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.
- package/README.md +30 -1
- package/dist/audio/index.mjs +10 -10
- package/dist/{audio-vatRe308.mjs → audio-BfQg37MW.mjs} +3 -3
- package/dist/{audio-vatRe308.mjs.map → audio-BfQg37MW.mjs.map} +1 -1
- package/dist/cli/check-worker.mjs +44 -44
- package/dist/components/index.d.mts +2 -2
- package/dist/components/index.mjs +43 -43
- package/dist/{dist-CFe1fC9l.mjs → dist-C1cCW7Bt.mjs} +8 -1
- package/dist/{dist-CFe1fC9l.mjs.map → dist-C1cCW7Bt.mjs.map} +1 -1
- package/dist/{dist-BbwtlSZO.mjs → dist-C8Xq3zgx.mjs} +2 -2
- package/dist/{dist-BbwtlSZO.mjs.map → dist-C8Xq3zgx.mjs.map} +1 -1
- package/dist/effects/index.d.mts +1 -1
- package/dist/effects/index.mjs +35 -35
- package/dist/{effects-CCyfjbhZ.mjs → effects-CemgqEPv.mjs} +2 -2
- package/dist/{effects-CCyfjbhZ.mjs.map → effects-CemgqEPv.mjs.map} +1 -1
- package/dist/fonts/index.mjs +2 -2
- package/dist/{fonts-C1mgtkCa.mjs → fonts-BW0pPcvJ.mjs} +2 -2
- package/dist/{fonts-C1mgtkCa.mjs.map → fonts-BW0pPcvJ.mjs.map} +1 -1
- package/dist/{gpu-CU2tEKJJ.mjs → gpu-CMaa63nz.mjs} +2 -2
- package/dist/{gpu-CU2tEKJJ.mjs.map → gpu-CMaa63nz.mjs.map} +1 -1
- package/dist/{index-BwRrsP_V.d.mts → index-CZjrnylh.d.mts} +457 -417
- package/dist/index-CZjrnylh.d.mts.map +1 -0
- package/dist/index-D5UDyVMb.d.mts.map +1 -1
- package/dist/{index-UDDAfHAF.d.mts → index-Du5YgdzM.d.mts} +50 -12
- package/dist/index-Du5YgdzM.d.mts.map +1 -0
- package/dist/index.d.mts +3 -3
- package/dist/index.mjs +50 -50
- package/dist/preview/index.mjs +10 -10
- package/dist/{preview-WXbsf6Dv.mjs → preview-BQVgn6Ho.mjs} +2 -2
- package/dist/{preview-WXbsf6Dv.mjs.map → preview-BQVgn6Ho.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/{chunk-JGDZQCNU.mjs → chunk-2B722GXM.mjs} +1 -1
- package/dist/preview-engine/{chunk-GFW3D464.mjs → chunk-2DWY7UBV.mjs} +1 -1
- package/dist/preview-engine/{chunk-72DYOIMP.mjs → chunk-2PYTDN2C.mjs} +1 -1
- package/dist/preview-engine/{chunk-PF3SXQNV.mjs → chunk-34DL53D5.mjs} +1 -1
- package/dist/preview-engine/{chunk-GLXJOXBE.mjs → chunk-34RJ7GAS.mjs} +1 -1
- package/dist/preview-engine/{chunk-6OY4YLTC.mjs → chunk-35HMRW4I.mjs} +1 -1
- package/dist/preview-engine/chunk-374QY63R.mjs +1974 -0
- package/dist/preview-engine/{chunk-W26U6BP2.mjs → chunk-4WYM72ZN.mjs} +1 -1
- package/dist/preview-engine/{chunk-EQ4VBUWM.mjs → chunk-5AWAOMBR.mjs} +1 -1
- package/dist/preview-engine/{chunk-J4SHMCTG.mjs → chunk-6R3UJBL5.mjs} +1 -1
- package/dist/preview-engine/{chunk-VHGC72XP.mjs → chunk-73CNXGAK.mjs} +1 -1
- package/dist/preview-engine/{chunk-KYOPOCO5.mjs → chunk-AHQCDTD6.mjs} +1 -1
- package/dist/preview-engine/{chunk-ADV2TIKA.mjs → chunk-BEYA25UZ.mjs} +1 -1
- package/dist/preview-engine/{chunk-RBDIRBEI.mjs → chunk-BJV2LBII.mjs} +1 -1
- package/dist/preview-engine/{chunk-LBJBBEKP.mjs → chunk-BVDWS3D2.mjs} +1 -1
- package/dist/preview-engine/chunk-BXPM5SJ3.mjs +1 -0
- package/dist/preview-engine/{chunk-NIPWL6Z5.mjs → chunk-C4M3B2Q2.mjs} +1 -1
- package/dist/preview-engine/{chunk-LLUFOFF4.mjs → chunk-CC4NNNIY.mjs} +1 -1
- package/dist/preview-engine/chunk-CCB3VTY2.mjs +39 -0
- package/dist/preview-engine/{chunk-NX66555S.mjs → chunk-CN2VLYLB.mjs} +1 -1
- package/dist/preview-engine/{chunk-SK7PUBTC.mjs → chunk-DMSZXG56.mjs} +1 -1
- package/dist/preview-engine/{chunk-WC257OBY.mjs → chunk-DVZITDQS.mjs} +1 -1
- package/dist/preview-engine/{chunk-COZG35ZR.mjs → chunk-FTCEG3SF.mjs} +1 -1
- package/dist/preview-engine/{chunk-57LES7TL.mjs → chunk-GA4HNR44.mjs} +1 -1
- package/dist/preview-engine/chunk-GEUUXTDL.mjs +138 -0
- package/dist/preview-engine/{chunk-S4WNCEMO.mjs → chunk-GIICZZQI.mjs} +1 -1
- package/dist/preview-engine/{chunk-RTHU7REC.mjs → chunk-GRJJVSOV.mjs} +1 -1
- package/dist/preview-engine/{chunk-RGDM6PQ5.mjs → chunk-GZWA5QJS.mjs} +1 -1
- package/dist/preview-engine/{chunk-LZNNM5OB.mjs → chunk-H7BSN7V7.mjs} +1 -1
- package/dist/preview-engine/{chunk-JXUENEQO.mjs → chunk-HOV6DDBZ.mjs} +1 -1
- package/dist/preview-engine/{chunk-C6XLAJLL.mjs → chunk-JSYG6OWZ.mjs} +1 -1
- package/dist/preview-engine/{chunk-GZVPVOHB.mjs → chunk-K3C6GUQD.mjs} +1 -1
- package/dist/preview-engine/chunk-KOVN277Z.mjs +1 -0
- package/dist/preview-engine/{chunk-Y6TWMUJC.mjs → chunk-LVYVXVZO.mjs} +1 -1
- package/dist/preview-engine/{chunk-NKAVHU7H.mjs → chunk-MIEH74UH.mjs} +7 -7
- package/dist/preview-engine/{chunk-AVDHZNIZ.mjs → chunk-OH5W5EL6.mjs} +1 -1
- package/dist/preview-engine/{chunk-22F33PPP.mjs → chunk-P5FKRQFU.mjs} +1 -1
- package/dist/preview-engine/{chunk-7X2AUKTU.mjs → chunk-PM2W4VLT.mjs} +1 -1
- package/dist/preview-engine/{chunk-PYX6Q2EJ.mjs → chunk-QCSVT73T.mjs} +1 -1
- package/dist/preview-engine/{chunk-523CTDOC.mjs → chunk-RJIAES3X.mjs} +1 -1
- package/dist/preview-engine/{chunk-DPQN7WYQ.mjs → chunk-S2ABWY5G.mjs} +1 -1
- package/dist/preview-engine/{chunk-G7JJ6HVL.mjs → chunk-SF37HXAH.mjs} +1 -1
- package/dist/preview-engine/{chunk-OKLYIQ5F.mjs → chunk-SPJPM43P.mjs} +1 -1
- package/dist/preview-engine/{chunk-UOTMBWBJ.mjs → chunk-TNJEZKXM.mjs} +1 -1
- package/dist/preview-engine/chunk-ULOFDFHJ.mjs +1 -0
- package/dist/preview-engine/{chunk-LLB3AGBQ.mjs → chunk-UQKPDGEH.mjs} +1 -1
- package/dist/preview-engine/{chunk-DISKQ5MH.mjs → chunk-UXYM2G6J.mjs} +1 -1
- package/dist/preview-engine/{chunk-U5YNECNG.mjs → chunk-VN36PRVD.mjs} +1 -1
- package/dist/preview-engine/{chunk-PMOKPVSD.mjs → chunk-VVE2QHVG.mjs} +1 -1
- package/dist/preview-engine/{chunk-PEUQRSIM.mjs → chunk-Y5K5LVOR.mjs} +1 -1
- package/dist/preview-engine/chunk-YGKO4NIU.mjs +1 -0
- package/dist/preview-engine/{chunk-PSEMCJBH.mjs → chunk-ZJ5SWTCW.mjs} +1 -1
- package/dist/preview-engine/chunk-ZY47XIRK.mjs +5 -0
- package/dist/preview-engine/components.mjs +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +1 -1
- package/dist/preview-engine/player.mjs +1 -1
- package/dist/preview-engine/renderers-3BOQOUEU.mjs +1 -0
- package/dist/preview-engine/renderers-3M2FESR2.mjs +1 -0
- package/dist/preview-engine/{renderers-FEEIDQF3.mjs → renderers-4F7WLQD5.mjs} +1 -1
- package/dist/preview-engine/{renderers-OP6MKYRM.mjs → renderers-5KANN7XF.mjs} +1 -1
- package/dist/preview-engine/{renderers-TVRR7PGN.mjs → renderers-5TO2SXFR.mjs} +1 -1
- package/dist/preview-engine/{renderers-DR7UZ3QR.mjs → renderers-5UZ3YFBD.mjs} +1 -1
- package/dist/preview-engine/renderers-6LHIWKMZ.mjs +1 -0
- package/dist/preview-engine/{renderers-7F2KF5RE.mjs → renderers-6Z7DWAPH.mjs} +1 -1
- package/dist/preview-engine/renderers-77PDUMYI.mjs +1 -0
- package/dist/preview-engine/{renderers-3J3NCOAI.mjs → renderers-7C5RA3R5.mjs} +1 -1
- package/dist/preview-engine/{renderers-KPCQGBIY.mjs → renderers-7XHO6M3B.mjs} +1 -1
- package/dist/preview-engine/{renderers-KJAOPYAU.mjs → renderers-A24KZK2Q.mjs} +1 -1
- package/dist/preview-engine/renderers-A43VCJ7X.mjs +1 -0
- package/dist/preview-engine/renderers-AKY464RY.mjs +1 -0
- package/dist/preview-engine/renderers-C5UO6PL5.mjs +1 -0
- package/dist/preview-engine/renderers-C64QSZO4.mjs +1 -0
- package/dist/preview-engine/renderers-CIRCR6NG.mjs +1 -0
- package/dist/preview-engine/renderers-CIWOPETY.mjs +1 -0
- package/dist/preview-engine/renderers-CUMVIVHI.mjs +1 -0
- package/dist/preview-engine/renderers-CZEZCELP.mjs +1 -0
- package/dist/preview-engine/{renderers-R3YVLWKV.mjs → renderers-ENMY4DKF.mjs} +1 -1
- package/dist/preview-engine/{renderers-AAENCA7X.mjs → renderers-FSI5KNGZ.mjs} +1 -1
- package/dist/preview-engine/renderers-FSQMWHQM.mjs +1 -0
- package/dist/preview-engine/renderers-FZEW5C23.mjs +1 -0
- package/dist/preview-engine/renderers-HCET2IML.mjs +1 -0
- package/dist/preview-engine/{renderers-LBX7GPDU.mjs → renderers-IHGAWLUF.mjs} +1 -1
- package/dist/preview-engine/renderers-IUOOC6K7.mjs +1 -0
- package/dist/preview-engine/{renderers-VXMR47WZ.mjs → renderers-KC6ZSKCW.mjs} +1 -1
- package/dist/preview-engine/renderers-KYYJLVIJ.mjs +1 -0
- package/dist/preview-engine/renderers-L4GE7WV3.mjs +1 -0
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- package/dist/preview-engine/renderers-LRAFWKCO.mjs +1 -0
- package/dist/preview-engine/renderers-LU3XZWEB.mjs +1 -0
- package/dist/preview-engine/{renderers-4YYGKLDK.mjs → renderers-MD3PRFZL.mjs} +1 -1
- package/dist/preview-engine/renderers-MOEC2XZZ.mjs +1 -0
- package/dist/preview-engine/{renderers-RGDTRVZM.mjs → renderers-NCGH2WWJ.mjs} +1 -1
- package/dist/preview-engine/renderers-ND2WV4K3.mjs +1 -0
- package/dist/preview-engine/renderers-NJ5CWVVH.mjs +1 -0
- package/dist/preview-engine/renderers-NKXYPR3V.mjs +1 -0
- package/dist/preview-engine/{renderers-WVQQZQ6Y.mjs → renderers-NUAI4TO5.mjs} +1 -1
- package/dist/preview-engine/renderers-NWR66CGK.mjs +1 -0
- package/dist/preview-engine/renderers-O22WTBRM.mjs +1 -0
- package/dist/preview-engine/renderers-O55BEDQZ.mjs +1 -0
- package/dist/preview-engine/renderers-PBBA7LQB.mjs +1 -0
- package/dist/preview-engine/{renderers-BL7Z3FTF.mjs → renderers-PIIEUKFE.mjs} +1 -1
- package/dist/preview-engine/renderers-PPZK6VEW.mjs +1 -0
- package/dist/preview-engine/renderers-Q6LJRZ7R.mjs +1 -0
- package/dist/preview-engine/{renderers-7TNEKJZS.mjs → renderers-QA2HKUJJ.mjs} +1 -1
- package/dist/preview-engine/renderers-RMEACSRL.mjs +1 -0
- package/dist/preview-engine/{renderers-AWRIELVX.mjs → renderers-RN2MHIFK.mjs} +1 -1
- package/dist/preview-engine/renderers-SEIAUKJF.mjs +1 -0
- package/dist/preview-engine/renderers-SP42LCSI.mjs +1 -0
- package/dist/preview-engine/{renderers-OE55O27K.mjs → renderers-T74CQCEN.mjs} +1 -1
- package/dist/preview-engine/renderers-T7SZA3BX.mjs +1 -0
- package/dist/preview-engine/{renderers-ZUQ2ZBYY.mjs → renderers-TGJSOKDY.mjs} +1 -1
- package/dist/preview-engine/renderers-TSBV4KPE.mjs +1 -0
- package/dist/preview-engine/{renderers-2SE5BLLB.mjs → renderers-U4M7ZCV4.mjs} +1 -1
- package/dist/preview-engine/{renderers-YEI4K4W4.mjs → renderers-V3AQO7AR.mjs} +1 -1
- package/dist/preview-engine/renderers-VADTDAHD.mjs +1 -0
- package/dist/preview-engine/renderers-VNNWI5C3.mjs +1 -0
- package/dist/preview-engine/{renderers-YYMRKHAA.mjs → renderers-WEYAHOBK.mjs} +1 -1
- package/dist/preview-engine/renderers-WZ75MLP3.mjs +1 -0
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- package/dist/preview-engine/renderers-YESJR4O7.mjs +1 -0
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- package/dist/preview-engine/{renderers-V4VML5IG.mjs → renderers-ZACSHGNZ.mjs} +1 -1
- package/dist/preview-engine/signals.mjs +1 -1
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- package/dist/{program-Cq4gP9Dd.mjs.map → program-CKpKkllV.mjs.map} +1 -1
- package/dist/renderer/index.mjs +2 -2
- package/dist/renderer--Ac-dg4A.mjs +5 -0
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{"version":3,"file":"renderer-DlZwbO-A.mjs","names":[],"sources":["../../../nodes/node-patch-heal/dist/renderers-i-B6z1sf.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { ImageResultSchema, VideoResultSchema, configBuilder, unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 500;\nconst MAX_FEATHER = 100;\nconst MAX_OFFSET = 4096;\nconst PatchItemSchema = z.object({\n\tid: z.string().default(\"patch\"),\n\tcenterX: z.number().min(0).max(1).default(.5),\n\tcenterY: z.number().min(0).max(1).default(.5),\n\toffsetX: z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(50),\n\toffsetY: z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(0),\n\tradius: z.number().min(1).max(MAX_RADIUS).default(25),\n\tsourceRadius: z.number().min(1).max(MAX_RADIUS).default(25),\n\tfeather: z.number().min(0).max(MAX_FEATHER).default(50),\n\topacity: z.number().min(0).max(1).default(1),\n\tmode: z.enum([\n\t\t\"Clone\",\n\t\t\"SeamlessHeal\",\n\t\t\"TextureTransfer\"\n\t]).default(\"SeamlessHeal\")\n});\nconst patchHealConfig = configBuilder().field(\"patches\", z.array(PatchItemSchema).optional(), {\n\tlabel: \"Patches\",\n\tdescription: \"List of patch healing operations applied sequentially.\"\n}).field(\"centerX\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center X Signal\",\n\tdescription: \"Horizontal normalized position of destination patch (0.0 to 1.0).\"\n}).field(\"centerY\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center Y Signal\",\n\tdescription: \"Vertical normalized position of destination patch (0.0 to 1.0).\"\n}).field(\"offsetX\", z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Offset X Signal\",\n\tdescription: \"Horizontal pixel distance from destination to sample source patch.\"\n}).field(\"offsetY\", z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Offset Y Signal\",\n\tdescription: \"Vertical pixel distance from destination to sample source patch.\"\n}).field(\"radius\", z.number().min(1).max(MAX_RADIUS).default(25), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Target Radius Signal\",\n\tdescription: \"Radius of the destination circular patch in pixels (used when no explicit Mask input is connected).\"\n}).field(\"sourceRadius\", z.number().min(1).max(MAX_RADIUS).default(25), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Radius Signal\",\n\tdescription: \"Radius of the source sample circular patch in pixels.\"\n}).field(\"feather\", z.number().min(0).max(MAX_FEATHER).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Feather Signal\",\n\tdescription: \"Softness edge falloff percentage (0–100%).\"\n}).field(\"opacity\", z.number().min(0).max(1).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Opacity Signal\",\n\tdescription: \"Blending opacity of the healed patch (0.0–1.0).\"\n}).field(\"mode\", z.enum([\n\t\"Clone\",\n\t\"SeamlessHeal\",\n\t\"TextureTransfer\"\n]).default(\"SeamlessHeal\"), {\n\tlabel: \"Healing Mode\",\n\tdescription: \"Healing algorithm: Clone (direct stamp), SeamlessHeal (Poisson color/lighting blend), TextureTransfer (luminance structure matching).\"\n}).build();\nconst PatchHealNodeConfigSchema = patchHealConfig.schema;\nfunction normalizePatches(config) {\n\tif (config?.patches && config.patches.length > 0) return config.patches.map((p, idx) => ({\n\t\tid: p.id || `patch-${idx + 1}`,\n\t\tcenterX: p.centerX ?? .5,\n\t\tcenterY: p.centerY ?? .5,\n\t\toffsetX: p.offsetX ?? 50,\n\t\toffsetY: p.offsetY ?? 0,\n\t\tradius: p.radius ?? 25,\n\t\tsourceRadius: p.sourceRadius ?? p.radius ?? 25,\n\t\tfeather: p.feather ?? 50,\n\t\topacity: p.opacity ?? 1,\n\t\tmode: p.mode ?? \"SeamlessHeal\"\n\t}));\n\tconst fallbackRadius = config?.radius ?? 25;\n\treturn [{\n\t\tid: \"patch-1\",\n\t\tcenterX: config?.centerX ?? .5,\n\t\tcenterY: config?.centerY ?? .5,\n\t\toffsetX: config?.offsetX ?? 50,\n\t\toffsetY: config?.offsetY ?? 0,\n\t\tradius: fallbackRadius,\n\t\tsourceRadius: config?.sourceRadius ?? fallbackRadius,\n\t\tfeather: config?.feather ?? 50,\n\t\topacity: config?.opacity ?? 1,\n\t\tmode: config?.mode ?? \"SeamlessHeal\"\n\t}];\n}\nconst PatchHealResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst PATCH_HEAL_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_FULLSCREEN_VS = `\nstruct VertexOutput {\n @builtin(position) position : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex\nfn vs_main(@builtin(vertex_index) vertexIndex : u32) -> VertexOutput {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>( 1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>( 1.0, -1.0)\n );\n var uvs = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n var output : VertexOutput;\n output.position = vec4<f32>(pos[vertexIndex], 0.0, 1.0);\n output.uv = uvs[vertexIndex];\n return output;\n}\n`;\nconst WGSL_PATCHHEAL_FS = `\n\nstruct PatchHealUniforms {\n offsetX : f32,\n offsetY : f32,\n centerX : f32,\n centerY : f32,\n\n radius : f32,\n sourceRadius : f32,\n feather : f32,\n opacity : f32,\n\n mode : f32,\n hasMask : f32,\n hasOffsetXSig : f32,\n hasOffsetYSig : f32,\n\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n hasRadiusSig : f32,\n hasSourceRadSig : f32,\n\n hasFeatherSig : f32,\n hasOpacitySig : f32,\n pad0 : f32,\n pad1 : f32,\n};\n\n\n@group(0) @binding(0) var<uniform> u : PatchHealUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var maskTex : texture_2d<f32>;\n@group(1) @binding(2) 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 centerXSigTex : texture_2d<f32>;\n@group(2) @binding(3) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(5) var sourceRadSigTex : texture_2d<f32>;\n@group(2) @binding(6) var featherSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n\nfn getLuminance(c : vec3<f32>) -> f32 {\n return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\nfn sampleBoxBlur(tex : texture_2d<f32>, smp : sampler, centerUv : vec2<f32>, blurPx : f32, dims : vec2<f32>) -> vec4<f32> {\n let texel = 1.0 / dims;\n let stepSize = max(1.0, blurPx / 3.0);\n var accum = vec4<f32>(0.0);\n var count = 0.0;\n\n for (var y = -2; y <= 2; y++) {\n for (var x = -2; x <= 2; x++) {\n let offset = vec2<f32>(f32(x) * stepSize, f32(y) * stepSize) * texel;\n let sampleUv = clamp(centerUv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n accum += textureSampleLevel(tex, smp, sampleUv, 0.0);\n count += 1.0;\n }\n }\n return accum / count;\n}\n\n@fragment\nfn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {\n let dimensions = vec2<f32>(textureDimensions(srcTex));\n\n var offsetX = u.offsetX;\n if (u.hasOffsetXSig > 0.5) {\n offsetX = textureSampleLevel(offsetXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var offsetY = u.offsetY;\n if (u.hasOffsetYSig > 0.5) {\n offsetY = textureSampleLevel(offsetYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var sourceRadius = u.sourceRadius;\n if (u.hasSourceRadSig > 0.5) {\n sourceRadius = textureSampleLevel(sourceRadSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var feather = u.feather;\n if (u.hasFeatherSig > 0.5) {\n feather = textureSampleLevel(featherSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var opacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n opacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dstCol = textureSampleLevel(srcTex, samp, in.uv, 0.0);\n\n // Calculate mask weight (either from explicit mask or procedural circular patch)\n var maskWeight = 0.0;\n let targetCenterUV = vec2<f32>(centerX, centerY);\n\n if (u.hasMask > 0.5) {\n let maskCol = textureSampleLevel(maskTex, samp, in.uv, 0.0);\n maskWeight = max(maskCol.a, max(maskCol.r, max(maskCol.g, maskCol.b)));\n } else {\n let distPx = length((in.uv - targetCenterUV) * dimensions);\n let innerRadius = radius * max(0.0, 1.0 - feather / 100.0);\n maskWeight = 1.0 - smoothstep(innerRadius, max(innerRadius + 0.001, radius), distPx);\n }\n\n let blendWeight = clamp(maskWeight * opacity, 0.0, 1.0);\n if (blendWeight < 1e-4) {\n return dstCol;\n }\n\n // Compute source sample coordinate (scaling from sourceRadius to target radius if different)\n let sourceCenterUV = targetCenterUV + vec2<f32>(offsetX, offsetY) / dimensions;\n let srcScale = max(1.0, sourceRadius) / max(1.0, radius);\n let uvFromTargetCenter = in.uv - targetCenterUV;\n let srcUV = clamp(sourceCenterUV + uvFromTargetCenter * srcScale, vec2<f32>(0.0), vec2<f32>(1.0));\n let srcCol = textureSampleLevel(srcTex, samp, srcUV, 0.0);\n\n var healedCol = srcCol;\n\n if (u.mode > 0.5 && u.mode < 1.5) {\n // Mode 1: Seamless Heal (Poisson gradient / local illumination matching)\n let blurRadius = max(4.0, radius * 0.4);\n let srcBlur = sampleBoxBlur(srcTex, samp, srcUV, blurRadius, dimensions);\n let dstBlur = sampleBoxBlur(srcTex, samp, in.uv, blurRadius, dimensions);\n\n let srcDetail = srcCol.rgb - srcBlur.rgb;\n let healedRgb = dstBlur.rgb + srcDetail;\n let clampedRgb = clamp(healedRgb, vec3<f32>(0.0), vec3<f32>(srcCol.a));\n healedCol = vec4<f32>(clampedRgb, srcCol.a);\n } else if (u.mode >= 1.5) {\n // Mode 2: Texture Transfer (Luminance structure matching)\n let blurRadius = max(4.0, radius * 0.4);\n let srcBlur = sampleBoxBlur(srcTex, samp, srcUV, blurRadius, dimensions);\n\n let lumaSrc = getLuminance(srcCol.rgb);\n let lumaSrcBlur = getLuminance(srcBlur.rgb);\n let lumaDelta = lumaSrc - lumaSrcBlur;\n\n let healedRgb = dstCol.rgb + vec3<f32>(lumaDelta);\n let clampedRgb = clamp(healedRgb, vec3<f32>(0.0), vec3<f32>(dstCol.a));\n healedCol = vec4<f32>(clampedRgb, dstCol.a);\n }\n\n return mix(dstCol, healedCol, blendWeight);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = texturesLayout(device, 2);\n\tconst signalTextureLayout = texturesLayout(device, 8);\n\tres = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: `${WGSL_FULLSCREEN_VS}\\n${WGSL_PATCHHEAL_FS}` }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat,\n\t\t\tblend: {\n\t\t\t\tcolor: {\n\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\tdstFactor: \"zero\",\n\t\t\t\t\toperation: \"add\"\n\t\t\t\t},\n\t\t\t\talpha: {\n\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\tdstFactor: \"zero\",\n\t\t\t\t\toperation: \"add\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tvertexEntryPoint: \"vs_main\",\n\t\t\tfragmentEntryPoint: \"fs_main\"\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst PatchHealWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"PatchHeal\" || !op) return;\n\tconst childMedia = props.virtualMedia?.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"patch_heal_node\";\n\tconst { texture: tmpSrcTex, view: tmpSrcView } = await drawChildToTexture(args, childMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\trenderId: `${props.renderId}-src`\n\t} });\n\tlet maskTex = null;\n\tif (op.maskMedia) ({texture: maskTex} = await drawChildToTexture(args, op.maskMedia, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: op.maskMedia,\n\t\t\trenderId: `${props.renderId}-mask`,\n\t\t\texcludeTextures: [...props.excludeTextures || [], tmpSrcTex]\n\t\t},\n\t\texclude: [tmpSrcTex]\n\t}));\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getDeviceResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst patches = normalizePatches(op);\n\tconst resolveBindable = (configKey, fallbackVal, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = fallbackVal;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") {\n\t\t\tconst numVal = typeof input.outputItem.data === \"number\" ? input.outputItem.data : input.outputItem.data?.value ?? fallbackVal;\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(numVal)));\n\t\t} else {\n\t\t\tconst rawVal = unwrapFrameParam(fallbackVal, compositionFrame, fps).value;\n\t\t\tconst numVal = Number(rawVal ?? fallbackVal);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? fallbackVal : numVal));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst dummyMaskView = maskTex ? maskTex.createView() : tmpSrcView;\n\tlet currentInputTex = tmpSrcTex;\n\tconst pingTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpSrcTex,\n\t\t...maskTex ? [maskTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst pongTex = patches.length > 1 ? ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpSrcTex,\n\t\tpingTex,\n\t\t...maskTex ? [maskTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]) : pingTex;\n\tfor (let i = 0; i < patches.length; i++) {\n\t\tconst patch = patches[i];\n\t\tconst isFirstPatch = i === 0;\n\t\tconst centerXRes = isFirstPatch ? resolveBindable(\"centerX\", patch.centerX, 0, 1) : {\n\t\t\tval: patch.centerX,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst centerYRes = isFirstPatch ? resolveBindable(\"centerY\", patch.centerY, 0, 1) : {\n\t\t\tval: patch.centerY,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst offsetXRes = isFirstPatch ? resolveBindable(\"offsetX\", patch.offsetX, -MAX_OFFSET, MAX_OFFSET) : {\n\t\t\tval: patch.offsetX,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst offsetYRes = isFirstPatch ? resolveBindable(\"offsetY\", patch.offsetY, -MAX_OFFSET, MAX_OFFSET) : {\n\t\t\tval: patch.offsetY,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst radiusRes = isFirstPatch ? resolveBindable(\"radius\", patch.radius, 1, MAX_RADIUS) : {\n\t\t\tval: patch.radius,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst sourceRadiusRes = isFirstPatch ? resolveBindable(\"sourceRadius\", patch.sourceRadius ?? patch.radius, 1, MAX_RADIUS) : {\n\t\t\tval: patch.sourceRadius ?? patch.radius,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst featherRes = isFirstPatch ? resolveBindable(\"feather\", patch.feather, 0, MAX_FEATHER) : {\n\t\t\tval: patch.feather,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst opacityRes = isFirstPatch ? resolveBindable(\"opacity\", patch.opacity, 0, 1) : {\n\t\t\tval: patch.opacity,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst signalContext = {\n\t\t\targs,\n\t\t\twidth,\n\t\t\theight,\n\t\t\tframe,\n\t\t\tfps,\n\t\t\telapsedSeconds,\n\t\t\tdurationSeconds\n\t\t};\n\t\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\t\tconst offsetXView = getSignalView(offsetXRes, \"offsetX_sig\");\n\t\tconst offsetYView = getSignalView(offsetYRes, \"offsetY_sig\");\n\t\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\t\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\t\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\t\tconst sourceRadiusView = getSignalView(sourceRadiusRes, \"sourceRadius_sig\");\n\t\tconst featherView = getSignalView(featherRes, \"feather_sig\");\n\t\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\t\tconst modeNum = patch.mode === \"Clone\" ? 0 : patch.mode === \"TextureTransfer\" ? 2 : 1;\n\t\tconst patchData = new Float32Array(20);\n\t\tpatchData[0] = offsetXRes.val;\n\t\tpatchData[1] = offsetYRes.val;\n\t\tpatchData[2] = centerXRes.val;\n\t\tpatchData[3] = centerYRes.val;\n\t\tpatchData[4] = radiusRes.val;\n\t\tpatchData[5] = sourceRadiusRes.val;\n\t\tpatchData[6] = featherRes.val;\n\t\tpatchData[7] = opacityRes.val;\n\t\tpatchData[8] = modeNum;\n\t\tpatchData[9] = maskTex ? 1 : 0;\n\t\tpatchData[10] = offsetXRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[11] = offsetYRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[12] = centerXRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[13] = centerYRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[14] = radiusRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[15] = sourceRadiusRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[16] = featherRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[17] = opacityRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[18] = 0;\n\t\tpatchData[19] = 0;\n\t\tconst uBuffer = ctx.renderer.getTemporaryBuffer(patchData);\n\t\tconst destinationTex = i % 2 === 0 ? pingTex : pongTex;\n\t\tconst texBindGroup = ctx.device.createBindGroup({\n\t\t\tlayout: tLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: currentInputTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: dummyMaskView\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\tconst sigBindGroup = ctx.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: centerXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: centerYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: radiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sourceRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: featherView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: opacityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tdrawFullscreenPass(encoder, destinationTex.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: uLayout,\n\t\t\t\tentries: [{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: uBuffer }\n\t\t\t\t}]\n\t\t\t}),\n\t\t\ttexBindGroup,\n\t\t\tsigBindGroup\n\t\t]);\n\t\tcurrentInputTex = destinationTex;\n\t}\n\tdrawTextureToTarget(args, currentInputTex);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: PatchHealWebGPURenderer });\n\n//#endregion\nexport { MAX_RADIUS as a, PatchHealResultSchema as c, patchHealConfig as d, MAX_OFFSET as i, PatchItemSchema as l, PatchHealWebGPURenderer as n, PATCH_HEAL_OUTPUT_TYPE_MAP as o, MAX_FEATHER as r, PatchHealNodeConfigSchema as s, renderers_default as t, normalizePatches as u };\n//# 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{"version":3,"file":"renderer-BlPqTEii.mjs","names":[],"sources":["../../../nodes/node-patch-heal/dist/renderers-i-B6z1sf.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { ImageResultSchema, VideoResultSchema, configBuilder, unwrapFrameParam } from \"@framefields/node-sdk\";\nimport { createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 500;\nconst MAX_FEATHER = 100;\nconst MAX_OFFSET = 4096;\nconst PatchItemSchema = z.object({\n\tid: z.string().default(\"patch\"),\n\tcenterX: z.number().min(0).max(1).default(.5),\n\tcenterY: z.number().min(0).max(1).default(.5),\n\toffsetX: z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(50),\n\toffsetY: z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(0),\n\tradius: z.number().min(1).max(MAX_RADIUS).default(25),\n\tsourceRadius: z.number().min(1).max(MAX_RADIUS).default(25),\n\tfeather: z.number().min(0).max(MAX_FEATHER).default(50),\n\topacity: z.number().min(0).max(1).default(1),\n\tmode: z.enum([\n\t\t\"Clone\",\n\t\t\"SeamlessHeal\",\n\t\t\"TextureTransfer\"\n\t]).default(\"SeamlessHeal\")\n});\nconst patchHealConfig = configBuilder().field(\"patches\", z.array(PatchItemSchema).optional(), {\n\tlabel: \"Patches\",\n\tdescription: \"List of patch healing operations applied sequentially.\"\n}).field(\"centerX\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center X Signal\",\n\tdescription: \"Horizontal normalized position of destination patch (0.0 to 1.0).\"\n}).field(\"centerY\", z.number().min(0).max(1).default(.5), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Center Y Signal\",\n\tdescription: \"Vertical normalized position of destination patch (0.0 to 1.0).\"\n}).field(\"offsetX\", z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Offset X Signal\",\n\tdescription: \"Horizontal pixel distance from destination to sample source patch.\"\n}).field(\"offsetY\", z.number().min(-MAX_OFFSET).max(MAX_OFFSET).default(0), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Offset Y Signal\",\n\tdescription: \"Vertical pixel distance from destination to sample source patch.\"\n}).field(\"radius\", z.number().min(1).max(MAX_RADIUS).default(25), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Target Radius Signal\",\n\tdescription: \"Radius of the destination circular patch in pixels (used when no explicit Mask input is connected).\"\n}).field(\"sourceRadius\", z.number().min(1).max(MAX_RADIUS).default(25), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Source Radius Signal\",\n\tdescription: \"Radius of the source sample circular patch in pixels.\"\n}).field(\"feather\", z.number().min(0).max(MAX_FEATHER).default(50), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Feather Signal\",\n\tdescription: \"Softness edge falloff percentage (0–100%).\"\n}).field(\"opacity\", z.number().min(0).max(1).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Opacity Signal\",\n\tdescription: \"Blending opacity of the healed patch (0.0–1.0).\"\n}).field(\"mode\", z.enum([\n\t\"Clone\",\n\t\"SeamlessHeal\",\n\t\"TextureTransfer\"\n]).default(\"SeamlessHeal\"), {\n\tlabel: \"Healing Mode\",\n\tdescription: \"Healing algorithm: Clone (direct stamp), SeamlessHeal (Poisson color/lighting blend), TextureTransfer (luminance structure matching).\"\n}).build();\nconst PatchHealNodeConfigSchema = patchHealConfig.schema;\nfunction normalizePatches(config) {\n\tif (config?.patches && config.patches.length > 0) return config.patches.map((p, idx) => ({\n\t\tid: p.id || `patch-${idx + 1}`,\n\t\tcenterX: p.centerX ?? .5,\n\t\tcenterY: p.centerY ?? .5,\n\t\toffsetX: p.offsetX ?? 50,\n\t\toffsetY: p.offsetY ?? 0,\n\t\tradius: p.radius ?? 25,\n\t\tsourceRadius: p.sourceRadius ?? p.radius ?? 25,\n\t\tfeather: p.feather ?? 50,\n\t\topacity: p.opacity ?? 1,\n\t\tmode: p.mode ?? \"SeamlessHeal\"\n\t}));\n\tconst fallbackRadius = config?.radius ?? 25;\n\treturn [{\n\t\tid: \"patch-1\",\n\t\tcenterX: config?.centerX ?? .5,\n\t\tcenterY: config?.centerY ?? .5,\n\t\toffsetX: config?.offsetX ?? 50,\n\t\toffsetY: config?.offsetY ?? 0,\n\t\tradius: fallbackRadius,\n\t\tsourceRadius: config?.sourceRadius ?? fallbackRadius,\n\t\tfeather: config?.feather ?? 50,\n\t\topacity: config?.opacity ?? 1,\n\t\tmode: config?.mode ?? \"SeamlessHeal\"\n\t}];\n}\nconst PatchHealResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst PATCH_HEAL_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_FULLSCREEN_VS = `\nstruct VertexOutput {\n @builtin(position) position : vec4<f32>,\n @location(0) uv : vec2<f32>,\n};\n\n@vertex\nfn vs_main(@builtin(vertex_index) vertexIndex : u32) -> VertexOutput {\n var pos = array<vec2<f32>, 4>(\n vec2<f32>(-1.0, 1.0),\n vec2<f32>( 1.0, 1.0),\n vec2<f32>(-1.0, -1.0),\n vec2<f32>( 1.0, -1.0)\n );\n var uvs = array<vec2<f32>, 4>(\n vec2<f32>(0.0, 0.0),\n vec2<f32>(1.0, 0.0),\n vec2<f32>(0.0, 1.0),\n vec2<f32>(1.0, 1.0)\n );\n var output : VertexOutput;\n output.position = vec4<f32>(pos[vertexIndex], 0.0, 1.0);\n output.uv = uvs[vertexIndex];\n return output;\n}\n`;\nconst WGSL_PATCHHEAL_FS = `\n\nstruct PatchHealUniforms {\n offsetX : f32,\n offsetY : f32,\n centerX : f32,\n centerY : f32,\n\n radius : f32,\n sourceRadius : f32,\n feather : f32,\n opacity : f32,\n\n mode : f32,\n hasMask : f32,\n hasOffsetXSig : f32,\n hasOffsetYSig : f32,\n\n hasCenterXSig : f32,\n hasCenterYSig : f32,\n hasRadiusSig : f32,\n hasSourceRadSig : f32,\n\n hasFeatherSig : f32,\n hasOpacitySig : f32,\n pad0 : f32,\n pad1 : f32,\n};\n\n\n@group(0) @binding(0) var<uniform> u : PatchHealUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var maskTex : texture_2d<f32>;\n@group(1) @binding(2) 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 centerXSigTex : texture_2d<f32>;\n@group(2) @binding(3) var centerYSigTex : texture_2d<f32>;\n@group(2) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(5) var sourceRadSigTex : texture_2d<f32>;\n@group(2) @binding(6) var featherSigTex : texture_2d<f32>;\n@group(2) @binding(7) var opacitySigTex : texture_2d<f32>;\n@group(2) @binding(8) var signalSamp : sampler;\n\nfn getLuminance(c : vec3<f32>) -> f32 {\n return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\nfn sampleBoxBlur(tex : texture_2d<f32>, smp : sampler, centerUv : vec2<f32>, blurPx : f32, dims : vec2<f32>) -> vec4<f32> {\n let texel = 1.0 / dims;\n let stepSize = max(1.0, blurPx / 3.0);\n var accum = vec4<f32>(0.0);\n var count = 0.0;\n\n for (var y = -2; y <= 2; y++) {\n for (var x = -2; x <= 2; x++) {\n let offset = vec2<f32>(f32(x) * stepSize, f32(y) * stepSize) * texel;\n let sampleUv = clamp(centerUv + offset, vec2<f32>(0.0), vec2<f32>(1.0));\n accum += textureSampleLevel(tex, smp, sampleUv, 0.0);\n count += 1.0;\n }\n }\n return accum / count;\n}\n\n@fragment\nfn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {\n let dimensions = vec2<f32>(textureDimensions(srcTex));\n\n var offsetX = u.offsetX;\n if (u.hasOffsetXSig > 0.5) {\n offsetX = textureSampleLevel(offsetXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var offsetY = u.offsetY;\n if (u.hasOffsetYSig > 0.5) {\n offsetY = textureSampleLevel(offsetYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var centerX = u.centerX;\n if (u.hasCenterXSig > 0.5) {\n centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var centerY = u.centerY;\n if (u.hasCenterYSig > 0.5) {\n centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var radius = u.radius;\n if (u.hasRadiusSig > 0.5) {\n radius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var sourceRadius = u.sourceRadius;\n if (u.hasSourceRadSig > 0.5) {\n sourceRadius = textureSampleLevel(sourceRadSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var feather = u.feather;\n if (u.hasFeatherSig > 0.5) {\n feather = textureSampleLevel(featherSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n var opacity = u.opacity;\n if (u.hasOpacitySig > 0.5) {\n opacity = textureSampleLevel(opacitySigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n }\n\n let dstCol = textureSampleLevel(srcTex, samp, in.uv, 0.0);\n\n // Calculate mask weight (either from explicit mask or procedural circular patch)\n var maskWeight = 0.0;\n let targetCenterUV = vec2<f32>(centerX, centerY);\n\n if (u.hasMask > 0.5) {\n let maskCol = textureSampleLevel(maskTex, samp, in.uv, 0.0);\n maskWeight = max(maskCol.a, max(maskCol.r, max(maskCol.g, maskCol.b)));\n } else {\n let distPx = length((in.uv - targetCenterUV) * dimensions);\n let innerRadius = radius * max(0.0, 1.0 - feather / 100.0);\n maskWeight = 1.0 - smoothstep(innerRadius, max(innerRadius + 0.001, radius), distPx);\n }\n\n let blendWeight = clamp(maskWeight * opacity, 0.0, 1.0);\n if (blendWeight < 1e-4) {\n return dstCol;\n }\n\n // Compute source sample coordinate (scaling from sourceRadius to target radius if different)\n let sourceCenterUV = targetCenterUV + vec2<f32>(offsetX, offsetY) / dimensions;\n let srcScale = max(1.0, sourceRadius) / max(1.0, radius);\n let uvFromTargetCenter = in.uv - targetCenterUV;\n let srcUV = clamp(sourceCenterUV + uvFromTargetCenter * srcScale, vec2<f32>(0.0), vec2<f32>(1.0));\n let srcCol = textureSampleLevel(srcTex, samp, srcUV, 0.0);\n\n var healedCol = srcCol;\n\n if (u.mode > 0.5 && u.mode < 1.5) {\n // Mode 1: Seamless Heal (Poisson gradient / local illumination matching)\n let blurRadius = max(4.0, radius * 0.4);\n let srcBlur = sampleBoxBlur(srcTex, samp, srcUV, blurRadius, dimensions);\n let dstBlur = sampleBoxBlur(srcTex, samp, in.uv, blurRadius, dimensions);\n\n let srcDetail = srcCol.rgb - srcBlur.rgb;\n let healedRgb = dstBlur.rgb + srcDetail;\n let clampedRgb = clamp(healedRgb, vec3<f32>(0.0), vec3<f32>(srcCol.a));\n healedCol = vec4<f32>(clampedRgb, srcCol.a);\n } else if (u.mode >= 1.5) {\n // Mode 2: Texture Transfer (Luminance structure matching)\n let blurRadius = max(4.0, radius * 0.4);\n let srcBlur = sampleBoxBlur(srcTex, samp, srcUV, blurRadius, dimensions);\n\n let lumaSrc = getLuminance(srcCol.rgb);\n let lumaSrcBlur = getLuminance(srcBlur.rgb);\n let lumaDelta = lumaSrc - lumaSrcBlur;\n\n let healedRgb = dstCol.rgb + vec3<f32>(lumaDelta);\n let clampedRgb = clamp(healedRgb, vec3<f32>(0.0), vec3<f32>(dstCol.a));\n healedCol = vec4<f32>(clampedRgb, dstCol.a);\n }\n\n return mix(dstCol, healedCol, blendWeight);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getDeviceResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = texturesLayout(device, 2);\n\tconst signalTextureLayout = texturesLayout(device, 8);\n\tres = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: `${WGSL_FULLSCREEN_VS}\\n${WGSL_PATCHHEAL_FS}` }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat,\n\t\t\tblend: {\n\t\t\t\tcolor: {\n\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\tdstFactor: \"zero\",\n\t\t\t\t\toperation: \"add\"\n\t\t\t\t},\n\t\t\t\talpha: {\n\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\tdstFactor: \"zero\",\n\t\t\t\t\toperation: \"add\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tvertexEntryPoint: \"vs_main\",\n\t\t\tfragmentEntryPoint: \"fs_main\"\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst PatchHealWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"PatchHeal\" || !op) return;\n\tconst childMedia = props.virtualMedia?.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"patch_heal_node\";\n\tconst { texture: tmpSrcTex, view: tmpSrcView } = await drawChildToTexture(args, childMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: childMedia,\n\t\trenderId: `${props.renderId}-src`\n\t} });\n\tlet maskTex = null;\n\tif (op.maskMedia) ({texture: maskTex} = await drawChildToTexture(args, op.maskMedia, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: op.maskMedia,\n\t\t\trenderId: `${props.renderId}-mask`,\n\t\t\texcludeTextures: [...props.excludeTextures || [], tmpSrcTex]\n\t\t},\n\t\texclude: [tmpSrcTex]\n\t}));\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout, signalTextureLayout: sigLayout } = getDeviceResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst patches = normalizePatches(op);\n\tconst resolveBindable = (configKey, fallbackVal, minVal, maxVal) => {\n\t\tconst handleId = op[`${configKey}HandleId`];\n\t\tconst input = handleId ? op.inputs?.[handleId] : null;\n\t\tconst hasSignal = !!(input?.connectionValid && (input.outputItem?.type === \"Signal\" || input.outputItem?.type === \"Numeric\"));\n\t\tconst sd = hasSignal && input?.outputItem?.data ? input.outputItem.data : null;\n\t\tlet val = fallbackVal;\n\t\tlet hasStaticSig = false;\n\t\tif (!hasSignal) if (input?.connectionValid && input.outputItem?.type === \"Number\") {\n\t\t\tconst numVal = typeof input.outputItem.data === \"number\" ? input.outputItem.data : input.outputItem.data?.value ?? fallbackVal;\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(numVal)));\n\t\t} else {\n\t\t\tconst rawVal = unwrapFrameParam(fallbackVal, compositionFrame, fps).value;\n\t\t\tconst numVal = Number(rawVal ?? fallbackVal);\n\t\t\tval = Math.max(minVal, Math.min(maxVal, isNaN(numVal) ? fallbackVal : numVal));\n\t\t}\n\t\telse if (sd) {\n\t\t\tval = Math.max(minVal, Math.min(maxVal, Number(sd.offset ?? 0)));\n\t\t\thasStaticSig = true;\n\t\t}\n\t\treturn {\n\t\t\tval,\n\t\t\thasStaticSig,\n\t\t\tsd\n\t\t};\n\t};\n\tconst dummyMaskView = maskTex ? maskTex.createView() : tmpSrcView;\n\tlet currentInputTex = tmpSrcTex;\n\tconst pingTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpSrcTex,\n\t\t...maskTex ? [maskTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst pongTex = patches.length > 1 ? ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpSrcTex,\n\t\tpingTex,\n\t\t...maskTex ? [maskTex] : [],\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]) : pingTex;\n\tfor (let i = 0; i < patches.length; i++) {\n\t\tconst patch = patches[i];\n\t\tconst isFirstPatch = i === 0;\n\t\tconst centerXRes = isFirstPatch ? resolveBindable(\"centerX\", patch.centerX, 0, 1) : {\n\t\t\tval: patch.centerX,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst centerYRes = isFirstPatch ? resolveBindable(\"centerY\", patch.centerY, 0, 1) : {\n\t\t\tval: patch.centerY,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst offsetXRes = isFirstPatch ? resolveBindable(\"offsetX\", patch.offsetX, -MAX_OFFSET, MAX_OFFSET) : {\n\t\t\tval: patch.offsetX,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst offsetYRes = isFirstPatch ? resolveBindable(\"offsetY\", patch.offsetY, -MAX_OFFSET, MAX_OFFSET) : {\n\t\t\tval: patch.offsetY,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst radiusRes = isFirstPatch ? resolveBindable(\"radius\", patch.radius, 1, MAX_RADIUS) : {\n\t\t\tval: patch.radius,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst sourceRadiusRes = isFirstPatch ? resolveBindable(\"sourceRadius\", patch.sourceRadius ?? patch.radius, 1, MAX_RADIUS) : {\n\t\t\tval: patch.sourceRadius ?? patch.radius,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst featherRes = isFirstPatch ? resolveBindable(\"feather\", patch.feather, 0, MAX_FEATHER) : {\n\t\t\tval: patch.feather,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst opacityRes = isFirstPatch ? resolveBindable(\"opacity\", patch.opacity, 0, 1) : {\n\t\t\tval: patch.opacity,\n\t\t\thasStaticSig: false,\n\t\t\tsd: null\n\t\t};\n\t\tconst signalContext = {\n\t\t\targs,\n\t\t\twidth,\n\t\t\theight,\n\t\t\tframe,\n\t\t\tfps,\n\t\t\telapsedSeconds,\n\t\t\tdurationSeconds\n\t\t};\n\t\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\t\tconst offsetXView = getSignalView(offsetXRes, \"offsetX_sig\");\n\t\tconst offsetYView = getSignalView(offsetYRes, \"offsetY_sig\");\n\t\tconst centerXView = getSignalView(centerXRes, \"centerX_sig\");\n\t\tconst centerYView = getSignalView(centerYRes, \"centerY_sig\");\n\t\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\t\tconst sourceRadiusView = getSignalView(sourceRadiusRes, \"sourceRadius_sig\");\n\t\tconst featherView = getSignalView(featherRes, \"feather_sig\");\n\t\tconst opacityView = getSignalView(opacityRes, \"opacity_sig\");\n\t\tconst modeNum = patch.mode === \"Clone\" ? 0 : patch.mode === \"TextureTransfer\" ? 2 : 1;\n\t\tconst patchData = new Float32Array(20);\n\t\tpatchData[0] = offsetXRes.val;\n\t\tpatchData[1] = offsetYRes.val;\n\t\tpatchData[2] = centerXRes.val;\n\t\tpatchData[3] = centerYRes.val;\n\t\tpatchData[4] = radiusRes.val;\n\t\tpatchData[5] = sourceRadiusRes.val;\n\t\tpatchData[6] = featherRes.val;\n\t\tpatchData[7] = opacityRes.val;\n\t\tpatchData[8] = modeNum;\n\t\tpatchData[9] = maskTex ? 1 : 0;\n\t\tpatchData[10] = offsetXRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[11] = offsetYRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[12] = centerXRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[13] = centerYRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[14] = radiusRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[15] = sourceRadiusRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[16] = featherRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[17] = opacityRes.hasStaticSig ? 1 : 0;\n\t\tpatchData[18] = 0;\n\t\tpatchData[19] = 0;\n\t\tconst uBuffer = ctx.renderer.getTemporaryBuffer(patchData);\n\t\tconst destinationTex = i % 2 === 0 ? pingTex : pongTex;\n\t\tconst texBindGroup = ctx.device.createBindGroup({\n\t\t\tlayout: tLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: currentInputTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: dummyMaskView\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\tconst sigBindGroup = ctx.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: centerXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: centerYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: radiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sourceRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: featherView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: opacityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tdrawFullscreenPass(encoder, destinationTex.createView(), pipeline, [\n\t\t\tctx.device.createBindGroup({\n\t\t\t\tlayout: 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import { s as resolveHandleParam } from "./renderer-mNSyac1V.mjs";
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import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-CMaa63nz.mjs";
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//#region ../../nodes/node-color-balance/dist/renderers-BaZtHi33.mjs
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const deviceResourceCache = /* @__PURE__ */ new WeakMap();
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//# sourceMappingURL=renderer-BlvGcyAN.mjs.map
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{"version":3,"file":"renderer-BEuU7qlG.mjs","names":[],"sources":["../../../nodes/node-color-balance/dist/renderers-BaZtHi33.mjs"],"sourcesContent":["import { resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst WGSL_COLOR_BALANCE_SHADER = `\nstruct ColorBalanceUniforms {\n\tshadows : vec4<f32>,\n\tmidtones : vec4<f32>,\n\thighlights : vec4<f32>,\n\tpreserveLuminosity : f32,\n\thasShadowsCyanRedSig : f32,\n\thasShadowsMagentaGreenSig : f32,\n\thasShadowsYellowBlueSig : f32,\n\n\thasMidtonesCyanRedSig : f32,\n\thasMidtonesMagentaGreenSig : f32,\n\thasMidtonesYellowBlueSig : f32,\n\thasHighlightsCyanRedSig : f32,\n\n\thasHighlightsMagentaGreenSig : f32,\n\thasHighlightsYellowBlueSig : f32,\n\t_pad0 : f32,\n\t_pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorBalanceUniforms;\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 shadowsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowsMagentaGreenSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowsYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(3) var midtonesCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(4) var midtonesMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(5) var midtonesYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(6) var highlightsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(7) var highlightsMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(8) var highlightsYellowBlueSigTex: texture_2d<f32>;\n@group(2) @binding(9) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\nfn set_luminance(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet d = l - get_luminance(c);\n\tvar res = c + vec3<f32>(d);\n\tlet min_c = min(res.r, min(res.g, res.b));\n\tlet max_c = max(res.r, max(res.g, res.b));\n\tif (min_c < 0.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * l) / max(l - min_c, 1e-5);\n\t}\n\tif (max_c > 1.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * (1.0 - l)) / max(max_c - l, 1e-5);\n\t}\n\treturn clamp(res, vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (color.a <= 0.00001) {\n\t\treturn color;\n\t}\n\n\tlet alpha = color.a;\n\tlet rgb = color.rgb / max(alpha, 0.0001);\n\n\tvar sShift = u.shadows.rgb;\n\tif (u.hasShadowsCyanRedSig > 0.5) {\n\t\tsShift.r = clamp(textureSampleLevel(shadowsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsMagentaGreenSig > 0.5) {\n\t\tsShift.g = clamp(textureSampleLevel(shadowsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsYellowBlueSig > 0.5) {\n\t\tsShift.b = clamp(textureSampleLevel(shadowsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar mShift = u.midtones.rgb;\n\tif (u.hasMidtonesCyanRedSig > 0.5) {\n\t\tmShift.r = clamp(textureSampleLevel(midtonesCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesMagentaGreenSig > 0.5) {\n\t\tmShift.g = clamp(textureSampleLevel(midtonesMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesYellowBlueSig > 0.5) {\n\t\tmShift.b = clamp(textureSampleLevel(midtonesYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar hShift = u.highlights.rgb;\n\tif (u.hasHighlightsCyanRedSig > 0.5) {\n\t\thShift.r = clamp(textureSampleLevel(highlightsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsMagentaGreenSig > 0.5) {\n\t\thShift.g = clamp(textureSampleLevel(highlightsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsYellowBlueSig > 0.5) {\n\t\thShift.b = clamp(textureSampleLevel(highlightsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tlet origLum = get_luminance(rgb);\n\n\t// Tonal range weighting curves\n\tlet wShadows = clamp((1.0 - origLum) * (1.0 - origLum * 1.5), 0.0, 1.0);\n\tlet wMidtones = clamp(1.0 - 4.0 * (origLum - 0.5) * (origLum - 0.5), 0.0, 1.0);\n\tlet wHighlights = clamp(origLum * (origLum * 1.5 - 0.5), 0.0, 1.0);\n\n\tlet delta = wShadows * sShift + wMidtones * mShift + wHighlights * hShift;\n\tvar adjustedRgb = clamp(rgb + delta, vec3<f32>(0.0), vec3<f32>(1.0));\n\n\tif (u.preserveLuminosity > 0.5) {\n\t\tadjustedRgb = set_luminance(adjustedRgb, origLum);\n\t}\n\n\treturn vec4<f32>(adjustedRgb * alpha, alpha);\n}\n`;\nfunction getColorBalanceResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"], \"ColorBalanceUniformLayout\");\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"], \"ColorBalanceTextureLayout\");\n\tconst signalTextureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], \"ColorBalanceSignalTextureLayout\");\n\tres = {\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tlabel: \"ColorBalancePipeline\",\n\t\t\tmodule: device.createShaderModule({\n\t\t\t\tlabel: \"ColorBalanceShaderModule\",\n\t\t\t\tcode: WGSL_COLOR_BALANCE_SHADER\n\t\t\t}),\n\t\t\tlayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t}),\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(24);\nconst ColorBalanceWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorBalance\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"colorbalance_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = -100, clampMax = 100) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst resolveVal = (val) => {\n\t\tif (val !== void 0 && val !== null) {\n\t\t\tif (typeof val === \"object\" && val !== null) {\n\t\t\t\tif (\"get\" in val && typeof val.get === \"function\") val = val.get({\n\t\t\t\t\tframe: compositionFrame,\n\t\t\t\t\tfps\n\t\t\t\t});\n\t\t\t\telse if (\"value\" in val) val = val.value;\n\t\t\t} else if (typeof val === \"function\") val = val(compositionFrame, fps);\n\t\t}\n\t\tconst n = Number(val ?? 0);\n\t\treturn isNaN(n) ? 0 : n;\n\t};\n\tconst sCR = resolveField(op.shadows_cyanRedHandleId, resolveVal(op.shadows?.cyanRed));\n\tconst sMG = resolveField(op.shadows_magentaGreenHandleId, resolveVal(op.shadows?.magentaGreen));\n\tconst sYB = resolveField(op.shadows_yellowBlueHandleId, resolveVal(op.shadows?.yellowBlue));\n\tconst mCR = resolveField(op.midtones_cyanRedHandleId, resolveVal(op.midtones?.cyanRed));\n\tconst mMG = resolveField(op.midtones_magentaGreenHandleId, resolveVal(op.midtones?.magentaGreen));\n\tconst mYB = resolveField(op.midtones_yellowBlueHandleId, resolveVal(op.midtones?.yellowBlue));\n\tconst hCR = resolveField(op.highlights_cyanRedHandleId, resolveVal(op.highlights?.cyanRed));\n\tconst hMG = resolveField(op.highlights_magentaGreenHandleId, resolveVal(op.highlights?.magentaGreen));\n\tconst hYB = resolveField(op.highlights_yellowBlueHandleId, resolveVal(op.highlights?.yellowBlue));\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getColorBalanceResources(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 sCRView = getSignalView(sCR, \"shadows_cyanRed_sig\");\n\tconst sMGView = getSignalView(sMG, \"shadows_magentaGreen_sig\");\n\tconst sYBView = getSignalView(sYB, \"shadows_yellowBlue_sig\");\n\tconst mCRView = getSignalView(mCR, \"midtones_cyanRed_sig\");\n\tconst mMGView = getSignalView(mMG, \"midtones_magentaGreen_sig\");\n\tconst mYBView = getSignalView(mYB, \"midtones_yellowBlue_sig\");\n\tconst hCRView = getSignalView(hCR, \"highlights_cyanRed_sig\");\n\tconst hMGView = getSignalView(hMG, \"highlights_magentaGreen_sig\");\n\tconst hYBView = getSignalView(hYB, \"highlights_yellowBlue_sig\");\n\tconst preserveLum = op.preserveLuminosity === false ? 0 : 1;\n\tuniformBufferData[0] = sCR.val / 100;\n\tuniformBufferData[1] = sMG.val / 100;\n\tuniformBufferData[2] = sYB.val / 100;\n\tuniformBufferData[3] = 0;\n\tuniformBufferData[4] = mCR.val / 100;\n\tuniformBufferData[5] = mMG.val / 100;\n\tuniformBufferData[6] = mYB.val / 100;\n\tuniformBufferData[7] = 0;\n\tuniformBufferData[8] = hCR.val / 100;\n\tuniformBufferData[9] = hMG.val / 100;\n\tuniformBufferData[10] = hYB.val / 100;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = preserveLum;\n\tuniformBufferData[13] = sCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[14] = sMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[15] = sYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[16] = mCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[17] = mMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[18] = mYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[19] = hCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[20] = hMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[21] = hYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[22] = 0;\n\tuniformBufferData[23] = 0;\n\tconst buffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: mCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: mMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: mYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: hCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: hMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: hYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 9,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, textureLayout, tmpTex, sampler),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 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{"version":3,"file":"renderer-BlvGcyAN.mjs","names":[],"sources":["../../../nodes/node-color-balance/dist/renderers-BaZtHi33.mjs"],"sourcesContent":["import { resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst WGSL_COLOR_BALANCE_SHADER = `\nstruct ColorBalanceUniforms {\n\tshadows : vec4<f32>,\n\tmidtones : vec4<f32>,\n\thighlights : vec4<f32>,\n\tpreserveLuminosity : f32,\n\thasShadowsCyanRedSig : f32,\n\thasShadowsMagentaGreenSig : f32,\n\thasShadowsYellowBlueSig : f32,\n\n\thasMidtonesCyanRedSig : f32,\n\thasMidtonesMagentaGreenSig : f32,\n\thasMidtonesYellowBlueSig : f32,\n\thasHighlightsCyanRedSig : f32,\n\n\thasHighlightsMagentaGreenSig : f32,\n\thasHighlightsYellowBlueSig : f32,\n\t_pad0 : f32,\n\t_pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ColorBalanceUniforms;\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 shadowsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(1) var shadowsMagentaGreenSigTex : texture_2d<f32>;\n@group(2) @binding(2) var shadowsYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(3) var midtonesCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(4) var midtonesMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(5) var midtonesYellowBlueSigTex : texture_2d<f32>;\n@group(2) @binding(6) var highlightsCyanRedSigTex : texture_2d<f32>;\n@group(2) @binding(7) var highlightsMagentaGreenSigTex: texture_2d<f32>;\n@group(2) @binding(8) var highlightsYellowBlueSigTex: texture_2d<f32>;\n@group(2) @binding(9) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn get_luminance(c: vec3<f32>) -> f32 {\n\treturn dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\nfn set_luminance(c: vec3<f32>, l: f32) -> vec3<f32> {\n\tlet d = l - get_luminance(c);\n\tvar res = c + vec3<f32>(d);\n\tlet min_c = min(res.r, min(res.g, res.b));\n\tlet max_c = max(res.r, max(res.g, res.b));\n\tif (min_c < 0.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * l) / max(l - min_c, 1e-5);\n\t}\n\tif (max_c > 1.0) {\n\t\tres = l + ((res - vec3<f32>(l)) * (1.0 - l)) / max(max_c - l, 1e-5);\n\t}\n\treturn clamp(res, vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (color.a <= 0.00001) {\n\t\treturn color;\n\t}\n\n\tlet alpha = color.a;\n\tlet rgb = color.rgb / max(alpha, 0.0001);\n\n\tvar sShift = u.shadows.rgb;\n\tif (u.hasShadowsCyanRedSig > 0.5) {\n\t\tsShift.r = clamp(textureSampleLevel(shadowsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsMagentaGreenSig > 0.5) {\n\t\tsShift.g = clamp(textureSampleLevel(shadowsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasShadowsYellowBlueSig > 0.5) {\n\t\tsShift.b = clamp(textureSampleLevel(shadowsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar mShift = u.midtones.rgb;\n\tif (u.hasMidtonesCyanRedSig > 0.5) {\n\t\tmShift.r = clamp(textureSampleLevel(midtonesCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesMagentaGreenSig > 0.5) {\n\t\tmShift.g = clamp(textureSampleLevel(midtonesMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasMidtonesYellowBlueSig > 0.5) {\n\t\tmShift.b = clamp(textureSampleLevel(midtonesYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tvar hShift = u.highlights.rgb;\n\tif (u.hasHighlightsCyanRedSig > 0.5) {\n\t\thShift.r = clamp(textureSampleLevel(highlightsCyanRedSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsMagentaGreenSig > 0.5) {\n\t\thShift.g = clamp(textureSampleLevel(highlightsMagentaGreenSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\tif (u.hasHighlightsYellowBlueSig > 0.5) {\n\t\thShift.b = clamp(textureSampleLevel(highlightsYellowBlueSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r, -100.0, 100.0) / 100.0;\n\t}\n\n\tlet origLum = get_luminance(rgb);\n\n\t// Tonal range weighting curves\n\tlet wShadows = clamp((1.0 - origLum) * (1.0 - origLum * 1.5), 0.0, 1.0);\n\tlet wMidtones = clamp(1.0 - 4.0 * (origLum - 0.5) * (origLum - 0.5), 0.0, 1.0);\n\tlet wHighlights = clamp(origLum * (origLum * 1.5 - 0.5), 0.0, 1.0);\n\n\tlet delta = wShadows * sShift + wMidtones * mShift + wHighlights * hShift;\n\tvar adjustedRgb = clamp(rgb + delta, vec3<f32>(0.0), vec3<f32>(1.0));\n\n\tif (u.preserveLuminosity > 0.5) {\n\t\tadjustedRgb = set_luminance(adjustedRgb, origLum);\n\t}\n\n\treturn vec4<f32>(adjustedRgb * alpha, alpha);\n}\n`;\nfunction getColorBalanceResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (res) return res;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"], \"ColorBalanceUniformLayout\");\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"], \"ColorBalanceTextureLayout\");\n\tconst signalTextureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], \"ColorBalanceSignalTextureLayout\");\n\tres = {\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tlabel: \"ColorBalancePipeline\",\n\t\t\tmodule: device.createShaderModule({\n\t\t\t\tlabel: \"ColorBalanceShaderModule\",\n\t\t\t\tcode: WGSL_COLOR_BALANCE_SHADER\n\t\t\t}),\n\t\t\tlayouts: [\n\t\t\t\tuniformLayout,\n\t\t\t\ttextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t}),\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tsignalTextureLayout\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst uniformBufferData = new Float32Array(24);\nconst ColorBalanceWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ColorBalance\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = (props.virtualMedia?.metadata)?.id || (op.inputs ? Object.keys(op.inputs)[0] : null) || props.renderId || \"colorbalance_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = -100, clampMax = 100) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst resolveVal = (val) => {\n\t\tif (val !== void 0 && val !== null) {\n\t\t\tif (typeof val === \"object\" && val !== null) {\n\t\t\t\tif (\"get\" in val && typeof val.get === \"function\") val = val.get({\n\t\t\t\t\tframe: compositionFrame,\n\t\t\t\t\tfps\n\t\t\t\t});\n\t\t\t\telse if (\"value\" in val) val = val.value;\n\t\t\t} else if (typeof val === \"function\") val = val(compositionFrame, fps);\n\t\t}\n\t\tconst n = Number(val ?? 0);\n\t\treturn isNaN(n) ? 0 : n;\n\t};\n\tconst sCR = resolveField(op.shadows_cyanRedHandleId, resolveVal(op.shadows?.cyanRed));\n\tconst sMG = resolveField(op.shadows_magentaGreenHandleId, resolveVal(op.shadows?.magentaGreen));\n\tconst sYB = resolveField(op.shadows_yellowBlueHandleId, resolveVal(op.shadows?.yellowBlue));\n\tconst mCR = resolveField(op.midtones_cyanRedHandleId, resolveVal(op.midtones?.cyanRed));\n\tconst mMG = resolveField(op.midtones_magentaGreenHandleId, resolveVal(op.midtones?.magentaGreen));\n\tconst mYB = resolveField(op.midtones_yellowBlueHandleId, resolveVal(op.midtones?.yellowBlue));\n\tconst hCR = resolveField(op.highlights_cyanRedHandleId, resolveVal(op.highlights?.cyanRed));\n\tconst hMG = resolveField(op.highlights_magentaGreenHandleId, resolveVal(op.highlights?.magentaGreen));\n\tconst hYB = resolveField(op.highlights_yellowBlueHandleId, resolveVal(op.highlights?.yellowBlue));\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { pipeline, uniformLayout, textureLayout, signalTextureLayout } = getColorBalanceResources(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 sCRView = getSignalView(sCR, \"shadows_cyanRed_sig\");\n\tconst sMGView = getSignalView(sMG, \"shadows_magentaGreen_sig\");\n\tconst sYBView = getSignalView(sYB, \"shadows_yellowBlue_sig\");\n\tconst mCRView = getSignalView(mCR, \"midtones_cyanRed_sig\");\n\tconst mMGView = getSignalView(mMG, \"midtones_magentaGreen_sig\");\n\tconst mYBView = getSignalView(mYB, \"midtones_yellowBlue_sig\");\n\tconst hCRView = getSignalView(hCR, \"highlights_cyanRed_sig\");\n\tconst hMGView = getSignalView(hMG, \"highlights_magentaGreen_sig\");\n\tconst hYBView = getSignalView(hYB, \"highlights_yellowBlue_sig\");\n\tconst preserveLum = op.preserveLuminosity === false ? 0 : 1;\n\tuniformBufferData[0] = sCR.val / 100;\n\tuniformBufferData[1] = sMG.val / 100;\n\tuniformBufferData[2] = sYB.val / 100;\n\tuniformBufferData[3] = 0;\n\tuniformBufferData[4] = mCR.val / 100;\n\tuniformBufferData[5] = mMG.val / 100;\n\tuniformBufferData[6] = mYB.val / 100;\n\tuniformBufferData[7] = 0;\n\tuniformBufferData[8] = hCR.val / 100;\n\tuniformBufferData[9] = hMG.val / 100;\n\tuniformBufferData[10] = hYB.val / 100;\n\tuniformBufferData[11] = 0;\n\tuniformBufferData[12] = preserveLum;\n\tuniformBufferData[13] = sCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[14] = sMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[15] = sYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[16] = mCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[17] = mMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[18] = mYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[19] = hCR.hasStaticSig ? 1 : 0;\n\tuniformBufferData[20] = hMG.hasStaticSig ? 1 : 0;\n\tuniformBufferData[21] = hYB.hasStaticSig ? 1 : 0;\n\tuniformBufferData[22] = 0;\n\tuniformBufferData[23] = 0;\n\tconst buffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: signalTextureLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: sCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: mCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: mMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: mYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 6,\n\t\t\t\tresource: hCRView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 7,\n\t\t\t\tresource: hMGView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 8,\n\t\t\t\tresource: hYBView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 9,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, textureLayout, tmpTex, sampler),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 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{"version":3,"file":"renderer-BrWOcJ9Q.mjs","names":[],"sources":["../../../nodes/node-op-art/dist/renderers-BYCqPRmD.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"OpArt\";\nconst UNIFORM_FLOATS = 20;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 5> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet pattern = u32(u.v[1].x + 0.5);\n\tlet frequency = u.v[1].y;\n\tlet angle = u.v[1].z;\n\tlet warp = u.v[1].w;\n\tlet source = u.v[2].x;\n\tlet colorA = u.v[3];\n\tlet colorB = u.v[4];\n\n\tlet R = res();\n\tlet c = sampleS(in.uv);\n\tlet l = luma(c.rgb) * c.a + (1.0 - c.a);\n\tvar p = (in.uv - 0.5) * vec2<f32>(R.x / R.y, 1.0);\n\tp = rot2(radians(angle)) * p;\n\tvar v = p.y * frequency;\n\tif (pattern == 1u) { v = length(p) * frequency; }\n\tif (pattern == 3u) { v = p.y * frequency + sin(p.x * frequency * 0.25) * 2.0; }\n\tv += (1.0 - l) * warp * 3.0;\n\tvar v2 = p.x * frequency + (1.0 - l) * warp * 3.0;\n\tlet duty = mix(0.5, clamp(1.0 - l, 0.05, 0.95), source);\n\tlet e = max(fwidth(v), 1e-4);\n\tlet e2 = max(fwidth(v2), 1e-4);\n\tlet s = fract(v);\n\tvar ink = smoothstep(duty + e, duty - e, s) * smoothstep(-e, e, s);\n\tif (pattern == 2u) {\n\t\tlet s2 = fract(v2);\n\t\tlet a = step(0.5, s);\n\t\tlet b = step(0.5, s2);\n\t\tink = abs(a - b);\n\t\tink = mix(ink, 1.0 - ink, step(duty, 0.5) * 0.0);\n\t\tlet edgeA = smoothstep(0.0, e, min(s, 1.0 - s)) * smoothstep(0.0, e, abs(s - 0.5));\n\t\tlet edgeB = smoothstep(0.0, e2, min(s2, 1.0 - s2)) * smoothstep(0.0, e2, abs(s2 - 0.5));\n\t\tink = mix(0.5, ink, edgeA * edgeB);\n\t}\n\treturn vec4<f32>(mix(colorB.rgb, colorA.rgb, ink), 1.0);\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: 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[\n\t\t\"stripes\",\n\t\t\"rings\",\n\t\t\"checker\",\n\t\t\"waves\"\n\t].indexOf(String(raw.pattern ?? \"stripes\")));\n\tdata[5] = num(raw.frequency, 48);\n\tdata[6] = num(raw.angle, 0);\n\tdata[7] = num(raw.warp, .6);\n\tdata[8] = num(raw.source, 1);\n\tdata.set(hexToRgba(String(raw.colorA ?? \"#0a0a0a\")), 12);\n\tdata.set(hexToRgba(String(raw.colorB ?? \"#f5f5f5\")), 16);\n}\nconst OpArtWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, 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{"version":3,"file":"renderer-BpIF1QIE.mjs","names":[],"sources":["../../../nodes/node-op-art/dist/renderers-BYCqPRmD.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"OpArt\";\nconst UNIFORM_FLOATS = 20;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 5> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet pattern = u32(u.v[1].x + 0.5);\n\tlet frequency = u.v[1].y;\n\tlet angle = u.v[1].z;\n\tlet warp = u.v[1].w;\n\tlet source = u.v[2].x;\n\tlet colorA = u.v[3];\n\tlet colorB = u.v[4];\n\n\tlet R = res();\n\tlet c = sampleS(in.uv);\n\tlet l = luma(c.rgb) * c.a + (1.0 - c.a);\n\tvar p = (in.uv - 0.5) * vec2<f32>(R.x / R.y, 1.0);\n\tp = rot2(radians(angle)) * p;\n\tvar v = p.y * frequency;\n\tif (pattern == 1u) { v = length(p) * frequency; }\n\tif (pattern == 3u) { v = p.y * frequency + sin(p.x * frequency * 0.25) * 2.0; }\n\tv += (1.0 - l) * warp * 3.0;\n\tvar v2 = p.x * frequency + (1.0 - l) * warp * 3.0;\n\tlet duty = mix(0.5, clamp(1.0 - l, 0.05, 0.95), source);\n\tlet e = max(fwidth(v), 1e-4);\n\tlet e2 = max(fwidth(v2), 1e-4);\n\tlet s = fract(v);\n\tvar ink = smoothstep(duty + e, duty - e, s) * smoothstep(-e, e, s);\n\tif (pattern == 2u) {\n\t\tlet s2 = fract(v2);\n\t\tlet a = step(0.5, s);\n\t\tlet b = step(0.5, s2);\n\t\tink = abs(a - b);\n\t\tink = mix(ink, 1.0 - ink, step(duty, 0.5) * 0.0);\n\t\tlet edgeA = smoothstep(0.0, e, min(s, 1.0 - s)) * smoothstep(0.0, e, abs(s - 0.5));\n\t\tlet edgeB = smoothstep(0.0, e2, min(s2, 1.0 - s2)) * smoothstep(0.0, e2, abs(s2 - 0.5));\n\t\tink = mix(0.5, ink, edgeA * edgeB);\n\t}\n\treturn vec4<f32>(mix(colorB.rgb, colorA.rgb, ink), 1.0);\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\n\t\t\"stripes\",\n\t\t\"rings\",\n\t\t\"checker\",\n\t\t\"waves\"\n\t].indexOf(String(raw.pattern ?? \"stripes\")));\n\tdata[5] = num(raw.frequency, 48);\n\tdata[6] = num(raw.angle, 0);\n\tdata[7] = num(raw.warp, .6);\n\tdata[8] = num(raw.source, 1);\n\tdata.set(hexToRgba(String(raw.colorA ?? \"#0a0a0a\")), 12);\n\tdata.set(hexToRgba(String(raw.colorB ?? \"#f5f5f5\")), 16);\n}\nconst OpArtWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: OpArtWebGPURenderer });\n\n//#endregion\nexport { OpArtWebGPURenderer as n, renderers_default as t };\n//# 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@@ -1,11 +1,11 @@
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import "./chunk-BcJoO4Nm.mjs";
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import { It as getActiveMediaMetadata, _n as reportRenderDiagnostic, p as DEFAULT_DURATION_MS, rn as mediaSourceTime, vn as resolveBoolean, xn as resolveNumber } from "./dist-BlIrsfcn.mjs";
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import { l as solveHomography, n as defineRenderer, o as resolveFrameNumber, r as effectReach, t as audioRegistry } from "./renderer-mNSyac1V.mjs";
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import { B as jointMatrices, F as getPrimitiveGeometry, G as measureMaxCaptionHeight, M as fitSpansToText, N as generateExtrudedTextGeometry, Q as poseNodes, _t as Vector3Math, at as spansText, d as ScreenSpaceRelightPipeline, ht as Matrix4Math, l as Renderer3D, lt as resolveMediaSourceUrl, n as AudioLatentTrackCache, nt as sampleMorphWeights, ot as srtLoader, p as SlugFontCache, pt as Light3D, q as parseColor, tt as resolveTextSpans, ut as Camera3D } from "./dist-
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import { a as createFullscreenPipeline, l as fragmentBindGroupLayout, n as PREMULTIPLIED_BLEND, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import { n as decodeAudioSource, o as resolveLayerDuration, p as measureText } from "./dist-
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import { B as jointMatrices, F as getPrimitiveGeometry, G as measureMaxCaptionHeight, M as fitSpansToText, N as generateExtrudedTextGeometry, Q as poseNodes, _t as Vector3Math, at as spansText, d as ScreenSpaceRelightPipeline, ht as Matrix4Math, l as Renderer3D, lt as resolveMediaSourceUrl, n as AudioLatentTrackCache, nt as sampleMorphWeights, ot as srtLoader, p as SlugFontCache, pt as Light3D, q as parseColor, tt as resolveTextSpans, ut as Camera3D } from "./dist-C1cCW7Bt.mjs";
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import { a as createFullscreenPipeline, l as fragmentBindGroupLayout, n as PREMULTIPLIED_BLEND, t as FULLSCREEN_QUAD_WGSL } from "./gpu-CMaa63nz.mjs";
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import { n as decodeAudioSource, o as resolveLayerDuration, p as measureText } from "./dist-C8Xq3zgx.mjs";
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import { o as TemporalDeflickerPipeline } from "./dist-Buaaj-Ul.mjs";
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import { B as evaluateKeyframes, I as computeLayout, N as collectNodeOps, U as initLayout, V as evaluateTrackAtFrame } from "./program-
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import { B as evaluateKeyframes, I as computeLayout, N as collectNodeOps, U as initLayout, V as evaluateTrackAtFrame } from "./program-CKpKkllV.mjs";
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import gsapModule from "gsap";
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//#region ../../nodes/node-compositor/dist/renderers-X4CI4wde.mjs
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@@ -4593,4 +4593,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: CompositorWebGPURendere
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//#endregion
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export { Transform3DMath, renderers_default as default, has3DTransform };
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-C41U1tK6.mjs.map
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