framefields 2.8.1 → 2.9.0

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.
Files changed (431) hide show
  1. package/README.md +30 -1
  2. package/dist/audio/index.mjs +10 -10
  3. package/dist/{audio-vatRe308.mjs → audio-BfQg37MW.mjs} +3 -3
  4. package/dist/{audio-vatRe308.mjs.map → audio-BfQg37MW.mjs.map} +1 -1
  5. package/dist/cli/check-worker.mjs +44 -44
  6. package/dist/components/index.d.mts +2 -2
  7. package/dist/components/index.mjs +43 -43
  8. package/dist/{dist-CFe1fC9l.mjs → dist-C1cCW7Bt.mjs} +8 -1
  9. package/dist/{dist-CFe1fC9l.mjs.map → dist-C1cCW7Bt.mjs.map} +1 -1
  10. package/dist/{dist-BbwtlSZO.mjs → dist-C8Xq3zgx.mjs} +2 -2
  11. package/dist/{dist-BbwtlSZO.mjs.map → dist-C8Xq3zgx.mjs.map} +1 -1
  12. package/dist/effects/index.d.mts +1 -1
  13. package/dist/effects/index.mjs +35 -35
  14. package/dist/{effects-CCyfjbhZ.mjs → effects-CemgqEPv.mjs} +2 -2
  15. package/dist/{effects-CCyfjbhZ.mjs.map → effects-CemgqEPv.mjs.map} +1 -1
  16. package/dist/fonts/index.mjs +2 -2
  17. package/dist/{fonts-C1mgtkCa.mjs → fonts-BW0pPcvJ.mjs} +2 -2
  18. package/dist/{fonts-C1mgtkCa.mjs.map → fonts-BW0pPcvJ.mjs.map} +1 -1
  19. package/dist/{gpu-CU2tEKJJ.mjs → gpu-CMaa63nz.mjs} +2 -2
  20. package/dist/{gpu-CU2tEKJJ.mjs.map → gpu-CMaa63nz.mjs.map} +1 -1
  21. package/dist/{index-BwRrsP_V.d.mts → index-CZjrnylh.d.mts} +457 -417
  22. package/dist/index-CZjrnylh.d.mts.map +1 -0
  23. package/dist/index-D5UDyVMb.d.mts.map +1 -1
  24. package/dist/{index-UDDAfHAF.d.mts → index-Du5YgdzM.d.mts} +50 -12
  25. package/dist/index-Du5YgdzM.d.mts.map +1 -0
  26. package/dist/index.d.mts +3 -3
  27. package/dist/index.mjs +50 -50
  28. package/dist/preview/index.mjs +10 -10
  29. package/dist/{preview-WXbsf6Dv.mjs → preview-BQVgn6Ho.mjs} +2 -2
  30. package/dist/{preview-WXbsf6Dv.mjs.map → preview-BQVgn6Ho.mjs.map} +1 -1
  31. package/dist/preview-engine/audio.mjs +1 -1
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  33. package/dist/preview-engine/{chunk-GFW3D464.mjs → chunk-2DWY7UBV.mjs} +1 -1
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  37. package/dist/preview-engine/{chunk-6OY4YLTC.mjs → chunk-35HMRW4I.mjs} +1 -1
  38. package/dist/preview-engine/chunk-374QY63R.mjs +1974 -0
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  56. package/dist/preview-engine/chunk-GEUUXTDL.mjs +138 -0
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  76. package/dist/preview-engine/chunk-ULOFDFHJ.mjs +1 -0
  77. package/dist/preview-engine/{chunk-LLB3AGBQ.mjs → chunk-UQKPDGEH.mjs} +1 -1
  78. package/dist/preview-engine/{chunk-DISKQ5MH.mjs → chunk-UXYM2G6J.mjs} +1 -1
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  80. package/dist/preview-engine/{chunk-PMOKPVSD.mjs → chunk-VVE2QHVG.mjs} +1 -1
  81. package/dist/preview-engine/{chunk-PEUQRSIM.mjs → chunk-Y5K5LVOR.mjs} +1 -1
  82. package/dist/preview-engine/chunk-YGKO4NIU.mjs +1 -0
  83. package/dist/preview-engine/{chunk-PSEMCJBH.mjs → chunk-ZJ5SWTCW.mjs} +1 -1
  84. package/dist/preview-engine/chunk-ZY47XIRK.mjs +5 -0
  85. package/dist/preview-engine/components.mjs +1 -1
  86. package/dist/preview-engine/effects.mjs +1 -1
  87. package/dist/preview-engine/framefields.mjs +1 -1
  88. package/dist/preview-engine/player.mjs +1 -1
  89. package/dist/preview-engine/renderers-3BOQOUEU.mjs +1 -0
  90. package/dist/preview-engine/renderers-3M2FESR2.mjs +1 -0
  91. package/dist/preview-engine/{renderers-FEEIDQF3.mjs → renderers-4F7WLQD5.mjs} +1 -1
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@@ -1,5 +1,5 @@
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  import { n as defineRenderer } from "./renderer-mNSyac1V.mjs";
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- import { i as beginTargetPass, l as fragmentBindGroupLayout, o as drawChildToTexture } from "./gpu-CU2tEKJJ.mjs";
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+ import { i as beginTargetPass, l as fragmentBindGroupLayout, o as drawChildToTexture } from "./gpu-CMaa63nz.mjs";
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  //#region ../../nodes/node-mesh-warp/dist/renderers-OcO6N-y5.mjs
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  function createUniformGrid(cols, rows) {
@@ -223,4 +223,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: MeshWarpWebGPURenderer
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  //#endregion
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  export { renderers_default as t };
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- //# sourceMappingURL=renderer-BeQrWrOa.mjs.map
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+ //# sourceMappingURL=renderer-BPWDsufX.mjs.map
@@ -1 +1 @@
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- {"version":3,"file":"renderer-BeQrWrOa.mjs","names":[],"sources":["../../../nodes/node-mesh-warp/dist/renderers-OcO6N-y5.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { beginTargetPass, drawChildToTexture, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/utils.ts\nfunction createUniformGrid(cols, rows) {\n\tconst points = [];\n\tfor (let r = 0; r < rows; r++) {\n\t\tconst y = r / (rows - 1) * 100;\n\t\tfor (let c = 0; c < cols; c++) {\n\t\t\tconst x = c / (cols - 1) * 100;\n\t\t\tpoints.push({\n\t\t\t\tx,\n\t\t\t\ty\n\t\t\t});\n\t\t}\n\t}\n\treturn points;\n}\nfunction interpolateGridPoint(u, v, oldPoints, oldCols, oldRows) {\n\tconst px = u * (oldCols - 1);\n\tconst py = v * (oldRows - 1);\n\tconst x0 = Math.floor(px);\n\tconst x1 = Math.min(oldCols - 1, x0 + 1);\n\tconst y0 = Math.floor(py);\n\tconst y1 = Math.min(oldRows - 1, y0 + 1);\n\tconst tx = px - x0;\n\tconst ty = py - y0;\n\tconst p00 = oldPoints[y0 * oldCols + x0];\n\tconst p10 = oldPoints[y0 * oldCols + x1];\n\tconst p01 = oldPoints[y1 * oldCols + x0];\n\tconst p11 = oldPoints[y1 * oldCols + x1];\n\tif (!p00 || !p10 || !p01 || !p11) return {\n\t\tx: u * 100,\n\t\ty: v * 100\n\t};\n\treturn {\n\t\tx: (1 - tx) * (1 - ty) * p00.x + tx * (1 - ty) * p10.x + (1 - tx) * ty * p01.x + tx * ty * p11.x,\n\t\ty: (1 - tx) * (1 - ty) * p00.y + tx * (1 - ty) * p10.y + (1 - tx) * ty * p01.y + tx * ty * p11.y\n\t};\n}\nfunction resizeGrid(oldPoints, oldCols, oldRows, newCols, newRows) {\n\tif (!oldPoints || oldPoints.length !== oldCols * oldRows) return createUniformGrid(newCols, newRows);\n\tconst points = [];\n\tfor (let r = 0; r < newRows; r++) {\n\t\tconst v = r / (newRows - 1);\n\t\tfor (let c = 0; c < newCols; c++) {\n\t\t\tconst u = c / (newCols - 1);\n\t\t\tpoints.push(interpolateGridPoint(u, v, oldPoints, oldCols, oldRows));\n\t\t}\n\t}\n\treturn points;\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst meshWarpWgsl = `\nstruct MeshUniforms {\n\tgridSize : vec2<f32>,\n\tlayerSize : vec2<f32>,\n\tmatrix_col0 : vec4<f32>,\n\tmatrix_col1 : vec4<f32>,\n\tpoints : array<vec4<f32>, 144>,\n};\n\n@group(0) @binding(0) var<uniform> u : MeshUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tlet cols = u32(u.gridSize.x);\n\tlet rows = u32(u.gridSize.y);\n\t\n\tlet cellsCol = cols - 1u;\n\tlet cellsRow = rows - 1u;\n\tlet totalCells = cellsCol * cellsRow;\n\t\n\tlet cellIndex = vi / 6u;\n\tlet vertexInCell = vi % 6u;\n\t\n\tif (cellIndex >= totalCells) {\n\t\treturn VSOut(vec4<f32>(0.0), vec4<f32>(0.0).xy);\n\t}\n\t\n\tlet cellC = cellIndex % cellsCol;\n\tlet cellR = cellIndex / cellsCol;\n\t\n\tvar colOffset = 0u;\n\tvar rowOffset = 0u;\n\t\n\t// Mapping vertex index in cell to quad corner offset\n\t// Triangle 1: TL (0,0), TR (1,0), BL (0,1)\n\t// Triangle 2: TR (1,0), BR (1,1), BL (0,1)\n\tif (vertexInCell == 1u) { // TR\n\t\tcolOffset = 1u;\n\t\trowOffset = 0u;\n\t} else if (vertexInCell == 2u) { // BL\n\t\tcolOffset = 0u;\n\t\trowOffset = 1u;\n\t} else if (vertexInCell == 3u) { // TR\n\t\tcolOffset = 1u;\n\t\trowOffset = 0u;\n\t} else if (vertexInCell == 4u) { // BR\n\t\tcolOffset = 1u;\n\t\trowOffset = 1u;\n\t} else if (vertexInCell == 5u) { // BL\n\t\tcolOffset = 0u;\n\t\trowOffset = 1u;\n\t}\n\t// Vertex 0 is TL (colOffset=0, rowOffset=0)\n\t\n\tlet gridC = cellC + colOffset;\n\tlet gridR = cellR + rowOffset;\n\t\n\tlet pointIndex = gridR * cols + gridC;\n\tlet warpedPoint = u.points[pointIndex].xy;\n\t\n\tlet lx = (warpedPoint.x / 100.0) * u.layerSize.x;\n\tlet ly = (warpedPoint.y / 100.0) * u.layerSize.y;\n\t\n\tlet tx = u.matrix_col0.x * lx + u.matrix_col0.y * ly + u.matrix_col0.z;\n\tlet ty = u.matrix_col1.x * lx + u.matrix_col1.y * ly + u.matrix_col1.z;\n\t\n\tlet targetW = u.matrix_col0.w;\n\tlet targetH = u.matrix_col1.w;\n\t\n\tlet x_clip = (tx / targetW) * 2.0 - 1.0;\n\tlet y_clip = 1.0 - (ty / targetH) * 2.0;\n\t\n\tlet u_coord = f32(gridC) / f32(cellsCol);\n\tlet v_coord = f32(gridR) / f32(cellsRow);\n\t\n\treturn VSOut(vec4<f32>(x_clip, y_clip, 0.0, 1.0), vec2<f32>(u_coord, v_coord));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getMeshWarpResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst warpUniformLayout = device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] });\n\t\tconst warpTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"mesh_warp.wgsl\",\n\t\t\tcode: meshWarpWgsl\n\t\t});\n\t\tres = {\n\t\t\twarpPipeline: device.createRenderPipeline({\n\t\t\t\tlabel: \"MeshWarpPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [warpUniformLayout, warpTextureLayout] }),\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: [{\n\t\t\t\t\t\tformat,\n\t\t\t\t\t\tblend: {\n\t\t\t\t\t\t\tcolor: {\n\t\t\t\t\t\t\t\tsrcFactor: \"src-alpha\",\n\t\t\t\t\t\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t\t},\n\t\t\t\t\t\t\talpha: {\n\t\t\t\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\t\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t\t}),\n\t\t\twarpUniformLayout,\n\t\t\twarpTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst MeshWarpWebGPURenderer = async (args) => {\n\tconst { ctx, props, targetWidth, targetHeight } = args;\n\tconst { virtualMedia } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"MeshWarp\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? props.containerHeight ?? targetHeight;\n\targs.pass.end();\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight\n\t\t}\n\t});\n\tconst cols = Number(op.cols) || 3;\n\tconst rows = Number(op.rows) || 3;\n\tconst points = op.points || [];\n\tconst finalPoints = points.length === cols * rows ? points : createUniformGrid(cols, rows);\n\tconst maxPoints = 144;\n\tconst uniformData = new Float32Array(12 + maxPoints * 4);\n\tuniformData[0] = cols;\n\tuniformData[1] = rows;\n\tuniformData[2] = props.containerWidth ?? sourceWidth;\n\tuniformData[3] = props.containerHeight ?? sourceHeight;\n\tconst matrix = ctx.renderer.getCurrentTransform();\n\tuniformData[4] = matrix.a;\n\tuniformData[5] = matrix.c;\n\tuniformData[6] = matrix.e;\n\tuniformData[7] = targetWidth;\n\tuniformData[8] = matrix.b;\n\tuniformData[9] = matrix.d;\n\tuniformData[10] = matrix.f;\n\tuniformData[11] = targetHeight;\n\tfor (let i = 0; i < maxPoints; i++) {\n\t\tconst pt = finalPoints[i] || {\n\t\t\tx: 0,\n\t\t\ty: 0\n\t\t};\n\t\tuniformData[12 + i * 4] = pt.x;\n\t\tuniformData[12 + i * 4 + 1] = pt.y;\n\t}\n\tconst { warpPipeline: pipeline, warpUniformLayout: uLayout, warpTextureLayout: tLayout } = getMeshWarpResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst textureBindGroup = ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, childTex, sampler);\n\tconst outPass = beginTargetPass(args);\n\toutPass.setPipeline(pipeline);\n\toutPass.setBindGroup(0, uniformBindGroup);\n\toutPass.setBindGroup(1, textureBindGroup);\n\tconst vertexCount = (cols - 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+ {"version":3,"file":"renderer-BPWDsufX.mjs","names":[],"sources":["../../../nodes/node-mesh-warp/dist/renderers-OcO6N-y5.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { beginTargetPass, drawChildToTexture, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/utils.ts\nfunction createUniformGrid(cols, rows) {\n\tconst points = [];\n\tfor (let r = 0; r < rows; r++) {\n\t\tconst y = r / (rows - 1) * 100;\n\t\tfor (let c = 0; c < cols; c++) {\n\t\t\tconst x = c / (cols - 1) * 100;\n\t\t\tpoints.push({\n\t\t\t\tx,\n\t\t\t\ty\n\t\t\t});\n\t\t}\n\t}\n\treturn points;\n}\nfunction interpolateGridPoint(u, v, oldPoints, oldCols, oldRows) {\n\tconst px = u * (oldCols - 1);\n\tconst py = v * (oldRows - 1);\n\tconst x0 = Math.floor(px);\n\tconst x1 = Math.min(oldCols - 1, x0 + 1);\n\tconst y0 = Math.floor(py);\n\tconst y1 = Math.min(oldRows - 1, y0 + 1);\n\tconst tx = px - x0;\n\tconst ty = py - y0;\n\tconst p00 = oldPoints[y0 * oldCols + x0];\n\tconst p10 = oldPoints[y0 * oldCols + x1];\n\tconst p01 = oldPoints[y1 * oldCols + x0];\n\tconst p11 = oldPoints[y1 * oldCols + x1];\n\tif (!p00 || !p10 || !p01 || !p11) return {\n\t\tx: u * 100,\n\t\ty: v * 100\n\t};\n\treturn {\n\t\tx: (1 - tx) * (1 - ty) * p00.x + tx * (1 - ty) * p10.x + (1 - tx) * ty * p01.x + tx * ty * p11.x,\n\t\ty: (1 - tx) * (1 - ty) * p00.y + tx * (1 - ty) * p10.y + (1 - tx) * ty * p01.y + tx * ty * p11.y\n\t};\n}\nfunction resizeGrid(oldPoints, oldCols, oldRows, newCols, newRows) {\n\tif (!oldPoints || oldPoints.length !== oldCols * oldRows) return createUniformGrid(newCols, newRows);\n\tconst points = [];\n\tfor (let r = 0; r < newRows; r++) {\n\t\tconst v = r / (newRows - 1);\n\t\tfor (let c = 0; c < newCols; c++) {\n\t\t\tconst u = c / (newCols - 1);\n\t\t\tpoints.push(interpolateGridPoint(u, v, oldPoints, oldCols, oldRows));\n\t\t}\n\t}\n\treturn points;\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst meshWarpWgsl = `\nstruct MeshUniforms {\n\tgridSize : vec2<f32>,\n\tlayerSize : vec2<f32>,\n\tmatrix_col0 : vec4<f32>,\n\tmatrix_col1 : vec4<f32>,\n\tpoints : array<vec4<f32>, 144>,\n};\n\n@group(0) @binding(0) var<uniform> u : MeshUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tlet cols = u32(u.gridSize.x);\n\tlet rows = u32(u.gridSize.y);\n\t\n\tlet cellsCol = cols - 1u;\n\tlet cellsRow = rows - 1u;\n\tlet totalCells = cellsCol * cellsRow;\n\t\n\tlet cellIndex = vi / 6u;\n\tlet vertexInCell = vi % 6u;\n\t\n\tif (cellIndex >= totalCells) {\n\t\treturn VSOut(vec4<f32>(0.0), vec4<f32>(0.0).xy);\n\t}\n\t\n\tlet cellC = cellIndex % cellsCol;\n\tlet cellR = cellIndex / cellsCol;\n\t\n\tvar colOffset = 0u;\n\tvar rowOffset = 0u;\n\t\n\t// Mapping vertex index in cell to quad corner offset\n\t// Triangle 1: TL (0,0), TR (1,0), BL (0,1)\n\t// Triangle 2: TR (1,0), BR (1,1), BL (0,1)\n\tif (vertexInCell == 1u) { // TR\n\t\tcolOffset = 1u;\n\t\trowOffset = 0u;\n\t} else if (vertexInCell == 2u) { // BL\n\t\tcolOffset = 0u;\n\t\trowOffset = 1u;\n\t} else if (vertexInCell == 3u) { // TR\n\t\tcolOffset = 1u;\n\t\trowOffset = 0u;\n\t} else if (vertexInCell == 4u) { // BR\n\t\tcolOffset = 1u;\n\t\trowOffset = 1u;\n\t} else if (vertexInCell == 5u) { // BL\n\t\tcolOffset = 0u;\n\t\trowOffset = 1u;\n\t}\n\t// Vertex 0 is TL (colOffset=0, rowOffset=0)\n\t\n\tlet gridC = cellC + colOffset;\n\tlet gridR = cellR + rowOffset;\n\t\n\tlet pointIndex = gridR * cols + gridC;\n\tlet warpedPoint = u.points[pointIndex].xy;\n\t\n\tlet lx = (warpedPoint.x / 100.0) * u.layerSize.x;\n\tlet ly = (warpedPoint.y / 100.0) * u.layerSize.y;\n\t\n\tlet tx = u.matrix_col0.x * lx + u.matrix_col0.y * ly + u.matrix_col0.z;\n\tlet ty = u.matrix_col1.x * lx + u.matrix_col1.y * ly + u.matrix_col1.z;\n\t\n\tlet targetW = u.matrix_col0.w;\n\tlet targetH = u.matrix_col1.w;\n\t\n\tlet x_clip = (tx / targetW) * 2.0 - 1.0;\n\tlet y_clip = 1.0 - (ty / targetH) * 2.0;\n\t\n\tlet u_coord = f32(gridC) / f32(cellsCol);\n\tlet v_coord = f32(gridR) / f32(cellsRow);\n\t\n\treturn VSOut(vec4<f32>(x_clip, y_clip, 0.0, 1.0), vec2<f32>(u_coord, v_coord));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getMeshWarpResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst warpUniformLayout = device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] });\n\t\tconst warpTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"mesh_warp.wgsl\",\n\t\t\tcode: meshWarpWgsl\n\t\t});\n\t\tres = {\n\t\t\twarpPipeline: device.createRenderPipeline({\n\t\t\t\tlabel: \"MeshWarpPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [warpUniformLayout, warpTextureLayout] }),\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: [{\n\t\t\t\t\t\tformat,\n\t\t\t\t\t\tblend: {\n\t\t\t\t\t\t\tcolor: {\n\t\t\t\t\t\t\t\tsrcFactor: \"src-alpha\",\n\t\t\t\t\t\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t\t},\n\t\t\t\t\t\t\talpha: {\n\t\t\t\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\t\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t\t}),\n\t\t\twarpUniformLayout,\n\t\t\twarpTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst MeshWarpWebGPURenderer = async (args) => {\n\tconst { ctx, props, targetWidth, targetHeight } = args;\n\tconst { virtualMedia } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"MeshWarp\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? props.containerHeight ?? targetHeight;\n\targs.pass.end();\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight\n\t\t}\n\t});\n\tconst cols = Number(op.cols) || 3;\n\tconst rows = Number(op.rows) || 3;\n\tconst points = op.points || [];\n\tconst finalPoints = points.length === cols * rows ? points : createUniformGrid(cols, rows);\n\tconst maxPoints = 144;\n\tconst uniformData = new Float32Array(12 + maxPoints * 4);\n\tuniformData[0] = cols;\n\tuniformData[1] = rows;\n\tuniformData[2] = props.containerWidth ?? sourceWidth;\n\tuniformData[3] = props.containerHeight ?? sourceHeight;\n\tconst matrix = ctx.renderer.getCurrentTransform();\n\tuniformData[4] = matrix.a;\n\tuniformData[5] = matrix.c;\n\tuniformData[6] = matrix.e;\n\tuniformData[7] = targetWidth;\n\tuniformData[8] = matrix.b;\n\tuniformData[9] = matrix.d;\n\tuniformData[10] = matrix.f;\n\tuniformData[11] = targetHeight;\n\tfor (let i = 0; i < maxPoints; i++) {\n\t\tconst pt = finalPoints[i] || {\n\t\t\tx: 0,\n\t\t\ty: 0\n\t\t};\n\t\tuniformData[12 + i * 4] = pt.x;\n\t\tuniformData[12 + i * 4 + 1] = pt.y;\n\t}\n\tconst { warpPipeline: pipeline, warpUniformLayout: uLayout, warpTextureLayout: tLayout } = getMeshWarpResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst textureBindGroup = ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, childTex, sampler);\n\tconst outPass = beginTargetPass(args);\n\toutPass.setPipeline(pipeline);\n\toutPass.setBindGroup(0, uniformBindGroup);\n\toutPass.setBindGroup(1, textureBindGroup);\n\tconst vertexCount = (cols - 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@@ -1,5 +1,5 @@
1
1
  import { n as defineRenderer, u as unwrapFrameParam } from "./renderer-mNSyac1V.mjs";
2
- import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CU2tEKJJ.mjs";
2
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CMaa63nz.mjs";
3
3
 
4
4
  //#region ../../nodes/node-tile-offset/dist/renderers-DQJJPfSd.mjs
5
5
  const TILE_OFFSET_SHADER = `
@@ -206,4 +206,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: TileOffsetWebGPURendere
206
206
 
207
207
  //#endregion
208
208
  export { renderers_default as t };
209
- //# sourceMappingURL=renderer-CxEBV-w0.mjs.map
209
+ //# sourceMappingURL=renderer-BXJXziIt.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-CxEBV-w0.mjs","names":[],"sources":["../../../nodes/node-tile-offset/dist/renderers-DQJJPfSd.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst TILE_OFFSET_SHADER = `\nstruct TileOffsetUniforms {\n offsetX : f32,\n offsetY : f32,\n hasOffsetXSig : f32,\n hasOffsetYSig : f32,\n\n layerWidth : f32,\n layerHeight : f32,\n edgeMode : f32,\n pad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : TileOffsetUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var offsetXSigTex : texture_2d<f32>;\n@group(2) @binding(1) var offsetYSigTex : texture_2d<f32>;\n@group(2) @binding(2) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n var offX = u.offsetX;\n if (u.hasOffsetXSig > 0.5) {\n let sigX = textureSampleLevel(offsetXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n offX = offX + sigX;\n }\n\n var offY = u.offsetY;\n if (u.hasOffsetYSig > 0.5) {\n let sigY = textureSampleLevel(offsetYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n offY = offY + sigY;\n }\n\n let normOffset = vec2<f32>(\n offX / max(1.0, u.layerWidth),\n offY / max(1.0, u.layerHeight)\n );\n var uv = in.uv - normOffset;\n\n // Edge Modes:\n // 0.0 = wrap (seamless modulo)\n // 1.0 = clamp (edge smear)\n // 2.0 = transparent (clear bounds)\n // 3.0 = mirror (ping-pong reflection)\n if (u.edgeMode < 0.5) {\n uv = fract(uv);\n } else if (u.edgeMode < 1.5) {\n uv = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n } else if (u.edgeMode < 2.5) {\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {\n return vec4<f32>(0.0);\n }\n } else {\n uv = 1.0 - abs(fract(uv * 0.5) * 2.0 - 1.0);\n }\n\n let color = textureSampleLevel(tex, samp, uv, 0.0);\n return color;\n}\n`;\nconst uniformData = new Float32Array(8);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 2),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getTileOffsetResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `tile_offset_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `tile_offset_${format}.wgsl`,\n\t\t\tcode: TILE_OFFSET_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `TileOffsetPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst TileOffsetWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"TileOffset\" || !op) return;\n\tconst childMedia = props.virtualMedia?.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"tile_offset_node\";\n\tconst resolveBindable = (configKey, defaultValue) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Number(input.outputItem.data ?? defaultValue);\n\t\telse {\n\t\t\tconst rawVal = unwrapFrameParam(op[configKey], compositionFrame, fps).value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = isNaN(numVal) ? defaultValue : numVal;\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Number(sd.offset ?? 0);\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst offsetXRes = resolveBindable(\"offsetX\", 0);\n\tconst offsetYRes = resolveBindable(\"offsetY\", 0);\n\tlet edgeModeIndex = 0;\n\tconst edgeMode = op.edgeMode ?? (op.wrap !== false ? \"wrap\" : \"transparent\");\n\tif (edgeMode === \"clamp\") edgeModeIndex = 1;\n\telse if (edgeMode === \"transparent\" || op.wrap === false) edgeModeIndex = 2;\n\telse if (edgeMode === \"mirror\") edgeModeIndex = 3;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\targs.pass.end();\n\tconst { pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getTileOffsetResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst offsetXView = getSignalView(offsetXRes, \"offsetX_sig\");\n\tconst offsetYView = getSignalView(offsetYRes, \"offsetY_sig\");\n\tuniformData[0] = offsetXRes.val;\n\tuniformData[1] = offsetYRes.val;\n\tuniformData[2] = offsetXRes.hasStaticSig ? 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+ {"version":3,"file":"renderer-BXJXziIt.mjs","names":[],"sources":["../../../nodes/node-tile-offset/dist/renderers-DQJJPfSd.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst TILE_OFFSET_SHADER = `\nstruct TileOffsetUniforms {\n offsetX : f32,\n offsetY : f32,\n hasOffsetXSig : f32,\n hasOffsetYSig : f32,\n\n layerWidth : f32,\n layerHeight : f32,\n edgeMode : f32,\n pad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : TileOffsetUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var offsetXSigTex : texture_2d<f32>;\n@group(2) @binding(1) var offsetYSigTex : texture_2d<f32>;\n@group(2) @binding(2) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n var offX = u.offsetX;\n if (u.hasOffsetXSig > 0.5) {\n let sigX = textureSampleLevel(offsetXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n offX = offX + sigX;\n }\n\n var offY = u.offsetY;\n if (u.hasOffsetYSig > 0.5) {\n let sigY = textureSampleLevel(offsetYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n offY = offY + sigY;\n }\n\n let normOffset = vec2<f32>(\n offX / max(1.0, u.layerWidth),\n offY / max(1.0, u.layerHeight)\n );\n var uv = in.uv - normOffset;\n\n // Edge Modes:\n // 0.0 = wrap (seamless modulo)\n // 1.0 = clamp (edge smear)\n // 2.0 = transparent (clear bounds)\n // 3.0 = mirror (ping-pong reflection)\n if (u.edgeMode < 0.5) {\n uv = fract(uv);\n } else if (u.edgeMode < 1.5) {\n uv = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));\n } else if (u.edgeMode < 2.5) {\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {\n return vec4<f32>(0.0);\n }\n } else {\n uv = 1.0 - abs(fract(uv * 0.5) * 2.0 - 1.0);\n }\n\n let color = textureSampleLevel(tex, samp, uv, 0.0);\n return color;\n}\n`;\nconst uniformData = new Float32Array(8);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 2),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getTileOffsetResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `tile_offset_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `tile_offset_${format}.wgsl`,\n\t\t\tcode: TILE_OFFSET_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `TileOffsetPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst TileOffsetWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"TileOffset\" || !op) return;\n\tconst childMedia = props.virtualMedia?.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"tile_offset_node\";\n\tconst resolveBindable = (configKey, defaultValue) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = defaultValue;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") val = Number(input.outputItem.data ?? defaultValue);\n\t\telse {\n\t\t\tconst rawVal = unwrapFrameParam(op[configKey], compositionFrame, fps).value;\n\t\t\tconst numVal = Number(rawVal ?? defaultValue);\n\t\t\tval = isNaN(numVal) ? defaultValue : numVal;\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Number(sd.offset ?? 0);\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst offsetXRes = resolveBindable(\"offsetX\", 0);\n\tconst offsetYRes = resolveBindable(\"offsetY\", 0);\n\tlet edgeModeIndex = 0;\n\tconst edgeMode = op.edgeMode ?? (op.wrap !== false ? \"wrap\" : \"transparent\");\n\tif (edgeMode === \"clamp\") edgeModeIndex = 1;\n\telse if (edgeMode === \"transparent\" || op.wrap === false) edgeModeIndex = 2;\n\telse if (edgeMode === \"mirror\") edgeModeIndex = 3;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\targs.pass.end();\n\tconst { pipeline, uniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getTileOffsetResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst offsetXView = getSignalView(offsetXRes, \"offsetX_sig\");\n\tconst offsetYView = getSignalView(offsetYRes, \"offsetY_sig\");\n\tuniformData[0] = offsetXRes.val;\n\tuniformData[1] = offsetYRes.val;\n\tuniformData[2] = offsetXRes.hasStaticSig ? 1 : 0;\n\tuniformData[3] = offsetYRes.hasStaticSig ? 1 : 0;\n\tuniformData[4] = width;\n\tuniformData[5] = height;\n\tuniformData[6] = edgeModeIndex;\n\tuniformData[7] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: offsetXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: offsetYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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@@ -1,6 +1,6 @@
1
1
  import "./chunk-BcJoO4Nm.mjs";
2
2
  import { n as defineRenderer } from "./renderer-mNSyac1V.mjs";
3
- import { O as drawSvgNode } from "./dist-CFe1fC9l.mjs";
3
+ import { O as drawSvgNode } from "./dist-C1cCW7Bt.mjs";
4
4
 
5
5
  //#region ../../nodes/node-shape-generator/dist/renderers-CpnJ1Qiz.mjs
6
6
  /**
@@ -238,4 +238,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: ShapeGeneratorWebGPURen
238
238
 
239
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  //#endregion
240
240
  export { ShapeGeneratorWebGPURenderer, renderers_default as default };
241
- //# sourceMappingURL=renderer-Ce8VPaog.mjs.map
241
+ //# sourceMappingURL=renderer-BdyopiLC.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-Ce8VPaog.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 = Math.max(0, Math.min(1, config.opacity ?? 1));\n\tconst customPathScale = config.shapeType === \"CustomPath\" ? config.customPathScale ?? 1 : 1;\n\tconst gradId = `gw_shape_grad_${Math.abs(Math.round(gradientAngle) * 31 + (fillType === \"linear\" ? 1 : 2))}`;\n\tlet defs = \"\";\n\tlet fillAttr = fillColor;\n\tif (fillType === \"none\") fillAttr = \"none\";\n\telse if (fillType === \"linear\") {\n\t\tconst coords = calculateLinearGradientCoords(gradientAngle);\n\t\tdefs = `<defs><linearGradient id=\"${gradId}\" x1=\"${coords.x1}\" y1=\"${coords.y1}\" x2=\"${coords.x2}\" y2=\"${coords.y2}\"><stop offset=\"0%\" stop-color=\"${fillColor}\"/><stop offset=\"100%\" stop-color=\"${gradientEndColor}\"/></linearGradient></defs>`;\n\t\tfillAttr = `url(#${gradId})`;\n\t} else if (fillType === \"radial\") {\n\t\tdefs = `<defs><radialGradient id=\"${gradId}\" cx=\"50%\" cy=\"50%\" r=\"50%\"><stop offset=\"0%\" stop-color=\"${fillColor}\"/><stop offset=\"100%\" 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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\"\",\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 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{\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}\" 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@@ -1,7 +1,7 @@
1
1
  import "./chunk-BcJoO4Nm.mjs";
2
2
  import { n as defineRenderer } from "./renderer-mNSyac1V.mjs";
3
- import "./dist-CFe1fC9l.mjs";
4
- import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CU2tEKJJ.mjs";
3
+ import "./dist-C1cCW7Bt.mjs";
4
+ import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CMaa63nz.mjs";
5
5
 
6
6
  //#region ../../nodes/node-painterly/dist/renderers-DhYrtjqf.mjs
7
7
  const OP = "Painterly";
@@ -219,4 +219,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: PainterlyWebGPURenderer
219
219
 
220
220
  //#endregion
221
221
  export { PainterlyWebGPURenderer, renderers_default as default };
222
- //# sourceMappingURL=renderer-Bkqg-U2F.mjs.map
222
+ //# sourceMappingURL=renderer-Bfk6A7UO.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-Bkqg-U2F.mjs","names":[],"sources":["../../../nodes/node-painterly/dist/renderers-DhYrtjqf.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 = \"Painterly\";\nconst UNIFORM_FLOATS = 12;\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>, 3> };\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 : 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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 style = u32(u.v[1].x + 0.5);\n\tlet radius = u.v[1].y;\n\tlet edgeDarkening = u.v[1].z;\n\tlet paper = u.v[1].w;\n\tlet saturation = u.v[2].x;\n\n\tlet R = res();\n\tlet r = i32(radius);\n\tvar mean = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar sq = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar a = 0.0;\n\tfor (var j = -r; j <= r; j++) {\n\t\tfor (var i = -r; i <= r; i++) {\n\t\t\tlet c = sampleS(in.uv + vec2<f32>(f32(i), f32(j)) / R);\n\t\t\ta += c.a;\n\t\t\tlet q = select(select(3, 2, i <= 0), select(1, 0, i <= 0), j <= 0);\n\t\t\tmean[q] += c.rgb;\n\t\t\tsq[q] += c.rgb * c.rgb;\n\t\t}\n\t}\n\tlet n = f32((r + 1) * (r + 1));\n\tvar best = vec3<f32>(0.0);\n\tvar bestV = 1e9;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet m = mean[k] / n;\n\t\tlet v = sq[k] / n - m * m;\n\t\tlet vs = v.r + v.g + v.b;\n\t\tif (vs < bestV) { bestV = vs; best = m; }\n\t}\n\tvar rgb = best;\n\tlet grain = vnoise(in.uv * R / 3.0) * 0.6 + vnoise(in.uv * R / 11.0) * 0.4;\n\tif (style == 1u) {\n\t\trgb = mix(rgb, vec3<f32>(1.0), 0.06);\n\t\trgb *= 1.0 - edgeDarkening * 0.45 * smoothstep(0.004, 0.05, sqrt(max(bestV, 0.0)));\n\t\trgb *= 1.0 - paper * 0.18 * (grain - 0.5);\n\t} else {\n\t\trgb *= 1.0 - paper * 0.1 * (grain - 0.5);\n\t}\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet alpha = a / f32((2 * r + 1) * (2 * r + 1));\n\treturn premul(vec4<f32>(rgb, alpha));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\"oil\", \"watercolor\"].indexOf(String(raw.style ?? \"oil\")));\n\tdata[5] = num(raw.radius, 5);\n\tdata[6] = num(raw.edgeDarkening, .5);\n\tdata[7] = 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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 style = u32(u.v[1].x + 0.5);\n\tlet radius = u.v[1].y;\n\tlet edgeDarkening = u.v[1].z;\n\tlet paper = u.v[1].w;\n\tlet saturation = u.v[2].x;\n\n\tlet R = res();\n\tlet r = i32(radius);\n\tvar mean = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar sq = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar a = 0.0;\n\tfor (var j = -r; j <= r; j++) {\n\t\tfor (var i = -r; i <= r; i++) {\n\t\t\tlet c = sampleS(in.uv + vec2<f32>(f32(i), f32(j)) / R);\n\t\t\ta += c.a;\n\t\t\tlet q = select(select(3, 2, i <= 0), select(1, 0, i <= 0), j <= 0);\n\t\t\tmean[q] += c.rgb;\n\t\t\tsq[q] += c.rgb * c.rgb;\n\t\t}\n\t}\n\tlet n = f32((r + 1) * (r + 1));\n\tvar best = vec3<f32>(0.0);\n\tvar bestV = 1e9;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet m = mean[k] / n;\n\t\tlet v = sq[k] / n - m * m;\n\t\tlet vs = v.r + v.g + v.b;\n\t\tif (vs < bestV) { bestV = vs; best = m; }\n\t}\n\tvar rgb = best;\n\tlet grain = vnoise(in.uv * R / 3.0) * 0.6 + vnoise(in.uv * R / 11.0) * 0.4;\n\tif (style == 1u) {\n\t\trgb = mix(rgb, vec3<f32>(1.0), 0.06);\n\t\trgb *= 1.0 - edgeDarkening * 0.45 * smoothstep(0.004, 0.05, sqrt(max(bestV, 0.0)));\n\t\trgb *= 1.0 - paper * 0.18 * (grain - 0.5);\n\t} else {\n\t\trgb *= 1.0 - paper * 0.1 * (grain - 0.5);\n\t}\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet alpha = a / f32((2 * r + 1) * (2 * r + 1));\n\treturn premul(vec4<f32>(rgb, alpha));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\"oil\", \"watercolor\"].indexOf(String(raw.style ?? \"oil\")));\n\tdata[5] = num(raw.radius, 5);\n\tdata[6] = num(raw.edgeDarkening, .5);\n\tdata[7] = num(raw.paper, .3);\n\tdata[8] = num(raw.saturation, 1.05);\n}\nconst PainterlyWebGPURenderer = 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 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@@ -1,5 +1,5 @@
1
1
  import { n as defineRenderer } from "./renderer-mNSyac1V.mjs";
2
- import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, n as PREMULTIPLIED_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-CU2tEKJJ.mjs";
2
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, n as PREMULTIPLIED_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-CMaa63nz.mjs";
3
3
 
4
4
  //#region ../../nodes/node-layer-style/dist/renderers-B2ikmOEm.mjs
5
5
  function hexToRgba(hex) {
@@ -874,4 +874,4 @@ var renderers_default = defineRenderer({ WebGPURenderer });
874
874
 
875
875
  //#endregion
876
876
  export { renderers_default as t };
877
- //# sourceMappingURL=renderer-CAagaRag.mjs.map
877
+ //# sourceMappingURL=renderer-BgO6BA_z.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-CAagaRag.mjs","names":[],"sources":["../../../nodes/node-layer-style/dist/renderers-B2ikmOEm.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, PREMULTIPLIED_BLEND, createFullscreenPipeline, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nfunction hexToRgba(hex) {\n\tif (!hex) return [\n\t\t1,\n\t\t1,\n\t\t1,\n\t\t1\n\t];\n\tlet cleaned = hex.trim().replace(/^#/, \"\");\n\tif (cleaned.length === 3) cleaned = cleaned.split(\"\").map((c) => c + c).join(\"\") + \"ff\";\n\telse if (cleaned.length === 6) cleaned = cleaned + \"ff\";\n\telse if (cleaned.length === 8) {} else return [\n\t\t1,\n\t\t1,\n\t\t1,\n\t\t1\n\t];\n\tconst r = parseInt(cleaned.slice(0, 2), 16) / 255;\n\tconst g = parseInt(cleaned.slice(2, 4), 16) / 255;\n\tconst b = parseInt(cleaned.slice(4, 6), 16) / 255;\n\tconst a = parseInt(cleaned.slice(6, 8), 16) / 255;\n\treturn [\n\t\tNumber.isFinite(r) ? r : 1,\n\t\tNumber.isFinite(g) ? g : 1,\n\t\tNumber.isFinite(b) ? b : 1,\n\t\tNumber.isFinite(a) ? a : 1\n\t];\n}\nconst BLEND_MODE_MAP = {\n\tnormal: 0,\n\t\"source-over\": 0,\n\tmultiply: 1,\n\tscreen: 2,\n\toverlay: 3,\n\tdarken: 4,\n\tlighten: 5,\n\t\"color-dodge\": 6,\n\t\"color-burn\": 7,\n\t\"hard-light\": 8,\n\t\"soft-light\": 9,\n\tdifference: 10,\n\texclusion: 11,\n\thue: 12,\n\tsaturation: 13,\n\tcolor: 14,\n\tluminosity: 15,\n\t\"mask-in\": 16,\n\t\"destination-in\": 16,\n\t\"mask-out\": 17,\n\t\"destination-out\": 17,\n\t\"source-in\": 18,\n\t\"source-out\": 19,\n\t\"source-atop\": 20,\n\t\"destination-over\": 21,\n\t\"destination-atop\": 22,\n\tlighter: 23,\n\tcopy: 24,\n\txor: 25\n};\nconst BEVEL_STYLE_MAP = {\n\tInnerBevel: 0,\n\tOuterBevel: 1,\n\tEmboss: 2,\n\tPillowEmboss: 3\n};\nconst BEVEL_TECHNIQUE_MAP = {\n\tSmooth: 0,\n\tChiselHard: 1,\n\tChiselSoft: 2\n};\nconst STROKE_POS_MAP = {\n\toutside: 0,\n\tcenter: 1,\n\tinside: 2\n};\n/** Blur, glow and stroke kernels in the shader stop at this radius, px. */\nconst MAX_KERNEL = 24;\nconst WGSL_LAYER_STYLE_SHADER = `\nstruct LayerStyleUniforms {\n\t// Drop Shadow (vec4 x 3)\n\tdropShadowColor : vec4<f32>,\n\tdropShadowParams : vec4<f32>, // x: enabled, y: opacity, z: angle(rad), w: distance\n\tdropShadowParams2 : vec4<f32>, // x: spread, y: size, z: blendMode, w: pad\n\n\t// Inner Shadow (vec4 x 3)\n\tinnerShadowColor : vec4<f32>,\n\tinnerShadowParams : vec4<f32>, // x: enabled, y: opacity, z: angle(rad), w: distance\n\tinnerShadowParams2 : vec4<f32>, // x: choke, y: size, z: blendMode, w: pad\n\n\t// Outer Glow (vec4 x 3)\n\touterGlowColor : vec4<f32>,\n\touterGlowParams : vec4<f32>, // x: enabled, y: opacity, z: size, w: spread\n\touterGlowParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Inner Glow (vec4 x 3)\n\tinnerGlowColor : vec4<f32>,\n\tinnerGlowParams : vec4<f32>, // x: enabled, y: opacity, z: size, w: spread\n\tinnerGlowParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Stroke (vec4 x 3)\n\tstrokeColor : vec4<f32>,\n\tstrokeParams : vec4<f32>, // x: enabled, y: size, z: position(0:out,1:center,2:in), w: opacity\n\tstrokeParams2 : vec4<f32>, // x: blendMode, yzw: pad\n\n\t// Bevel & Emboss (vec4 x 5)\n\tbevelHighlightColor : vec4<f32>,\n\tbevelShadowColor : vec4<f32>,\n\tbevelParams1 : vec4<f32>, // x: enabled, y: style, z: technique, w: depth\n\tbevelParams2 : vec4<f32>, // x: direction(1:up, -1:down), y: size, z: soften, w: angle(rad)\n\tbevelParams3 : vec4<f32>, // x: altitude(rad), y: hlOpacity, z: shOpacity, w: pad\n\n\t// Color Overlay (vec4 x 2)\n\tcolorOverlayColor : vec4<f32>,\n\tcolorOverlayParams : vec4<f32>, // x: enabled, y: opacity, z: blendMode, w: pad\n};\n\n@group(0) @binding(0) var<uniform> u : LayerStyleUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleAlpha(uv: vec2<f32>) -> f32 {\n\tif (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {\n\t\treturn 0.0;\n\t}\n\treturn textureSampleLevel(tex, samp, uv, 0.0).a;\n}\n\nfn lum(c: vec3<f32>) -> f32 {\n\treturn 0.3 * c.r + 0.59 * c.g + 0.11 * c.b;\n}\n\nfn clip_color(c: vec3<f32>) -> vec3<f32> {\n\tlet l = lum(c);\n\tlet n = min(min(c.r, c.g), c.b);\n\tlet x = max(max(c.r, c.g), c.b);\n\tvar res = c;\n\tif (n < 0.0) {\n\t\tres = l + (((res - l) * l) / max(l - n, 1e-5));\n\t}\n\tif (x > 1.0) {\n\t\tres = l + (((res - l) * (1.0 - l)) / max(x - l, 1e-5));\n\t}\n\treturn res;\n}\n\nfn set_lum(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet diff = l - lum(c);\n\treturn clip_color(c + vec3<f32>(diff));\n}\n\nfn sat(c: vec3<f32>) -> f32 {\n\treturn max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b);\n}\n\nfn set_sat(c: vec3<f32>, s: f32) -> vec3<f32> {\n\tlet c_min = min(min(c.r, c.g), c.b);\n\tlet c_max = max(max(c.r, c.g), c.b);\n\tif (c_max <= c_min) {\n\t\treturn vec3<f32>(0.0);\n\t}\n\treturn (c - vec3<f32>(c_min)) * s / max(c_max - c_min, 1e-5);\n}\n\nfn blendRgb(d_rgb: vec3<f32>, s_rgb: vec3<f32>, mode: u32) -> vec3<f32> {\n\tswitch (mode) {\n\t\tcase 1u: { // multiply\n\t\t\treturn d_rgb * s_rgb;\n\t\t}\n\t\tcase 2u: { // screen\n\t\t\treturn d_rgb + s_rgb - d_rgb * s_rgb;\n\t\t}\n\t\tcase 3u: { // overlay\n\t\t\treturn select(\n\t\t\t\t1.0 - 2.0 * (1.0 - d_rgb) * (1.0 - s_rgb),\n\t\t\t\t2.0 * d_rgb * s_rgb,\n\t\t\t\td_rgb < vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 4u: { // darken\n\t\t\treturn min(d_rgb, s_rgb);\n\t\t}\n\t\tcase 5u: { // lighten\n\t\t\treturn max(d_rgb, s_rgb);\n\t\t}\n\t\tcase 6u: { // color-dodge\n\t\t\treturn select(min(d_rgb / max(1.0 - s_rgb, vec3<f32>(1e-4)), vec3<f32>(1.0)), vec3<f32>(1.0), s_rgb >= vec3<f32>(0.999));\n\t\t}\n\t\tcase 7u: { // color-burn\n\t\t\treturn select(1.0 - min((1.0 - d_rgb) / max(s_rgb, vec3<f32>(1e-4)), vec3<f32>(1.0)), vec3<f32>(0.0), s_rgb <= vec3<f32>(0.001));\n\t\t}\n\t\tcase 8u: { // hard-light\n\t\t\treturn select(\n\t\t\t\t1.0 - 2.0 * (1.0 - d_rgb) * (1.0 - s_rgb),\n\t\t\t\t2.0 * d_rgb * s_rgb,\n\t\t\t\ts_rgb < vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 9u: { // soft-light\n\t\t\treturn select(\n\t\t\t\td_rgb + (2.0 * s_rgb - 1.0) * (sqrt(d_rgb) - d_rgb),\n\t\t\t\td_rgb - (1.0 - 2.0 * s_rgb) * d_rgb * (1.0 - d_rgb),\n\t\t\t\ts_rgb <= vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 10u: { // difference\n\t\t\treturn abs(d_rgb - s_rgb);\n\t\t}\n\t\tcase 11u: { // exclusion\n\t\t\treturn d_rgb + s_rgb - 2.0 * d_rgb * s_rgb;\n\t\t}\n\t\tcase 12u: { // hue\n\t\t\treturn set_lum(set_sat(s_rgb, sat(d_rgb)), lum(d_rgb));\n\t\t}\n\t\tcase 13u: { // saturation\n\t\t\treturn set_lum(set_sat(d_rgb, sat(s_rgb)), lum(d_rgb));\n\t\t}\n\t\tcase 14u: { // color\n\t\t\treturn set_lum(s_rgb, lum(d_rgb));\n\t\t}\n\t\tcase 15u: { // luminosity\n\t\t\treturn set_lum(d_rgb, lum(s_rgb));\n\t\t}\n\t\tdefault: { // normal / source-over\n\t\t\treturn s_rgb;\n\t\t}\n\t}\n}\n\nfn compositeLayer(dst: vec4<f32>, src: vec4<f32>, blendMode: u32) -> vec4<f32> {\n\tlet sa = clamp(src.a, 0.0, 1.0);\n\tif (sa <= 0.0001) {\n\t\treturn dst;\n\t}\n\tlet da = clamp(dst.a, 0.0, 1.0);\n\tif (da <= 0.0001) {\n\t\treturn src;\n\t}\n\n\tswitch (blendMode) {\n\t\tcase 16u: { return dst * sa; } // mask-in / destination-in\n\t\tcase 17u: { return dst * (1.0 - sa); } // mask-out / destination-out\n\t\tcase 18u: { return src * da; } // source-in\n\t\tcase 19u: { return src * (1.0 - da); } // source-out\n\t\tcase 20u: { return src * da + dst * (1.0 - sa); } // source-atop\n\t\tcase 21u: { return dst + src * (1.0 - da); } // destination-over\n\t\tcase 22u: { return dst * sa + src * (1.0 - da); } // destination-atop\n\t\tcase 23u: { return src + dst; } // lighter / add\n\t\tcase 24u: { return src; } // copy\n\t\tcase 25u: { return src * (1.0 - da) + dst * (1.0 - sa); } // xor\n\t\tdefault: {}\n\t}\n\n\tlet b_rgb = blendRgb(dst.rgb, src.rgb, blendMode);\n\tlet out_a = sa + da * (1.0 - sa);\n\tlet out_rgb = select(\n\t\t((1.0 - da) * src.rgb + (1.0 - sa) * dst.rgb + sa * da * b_rgb) / max(out_a, 1e-5),\n\t\tb_rgb,\n\t\tout_a <= 1e-4\n\t);\n\n\treturn vec4<f32>(out_rgb, out_a);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / max(dimensions, vec2<f32>(1.0, 1.0));\n\tlet origColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tlet origA = origColor.a;\n\n\tvar result = vec4<f32>(0.0);\n\n\t// =========================================================================\n\t// 1. DROP SHADOW (Bottom Layer)\n\t// =========================================================================\n\tif (u.dropShadowParams.x > 0.5) {\n\t\tlet opacity = u.dropShadowParams.y;\n\t\tlet angle = u.dropShadowParams.z;\n\t\tlet distance = u.dropShadowParams.w;\n\t\tlet spread = u.dropShadowParams2.x;\n\t\tlet size = u.dropShadowParams2.y;\n\t\tlet blendMode = u32(u.dropShadowParams2.z);\n\n\t\tlet shadowOffset = vec2<f32>(-cos(angle), sin(angle)) * distance * texelSize;\n\t\tlet shadowCenterUv = in.uv - shadowOffset;\n\n\t\tvar shadowAccum = 0.0;\n\t\tvar shadowWeightSum = 0.0;\n\n\t\tlet sigma = max(0.5, size * 0.4);\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\n\t\tif (size <= 0.5) {\n\t\t\tshadowAccum = sampleAlpha(shadowCenterUv);\n\t\t\tshadowWeightSum = 1.0;\n\t\t} else {\n\t\t\tlet stepVal = max(1, sampleRadius / 8);\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tlet weight = exp(-0.5 * distSq / (sigma * sigma));\n\t\t\t\t\tshadowAccum += sampleAlpha(shadowCenterUv + offset) * weight;\n\t\t\t\t\tshadowWeightSum += weight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet blurredShadow = shadowAccum / max(shadowWeightSum, 1e-4);\n\t\tlet spreadFactor = spread / 100.0;\n\t\tlet finalShadowAlpha = clamp(blurredShadow / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0) * opacity;\n\n\t\tif (finalShadowAlpha > 0.001) {\n\t\t\tlet shadowCol = vec4<f32>(u.dropShadowColor.rgb, finalShadowAlpha);\n\t\t\tresult = compositeLayer(result, shadowCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 2. OUTER GLOW\n\t// =========================================================================\n\tif (u.outerGlowParams.x > 0.5) {\n\t\tlet opacity = u.outerGlowParams.y;\n\t\tlet size = u.outerGlowParams.z;\n\t\tlet spread = u.outerGlowParams.w;\n\t\tlet blendMode = u32(u.outerGlowParams2.x);\n\n\t\tvar glowAccum = 0.0;\n\t\tvar glowWeightSum = 0.0;\n\t\tlet sigma = max(0.5, size * 0.4);\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\n\t\tif (size <= 0.5) {\n\t\t\tglowAccum = origA;\n\t\t\tglowWeightSum = 1.0;\n\t\t} else {\n\t\t\tlet stepVal = max(1, sampleRadius / 8);\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tlet weight = exp(-0.5 * distSq / (sigma * sigma));\n\t\t\t\t\tglowAccum += sampleAlpha(in.uv + offset) * weight;\n\t\t\t\t\tglowWeightSum += weight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet blurredGlow = glowAccum / max(glowWeightSum, 1e-4);\n\t\tlet spreadFactor = spread / 100.0;\n\t\tlet spreadGlow = clamp(blurredGlow / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0);\n\t\tlet finalGlowAlpha = max(0.0, spreadGlow - origA) * opacity;\n\n\t\tif (finalGlowAlpha > 0.001) {\n\t\t\tlet glowCol = vec4<f32>(u.outerGlowColor.rgb, finalGlowAlpha);\n\t\t\tresult = compositeLayer(result, glowCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 3. OUTSIDE STROKE\n\t// =========================================================================\n\tif (u.strokeParams.x > 0.5 && u.strokeParams.z < 0.5) { // position == 0: outside\n\t\tlet size = u.strokeParams.y;\n\t\tlet opacity = u.strokeParams.w;\n\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\tvar maxAlpha = 0.0;\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\t\tlet sizeSq = size * size;\n\n\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\tif (distSq <= sizeSq) {\n\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\tmaxAlpha = max(maxAlpha, sAlpha);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet strokeAlpha = clamp(maxAlpha - origA, 0.0, 1.0) * opacity;\n\t\tif (strokeAlpha > 0.001) {\n\t\t\tlet strokeCol = vec4<f32>(u.strokeColor.rgb, strokeAlpha);\n\t\t\tresult = compositeLayer(result, strokeCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 4. BASE IMAGE LAYER (with Color Overlay, Bevel & Emboss, Inner Glow/Shadow)\n\t// =========================================================================\n\tif (origA > 0.001) {\n\t\tvar baseRgb = origColor.rgb;\n\n\t\t// Color Overlay\n\t\tif (u.colorOverlayParams.x > 0.5) {\n\t\t\tlet overlayOpacity = u.colorOverlayParams.y;\n\t\t\tlet overlayBlendMode = u32(u.colorOverlayParams.z);\n\t\t\tlet blendedOverlay = blendRgb(baseRgb, u.colorOverlayColor.rgb, overlayBlendMode);\n\t\t\tbaseRgb = mix(baseRgb, blendedOverlay, overlayOpacity);\n\t\t}\n\n\t\t// Bevel & Emboss\n\t\tif (u.bevelParams1.x > 0.5) {\n\t\t\tlet style = u.bevelParams1.y;\n\t\t\tlet technique = u.bevelParams1.z;\n\t\t\tlet depth = u.bevelParams1.w / 100.0;\n\t\t\tlet direction = u.bevelParams2.x;\n\t\t\tlet bevelSize = max(0.5, u.bevelParams2.y);\n\t\t\tlet soften = u.bevelParams2.z;\n\t\t\tlet lightAngle = u.bevelParams2.w;\n\t\t\tlet lightAltitude = u.bevelParams3.x;\n\t\t\tlet hlOpacity = u.bevelParams3.y;\n\t\t\tlet shOpacity = u.bevelParams3.z;\n\n\t\t\tlet lightDir = normalize(vec3<f32>(\n\t\t\t\t-cos(lightAngle) * cos(lightAltitude),\n\t\t\t\tsin(lightAngle) * cos(lightAltitude),\n\t\t\t\tsin(lightAltitude)\n\t\t\t));\n\n\t\t\tlet stepSize = max(1.0, bevelSize * 0.5 + soften) * texelSize;\n\t\t\tlet aL = sampleAlpha(in.uv - vec2<f32>(stepSize.x, 0.0));\n\t\t\tlet aR = sampleAlpha(in.uv + vec2<f32>(stepSize.x, 0.0));\n\t\t\tlet aT = sampleAlpha(in.uv - vec2<f32>(0.0, stepSize.y));\n\t\t\tlet aB = sampleAlpha(in.uv + vec2<f32>(0.0, stepSize.y));\n\n\t\t\tvar dx = (aR - aL) * depth * direction;\n\t\t\tvar dy = (aB - aT) * depth * direction;\n\n\t\t\tif (technique > 0.5) { // ChiselHard or ChiselSoft\n\t\t\t\tlet rampFactor = select(2.0, 1.5, technique > 1.5);\n\t\t\t\tdx = clamp(dx * rampFactor, -1.0, 1.0);\n\t\t\t\tdy = clamp(dy * rampFactor, -1.0, 1.0);\n\t\t\t}\n\n\t\t\tlet normal = normalize(vec3<f32>(-dx, -dy, 1.0));\n\t\t\tlet nDotL = dot(normal, lightDir);\n\n\t\t\tlet highlightAmount = max(0.0, nDotL) * hlOpacity;\n\t\t\tlet shadowAmount = max(0.0, -nDotL) * shOpacity;\n\n\t\t\tlet hlColor = mix(baseRgb, u.bevelHighlightColor.rgb + baseRgb, highlightAmount);\n\t\t\tlet shColor = mix(baseRgb, baseRgb * (1.0 - shadowAmount) + u.bevelShadowColor.rgb * shadowAmount, shadowAmount);\n\t\t\tbaseRgb = mix(shColor, hlColor, clamp(nDotL * 0.5 + 0.5, 0.0, 1.0));\n\t\t}\n\n\t\t// Inner Glow\n\t\tif (u.innerGlowParams.x > 0.5) {\n\t\t\tlet igOpacity = u.innerGlowParams.y;\n\t\t\tlet igSize = u.innerGlowParams.z;\n\t\t\tlet igSpread = u.innerGlowParams.w;\n\t\t\tlet igBlendMode = u32(u.innerGlowParams2.x);\n\n\t\t\tvar innerAccum = 0.0;\n\t\t\tvar innerWeight = 0.0;\n\t\t\tlet sigma = max(0.5, igSize * 0.4);\n\t\t\tlet sampleRadius = min(i32(ceil(igSize)), 16);\n\t\t\tlet stepVal = max(1, sampleRadius / 6);\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet weight = exp(-0.5 * f32(x * x + y * y) / (sigma * sigma));\n\t\t\t\t\tinnerAccum += sampleAlpha(in.uv + offset) * weight;\n\t\t\t\t\tinnerWeight += weight;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet blurredInner = innerAccum / max(innerWeight, 1e-4);\n\t\t\tlet innerGlowMask = max(0.0, origA - blurredInner);\n\t\t\tlet spreadFactor = igSpread / 100.0;\n\t\t\tlet finalInnerGlowAlpha = clamp(innerGlowMask / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0) * igOpacity;\n\n\t\t\tif (finalInnerGlowAlpha > 0.001) {\n\t\t\t\tlet igBlended = blendRgb(baseRgb, u.innerGlowColor.rgb, igBlendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, igBlended, finalInnerGlowAlpha);\n\t\t\t}\n\t\t}\n\n\t\t// Inner Shadow\n\t\tif (u.innerShadowParams.x > 0.5) {\n\t\t\tlet isOpacity = u.innerShadowParams.y;\n\t\t\tlet isAngle = u.innerShadowParams.z;\n\t\t\tlet isDistance = u.innerShadowParams.w;\n\t\t\tlet isChoke = u.innerShadowParams2.x;\n\t\t\tlet isSize = u.innerShadowParams2.y;\n\t\t\tlet isBlendMode = u32(u.innerShadowParams2.z);\n\n\t\t\tlet isOffset = vec2<f32>(-cos(isAngle), sin(isAngle)) * isDistance * texelSize;\n\t\t\tlet shiftedA = sampleAlpha(in.uv + isOffset);\n\n\t\t\tvar isAccum = 0.0;\n\t\t\tvar isWeight = 0.0;\n\t\t\tlet sigma = max(0.5, isSize * 0.4);\n\t\t\tlet sampleRadius = min(i32(ceil(isSize)), 16);\n\t\t\tlet stepVal = max(1, sampleRadius / 6);\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet weight = exp(-0.5 * f32(x * x + y * y) / (sigma * sigma));\n\t\t\t\t\tlet sShifted = sampleAlpha(in.uv + isOffset + offset);\n\t\t\t\t\tlet sOrig = sampleAlpha(in.uv + offset);\n\t\t\t\t\tisAccum += max(0.0, sOrig - sShifted) * weight;\n\t\t\t\t\tisWeight += weight;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet blurredIS = isAccum / max(isWeight, 1e-4);\n\t\t\tlet chokeFactor = isChoke / 100.0;\n\t\t\tlet finalISAlpha = clamp(blurredIS / max(1.0 - chokeFactor * 0.95, 0.01), 0.0, 1.0) * isOpacity;\n\n\t\t\tif (finalISAlpha > 0.001) {\n\t\t\t\tlet isBlended = blendRgb(baseRgb, u.innerShadowColor.rgb, isBlendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, isBlended, finalISAlpha);\n\t\t\t}\n\t\t}\n\n\t\t// Inside Stroke\n\t\tif (u.strokeParams.x > 0.5 && u.strokeParams.z > 1.5) { // position == 2: inside\n\t\t\tlet size = u.strokeParams.y;\n\t\t\tlet opacity = u.strokeParams.w;\n\t\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\t\tvar minAlpha = 1.0;\n\t\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\t\t\tlet sizeSq = size * size;\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tif (distSq <= sizeSq) {\n\t\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\t\tminAlpha = min(minAlpha, sAlpha);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet insideStrokeAlpha = clamp(origA - minAlpha, 0.0, 1.0) * opacity;\n\t\t\tif (insideStrokeAlpha > 0.001) {\n\t\t\t\tlet sBlended = blendRgb(baseRgb, u.strokeColor.rgb, blendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, sBlended, insideStrokeAlpha);\n\t\t\t}\n\t\t}\n\n\t\tlet baseLayer = vec4<f32>(baseRgb, origA);\n\t\tresult = compositeLayer(result, baseLayer, 0u);\n\t}\n\n\t// =========================================================================\n\t// 5. CENTER STROKE\n\t// =========================================================================\n\tif (u.strokeParams.x > 0.5 && u.strokeParams.z >= 0.5 && u.strokeParams.z <= 1.5) { // position == 1: center\n\t\tlet size = u.strokeParams.y;\n\t\tlet opacity = u.strokeParams.w;\n\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\tvar maxAlpha = 0.0;\n\t\tvar minAlpha = 1.0;\n\t\tlet halfSize = max(0.5, size * 0.5);\n\t\tlet sampleRadius = min(i32(ceil(halfSize)), ${MAX_KERNEL});\n\t\tlet halfSizeSq = halfSize * halfSize;\n\n\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\tif (distSq <= halfSizeSq) {\n\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\tmaxAlpha = max(maxAlpha, sAlpha);\n\t\t\t\t\tminAlpha = min(minAlpha, sAlpha);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet centerStrokeAlpha = clamp(maxAlpha - minAlpha, 0.0, 1.0) * opacity;\n\t\tif (centerStrokeAlpha > 0.001) {\n\t\t\tlet strokeCol = vec4<f32>(u.strokeColor.rgb, centerStrokeAlpha);\n\t\t\tresult = compositeLayer(result, strokeCol, blendMode);\n\t\t}\n\t}\n\n\t// Output premultiplied alpha for QuadPipeline / WebGPU rendering\n\treturn vec4<f32>(result.rgb * result.a, result.a);\n}\n`;\nconst resourcesCache = /* @__PURE__ */ new WeakMap();\nfunction getLayerStyleResources(device, format) {\n\tlet res = resourcesCache.get(device);\n\tif (res) return res;\n\tconst module = device.createShaderModule({ code: WGSL_LAYER_STYLE_SHADER });\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tres = {\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule,\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [uniformLayout, textureLayout] }),\n\t\t\tformat,\n\t\t\tblend: PREMULTIPLIED_BLEND\n\t\t}),\n\t\tuniformLayout,\n\t\ttextureLayout\n\t};\n\tresourcesCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(88);\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"LayerStyle\" || !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 elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : (props.frame ?? 0) / (props.fps || 30);\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (!outputItem) return Math.max(clampMin, Math.min(clampMax, fallbackVal));\n\t\t\tif (outputItem.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn Math.max(clampMin, Math.min(clampMax, numVal));\n\t\t\t}\n\t\t\tif (outputItem.type === \"Signal\") {\n\t\t\t\tconst data = outputItem.data;\n\t\t\t\tif (typeof data === \"number\") return Math.max(clampMin, Math.min(clampMax, data));\n\t\t\t\tif (data && typeof data === \"object\") {\n\t\t\t\t\tif (typeof data.value === \"number\") return Math.max(clampMin, Math.min(clampMax, data.value));\n\t\t\t\t\tconst amp = typeof data.amplitude === \"number\" ? data.amplitude : 1;\n\t\t\t\t\tconst freq = typeof data.frequency === \"number\" ? data.frequency : 1;\n\t\t\t\t\tconst phase = typeof data.phase === \"number\" ? data.phase : 0;\n\t\t\t\t\tconst offset = typeof data.offset === \"number\" ? data.offset : fallbackVal;\n\t\t\t\t\tconst t = elapsedSeconds;\n\t\t\t\t\tconst computed = offset + amp * Math.sin(2 * Math.PI * freq * t + phase);\n\t\t\t\t\treturn Math.max(clampMin, Math.min(clampMax, computed));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn Math.max(clampMin, Math.min(clampMax, fallbackVal));\n\t};\n\tconst childW = width;\n\tconst childH = height;\n\tconst childTex = ctx.renderer.getTemporaryTexture(childW, childH, [...props.excludeTextures || [], targetTexture]);\n\tconst childView = childTex.createView();\n\tctx.renderer.beginFrame(encoder, childView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, childW, childH, \"clear\").end();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\tcontainerWidth: childW,\n\t\tcontainerHeight: childH\n\t}, childView, childTex, childW, childH);\n\tconst inputTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst inputView = inputTex.createView();\n\tconst inputPass = ctx.renderer.beginFrame(encoder, inputView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\");\n\tctx.renderer.drawTexture(inputPass, childTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: childW,\n\t\theight: childH\n\t}, { opacity: 1 });\n\tinputPass.end();\n\tconst { pipeline, uniformLayout, textureLayout } = getLayerStyleResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst ds = op.dropShadow ?? {};\n\tconst is = op.innerShadow ?? {};\n\tconst og = op.outerGlow ?? {};\n\tconst ig = op.innerGlow ?? {};\n\tconst st = op.stroke ?? {};\n\tconst be = op.bevelEmboss ?? {};\n\tconst co = op.colorOverlay ?? {};\n\tconst dsCol = hexToRgba(ds.color ?? \"#000000\");\n\tconst dsOpacity = resolveField(op.dropShadowOpacityHandleId, ds.opacity ?? .75, 0, 1);\n\tconst dsAngle = resolveField(op.dropShadowAngleHandleId, ds.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst dsDist = resolveField(op.dropShadowDistanceHandleId, ds.distance ?? 10, 0, 500);\n\tconst dsSpread = resolveField(op.dropShadowSpreadHandleId, ds.spread ?? 0, 0, 100);\n\tconst dsSize = resolveField(op.dropShadowSizeHandleId, ds.size ?? 10, 0, 250);\n\tconst dsBlend = BLEND_MODE_MAP[ds.blendMode ?? \"multiply\"] ?? 1;\n\tconst isCol = hexToRgba(is.color ?? \"#000000\");\n\tconst isOpacity = resolveField(op.innerShadowOpacityHandleId, is.opacity ?? .75, 0, 1);\n\tconst isAngle = resolveField(op.innerShadowAngleHandleId, is.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst isDist = resolveField(op.innerShadowDistanceHandleId, is.distance ?? 5, 0, 500);\n\tconst isChoke = resolveField(op.innerShadowChokeHandleId, is.choke ?? 0, 0, 100);\n\tconst isSize = resolveField(op.innerShadowSizeHandleId, is.size ?? 5, 0, 250);\n\tconst isBlend = BLEND_MODE_MAP[is.blendMode ?? \"multiply\"] ?? 1;\n\tconst ogCol = hexToRgba(og.color ?? \"#ffffff\");\n\tconst ogOpacity = resolveField(op.outerGlowOpacityHandleId, og.opacity ?? .75, 0, 1);\n\tconst ogSize = resolveField(op.outerGlowSizeHandleId, og.size ?? 15, 0, 250);\n\tconst ogSpread = resolveField(op.outerGlowSpreadHandleId, og.spread ?? 0, 0, 100);\n\tconst ogBlend = BLEND_MODE_MAP[og.blendMode ?? \"screen\"] ?? 2;\n\tconst igCol = hexToRgba(ig.color ?? \"#ffffff\");\n\tconst igOpacity = resolveField(op.innerGlowOpacityHandleId, ig.opacity ?? .75, 0, 1);\n\tconst igSize = resolveField(op.innerGlowSizeHandleId, ig.size ?? 15, 0, 250);\n\tconst igSpread = resolveField(op.innerGlowSpreadHandleId, ig.spread ?? 0, 0, 100);\n\tconst igBlend = BLEND_MODE_MAP[ig.blendMode ?? \"screen\"] ?? 2;\n\tconst stCol = hexToRgba(st.color ?? \"#ffffff\");\n\tconst stSize = resolveField(op.strokeSizeHandleId, st.size ?? 2, 0, 100);\n\tconst stPos = STROKE_POS_MAP[st.position ?? \"outside\"] ?? 0;\n\tconst stOpacity = resolveField(op.strokeOpacityHandleId, st.opacity ?? 1, 0, 1);\n\tconst stBlend = BLEND_MODE_MAP[st.blendMode ?? \"normal\"] ?? 0;\n\tconst beHlCol = hexToRgba(be.highlightColor ?? \"#ffffff\");\n\tconst beShCol = hexToRgba(be.shadowColor ?? \"#000000\");\n\tconst beStyle = BEVEL_STYLE_MAP[be.style ?? \"InnerBevel\"] ?? 0;\n\tconst beTech = BEVEL_TECHNIQUE_MAP[be.technique ?? \"Smooth\"] ?? 0;\n\tconst beDepth = resolveField(op.bevelEmbossDepthHandleId, be.depth ?? 100, 1, 1e3);\n\tconst beDir = be.direction === \"Down\" ? -1 : 1;\n\tconst beSize = resolveField(op.bevelEmbossSizeHandleId, be.size ?? 5, 0, 250);\n\tconst beSoften = resolveField(op.bevelEmbossSoftenHandleId, be.soften ?? 0, 0, 50);\n\tconst beAngle = resolveField(op.bevelEmbossAngleHandleId, be.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst beAltitude = resolveField(op.bevelEmbossAltitudeHandleId, be.altitude ?? 30, 0, 90) * Math.PI / 180;\n\tconst beHlOpacity = resolveField(op.bevelEmbossHighlightOpacityHandleId, be.highlightOpacity ?? .75, 0, 1);\n\tconst beShOpacity = resolveField(op.bevelEmbossShadowOpacityHandleId, be.shadowOpacity ?? .75, 0, 1);\n\tconst coCol = hexToRgba(co.color ?? \"#ff0000\");\n\tconst coOpacity = resolveField(op.colorOverlayOpacityHandleId, co.opacity ?? 1, 0, 1);\n\tconst coBlend = BLEND_MODE_MAP[co.blendMode ?? \"normal\"] ?? 0;\n\tuniformBufferData.fill(0);\n\tuniformBufferData[0] = dsCol[0];\n\tuniformBufferData[1] = dsCol[1];\n\tuniformBufferData[2] = dsCol[2];\n\tuniformBufferData[3] = dsCol[3];\n\tuniformBufferData[4] = ds.enabled ? 1 : 0;\n\tuniformBufferData[5] = dsOpacity;\n\tuniformBufferData[6] = dsAngle;\n\tuniformBufferData[7] = dsDist;\n\tuniformBufferData[8] = dsSpread;\n\tuniformBufferData[9] = dsSize;\n\tuniformBufferData[10] = dsBlend;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = isCol[0];\n\tuniformBufferData[13] = isCol[1];\n\tuniformBufferData[14] = isCol[2];\n\tuniformBufferData[15] = isCol[3];\n\tuniformBufferData[16] = is.enabled ? 1 : 0;\n\tuniformBufferData[17] = isOpacity;\n\tuniformBufferData[18] = isAngle;\n\tuniformBufferData[19] = isDist;\n\tuniformBufferData[20] = isChoke;\n\tuniformBufferData[21] = isSize;\n\tuniformBufferData[22] = isBlend;\n\tuniformBufferData[23] = 0;\n\tuniformBufferData[24] = ogCol[0];\n\tuniformBufferData[25] = ogCol[1];\n\tuniformBufferData[26] = ogCol[2];\n\tuniformBufferData[27] = ogCol[3];\n\tuniformBufferData[28] = og.enabled ? 1 : 0;\n\tuniformBufferData[29] = ogOpacity;\n\tuniformBufferData[30] = ogSize;\n\tuniformBufferData[31] = ogSpread;\n\tuniformBufferData[32] = ogBlend;\n\tuniformBufferData[33] = 0;\n\tuniformBufferData[34] = 0;\n\tuniformBufferData[35] = 0;\n\tuniformBufferData[36] = igCol[0];\n\tuniformBufferData[37] = igCol[1];\n\tuniformBufferData[38] = igCol[2];\n\tuniformBufferData[39] = igCol[3];\n\tuniformBufferData[40] = ig.enabled ? 1 : 0;\n\tuniformBufferData[41] = igOpacity;\n\tuniformBufferData[42] = igSize;\n\tuniformBufferData[43] = igSpread;\n\tuniformBufferData[44] = igBlend;\n\tuniformBufferData[45] = 0;\n\tuniformBufferData[46] = 0;\n\tuniformBufferData[47] = 0;\n\tuniformBufferData[48] = stCol[0];\n\tuniformBufferData[49] = stCol[1];\n\tuniformBufferData[50] = stCol[2];\n\tuniformBufferData[51] = stCol[3];\n\tuniformBufferData[52] = st.enabled ? 1 : 0;\n\tuniformBufferData[53] = stSize;\n\tuniformBufferData[54] = stPos;\n\tuniformBufferData[55] = stOpacity;\n\tuniformBufferData[56] = stBlend;\n\tuniformBufferData[57] = 0;\n\tuniformBufferData[58] = 0;\n\tuniformBufferData[59] = 0;\n\tuniformBufferData[60] = beHlCol[0];\n\tuniformBufferData[61] = beHlCol[1];\n\tuniformBufferData[62] = beHlCol[2];\n\tuniformBufferData[63] = beHlCol[3];\n\tuniformBufferData[64] = beShCol[0];\n\tuniformBufferData[65] = beShCol[1];\n\tuniformBufferData[66] = beShCol[2];\n\tuniformBufferData[67] = beShCol[3];\n\tuniformBufferData[68] = be.enabled ? 1 : 0;\n\tuniformBufferData[69] = beStyle;\n\tuniformBufferData[70] = beTech;\n\tuniformBufferData[71] = beDepth;\n\tuniformBufferData[72] = beDir;\n\tuniformBufferData[73] = beSize;\n\tuniformBufferData[74] = beSoften;\n\tuniformBufferData[75] = beAngle;\n\tuniformBufferData[76] = beAltitude;\n\tuniformBufferData[77] = beHlOpacity;\n\tuniformBufferData[78] = beShOpacity;\n\tuniformBufferData[79] = 0;\n\tuniformBufferData[80] = coCol[0];\n\tuniformBufferData[81] = coCol[1];\n\tuniformBufferData[82] = coCol[2];\n\tuniformBufferData[83] = coCol[3];\n\tuniformBufferData[84] = co.enabled ? 1 : 0;\n\tuniformBufferData[85] = coOpacity;\n\tuniformBufferData[86] = coBlend;\n\tuniformBufferData[87] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\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: textureLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: inputView\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\tinputTex,\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* How far a LayerStyle draws past its layer: the drop shadow's offset plus\n* its blur, the outer glow, an outside or centred stroke. Unknown (null)\n* when one of those sizes is driven by a connected signal. Keep in step with\n* the shader above: anything it draws farther out must count here, or a\n* compositor running the style over the layer's region will clip it.\n*/\nconst layerStyleReach = (operation) => {\n\tconst op = operation;\n\tconst driven = (handle) => typeof handle === \"string\" && op.inputs?.[handle]?.connectionValid === true;\n\tif (driven(op.dropShadowDistanceHandleId) || driven(op.dropShadowSizeHandleId) || driven(op.outerGlowSizeHandleId) || driven(op.strokeSizeHandleId)) return null;\n\tconst style = (v) => v && typeof v === \"object\" && \"_value\" in v ? v._value : v;\n\tconst kernel = (size) => Math.min(Math.ceil(size ?? 0), MAX_KERNEL);\n\tconst ds = style(op.dropShadow);\n\tconst og = style(op.outerGlow);\n\tconst st = style(op.stroke);\n\tlet r = 0;\n\tif (ds?.enabled) r = Math.max(r, (ds.distance ?? 0) + kernel(ds.size));\n\tif (og?.enabled) r = Math.max(r, kernel(og.size));\n\tif (st?.enabled && st.position !== \"inside\") r = Math.max(r, kernel(st.size));\n\treturn Math.ceil(r) + 2;\n};\nWebGPURenderer.reach = layerStyleReach;\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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l) * l) / max(l - n, 1e-5));\n\t}\n\tif (x > 1.0) {\n\t\tres = l + (((res - l) * (1.0 - l)) / max(x - l, 1e-5));\n\t}\n\treturn res;\n}\n\nfn set_lum(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet diff = l - lum(c);\n\treturn clip_color(c + vec3<f32>(diff));\n}\n\nfn sat(c: vec3<f32>) -> f32 {\n\treturn max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b);\n}\n\nfn set_sat(c: vec3<f32>, s: f32) -> vec3<f32> {\n\tlet c_min = min(min(c.r, c.g), c.b);\n\tlet c_max = max(max(c.r, c.g), c.b);\n\tif (c_max <= c_min) {\n\t\treturn vec3<f32>(0.0);\n\t}\n\treturn (c - vec3<f32>(c_min)) * s / max(c_max - c_min, 1e-5);\n}\n\nfn blendRgb(d_rgb: vec3<f32>, s_rgb: vec3<f32>, mode: u32) -> vec3<f32> {\n\tswitch (mode) {\n\t\tcase 1u: { // multiply\n\t\t\treturn d_rgb * s_rgb;\n\t\t}\n\t\tcase 2u: { // screen\n\t\t\treturn d_rgb + s_rgb - d_rgb * s_rgb;\n\t\t}\n\t\tcase 3u: { // overlay\n\t\t\treturn select(\n\t\t\t\t1.0 - 2.0 * (1.0 - d_rgb) * (1.0 - s_rgb),\n\t\t\t\t2.0 * d_rgb * s_rgb,\n\t\t\t\td_rgb < vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 4u: { // darken\n\t\t\treturn min(d_rgb, s_rgb);\n\t\t}\n\t\tcase 5u: { // lighten\n\t\t\treturn max(d_rgb, s_rgb);\n\t\t}\n\t\tcase 6u: { // color-dodge\n\t\t\treturn select(min(d_rgb / max(1.0 - s_rgb, vec3<f32>(1e-4)), vec3<f32>(1.0)), vec3<f32>(1.0), s_rgb >= vec3<f32>(0.999));\n\t\t}\n\t\tcase 7u: { // color-burn\n\t\t\treturn select(1.0 - min((1.0 - d_rgb) / max(s_rgb, vec3<f32>(1e-4)), vec3<f32>(1.0)), vec3<f32>(0.0), s_rgb <= vec3<f32>(0.001));\n\t\t}\n\t\tcase 8u: { // hard-light\n\t\t\treturn select(\n\t\t\t\t1.0 - 2.0 * (1.0 - d_rgb) * (1.0 - s_rgb),\n\t\t\t\t2.0 * d_rgb * s_rgb,\n\t\t\t\ts_rgb < vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 9u: { // soft-light\n\t\t\treturn select(\n\t\t\t\td_rgb + (2.0 * s_rgb - 1.0) * (sqrt(d_rgb) - d_rgb),\n\t\t\t\td_rgb - (1.0 - 2.0 * s_rgb) * d_rgb * (1.0 - d_rgb),\n\t\t\t\ts_rgb <= vec3<f32>(0.5)\n\t\t\t);\n\t\t}\n\t\tcase 10u: { // difference\n\t\t\treturn abs(d_rgb - s_rgb);\n\t\t}\n\t\tcase 11u: { // exclusion\n\t\t\treturn d_rgb + s_rgb - 2.0 * d_rgb * s_rgb;\n\t\t}\n\t\tcase 12u: { // hue\n\t\t\treturn set_lum(set_sat(s_rgb, sat(d_rgb)), lum(d_rgb));\n\t\t}\n\t\tcase 13u: { // saturation\n\t\t\treturn set_lum(set_sat(d_rgb, sat(s_rgb)), lum(d_rgb));\n\t\t}\n\t\tcase 14u: { // color\n\t\t\treturn set_lum(s_rgb, lum(d_rgb));\n\t\t}\n\t\tcase 15u: { // luminosity\n\t\t\treturn set_lum(d_rgb, lum(s_rgb));\n\t\t}\n\t\tdefault: { // normal / source-over\n\t\t\treturn s_rgb;\n\t\t}\n\t}\n}\n\nfn compositeLayer(dst: vec4<f32>, src: vec4<f32>, blendMode: u32) -> vec4<f32> {\n\tlet sa = clamp(src.a, 0.0, 1.0);\n\tif (sa <= 0.0001) {\n\t\treturn dst;\n\t}\n\tlet da = clamp(dst.a, 0.0, 1.0);\n\tif (da <= 0.0001) {\n\t\treturn src;\n\t}\n\n\tswitch (blendMode) {\n\t\tcase 16u: { return dst * sa; } // mask-in / destination-in\n\t\tcase 17u: { return dst * (1.0 - sa); } // mask-out / destination-out\n\t\tcase 18u: { return src * da; } // source-in\n\t\tcase 19u: { return src * (1.0 - da); } // source-out\n\t\tcase 20u: { return src * da + dst * (1.0 - sa); } // source-atop\n\t\tcase 21u: { return dst + src * (1.0 - da); } // destination-over\n\t\tcase 22u: { return dst * sa + src * (1.0 - da); } // destination-atop\n\t\tcase 23u: { return src + dst; } // lighter / add\n\t\tcase 24u: { return src; } // copy\n\t\tcase 25u: { return src * (1.0 - da) + dst * (1.0 - sa); } // xor\n\t\tdefault: {}\n\t}\n\n\tlet b_rgb = blendRgb(dst.rgb, src.rgb, blendMode);\n\tlet out_a = sa + da * (1.0 - sa);\n\tlet out_rgb = select(\n\t\t((1.0 - da) * src.rgb + (1.0 - sa) * dst.rgb + sa * da * b_rgb) / max(out_a, 1e-5),\n\t\tb_rgb,\n\t\tout_a <= 1e-4\n\t);\n\n\treturn vec4<f32>(out_rgb, out_a);\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tlet texelSize = 1.0 / max(dimensions, vec2<f32>(1.0, 1.0));\n\tlet origColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tlet origA = origColor.a;\n\n\tvar result = vec4<f32>(0.0);\n\n\t// =========================================================================\n\t// 1. DROP SHADOW (Bottom Layer)\n\t// =========================================================================\n\tif (u.dropShadowParams.x > 0.5) {\n\t\tlet opacity = u.dropShadowParams.y;\n\t\tlet angle = u.dropShadowParams.z;\n\t\tlet distance = u.dropShadowParams.w;\n\t\tlet spread = u.dropShadowParams2.x;\n\t\tlet size = u.dropShadowParams2.y;\n\t\tlet blendMode = u32(u.dropShadowParams2.z);\n\n\t\tlet shadowOffset = vec2<f32>(-cos(angle), sin(angle)) * distance * texelSize;\n\t\tlet shadowCenterUv = in.uv - shadowOffset;\n\n\t\tvar shadowAccum = 0.0;\n\t\tvar shadowWeightSum = 0.0;\n\n\t\tlet sigma = max(0.5, size * 0.4);\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\n\t\tif (size <= 0.5) {\n\t\t\tshadowAccum = sampleAlpha(shadowCenterUv);\n\t\t\tshadowWeightSum = 1.0;\n\t\t} else {\n\t\t\tlet stepVal = max(1, sampleRadius / 8);\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tlet weight = exp(-0.5 * distSq / (sigma * sigma));\n\t\t\t\t\tshadowAccum += sampleAlpha(shadowCenterUv + offset) * weight;\n\t\t\t\t\tshadowWeightSum += weight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet blurredShadow = shadowAccum / max(shadowWeightSum, 1e-4);\n\t\tlet spreadFactor = spread / 100.0;\n\t\tlet finalShadowAlpha = clamp(blurredShadow / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0) * opacity;\n\n\t\tif (finalShadowAlpha > 0.001) {\n\t\t\tlet shadowCol = vec4<f32>(u.dropShadowColor.rgb, finalShadowAlpha);\n\t\t\tresult = compositeLayer(result, shadowCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 2. OUTER GLOW\n\t// =========================================================================\n\tif (u.outerGlowParams.x > 0.5) {\n\t\tlet opacity = u.outerGlowParams.y;\n\t\tlet size = u.outerGlowParams.z;\n\t\tlet spread = u.outerGlowParams.w;\n\t\tlet blendMode = u32(u.outerGlowParams2.x);\n\n\t\tvar glowAccum = 0.0;\n\t\tvar glowWeightSum = 0.0;\n\t\tlet sigma = max(0.5, size * 0.4);\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\n\t\tif (size <= 0.5) {\n\t\t\tglowAccum = origA;\n\t\t\tglowWeightSum = 1.0;\n\t\t} else {\n\t\t\tlet stepVal = max(1, sampleRadius / 8);\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tlet weight = exp(-0.5 * distSq / (sigma * sigma));\n\t\t\t\t\tglowAccum += sampleAlpha(in.uv + offset) * weight;\n\t\t\t\t\tglowWeightSum += weight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet blurredGlow = glowAccum / max(glowWeightSum, 1e-4);\n\t\tlet spreadFactor = spread / 100.0;\n\t\tlet spreadGlow = clamp(blurredGlow / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0);\n\t\tlet finalGlowAlpha = max(0.0, spreadGlow - origA) * opacity;\n\n\t\tif (finalGlowAlpha > 0.001) {\n\t\t\tlet glowCol = vec4<f32>(u.outerGlowColor.rgb, finalGlowAlpha);\n\t\t\tresult = compositeLayer(result, glowCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 3. OUTSIDE STROKE\n\t// =========================================================================\n\tif (u.strokeParams.x > 0.5 && u.strokeParams.z < 0.5) { // position == 0: outside\n\t\tlet size = u.strokeParams.y;\n\t\tlet opacity = u.strokeParams.w;\n\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\tvar maxAlpha = 0.0;\n\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\t\tlet sizeSq = size * size;\n\n\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\tif (distSq <= sizeSq) {\n\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\tmaxAlpha = max(maxAlpha, sAlpha);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet strokeAlpha = clamp(maxAlpha - origA, 0.0, 1.0) * opacity;\n\t\tif (strokeAlpha > 0.001) {\n\t\t\tlet strokeCol = vec4<f32>(u.strokeColor.rgb, strokeAlpha);\n\t\t\tresult = compositeLayer(result, strokeCol, blendMode);\n\t\t}\n\t}\n\n\t// =========================================================================\n\t// 4. BASE IMAGE LAYER (with Color Overlay, Bevel & Emboss, Inner Glow/Shadow)\n\t// =========================================================================\n\tif (origA > 0.001) {\n\t\tvar baseRgb = origColor.rgb;\n\n\t\t// Color Overlay\n\t\tif (u.colorOverlayParams.x > 0.5) {\n\t\t\tlet overlayOpacity = u.colorOverlayParams.y;\n\t\t\tlet overlayBlendMode = u32(u.colorOverlayParams.z);\n\t\t\tlet blendedOverlay = blendRgb(baseRgb, u.colorOverlayColor.rgb, overlayBlendMode);\n\t\t\tbaseRgb = mix(baseRgb, blendedOverlay, overlayOpacity);\n\t\t}\n\n\t\t// Bevel & Emboss\n\t\tif (u.bevelParams1.x > 0.5) {\n\t\t\tlet style = u.bevelParams1.y;\n\t\t\tlet technique = u.bevelParams1.z;\n\t\t\tlet depth = u.bevelParams1.w / 100.0;\n\t\t\tlet direction = u.bevelParams2.x;\n\t\t\tlet bevelSize = max(0.5, u.bevelParams2.y);\n\t\t\tlet soften = u.bevelParams2.z;\n\t\t\tlet lightAngle = u.bevelParams2.w;\n\t\t\tlet lightAltitude = u.bevelParams3.x;\n\t\t\tlet hlOpacity = u.bevelParams3.y;\n\t\t\tlet shOpacity = u.bevelParams3.z;\n\n\t\t\tlet lightDir = normalize(vec3<f32>(\n\t\t\t\t-cos(lightAngle) * cos(lightAltitude),\n\t\t\t\tsin(lightAngle) * cos(lightAltitude),\n\t\t\t\tsin(lightAltitude)\n\t\t\t));\n\n\t\t\tlet stepSize = max(1.0, bevelSize * 0.5 + soften) * texelSize;\n\t\t\tlet aL = sampleAlpha(in.uv - vec2<f32>(stepSize.x, 0.0));\n\t\t\tlet aR = sampleAlpha(in.uv + vec2<f32>(stepSize.x, 0.0));\n\t\t\tlet aT = sampleAlpha(in.uv - vec2<f32>(0.0, stepSize.y));\n\t\t\tlet aB = sampleAlpha(in.uv + vec2<f32>(0.0, stepSize.y));\n\n\t\t\tvar dx = (aR - aL) * depth * direction;\n\t\t\tvar dy = (aB - aT) * depth * direction;\n\n\t\t\tif (technique > 0.5) { // ChiselHard or ChiselSoft\n\t\t\t\tlet rampFactor = select(2.0, 1.5, technique > 1.5);\n\t\t\t\tdx = clamp(dx * rampFactor, -1.0, 1.0);\n\t\t\t\tdy = clamp(dy * rampFactor, -1.0, 1.0);\n\t\t\t}\n\n\t\t\tlet normal = normalize(vec3<f32>(-dx, -dy, 1.0));\n\t\t\tlet nDotL = dot(normal, lightDir);\n\n\t\t\tlet highlightAmount = max(0.0, nDotL) * hlOpacity;\n\t\t\tlet shadowAmount = max(0.0, -nDotL) * shOpacity;\n\n\t\t\tlet hlColor = mix(baseRgb, u.bevelHighlightColor.rgb + baseRgb, highlightAmount);\n\t\t\tlet shColor = mix(baseRgb, baseRgb * (1.0 - shadowAmount) + u.bevelShadowColor.rgb * shadowAmount, shadowAmount);\n\t\t\tbaseRgb = mix(shColor, hlColor, clamp(nDotL * 0.5 + 0.5, 0.0, 1.0));\n\t\t}\n\n\t\t// Inner Glow\n\t\tif (u.innerGlowParams.x > 0.5) {\n\t\t\tlet igOpacity = u.innerGlowParams.y;\n\t\t\tlet igSize = u.innerGlowParams.z;\n\t\t\tlet igSpread = u.innerGlowParams.w;\n\t\t\tlet igBlendMode = u32(u.innerGlowParams2.x);\n\n\t\t\tvar innerAccum = 0.0;\n\t\t\tvar innerWeight = 0.0;\n\t\t\tlet sigma = max(0.5, igSize * 0.4);\n\t\t\tlet sampleRadius = min(i32(ceil(igSize)), 16);\n\t\t\tlet stepVal = max(1, sampleRadius / 6);\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet weight = exp(-0.5 * f32(x * x + y * y) / (sigma * sigma));\n\t\t\t\t\tinnerAccum += sampleAlpha(in.uv + offset) * weight;\n\t\t\t\t\tinnerWeight += weight;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet blurredInner = innerAccum / max(innerWeight, 1e-4);\n\t\t\tlet innerGlowMask = max(0.0, origA - blurredInner);\n\t\t\tlet spreadFactor = igSpread / 100.0;\n\t\t\tlet finalInnerGlowAlpha = clamp(innerGlowMask / max(1.0 - spreadFactor * 0.95, 0.01), 0.0, 1.0) * igOpacity;\n\n\t\t\tif (finalInnerGlowAlpha > 0.001) {\n\t\t\t\tlet igBlended = blendRgb(baseRgb, u.innerGlowColor.rgb, igBlendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, igBlended, finalInnerGlowAlpha);\n\t\t\t}\n\t\t}\n\n\t\t// Inner Shadow\n\t\tif (u.innerShadowParams.x > 0.5) {\n\t\t\tlet isOpacity = u.innerShadowParams.y;\n\t\t\tlet isAngle = u.innerShadowParams.z;\n\t\t\tlet isDistance = u.innerShadowParams.w;\n\t\t\tlet isChoke = u.innerShadowParams2.x;\n\t\t\tlet isSize = u.innerShadowParams2.y;\n\t\t\tlet isBlendMode = u32(u.innerShadowParams2.z);\n\n\t\t\tlet isOffset = vec2<f32>(-cos(isAngle), sin(isAngle)) * isDistance * texelSize;\n\t\t\tlet shiftedA = sampleAlpha(in.uv + isOffset);\n\n\t\t\tvar isAccum = 0.0;\n\t\t\tvar isWeight = 0.0;\n\t\t\tlet sigma = max(0.5, isSize * 0.4);\n\t\t\tlet sampleRadius = min(i32(ceil(isSize)), 16);\n\t\t\tlet stepVal = max(1, sampleRadius / 6);\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y += stepVal) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x += stepVal) {\n\t\t\t\t\tlet offset = vec2<f32>(f32(x), f32(y)) * texelSize;\n\t\t\t\t\tlet weight = exp(-0.5 * f32(x * x + y * y) / (sigma * sigma));\n\t\t\t\t\tlet sShifted = sampleAlpha(in.uv + isOffset + offset);\n\t\t\t\t\tlet sOrig = sampleAlpha(in.uv + offset);\n\t\t\t\t\tisAccum += max(0.0, sOrig - sShifted) * weight;\n\t\t\t\t\tisWeight += weight;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet blurredIS = isAccum / max(isWeight, 1e-4);\n\t\t\tlet chokeFactor = isChoke / 100.0;\n\t\t\tlet finalISAlpha = clamp(blurredIS / max(1.0 - chokeFactor * 0.95, 0.01), 0.0, 1.0) * isOpacity;\n\n\t\t\tif (finalISAlpha > 0.001) {\n\t\t\t\tlet isBlended = blendRgb(baseRgb, u.innerShadowColor.rgb, isBlendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, isBlended, finalISAlpha);\n\t\t\t}\n\t\t}\n\n\t\t// Inside Stroke\n\t\tif (u.strokeParams.x > 0.5 && u.strokeParams.z > 1.5) { // position == 2: inside\n\t\t\tlet size = u.strokeParams.y;\n\t\t\tlet opacity = u.strokeParams.w;\n\t\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\t\tvar minAlpha = 1.0;\n\t\t\tlet sampleRadius = min(i32(ceil(size)), ${MAX_KERNEL});\n\t\t\tlet sizeSq = size * size;\n\n\t\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\t\tif (distSq <= sizeSq) {\n\t\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\t\tminAlpha = min(minAlpha, sAlpha);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet insideStrokeAlpha = clamp(origA - minAlpha, 0.0, 1.0) * opacity;\n\t\t\tif (insideStrokeAlpha > 0.001) {\n\t\t\t\tlet sBlended = blendRgb(baseRgb, u.strokeColor.rgb, blendMode);\n\t\t\t\tbaseRgb = mix(baseRgb, sBlended, insideStrokeAlpha);\n\t\t\t}\n\t\t}\n\n\t\tlet baseLayer = vec4<f32>(baseRgb, origA);\n\t\tresult = compositeLayer(result, baseLayer, 0u);\n\t}\n\n\t// =========================================================================\n\t// 5. CENTER STROKE\n\t// =========================================================================\n\tif (u.strokeParams.x > 0.5 && u.strokeParams.z >= 0.5 && u.strokeParams.z <= 1.5) { // position == 1: center\n\t\tlet size = u.strokeParams.y;\n\t\tlet opacity = u.strokeParams.w;\n\t\tlet blendMode = u32(u.strokeParams2.x);\n\n\t\tvar maxAlpha = 0.0;\n\t\tvar minAlpha = 1.0;\n\t\tlet halfSize = max(0.5, size * 0.5);\n\t\tlet sampleRadius = min(i32(ceil(halfSize)), ${MAX_KERNEL});\n\t\tlet halfSizeSq = halfSize * halfSize;\n\n\t\tfor (var y = -sampleRadius; y <= sampleRadius; y++) {\n\t\t\tfor (var x = -sampleRadius; x <= sampleRadius; x++) {\n\t\t\t\tlet distSq = f32(x * x + y * y);\n\t\t\t\tif (distSq <= halfSizeSq) {\n\t\t\t\t\tlet sAlpha = sampleAlpha(in.uv + vec2<f32>(f32(x), f32(y)) * texelSize);\n\t\t\t\t\tmaxAlpha = max(maxAlpha, sAlpha);\n\t\t\t\t\tminAlpha = min(minAlpha, sAlpha);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet centerStrokeAlpha = clamp(maxAlpha - minAlpha, 0.0, 1.0) * opacity;\n\t\tif (centerStrokeAlpha > 0.001) {\n\t\t\tlet strokeCol = vec4<f32>(u.strokeColor.rgb, centerStrokeAlpha);\n\t\t\tresult = compositeLayer(result, strokeCol, blendMode);\n\t\t}\n\t}\n\n\t// Output premultiplied alpha for QuadPipeline / WebGPU rendering\n\treturn vec4<f32>(result.rgb * result.a, result.a);\n}\n`;\nconst resourcesCache = /* @__PURE__ */ new WeakMap();\nfunction getLayerStyleResources(device, format) {\n\tlet res = resourcesCache.get(device);\n\tif (res) return res;\n\tconst module = device.createShaderModule({ code: WGSL_LAYER_STYLE_SHADER });\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tres = {\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule,\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [uniformLayout, textureLayout] }),\n\t\t\tformat,\n\t\t\tblend: PREMULTIPLIED_BLEND\n\t\t}),\n\t\tuniformLayout,\n\t\ttextureLayout\n\t};\n\tresourcesCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(88);\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props, drawChild } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"LayerStyle\" || !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 elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : (props.frame ?? 0) / (props.fps || 30);\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => {\n\t\tif (handleId && op.inputs?.[handleId]?.connectionValid) {\n\t\t\tconst outputItem = op.inputs[handleId].outputItem;\n\t\t\tif (!outputItem) return Math.max(clampMin, Math.min(clampMax, fallbackVal));\n\t\t\tif (outputItem.type === \"Number\") {\n\t\t\t\tconst numVal = typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal;\n\t\t\t\treturn Math.max(clampMin, Math.min(clampMax, numVal));\n\t\t\t}\n\t\t\tif (outputItem.type === \"Signal\") {\n\t\t\t\tconst data = outputItem.data;\n\t\t\t\tif (typeof data === \"number\") return Math.max(clampMin, Math.min(clampMax, data));\n\t\t\t\tif (data && typeof data === \"object\") {\n\t\t\t\t\tif (typeof data.value === \"number\") return Math.max(clampMin, Math.min(clampMax, data.value));\n\t\t\t\t\tconst amp = typeof data.amplitude === \"number\" ? data.amplitude : 1;\n\t\t\t\t\tconst freq = typeof data.frequency === \"number\" ? data.frequency : 1;\n\t\t\t\t\tconst phase = typeof data.phase === \"number\" ? data.phase : 0;\n\t\t\t\t\tconst offset = typeof data.offset === \"number\" ? data.offset : fallbackVal;\n\t\t\t\t\tconst t = elapsedSeconds;\n\t\t\t\t\tconst computed = offset + amp * Math.sin(2 * Math.PI * freq * t + phase);\n\t\t\t\t\treturn Math.max(clampMin, Math.min(clampMax, computed));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn Math.max(clampMin, Math.min(clampMax, fallbackVal));\n\t};\n\tconst childW = width;\n\tconst childH = height;\n\tconst childTex = ctx.renderer.getTemporaryTexture(childW, childH, [...props.excludeTextures || [], targetTexture]);\n\tconst childView = childTex.createView();\n\tctx.renderer.beginFrame(encoder, childView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, childW, childH, \"clear\").end();\n\tawait drawChild(childMedia, {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\tcontainerWidth: childW,\n\t\tcontainerHeight: childH\n\t}, childView, childTex, childW, childH);\n\tconst inputTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst inputView = inputTex.createView();\n\tconst inputPass = ctx.renderer.beginFrame(encoder, inputView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, width, height, \"clear\");\n\tctx.renderer.drawTexture(inputPass, childTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: childW,\n\t\theight: childH\n\t}, { opacity: 1 });\n\tinputPass.end();\n\tconst { pipeline, uniformLayout, textureLayout } = getLayerStyleResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst ds = op.dropShadow ?? {};\n\tconst is = op.innerShadow ?? {};\n\tconst og = op.outerGlow ?? {};\n\tconst ig = op.innerGlow ?? {};\n\tconst st = op.stroke ?? {};\n\tconst be = op.bevelEmboss ?? {};\n\tconst co = op.colorOverlay ?? {};\n\tconst dsCol = hexToRgba(ds.color ?? \"#000000\");\n\tconst dsOpacity = resolveField(op.dropShadowOpacityHandleId, ds.opacity ?? .75, 0, 1);\n\tconst dsAngle = resolveField(op.dropShadowAngleHandleId, ds.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst dsDist = resolveField(op.dropShadowDistanceHandleId, ds.distance ?? 10, 0, 500);\n\tconst dsSpread = resolveField(op.dropShadowSpreadHandleId, ds.spread ?? 0, 0, 100);\n\tconst dsSize = resolveField(op.dropShadowSizeHandleId, ds.size ?? 10, 0, 250);\n\tconst dsBlend = BLEND_MODE_MAP[ds.blendMode ?? \"multiply\"] ?? 1;\n\tconst isCol = hexToRgba(is.color ?? \"#000000\");\n\tconst isOpacity = resolveField(op.innerShadowOpacityHandleId, is.opacity ?? .75, 0, 1);\n\tconst isAngle = resolveField(op.innerShadowAngleHandleId, is.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst isDist = resolveField(op.innerShadowDistanceHandleId, is.distance ?? 5, 0, 500);\n\tconst isChoke = resolveField(op.innerShadowChokeHandleId, is.choke ?? 0, 0, 100);\n\tconst isSize = resolveField(op.innerShadowSizeHandleId, is.size ?? 5, 0, 250);\n\tconst isBlend = BLEND_MODE_MAP[is.blendMode ?? \"multiply\"] ?? 1;\n\tconst ogCol = hexToRgba(og.color ?? \"#ffffff\");\n\tconst ogOpacity = resolveField(op.outerGlowOpacityHandleId, og.opacity ?? .75, 0, 1);\n\tconst ogSize = resolveField(op.outerGlowSizeHandleId, og.size ?? 15, 0, 250);\n\tconst ogSpread = resolveField(op.outerGlowSpreadHandleId, og.spread ?? 0, 0, 100);\n\tconst ogBlend = BLEND_MODE_MAP[og.blendMode ?? \"screen\"] ?? 2;\n\tconst igCol = hexToRgba(ig.color ?? \"#ffffff\");\n\tconst igOpacity = resolveField(op.innerGlowOpacityHandleId, ig.opacity ?? .75, 0, 1);\n\tconst igSize = resolveField(op.innerGlowSizeHandleId, ig.size ?? 15, 0, 250);\n\tconst igSpread = resolveField(op.innerGlowSpreadHandleId, ig.spread ?? 0, 0, 100);\n\tconst igBlend = BLEND_MODE_MAP[ig.blendMode ?? \"screen\"] ?? 2;\n\tconst stCol = hexToRgba(st.color ?? \"#ffffff\");\n\tconst stSize = resolveField(op.strokeSizeHandleId, st.size ?? 2, 0, 100);\n\tconst stPos = STROKE_POS_MAP[st.position ?? \"outside\"] ?? 0;\n\tconst stOpacity = resolveField(op.strokeOpacityHandleId, st.opacity ?? 1, 0, 1);\n\tconst stBlend = BLEND_MODE_MAP[st.blendMode ?? \"normal\"] ?? 0;\n\tconst beHlCol = hexToRgba(be.highlightColor ?? \"#ffffff\");\n\tconst beShCol = hexToRgba(be.shadowColor ?? \"#000000\");\n\tconst beStyle = BEVEL_STYLE_MAP[be.style ?? \"InnerBevel\"] ?? 0;\n\tconst beTech = BEVEL_TECHNIQUE_MAP[be.technique ?? \"Smooth\"] ?? 0;\n\tconst beDepth = resolveField(op.bevelEmbossDepthHandleId, be.depth ?? 100, 1, 1e3);\n\tconst beDir = be.direction === \"Down\" ? -1 : 1;\n\tconst beSize = resolveField(op.bevelEmbossSizeHandleId, be.size ?? 5, 0, 250);\n\tconst beSoften = resolveField(op.bevelEmbossSoftenHandleId, be.soften ?? 0, 0, 50);\n\tconst beAngle = resolveField(op.bevelEmbossAngleHandleId, be.angle ?? 120, 0, 360) * Math.PI / 180;\n\tconst beAltitude = resolveField(op.bevelEmbossAltitudeHandleId, be.altitude ?? 30, 0, 90) * Math.PI / 180;\n\tconst beHlOpacity = resolveField(op.bevelEmbossHighlightOpacityHandleId, be.highlightOpacity ?? .75, 0, 1);\n\tconst beShOpacity = resolveField(op.bevelEmbossShadowOpacityHandleId, be.shadowOpacity ?? .75, 0, 1);\n\tconst coCol = hexToRgba(co.color ?? \"#ff0000\");\n\tconst coOpacity = resolveField(op.colorOverlayOpacityHandleId, co.opacity ?? 1, 0, 1);\n\tconst coBlend = BLEND_MODE_MAP[co.blendMode ?? \"normal\"] ?? 0;\n\tuniformBufferData.fill(0);\n\tuniformBufferData[0] = dsCol[0];\n\tuniformBufferData[1] = dsCol[1];\n\tuniformBufferData[2] = dsCol[2];\n\tuniformBufferData[3] = dsCol[3];\n\tuniformBufferData[4] = ds.enabled ? 1 : 0;\n\tuniformBufferData[5] = dsOpacity;\n\tuniformBufferData[6] = dsAngle;\n\tuniformBufferData[7] = dsDist;\n\tuniformBufferData[8] = dsSpread;\n\tuniformBufferData[9] = dsSize;\n\tuniformBufferData[10] = dsBlend;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = isCol[0];\n\tuniformBufferData[13] = isCol[1];\n\tuniformBufferData[14] = isCol[2];\n\tuniformBufferData[15] = isCol[3];\n\tuniformBufferData[16] = is.enabled ? 1 : 0;\n\tuniformBufferData[17] = isOpacity;\n\tuniformBufferData[18] = isAngle;\n\tuniformBufferData[19] = isDist;\n\tuniformBufferData[20] = isChoke;\n\tuniformBufferData[21] = isSize;\n\tuniformBufferData[22] = isBlend;\n\tuniformBufferData[23] = 0;\n\tuniformBufferData[24] = ogCol[0];\n\tuniformBufferData[25] = ogCol[1];\n\tuniformBufferData[26] = ogCol[2];\n\tuniformBufferData[27] = ogCol[3];\n\tuniformBufferData[28] = og.enabled ? 1 : 0;\n\tuniformBufferData[29] = ogOpacity;\n\tuniformBufferData[30] = ogSize;\n\tuniformBufferData[31] = ogSpread;\n\tuniformBufferData[32] = ogBlend;\n\tuniformBufferData[33] = 0;\n\tuniformBufferData[34] = 0;\n\tuniformBufferData[35] = 0;\n\tuniformBufferData[36] = igCol[0];\n\tuniformBufferData[37] = igCol[1];\n\tuniformBufferData[38] = igCol[2];\n\tuniformBufferData[39] = igCol[3];\n\tuniformBufferData[40] = ig.enabled ? 1 : 0;\n\tuniformBufferData[41] = igOpacity;\n\tuniformBufferData[42] = igSize;\n\tuniformBufferData[43] = igSpread;\n\tuniformBufferData[44] = igBlend;\n\tuniformBufferData[45] = 0;\n\tuniformBufferData[46] = 0;\n\tuniformBufferData[47] = 0;\n\tuniformBufferData[48] = stCol[0];\n\tuniformBufferData[49] = stCol[1];\n\tuniformBufferData[50] = stCol[2];\n\tuniformBufferData[51] = stCol[3];\n\tuniformBufferData[52] = st.enabled ? 1 : 0;\n\tuniformBufferData[53] = stSize;\n\tuniformBufferData[54] = stPos;\n\tuniformBufferData[55] = stOpacity;\n\tuniformBufferData[56] = stBlend;\n\tuniformBufferData[57] = 0;\n\tuniformBufferData[58] = 0;\n\tuniformBufferData[59] = 0;\n\tuniformBufferData[60] = beHlCol[0];\n\tuniformBufferData[61] = beHlCol[1];\n\tuniformBufferData[62] = beHlCol[2];\n\tuniformBufferData[63] = beHlCol[3];\n\tuniformBufferData[64] = beShCol[0];\n\tuniformBufferData[65] = beShCol[1];\n\tuniformBufferData[66] = beShCol[2];\n\tuniformBufferData[67] = beShCol[3];\n\tuniformBufferData[68] = be.enabled ? 1 : 0;\n\tuniformBufferData[69] = beStyle;\n\tuniformBufferData[70] = beTech;\n\tuniformBufferData[71] = beDepth;\n\tuniformBufferData[72] = beDir;\n\tuniformBufferData[73] = beSize;\n\tuniformBufferData[74] = beSoften;\n\tuniformBufferData[75] = beAngle;\n\tuniformBufferData[76] = beAltitude;\n\tuniformBufferData[77] = beHlOpacity;\n\tuniformBufferData[78] = beShOpacity;\n\tuniformBufferData[79] = 0;\n\tuniformBufferData[80] = coCol[0];\n\tuniformBufferData[81] = coCol[1];\n\tuniformBufferData[82] = coCol[2];\n\tuniformBufferData[83] = coCol[3];\n\tuniformBufferData[84] = co.enabled ? 1 : 0;\n\tuniformBufferData[85] = coOpacity;\n\tuniformBufferData[86] = coBlend;\n\tuniformBufferData[87] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\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: textureLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: inputView\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\tinputTex,\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* How far a LayerStyle draws past its layer: the drop shadow's offset plus\n* its blur, the outer glow, an outside or centred stroke. Unknown (null)\n* when one of those sizes is driven by a connected signal. Keep in step with\n* the shader above: anything it draws farther out must count here, or a\n* compositor running the style over the layer's region will clip it.\n*/\nconst layerStyleReach = (operation) => {\n\tconst op = operation;\n\tconst driven = (handle) => typeof handle === \"string\" && op.inputs?.[handle]?.connectionValid === true;\n\tif (driven(op.dropShadowDistanceHandleId) || driven(op.dropShadowSizeHandleId) || driven(op.outerGlowSizeHandleId) || driven(op.strokeSizeHandleId)) return null;\n\tconst style = (v) => v && typeof v === \"object\" && \"_value\" in v ? v._value : v;\n\tconst kernel = (size) => Math.min(Math.ceil(size ?? 0), MAX_KERNEL);\n\tconst ds = style(op.dropShadow);\n\tconst og = style(op.outerGlow);\n\tconst st = style(op.stroke);\n\tlet r = 0;\n\tif (ds?.enabled) r = Math.max(r, (ds.distance ?? 0) + kernel(ds.size));\n\tif (og?.enabled) r = Math.max(r, kernel(og.size));\n\tif (st?.enabled && st.position !== \"inside\") r = Math.max(r, kernel(st.size));\n\treturn Math.ceil(r) + 2;\n};\nWebGPURenderer.reach = layerStyleReach;\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -1,6 +1,6 @@
1
1
  import { n as defineRenderer, u as unwrapFrameParam } from "./renderer-mNSyac1V.mjs";
2
2
  import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-DVMepKaO.mjs";
3
- import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass } from "./gpu-CU2tEKJJ.mjs";
3
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass } from "./gpu-CMaa63nz.mjs";
4
4
  import { z } from "zod";
5
5
 
6
6
  //#region ../../nodes/node-patch-heal/dist/renderers-i-B6z1sf.mjs
@@ -561,4 +561,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: PatchHealWebGPURenderer
561
561
 
562
562
  //#endregion
563
563
  export { renderers_default as n, PatchHealWebGPURenderer as t };
564
- //# sourceMappingURL=renderer-DlZwbO-A.mjs.map
564
+ //# sourceMappingURL=renderer-BlPqTEii.mjs.map