspect correction\n let uv = in.uv;\n let p = vec2<f32>(uv.x, uv.y);\n\n // Move to a seed-scrambled space so different seeds look different\n let sp = p + vec2<f32>(seedOff * 17.0, seedOff * 31.0);\n\n var eff = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n let cA = u.colorStart.rgb;\n let cB = u.colorEnd.rgb;\n let scl = max(scale, 1e-4);\n let factor = scl * 100.0;\n\n if (u.effectType < 0.5) {\n eff = fxSmoke(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 1.5) {\n eff = fxFire(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 2.5) {\n eff = fxRain(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 3.5) {\n eff = fxSparks(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 4.5) {\n eff = fxSnow(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 5.5) {\n eff = fxDust(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 6.5) {\n eff = fxLightning(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 7.5) {\n eff = fxMagic(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 8.5) {\n eff = fxLensFlare(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 9.5) {\n eff = fxEmbers(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 10.5) {\n eff = fxEnergyBeam(sp, time, factor, density, intensity, cA, cB);\n } else {\n eff = fxAurora(p, seedOff, time, factor, density, intensity, cA, cB);\n }\n\n // Straight alpha is fine for compositing onto a transparent canvas.\n let a = clamp(eff.a, 0.0, 1.0);\n return vec4<f32>(clamp(eff.rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * a, a);\n}\n`;\nconst vfxUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVFXResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `procedural_vfx_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vfxModule = device.createShaderModule({\n\t\t\tlabel: `procedural_vfx_${format}.wgsl`,\n\t\t\tcode: VFX_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ProceduralVFXPipeline_${format}`,\n\t\t\tmodule: vfxModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvfxPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst VFX_EFFECT_INDEX = {\n\tSmoke: 0,\n\tFire: 1,\n\tRain: 2,\n\tSparks: 3,\n\tSnow: 4,\n\tDust: 5,\n\tLightning: 6,\n\tMagic: 7,\n\tLensFlare: 8,\n\tEmbers: 9,\n\tEnergyBeam: 10,\n\tAurora: 11\n};\nconst ProceduralVFXWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ProceduralVFX\" || !op) return;\n\tconst { vfxPipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getVFXResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst densityInfo = resolveSignalField(op, \"density\", .6);\n\tconst scaleInfo = resolveSignalField(op, \"scale\", .01);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", .8);\n\tconst seedInfo = resolveSignalField(op, \"seed\", 1234);\n\tconst effectIndex = VFX_EFFECT_INDEX[op.effectType ?? \"Smoke\"] ?? 0;\n\tconst outputTypeVal = op.outputType === \"Video\" ? 1 : 0;\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst colorStartVal = hexToRgba(op.colorStart ?? \"#ffffff\");\n\tconst colorEndVal = hexToRgba(op.colorEnd ?? \"#ff5500\");\n\tvfxUniformData[0] = effectIndex;\n\tvfxUniformData[1] = outputTypeVal;\n\tvfxUniformData[2] = elapsedSeconds;\n\tvfxUniformData[3] = 0;\n\tvfxUniformData[4] = densityInfo.value;\n\tvfxUniformData[5] = scaleInfo.value;\n\tvfxUniformData[6] = speedInfo.value;\n\tvfxUniformData[7] = intensityInfo.value;\n\tvfxUniformData[8] = seedInfo.value;\n\tvfxUniformData[9] = densityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[10] = scaleInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[11] = speedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[12] = intensityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[13] = seedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[14] = 0;\n\tvfxUniformData[15] = 0;\n\tvfxUniformData[16] = colorStartVal[0];\n\tvfxUniformData[17] = colorStartVal[1];\n\tvfxUniformData[18] = colorStartVal[2];\n\tvfxUniformData[19] = colorStartVal[3];\n\tvfxUniformData[20] = colorEndVal[0];\n\tvfxUniformData[21] = colorEndVal[1];\n\tvfxUniformData[22] = colorEndVal[2];\n\tvfxUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vfxUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"density\",\n\t\t\tinfo: densityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t},\n\t\t{\n\t\t\tname: \"intensity\",\n\t\t\tinfo: intensityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"seed\",\n\t\t\tinfo: seedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = 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{"version":3,"file":"renderer-jJWwrha1.mjs","names":[],"sources":["../../../nodes/node-procedural-vfx/dist/renderers-DiW7Lt7Y.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst VFX_SHADER = `\nstruct VFXUniforms {\n effectType : f32,\n outputType : f32,\n time : f32,\n _pad0 : f32,\n\n density : f32,\n scale : f32,\n speed : f32,\n intensity : f32,\n\n seed : f32,\n hasSigDensity : f32,\n hasSigScale : f32,\n hasSigSpeed : f32,\n\n hasSigIntensity : f32,\n hasSigSeed : f32,\n _pad1 : f32,\n _pad2 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : VFXUniforms;\n\n@group(1) @binding(0) var densityTex : texture_2d<f32>;\n@group(1) @binding(1) var scaleTex : texture_2d<f32>;\n@group(1) @binding(2) var speedTex : texture_2d<f32>;\n@group(1) @binding(3) var intensityTex : texture_2d<f32>;\n@group(1) @binding(4) var seedTex : texture_2d<f32>;\n@group(1) @binding(5) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n// ---- hashing & noise primitives -------------------------------------------\nfn hash21(p: vec2<f32>) -> vec2<f32> {\n let p3 = fract(vec3<f32>(p.xyx) * vec3<f32>(0.1031, 0.1030, 0.0973));\n let p4 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p4.xx + p4.yz) * p4.zy);\n}\n\nfn hash1(n: f32) -> f32 {\n return fract(sin(n) * 43758.5453);\n}\n\nfn valueNoise(p: vec2<f32>) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let a = hash1(dot(i, vec2<f32>(127.1, 311.7)));\n let b = hash1(dot(i + vec2<f32>(1.0, 0.0), vec2<f32>(127.1, 311.7)));\n let c = hash1(dot(i + vec2<f32>(0.0, 1.0), vec2<f32>(127.1, 311.7)));\n let d = hash1(dot(i + vec2<f32>(1.0, 1.0), vec2<f32>(127.1, 311.7)));\n return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\n\nfn fbm(p: vec2<f32>, octaves: i32) -> f32 {\n var value = 0.0;\n var amp = 0.5;\n var freq = 1.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * valueNoise(p * freq);\n freq *= 2.0;\n amp *= 0.5;\n }\n return value;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n return val;\n}\n\n// ---- effect synthesizers (return straight-alpha RGBA) ----------------------\nfn fxSmoke(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let sp = p * scl;\n // Domain-warped FBM gives structured puffs instead of a solid fill.\n let q = vec2<f32>(fbm(sp + time * 0.10, 4), fbm(sp + vec2<f32>(5.2, 1.3) + time * 0.08, 4));\n let f = fbm(sp + 4.0 * q + vec2<f32>(1.7, 9.2) + time * 0.05, 4); // ~[0, 0.94]\n // Billowing plume: denser at the base (bottom, p.y=0), dissipating toward the top.\n let vgrad = 1.0 - smoothstep(0.45, 0.9, p.y);\n let n = f * 2.0 - 1.0; // remap to [-1, 1]\n // Thresholded so only bright fbm patches are opaque -> reads as puffs, not solid.\n let cov = smoothstep(0.28, 0.6, n) * dens * (0.25 + 0.75 * vgrad);\n let alpha = cov * inten;\n let col = mix(cB * 0.35, cA, clamp(f + vgrad * 0.5, 0.0, 1.0));\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxFire(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let pn = vec2<f32>(p.x * 1.5, p.y) * scl;\n let n = fbm(pn * 6.0 + vec2<f32>(time * 2.0, time * 3.0), 4);\n // Heat concentrated near base, flickering upward\n let heat = n * smoothstep(1.0, 0.0 + (1.0 - dens) * 0.3, p.y);\n // Channeled vertical columns\n let columns = smoothstep(0.45, 0.9, n + 0.4 * sin(p.x * (20.0 + 40.0 * dens) * scl + time * 8.0));\n let d = clamp(heat * inten + columns * 0.3 * inten, 0.0, 1.0);\n // Fire color ramp mapped dynamically to cA and cB\n let dark = cB * 0.15;\n let orange = cB;\n let yellow = mix(cB, cA, 0.5);\n let white = cA;\n var col = mix(dark, orange, smoothstep(0.0, 0.4, d));\n col = mix(col, yellow, smoothstep(0.4, 0.75, d));\n col = mix(col, white, smoothstep(0.75, 1.0, d));\n let alpha = smoothstep(0.0, 0.3, d) * inten;\n return vec4<f32>(col, clamp(alpha, 0.0, 1.0));\n}\n\nfn fxRain(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (60.0 * dens + 4.0) * scl;\n let gx = floor(p.x * n);\n let h = hash1(gx);\n let speed = 0.8 + h;\n let yFrac = fract(p.y * 8.0 - time * speed);\n let dropY = abs(yFrac - 0.5);\n let reveal = step(0.35, yFrac);\n let st = smoothstep(0.18, 0.02, dropY);\n let d = st * reveal;\n let g = smoothstep(0.18, 0.02, abs(fract(p.x * n) + h * 0.2 - 0.5));\n let a = d * g * inten;\n let col = mix(cA, cB, h);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSnow(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = vec2<f32>(0.5, 0.5) + 0.3 * hash21(cell + 7.0);\n let sway = 0.1 * sin(time * 1.2 + cell.y * 3.0);\n // Fall downward (toward p.y=0, the bottom): subtract an advancing phase.\n let fall = fract(time * (0.25 + 0.45 * h.y) + h.x);\n let pos = vec2<f32>(f.x - center.x - sway, f.y - center.y) - vec2<f32>(0.0, fall);\n let d = length(pos);\n let size = 0.05 + 0.07 * h.x;\n let a = smoothstep(size, size * 0.4, d) * inten;\n let col = mix(cA, cB, h.x);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxDust(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (90.0 * dens + 6.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let center = h;\n let drift = fract(time * 0.05 * (0.5 + h.y) + cell.x * 0.01);\n let pos = vec2<f32>(f.x - center.x, f.y - center.y) + vec2<f32>((drift - 0.5) * 0.03, 0.0);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * smoothstep(0.0, 0.3, dens) * inten * 0.6;\n let col = mix(cA, cB, h.y);\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxEmbers(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let n = (50.0 * dens + 4.0) * scl;\n let cell = floor(p * n);\n let f = fract(p * n);\n let h = hash21(cell);\n let sway = 0.12 * sin(time * 2.0 + cell.y * 2.0);\n let rise = fract(time * 0.18 * (0.7 + h.y) + cell.y * 0.12);\n // Rising: as rise grows, move toward p.y=1 (top).\n let pos = vec2<f32>(f.x - 0.5 - sway, f.y + rise * 1.2);\n let d = length(pos);\n let a = smoothstep(0.12, 0.0, d) * (1.0 - rise) * inten;\n let col = mix(cA, cB, clamp(rise, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxSparks(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Burst radiating from a low-center source; travel grows over time so it expands outward.\n let src = vec2<f32>(0.5, 0.15);\n let dir = p - src;\n let dist = length(dir);\n let ang = atan2(dir.y, dir.x);\n let n = (20.0 * dens + 5.0) * scl;\n let seg = floor(ang * n);\n let tFrame = floor(time * 3.0);\n let timeVal = tFrame - 10000.0 * floor(tFrame / 10000.0);\n let h = hash1(seg + timeVal * 97.0);\n let launch = fract(0.5 + h + time * 0.5);\n let travel = launch * 0.8;\n let trail = smoothstep(0.9, 0.4, dist - travel);\n let w = 0.02 + 0.02 * h;\n let blast = smoothstep(0.0, w * 2.0, dist - travel) * trail;\n let streak = smoothstep(w, 0.0, abs(dist - travel)) * trail;\n let a = clamp(max(streak, blast * 0.4), 0.0, 1.0) * inten;\n let col = mix(cA, cB, clamp(h, 0.0, 1.0));\n return vec4<f32>(col, clamp(a, 0.0, 1.0));\n}\n\nfn fxMagic(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv);\n let ang = atan2(dv.y, dv.x);\n let swirl = fbm(vec2<f32>(r * 8.0 * scl + time * 0.5, ang * 3.0 + time * 0.8), 4);\n let halo = smoothstep(0.5, 0.1, r) * 0.4 * dens;\n let wisp = smoothstep(1.0 - dens * 0.8, 1.5 - dens * 0.8, swirl) * (0.5 + 0.5 * sin(r * 20.0 * scl - time * 3.0));\n let a = clamp((halo + wisp * 0.8) * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(swirl, 0.0, 1.0));\n return vec4<f32>(col * 0.8 + vec3<f32>(1.0) * halo * 0.4, a);\n}\n\nfn fxLensFlare(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let center = vec2<f32>(0.5, 0.5);\n let dv = p - center;\n let r = length(dv) * scl;\n let ang = atan2(dv.y, dv.x);\n // Radial streak\n let streakCount = 2.0 * floor(1.0 + dens * 3.0);\n let streak = smoothstep(0.35, 0.6, fract(ang / 3.14159 * streakCount + 0.5)) * pow(1.0 - r, 3.0);\n // Concentric halos / chromatic rings\n let rings = (0.5 + 0.5 * sin(r * 40.0 - time * 2.0)) * dens;\n let core = smoothstep(0.25, 0.0, r);\n let chroma = mix(cA, cB, 0.5 + 0.5 * cos(ang * 3.0 + r * 30.0));\n let a = clamp((core * 0.9 + streak * 0.5 * dens + rings * 0.15 * (1.0 - r)) * inten, 0.0, 1.0);\n return vec4<f32>(chroma, a);\n}\n\nfn fxLightning(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Periodic bolt striking vertically, flickering briefly\n let period = mix(4.0, 0.6, clamp(dens, 0.0, 1.0));\n let cycle = fract(time / period);\n let flashWindow = mix(0.05, 0.35, clamp(dens, 0.0, 1.0));\n let flash = smoothstep(flashWindow, 0.0, cycle);\n \n let tFlicker = floor(time * 60.0);\n let flickerVal = tFlicker - 10000.0 * floor(tFlicker / 10000.0);\n let flicker = step(hash1(flickerVal * 1.7), 0.8); // rapid on/off shimmer\n\n // Jitter a vertical bolt with per-row hashes and interpolate between rows\n let rows = 18.0 * scl;\n let rg = p.y * rows;\n let row = floor(rg);\n let fr = fract(rg);\n \n let tLightning = floor(time * 24.0);\n let lightningVal = tLightning - 10000.0 * floor(tLightning / 10000.0);\n let x0 = 0.3 + 0.4 * hash1(row * 13.7 + lightningVal * 3.1);\n let x1 = 0.3 + 0.4 * hash1((row + 1.0) * 13.7 + lightningVal * 3.1);\n let boltX = mix(x0, x1, fr);\n\n // Secondary tiny forks\n let forkDrift = (hash1(row * 7.3) - 0.5) * 0.12 * smoothstep(0.0, 0.6, 1.0 - p.y);\n let boltDist = abs(p.x - (boltX + forkDrift)) * scl;\n let core = smoothstep(0.012, 0.0, boltDist);\n let glow = smoothstep(0.07, 0.0, boltDist) * 0.5;\n let a = clamp((core + glow) * flash * flicker * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(boltDist * 8.0, 0.0, 1.0) + 0.3 * flash);\n // Soft ambient flash behind the bolt\n let amb = smoothstep(0.35, 0.0, length(p - vec2<f32>(boltX, p.y)) * scl) * flash * 0.15;\n return vec4<f32>(col * (1.0 + amb), clamp(a + amb, 0.0, 1.0));\n}\n\nfn fxEnergyBeam(p: vec2<f32>, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n let src = vec2<f32>(0.15, 0.5);\n let dirv = vec2<f32>(1.0, 0.0);\n let w = p - src;\n let along = dot(w, dirv) * scl;\n let perp = dot(w, vec2<f32>(-dirv.y, dirv.x)) * scl;\n let beamWidth = 0.01 + 0.03 * dens;\n let glowWidth = 0.05 + 0.1 * dens;\n let core = smoothstep(beamWidth, 0.0, abs(perp));\n let glow = smoothstep(glowWidth, 0.0, abs(perp)) * 0.4 * dens;\n let falloff = smoothstep(0.0, 1.0, along);\n let pulse = 0.7 + 0.3 * sin(along * 30.0 - time * 10.0);\n let a = clamp((core + glow) * falloff * pulse * inten, 0.0, 1.0);\n let col = mix(cA, cB, clamp(along, 0.0, 1.0));\n return vec4<f32>(col * (1.0 + glow * 2.0), a);\n}\n\nfn fxAurora(p: vec2<f32>, seedOff: f32, time: f32, scl: f32, dens: f32, inten: f32, cA: vec3<f32>, cB: vec3<f32>) -> vec4<f32> {\n // Northern lights: curtains hanging from a wavy band across the upper sky,\n // rippling sideways, with fine vertical rays. cA at the base, cB at the top.\n var acc = vec3<f32>(0.0);\n var keep = 1.0;\n for (var k = 0; k < 3; k++) {\n let fk = f32(k);\n let x = p.x * (1.0 + fk * 0.35) * scl * 1.5 + seedOff * 13.0 + fk * 3.1;\n // Curtain base line, a slow wave across the frame.\n let base = 0.42 + fk * 0.06 + 0.12 * (fbm(vec2<f32>(x * 1.3, time * 0.05 + fk), 3) - 0.5)\n + 0.05 * sin(x * 4.0 + time * 0.3 + fk);\n let h = 0.38 + 0.2 * fbm(vec2<f32>(x * 2.0 + 7.0, time * 0.04), 3);\n let d = base - p.y; // 0 at the base, rising upward\n let body = smoothstep(-0.06, 0.035, d) * pow(1.0 - smoothstep(0.0, h, d), 1.5);\n // Vertical rays drifting sideways.\n let rn = fbm(vec2<f32>(x * 40.0 + time * 0.3, d * 2.0 - time * 0.1), 3);\n let rays = 0.25 + 1.2 * rn * rn;\n let fold = 0.6 + 0.4 * sin(x * 9.0 + time * 0.5 + fbm(vec2<f32>(x * 3.0, time * 0.1), 2) * 6.0);\n let a = body * rays * fold * (1.0 - fk * 0.25);\n let col = mix(cA, cB, clamp(d / max(h, 1e-3), 0.0, 1.0));\n acc += col * a;\n keep *= 1.0 - clamp(a, 0.0, 1.0);\n }\n let alpha = 1.0 - keep;\n let a = clamp(alpha * (0.35 + 0.65 * dens) * inten * 1.4, 0.0, 1.0);\n return vec4<f32>(acc / max(alpha, 1e-3) * min(alpha * 2.0, 1.0), a);\n}\n\n// ---- main dispatch ---------------------------------------------------------\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let density = get_field(u.density, u.hasSigDensity, densityTex, signalSamp);\n let scale = get_field(u.scale, u.hasSigScale, scaleTex, signalSamp);\n let speed = get_field(u.speed, u.hasSigSpeed, speedTex, signalSamp);\n let intensity = get_field(u.intensity, u.hasSigIntensity, intensityTex, signalSamp);\n let seed = get_field(u.seed, u.hasSigSeed, seedTex, signalSamp);\n\n let isVideo = u.outputType > 0.5;\n let time = select(0.0, u.time * max(speed, 1e-4), isVideo);\n let seedOff = fract(seed * 1.618033);\n\n // Aspect correction\n let uv = in.uv;\n let p = vec2<f32>(uv.x, uv.y);\n\n // Move to a seed-scrambled space so different seeds look different\n let sp = p + vec2<f32>(seedOff * 17.0, seedOff * 31.0);\n\n var eff = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n let cA = u.colorStart.rgb;\n let cB = u.colorEnd.rgb;\n let scl = max(scale, 1e-4);\n let factor = scl * 100.0;\n\n if (u.effectType < 0.5) {\n eff = fxSmoke(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 1.5) {\n eff = fxFire(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 2.5) {\n eff = fxRain(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 3.5) {\n eff = fxSparks(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 4.5) {\n eff = fxSnow(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 5.5) {\n eff = fxDust(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 6.5) {\n eff = fxLightning(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 7.5) {\n eff = fxMagic(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 8.5) {\n eff = fxLensFlare(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 9.5) {\n eff = fxEmbers(sp, time, factor, density, intensity, cA, cB);\n } else if (u.effectType < 10.5) {\n eff = fxEnergyBeam(sp, time, factor, density, intensity, cA, cB);\n } else {\n eff = fxAurora(p, seedOff, time, factor, density, intensity, cA, cB);\n }\n\n // Straight alpha is fine for compositing onto a transparent canvas.\n let a = clamp(eff.a, 0.0, 1.0);\n return vec4<f32>(clamp(eff.rgb, vec3<f32>(0.0), vec3<f32>(1.0)) * a, a);\n}\n`;\nconst vfxUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getVFXResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `procedural_vfx_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst vfxModule = device.createShaderModule({\n\t\t\tlabel: `procedural_vfx_${format}.wgsl`,\n\t\t\tcode: VFX_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ProceduralVFXPipeline_${format}`,\n\t\t\tmodule: vfxModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tvfxPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst VFX_EFFECT_INDEX = {\n\tSmoke: 0,\n\tFire: 1,\n\tRain: 2,\n\tSparks: 3,\n\tSnow: 4,\n\tDust: 5,\n\tLightning: 6,\n\tMagic: 7,\n\tLensFlare: 8,\n\tEmbers: 9,\n\tEnergyBeam: 10,\n\tAurora: 11\n};\nconst ProceduralVFXWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ProceduralVFX\" || !op) return;\n\tconst { vfxPipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getVFXResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst densityInfo = resolveSignalField(op, \"density\", .6);\n\tconst scaleInfo = resolveSignalField(op, \"scale\", .01);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", .8);\n\tconst seedInfo = resolveSignalField(op, \"seed\", 1234);\n\tconst effectIndex = VFX_EFFECT_INDEX[op.effectType ?? \"Smoke\"] ?? 0;\n\tconst outputTypeVal = op.outputType === \"Video\" ? 1 : 0;\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst colorStartVal = hexToRgba(op.colorStart ?? \"#ffffff\");\n\tconst colorEndVal = hexToRgba(op.colorEnd ?? \"#ff5500\");\n\tvfxUniformData[0] = effectIndex;\n\tvfxUniformData[1] = outputTypeVal;\n\tvfxUniformData[2] = elapsedSeconds;\n\tvfxUniformData[3] = 0;\n\tvfxUniformData[4] = densityInfo.value;\n\tvfxUniformData[5] = scaleInfo.value;\n\tvfxUniformData[6] = speedInfo.value;\n\tvfxUniformData[7] = intensityInfo.value;\n\tvfxUniformData[8] = seedInfo.value;\n\tvfxUniformData[9] = densityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[10] = scaleInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[11] = speedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[12] = intensityInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[13] = seedInfo.hasSignal ? 1 : 0;\n\tvfxUniformData[14] = 0;\n\tvfxUniformData[15] = 0;\n\tvfxUniformData[16] = colorStartVal[0];\n\tvfxUniformData[17] = colorStartVal[1];\n\tvfxUniformData[18] = colorStartVal[2];\n\tvfxUniformData[19] = colorStartVal[3];\n\tvfxUniformData[20] = colorEndVal[0];\n\tvfxUniformData[21] = colorEndVal[1];\n\tvfxUniformData[22] = colorEndVal[2];\n\tvfxUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(vfxUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"density\",\n\t\t\tinfo: densityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t},\n\t\t{\n\t\t\tname: \"intensity\",\n\t\t\tinfo: intensityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"seed\",\n\t\t\tinfo: seedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `procedural_vfx_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);\n\t\tsignalViews.push(view);\n\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tpass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tpass.draw(4);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: ProceduralVFXWebGPURenderer });\n\n//#endregion\nexport { ProceduralVFXWebGPURenderer as n, renderers_default as t };\n//# 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import "./chunk-D7gtBK74.mjs";
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import { c as resolveSignalField, n as defineRenderer } from "./renderer-BgmO1Dzw.mjs";
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import { In as signalRegistry } from "./dist-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-
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import { In as signalRegistry } from "./dist-BHTd-EC1.mjs";
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-zIhSz_0X.mjs";
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//#region ../../nodes/node-camera-parallax-3d/dist/renderers-3w0EgvnV.mjs
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const CAMERA_PARALLAX_SHADER = `
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@@ -470,4 +470,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: CameraParallax3DWebGPUR
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//#endregion
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export { renderers_default as default };
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-kl_pAczD.mjs.map
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