framefields 2.8.1 → 2.9.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/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-Bnh42ouE.d.mts} +71 -10
- package/dist/index-Bnh42ouE.d.mts.map +1 -0
- package/dist/index-CFoAmh7q.d.mts.map +1 -1
- package/dist/{index-UDDAfHAF.d.mts → index-CQ-bbZk3.d.mts} +64 -13
- package/dist/index-CQ-bbZk3.d.mts.map +1 -0
- package/dist/index-D5UDyVMb.d.mts.map +1 -1
- 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-DvP8AZuV.mjs} +2 -2
- package/dist/{preview-WXbsf6Dv.mjs.map → preview-DvP8AZuV.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-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-NX66555S.mjs → chunk-CN2VLYLB.mjs} +1 -1
- package/dist/preview-engine/chunk-D73ZKPFN.mjs +138 -0
- 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-LLB3AGBQ.mjs → chunk-EJJITH6U.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-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-KXLXP66K.mjs +1974 -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-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-XYGDTPO7.mjs +39 -0
- 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-MDHPQY6D.mjs +1 -0
- 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-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
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- 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
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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-BZKkT-6Q.mjs","names":[],"sources":["../../../nodes/node-audio-compressor/dist/renderers-BorUA3F3.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"threshold\",\n\t\"ratio\",\n\t\"attack\",\n\t\"release\",\n\t\"knee\",\n\t\"makeupGain\"\n];\nconst COMPRESSOR_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n threshold : f32,\n ratio : f32,\n attack : f32,\n release : f32,\n knee : f32,\n makeupGain : f32,\n hasThresholdSig : f32,\n hasRatioSig : f32,\n hasAttackSig : f32,\n hasReleaseSig : f32,\n hasKneeSig : f32,\n hasMakeupGainSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = envelope\n@group(0) @binding(4) var<storage, read> thresholdSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> ratioSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> attackSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> releaseSignal : array<f32>;\n@group(0) @binding(8) var<storage, read> kneeSignal : array<f32>;\n@group(0) @binding(9) var<storage, read> makeupGainSignal : array<f32>;\n\nfn log10(x: f32) -> f32 {\n return log(x) * 0.4342944819032518f;\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n var envelope = state[0];\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effThreshold = u.threshold;\n if (u.hasThresholdSig > 0.5f) {\n effThreshold = thresholdSignal[index];\n }\n effThreshold = clamp(effThreshold, -120.0f, 0.0f);\n\n var effRatio = u.ratio;\n if (u.hasRatioSig > 0.5f) {\n effRatio = ratioSignal[index];\n }\n effRatio = clamp(effRatio, 1.0f, 100.0f);\n\n var effAttack = u.attack;\n if (u.hasAttackSig > 0.5f) {\n effAttack = attackSignal[index];\n }\n effAttack = clamp(effAttack, 0.0001f, 10.0f);\n\n var effRelease = u.release;\n if (u.hasReleaseSig > 0.5f) {\n effRelease = releaseSignal[index];\n }\n effRelease = clamp(effRelease, 0.001f, 10.0f);\n\n var effKnee = u.knee;\n if (u.hasKneeSig > 0.5f) {\n effKnee = kneeSignal[index];\n }\n effKnee = clamp(effKnee, 0.0f, 40.0f);\n\n var effMakeupGain = u.makeupGain;\n if (u.hasMakeupGainSig > 0.5f) {\n effMakeupGain = makeupGainSignal[index];\n }\n effMakeupGain = clamp(effMakeupGain, -60.0f, 36.0f);\n\n // 2. Safe Attack / Release Coefficients\n let attackCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effAttack)), 0.00001f, 1.0f);\n let releaseCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effRelease)), 0.00001f, 1.0f);\n\n // 3. Peak Detection with NaN / Inf sanitization\n var peak = 0.0f;\n for (var c = 0u; c < numChannels; c = c + 1u) {\n var val = abs(inputChannels[c * numSamples + index]);\n if (is_nan_or_inf(val)) {\n val = 0.0f;\n }\n if (val > peak) {\n peak = val;\n }\n }\n \n // 4. Convert Peak to dBFS\n let dB = 20.0f * log10(max(peak, 1e-9f));\n\n // 5. Compute target reduction (soft-knee & ratio)\n var targetReductiondB = 0.0f;\n if (effKnee > 0.0f) {\n let x = dB - effThreshold;\n if (x <= -effKnee / 2.0f) {\n targetReductiondB = 0.0f;\n } else if (x >= effKnee / 2.0f) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n } else {\n let kneeTerm = x + effKnee / 2.0f;\n targetReductiondB = ((kneeTerm * kneeTerm) / (2.0f * effKnee)) * (1.0f - 1.0f / effRatio);\n }\n } else {\n if (dB > effThreshold) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n }\n }\n\n targetReductiondB = clamp(targetReductiondB, 0.0f, 120.0f);\n\n // 6. Envelope Smoothing\n let targetGaindB = -targetReductiondB;\n if (targetGaindB < envelope) {\n envelope += (targetGaindB - envelope) * attackCoeff;\n } else {\n envelope += (targetGaindB - envelope) * releaseCoeff;\n }\n\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n envelope = clamp(envelope, -120.0f, 0.0f);\n\n // 7. Apply linear gain and soft clipping\n let totalGaindB = clamp(envelope + effMakeupGain, -120.0f, 36.0f);\n let gainLinear = clamp(pow(10.0f, totalGaindB / 20.0f), 0.0f, 63.1f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) {\n inVal = 0.0f;\n }\n\n var outVal = inVal * gainLinear;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n \n // Soft clipping at ±1.0 with smooth tanh transition starting at ±0.9\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n \n outputChannels[sampleIndex] = outVal;\n }\n }\n\n if (is_nan_or_inf(envelope)) {\n state[0] = 0.0f;\n } else {\n state[0] = clamp(envelope, -120.0f, 0.0f);\n }\n}\n`;\nconst compressorAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Dynamics Compressor.\");\n\tconst op = virtualMedia.operation || {};\n\tconst threshold = resolveNumber(op.threshold, -24);\n\tconst ratio = resolveNumber(op.ratio, 4);\n\tconst attack = resolveNumber(op.attack, .003);\n\tconst release = resolveNumber(op.release, .25);\n\tconst knee = resolveNumber(op.knee, 6);\n\tconst makeupGain = resolveNumber(op.makeupGain, 0);\n\tconst hasThresholdSig = isHandleConnected(op, \"thresholdHandleId\") ? 1 : 0;\n\tconst hasRatioSig = isHandleConnected(op, \"ratioHandleId\") ? 1 : 0;\n\tconst hasAttackSig = isHandleConnected(op, \"attackHandleId\") ? 1 : 0;\n\tconst hasReleaseSig = isHandleConnected(op, \"releaseHandleId\") ? 1 : 0;\n\tconst hasKneeSig = isHandleConnected(op, \"kneeHandleId\") ? 1 : 0;\n\tconst hasMakeupGainSig = isHandleConnected(op, \"makeupGainHandleId\") ? 1 : 0;\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst nodeId = op.id || \"audio-compressor\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, COMPRESSOR_SHADER_TEMPLATE, (t) => [\n\t\tsampleRate,\n\t\tthreshold,\n\t\tratio,\n\t\tattack,\n\t\trelease,\n\t\tknee,\n\t\tmakeupGain,\n\t\thasThresholdSig,\n\t\thasRatioSig,\n\t\thasAttackSig,\n\t\thasReleaseSig,\n\t\thasKneeSig,\n\t\thasMakeupGainSig,\n\t\tt,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0,\n\t\t0,\n\t\t0\n\t], 20, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: compressorAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-BorUA3F3.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,mCAAmC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4LzC,MAAM,2BAA2B,OAAO,UAAU,YAAY,cAAc,QAAQ;AACnF,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,wDAAwD;CAC1F,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,YAAY,cAAc,GAAG,WAAW,IAAI;CAClD,MAAM,QAAQ,cAAc,GAAG,OAAO,EAAE;CACxC,MAAM,SAAS,cAAc,GAAG,QAAQ,KAAK;CAC7C,MAAM,UAAU,cAAc,GAAG,SAAS,IAAI;CAC9C,MAAM,OAAO,cAAc,GAAG,MAAM,EAAE;CACtC,MAAM,aAAa,cAAc,GAAG,YAAY,EAAE;CAClD,MAAM,kBAAkB,kBAAkB,IAAI,oBAAoB,GAAG,IAAI;CACzE,MAAM,cAAc,kBAAkB,IAAI,gBAAgB,GAAG,IAAI;CACjE,MAAM,eAAe,kBAAkB,IAAI,iBAAiB,GAAG,IAAI;CACnE,MAAM,gBAAgB,kBAAkB,IAAI,kBAAkB,GAAG,IAAI;CACrE,MAAM,aAAa,kBAAkB,IAAI,eAAe,GAAG,IAAI;CAC/D,MAAM,mBAAmB,kBAAkB,IAAI,qBAAqB,GAAG,IAAI;CAC3E,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;AACvB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,6BAA6B,MAAM;EACzI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,0BAA0B,CAAC"}
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{"version":3,"file":"renderer-B2jjxsjO.mjs","names":[],"sources":["../../../nodes/node-audio-compressor/dist/renderers-BorUA3F3.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"threshold\",\n\t\"ratio\",\n\t\"attack\",\n\t\"release\",\n\t\"knee\",\n\t\"makeupGain\"\n];\nconst COMPRESSOR_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n threshold : f32,\n ratio : f32,\n attack : f32,\n release : f32,\n knee : f32,\n makeupGain : f32,\n hasThresholdSig : f32,\n hasRatioSig : f32,\n hasAttackSig : f32,\n hasReleaseSig : f32,\n hasKneeSig : f32,\n hasMakeupGainSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = envelope\n@group(0) @binding(4) var<storage, read> thresholdSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> ratioSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> attackSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> releaseSignal : array<f32>;\n@group(0) @binding(8) var<storage, read> kneeSignal : array<f32>;\n@group(0) @binding(9) var<storage, read> makeupGainSignal : array<f32>;\n\nfn log10(x: f32) -> f32 {\n return log(x) * 0.4342944819032518f;\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n var envelope = state[0];\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effThreshold = u.threshold;\n if (u.hasThresholdSig > 0.5f) {\n effThreshold = thresholdSignal[index];\n }\n effThreshold = clamp(effThreshold, -120.0f, 0.0f);\n\n var effRatio = u.ratio;\n if (u.hasRatioSig > 0.5f) {\n effRatio = ratioSignal[index];\n }\n effRatio = clamp(effRatio, 1.0f, 100.0f);\n\n var effAttack = u.attack;\n if (u.hasAttackSig > 0.5f) {\n effAttack = attackSignal[index];\n }\n effAttack = clamp(effAttack, 0.0001f, 10.0f);\n\n var effRelease = u.release;\n if (u.hasReleaseSig > 0.5f) {\n effRelease = releaseSignal[index];\n }\n effRelease = clamp(effRelease, 0.001f, 10.0f);\n\n var effKnee = u.knee;\n if (u.hasKneeSig > 0.5f) {\n effKnee = kneeSignal[index];\n }\n effKnee = clamp(effKnee, 0.0f, 40.0f);\n\n var effMakeupGain = u.makeupGain;\n if (u.hasMakeupGainSig > 0.5f) {\n effMakeupGain = makeupGainSignal[index];\n }\n effMakeupGain = clamp(effMakeupGain, -60.0f, 36.0f);\n\n // 2. Safe Attack / Release Coefficients\n let attackCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effAttack)), 0.00001f, 1.0f);\n let releaseCoeff = clamp(1.0f - exp(-1.0f / (u.sampleRate * effRelease)), 0.00001f, 1.0f);\n\n // 3. Peak Detection with NaN / Inf sanitization\n var peak = 0.0f;\n for (var c = 0u; c < numChannels; c = c + 1u) {\n var val = abs(inputChannels[c * numSamples + index]);\n if (is_nan_or_inf(val)) {\n val = 0.0f;\n }\n if (val > peak) {\n peak = val;\n }\n }\n \n // 4. Convert Peak to dBFS\n let dB = 20.0f * log10(max(peak, 1e-9f));\n\n // 5. Compute target reduction (soft-knee & ratio)\n var targetReductiondB = 0.0f;\n if (effKnee > 0.0f) {\n let x = dB - effThreshold;\n if (x <= -effKnee / 2.0f) {\n targetReductiondB = 0.0f;\n } else if (x >= effKnee / 2.0f) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n } else {\n let kneeTerm = x + effKnee / 2.0f;\n targetReductiondB = ((kneeTerm * kneeTerm) / (2.0f * effKnee)) * (1.0f - 1.0f / effRatio);\n }\n } else {\n if (dB > effThreshold) {\n targetReductiondB = (dB - effThreshold) * (1.0f - 1.0f / effRatio);\n }\n }\n\n targetReductiondB = clamp(targetReductiondB, 0.0f, 120.0f);\n\n // 6. Envelope Smoothing\n let targetGaindB = -targetReductiondB;\n if (targetGaindB < envelope) {\n envelope += (targetGaindB - envelope) * attackCoeff;\n } else {\n envelope += (targetGaindB - envelope) * releaseCoeff;\n }\n\n if (is_nan_or_inf(envelope)) {\n envelope = 0.0f;\n }\n envelope = clamp(envelope, -120.0f, 0.0f);\n\n // 7. Apply linear gain and soft clipping\n let totalGaindB = clamp(envelope + effMakeupGain, -120.0f, 36.0f);\n let gainLinear = clamp(pow(10.0f, totalGaindB / 20.0f), 0.0f, 63.1f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) {\n inVal = 0.0f;\n }\n\n var outVal = inVal * gainLinear;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n \n // Soft clipping at ±1.0 with smooth tanh transition starting at ±0.9\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n \n outputChannels[sampleIndex] = outVal;\n }\n }\n\n if (is_nan_or_inf(envelope)) {\n state[0] = 0.0f;\n } else {\n state[0] = clamp(envelope, -120.0f, 0.0f);\n }\n}\n`;\nconst compressorAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Dynamics Compressor.\");\n\tconst op = virtualMedia.operation || {};\n\tconst threshold = resolveNumber(op.threshold, -24);\n\tconst ratio = resolveNumber(op.ratio, 4);\n\tconst attack = resolveNumber(op.attack, .003);\n\tconst release = resolveNumber(op.release, .25);\n\tconst knee = resolveNumber(op.knee, 6);\n\tconst makeupGain = resolveNumber(op.makeupGain, 0);\n\tconst hasThresholdSig = isHandleConnected(op, \"thresholdHandleId\") ? 1 : 0;\n\tconst hasRatioSig = isHandleConnected(op, \"ratioHandleId\") ? 1 : 0;\n\tconst hasAttackSig = isHandleConnected(op, \"attackHandleId\") ? 1 : 0;\n\tconst hasReleaseSig = isHandleConnected(op, \"releaseHandleId\") ? 1 : 0;\n\tconst hasKneeSig = isHandleConnected(op, \"kneeHandleId\") ? 1 : 0;\n\tconst hasMakeupGainSig = isHandleConnected(op, \"makeupGainHandleId\") ? 1 : 0;\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst nodeId = op.id || \"audio-compressor\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, COMPRESSOR_SHADER_TEMPLATE, (t) => [\n\t\tsampleRate,\n\t\tthreshold,\n\t\tratio,\n\t\tattack,\n\t\trelease,\n\t\tknee,\n\t\tmakeupGain,\n\t\thasThresholdSig,\n\t\thasRatioSig,\n\t\thasAttackSig,\n\t\thasReleaseSig,\n\t\thasKneeSig,\n\t\thasMakeupGainSig,\n\t\tt,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0,\n\t\t0,\n\t\t0\n\t], 20, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: compressorAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-BorUA3F3.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,mCAAmC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4LzC,MAAM,2BAA2B,OAAO,UAAU,YAAY,cAAc,QAAQ;AACnF,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,wDAAwD;CAC1F,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,YAAY,cAAc,GAAG,WAAW,IAAI;CAClD,MAAM,QAAQ,cAAc,GAAG,OAAO,EAAE;CACxC,MAAM,SAAS,cAAc,GAAG,QAAQ,KAAK;CAC7C,MAAM,UAAU,cAAc,GAAG,SAAS,IAAI;CAC9C,MAAM,OAAO,cAAc,GAAG,MAAM,EAAE;CACtC,MAAM,aAAa,cAAc,GAAG,YAAY,EAAE;CAClD,MAAM,kBAAkB,kBAAkB,IAAI,oBAAoB,GAAG,IAAI;CACzE,MAAM,cAAc,kBAAkB,IAAI,gBAAgB,GAAG,IAAI;CACjE,MAAM,eAAe,kBAAkB,IAAI,iBAAiB,GAAG,IAAI;CACnE,MAAM,gBAAgB,kBAAkB,IAAI,kBAAkB,GAAG,IAAI;CACrE,MAAM,aAAa,kBAAkB,IAAI,eAAe,GAAG,IAAI;CAC/D,MAAM,mBAAmB,kBAAkB,IAAI,qBAAqB,GAAG,IAAI;CAC3E,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;AACvB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,6BAA6B,MAAM;EACzI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,0BAA0B,CAAC"}
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{"version":3,"file":"renderer-DEcbSNQd.mjs","names":[],"sources":["../../../nodes/node-displacement-map/dist/renderers-DzMCAYTg.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst STRENGTH_MIN = 0;\nconst STRENGTH_MAX = 500;\nfunction clamp(value, min, max) {\n\treturn Math.min(max, Math.max(min, value));\n}\nconst DISPLACEMENT_MAP_SHADER = `\nstruct DisplacementUniforms {\n strengthX : f32,\n strengthY : f32,\n xChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma\n yChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma\n\n wrapMode : f32, // 0=Clamp, 1=Repeat, 2=Mirror\n hasSignalX : f32,\n hasSignalY : f32,\n _pad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : DisplacementUniforms;\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n@group(2) @binding(0) var mapTex : texture_2d<f32>;\n@group(2) @binding(1) var mapSamp : sampler;\n@group(3) @binding(0) var sigXTex : texture_2d<f32>;\n@group(3) @binding(1) var sigYTex : texture_2d<f32>;\n@group(3) @binding(2) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn extractChannel(color: vec4<f32>, channel: f32) -> f32 {\n if (channel < 0.5) { return color.r; }\n if (channel < 1.5) { return color.g; }\n if (channel < 2.5) { return color.b; }\n if (channel < 3.5) { return color.a; }\n // Luminance\n return dot(color.rgb, vec3<f32>(0.299, 0.587, 0.114));\n}\n\nfn applyWrap(coord: f32, mode: f32) -> f32 {\n if (mode < 0.5) {\n // Clamp\n return clamp(coord, 0.0, 1.0);\n }\n if (mode < 1.5) {\n // Repeat\n return fract(coord);\n }\n // Mirror\n let t = fract(coord * 0.5) * 2.0;\n if (t > 1.0) {\n return 2.0 - t;\n }\n return t;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let mapColor = textureSampleLevel(mapTex, mapSamp, in.uv, 0.0);\n\n // Extract displacement values from chosen channels, centered around 0.5 and gated by alpha\n // NOTE (P3, not changed here): this yields a max offset of strength/2 px at\n // either extreme (peak-to-peak swing == strength). Confirm with design whether\n // \"strength in pixels\" should mean peak amplitude instead — see review doc.\n let dispX = (extractChannel(mapColor, u.xChannel) - 0.5) * mapColor.a;\n let dispY = (extractChannel(mapColor, u.yChannel) - 0.5) * mapColor.a;\n\n // Get strength, potentially from signal textures\n var sX = u.strengthX;\n var sY = u.strengthY;\n if (u.hasSignalX > 0.5) {\n sX = textureSampleLevel(sigXTex, sigSamp, in.uv, 0.0).r;\n }\n if (u.hasSignalY > 0.5) {\n sY = textureSampleLevel(sigYTex, sigSamp, in.uv, 0.0).r;\n }\n\n // Compute displacement in UV space (strength is in pixels, convert to UV)\n let srcDims = vec2<f32>(textureDimensions(srcTex));\n let offset = vec2<f32>(\n dispX * sX / srcDims.x,\n dispY * sY / srcDims.y,\n );\n\n let displaced = vec2<f32>(\n applyWrap(in.uv.x + offset.x, u.wrapMode),\n applyWrap(in.uv.y + offset.y, u.wrapMode),\n );\n\n return textureSampleLevel(srcTex, srcSamp, displaced, 0.0);\n}\n`;\nconst uniformData = new Float32Array(8);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tmapTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 2),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getDisplacementResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `displacement_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `displacement_${format}.wgsl`,\n\t\t\tcode: DISPLACEMENT_MAP_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `DisplacementMapPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.mapTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tmapTextureLayout: layouts.mapTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction channelToFloat(ch) {\n\tswitch (ch) {\n\t\tcase \"Green\": return 1;\n\t\tcase \"Blue\": return 2;\n\t\tcase \"Alpha\": return 3;\n\t\tcase \"Luminance\": return 4;\n\t\tdefault: return 0;\n\t}\n}\nfunction wrapModeToFloat(mode) {\n\tswitch (mode) {\n\t\tcase \"Repeat\": return 1;\n\t\tcase \"Mirror\": return 2;\n\t\tdefault: return 0;\n\t}\n}\nfunction resolveSignalField(op, fieldName, defaultValue) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = clamp(Number(signalInput.outputItem.data ?? defaultValue), STRENGTH_MIN, STRENGTH_MAX);\n\telse value = Number(op[fieldName] ?? defaultValue);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst DisplacementMapWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"DisplacementMap\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tconst mapMedia = op.mapMedia;\n\tif (!sourceMedia || !mapMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst strengthXInfo = resolveSignalField(op, \"strengthX\", 50);\n\tconst strengthYInfo = resolveSignalField(op, \"strengthY\", 50);\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\trenderId: `${props.renderId}-c0`\n\t} });\n\targs.pass.end();\n\tconst { texture: mapTex } = await drawChildToTexture(args, mapMedia, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: mapMedia,\n\t\t\trenderId: `${props.renderId}-c1`,\n\t\t\texcludeTextures: [...props.excludeTextures || [], srcTex]\n\t\t},\n\t\texclude: [srcTex]\n\t});\n\targs.pass.end();\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, mapTextureLayout: mapLayout, signalTextureLayout: sigLayout } = getDisplacementResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tlet sigXView;\n\tlet sigYView;\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tif (strengthXInfo.hasSignal && strengthXInfo.sd) sigXView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthXInfo.sd.nodeId ?? \"displace_sx_sig\", elapsedSeconds, durationSeconds, strengthXInfo.sd, width, height, props.renderId, frame, fps);\n\telse sigXView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tif (strengthYInfo.hasSignal && strengthYInfo.sd) sigYView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthYInfo.sd.nodeId ?? \"displace_sy_sig\", elapsedSeconds, durationSeconds, strengthYInfo.sd, width, height, props.renderId, frame, fps);\n\telse sigYView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tuniformData[0] = strengthXInfo.value;\n\tuniformData[1] = strengthYInfo.value;\n\tuniformData[2] = channelToFloat(op.xChannel);\n\tuniformData[3] = channelToFloat(op.yChannel);\n\tuniformData[4] = wrapModeToFloat(op.wrapMode);\n\tuniformData[5] = strengthXInfo.hasSignal ? 1 : 0;\n\tuniformData[6] = strengthYInfo.hasSignal ? 1 : 0;\n\tuniformData[7] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tmapTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, mapLayout, mapTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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{"version":3,"file":"renderer-B39I6CQw.mjs","names":[],"sources":["../../../nodes/node-displacement-map/dist/renderers-DzMCAYTg.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst STRENGTH_MIN = 0;\nconst STRENGTH_MAX = 500;\nfunction clamp(value, min, max) {\n\treturn Math.min(max, Math.max(min, value));\n}\nconst DISPLACEMENT_MAP_SHADER = `\nstruct DisplacementUniforms {\n strengthX : f32,\n strengthY : f32,\n xChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma\n yChannel : f32, // 0=R, 1=G, 2=B, 3=A, 4=Luma\n\n wrapMode : f32, // 0=Clamp, 1=Repeat, 2=Mirror\n hasSignalX : f32,\n hasSignalY : f32,\n _pad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : DisplacementUniforms;\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n@group(2) @binding(0) var mapTex : texture_2d<f32>;\n@group(2) @binding(1) var mapSamp : sampler;\n@group(3) @binding(0) var sigXTex : texture_2d<f32>;\n@group(3) @binding(1) var sigYTex : texture_2d<f32>;\n@group(3) @binding(2) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn extractChannel(color: vec4<f32>, channel: f32) -> f32 {\n if (channel < 0.5) { return color.r; }\n if (channel < 1.5) { return color.g; }\n if (channel < 2.5) { return color.b; }\n if (channel < 3.5) { return color.a; }\n // Luminance\n return dot(color.rgb, vec3<f32>(0.299, 0.587, 0.114));\n}\n\nfn applyWrap(coord: f32, mode: f32) -> f32 {\n if (mode < 0.5) {\n // Clamp\n return clamp(coord, 0.0, 1.0);\n }\n if (mode < 1.5) {\n // Repeat\n return fract(coord);\n }\n // Mirror\n let t = fract(coord * 0.5) * 2.0;\n if (t > 1.0) {\n return 2.0 - t;\n }\n return t;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let mapColor = textureSampleLevel(mapTex, mapSamp, in.uv, 0.0);\n\n // Extract displacement values from chosen channels, centered around 0.5 and gated by alpha\n // NOTE (P3, not changed here): this yields a max offset of strength/2 px at\n // either extreme (peak-to-peak swing == strength). Confirm with design whether\n // \"strength in pixels\" should mean peak amplitude instead — see review doc.\n let dispX = (extractChannel(mapColor, u.xChannel) - 0.5) * mapColor.a;\n let dispY = (extractChannel(mapColor, u.yChannel) - 0.5) * mapColor.a;\n\n // Get strength, potentially from signal textures\n var sX = u.strengthX;\n var sY = u.strengthY;\n if (u.hasSignalX > 0.5) {\n sX = textureSampleLevel(sigXTex, sigSamp, in.uv, 0.0).r;\n }\n if (u.hasSignalY > 0.5) {\n sY = textureSampleLevel(sigYTex, sigSamp, in.uv, 0.0).r;\n }\n\n // Compute displacement in UV space (strength is in pixels, convert to UV)\n let srcDims = vec2<f32>(textureDimensions(srcTex));\n let offset = vec2<f32>(\n dispX * sX / srcDims.x,\n dispY * sY / srcDims.y,\n );\n\n let displaced = vec2<f32>(\n applyWrap(in.uv.x + offset.x, u.wrapMode),\n applyWrap(in.uv.y + offset.y, u.wrapMode),\n );\n\n return textureSampleLevel(srcTex, srcSamp, displaced, 0.0);\n}\n`;\nconst uniformData = new Float32Array(8);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tmapTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 2),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getDisplacementResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `displacement_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `displacement_${format}.wgsl`,\n\t\t\tcode: DISPLACEMENT_MAP_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `DisplacementMapPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.mapTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tmapTextureLayout: layouts.mapTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction channelToFloat(ch) {\n\tswitch (ch) {\n\t\tcase \"Green\": return 1;\n\t\tcase \"Blue\": return 2;\n\t\tcase \"Alpha\": return 3;\n\t\tcase \"Luminance\": return 4;\n\t\tdefault: return 0;\n\t}\n}\nfunction wrapModeToFloat(mode) {\n\tswitch (mode) {\n\t\tcase \"Repeat\": return 1;\n\t\tcase \"Mirror\": return 2;\n\t\tdefault: return 0;\n\t}\n}\nfunction resolveSignalField(op, fieldName, defaultValue) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = clamp(Number(signalInput.outputItem.data ?? defaultValue), STRENGTH_MIN, STRENGTH_MAX);\n\telse value = Number(op[fieldName] ?? defaultValue);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst DisplacementMapWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"DisplacementMap\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tconst mapMedia = op.mapMedia;\n\tif (!sourceMedia || !mapMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst strengthXInfo = resolveSignalField(op, \"strengthX\", 50);\n\tconst strengthYInfo = resolveSignalField(op, \"strengthY\", 50);\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\trenderId: `${props.renderId}-c0`\n\t} });\n\targs.pass.end();\n\tconst { texture: mapTex } = await drawChildToTexture(args, mapMedia, {\n\t\tprops: {\n\t\t\t...props,\n\t\t\tvirtualMedia: mapMedia,\n\t\t\trenderId: `${props.renderId}-c1`,\n\t\t\texcludeTextures: [...props.excludeTextures || [], srcTex]\n\t\t},\n\t\texclude: [srcTex]\n\t});\n\targs.pass.end();\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, mapTextureLayout: mapLayout, signalTextureLayout: sigLayout } = getDisplacementResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tlet sigXView;\n\tlet sigYView;\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tif (strengthXInfo.hasSignal && strengthXInfo.sd) sigXView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthXInfo.sd.nodeId ?? \"displace_sx_sig\", elapsedSeconds, durationSeconds, strengthXInfo.sd, width, height, props.renderId, frame, fps);\n\telse sigXView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tif (strengthYInfo.hasSignal && strengthYInfo.sd) sigYView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, strengthYInfo.sd.nodeId ?? \"displace_sy_sig\", elapsedSeconds, durationSeconds, strengthYInfo.sd, width, height, props.renderId, frame, fps);\n\telse sigYView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tuniformData[0] = strengthXInfo.value;\n\tuniformData[1] = strengthYInfo.value;\n\tuniformData[2] = channelToFloat(op.xChannel);\n\tuniformData[3] = channelToFloat(op.yChannel);\n\tuniformData[4] = wrapModeToFloat(op.wrapMode);\n\tuniformData[5] = strengthXInfo.hasSignal ? 1 : 0;\n\tuniformData[6] = strengthYInfo.hasSignal ? 1 : 0;\n\tuniformData[7] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tmapTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, mapLayout, mapTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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import { n as defineRenderer, o as resolveFrameNumber } from "./renderer-mNSyac1V.mjs";
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CMaa63nz.mjs";
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//#region ../../nodes/node-relight-3d/dist/renderers-CXgKN5yn.mjs
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{"version":3,"file":"renderer-DIPyUVX2.mjs","names":[],"sources":["../../../nodes/node-relight-3d/dist/renderers-CXgKN5yn.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveFrameNumber } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst RELIGHT_SHADER = `\nstruct RelightUniforms {\n // vec4 0\n lightType : f32, // 0=Point, 1=Spot, 2=Directional, 3=Rim\n intensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 1\n lightPosZ : f32,\n lightRadius : f32,\n spotConeAngle : f32, // in radians\n specularRoughness : f32,\n\n // vec4 2\n specularStrength : f32,\n metallic : f32,\n ambientIntensity : f32,\n volumetricDensity : f32,\n\n // vec4 3\n depthScale : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n hasNormalMap : f32,\n\n // vec4 4: signal flags\n hasSigIntensity : f32,\n hasSigPosX : f32,\n hasSigPosY : f32,\n hasSigPosZ : f32,\n\n // vec4 5: signal flags\n hasSigRadius : f32,\n hasSigRoughness : f32,\n hasSigSpecular : f32,\n hasSigVolumetric : f32,\n\n // vec4 6 & 7: colors\n lightColor : vec4<f32>,\n ambientColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RelightUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var intensitySigTex : texture_2d<f32>;\n@group(3) @binding(1) var posXSigTex : texture_2d<f32>;\n@group(3) @binding(2) var posYSigTex : texture_2d<f32>;\n@group(3) @binding(3) var posZSigTex : texture_2d<f32>;\n@group(3) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var specularSigTex : texture_2d<f32>;\n@group(3) @binding(7) var volumetricSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return raw;\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\nfn computeNormal(uv: vec2<f32>, texelSize: vec2<f32>) -> vec3<f32> {\n if (u.hasNormalMap > 0.5) {\n let rawNormal = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).rgb;\n return normalize(rawNormal * 2.0 - 1.0);\n }\n let step = texelSize * 2.5;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n let dx = (dR - dL) * u.depthScale * 1.5;\n let dy = (dU - dD) * u.depthScale * 1.5;\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let albedo = textureSampleLevel(srcTex, srcSamp, in.uv, 0.0);\n if (albedo.a <= 0.0) {\n return albedo;\n }\n\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = dims.x / dims.y;\n\n // Resolve signals\n var intensity = u.intensity;\n if (u.hasSigIntensity > 0.5) {\n intensity = textureSampleLevel(intensitySigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posX = u.lightPosX;\n if (u.hasSigPosX > 0.5) {\n posX = textureSampleLevel(posXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posY = u.lightPosY;\n if (u.hasSigPosY > 0.5) {\n posY = textureSampleLevel(posYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posZ = u.lightPosZ;\n if (u.hasSigPosZ > 0.5) {\n posZ = textureSampleLevel(posZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var radius = u.lightRadius;\n if (u.hasSigRadius > 0.5) {\n radius = max(0.05, textureSampleLevel(radiusSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var roughness = u.specularRoughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.01, 1.0);\n }\n\n var specularStrength = u.specularStrength;\n if (u.hasSigSpecular > 0.5) {\n specularStrength = max(0.0, textureSampleLevel(specularSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var volumetricDensity = u.volumetricDensity;\n if (u.hasSigVolumetric > 0.5) {\n volumetricDensity = clamp(textureSampleLevel(volumetricSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Geometry & Surface Normals\n let depth = sampleSmoothDepth(in.uv, texelSize) * u.depthScale;\n let N = computeNormal(in.uv, texelSize);\n let V = vec3<f32>(0.0, 0.0, 1.0);\n\n // 3D coordinates (Aspect corrected for uniform radius)\n let pSurface = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, - (1.0 - depth) * 0.4);\n let pLight = vec3<f32>((posX - 0.5) * aspect, posY - 0.5, max(0.02, posZ));\n\n let toLight = pLight - pSurface;\n let dist3D = length(toLight);\n var L = normalize(toLight);\n\n // Attenuation\n var att = 1.0 / (1.0 + (dist3D / max(0.05, radius)) * (dist3D / max(0.05, radius)));\n var diffuse = max(dot(N, L), 0.0);\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\n var specular = pow(NdotH, specPower) * specularStrength;\n\n let lightMode = u.lightType;\n\n if (lightMode > 0.5 && lightMode < 1.5) {\n // Spot Light\n let spotDir = normalize(vec3<f32>(0.0, 0.0, -1.0));\n let spotAngleCos = dot(-L, spotDir);\n let coneCos = cos(u.spotConeAngle);\n let spotAtt = smoothstep(coneCos, coneCos + 0.15, spotAngleCos);\n\n diffuse = diffuse * spotAtt;\n specular = specular * spotAtt;\n } else if (lightMode > 1.5 && lightMode < 2.5) {\n // Directional Light\n L = normalize(vec3<f32>(posX - 0.5, posY - 0.5, max(0.1, posZ)));\n att = 1.0;\n diffuse = max(dot(N, L), 0.0);\n let dirH = normalize(L + V);\n specular = pow(max(dot(N, dirH), 0.0), specPower) * specularStrength;\n } else if (lightMode > 2.5) {\n // Rim Light\n let rimTerm = 1.0 - max(dot(N, V), 0.0);\n let rim = pow(rimTerm, 2.5) * (0.5 + depth * 0.8) * 1.5;\n diffuse = max(dot(N, L), 0.0) * 0.2 + rim;\n }\n\n // Volumetric Atmospheric Light Scatter / Glow\n let dist2D = length(vec2<f32>((in.uv.x - posX) * aspect, in.uv.y - posY));\n let volGlow = volumetricDensity * (1.0 / (1.0 + (dist2D / (radius * 0.5)) * (dist2D / (radius * 0.5)))) * (1.0 - clamp(depth * 0.3, 0.0, 0.8));\n\n let lightCol = u.lightColor.rgb;\n let ambientCol = u.ambientColor.rgb;\n\n // Natural Relighting Energy Distribution\n let ambientLighting = ambientCol * clamp(u.ambientIntensity, 0.0, 1.5);\n let diffuseLighting = lightCol * (diffuse * att * intensity * 0.6);\n let specularLighting = mix(vec3<f32>(1.0), albedo.rgb, u.metallic) * (specular * att * intensity * 0.35);\n let volLighting = lightCol * (volGlow * intensity * 0.2);\n\n let litRgb = albedo.rgb * (ambientLighting + diffuseLighting) + specularLighting + volLighting;\n\n return vec4<f32>(clamp(litRgb, vec3<f32>(0.0), vec3<f32>(1.0)), albedo.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getRelightResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `relight_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `relight_${format}.wgsl`,\n\t\t\tcode: RELIGHT_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RelightPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = resolveFrameNumber(signalInput.outputItem.data, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = resolveFrameNumber(op[fieldName], defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = resolveFrameNumber(sd.offset, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst Relight3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Relight3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst normalMedia = op.normalMedia ?? (op.inputs?.normalMap?.connectionValid ? op.inputs.normalMap.outputItem?.data : null);\n\tconst depthMedia = normalMedia ?? op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tconst hasNormalMap = Boolean(normalMedia);\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRelightResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", 1, 0, 10, compositionFrame, fps);\n\tconst posXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1, compositionFrame, fps);\n\tconst posYInfo = resolveSignalField(op, \"lightPosY\", .5, 0, 1, compositionFrame, fps);\n\tconst posZInfo = resolveSignalField(op, \"lightPosZ\", .3, -2, 2, compositionFrame, fps);\n\tconst radiusInfo = resolveSignalField(op, \"lightRadius\", .8, .05, 5, compositionFrame, fps);\n\tconst spotConeInfo = resolveSignalField(op, \"spotConeAngle\", 45, 5, 90, compositionFrame, fps);\n\tconst roughnessInfo = resolveSignalField(op, \"specularRoughness\", .35, .01, 1, compositionFrame, fps);\n\tconst specularInfo = resolveSignalField(op, \"specularStrength\", .7, 0, 3, compositionFrame, fps);\n\tconst metallicInfo = resolveSignalField(op, \"metallic\", 0, 0, 1, compositionFrame, fps);\n\tconst ambientInfo = resolveSignalField(op, \"ambientIntensity\", .4, 0, 2, compositionFrame, fps);\n\tconst volumetricInfo = resolveSignalField(op, \"volumetricDensity\", .2, 0, 1, compositionFrame, fps);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 10, compositionFrame, fps);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, compositionFrame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIntensityView = getSigTextureView(intensityInfo, \"relight_int_sig\");\n\tconst sigPosXView = getSigTextureView(posXInfo, \"relight_posx_sig\");\n\tconst sigPosYView = getSigTextureView(posYInfo, \"relight_posy_sig\");\n\tconst sigPosZView = getSigTextureView(posZInfo, \"relight_posz_sig\");\n\tconst sigRadiusView = getSigTextureView(radiusInfo, \"relight_rad_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"relight_rough_sig\");\n\tconst sigSpecularView = getSigTextureView(specularInfo, \"relight_spec_sig\");\n\tconst sigVolumetricView = getSigTextureView(volumetricInfo, \"relight_vol_sig\");\n\tconst uniformData = new Float32Array(32);\n\tconst lightColorParsed = parseColor(op.lightColor ?? \"#ffffff\");\n\tconst ambientColorParsed = parseColor(op.ambientColor ?? \"#ffffff\");\n\tuniformData[0] = op.lightType === \"Spot\" ? 1 : op.lightType === \"Directional\" ? 2 : op.lightType === \"Rim\" ? 3 : 0;\n\tuniformData[1] = intensityInfo.value;\n\tuniformData[2] = posXInfo.value;\n\tuniformData[3] = posYInfo.value;\n\tuniformData[4] = posZInfo.value;\n\tuniformData[5] = radiusInfo.value;\n\tuniformData[6] = spotConeInfo.value * Math.PI / 180;\n\tuniformData[7] = roughnessInfo.value;\n\tuniformData[8] = specularInfo.value;\n\tuniformData[9] = metallicInfo.value;\n\tuniformData[10] = ambientInfo.value;\n\tuniformData[11] = volumetricInfo.value;\n\tuniformData[12] = depthScaleInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = hasDepthMap || hasNormalMap ? 1 : 0;\n\tuniformData[15] = hasNormalMap ? 1 : 0;\n\tuniformData[16] = intensityInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = posXInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = posYInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = posZInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = radiusInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = specularInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = volumetricInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = lightColorParsed.r;\n\tuniformData[25] = lightColorParsed.g;\n\tuniformData[26] = lightColorParsed.b;\n\tuniformData[27] = lightColorParsed.a;\n\tuniformData[28] = ambientColorParsed.r;\n\tuniformData[29] = ambientColorParsed.g;\n\tuniformData[30] = ambientColorParsed.b;\n\tuniformData[31] = ambientColorParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIntensityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigPosZView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigSpecularView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigVolumetricView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: Relight3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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{"version":3,"file":"renderer-B522Dkdk.mjs","names":[],"sources":["../../../nodes/node-relight-3d/dist/renderers-CXgKN5yn.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveFrameNumber } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst RELIGHT_SHADER = `\nstruct RelightUniforms {\n // vec4 0\n lightType : f32, // 0=Point, 1=Spot, 2=Directional, 3=Rim\n intensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 1\n lightPosZ : f32,\n lightRadius : f32,\n spotConeAngle : f32, // in radians\n specularRoughness : f32,\n\n // vec4 2\n specularStrength : f32,\n metallic : f32,\n ambientIntensity : f32,\n volumetricDensity : f32,\n\n // vec4 3\n depthScale : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n hasNormalMap : f32,\n\n // vec4 4: signal flags\n hasSigIntensity : f32,\n hasSigPosX : f32,\n hasSigPosY : f32,\n hasSigPosZ : f32,\n\n // vec4 5: signal flags\n hasSigRadius : f32,\n hasSigRoughness : f32,\n hasSigSpecular : f32,\n hasSigVolumetric : f32,\n\n // vec4 6 & 7: colors\n lightColor : vec4<f32>,\n ambientColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RelightUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var intensitySigTex : texture_2d<f32>;\n@group(3) @binding(1) var posXSigTex : texture_2d<f32>;\n@group(3) @binding(2) var posYSigTex : texture_2d<f32>;\n@group(3) @binding(3) var posZSigTex : texture_2d<f32>;\n@group(3) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var specularSigTex : texture_2d<f32>;\n@group(3) @binding(7) var volumetricSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return raw;\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\nfn computeNormal(uv: vec2<f32>, texelSize: vec2<f32>) -> vec3<f32> {\n if (u.hasNormalMap > 0.5) {\n let rawNormal = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).rgb;\n return normalize(rawNormal * 2.0 - 1.0);\n }\n let step = texelSize * 2.5;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n let dx = (dR - dL) * u.depthScale * 1.5;\n let dy = (dU - dD) * u.depthScale * 1.5;\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let albedo = textureSampleLevel(srcTex, srcSamp, in.uv, 0.0);\n if (albedo.a <= 0.0) {\n return albedo;\n }\n\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = dims.x / dims.y;\n\n // Resolve signals\n var intensity = u.intensity;\n if (u.hasSigIntensity > 0.5) {\n intensity = textureSampleLevel(intensitySigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posX = u.lightPosX;\n if (u.hasSigPosX > 0.5) {\n posX = textureSampleLevel(posXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posY = u.lightPosY;\n if (u.hasSigPosY > 0.5) {\n posY = textureSampleLevel(posYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posZ = u.lightPosZ;\n if (u.hasSigPosZ > 0.5) {\n posZ = textureSampleLevel(posZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var radius = u.lightRadius;\n if (u.hasSigRadius > 0.5) {\n radius = max(0.05, textureSampleLevel(radiusSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var roughness = u.specularRoughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.01, 1.0);\n }\n\n var specularStrength = u.specularStrength;\n if (u.hasSigSpecular > 0.5) {\n specularStrength = max(0.0, textureSampleLevel(specularSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var volumetricDensity = u.volumetricDensity;\n if (u.hasSigVolumetric > 0.5) {\n volumetricDensity = clamp(textureSampleLevel(volumetricSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Geometry & Surface Normals\n let depth = sampleSmoothDepth(in.uv, texelSize) * u.depthScale;\n let N = computeNormal(in.uv, texelSize);\n let V = vec3<f32>(0.0, 0.0, 1.0);\n\n // 3D coordinates (Aspect corrected for uniform radius)\n let pSurface = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, - (1.0 - depth) * 0.4);\n let pLight = vec3<f32>((posX - 0.5) * aspect, posY - 0.5, max(0.02, posZ));\n\n let toLight = pLight - pSurface;\n let dist3D = length(toLight);\n var L = normalize(toLight);\n\n // Attenuation\n var att = 1.0 / (1.0 + (dist3D / max(0.05, radius)) * (dist3D / max(0.05, radius)));\n var diffuse = max(dot(N, L), 0.0);\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\n var specular = pow(NdotH, specPower) * specularStrength;\n\n let lightMode = u.lightType;\n\n if (lightMode > 0.5 && lightMode < 1.5) {\n // Spot Light\n let spotDir = normalize(vec3<f32>(0.0, 0.0, -1.0));\n let spotAngleCos = dot(-L, spotDir);\n let coneCos = cos(u.spotConeAngle);\n let spotAtt = smoothstep(coneCos, coneCos + 0.15, spotAngleCos);\n\n diffuse = diffuse * spotAtt;\n specular = specular * spotAtt;\n } else if (lightMode > 1.5 && lightMode < 2.5) {\n // Directional Light\n L = normalize(vec3<f32>(posX - 0.5, posY - 0.5, max(0.1, posZ)));\n att = 1.0;\n diffuse = max(dot(N, L), 0.0);\n let dirH = normalize(L + V);\n specular = pow(max(dot(N, dirH), 0.0), specPower) * specularStrength;\n } else if (lightMode > 2.5) {\n // Rim Light\n let rimTerm = 1.0 - max(dot(N, V), 0.0);\n let rim = pow(rimTerm, 2.5) * (0.5 + depth * 0.8) * 1.5;\n diffuse = max(dot(N, L), 0.0) * 0.2 + rim;\n }\n\n // Volumetric Atmospheric Light Scatter / Glow\n let dist2D = length(vec2<f32>((in.uv.x - posX) * aspect, in.uv.y - posY));\n let volGlow = volumetricDensity * (1.0 / (1.0 + (dist2D / (radius * 0.5)) * (dist2D / (radius * 0.5)))) * (1.0 - clamp(depth * 0.3, 0.0, 0.8));\n\n let lightCol = u.lightColor.rgb;\n let ambientCol = u.ambientColor.rgb;\n\n // Natural Relighting Energy Distribution\n let ambientLighting = ambientCol * clamp(u.ambientIntensity, 0.0, 1.5);\n let diffuseLighting = lightCol * (diffuse * att * intensity * 0.6);\n let specularLighting = mix(vec3<f32>(1.0), albedo.rgb, u.metallic) * (specular * att * intensity * 0.35);\n let volLighting = lightCol * (volGlow * intensity * 0.2);\n\n let litRgb = albedo.rgb * (ambientLighting + diffuseLighting) + specularLighting + volLighting;\n\n return vec4<f32>(clamp(litRgb, vec3<f32>(0.0), vec3<f32>(1.0)), albedo.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getRelightResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `relight_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `relight_${format}.wgsl`,\n\t\t\tcode: RELIGHT_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RelightPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = resolveFrameNumber(signalInput.outputItem.data, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = resolveFrameNumber(op[fieldName], defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = resolveFrameNumber(sd.offset, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst Relight3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Relight3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst normalMedia = op.normalMedia ?? (op.inputs?.normalMap?.connectionValid ? op.inputs.normalMap.outputItem?.data : null);\n\tconst depthMedia = normalMedia ?? op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tconst hasNormalMap = Boolean(normalMedia);\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRelightResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", 1, 0, 10, compositionFrame, fps);\n\tconst posXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1, compositionFrame, fps);\n\tconst posYInfo = resolveSignalField(op, \"lightPosY\", .5, 0, 1, compositionFrame, fps);\n\tconst posZInfo = resolveSignalField(op, \"lightPosZ\", .3, -2, 2, compositionFrame, fps);\n\tconst radiusInfo = resolveSignalField(op, \"lightRadius\", .8, .05, 5, compositionFrame, fps);\n\tconst spotConeInfo = resolveSignalField(op, \"spotConeAngle\", 45, 5, 90, compositionFrame, fps);\n\tconst roughnessInfo = resolveSignalField(op, \"specularRoughness\", .35, .01, 1, compositionFrame, fps);\n\tconst specularInfo = resolveSignalField(op, \"specularStrength\", .7, 0, 3, compositionFrame, fps);\n\tconst metallicInfo = resolveSignalField(op, \"metallic\", 0, 0, 1, compositionFrame, fps);\n\tconst ambientInfo = resolveSignalField(op, \"ambientIntensity\", .4, 0, 2, compositionFrame, fps);\n\tconst volumetricInfo = resolveSignalField(op, \"volumetricDensity\", .2, 0, 1, compositionFrame, fps);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 10, compositionFrame, fps);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, compositionFrame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIntensityView = getSigTextureView(intensityInfo, \"relight_int_sig\");\n\tconst sigPosXView = getSigTextureView(posXInfo, \"relight_posx_sig\");\n\tconst sigPosYView = getSigTextureView(posYInfo, \"relight_posy_sig\");\n\tconst sigPosZView = getSigTextureView(posZInfo, \"relight_posz_sig\");\n\tconst sigRadiusView = getSigTextureView(radiusInfo, \"relight_rad_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"relight_rough_sig\");\n\tconst sigSpecularView = getSigTextureView(specularInfo, \"relight_spec_sig\");\n\tconst sigVolumetricView = getSigTextureView(volumetricInfo, \"relight_vol_sig\");\n\tconst uniformData = new Float32Array(32);\n\tconst lightColorParsed = parseColor(op.lightColor ?? \"#ffffff\");\n\tconst ambientColorParsed = parseColor(op.ambientColor ?? \"#ffffff\");\n\tuniformData[0] = op.lightType === \"Spot\" ? 1 : op.lightType === \"Directional\" ? 2 : op.lightType === \"Rim\" ? 3 : 0;\n\tuniformData[1] = intensityInfo.value;\n\tuniformData[2] = posXInfo.value;\n\tuniformData[3] = posYInfo.value;\n\tuniformData[4] = posZInfo.value;\n\tuniformData[5] = radiusInfo.value;\n\tuniformData[6] = spotConeInfo.value * Math.PI / 180;\n\tuniformData[7] = roughnessInfo.value;\n\tuniformData[8] = specularInfo.value;\n\tuniformData[9] = metallicInfo.value;\n\tuniformData[10] = ambientInfo.value;\n\tuniformData[11] = volumetricInfo.value;\n\tuniformData[12] = depthScaleInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = hasDepthMap || hasNormalMap ? 1 : 0;\n\tuniformData[15] = hasNormalMap ? 1 : 0;\n\tuniformData[16] = intensityInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = posXInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = posYInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = posZInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = radiusInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = specularInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = volumetricInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = lightColorParsed.r;\n\tuniformData[25] = lightColorParsed.g;\n\tuniformData[26] = lightColorParsed.b;\n\tuniformData[27] = lightColorParsed.a;\n\tuniformData[28] = ambientColorParsed.r;\n\tuniformData[29] = ambientColorParsed.g;\n\tuniformData[30] = ambientColorParsed.b;\n\tuniformData[31] = ambientColorParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIntensityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigPosZView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigSpecularView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigVolumetricView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: Relight3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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import { Cn as resolveString, xn as resolveNumber } from "./dist-BlIrsfcn.mjs";
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import { i as isHandleConnected, n as defineRenderer } from "./renderer-mNSyac1V.mjs";
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import { g as WebGPUAudioProcessor } from "./dist-
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import { g as WebGPUAudioProcessor } from "./dist-C1cCW7Bt.mjs";
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//#region ../../nodes/node-audio-fade/dist/renderers-C_aLLJ4x.mjs
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const PARAM_ORDER = ["fadeInDuration", "fadeOutDuration"];
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{"version":3,"file":"renderer-
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+
{"version":3,"file":"renderer-BAYTI6jj.mjs","names":[],"sources":["../../../nodes/node-audio-fade/dist/renderers-C_aLLJ4x.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber, resolveString } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\"fadeInDuration\", \"fadeOutDuration\"];\nconst FADE_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n fadeInDuration : f32,\n fadeOutDuration : f32,\n fadeInCurve : f32,\n fadeOutCurve : f32,\n clipDuration : f32,\n hasFadeInDurationSig : f32,\n hasFadeOutDurationSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n pad4 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = samplesProcessed\n@group(0) @binding(4) var<storage, read> fadeInDurationSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> fadeOutDurationSignal : array<f32>;\n\nfn applyCurve(p: f32, curve: f32) -> f32 {\n let clampedP = max(0.0f, min(p, 1.0f));\n if (curve == 1.0f) { // exponential\n return clampedP * clampedP;\n }\n if (curve == 2.0f) { // scurve\n return clampedP * clampedP * (3.0f - 2.0f * clampedP);\n }\n return clampedP; // linear\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n let t = u.baseTime + f32(index) / u.sampleRate;\n var gain = 1.0f;\n\n var effFadeIn = u.fadeInDuration;\n if (u.hasFadeInDurationSig > 0.5f) {\n effFadeIn = fadeInDurationSignal[index];\n }\n effFadeIn = clamp(effFadeIn, 0.0f, 60.0f);\n\n var effFadeOut = u.fadeOutDuration;\n if (u.hasFadeOutDurationSig > 0.5f) {\n effFadeOut = fadeOutDurationSignal[index];\n }\n effFadeOut = clamp(effFadeOut, 0.0f, 60.0f);\n\n if (effFadeIn > 0.0f && t < effFadeIn) {\n let p = t / effFadeIn;\n gain = gain * applyCurve(p, u.fadeInCurve);\n }\n\n if (effFadeOut > 0.0f && t > u.clipDuration - effFadeOut) {\n let p = (u.clipDuration - t) / effFadeOut;\n gain = gain * applyCurve(p, u.fadeOutCurve);\n }\n\n gain = clamp(gain, 0.0f, 1.0f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) {\n inVal = 0.0f;\n }\n\n var outVal = inVal * gain;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n }\n\n // Dummy reference to keep state binding active\n state[0] = state[0];\n}\n`;\nconst getCurveCode = (curve) => {\n\tif (curve === \"exponential\") return 1;\n\tif (curve === \"scurve\") return 2;\n\treturn 0;\n};\nconst fadeAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Fade.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst fadeInDuration = Math.max(0, resolveNumber(op.fadeInDuration, 0));\n\tconst fadeOutDuration = Math.max(0, resolveNumber(op.fadeOutDuration, 0));\n\tconst fadeInCurve = resolveString(op.fadeInCurve, \"linear\");\n\tconst fadeOutCurve = resolveString(op.fadeOutCurve, \"linear\");\n\tconst durationMs = virtualMedia.metadata?.durationMs ?? ctx?.durationMs ?? (typeof op.durationFrames === \"number\" && (ctx.fps ?? 24) > 0 ? op.durationFrames / (ctx.fps ?? 24) * 1e3 : void 0);\n\tconst clipDuration = durationMs !== void 0 && durationMs > 0 ? durationMs / 1e3 : numSamples / sampleRate;\n\tlet fadeIn = fadeInDuration;\n\tlet fadeOut = fadeOutDuration;\n\tif (clipDuration > 0 && fadeIn + fadeOut > clipDuration) {\n\t\tconst half = clipDuration / 2;\n\t\tfadeIn = Math.min(fadeIn, half);\n\t\tfadeOut = Math.min(fadeOut, half);\n\t}\n\tconst hasFadeInDurationSig = isHandleConnected(op, \"fadeInDurationHandleId\") ? 1 : 0;\n\tconst hasFadeOutDurationSig = isHandleConnected(op, \"fadeOutDurationHandleId\") ? 1 : 0;\n\tconst nodeId = op.id || \"audio-fade\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst segmentStartSec = Math.max(0, (ctx.elapsedMs ?? 0) / 1e3);\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, FADE_SHADER_TEMPLATE, (chunkTimeSec) => {\n\t\tconst mediaTimeSec = segmentStartSec + Math.max(0, chunkTimeSec - frame / fps);\n\t\treturn [\n\t\t\tsampleRate,\n\t\t\tfadeIn,\n\t\t\tfadeOut,\n\t\t\tgetCurveCode(fadeInCurve),\n\t\t\tgetCurveCode(fadeOutCurve),\n\t\t\tclipDuration,\n\t\t\thasFadeInDurationSig,\n\t\t\thasFadeOutDurationSig,\n\t\t\tmediaTimeSec,\n\t\t\tframe,\n\t\t\tnumSamples,\n\t\t\tnumChannels,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t];\n\t}, 16, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: fadeAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-C_aLLJ4x.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc,CAAC,kBAAkB,kBAAkB;AACzD,MAAM,6BAA6B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgHnC,MAAM,gBAAgB,UAAU;AAC/B,KAAI,UAAU,cAAe,QAAO;AACpC,KAAI,UAAU,SAAU,QAAO;AAC/B,QAAO;;AAER,MAAM,qBAAqB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC7E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,+CAA+C;CACjF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,iBAAiB,KAAK,IAAI,GAAG,cAAc,GAAG,gBAAgB,EAAE,CAAC;CACvE,MAAM,kBAAkB,KAAK,IAAI,GAAG,cAAc,GAAG,iBAAiB,EAAE,CAAC;CACzE,MAAM,cAAc,cAAc,GAAG,aAAa,SAAS;CAC3D,MAAM,eAAe,cAAc,GAAG,cAAc,SAAS;CAC7D,MAAM,aAAa,aAAa,UAAU,cAAc,KAAK,eAAe,OAAO,GAAG,mBAAmB,aAAa,IAAI,OAAO,MAAM,IAAI,GAAG,kBAAkB,IAAI,OAAO,MAAM,MAAM,KAAK;CAC5L,MAAM,eAAe,eAAe,KAAK,KAAK,aAAa,IAAI,aAAa,MAAM,aAAa;CAC/F,IAAI,SAAS;CACb,IAAI,UAAU;AACd,KAAI,eAAe,KAAK,SAAS,UAAU,cAAc;EACxD,MAAM,OAAO,eAAe;AAC5B,WAAS,KAAK,IAAI,QAAQ,KAAK;AAC/B,YAAU,KAAK,IAAI,SAAS,KAAK;;CAElC,MAAM,uBAAuB,kBAAkB,IAAI,yBAAyB,GAAG,IAAI;CACnF,MAAM,wBAAwB,kBAAkB,IAAI,0BAA0B,GAAG,IAAI;CACrF,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,kBAAkB,KAAK,IAAI,IAAI,IAAI,aAAa,KAAK,IAAI;AAC/D,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,uBAAuB,iBAAiB;EAC9I,MAAM,eAAe,kBAAkB,KAAK,IAAI,GAAG,eAAe,QAAQ,IAAI;AAC9E,SAAO;GACN;GACA;GACA;GACA,aAAa,YAAY;GACzB,aAAa,aAAa;GAC1B;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;IACC,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,oBAAoB,CAAC"}
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//#region ../../nodes/node-audio-reverb/dist/renderers-DCFjIwTB.mjs
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{"version":3,"file":"renderer-DoRazdp_.mjs","names":[],"sources":["../../../nodes/node-audio-reverb/dist/renderers-DCFjIwTB.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"roomSize\",\n\t\"damping\",\n\t\"wet\",\n\t\"dry\",\n\t\"width\"\n];\nconst REVERB_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n roomSize : f32,\n damping : f32,\n wet : f32,\n dry : f32,\n width : f32,\n hasRoomSizeSig : f32,\n hasDampingSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n hasWidthSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> roomSizeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> dampingSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n@group(0) @binding(8) var<storage, read> widthSignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let fixedgain: f32 = 0.015f;\n\n var bufIndices: array<u32, 24>;\n var filterStores: array<f32, 24>;\n var sizes: array<u32, 24>;\n var startOffsets: array<u32, 24>;\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n sizes[f] = u32(state[metaOffset]);\n startOffsets[f] = u32(state[metaOffset + 1u]);\n bufIndices[f] = u32(state[metaOffset + 2u]);\n var fs = state[metaOffset + 3u];\n if (is_nan_or_inf(fs)) { fs = 0.0f; }\n filterStores[f] = fs;\n }\n\n if (numChannels == 1u) {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var x = inputChannels[index];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n let inputVal = x * fixedgain;\n\n var combSum = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSum = combSum + output;\n }\n\n var revOut = combSum;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOut + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOut;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOut = output;\n }\n\n var outVal = x * effDry + revOut * effWet;\n if (is_nan_or_inf(outVal)) { outVal = 0.0f; }\n\n if (outVal > 1.0f) { outVal = 1.0f; }\n else if (outVal < -1.0f) { outVal = -1.0f; }\n else if (outVal > 0.9f) { outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f); }\n else if (outVal < -0.9f) { outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f); }\n\n outputChannels[index] = outVal;\n }\n } else {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var effWidth = u.width;\n if (u.hasWidthSig > 0.5f) { effWidth = widthSignal[index]; }\n effWidth = clamp(effWidth, 0.0f, 1.0f);\n\n let wet1 = effWet * (effWidth / 2.0f + 0.5f);\n let wet2 = effWet * ((1.0f - effWidth) / 2.0f);\n\n var inputL = inputChannels[index];\n if (is_nan_or_inf(inputL)) { inputL = 0.0f; }\n var inputR = inputChannels[numSamples + index];\n if (is_nan_or_inf(inputR)) { inputR = 0.0f; }\n\n let inputVal = (inputL + inputR) * fixedgain;\n\n // Left channel (Filters 0-11)\n var combSumL = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSumL = combSumL + output;\n }\n var revOutL = combSumL;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutL + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutL;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutL = output;\n }\n\n // Right channel (Filters 12-23)\n var combSumR = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let f = 12u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n var fs = filterStores[f];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[f] = (bufferIndex + 1u) % size;\n filterStores[f] = fs;\n combSumR = combSumR + output;\n }\n var revOutR = combSumR;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 20u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutR + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutR;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutR = output;\n }\n\n var outL = inputL * effDry + revOutL * wet1 + revOutR * wet2;\n var outR = inputR * effDry + revOutR * wet1 + revOutL * wet2;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n }\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n state[metaOffset + 2u] = f32(bufIndices[f]);\n state[metaOffset + 3u] = filterStores[f];\n }\n}\n`;\nconst leftCombLengths = [\n\t1116,\n\t1188,\n\t1277,\n\t1356,\n\t1422,\n\t1491,\n\t1557,\n\t1617\n];\nconst leftAllpassLengths = [\n\t556,\n\t441,\n\t341,\n\t225\n];\nconst reverbAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Reverb.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst roomSizeInternal = Math.max(0, Math.min(resolveNumber(op.roomSize, .5), .98));\n\tconst dampingInternal = Math.max(0, Math.min(resolveNumber(op.damping, .5), 1));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst widthInternal = Math.max(0, Math.min(resolveNumber(op.width, 1), 1));\n\tconst hasRoomSizeSig = isHandleConnected(op, \"roomSizeHandleId\") ? 1 : 0;\n\tconst hasDampingSig = isHandleConnected(op, \"dampingHandleId\") ? 1 : 0;\n\tconst hasWetSig = isHandleConnected(op, \"wetHandleId\") ? 1 : 0;\n\tconst hasDrySig = isHandleConnected(op, \"dryHandleId\") ? 1 : 0;\n\tconst hasWidthSig = isHandleConnected(op, \"widthHandleId\") ? 1 : 0;\n\tconst scale = sampleRate / 44100;\n\tconst nodeId = op.id || \"audio-reverb\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst sizesL = [];\n\tconst sizesR = [];\n\tleftCombLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftCombLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tconst totalMetadataFloats = 96;\n\tlet totalDelaySamples = 0;\n\tconst filterSizes = [...sizesL, ...sizesR];\n\tfor (const size of filterSizes) totalDelaySamples += size;\n\tconst stateFloatCount = totalMetadataFloats + totalDelaySamples;\n\tconst metaData = new Float32Array(totalMetadataFloats);\n\tlet currentOffset = totalMetadataFloats;\n\tfor (let f = 0; f < 24; f++) {\n\t\tconst size = filterSizes[f];\n\t\tmetaData[f * 4] = size;\n\t\tmetaData[f * 4 + 1] = currentOffset;\n\t\tmetaData[f * 4 + 2] = 0;\n\t\tmetaData[f * 4 + 3] = 0;\n\t\tcurrentOffset += size;\n\t}\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, REVERB_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\troomSizeInternal,\n\t\tdampingInternal,\n\t\twetInternal,\n\t\tdryInternal,\n\t\twidthInternal,\n\t\thasRoomSizeSig,\n\t\thasDampingSig,\n\t\thasWetSig,\n\t\thasDrySig,\n\t\thasWidthSig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0\n\t], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, metaData, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: reverbAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-DCFjIwTB.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,+BAA+B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+QrC,MAAM,kBAAkB;CACvB;CACA;CACA;CACA;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,qBAAqB;CAC1B;CACA;CACA;CACA;CACA;AACD,MAAM,uBAAuB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC/E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,2CAA2C;CAC7E,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,mBAAmB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,UAAU,GAAG,EAAE,IAAI,CAAC;CACnF,MAAM,kBAAkB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,SAAS,GAAG,EAAE,EAAE,CAAC;CAC/E,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,GAAG,EAAE,EAAE,CAAC;CACvE,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,EAAE,EAAE,EAAE,CAAC;CACtE,MAAM,gBAAgB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,OAAO,EAAE,EAAE,EAAE,CAAC;CAC1E,MAAM,iBAAiB,kBAAkB,IAAI,mBAAmB,GAAG,IAAI;CACvE,MAAM,gBAAgB,kBAAkB,IAAI,kBAAkB,GAAG,IAAI;CACrE,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,cAAc,kBAAkB,IAAI,gBAAgB,GAAG,IAAI;CACjE,MAAM,QAAQ,aAAa;CAC3B,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,SAAS,EAAE;CACjB,MAAM,SAAS,EAAE;AACjB,iBAAgB,SAAS,QAAQ;AAChC,SAAO,KAAK,KAAK,MAAM,MAAM,MAAM,CAAC;GACnC;AACF,iBAAgB,SAAS,QAAQ;AAChC,SAAO,KAAK,KAAK,OAAO,MAAM,MAAM,MAAM,CAAC;GAC1C;AACF,oBAAmB,SAAS,QAAQ;AACnC,SAAO,KAAK,KAAK,MAAM,MAAM,MAAM,CAAC;GACnC;AACF,oBAAmB,SAAS,QAAQ;AACnC,SAAO,KAAK,KAAK,OAAO,MAAM,MAAM,MAAM,CAAC;GAC1C;CACF,MAAM,sBAAsB;CAC5B,IAAI,oBAAoB;CACxB,MAAM,cAAc,CAAC,GAAG,QAAQ,GAAG,OAAO;AAC1C,MAAK,MAAM,QAAQ,YAAa,sBAAqB;CACrD,MAAM,kBAAkB,sBAAsB;CAC9C,MAAM,WAAW,IAAI,aAAa,oBAAoB;CACtD,IAAI,gBAAgB;AACpB,MAAK,IAAI,IAAI,GAAG,IAAI,IAAI,KAAK;EAC5B,MAAM,OAAO,YAAY;AACzB,WAAS,IAAI,KAAK;AAClB,WAAS,IAAI,IAAI,KAAK;AACtB,WAAS,IAAI,IAAI,KAAK;AACtB,WAAS,IAAI,IAAI,KAAK;AACtB,mBAAiB;;AAElB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,8BAA8B;EACpI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,UAAU,KAAK,GAAG,YAAY;;AAK7G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,sBAAsB,CAAC"}
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{"version":3,"file":"renderer-BAusZ6Vu.mjs","names":[],"sources":["../../../nodes/node-audio-reverb/dist/renderers-DCFjIwTB.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"roomSize\",\n\t\"damping\",\n\t\"wet\",\n\t\"dry\",\n\t\"width\"\n];\nconst REVERB_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n roomSize : f32,\n damping : f32,\n wet : f32,\n dry : f32,\n width : f32,\n hasRoomSizeSig : f32,\n hasDampingSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n hasWidthSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> roomSizeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> dampingSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n@group(0) @binding(8) var<storage, read> widthSignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let fixedgain: f32 = 0.015f;\n\n var bufIndices: array<u32, 24>;\n var filterStores: array<f32, 24>;\n var sizes: array<u32, 24>;\n var startOffsets: array<u32, 24>;\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n sizes[f] = u32(state[metaOffset]);\n startOffsets[f] = u32(state[metaOffset + 1u]);\n bufIndices[f] = u32(state[metaOffset + 2u]);\n var fs = state[metaOffset + 3u];\n if (is_nan_or_inf(fs)) { fs = 0.0f; }\n filterStores[f] = fs;\n }\n\n if (numChannels == 1u) {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var x = inputChannels[index];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n let inputVal = x * fixedgain;\n\n var combSum = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSum = combSum + output;\n }\n\n var revOut = combSum;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOut + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOut;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOut = output;\n }\n\n var outVal = x * effDry + revOut * effWet;\n if (is_nan_or_inf(outVal)) { outVal = 0.0f; }\n\n if (outVal > 1.0f) { outVal = 1.0f; }\n else if (outVal < -1.0f) { outVal = -1.0f; }\n else if (outVal > 0.9f) { outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f); }\n else if (outVal < -0.9f) { outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f); }\n\n outputChannels[index] = outVal;\n }\n } else {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var effWidth = u.width;\n if (u.hasWidthSig > 0.5f) { effWidth = widthSignal[index]; }\n effWidth = clamp(effWidth, 0.0f, 1.0f);\n\n let wet1 = effWet * (effWidth / 2.0f + 0.5f);\n let wet2 = effWet * ((1.0f - effWidth) / 2.0f);\n\n var inputL = inputChannels[index];\n if (is_nan_or_inf(inputL)) { inputL = 0.0f; }\n var inputR = inputChannels[numSamples + index];\n if (is_nan_or_inf(inputR)) { inputR = 0.0f; }\n\n let inputVal = (inputL + inputR) * fixedgain;\n\n // Left channel (Filters 0-11)\n var combSumL = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSumL = combSumL + output;\n }\n var revOutL = combSumL;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutL + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutL;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutL = output;\n }\n\n // Right channel (Filters 12-23)\n var combSumR = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let f = 12u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n var fs = filterStores[f];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[f] = (bufferIndex + 1u) % size;\n filterStores[f] = fs;\n combSumR = combSumR + output;\n }\n var revOutR = combSumR;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 20u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutR + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutR;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutR = output;\n }\n\n var outL = inputL * effDry + revOutL * wet1 + revOutR * wet2;\n var outR = inputR * effDry + revOutR * wet1 + revOutL * wet2;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n }\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n state[metaOffset + 2u] = f32(bufIndices[f]);\n state[metaOffset + 3u] = filterStores[f];\n }\n}\n`;\nconst leftCombLengths = [\n\t1116,\n\t1188,\n\t1277,\n\t1356,\n\t1422,\n\t1491,\n\t1557,\n\t1617\n];\nconst leftAllpassLengths = [\n\t556,\n\t441,\n\t341,\n\t225\n];\nconst reverbAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Reverb.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst roomSizeInternal = Math.max(0, Math.min(resolveNumber(op.roomSize, .5), .98));\n\tconst dampingInternal = Math.max(0, Math.min(resolveNumber(op.damping, .5), 1));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst widthInternal = Math.max(0, Math.min(resolveNumber(op.width, 1), 1));\n\tconst hasRoomSizeSig = isHandleConnected(op, \"roomSizeHandleId\") ? 1 : 0;\n\tconst hasDampingSig = isHandleConnected(op, \"dampingHandleId\") ? 1 : 0;\n\tconst hasWetSig = isHandleConnected(op, \"wetHandleId\") ? 1 : 0;\n\tconst hasDrySig = isHandleConnected(op, \"dryHandleId\") ? 1 : 0;\n\tconst hasWidthSig = isHandleConnected(op, \"widthHandleId\") ? 1 : 0;\n\tconst scale = sampleRate / 44100;\n\tconst nodeId = op.id || \"audio-reverb\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst sizesL = [];\n\tconst sizesR = [];\n\tleftCombLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftCombLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tconst totalMetadataFloats = 96;\n\tlet totalDelaySamples = 0;\n\tconst filterSizes = [...sizesL, ...sizesR];\n\tfor (const size of filterSizes) totalDelaySamples += size;\n\tconst stateFloatCount = totalMetadataFloats + totalDelaySamples;\n\tconst metaData = new Float32Array(totalMetadataFloats);\n\tlet currentOffset = totalMetadataFloats;\n\tfor (let f = 0; f < 24; f++) {\n\t\tconst size = filterSizes[f];\n\t\tmetaData[f * 4] = size;\n\t\tmetaData[f * 4 + 1] = currentOffset;\n\t\tmetaData[f * 4 + 2] = 0;\n\t\tmetaData[f * 4 + 3] = 0;\n\t\tcurrentOffset += size;\n\t}\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, REVERB_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\troomSizeInternal,\n\t\tdampingInternal,\n\t\twetInternal,\n\t\tdryInternal,\n\t\twidthInternal,\n\t\thasRoomSizeSig,\n\t\thasDampingSig,\n\t\thasWetSig,\n\t\thasDrySig,\n\t\thasWidthSig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0\n\t], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, metaData, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: reverbAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-DCFjIwTB.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,+BAA+B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+QrC,MAAM,kBAAkB;CACvB;CACA;CACA;CACA;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,qBAAqB;CAC1B;CACA;CACA;CACA;CACA;AACD,MAAM,uBAAuB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC/E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,2CAA2C;CAC7E,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,mBAAmB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,UAAU,GAAG,EAAE,IAAI,CAAC;CACnF,MAAM,kBAAkB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,SAAS,GAAG,EAAE,EAAE,CAAC;CAC/E,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,GAAG,EAAE,EAAE,CAAC;CACvE,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,EAAE,EAAE,EAAE,CAAC;CACtE,MAAM,gBAAgB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,OAAO,EAAE,EAAE,EAAE,CAAC;CAC1E,MAAM,iBAAiB,kBAAkB,IAAI,mBAAmB,GAAG,IAAI;CACvE,MAAM,gBAAgB,kBAAkB,IAAI,kBAAkB,GAAG,IAAI;CACrE,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,cAAc,kBAAkB,IAAI,gBAAgB,GAAG,IAAI;CACjE,MAAM,QAAQ,aAAa;CAC3B,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,SAAS,EAAE;CACjB,MAAM,SAAS,EAAE;AACjB,iBAAgB,SAAS,QAAQ;AAChC,SAAO,KAAK,KAAK,MAAM,MAAM,MAAM,CAAC;GACnC;AACF,iBAAgB,SAAS,QAAQ;AAChC,SAAO,KAAK,KAAK,OAAO,MAAM,MAAM,MAAM,CAAC;GAC1C;AACF,oBAAmB,SAAS,QAAQ;AACnC,SAAO,KAAK,KAAK,MAAM,MAAM,MAAM,CAAC;GACnC;AACF,oBAAmB,SAAS,QAAQ;AACnC,SAAO,KAAK,KAAK,OAAO,MAAM,MAAM,MAAM,CAAC;GAC1C;CACF,MAAM,sBAAsB;CAC5B,IAAI,oBAAoB;CACxB,MAAM,cAAc,CAAC,GAAG,QAAQ,GAAG,OAAO;AAC1C,MAAK,MAAM,QAAQ,YAAa,sBAAqB;CACrD,MAAM,kBAAkB,sBAAsB;CAC9C,MAAM,WAAW,IAAI,aAAa,oBAAoB;CACtD,IAAI,gBAAgB;AACpB,MAAK,IAAI,IAAI,GAAG,IAAI,IAAI,KAAK;EAC5B,MAAM,OAAO,YAAY;AACzB,WAAS,IAAI,KAAK;AAClB,WAAS,IAAI,IAAI,KAAK;AACtB,WAAS,IAAI,IAAI,KAAK;AACtB,WAAS,IAAI,IAAI,KAAK;AACtB,mBAAiB;;AAElB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,8BAA8B;EACpI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,UAAU,KAAK,GAAG,YAAY;;AAK7G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,sBAAsB,CAAC"}
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{"version":3,"file":"renderer-D41gHat4.mjs","names":[],"sources":["../../../nodes/node-noise-generator/dist/renderers-DdsDStam.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst NOISE_SHADER = `\nstruct NoiseUniforms {\n noiseType : f32, // 0 = Perlin, 1 = Simplex, 2 = Voronoi\n outputType : f32, // 0 = Image, 1 = Video\n time : f32,\n _padding : f32,\n \n scale : f32,\n octaves : f32,\n persistence : f32,\n lacunarity : f32,\n \n speed : f32,\n hasSignal_scale : f32,\n hasSignal_octaves : f32,\n hasSignal_persistence : f32,\n \n hasSignal_lacunarity : f32,\n hasSignal_speed : f32,\n _pad2 : f32,\n _pad3 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : NoiseUniforms;\n\n@group(1) @binding(0) var scaleTex : texture_2d<f32>;\n@group(1) @binding(1) var octavesTex : texture_2d<f32>;\n@group(1) @binding(2) var persistenceTex : texture_2d<f32>;\n@group(1) @binding(3) var lacunarityTex : texture_2d<f32>;\n@group(1) @binding(4) var speedTex : texture_2d<f32>;\n@group(1) @binding(5) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn hash3(p: vec3<f32>) -> vec3<f32> {\n var p3 = fract(p * vec3<f32>(0.1031, 0.11369, 0.13787));\n p3 += dot(p3, p3.yzx + 19.19);\n return fract((p3.xxy + p3.yzz) * p3.zyx) * 2.0 - 1.0;\n}\n\nfn perlin3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n \n let w = pf * pf * (3.0 - 2.0 * pf);\n \n let g000 = hash3(pi + vec3<f32>(0.0, 0.0, 0.0));\n let g100 = hash3(pi + vec3<f32>(1.0, 0.0, 0.0));\n let g010 = hash3(pi + vec3<f32>(0.0, 1.0, 0.0));\n let g110 = hash3(pi + vec3<f32>(1.0, 1.0, 0.0));\n let g001 = hash3(pi + vec3<f32>(0.0, 0.0, 1.0));\n let g101 = hash3(pi + vec3<f32>(1.0, 0.0, 1.0));\n let g011 = hash3(pi + vec3<f32>(0.0, 1.0, 1.0));\n let g111 = hash3(pi + vec3<f32>(1.0, 1.0, 1.0));\n \n let n000 = dot(g000, pf - vec3<f32>(0.0, 0.0, 0.0));\n let n100 = dot(g100, pf - vec3<f32>(1.0, 0.0, 0.0));\n let n010 = dot(g010, pf - vec3<f32>(0.0, 1.0, 0.0));\n let n110 = dot(g110, pf - vec3<f32>(1.0, 1.0, 0.0));\n let n001 = dot(g001, pf - vec3<f32>(0.0, 0.0, 1.0));\n let n101 = dot(g101, pf - vec3<f32>(1.0, 0.0, 1.0));\n let n011 = dot(g011, pf - vec3<f32>(0.0, 1.0, 1.0));\n let n111 = dot(g111, pf - vec3<f32>(1.0, 1.0, 1.0));\n \n let n_x00 = mix(n000, n100, w.x);\n let n_x10 = mix(n010, n110, w.x);\n let n_y0 = mix(n_x00, n_x10, w.y);\n \n let n_x01 = mix(n001, n101, w.x);\n let n_x11 = mix(n011, n111, w.x);\n let n_y1 = mix(n_x01, n_x11, w.y);\n \n return mix(n_y0, n_y1, w.z) * 0.5 + 0.5; // Map to [0, 1]\n}\n\nfn simplex3d(v: vec3<f32>) -> f32 {\n let skew = (v.x + v.y + v.z) * (1.0 / 3.0);\n let i = floor(v + skew);\n let unskew = (i.x + i.y + i.z) * (1.0 / 6.0);\n let x0 = v - i + unskew;\n \n var i1 = vec3<f32>(0.0);\n var i2 = vec3<f32>(0.0);\n \n if (x0.x >= x0.y) {\n if (x0.y >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n } else if (x0.x >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n }\n } else {\n if (x0.y < x0.z) {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else if (x0.x < x0.z) {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n }\n }\n \n let x1 = x0 - i1 + (1.0 / 6.0);\n let x2 = x0 - i2 + (1.0 / 3.0);\n let x3 = x0 - 1.0 + 0.5;\n \n var m = vec4<f32>(\n dot(x0, x0),\n dot(x1, x1),\n dot(x2, x2),\n dot(x3, x3)\n );\n m = max(0.6 - m, vec4<f32>(0.0));\n m = m * m;\n m = m * m;\n \n let g0 = dot(hash3(i + vec3<f32>(0.0)), x0);\n let g1 = dot(hash3(i + i1), x1);\n let g2 = dot(hash3(i + i2), x2);\n let g3 = dot(hash3(i + vec3<f32>(1.0)), x3);\n \n let n = dot(m, vec4<f32>(g0, g1, g2, g3));\n return 32.0 * n * 0.5 + 0.5;\n}\n\nfn voronoi3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n var min_dist = 8.0;\n \n for (var k = -1; k <= 1; k++) {\n for (var j = -1; j <= 1; j++) {\n for (var i = -1; i <= 1; i++) {\n let g = vec3<f32>(f32(i), f32(j), f32(k));\n let o = hash3(pi + g) * 0.5 + 0.5;\n let r = g + o - pf;\n let d = dot(r, r);\n if (d < min_dist) {\n min_dist = d;\n }\n }\n }\n }\n return clamp(sqrt(min_dist), 0.0, 1.0);\n}\n\nfn fbm_perlin(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * perlin3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_simplex(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * simplex3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_voronoi(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * voronoi3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler, uv: vec2<f32>) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, uv, 0.0).r;\n }\n return val;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let scale = get_field(u.scale, u.hasSignal_scale, scaleTex, sigSamp, in.uv);\n let octaves_f = get_field(u.octaves, u.hasSignal_octaves, octavesTex, sigSamp, in.uv);\n let octaves = i32(clamp(octaves_f, 1.0, 8.0));\n let persistence = get_field(u.persistence, u.hasSignal_persistence, persistenceTex, sigSamp, in.uv);\n let lacunarity = get_field(u.lacunarity, u.hasSignal_lacunarity, lacunarityTex, sigSamp, in.uv);\n let speed = get_field(u.speed, u.hasSignal_speed, speedTex, sigSamp, in.uv);\n\n let isVideo = u.outputType > 0.5;\n let z_coord = select(0.0, u.time * speed, isVideo);\n \n let coord = vec3<f32>(in.uv * scale, z_coord);\n \n var n_val = 0.0;\n if (u.noiseType < 0.5) {\n n_val = fbm_perlin(coord, octaves, persistence, lacunarity);\n } else if (u.noiseType < 1.5) {\n n_val = fbm_simplex(coord, octaves, persistence, lacunarity);\n } else {\n n_val = fbm_voronoi(coord, octaves, persistence, lacunarity);\n }\n \n return mix(u.colorStart, u.colorEnd, clamp(n_val, 0.0, 1.0));\n}\n`;\nconst noiseUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getNoiseResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `noise_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst noiseModule = device.createShaderModule({\n\t\t\tlabel: `noise_${format}.wgsl`,\n\t\t\tcode: NOISE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `NoiseGeneratorPipeline_${format}`,\n\t\t\tmodule: noiseModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tnoisePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst NoiseWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"NoiseGenerator\" || !op) return;\n\tconst { noisePipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getNoiseResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst scaleInfo = resolveSignalField(op, \"scale\", 10);\n\tconst octavesInfo = resolveSignalField(op, \"octaves\", 4);\n\tconst persistenceInfo = resolveSignalField(op, \"persistence\", .5);\n\tconst lacunarityInfo = resolveSignalField(op, \"lacunarity\", 2);\n\tconst speedInfo = resolveSignalField(op, \"speed\", 1);\n\tconst noiseTypeVal = op.noiseType === \"Simplex\" ? 1 : op.noiseType === \"Voronoi\" ? 2 : 0;\n\tconst outputTypeVal = op.outputType === \"Video\" ? 1 : 0;\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst colorStartVal = hexToRgba(op.colorStart ?? \"#000000\");\n\tconst colorEndVal = hexToRgba(op.colorEnd ?? \"#ffffff\");\n\tnoiseUniformData[0] = noiseTypeVal;\n\tnoiseUniformData[1] = outputTypeVal;\n\tnoiseUniformData[2] = elapsedSeconds;\n\tnoiseUniformData[3] = 0;\n\tnoiseUniformData[4] = scaleInfo.value;\n\tnoiseUniformData[5] = octavesInfo.value;\n\tnoiseUniformData[6] = persistenceInfo.value;\n\tnoiseUniformData[7] = lacunarityInfo.value;\n\tnoiseUniformData[8] = speedInfo.value;\n\tnoiseUniformData[9] = scaleInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[10] = octavesInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[11] = persistenceInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[12] = lacunarityInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[13] = speedInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[14] = 0;\n\tnoiseUniformData[15] = 0;\n\tnoiseUniformData[16] = colorStartVal[0];\n\tnoiseUniformData[17] = colorStartVal[1];\n\tnoiseUniformData[18] = colorStartVal[2];\n\tnoiseUniformData[19] = colorStartVal[3];\n\tnoiseUniformData[20] = colorEndVal[0];\n\tnoiseUniformData[21] = colorEndVal[1];\n\tnoiseUniformData[22] = colorEndVal[2];\n\tnoiseUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(noiseUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"octaves\",\n\t\t\tinfo: octavesInfo\n\t\t},\n\t\t{\n\t\t\tname: \"persistence\",\n\t\t\tinfo: persistenceInfo\n\t\t},\n\t\t{\n\t\t\tname: \"lacunarity\",\n\t\t\tinfo: lacunarityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `noise_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);\n\t\tsignalViews.push(view);\n\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tpass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: persistenceInfo.hasSignal ? signalViews[2] : signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tpass.draw(4);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: NoiseWebGPURenderer });\n\n//#endregion\nexport { NoiseWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-BF0hx_iJ.mjs","names":[],"sources":["../../../nodes/node-noise-generator/dist/renderers-DdsDStam.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst NOISE_SHADER = `\nstruct NoiseUniforms {\n noiseType : f32, // 0 = Perlin, 1 = Simplex, 2 = Voronoi\n outputType : f32, // 0 = Image, 1 = Video\n time : f32,\n _padding : f32,\n \n scale : f32,\n octaves : f32,\n persistence : f32,\n lacunarity : f32,\n \n speed : f32,\n hasSignal_scale : f32,\n hasSignal_octaves : f32,\n hasSignal_persistence : f32,\n \n hasSignal_lacunarity : f32,\n hasSignal_speed : f32,\n _pad2 : f32,\n _pad3 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : NoiseUniforms;\n\n@group(1) @binding(0) var scaleTex : texture_2d<f32>;\n@group(1) @binding(1) var octavesTex : texture_2d<f32>;\n@group(1) @binding(2) var persistenceTex : texture_2d<f32>;\n@group(1) @binding(3) var lacunarityTex : texture_2d<f32>;\n@group(1) @binding(4) var speedTex : texture_2d<f32>;\n@group(1) @binding(5) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn hash3(p: vec3<f32>) -> vec3<f32> {\n var p3 = fract(p * vec3<f32>(0.1031, 0.11369, 0.13787));\n p3 += dot(p3, p3.yzx + 19.19);\n return fract((p3.xxy + p3.yzz) * p3.zyx) * 2.0 - 1.0;\n}\n\nfn perlin3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n \n let w = pf * pf * (3.0 - 2.0 * pf);\n \n let g000 = hash3(pi + vec3<f32>(0.0, 0.0, 0.0));\n let g100 = hash3(pi + vec3<f32>(1.0, 0.0, 0.0));\n let g010 = hash3(pi + vec3<f32>(0.0, 1.0, 0.0));\n let g110 = hash3(pi + vec3<f32>(1.0, 1.0, 0.0));\n let g001 = hash3(pi + vec3<f32>(0.0, 0.0, 1.0));\n let g101 = hash3(pi + vec3<f32>(1.0, 0.0, 1.0));\n let g011 = hash3(pi + vec3<f32>(0.0, 1.0, 1.0));\n let g111 = hash3(pi + vec3<f32>(1.0, 1.0, 1.0));\n \n let n000 = dot(g000, pf - vec3<f32>(0.0, 0.0, 0.0));\n let n100 = dot(g100, pf - vec3<f32>(1.0, 0.0, 0.0));\n let n010 = dot(g010, pf - vec3<f32>(0.0, 1.0, 0.0));\n let n110 = dot(g110, pf - vec3<f32>(1.0, 1.0, 0.0));\n let n001 = dot(g001, pf - vec3<f32>(0.0, 0.0, 1.0));\n let n101 = dot(g101, pf - vec3<f32>(1.0, 0.0, 1.0));\n let n011 = dot(g011, pf - vec3<f32>(0.0, 1.0, 1.0));\n let n111 = dot(g111, pf - vec3<f32>(1.0, 1.0, 1.0));\n \n let n_x00 = mix(n000, n100, w.x);\n let n_x10 = mix(n010, n110, w.x);\n let n_y0 = mix(n_x00, n_x10, w.y);\n \n let n_x01 = mix(n001, n101, w.x);\n let n_x11 = mix(n011, n111, w.x);\n let n_y1 = mix(n_x01, n_x11, w.y);\n \n return mix(n_y0, n_y1, w.z) * 0.5 + 0.5; // Map to [0, 1]\n}\n\nfn simplex3d(v: vec3<f32>) -> f32 {\n let skew = (v.x + v.y + v.z) * (1.0 / 3.0);\n let i = floor(v + skew);\n let unskew = (i.x + i.y + i.z) * (1.0 / 6.0);\n let x0 = v - i + unskew;\n \n var i1 = vec3<f32>(0.0);\n var i2 = vec3<f32>(0.0);\n \n if (x0.x >= x0.y) {\n if (x0.y >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n } else if (x0.x >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n }\n } else {\n if (x0.y < x0.z) {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else if (x0.x < x0.z) {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n }\n }\n \n let x1 = x0 - i1 + (1.0 / 6.0);\n let x2 = x0 - i2 + (1.0 / 3.0);\n let x3 = x0 - 1.0 + 0.5;\n \n var m = vec4<f32>(\n dot(x0, x0),\n dot(x1, x1),\n dot(x2, x2),\n dot(x3, x3)\n );\n m = max(0.6 - m, vec4<f32>(0.0));\n m = m * m;\n m = m * m;\n \n let g0 = dot(hash3(i + vec3<f32>(0.0)), x0);\n let g1 = dot(hash3(i + i1), x1);\n let g2 = dot(hash3(i + i2), x2);\n let g3 = dot(hash3(i + vec3<f32>(1.0)), x3);\n \n let n = dot(m, vec4<f32>(g0, g1, g2, g3));\n return 32.0 * n * 0.5 + 0.5;\n}\n\nfn voronoi3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n var min_dist = 8.0;\n \n for (var k = -1; k <= 1; k++) {\n for (var j = -1; j <= 1; j++) {\n for (var i = -1; i <= 1; i++) {\n let g = vec3<f32>(f32(i), f32(j), f32(k));\n let o = hash3(pi + g) * 0.5 + 0.5;\n let r = g + o - pf;\n let d = dot(r, r);\n if (d < min_dist) {\n min_dist = d;\n }\n }\n }\n }\n return clamp(sqrt(min_dist), 0.0, 1.0);\n}\n\nfn fbm_perlin(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * perlin3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_simplex(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * simplex3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_voronoi(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * voronoi3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler, uv: vec2<f32>) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, uv, 0.0).r;\n }\n return val;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let scale = get_field(u.scale, u.hasSignal_scale, scaleTex, sigSamp, in.uv);\n let octaves_f = get_field(u.octaves, u.hasSignal_octaves, octavesTex, sigSamp, in.uv);\n let octaves = i32(clamp(octaves_f, 1.0, 8.0));\n let persistence = get_field(u.persistence, u.hasSignal_persistence, persistenceTex, sigSamp, in.uv);\n let lacunarity = get_field(u.lacunarity, u.hasSignal_lacunarity, lacunarityTex, sigSamp, in.uv);\n let speed = get_field(u.speed, u.hasSignal_speed, speedTex, sigSamp, in.uv);\n\n let isVideo = u.outputType > 0.5;\n let z_coord = select(0.0, u.time * speed, isVideo);\n \n let coord = vec3<f32>(in.uv * scale, z_coord);\n \n var n_val = 0.0;\n if (u.noiseType < 0.5) {\n n_val = fbm_perlin(coord, octaves, persistence, lacunarity);\n } else if (u.noiseType < 1.5) {\n n_val = fbm_simplex(coord, octaves, persistence, lacunarity);\n } else {\n n_val = fbm_voronoi(coord, octaves, persistence, lacunarity);\n }\n \n return mix(u.colorStart, 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speedInfo.value;\n\tnoiseUniformData[9] = scaleInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[10] = octavesInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[11] = persistenceInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[12] = lacunarityInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[13] = speedInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[14] = 0;\n\tnoiseUniformData[15] = 0;\n\tnoiseUniformData[16] = colorStartVal[0];\n\tnoiseUniformData[17] = colorStartVal[1];\n\tnoiseUniformData[18] = colorStartVal[2];\n\tnoiseUniformData[19] = colorStartVal[3];\n\tnoiseUniformData[20] = colorEndVal[0];\n\tnoiseUniformData[21] = colorEndVal[1];\n\tnoiseUniformData[22] = colorEndVal[2];\n\tnoiseUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(noiseUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"octaves\",\n\t\t\tinfo: octavesInfo\n\t\t},\n\t\t{\n\t\t\tname: \"persistence\",\n\t\t\tinfo: persistenceInfo\n\t\t},\n\t\t{\n\t\t\tname: \"lacunarity\",\n\t\t\tinfo: lacunarityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `noise_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);\n\t\tsignalViews.push(view);\n\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tpass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: persistenceInfo.hasSignal ? signalViews[2] : signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tpass.draw(4);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: NoiseWebGPURenderer });\n\n//#endregion\nexport { NoiseWebGPURenderer as n, renderers_default as t };\n//# 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