framefields 2.9.0 → 2.9.3
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/NOTICE.md +14 -0
- package/README.md +1 -5
- package/dist/audio/index.d.mts +5 -4
- package/dist/audio/index.mjs +13 -13
- package/dist/{audio-BfQg37MW.mjs → audio-B6RmYOPe.mjs} +4 -4
- package/dist/{audio-BfQg37MW.mjs.map → audio-B6RmYOPe.mjs.map} +1 -1
- package/dist/{audio-a0MFkK6J.mjs → audio-BlDbnteH.mjs} +1 -1
- package/dist/{audio-a0MFkK6J.mjs.map → audio-BlDbnteH.mjs.map} +1 -1
- package/dist/{audio-Ccpl9mjV.d.mts → audio-D6tBMbHh.d.mts} +4 -3
- package/dist/audio-D6tBMbHh.d.mts.map +1 -0
- package/dist/{check-result-C3jlgV2i.mjs → check-result-Bj7g62ka.mjs} +1 -1
- package/dist/{check-result-C3jlgV2i.mjs.map → check-result-Bj7g62ka.mjs.map} +1 -1
- package/dist/cli/check-worker.mjs +50 -50
- package/dist/cli.mjs +1 -1
- package/dist/components/index.d.mts +14 -11
- package/dist/components/index.mjs +47 -47
- package/dist/dist-BlulwErl.mjs +3 -0
- package/dist/{dist-BlIrsfcn.mjs → dist-ByxHoMQI.mjs} +1 -1
- package/dist/{dist-BlIrsfcn.mjs.map → dist-ByxHoMQI.mjs.map} +1 -1
- package/dist/{dist-Buaaj-Ul.mjs → dist-Cn8bDsQF.mjs} +1 -1
- package/dist/{dist-Buaaj-Ul.mjs.map → dist-Cn8bDsQF.mjs.map} +1 -1
- package/dist/{dist-C1cCW7Bt.mjs → dist-D12-a3-x.mjs} +3 -3
- package/dist/{dist-C1cCW7Bt.mjs.map → dist-D12-a3-x.mjs.map} +1 -1
- package/dist/{dist-C8Xq3zgx.mjs → dist-DEUU6sNe.mjs} +4 -4
- package/dist/{dist-C8Xq3zgx.mjs.map → dist-DEUU6sNe.mjs.map} +1 -1
- package/dist/{dist-DVMepKaO.mjs → dist-DL1GwJvs.mjs} +2 -2
- package/dist/{dist-DVMepKaO.mjs.map → dist-DL1GwJvs.mjs.map} +1 -1
- package/dist/dist-Dq5TkNDI.mjs +1434 -0
- package/dist/dist-Dq5TkNDI.mjs.map +1 -0
- package/dist/effects/index.d.mts +6 -4
- package/dist/effects/index.mjs +36 -36
- package/dist/{effects-CemgqEPv.mjs → effects-CViUoQSV.mjs} +3 -3
- package/dist/{effects-CemgqEPv.mjs.map → effects-CViUoQSV.mjs.map} +1 -1
- package/dist/fonts/index.d.mts +1 -1
- package/dist/fonts/index.mjs +3 -3
- package/dist/{fonts-BW0pPcvJ.mjs → fonts-B0U2KO5I.mjs} +2 -2
- package/dist/{fonts-BW0pPcvJ.mjs.map → fonts-B0U2KO5I.mjs.map} +1 -1
- package/dist/{gpu-CMaa63nz.mjs → gpu-zFNrvhV9.mjs} +2 -2
- package/dist/{gpu-CMaa63nz.mjs.map → gpu-zFNrvhV9.mjs.map} +1 -1
- package/dist/index-9_4X2ro1.d.mts +2402 -0
- package/dist/index-9_4X2ro1.d.mts.map +1 -0
- package/dist/{index-CZjrnylh.d.mts → index-B9Lm1x8i.d.mts} +662 -640
- package/dist/index-B9Lm1x8i.d.mts.map +1 -0
- package/dist/{index-BfDFmIBE.d.mts → index-BuYtrhzL.d.mts} +1 -1
- package/dist/{index-BfDFmIBE.d.mts.map → index-BuYtrhzL.d.mts.map} +1 -1
- package/dist/{index-D5UDyVMb.d.mts → index-Bzo1uj8h.d.mts} +4 -2401
- package/dist/index-Bzo1uj8h.d.mts.map +1 -0
- package/dist/{index-Du5YgdzM.d.mts → index-C6GcuYVA.d.mts} +6 -1151
- package/dist/index-C6GcuYVA.d.mts.map +1 -0
- package/dist/{index-BIjMAW1h.d.mts → index-CgGM31I9.d.mts} +2 -2
- package/dist/{index-BIjMAW1h.d.mts.map → index-CgGM31I9.d.mts.map} +1 -1
- package/dist/index-DBhswLMO.d.mts +330 -0
- package/dist/index-DBhswLMO.d.mts.map +1 -0
- package/dist/{index-CJL0JAU8.d.mts → index-V0ZQ4JN6.d.mts} +2 -2
- package/dist/{index-CJL0JAU8.d.mts.map → index-V0ZQ4JN6.d.mts.map} +1 -1
- package/dist/{index-7Z9_a_iB.d.mts → index-f4IF1vRH.d.mts} +3 -3
- package/dist/{index-7Z9_a_iB.d.mts.map → index-f4IF1vRH.d.mts.map} +1 -1
- package/dist/index-svAgwTY_.d.mts +1163 -0
- package/dist/index-svAgwTY_.d.mts.map +1 -0
- package/dist/{index-CFoAmh7q.d.mts → index-w28KUM9A.d.mts} +3 -3
- package/dist/{index-CFoAmh7q.d.mts.map → index-w28KUM9A.d.mts.map} +1 -1
- package/dist/index.d.mts +15 -12
- package/dist/index.mjs +58 -57
- package/dist/preview/index.d.mts +4 -3
- package/dist/preview/index.mjs +12 -12
- package/dist/{preview-BQVgn6Ho.mjs → preview-ZKJ_zTmd.mjs} +3 -3
- package/dist/{preview-BQVgn6Ho.mjs.map → preview-ZKJ_zTmd.mjs.map} +1 -1
- package/dist/preview-engine/{chunk-GEUUXTDL.mjs → chunk-D73ZKPFN.mjs} +4 -4
- package/dist/preview-engine/{chunk-UQKPDGEH.mjs → chunk-EJJITH6U.mjs} +1 -1
- package/dist/preview-engine/{chunk-374QY63R.mjs → chunk-Q62GPWGD.mjs} +23 -23
- package/dist/preview-engine/chunk-XYGDTPO7.mjs +39 -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-O55BEDQZ.mjs → renderers-MDHPQY6D.mjs} +1 -1
- package/dist/preview-engine/src-4IUYUKIZ.mjs +8 -0
- package/dist/{program-CKpKkllV.mjs → program-xjIwjKb6.mjs} +4 -4
- package/dist/{program-CKpKkllV.mjs.map → program-xjIwjKb6.mjs.map} +1 -1
- package/dist/renderer/index.d.mts +3 -2
- package/dist/renderer/index.mjs +3 -3
- package/dist/renderer-129U3pc9.mjs +5 -0
- package/dist/renderer-2phFTFxQ.mjs +5 -0
- package/dist/{renderer-Bfk6A7UO.mjs → renderer-5qJPGvVL.mjs} +5 -5
- package/dist/{renderer-Bfk6A7UO.mjs.map → renderer-5qJPGvVL.mjs.map} +1 -1
- package/dist/renderer-9muKpDeE.mjs +5 -0
- package/dist/{renderer-B522Dkdk.mjs → renderer-AUK_ZS3p.mjs} +4 -4
- package/dist/{renderer-B522Dkdk.mjs.map → renderer-AUK_ZS3p.mjs.map} +1 -1
- package/dist/{renderer-DKgPVOLL.d.mts → renderer-B-inTgyb.d.mts} +2 -2
- package/dist/{renderer-DKgPVOLL.d.mts.map → renderer-B-inTgyb.d.mts.map} +1 -1
- package/dist/{renderer-BF0hx_iJ.mjs → renderer-B3IRvukr.mjs} +5 -5
- package/dist/{renderer-BF0hx_iJ.mjs.map → renderer-B3IRvukr.mjs.map} +1 -1
- package/dist/renderer-B5Dhv6j9.mjs +5 -0
- package/dist/{renderer-DO-KbpYZ.mjs → renderer-B6TjJi1g.mjs} +5 -5
- package/dist/{renderer-DO-KbpYZ.mjs.map → renderer-B6TjJi1g.mjs.map} +1 -1
- package/dist/{renderer-D61B9bXF.mjs → renderer-B78W9uad.mjs} +4 -4
- package/dist/{renderer-D61B9bXF.mjs.map → renderer-B78W9uad.mjs.map} +1 -1
- package/dist/{renderer-BPWDsufX.mjs → renderer-B7kOF_Az.mjs} +3 -3
- package/dist/{renderer-BPWDsufX.mjs.map → renderer-B7kOF_Az.mjs.map} +1 -1
- package/dist/renderer-BBUgCS3C.mjs +5 -0
- package/dist/{renderer-C7eFJf0_.mjs → renderer-BG6bkKtY.mjs} +5 -5
- package/dist/{renderer-C7eFJf0_.mjs.map → renderer-BG6bkKtY.mjs.map} +1 -1
- package/dist/{renderer-B39I6CQw.mjs → renderer-BJKzZwyn.mjs} +4 -4
- package/dist/{renderer-B39I6CQw.mjs.map → renderer-BJKzZwyn.mjs.map} +1 -1
- package/dist/{renderer-DqvoMLca.mjs → renderer-BJQt0RiZ.mjs} +5 -5
- package/dist/{renderer-DqvoMLca.mjs.map → renderer-BJQt0RiZ.mjs.map} +1 -1
- package/dist/renderer-BKXM28Mx.mjs +5 -0
- package/dist/renderer-BKqm6xdf.mjs +5 -0
- package/dist/{renderer-DiY70S8S.mjs → renderer-BMP_lYMk.mjs} +4 -4
- package/dist/{renderer-DiY70S8S.mjs.map → renderer-BMP_lYMk.mjs.map} +1 -1
- package/dist/renderer-BMfMMf0R.mjs +5 -0
- package/dist/{renderer-DkRSZg5g.mjs → renderer-BNbMi9CI.mjs} +5 -5
- package/dist/{renderer-DkRSZg5g.mjs.map → renderer-BNbMi9CI.mjs.map} +1 -1
- package/dist/{renderer-D7Al3_-5.mjs → renderer-BPYIqtNg.mjs} +5 -5
- package/dist/{renderer-D7Al3_-5.mjs.map → renderer-BPYIqtNg.mjs.map} +1 -1
- package/dist/renderer-BPsjEnnl.mjs +5 -0
- package/dist/{renderer-DDEkFbVI.mjs → renderer-BQOeeXTr.mjs} +5 -5
- package/dist/{renderer-DDEkFbVI.mjs.map → renderer-BQOeeXTr.mjs.map} +1 -1
- package/dist/{renderer-GBmWjBvy.mjs → renderer-BRWjLiHX.mjs} +3 -3
- package/dist/{renderer-GBmWjBvy.mjs.map → renderer-BRWjLiHX.mjs.map} +1 -1
- package/dist/{renderer-_iMAO698.mjs → renderer-BVql26Ay.mjs} +2 -2
- package/dist/{renderer-_iMAO698.mjs.map → renderer-BVql26Ay.mjs.map} +1 -1
- package/dist/{renderer-CHr7MiYW.mjs → renderer-BWMzjSgf.mjs} +5 -5
- package/dist/{renderer-CHr7MiYW.mjs.map → renderer-BWMzjSgf.mjs.map} +1 -1
- package/dist/{renderer-pHWEHDnM.mjs → renderer-BYqrtBvd.mjs} +5 -5
- package/dist/{renderer-pHWEHDnM.mjs.map → renderer-BYqrtBvd.mjs.map} +1 -1
- package/dist/{renderer-CwFqqpWY.mjs → renderer-BZmmekE8.mjs} +4 -4
- package/dist/{renderer-CwFqqpWY.mjs.map → renderer-BZmmekE8.mjs.map} +1 -1
- package/dist/{renderer-D47AEJE_.mjs → renderer-BcO7LUla.mjs} +3 -3
- package/dist/{renderer-D47AEJE_.mjs.map → renderer-BcO7LUla.mjs.map} +1 -1
- package/dist/{renderer-BlvGcyAN.mjs → renderer-BdbI_u9w.mjs} +3 -3
- package/dist/{renderer-BlvGcyAN.mjs.map → renderer-BdbI_u9w.mjs.map} +1 -1
- package/dist/{renderer-DsEyjwfT.mjs → renderer-Be5hfwSd.mjs} +74 -74
- package/dist/{renderer-DsEyjwfT.mjs.map → renderer-Be5hfwSd.mjs.map} +1 -1
- package/dist/{renderer-BAYTI6jj.mjs → renderer-BfbSvElt.mjs} +4 -4
- package/dist/{renderer-BAYTI6jj.mjs.map → renderer-BfbSvElt.mjs.map} +1 -1
- package/dist/{renderer-BpIF1QIE.mjs → renderer-BgDLCCuq.mjs} +5 -5
- package/dist/{renderer-BpIF1QIE.mjs.map → renderer-BgDLCCuq.mjs.map} +1 -1
- package/dist/renderer-Bofr6f88.mjs +6 -0
- package/dist/renderer-BqoGcujR.mjs +5 -0
- package/dist/renderer-BvuBt2aH.mjs +5 -0
- package/dist/renderer-BxTgXHu1.mjs +5 -0
- package/dist/renderer-Bz2Rrz60.mjs +5 -0
- package/dist/{renderer-g_vrrAQU.mjs → renderer-C06U4c9k.mjs} +3 -3
- package/dist/{renderer-g_vrrAQU.mjs.map → renderer-C06U4c9k.mjs.map} +1 -1
- package/dist/{renderer-D7r6onRT.mjs → renderer-C3Iev6zu.mjs} +4 -4
- package/dist/{renderer-D7r6onRT.mjs.map → renderer-C3Iev6zu.mjs.map} +1 -1
- package/dist/{renderer-CpUJBOfb.mjs → renderer-C3tVrzyT.mjs} +3 -3
- package/dist/{renderer-SWr3vbrV.mjs → renderer-C4yKI8MT.mjs} +3 -3
- package/dist/{renderer-SWr3vbrV.mjs.map → renderer-C4yKI8MT.mjs.map} +1 -1
- package/dist/{renderer-Xv6GfNUI.mjs → renderer-C6st34I6.mjs} +3 -3
- package/dist/{renderer-Xv6GfNUI.mjs.map → renderer-C6st34I6.mjs.map} +1 -1
- package/dist/{renderer-sCovEubT.mjs → renderer-C7MAqpIS.mjs} +4 -4
- package/dist/{renderer-sCovEubT.mjs.map → renderer-C7MAqpIS.mjs.map} +1 -1
- package/dist/renderer-CBjG8rjE.mjs +5 -0
- package/dist/{renderer-BAusZ6Vu.mjs → renderer-CCFHnafT.mjs} +4 -4
- package/dist/{renderer-BAusZ6Vu.mjs.map → renderer-CCFHnafT.mjs.map} +1 -1
- package/dist/{renderer-DVCJjVn7.mjs → renderer-CDVb4OfJ.mjs} +5 -5
- package/dist/{renderer-DVCJjVn7.mjs.map → renderer-CDVb4OfJ.mjs.map} +1 -1
- package/dist/{renderer-DpruWmZU.mjs → renderer-CEfVvcw-.mjs} +4 -4
- package/dist/{renderer-DpruWmZU.mjs.map → renderer-CEfVvcw-.mjs.map} +1 -1
- package/dist/{renderer-DbRZe0Re.mjs → renderer-CIB5L_C4.mjs} +5 -5
- package/dist/{renderer-DbRZe0Re.mjs.map → renderer-CIB5L_C4.mjs.map} +1 -1
- package/dist/{renderer-ktWXVYka.mjs → renderer-CPTXJs0n.mjs} +6 -6
- package/dist/{renderer-ktWXVYka.mjs.map → renderer-CPTXJs0n.mjs.map} +1 -1
- package/dist/renderer-CS2zyPyZ.mjs +5 -0
- package/dist/{renderer-CcvvoKiZ.mjs → renderer-CUBDxuxh.mjs} +5 -5
- package/dist/{renderer-CcvvoKiZ.mjs.map → renderer-CUBDxuxh.mjs.map} +1 -1
- package/dist/renderer-CWLF6cAz.mjs +1008 -0
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- package/dist/{renderer-EaLUCobW.mjs.map → renderer-CXLugAe8.mjs.map} +1 -1
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- package/dist/{renderer-C7L8Ceqr.mjs.map → renderer-CYX9vKZ-.mjs.map} +1 -1
- package/dist/{renderer-8QIwXh7O.mjs → renderer-C_2UDMEG.mjs} +6 -6
- package/dist/{renderer-8QIwXh7O.mjs.map → renderer-C_2UDMEG.mjs.map} +1 -1
- package/dist/renderer-CaF9vod_.mjs +5 -0
- package/dist/renderer-CbSBH3lp.mjs +5 -0
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- package/dist/{renderer-B2jjxsjO.mjs.map → renderer-CbhnJi_8.mjs.map} +1 -1
- package/dist/{renderer-BdyopiLC.mjs → renderer-CcJyD9Q5.mjs} +4 -4
- package/dist/{renderer-BdyopiLC.mjs.map → renderer-CcJyD9Q5.mjs.map} +1 -1
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- package/dist/{renderer-DF-yvIrV.mjs.map → renderer-Cl8r1LJe.mjs.map} +1 -1
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- package/dist/{renderer-BgO6BA_z.mjs.map → renderer-CpedZNEG.mjs.map} +1 -1
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{"version":3,"file":"renderer-BfbSvElt.mjs","names":[],"sources":["../../../nodes/node-audio-fade/dist/renderers-C_aLLJ4x.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber, resolveString } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\"fadeInDuration\", \"fadeOutDuration\"];\nconst FADE_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n fadeInDuration : f32,\n fadeOutDuration : f32,\n fadeInCurve : f32,\n fadeOutCurve : f32,\n clipDuration : f32,\n hasFadeInDurationSig : f32,\n hasFadeOutDurationSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n pad4 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>; // state[0] = samplesProcessed\n@group(0) @binding(4) var<storage, read> fadeInDurationSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> fadeOutDurationSignal : array<f32>;\n\nfn applyCurve(p: f32, curve: f32) -> f32 {\n let clampedP = max(0.0f, min(p, 1.0f));\n if (curve == 1.0f) { // exponential\n return clampedP * clampedP;\n }\n if (curve == 2.0f) { // scurve\n return clampedP * clampedP * (3.0f - 2.0f * clampedP);\n }\n return clampedP; // linear\n}\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n let t = u.baseTime + f32(index) / u.sampleRate;\n var gain = 1.0f;\n\n var effFadeIn = u.fadeInDuration;\n if (u.hasFadeInDurationSig > 0.5f) {\n effFadeIn = fadeInDurationSignal[index];\n }\n effFadeIn = clamp(effFadeIn, 0.0f, 60.0f);\n\n var effFadeOut = u.fadeOutDuration;\n if (u.hasFadeOutDurationSig > 0.5f) {\n effFadeOut = fadeOutDurationSignal[index];\n }\n effFadeOut = clamp(effFadeOut, 0.0f, 60.0f);\n\n if (effFadeIn > 0.0f && t < effFadeIn) {\n let p = t / effFadeIn;\n gain = gain * applyCurve(p, u.fadeInCurve);\n }\n\n if (effFadeOut > 0.0f && t > u.clipDuration - effFadeOut) {\n let p = (u.clipDuration - t) / effFadeOut;\n gain = gain * applyCurve(p, u.fadeOutCurve);\n }\n\n gain = clamp(gain, 0.0f, 1.0f);\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inVal)) {\n inVal = 0.0f;\n }\n\n var outVal = inVal * gain;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n }\n\n // Dummy reference to keep state binding active\n state[0] = state[0];\n}\n`;\nconst getCurveCode = (curve) => {\n\tif (curve === \"exponential\") return 1;\n\tif (curve === \"scurve\") return 2;\n\treturn 0;\n};\nconst fadeAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Fade.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst fadeInDuration = Math.max(0, resolveNumber(op.fadeInDuration, 0));\n\tconst fadeOutDuration = Math.max(0, resolveNumber(op.fadeOutDuration, 0));\n\tconst fadeInCurve = resolveString(op.fadeInCurve, \"linear\");\n\tconst fadeOutCurve = resolveString(op.fadeOutCurve, \"linear\");\n\tconst durationMs = virtualMedia.metadata?.durationMs ?? ctx?.durationMs ?? (typeof op.durationFrames === \"number\" && (ctx.fps ?? 24) > 0 ? op.durationFrames / (ctx.fps ?? 24) * 1e3 : void 0);\n\tconst clipDuration = durationMs !== void 0 && durationMs > 0 ? durationMs / 1e3 : numSamples / sampleRate;\n\tlet fadeIn = fadeInDuration;\n\tlet fadeOut = fadeOutDuration;\n\tif (clipDuration > 0 && fadeIn + fadeOut > clipDuration) {\n\t\tconst half = clipDuration / 2;\n\t\tfadeIn = Math.min(fadeIn, half);\n\t\tfadeOut = Math.min(fadeOut, half);\n\t}\n\tconst hasFadeInDurationSig = isHandleConnected(op, \"fadeInDurationHandleId\") ? 1 : 0;\n\tconst hasFadeOutDurationSig = isHandleConnected(op, \"fadeOutDurationHandleId\") ? 1 : 0;\n\tconst nodeId = op.id || \"audio-fade\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst segmentStartSec = Math.max(0, (ctx.elapsedMs ?? 0) / 1e3);\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, FADE_SHADER_TEMPLATE, (chunkTimeSec) => {\n\t\tconst mediaTimeSec = segmentStartSec + Math.max(0, chunkTimeSec - frame / fps);\n\t\treturn [\n\t\t\tsampleRate,\n\t\t\tfadeIn,\n\t\t\tfadeOut,\n\t\t\tgetCurveCode(fadeInCurve),\n\t\t\tgetCurveCode(fadeOutCurve),\n\t\t\tclipDuration,\n\t\t\thasFadeInDurationSig,\n\t\t\thasFadeOutDurationSig,\n\t\t\tmediaTimeSec,\n\t\t\tframe,\n\t\t\tnumSamples,\n\t\t\tnumChannels,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t];\n\t}, 16, 1, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: fadeAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-C_aLLJ4x.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc,CAAC,kBAAkB,kBAAkB;AACzD,MAAM,6BAA6B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgHnC,MAAM,gBAAgB,UAAU;AAC/B,KAAI,UAAU,cAAe,QAAO;AACpC,KAAI,UAAU,SAAU,QAAO;AAC/B,QAAO;;AAER,MAAM,qBAAqB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC7E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,+CAA+C;CACjF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,iBAAiB,KAAK,IAAI,GAAG,cAAc,GAAG,gBAAgB,EAAE,CAAC;CACvE,MAAM,kBAAkB,KAAK,IAAI,GAAG,cAAc,GAAG,iBAAiB,EAAE,CAAC;CACzE,MAAM,cAAc,cAAc,GAAG,aAAa,SAAS;CAC3D,MAAM,eAAe,cAAc,GAAG,cAAc,SAAS;CAC7D,MAAM,aAAa,aAAa,UAAU,cAAc,KAAK,eAAe,OAAO,GAAG,mBAAmB,aAAa,IAAI,OAAO,MAAM,IAAI,GAAG,kBAAkB,IAAI,OAAO,MAAM,MAAM,KAAK;CAC5L,MAAM,eAAe,eAAe,KAAK,KAAK,aAAa,IAAI,aAAa,MAAM,aAAa;CAC/F,IAAI,SAAS;CACb,IAAI,UAAU;AACd,KAAI,eAAe,KAAK,SAAS,UAAU,cAAc;EACxD,MAAM,OAAO,eAAe;AAC5B,WAAS,KAAK,IAAI,QAAQ,KAAK;AAC/B,YAAU,KAAK,IAAI,SAAS,KAAK;;CAElC,MAAM,uBAAuB,kBAAkB,IAAI,yBAAyB,GAAG,IAAI;CACnF,MAAM,wBAAwB,kBAAkB,IAAI,0BAA0B,GAAG,IAAI;CACrF,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,kBAAkB,KAAK,IAAI,IAAI,IAAI,aAAa,KAAK,IAAI;AAC/D,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,uBAAuB,iBAAiB;EAC9I,MAAM,eAAe,kBAAkB,KAAK,IAAI,GAAG,eAAe,QAAQ,IAAI;AAC9E,SAAO;GACN;GACA;GACA;GACA,aAAa,YAAY;GACzB,aAAa,aAAa;GAC1B;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;IACC,IAAI,GAAG,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK7F,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,oBAAoB,CAAC"}
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{"version":3,"file":"renderer-BpIF1QIE.mjs","names":[],"sources":["../../../nodes/node-op-art/dist/renderers-BYCqPRmD.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"OpArt\";\nconst UNIFORM_FLOATS = 20;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 5> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet pattern = u32(u.v[1].x + 0.5);\n\tlet frequency = u.v[1].y;\n\tlet angle = u.v[1].z;\n\tlet warp = u.v[1].w;\n\tlet source = u.v[2].x;\n\tlet colorA = u.v[3];\n\tlet colorB = u.v[4];\n\n\tlet R = res();\n\tlet c = sampleS(in.uv);\n\tlet l = luma(c.rgb) * c.a + (1.0 - c.a);\n\tvar p = (in.uv - 0.5) * vec2<f32>(R.x / R.y, 1.0);\n\tp = rot2(radians(angle)) * p;\n\tvar v = p.y * frequency;\n\tif (pattern == 1u) { v = length(p) * frequency; }\n\tif (pattern == 3u) { v = p.y * frequency + sin(p.x * frequency * 0.25) * 2.0; }\n\tv += (1.0 - l) * warp * 3.0;\n\tvar v2 = p.x * frequency + (1.0 - l) * warp * 3.0;\n\tlet duty = mix(0.5, clamp(1.0 - l, 0.05, 0.95), source);\n\tlet e = max(fwidth(v), 1e-4);\n\tlet e2 = max(fwidth(v2), 1e-4);\n\tlet s = fract(v);\n\tvar ink = smoothstep(duty + e, duty - e, s) * smoothstep(-e, e, s);\n\tif (pattern == 2u) {\n\t\tlet s2 = fract(v2);\n\t\tlet a = step(0.5, s);\n\t\tlet b = step(0.5, s2);\n\t\tink = abs(a - b);\n\t\tink = mix(ink, 1.0 - ink, step(duty, 0.5) * 0.0);\n\t\tlet edgeA = smoothstep(0.0, e, min(s, 1.0 - s)) * smoothstep(0.0, e, abs(s - 0.5));\n\t\tlet edgeB = smoothstep(0.0, e2, min(s2, 1.0 - s2)) * smoothstep(0.0, e2, abs(s2 - 0.5));\n\t\tink = mix(0.5, ink, edgeA * edgeB);\n\t}\n\treturn vec4<f32>(mix(colorB.rgb, colorA.rgb, ink), 1.0);\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\n\t\t\"stripes\",\n\t\t\"rings\",\n\t\t\"checker\",\n\t\t\"waves\"\n\t].indexOf(String(raw.pattern ?? \"stripes\")));\n\tdata[5] = num(raw.frequency, 48);\n\tdata[6] = num(raw.angle, 0);\n\tdata[7] = num(raw.warp, .6);\n\tdata[8] = num(raw.source, 1);\n\tdata.set(hexToRgba(String(raw.colorA ?? \"#0a0a0a\")), 12);\n\tdata.set(hexToRgba(String(raw.colorB ?? \"#f5f5f5\")), 16);\n}\nconst OpArtWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, 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{"version":3,"file":"renderer-BgDLCCuq.mjs","names":[],"sources":["../../../nodes/node-op-art/dist/renderers-BYCqPRmD.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"OpArt\";\nconst UNIFORM_FLOATS = 20;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 5> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet pattern = u32(u.v[1].x + 0.5);\n\tlet frequency = u.v[1].y;\n\tlet angle = u.v[1].z;\n\tlet warp = u.v[1].w;\n\tlet source = u.v[2].x;\n\tlet colorA = u.v[3];\n\tlet colorB = u.v[4];\n\n\tlet R = res();\n\tlet c = sampleS(in.uv);\n\tlet l = luma(c.rgb) * c.a + (1.0 - c.a);\n\tvar p = (in.uv - 0.5) * vec2<f32>(R.x / R.y, 1.0);\n\tp = rot2(radians(angle)) * p;\n\tvar v = p.y * frequency;\n\tif (pattern == 1u) { v = length(p) * frequency; }\n\tif (pattern == 3u) { v = p.y * frequency + sin(p.x * frequency * 0.25) * 2.0; }\n\tv += (1.0 - l) * warp * 3.0;\n\tvar v2 = p.x * frequency + (1.0 - l) * warp * 3.0;\n\tlet duty = mix(0.5, clamp(1.0 - l, 0.05, 0.95), source);\n\tlet e = max(fwidth(v), 1e-4);\n\tlet e2 = max(fwidth(v2), 1e-4);\n\tlet s = fract(v);\n\tvar ink = smoothstep(duty + e, duty - e, s) * smoothstep(-e, e, s);\n\tif (pattern == 2u) {\n\t\tlet s2 = fract(v2);\n\t\tlet a = step(0.5, s);\n\t\tlet b = step(0.5, s2);\n\t\tink = abs(a - b);\n\t\tink = mix(ink, 1.0 - ink, step(duty, 0.5) * 0.0);\n\t\tlet edgeA = smoothstep(0.0, e, min(s, 1.0 - s)) * smoothstep(0.0, e, abs(s - 0.5));\n\t\tlet edgeB = smoothstep(0.0, e2, min(s2, 1.0 - s2)) * smoothstep(0.0, e2, abs(s2 - 0.5));\n\t\tink = mix(0.5, ink, edgeA * edgeB);\n\t}\n\treturn vec4<f32>(mix(colorB.rgb, colorA.rgb, ink), 1.0);\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.trim().replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = [...h].map((c) => c + c).join(\"\");\n\tconst n = (i) => Number.parseInt(h.slice(i, i + 2), 16) / 255;\n\treturn [\n\t\tn(0),\n\t\tn(2),\n\t\tn(4),\n\t\th.length >= 8 ? n(6) : 1\n\t];\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\n\t\t\"stripes\",\n\t\t\"rings\",\n\t\t\"checker\",\n\t\t\"waves\"\n\t].indexOf(String(raw.pattern ?? \"stripes\")));\n\tdata[5] = num(raw.frequency, 48);\n\tdata[6] = num(raw.angle, 0);\n\tdata[7] = num(raw.warp, .6);\n\tdata[8] = num(raw.source, 1);\n\tdata.set(hexToRgba(String(raw.colorA ?? \"#0a0a0a\")), 12);\n\tdata.set(hexToRgba(String(raw.colorB ?? \"#f5f5f5\")), 16);\n}\nconst OpArtWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: OpArtWebGPURenderer });\n\n//#endregion\nexport { OpArtWebGPURenderer as n, renderers_default as t };\n//# 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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-zFNrvhV9.mjs";
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//#region ../../nodes/node-selective-color/dist/renderers-BZ3S3Cgo.mjs
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{"version":3,"file":"renderer-C06U4c9k.mjs","names":[],"sources":["../../../nodes/node-selective-color/dist/renderers-BZ3S3Cgo.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst WGSL_SELECTIVE_COLOR_SHADER = `\nstruct SelectiveColorUniforms {\n\treds : vec4<f32>,\n\tyellows : vec4<f32>,\n\tgreens : vec4<f32>,\n\tcyans : vec4<f32>,\n\tblues : vec4<f32>,\n\tmagentas : vec4<f32>,\n\twhites : vec4<f32>,\n\tneutrals : vec4<f32>,\n\tblacks : vec4<f32>,\n\tmethod : f32,\n\tpad0 : f32,\n\tpad1 : f32,\n\tpad2 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : SelectiveColorUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn calcAdjustment(cmy: vec3<f32>, adj: vec4<f32>, weight: f32, isAbsolute: bool) -> vec3<f32> {\n\tif (weight <= 0.00001) {\n\t\treturn vec3<f32>(0.0);\n\t}\n\tlet adjC = adj.x;\n\tlet adjM = adj.y;\n\tlet adjY = adj.z;\n\tlet adjK = adj.w;\n\n\tif (isAbsolute) {\n\t\tlet cDelta = adjC + adjK * (1.0 + adjC);\n\t\tlet mDelta = adjM + adjK * (1.0 + adjM);\n\t\tlet yDelta = adjY + adjK * (1.0 + adjY);\n\t\treturn vec3<f32>(cDelta, mDelta, yDelta) * weight;\n\t} else {\n\t\tlet cDelta = ((1.0 + adjK) * (1.0 + adjC) - 1.0) * cmy.x;\n\t\tlet mDelta = ((1.0 + adjK) * (1.0 + adjM) - 1.0) * cmy.y;\n\t\tlet yDelta = ((1.0 + adjK) * (1.0 + adjY) - 1.0) * cmy.z;\n\t\treturn vec3<f32>(cDelta, mDelta, yDelta) * weight;\n\t}\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\tif (color.a <= 0.00001) {\n\t\treturn color;\n\t}\n\n\tlet rgb = clamp(color.rgb / max(color.a, 0.00001), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet r = rgb.r;\n\tlet g = rgb.g;\n\tlet b = rgb.b;\n\n\tlet maxVal = max(r, max(g, b));\n\tlet minVal = min(r, min(g, b));\n\n\t// Chromatic weights\n\tlet wRed = max(0.0, r - max(g, b));\n\tlet wYellow = max(0.0, min(r, g) - b);\n\tlet wGreen = max(0.0, g - max(r, b));\n\tlet wCyan = max(0.0, min(g, b) - r);\n\tlet wBlue = max(0.0, b - max(r, g));\n\tlet wMagenta = max(0.0, min(r, b) - g);\n\n\t// Achromatic weights (Whites, Blacks, and true Midtone Neutrals)\n\tlet wWhite = max(0.0, (minVal - 0.5) * 2.0);\n\tlet wBlack = max(0.0, (0.5 - maxVal) * 2.0);\n\tlet wNeutral = max(0.0, 1.0 - (wRed + wYellow + wGreen + wCyan + wBlue + wMagenta + wWhite + wBlack));\n\n\tlet cmy = vec3<f32>(1.0 - r, 1.0 - g, 1.0 - b);\n\tlet isAbs = u.method > 0.5;\n\n\tvar totalDelta = vec3<f32>(0.0);\n\ttotalDelta += calcAdjustment(cmy, u.reds, wRed, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.yellows, wYellow, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.greens, wGreen, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.cyans, wCyan, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.blues, wBlue, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.magentas, wMagenta, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.whites, wWhite, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.neutrals, wNeutral, isAbs);\n\ttotalDelta += calcAdjustment(cmy, u.blacks, wBlack, isAbs);\n\n\tlet finalCMY = clamp(cmy + totalDelta, vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet finalRGB = vec3<f32>(1.0 - finalCMY.x, 1.0 - finalCMY.y, 1.0 - finalCMY.z);\n\n\treturn vec4<f32>(finalRGB * color.a, color.a);\n}\n`;\nfunction getSelectiveColorResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"SelectiveColorPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"selective-color.wgsl\",\n\t\t\t\t\tcode: WGSL_SELECTIVE_COLOR_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [uniformLayout, textureLayout],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tuniformLayout,\n\t\t\ttextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction packAdjustment(data, offset, adj) {\n\tdata[offset + 0] = (adj?.cyan ?? 0) / 100;\n\tdata[offset + 1] = (adj?.magenta ?? 0) / 100;\n\tdata[offset + 2] = (adj?.yellow ?? 0) / 100;\n\tdata[offset + 3] = (adj?.black ?? 0) / 100;\n}\nconst uniformBufferData = new Float32Array(40);\nconst SelectiveColorWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"SelectiveColor\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tpackAdjustment(uniformBufferData, 0, op.reds);\n\tpackAdjustment(uniformBufferData, 4, op.yellows);\n\tpackAdjustment(uniformBufferData, 8, op.greens);\n\tpackAdjustment(uniformBufferData, 12, op.cyans);\n\tpackAdjustment(uniformBufferData, 16, op.blues);\n\tpackAdjustment(uniformBufferData, 20, op.magentas);\n\tpackAdjustment(uniformBufferData, 24, op.whites);\n\tpackAdjustment(uniformBufferData, 28, op.neutrals);\n\tpackAdjustment(uniformBufferData, 32, op.blacks);\n\tuniformBufferData[36] = op.method === \"Absolute\" ? 1 : 0;\n\tuniformBufferData[37] = 0;\n\tuniformBufferData[38] = 0;\n\tuniformBufferData[39] = 0;\n\tconst { pipeline, uniformLayout, textureLayout } = getSelectiveColorResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst buffer = ctx.renderer.getTemporaryBuffer(uniformBufferData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\tlayout: uniformLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, textureLayout, tmpTex, sampler)]);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: SelectiveColorWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-BZ3S3Cgo.mjs.map"],"mappings":";;;;AAIA,MAAM,sCAAsC,IAAI,SAAS;AACzD,MAAM,8BAA8B;;;;;;;;;;;;;;;;;;;;EAoBlC,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuEvB,SAAS,2BAA2B,QAAQ,QAAQ;CACnD,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,CAAC,KAAK;EACT,MAAM,gBAAgB,wBAAwB,QAAQ,CAAC,UAAU,CAAC;EAClE,MAAM,gBAAgB,wBAAwB,QAAQ,CAAC,WAAW,UAAU,CAAC;AAC7E,QAAM;GACL,UAAU,yBAAyB,QAAQ;IAC1C,OAAO;IACP,QAAQ,OAAO,mBAAmB;KACjC,OAAO;KACP,MAAM;KACN,CAAC;IACF,SAAS,CAAC,eAAe,cAAc;IACvC;IACA,CAAC;GACF;GACA;GACA;AACD,sBAAoB,IAAI,QAAQ,IAAI;;AAErC,QAAO;;AAER,SAAS,eAAe,MAAM,QAAQ,KAAK;AAC1C,MAAK,SAAS,MAAM,KAAK,QAAQ,KAAK;AACtC,MAAK,SAAS,MAAM,KAAK,WAAW,KAAK;AACzC,MAAK,SAAS,MAAM,KAAK,UAAU,KAAK;AACxC,MAAK,SAAS,MAAM,KAAK,SAAS,KAAK;;AAExC,MAAM,oBAAoB,IAAI,aAAa,GAAG;AAC9C,MAAM,+BAA+B,OAAO,SAAS;CACpD,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,oBAAoB,CAAC,MAAM,cAAc,WAAW,GAAI;AACvE,MAAK,KAAK;CACV,MAAM,aAAa,MAAM,aAAa,SAAS;CAC/C,MAAM,QAAQ;CACd,MAAM,SAAS;CACf,MAAM,EAAE,SAAS,WAAW,MAAM,mBAAmB,MAAM,WAAW;AACtE,gBAAe,mBAAmB,GAAG,GAAG,KAAK;AAC7C,gBAAe,mBAAmB,GAAG,GAAG,QAAQ;AAChD,gBAAe,mBAAmB,GAAG,GAAG,OAAO;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,MAAM;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,MAAM;AAC/C,gBAAe,mBAAmB,IAAI,GAAG,SAAS;AAClD,gBAAe,mBAAmB,IAAI,GAAG,OAAO;AAChD,gBAAe,mBAAmB,IAAI,GAAG,SAAS;AAClD,gBAAe,mBAAmB,IAAI,GAAG,OAAO;AAChD,mBAAkB,MAAM,GAAG,WAAW,aAAa,IAAI;AACvD,mBAAkB,MAAM;AACxB,mBAAkB,MAAM;AACxB,mBAAkB,MAAM;CACxB,MAAM,EAAE,UAAU,eAAe,kBAAkB,2BAA2B,IAAI,QAAQ,IAAI,SAAS,OAAO;CAC9G,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,SAAS,IAAI,SAAS,mBAAmB,kBAAkB;CACjE,MAAM,SAAS,IAAI,SAAS,oBAAoB,OAAO,QAAQ;EAC9D;EACA;EACA,GAAG,MAAM,mBAAmB,EAAE;EAC9B,CAAC;AACF,oBAAmB,SAAS,OAAO,YAAY,EAAE,UAAU,CAAC,IAAI,OAAO,gBAAgB;EACtF,QAAQ;EACR,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ;GACpB,CAAC;EACF,CAAC,EAAE,IAAI,SAAS,eAAe,aAAa,IAAI,QAAQ,eAAe,QAAQ,QAAQ,CAAC,CAAC;AAC1F,qBAAoB,MAAM,QAAQ,MAAM,WAAW,EAAE;;AAKtD,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,8BAA8B,CAAC"}
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{"version":3,"file":"renderer-C3Iev6zu.mjs","names":[],"sources":["../../../nodes/node-deflicker/dist/renderers-BEAP_hnG.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveFrameNumber } from \"@framefields/node-sdk\";\nimport { drawChildToTexture, drawTextureToTarget } from \"@framefields/node-sdk/gpu\";\nimport { TemporalDeflickerPipeline } from \"@framefields/tensor-webgpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nfunction resolveProp(op, fieldName, defaultValue, minVal, maxVal, frame, fps) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst input = handleId ? op.inputs?.[handleId] : null;\n\tlet raw;\n\tif (input?.connectionValid && input.outputItem) {\n\t\tconst outData = input.outputItem.data;\n\t\traw = outData && typeof outData === \"object\" && \"offset\" in outData ? outData.offset : input.outputItem.data;\n\t} else raw = op[fieldName];\n\tconst resolved = resolveFrameNumber(raw, defaultValue, frame, fps);\n\treturn Math.max(minVal, Math.min(maxVal, resolved));\n}\nconst pipelineCache = /* @__PURE__ */ new Map();\nfunction getOrCreatePipeline(device, key) {\n\tlet pipe = pipelineCache.get(key);\n\tif (!pipe) {\n\t\tpipe = new TemporalDeflickerPipeline(device);\n\t\tpipelineCache.set(key, pipe);\n\t}\n\treturn pipe;\n}\nconst TemporalDeflickerWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (!op || op.op !== \"TemporalDeflicker\" && op.op !== \"Deflicker\") 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 frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\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 blendWeight = resolveProp(op, \"blendWeight\", .35, 0, 1, compositionFrame, fps);\n\tconst disocclusionThreshold = resolveProp(op, \"disocclusionThreshold\", .15, .01, 1, compositionFrame, fps);\n\tconst maxMotionPixels = resolveProp(op, \"maxMotionPixels\", 64, 1, 256, compositionFrame, fps);\n\tconst scale = resolveProp(op, \"scale\", .5, .1, 1, compositionFrame, fps);\n\tconst windowSize = Math.round(resolveProp(op, \"windowSize\", 2, 1, 5, compositionFrame, fps));\n\tconst pipelineKey = props.virtualMedia?.metadata?.id || op.id || `deflicker_${props.renderId ?? \"global\"}`;\n\tconst deflickerPipe = getOrCreatePipeline(ctx.device, pipelineKey);\n\tif (frame === 0) deflickerPipe.reset();\n\tdrawTextureToTarget(args, deflickerPipe.execute(srcTex, {\n\t\tblendWeight,\n\t\tdisocclusionThreshold,\n\t\tmaxMotionPixels,\n\t\tscale,\n\t\twindowSize\n\t}, encoder), typeof op.opacity === \"number\" ? op.opacity : 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: TemporalDeflickerWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-BEAP_hnG.mjs.map"],"mappings":";;;;;AAMA,SAAS,YAAY,IAAI,WAAW,cAAc,QAAQ,QAAQ,OAAO,KAAK;CAC7E,MAAM,WAAW,GAAG,GAAG,UAAU;CACjC,MAAM,QAAQ,WAAW,GAAG,SAAS,YAAY;CACjD,IAAI;AACJ,KAAI,OAAO,mBAAmB,MAAM,YAAY;EAC/C,MAAM,UAAU,MAAM,WAAW;AACjC,QAAM,WAAW,OAAO,YAAY,YAAY,YAAY,UAAU,QAAQ,SAAS,MAAM,WAAW;OAClG,OAAM,GAAG;CAChB,MAAM,WAAW,mBAAmB,KAAK,cAAc,OAAO,IAAI;AAClE,QAAO,KAAK,IAAI,QAAQ,KAAK,IAAI,QAAQ,SAAS,CAAC;;AAEpD,MAAM,gCAAgC,IAAI,KAAK;AAC/C,SAAS,oBAAoB,QAAQ,KAAK;CACzC,IAAI,OAAO,cAAc,IAAI,IAAI;AACjC,KAAI,CAAC,MAAM;AACV,SAAO,IAAI,0BAA0B,OAAO;AAC5C,gBAAc,IAAI,KAAK,KAAK;;AAE7B,QAAO;;AAER,MAAM,kCAAkC,OAAO,SAAS;CACvD,MAAM,EAAE,KAAK,SAAS,MAAM,aAAa,cAAc,UAAU;CACjE,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,CAAC,MAAM,GAAG,OAAO,uBAAuB,GAAG,OAAO,YAAa;CACnE,MAAM,cAAc,MAAM,cAAc,WAAW;AACnD,KAAI,CAAC,YAAa;AAClB,MAAK,KAAK;CACV,MAAM,QAAQ;CACd,MAAM,SAAS;CACf,MAAM,QAAQ,MAAM,SAAS;CAC7B,MAAM,mBAAmB,MAAM,oBAAoB;CACnD,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,EAAE,SAAS,WAAW,MAAM,mBAAmB,MAAM,aAAa,EAAE,OAAO;EAChF,GAAG;EACH,cAAc;EACd,gBAAgB;EAChB,iBAAiB;EACjB,EAAE,CAAC;AACJ,MAAK,KAAK,KAAK;CACf,MAAM,cAAc,YAAY,IAAI,eAAe,KAAK,GAAG,GAAG,kBAAkB,IAAI;CACpF,MAAM,wBAAwB,YAAY,IAAI,yBAAyB,KAAK,KAAK,GAAG,kBAAkB,IAAI;CAC1G,MAAM,kBAAkB,YAAY,IAAI,mBAAmB,IAAI,GAAG,KAAK,kBAAkB,IAAI;CAC7F,MAAM,QAAQ,YAAY,IAAI,SAAS,IAAI,IAAI,GAAG,kBAAkB,IAAI;CACxE,MAAM,aAAa,KAAK,MAAM,YAAY,IAAI,cAAc,GAAG,GAAG,GAAG,kBAAkB,IAAI,CAAC;CAC5F,MAAM,cAAc,MAAM,cAAc,UAAU,MAAM,GAAG,MAAM,aAAa,MAAM,YAAY;CAChG,MAAM,gBAAgB,oBAAoB,IAAI,QAAQ,YAAY;AAClE,KAAI,UAAU,EAAG,eAAc,OAAO;AACtC,qBAAoB,MAAM,cAAc,QAAQ,QAAQ;EACvD;EACA;EACA;EACA;EACA;EACA,EAAE,QAAQ,EAAE,OAAO,GAAG,YAAY,WAAW,GAAG,UAAU,EAAE;;AAK9D,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,iCAAiC,CAAC"}
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, r as STRAIGHT_ALPHA_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, r as STRAIGHT_ALPHA_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-zFNrvhV9.mjs";
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{"version":3,"file":"renderer-C4yKI8MT.mjs","names":[],"sources":["../../../nodes/node-corner-pin/dist/renderers-pM5Tx32P.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, STRAIGHT_ALPHA_BLEND, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\nimport { solveHomography } from \"@framefields/node-sdk\";\n\n//#region src/shared/utils.ts\nfunction getDefaultPoints() {\n\treturn [\n\t\t{\n\t\t\tx: 0,\n\t\t\ty: 0\n\t\t},\n\t\t{\n\t\t\tx: 100,\n\t\t\ty: 0\n\t\t},\n\t\t{\n\t\t\tx: 0,\n\t\t\ty: 100\n\t\t},\n\t\t{\n\t\t\tx: 100,\n\t\t\ty: 100\n\t\t}\n\t];\n}\n/**\n* Homography mapping the corner-pin quad (percent coordinates, TL, TR, BL, BR)\n* to the unit square it samples from. Falls back to the identity quad.\n*/\nfunction solveCornerPinHomography(targetPoints) {\n\treturn solveHomography((targetPoints && targetPoints.length === 4 ? targetPoints : getDefaultPoints()).map((p) => ({\n\t\tx: p.x / 100,\n\t\ty: p.y / 100\n\t})));\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst cornerPinWgsl = `\nstruct CornerPinUniforms {\n\tmatrix_row0 : vec4<f32>,\n\tmatrix_row1 : vec4<f32>,\n\tmatrix_row2 : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : CornerPinUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet x = in.uv.x;\n\tlet y = in.uv.y;\n\n\tlet d = u.matrix_row2.x * x + u.matrix_row2.y * y + u.matrix_row2.z;\n\tif (abs(d) < 1e-6) {\n\t\treturn vec4<f32>(0.0);\n\t}\n\n\tlet src_u = (u.matrix_row0.x * x + u.matrix_row0.y * y + u.matrix_row0.z) / d;\n\tlet src_v = (u.matrix_row1.x * x + u.matrix_row1.y * y + u.matrix_row1.z) / d;\n\n\tif (src_u < 0.0 || src_u > 1.0 || src_v < 0.0 || src_v > 1.0) {\n\t\treturn vec4<f32>(0.0);\n\t}\n\n\tlet color = textureSampleLevel(tex, samp, vec2<f32>(src_u, src_v), 0.0);\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getCornerPinResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst pinUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst pinTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpinPipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CornerPinPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"corner_pin.wgsl\",\n\t\t\t\t\tcode: cornerPinWgsl\n\t\t\t\t}),\n\t\t\t\tlayouts: [pinUniformLayout, pinTextureLayout],\n\t\t\t\tformat,\n\t\t\t\tblend: STRAIGHT_ALPHA_BLEND\n\t\t\t}),\n\t\t\tpinUniformLayout,\n\t\t\tpinTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst CornerPinWebGPURenderer = async (args) => {\n\tconst { ctx, props, targetTexture, targetWidth, targetHeight, encoder } = args;\n\tconst { virtualMedia } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"CornerPin\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? props.containerHeight ?? targetHeight;\n\targs.pass.end();\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight,\n\t\t\tvirtualMedia: childMedia\n\t\t}\n\t});\n\tconst h = solveCornerPinHomography(op.points || []);\n\tconst uniformData = new Float32Array(12);\n\tuniformData[0] = h[0];\n\tuniformData[1] = h[1];\n\tuniformData[2] = h[2];\n\tuniformData[3] = 0;\n\tuniformData[4] = h[3];\n\tuniformData[5] = h[4];\n\tuniformData[6] = h[5];\n\tuniformData[7] = 0;\n\tuniformData[8] = h[6];\n\tuniformData[9] = h[7];\n\tuniformData[10] = h[8];\n\tuniformData[11] = 0;\n\tconst { pinPipeline: pipeline, pinUniformLayout: uLayout, pinTextureLayout: tLayout } = getCornerPinResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst textureBindGroup = ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, childTex, sampler);\n\tconst outTex = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uniformBindGroup, textureBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: CornerPinWebGPURenderer });\n\n//#endregion\nexport { getDefaultPoints as n, solveCornerPinHomography as r, renderers_default as t };\n//# sourceMappingURL=renderers-pM5Tx32P.mjs.map"],"mappings":";;;;AAKA,SAAS,mBAAmB;AAC3B,QAAO;EACN;GACC,GAAG;GACH,GAAG;GACH;EACD;GACC,GAAG;GACH,GAAG;GACH;EACD;GACC,GAAG;GACH,GAAG;GACH;EACD;GACC,GAAG;GACH,GAAG;GACH;EACD;;;;;;AAMF,SAAS,yBAAyB,cAAc;AAC/C,QAAO,iBAAiB,gBAAgB,aAAa,WAAW,IAAI,eAAe,kBAAkB,EAAE,KAAK,OAAO;EAClH,GAAG,EAAE,IAAI;EACT,GAAG,EAAE,IAAI;EACT,EAAE,CAAC;;AAKL,MAAM,gBAAgB;;;;;;;;;;EAUpB,qBAAqB;;;;;;;;;;;;;;;;;;;;;;AAsBvB,MAAM,sCAAsC,IAAI,SAAS;AACzD,SAAS,sBAAsB,QAAQ,QAAQ;CAC9C,IAAI,MAAM,oBAAoB,IAAI,OAAO;AACzC,KAAI,CAAC,KAAK;EACT,MAAM,mBAAmB,wBAAwB,QAAQ,CAAC,UAAU,CAAC;EACrE,MAAM,mBAAmB,wBAAwB,QAAQ,CAAC,WAAW,UAAU,CAAC;AAChF,QAAM;GACL,aAAa,yBAAyB,QAAQ;IAC7C,OAAO;IACP,QAAQ,OAAO,mBAAmB;KACjC,OAAO;KACP,MAAM;KACN,CAAC;IACF,SAAS,CAAC,kBAAkB,iBAAiB;IAC7C;IACA,OAAO;IACP,CAAC;GACF;GACA;GACA;AACD,sBAAoB,IAAI,QAAQ,IAAI;;AAErC,QAAO;;AAER,MAAM,0BAA0B,OAAO,SAAS;CAC/C,MAAM,EAAE,KAAK,OAAO,eAAe,aAAa,cAAc,YAAY;CAC1E,MAAM,EAAE,iBAAiB;CACzB,MAAM,KAAK,cAAc;AACzB,KAAI,CAAC,MAAM,GAAG,OAAO,YAAa;CAClC,MAAM,aAAa,aAAa,WAAW;AAC3C,KAAI,CAAC,WAAY;CACjB,MAAM,cAAc,GAAG,iBAAiB,WAAW,UAAU,SAAS,MAAM,kBAAkB;CAC9F,MAAM,eAAe,GAAG,kBAAkB,WAAW,UAAU,UAAU,MAAM,mBAAmB;AAClG,MAAK,KAAK,KAAK;CACf,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,YAAY;EACxE,OAAO;EACP,QAAQ;EACR,OAAO;GACN,GAAG;GACH,gBAAgB;GAChB,iBAAiB;GACjB,cAAc;GACd;EACD,CAAC;CACF,MAAM,IAAI,yBAAyB,GAAG,UAAU,EAAE,CAAC;CACnD,MAAM,cAAc,IAAI,aAAa,GAAG;AACxC,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK;AACjB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK;AACjB,aAAY,KAAK,EAAE;AACnB,aAAY,KAAK,EAAE;AACnB,aAAY,MAAM,EAAE;AACpB,aAAY,MAAM;CAClB,MAAM,EAAE,aAAa,UAAU,kBAAkB,SAAS,kBAAkB,YAAY,sBAAsB,IAAI,QAAQ,IAAI,SAAS,OAAO;CAC9I,MAAM,UAAU,IAAI,SAAS,aAAa,WAAW,IAAI,OAAO;CAChE,MAAM,gBAAgB,IAAI,SAAS,mBAAmB,YAAY;CAClE,MAAM,mBAAmB,IAAI,OAAO,gBAAgB;EACnD,QAAQ;EACR,SAAS,CAAC;GACT,SAAS;GACT,UAAU,EAAE,QAAQ,eAAe;GACnC,CAAC;EACF,CAAC;CACF,MAAM,mBAAmB,IAAI,SAAS,eAAe,aAAa,IAAI,QAAQ,SAAS,UAAU,QAAQ;CACzG,MAAM,SAAS,IAAI,SAAS,oBAAoB,aAAa,cAAc;EAC1E;EACA;EACA,GAAG,MAAM,mBAAmB,EAAE;EAC9B,CAAC;AACF,oBAAmB,SAAS,OAAO,YAAY,EAAE,UAAU,CAAC,kBAAkB,iBAAiB,CAAC;AAChG,qBAAoB,MAAM,QAAQ,GAAG,WAAW,EAAE;;AAKnD,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,yBAAyB,CAAC"}
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import { n as defineRenderer } from "./renderer-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, r as STRAIGHT_ALPHA_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, r as STRAIGHT_ALPHA_BLEND, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-zFNrvhV9.mjs";
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{"version":3,"file":"renderer-C6st34I6.mjs","names":[],"sources":["../../../nodes/node-flip/dist/renderers-CeDdi1eu.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, STRAIGHT_ALPHA_BLEND, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_FLIP_SHADER = `\nstruct FlipUniforms {\n\tflipH : f32,\n\tflipV : f32,\n\tdiagonal : f32,\n\tsymmetry : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : FlipUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tvar uv = in.uv;\n\n\t// 1. Split-Mirror / Symmetry\n\tif (u.symmetry > 0.5 && u.symmetry < 1.5) {\n\t\t// leftToRight: mirror left half to right half\n\t\tuv.x = select(uv.x, 1.0 - uv.x, uv.x > 0.5);\n\t} else if (u.symmetry > 1.5 && u.symmetry < 2.5) {\n\t\t// rightToLeft: mirror right half to left half\n\t\tuv.x = select(1.0 - uv.x, uv.x, uv.x > 0.5);\n\t} else if (u.symmetry > 2.5 && u.symmetry < 3.5) {\n\t\t// topToBottom: mirror top half to bottom half\n\t\tuv.y = select(uv.y, 1.0 - uv.y, uv.y > 0.5);\n\t} else if (u.symmetry > 3.5 && u.symmetry < 4.5) {\n\t\t// bottomToTop: mirror bottom half to top half\n\t\tuv.y = select(1.0 - uv.y, uv.y, uv.y > 0.5);\n\t} else if (u.symmetry > 4.5) {\n\t\t// quadrant: 4-way kaleidoscopic symmetry\n\t\tuv.x = select(uv.x, 1.0 - uv.x, uv.x > 0.5);\n\t\tuv.y = select(uv.y, 1.0 - uv.y, uv.y > 0.5);\n\t}\n\n\t// 2. Diagonal Swap (Transposition: x <-> y)\n\tif (u.diagonal > 0.5) {\n\t\tlet temp = uv.x;\n\t\tuv.x = uv.y;\n\t\tuv.y = temp;\n\t}\n\n\t// 3. Horizontal / Vertical Flip\n\tif (u.flipH > 0.5) {\n\t\tuv.x = 1.0 - uv.x;\n\t}\n\tif (u.flipV > 0.5) {\n\t\tuv.y = 1.0 - uv.y;\n\t}\n\n\treturn textureSampleLevel(tex, samp, uv, 0.0);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst uniformData = new Float32Array(4);\nfunction getFlipResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst uniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst textureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\tconst res = {\n\t\tuniformLayout,\n\t\ttextureLayout,\n\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_FLIP_SHADER }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [uniformLayout, textureLayout] }),\n\t\t\tformat: targetFormat,\n\t\t\tblend: STRAIGHT_ALPHA_BLEND\n\t\t})\n\t};\n\tdeviceResourceCache.set(device, res);\n\treturn res;\n}\nconst WebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Flip\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst sourceWidth = childMedia.metadata?.width ?? props.containerWidth ?? width;\n\tconst sourceHeight = childMedia.metadata?.height ?? props.containerHeight ?? height;\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight,\n\t\t\tvirtualMedia: childMedia\n\t\t}\n\t});\n\tconst { pipeline, uniformLayout: uLayout, textureLayout: tLayout } = getFlipResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst mode = op.mode ?? \"horizontal\";\n\tlet isFlipH = false;\n\tlet isFlipV = false;\n\tlet isDiag = false;\n\tif (mode === \"horizontal\") isFlipH = true;\n\telse if (mode === \"vertical\") isFlipV = true;\n\telse if (mode === \"both\") {\n\t\tisFlipH = true;\n\t\tisFlipV = true;\n\t} else if (mode === \"diagonal\") isDiag = true;\n\telse if (mode === \"antiDiagonal\") {\n\t\tisDiag = true;\n\t\tisFlipH = true;\n\t\tisFlipV = true;\n\t} else if (mode === \"custom\") {\n\t\tisFlipH = op.horizontal ?? true;\n\t\tisFlipV = op.vertical ?? false;\n\t\tisDiag = op.diagonal ?? false;\n\t}\n\tlet symVal = 0;\n\tif (op.symmetry === \"leftToRight\") symVal = 1;\n\telse if (op.symmetry === \"rightToLeft\") symVal = 2;\n\telse if (op.symmetry === \"topToBottom\") symVal = 3;\n\telse if (op.symmetry === \"bottomToTop\") symVal = 4;\n\telse if (op.symmetry === \"quadrant\") symVal = 5;\n\tuniformData[0] = isFlipH ? 1 : 0;\n\tuniformData[1] = isFlipV ? 1 : 0;\n\tuniformData[2] = isDiag ? 1 : 0;\n\tuniformData[3] = symVal;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst tBindGroup = ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: childTex.createView()\n\t\t}, {\n\t\t\tbinding: 1,\n\t\t\tresource: sampler\n\t\t}]\n\t});\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tchildTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [uBindGroup, tBindGroup]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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{"version":3,"file":"renderer-sCovEubT.mjs","names":[],"sources":["../../../nodes/node-modulate/dist/renderers-B9q42xr2.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\nfunction resolveVal(val, fallback, frame, fps) {\n\tif (val === void 0 || val === null) return fallback;\n\tif (typeof val === \"object\" && val !== null) {\n\t\tif (\"get\" in val && typeof val.get === \"function\") try {\n\t\t\tconst res = val.get({\n\t\t\t\tframe,\n\t\t\t\tfps,\n\t\t\t\ttime: fps > 0 ? frame / fps : 0,\n\t\t\t\tduration: 0,\n\t\t\t\tdurationMs: 0,\n\t\t\t\tprogress: 0,\n\t\t\t\tdeltaTime: fps > 0 ? 1 / fps : 0\n\t\t\t});\n\t\t\tconst n$1 = Number(res);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t} catch {}\n\t\tif (\"value\" in val) {\n\t\t\tconst n$1 = Number(val.value);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t}\n\t} else if (typeof val === \"function\") try {\n\t\tconst res = val(frame, fps);\n\t\tconst n$1 = Number(res);\n\t\tif (Number.isFinite(n$1)) return n$1;\n\t} catch {}\n\tconst n = Number(val);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction resolveModulateField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = Number(signalInput.outputItem.data ?? defaultValue);\n\telse value = resolveVal(op[fieldName] ?? op.signals?.[fieldName], defaultValue, frame, fps);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\tvalue = Math.max(minVal, Math.min(maxVal, value));\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst STATIC_MODULATE_SHADER = `\nstruct ModulateUniforms {\n\thue : f32,\n\tbrightness : f32,\n\tcontrast : f32,\n\texposure : f32,\n\tsaturation : f32,\n\tsepia : f32,\n\n\thasSignal_hue : f32,\n\thasSignal_brightness : f32,\n\thasSignal_contrast : f32,\n\thasSignal_exposure : f32,\n\thasSignal_saturation : f32,\n\thasSignal_sepia : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ModulateUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var hueTex : texture_2d<f32>;\n@group(2) @binding(1) var brightnessTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastTex : texture_2d<f32>;\n@group(2) @binding(3) var exposureTex : texture_2d<f32>;\n@group(2) @binding(4) var saturationTex : texture_2d<f32>;\n@group(2) @binding(5) var sepiaTex : texture_2d<f32>;\n@group(2) @binding(6) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn apply_exposure(c: vec4<f32>, exposure: f32) -> vec4<f32> {\n\tlet scale = pow(2.0, exposure);\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = scale * unpremult.r;\n\tlet g = scale * unpremult.g;\n\tlet b = scale * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_hue(c: vec4<f32>, degrees: f32) -> vec4<f32> {\n\tlet rad = (degrees * 3.1415926535) / 180.0;\n\tlet cosVal = cos(rad);\n\tlet sinVal = sin(rad);\n\n\tlet row0 = vec4<f32>(0.213 + cosVal * 0.787 - sinVal * 0.213, 0.715 - cosVal * 0.715 - sinVal * 0.715, 0.072 - cosVal * 0.072 + sinVal * 0.928, 0.0);\n\tlet row1 = vec4<f32>(0.213 - cosVal * 0.213 + sinVal * 0.143, 0.715 + cosVal * 0.285 + sinVal * 0.14, 0.072 - cosVal * 0.072 - sinVal * 0.283, 0.0);\n\tlet row2 = vec4<f32>(0.213 - cosVal * 0.213 - sinVal * 0.787, 0.715 - cosVal * 0.715 + sinVal * 0.715, 0.072 + cosVal * 0.928 + sinVal * 0.072, 0.0);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_saturation(c: vec4<f32>, sat: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(0.213 + sat * 0.787, 0.715 * (1.0 - sat), 0.072 * (1.0 - sat), 0.0);\n\tlet row1 = vec4<f32>(0.213 * (1.0 - sat), 0.715 + sat * 0.285, 0.072 * (1.0 - sat), 0.0);\n\tlet row2 = vec4<f32>(0.213 * (1.0 - sat), 0.715 * (1.0 - sat), 0.072 + sat * 0.928, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_contrast(c: vec4<f32>, contrast: f32) -> vec4<f32> {\n\tlet offset = 0.5 * (1.0 - contrast);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = contrast * unpremult.r + offset;\n\tlet g = contrast * unpremult.g + offset;\n\tlet b = contrast * unpremult.b + offset;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_brightness(c: vec4<f32>, bright: f32) -> vec4<f32> {\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = bright * unpremult.r;\n\tlet g = bright * unpremult.g;\n\tlet b = bright * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_sepia(c: vec4<f32>, s: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(1.0 - 0.607 * s, 0.769 * s, 0.189 * s, 0.0);\n\tlet row1 = vec4<f32>(0.349 * s, 1.0 - 0.314 * s, 0.168 * s, 0.0);\n\tlet row2 = vec4<f32>(0.272 * s, 0.534 * s, 1.0 - 0.869 * s, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet original = textureSample(tex, samp, in.uv);\n\tvar color = original;\n\n\t// 1. Exposure\n\tvar exposure = u.exposure;\n\tif (u.hasSignal_exposure > 0.5) {\n\t\texposure = textureSampleLevel(exposureTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_exposure(color, exposure);\n\n\t// 2. Hue\n\tvar hue = u.hue;\n\tif (u.hasSignal_hue > 0.5) {\n\t\thue = textureSampleLevel(hueTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_hue(color, hue);\n\n\t// 3. Saturation\n\tvar saturation = u.saturation;\n\tif (u.hasSignal_saturation > 0.5) {\n\t\tsaturation = textureSampleLevel(saturationTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_saturation(color, saturation);\n\n\t// 4. Contrast\n\tvar contrast = u.contrast;\n\tif (u.hasSignal_contrast > 0.5) {\n\t\tcontrast = textureSampleLevel(contrastTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_contrast(color, contrast);\n\n\t// 5. Brightness\n\tvar brightness = u.brightness;\n\tif (u.hasSignal_brightness > 0.5) {\n\t\tbrightness = textureSampleLevel(brightnessTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_brightness(color, brightness);\n\n\t// 6. Sepia\n\tvar sepia = u.sepia;\n\tif (u.hasSignal_sepia > 0.5) {\n\t\tsepia = textureSampleLevel(sepiaTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_sepia(color, sepia);\n\n\treturn color;\n}\n`;\nconst modulateData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tmodulateUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tmodulateSignalsLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getModulateResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `modulate_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst modulateModule = device.createShaderModule({\n\t\t\tlabel: `modulate_static_${format}.wgsl`,\n\t\t\tcode: STATIC_MODULATE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ModulatePipeline_static_${format}`,\n\t\t\tmodule: modulateModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.modulateUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.modulateSignalsLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tmodulatePipeline: pipeline,\n\t\tmodulateUniformLayout: layouts.modulateUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tmodulateSignalsLayout: layouts.modulateSignalsLayout\n\t};\n}\nconst ModulateWebGPURenderer = 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 !== \"Modulate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst hueInfo = resolveModulateField(op, \"hue\", 0, 0, 360, compositionFrame, fps);\n\tconst brightnessInfo = resolveModulateField(op, \"brightness\", 1, 0, 2, compositionFrame, fps);\n\tconst contrastInfo = resolveModulateField(op, \"contrast\", 1, 0, 2, compositionFrame, fps);\n\tconst exposureInfo = resolveModulateField(op, \"exposure\", 0, -2, 2, compositionFrame, fps);\n\tconst saturationInfo = resolveModulateField(op, \"saturation\", 1, 0, 2, compositionFrame, fps);\n\tconst sepiaInfo = resolveModulateField(op, \"sepia\", 0, 0, 1, compositionFrame, fps);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { modulatePipeline: pipeline, modulateUniformLayout: uLayout, singleTextureLayout: tLayout, modulateSignalsLayout: sigLayout } = getModulateResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tmodulateData[0] = hueInfo.value;\n\tmodulateData[1] = brightnessInfo.value;\n\tmodulateData[2] = contrastInfo.value;\n\tmodulateData[3] = exposureInfo.value;\n\tmodulateData[4] = saturationInfo.value;\n\tmodulateData[5] = sepiaInfo.value;\n\tconst fields = [\n\t\t{\n\t\t\tname: \"hue\",\n\t\t\tinfo: hueInfo,\n\t\t\tidx: 6\n\t\t},\n\t\t{\n\t\t\tname: \"brightness\",\n\t\t\tinfo: brightnessInfo,\n\t\t\tidx: 7\n\t\t},\n\t\t{\n\t\t\tname: \"contrast\",\n\t\t\tinfo: contrastInfo,\n\t\t\tidx: 8\n\t\t},\n\t\t{\n\t\t\tname: \"exposure\",\n\t\t\tinfo: exposureInfo,\n\t\t\tidx: 9\n\t\t},\n\t\t{\n\t\t\tname: \"saturation\",\n\t\t\tinfo: saturationInfo,\n\t\t\tidx: 10\n\t\t},\n\t\t{\n\t\t\tname: \"sepia\",\n\t\t\tinfo: sepiaInfo,\n\t\t\tidx: 11\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tfor (const f of fields) {\n\t\tconst isGenerator = !!(f.info.hasSignal && f.info.sd);\n\t\tmodulateData[f.idx] = isGenerator ? 1 : 0;\n\t\tif (isGenerator) {\n\t\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd.nodeId ?? `modulate_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, width, height, props.renderId, frame, fps);\n\t\t\tsignalViews.push(view);\n\t\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\t}\n\tconst buffer = ctx.renderer.getTemporaryBuffer(modulateData);\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 }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: signalViews[0]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: signalViews[1]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: signalViews[2]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: signalViews[3]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: signalViews[4]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: signalViews[5]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\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-C7MAqpIS.mjs","names":[],"sources":["../../../nodes/node-modulate/dist/renderers-B9q42xr2.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\nfunction resolveVal(val, fallback, frame, fps) {\n\tif (val === void 0 || val === null) return fallback;\n\tif (typeof val === \"object\" && val !== null) {\n\t\tif (\"get\" in val && typeof val.get === \"function\") try {\n\t\t\tconst res = val.get({\n\t\t\t\tframe,\n\t\t\t\tfps,\n\t\t\t\ttime: fps > 0 ? frame / fps : 0,\n\t\t\t\tduration: 0,\n\t\t\t\tdurationMs: 0,\n\t\t\t\tprogress: 0,\n\t\t\t\tdeltaTime: fps > 0 ? 1 / fps : 0\n\t\t\t});\n\t\t\tconst n$1 = Number(res);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t} catch {}\n\t\tif (\"value\" in val) {\n\t\t\tconst n$1 = Number(val.value);\n\t\t\tif (Number.isFinite(n$1)) return n$1;\n\t\t}\n\t} else if (typeof val === \"function\") try {\n\t\tconst res = val(frame, fps);\n\t\tconst n$1 = Number(res);\n\t\tif (Number.isFinite(n$1)) return n$1;\n\t} catch {}\n\tconst n = Number(val);\n\treturn Number.isFinite(n) ? n : fallback;\n}\nfunction resolveModulateField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && signalInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? signalInput?.outputItem?.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") value = Number(signalInput.outputItem.data ?? defaultValue);\n\telse value = resolveVal(op[fieldName] ?? op.signals?.[fieldName], defaultValue, frame, fps);\n\telse if (sd && typeof sd === \"object\" && \"offset\" in sd) value = Number(sd.offset ?? defaultValue);\n\tvalue = Math.max(minVal, Math.min(maxVal, value));\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst STATIC_MODULATE_SHADER = `\nstruct ModulateUniforms {\n\thue : f32,\n\tbrightness : f32,\n\tcontrast : f32,\n\texposure : f32,\n\tsaturation : f32,\n\tsepia : f32,\n\n\thasSignal_hue : f32,\n\thasSignal_brightness : f32,\n\thasSignal_contrast : f32,\n\thasSignal_exposure : f32,\n\thasSignal_saturation : f32,\n\thasSignal_sepia : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : ModulateUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\n@group(2) @binding(0) var hueTex : texture_2d<f32>;\n@group(2) @binding(1) var brightnessTex : texture_2d<f32>;\n@group(2) @binding(2) var contrastTex : texture_2d<f32>;\n@group(2) @binding(3) var exposureTex : texture_2d<f32>;\n@group(2) @binding(4) var saturationTex : texture_2d<f32>;\n@group(2) @binding(5) var sepiaTex : texture_2d<f32>;\n@group(2) @binding(6) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn apply_exposure(c: vec4<f32>, exposure: f32) -> vec4<f32> {\n\tlet scale = pow(2.0, exposure);\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = scale * unpremult.r;\n\tlet g = scale * unpremult.g;\n\tlet b = scale * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_hue(c: vec4<f32>, degrees: f32) -> vec4<f32> {\n\tlet rad = (degrees * 3.1415926535) / 180.0;\n\tlet cosVal = cos(rad);\n\tlet sinVal = sin(rad);\n\n\tlet row0 = vec4<f32>(0.213 + cosVal * 0.787 - sinVal * 0.213, 0.715 - cosVal * 0.715 - sinVal * 0.715, 0.072 - cosVal * 0.072 + sinVal * 0.928, 0.0);\n\tlet row1 = vec4<f32>(0.213 - cosVal * 0.213 + sinVal * 0.143, 0.715 + cosVal * 0.285 + sinVal * 0.14, 0.072 - cosVal * 0.072 - sinVal * 0.283, 0.0);\n\tlet row2 = vec4<f32>(0.213 - cosVal * 0.213 - sinVal * 0.787, 0.715 - cosVal * 0.715 + sinVal * 0.715, 0.072 + cosVal * 0.928 + sinVal * 0.072, 0.0);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_saturation(c: vec4<f32>, sat: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(0.213 + sat * 0.787, 0.715 * (1.0 - sat), 0.072 * (1.0 - sat), 0.0);\n\tlet row1 = vec4<f32>(0.213 * (1.0 - sat), 0.715 + sat * 0.285, 0.072 * (1.0 - sat), 0.0);\n\tlet row2 = vec4<f32>(0.213 * (1.0 - sat), 0.715 * (1.0 - sat), 0.072 + sat * 0.928, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_contrast(c: vec4<f32>, contrast: f32) -> vec4<f32> {\n\tlet offset = 0.5 * (1.0 - contrast);\n\t\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = contrast * unpremult.r + offset;\n\tlet g = contrast * unpremult.g + offset;\n\tlet b = contrast * unpremult.b + offset;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_brightness(c: vec4<f32>, bright: f32) -> vec4<f32> {\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = bright * unpremult.r;\n\tlet g = bright * unpremult.g;\n\tlet b = bright * unpremult.b;\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\nfn apply_sepia(c: vec4<f32>, s: f32) -> vec4<f32> {\n\tlet row0 = vec4<f32>(1.0 - 0.607 * s, 0.769 * s, 0.189 * s, 0.0);\n\tlet row1 = vec4<f32>(0.349 * s, 1.0 - 0.314 * s, 0.168 * s, 0.0);\n\tlet row2 = vec4<f32>(0.272 * s, 0.534 * s, 1.0 - 0.869 * s, 0.0);\n\n\tvar unpremult = c;\n\tif (unpremult.a > 0.0) { unpremult = vec4<f32>(unpremult.rgb / unpremult.a, unpremult.a); }\n\tlet r = dot(row0, unpremult);\n\tlet g = dot(row1, unpremult);\n\tlet b = dot(row2, unpremult);\n\tlet outAlpha = clamp(unpremult.a, 0.0, 1.0);\n\tlet outRgb = clamp(vec3<f32>(r, g, b), vec3<f32>(0.0), vec3<f32>(1.0)) * outAlpha;\n\treturn vec4<f32>(outRgb, outAlpha);\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet original = textureSample(tex, samp, in.uv);\n\tvar color = original;\n\n\t// 1. Exposure\n\tvar exposure = u.exposure;\n\tif (u.hasSignal_exposure > 0.5) {\n\t\texposure = textureSampleLevel(exposureTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_exposure(color, exposure);\n\n\t// 2. Hue\n\tvar hue = u.hue;\n\tif (u.hasSignal_hue > 0.5) {\n\t\thue = textureSampleLevel(hueTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_hue(color, hue);\n\n\t// 3. Saturation\n\tvar saturation = u.saturation;\n\tif (u.hasSignal_saturation > 0.5) {\n\t\tsaturation = textureSampleLevel(saturationTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_saturation(color, saturation);\n\n\t// 4. Contrast\n\tvar contrast = u.contrast;\n\tif (u.hasSignal_contrast > 0.5) {\n\t\tcontrast = textureSampleLevel(contrastTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_contrast(color, contrast);\n\n\t// 5. Brightness\n\tvar brightness = u.brightness;\n\tif (u.hasSignal_brightness > 0.5) {\n\t\tbrightness = textureSampleLevel(brightnessTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_brightness(color, brightness);\n\n\t// 6. Sepia\n\tvar sepia = u.sepia;\n\tif (u.hasSignal_sepia > 0.5) {\n\t\tsepia = textureSampleLevel(sepiaTex, sigSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tcolor = apply_sepia(color, sepia);\n\n\treturn color;\n}\n`;\nconst modulateData = new Float32Array(12);\nconst getDeviceLayouts = perDevice((device) => ({\n\tmodulateUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tmodulateSignalsLayout: texturesLayout(device, 6),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getModulateResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `modulate_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst modulateModule = device.createShaderModule({\n\t\t\tlabel: `modulate_static_${format}.wgsl`,\n\t\t\tcode: STATIC_MODULATE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `ModulatePipeline_static_${format}`,\n\t\t\tmodule: modulateModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.modulateUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tlayouts.modulateSignalsLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tmodulatePipeline: pipeline,\n\t\tmodulateUniformLayout: layouts.modulateUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tmodulateSignalsLayout: layouts.modulateSignalsLayout\n\t};\n}\nconst ModulateWebGPURenderer = 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 !== \"Modulate\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst hueInfo = resolveModulateField(op, \"hue\", 0, 0, 360, compositionFrame, fps);\n\tconst brightnessInfo = resolveModulateField(op, \"brightness\", 1, 0, 2, compositionFrame, fps);\n\tconst contrastInfo = resolveModulateField(op, \"contrast\", 1, 0, 2, compositionFrame, fps);\n\tconst exposureInfo = resolveModulateField(op, \"exposure\", 0, -2, 2, compositionFrame, fps);\n\tconst saturationInfo = resolveModulateField(op, \"saturation\", 1, 0, 2, compositionFrame, fps);\n\tconst sepiaInfo = resolveModulateField(op, \"sepia\", 0, 0, 1, compositionFrame, fps);\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { modulatePipeline: pipeline, modulateUniformLayout: uLayout, singleTextureLayout: tLayout, modulateSignalsLayout: sigLayout } = getModulateResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tmodulateData[0] = hueInfo.value;\n\tmodulateData[1] = brightnessInfo.value;\n\tmodulateData[2] = contrastInfo.value;\n\tmodulateData[3] = exposureInfo.value;\n\tmodulateData[4] = saturationInfo.value;\n\tmodulateData[5] = sepiaInfo.value;\n\tconst fields = [\n\t\t{\n\t\t\tname: \"hue\",\n\t\t\tinfo: hueInfo,\n\t\t\tidx: 6\n\t\t},\n\t\t{\n\t\t\tname: \"brightness\",\n\t\t\tinfo: brightnessInfo,\n\t\t\tidx: 7\n\t\t},\n\t\t{\n\t\t\tname: \"contrast\",\n\t\t\tinfo: contrastInfo,\n\t\t\tidx: 8\n\t\t},\n\t\t{\n\t\t\tname: \"exposure\",\n\t\t\tinfo: exposureInfo,\n\t\t\tidx: 9\n\t\t},\n\t\t{\n\t\t\tname: \"saturation\",\n\t\t\tinfo: saturationInfo,\n\t\t\tidx: 10\n\t\t},\n\t\t{\n\t\t\tname: \"sepia\",\n\t\t\tinfo: sepiaInfo,\n\t\t\tidx: 11\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tfor (const f of fields) {\n\t\tconst isGenerator = !!(f.info.hasSignal && f.info.sd);\n\t\tmodulateData[f.idx] = isGenerator ? 1 : 0;\n\t\tif (isGenerator) {\n\t\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd.nodeId ?? `modulate_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, width, height, props.renderId, frame, fps);\n\t\t\tsignalViews.push(view);\n\t\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\t}\n\tconst buffer = ctx.renderer.getTemporaryBuffer(modulateData);\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 }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: signalViews[0]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: signalViews[1]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: signalViews[2]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: signalViews[3]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: signalViews[4]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: signalViews[5]\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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@@ -1,6 +1,6 @@
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1
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-
import { xn as resolveNumber } from "./dist-
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2
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-
import { i as isHandleConnected, n as defineRenderer } from "./renderer-
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3
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-
import { g as WebGPUAudioProcessor } from "./dist-
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1
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+
import { xn as resolveNumber } from "./dist-ByxHoMQI.mjs";
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2
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+
import { i as isHandleConnected, n as defineRenderer } from "./renderer-DrWeb39d.mjs";
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3
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+
import { g as WebGPUAudioProcessor } from "./dist-D12-a3-x.mjs";
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4
4
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5
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//#region ../../nodes/node-audio-reverb/dist/renderers-DCFjIwTB.mjs
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6
6
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const PARAM_ORDER = [
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@@ -370,4 +370,4 @@ var renderers_default = defineRenderer({ audioProcessor: reverbAudioProcessor })
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//#endregion
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export { renderers_default as t };
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-
//# sourceMappingURL=renderer-
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+
//# sourceMappingURL=renderer-CCFHnafT.mjs.map
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