framefields 2.9.2 → 2.10.0-canary.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/NOTICE.md +18 -0
- package/README.md +10 -7
- package/dist/audio/index.d.mts +5 -4
- package/dist/audio/index.mjs +13 -13
- package/dist/{audio-Ccpl9mjV.d.mts → audio-1X5qNNmk.d.mts} +4 -3
- package/dist/audio-1X5qNNmk.d.mts.map +1 -0
- package/dist/{audio-a0MFkK6J.mjs → audio-KHBadECb.mjs} +1 -1
- package/dist/{audio-a0MFkK6J.mjs.map → audio-KHBadECb.mjs.map} +1 -1
- package/dist/{audio-BfQg37MW.mjs → audio-YpBRdI7r.mjs} +4 -4
- package/dist/{audio-BfQg37MW.mjs.map → audio-YpBRdI7r.mjs.map} +1 -1
- package/dist/{check-result-C3jlgV2i.mjs → check-result-Culfu7Nx.mjs} +1 -1
- package/dist/{check-result-C3jlgV2i.mjs.map → check-result-Culfu7Nx.mjs.map} +1 -1
- package/dist/cli/check-worker.mjs +50 -50
- package/dist/cli.mjs +179 -3
- package/dist/cli.mjs.map +1 -1
- package/dist/cloud/index.d.mts +118 -0
- package/dist/cloud/index.d.mts.map +1 -0
- package/dist/cloud/index.mjs +3 -0
- package/dist/cloud-xcfV4J03.mjs +233 -0
- package/dist/cloud-xcfV4J03.mjs.map +1 -0
- package/dist/components/index.d.mts +14 -11
- package/dist/components/index.mjs +47 -47
- package/dist/dist-2_lT3Dwc.mjs +1434 -0
- package/dist/dist-2_lT3Dwc.mjs.map +1 -0
- package/dist/{dist-Buaaj-Ul.mjs → dist-BIE8fvlv.mjs} +1 -1
- package/dist/{dist-Buaaj-Ul.mjs.map → dist-BIE8fvlv.mjs.map} +1 -1
- package/dist/{dist-BlIrsfcn.mjs → dist-Bf2_efYP.mjs} +1 -1
- package/dist/{dist-BlIrsfcn.mjs.map → dist-Bf2_efYP.mjs.map} +1 -1
- package/dist/dist-BwtxciN4.mjs +3 -0
- package/dist/{dist-C1cCW7Bt.mjs → dist-C4Vxgm0Q.mjs} +275 -78
- package/dist/dist-C4Vxgm0Q.mjs.map +1 -0
- package/dist/{dist-C8Xq3zgx.mjs → dist-Cu1fZ9Uy.mjs} +4 -4
- package/dist/{dist-C8Xq3zgx.mjs.map → dist-Cu1fZ9Uy.mjs.map} +1 -1
- package/dist/{dist-DVMepKaO.mjs → dist-CySGkG54.mjs} +2 -2
- package/dist/dist-CySGkG54.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-DiWYouOK.mjs} +3 -3
- package/dist/{effects-CemgqEPv.mjs.map → effects-DiWYouOK.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-BnV-GB1o.mjs} +2 -2
- package/dist/{fonts-BW0pPcvJ.mjs.map → fonts-BnV-GB1o.mjs.map} +1 -1
- package/dist/{gpu-CMaa63nz.mjs → gpu-Bw35AMwY.mjs} +11 -3
- package/dist/gpu-Bw35AMwY.mjs.map +1 -0
- package/dist/{index-D5UDyVMb.d.mts → index-B7WqFBZA.d.mts} +35 -2401
- package/dist/index-B7WqFBZA.d.mts.map +1 -0
- package/dist/{index-BfDFmIBE.d.mts → index-BW0Q1ygn.d.mts} +1 -1
- package/dist/{index-BfDFmIBE.d.mts.map → index-BW0Q1ygn.d.mts.map} +1 -1
- package/dist/{index-CQ-bbZk3.d.mts → index-Bbv0VtxJ.d.mts} +7 -1165
- package/dist/index-Bbv0VtxJ.d.mts.map +1 -0
- package/dist/{index-CFoAmh7q.d.mts → index-CDQrdZ0J.d.mts} +3 -3
- package/dist/{index-CFoAmh7q.d.mts.map → index-CDQrdZ0J.d.mts.map} +1 -1
- package/dist/index-COYNQ_mf.d.mts +2402 -0
- package/dist/index-COYNQ_mf.d.mts.map +1 -0
- package/dist/{index-BIjMAW1h.d.mts → index-CdCrae-I.d.mts} +2 -2
- package/dist/{index-BIjMAW1h.d.mts.map → index-CdCrae-I.d.mts.map} +1 -1
- package/dist/index-DQa7mhzq.d.mts +330 -0
- package/dist/index-DQa7mhzq.d.mts.map +1 -0
- package/dist/{index-Bnh42ouE.d.mts → index-Dyt4yS-x.d.mts} +376 -287
- package/dist/index-Dyt4yS-x.d.mts.map +1 -0
- package/dist/index-WwuuX8ZJ.d.mts +1165 -0
- package/dist/index-WwuuX8ZJ.d.mts.map +1 -0
- package/dist/{index-CJL0JAU8.d.mts → index-gOVtTm-P.d.mts} +125 -3
- package/dist/index-gOVtTm-P.d.mts.map +1 -0
- package/dist/{index-7Z9_a_iB.d.mts → index-h7m8QgcL.d.mts} +3 -3
- package/dist/{index-7Z9_a_iB.d.mts.map → index-h7m8QgcL.d.mts.map} +1 -1
- package/dist/index.d.mts +16 -13
- package/dist/index.mjs +59 -58
- package/dist/preview/index.d.mts +4 -3
- package/dist/preview/index.mjs +12 -12
- package/dist/{preview-DvP8AZuV.mjs → preview-BW7ilNWk.mjs} +3 -3
- package/dist/{preview-DvP8AZuV.mjs.map → preview-BW7ilNWk.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/chunk-44V4V5LD.mjs +1 -0
- package/dist/preview-engine/{chunk-5AWAOMBR.mjs → chunk-4BWBX2HM.mjs} +1 -1
- package/dist/preview-engine/{chunk-BEYA25UZ.mjs → chunk-4DSOZ5QG.mjs} +1 -1
- package/dist/preview-engine/{chunk-VVE2QHVG.mjs → chunk-4FACCLLE.mjs} +1 -1
- package/dist/preview-engine/{chunk-DMSZXG56.mjs → chunk-4N25ZU43.mjs} +1 -1
- package/dist/preview-engine/{chunk-FTCEG3SF.mjs → chunk-4RLKHFV6.mjs} +1 -1
- package/dist/preview-engine/chunk-4TPXZNVR.mjs +483 -0
- package/dist/preview-engine/chunk-4YT5YJIF.mjs +1 -0
- package/dist/preview-engine/{chunk-CC4NNNIY.mjs → chunk-57WXGYEV.mjs} +1 -1
- package/dist/preview-engine/{chunk-C4M3B2Q2.mjs → chunk-5SLBE2FX.mjs} +1 -1
- package/dist/preview-engine/{chunk-PM2W4VLT.mjs → chunk-5Y7SO37Q.mjs} +1 -1
- package/dist/preview-engine/{chunk-BJXNKMSY.mjs → chunk-64L4GUOF.mjs} +20 -6
- package/dist/preview-engine/{chunk-Y5K5LVOR.mjs → chunk-6BE3IL7L.mjs} +1 -1
- package/dist/preview-engine/{chunk-GA4HNR44.mjs → chunk-6LBFSGCI.mjs} +1 -1
- package/dist/preview-engine/{chunk-IB6GZJOL.mjs → chunk-6O55UROD.mjs} +1 -1
- package/dist/preview-engine/{chunk-SPJPM43P.mjs → chunk-6SLCECHG.mjs} +1 -1
- package/dist/preview-engine/chunk-77MT33VR.mjs +1 -0
- package/dist/preview-engine/{chunk-QCSVT73T.mjs → chunk-7A3BNAWY.mjs} +84 -25
- package/dist/preview-engine/{chunk-CN2VLYLB.mjs → chunk-7HW7GA76.mjs} +1 -1
- package/dist/preview-engine/chunk-A6OAPDIA.mjs +1 -0
- package/dist/preview-engine/chunk-ADLIF544.mjs +39 -0
- package/dist/preview-engine/{chunk-LVYVXVZO.mjs → chunk-C2GX5L5S.mjs} +1 -1
- package/dist/preview-engine/{chunk-4WYM72ZN.mjs → chunk-CHXR5XZK.mjs} +1 -1
- package/dist/preview-engine/chunk-CSLSWUUT.mjs +1 -0
- package/dist/preview-engine/{chunk-JSYG6OWZ.mjs → chunk-D7OMXGIZ.mjs} +1 -1
- package/dist/preview-engine/{chunk-RJIAES3X.mjs → chunk-EKEKYGXE.mjs} +1 -1
- package/dist/preview-engine/{chunk-TNJEZKXM.mjs → chunk-FH72KTSM.mjs} +1 -1
- package/dist/preview-engine/{chunk-P5FKRQFU.mjs → chunk-FW2UDDUT.mjs} +1 -1
- package/dist/preview-engine/{chunk-S2ABWY5G.mjs → chunk-GTMZOMAN.mjs} +1 -1
- package/dist/preview-engine/{chunk-6R3UJBL5.mjs → chunk-HGWT3RVQ.mjs} +10 -10
- package/dist/preview-engine/{chunk-34RJ7GAS.mjs → chunk-HKYENGC5.mjs} +1 -1
- package/dist/preview-engine/{chunk-7U34VKNO.mjs → chunk-HO7FXISJ.mjs} +1 -1
- package/dist/preview-engine/{chunk-73CNXGAK.mjs → chunk-HPQDCC4S.mjs} +1 -1
- package/dist/preview-engine/{chunk-ZY47XIRK.mjs → chunk-IVAA5X5H.mjs} +1 -1
- package/dist/preview-engine/chunk-JAAFSVAG.mjs +1 -0
- package/dist/preview-engine/{chunk-UXYM2G6J.mjs → chunk-JFBSNFN6.mjs} +1 -1
- package/dist/preview-engine/{chunk-GIICZZQI.mjs → chunk-JSKEVYKD.mjs} +1 -1
- package/dist/preview-engine/{chunk-EJJITH6U.mjs → chunk-K3TJJXVC.mjs} +1 -1
- package/dist/preview-engine/{chunk-GZWA5QJS.mjs → chunk-L2NTIWW5.mjs} +1 -1
- package/dist/preview-engine/{chunk-VN36PRVD.mjs → chunk-LBP7E7SJ.mjs} +1 -1
- package/dist/preview-engine/{chunk-34DL53D5.mjs → chunk-LTR5FXGU.mjs} +1 -1
- package/dist/preview-engine/{chunk-GRJJVSOV.mjs → chunk-ML7WO27M.mjs} +1 -1
- package/dist/preview-engine/{chunk-GN3NDRLI.mjs → chunk-NCQHOGZK.mjs} +1 -1
- package/dist/preview-engine/{chunk-OH5W5EL6.mjs → chunk-NTTEGJD6.mjs} +1 -1
- package/dist/preview-engine/{chunk-2B722GXM.mjs → chunk-OD4CSXZL.mjs} +15 -15
- package/dist/preview-engine/{chunk-AHQCDTD6.mjs → chunk-OOUDE4XL.mjs} +1 -1
- package/dist/preview-engine/chunk-PH3UUX6A.mjs +138 -0
- package/dist/preview-engine/chunk-PIHG6HJO.mjs +1 -0
- package/dist/preview-engine/{chunk-ZJ5SWTCW.mjs → chunk-RAW2I27S.mjs} +1 -1
- package/dist/preview-engine/{chunk-BJV2LBII.mjs → chunk-RMHL4XZ3.mjs} +1 -1
- package/dist/preview-engine/chunk-T6L3DO3H.mjs +1 -0
- package/dist/preview-engine/{chunk-2PYTDN2C.mjs → chunk-V5HU6NIW.mjs} +1 -1
- package/dist/preview-engine/{chunk-DVZITDQS.mjs → chunk-VRJBOFFY.mjs} +1 -1
- package/dist/preview-engine/{chunk-SF37HXAH.mjs → chunk-WVIDORLK.mjs} +1 -1
- package/dist/preview-engine/{chunk-35HMRW4I.mjs → chunk-XCQ7KN4S.mjs} +1 -1
- package/dist/preview-engine/{chunk-KHJZMTOS.mjs → chunk-Y2SWIWIU.mjs} +1 -1
- package/dist/preview-engine/{chunk-H7BSN7V7.mjs → chunk-YS3ROS25.mjs} +1 -1
- package/dist/preview-engine/{chunk-2DWY7UBV.mjs → chunk-YXCTOCQ2.mjs} +1 -1
- package/dist/preview-engine/{chunk-BVDWS3D2.mjs → chunk-ZA5LWHRM.mjs} +1 -1
- package/dist/preview-engine/chunk-ZGEKF34E.mjs +1974 -0
- package/dist/preview-engine/components.mjs +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/fonts.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +1 -1
- package/dist/preview-engine/player.mjs +1 -1
- package/dist/preview-engine/renderers-33PIDDZC.mjs +1 -0
- package/dist/preview-engine/{renderers-ZACSHGNZ.mjs → renderers-36P2TKPC.mjs} +1 -1
- package/dist/preview-engine/{renderers-TSBV4KPE.mjs → renderers-37Y5LR2S.mjs} +1 -1
- package/dist/preview-engine/renderers-3AZ3HY53.mjs +1 -0
- package/dist/preview-engine/renderers-3FGKW52B.mjs +1 -0
- package/dist/preview-engine/renderers-4A2FBS3Y.mjs +1 -0
- package/dist/preview-engine/{renderers-5TO2SXFR.mjs → renderers-4MW4NW6O.mjs} +1 -1
- package/dist/preview-engine/{renderers-ENMY4DKF.mjs → renderers-4SNAK77B.mjs} +1 -1
- package/dist/preview-engine/{renderers-Y22VSOXF.mjs → renderers-4WFRXGMR.mjs} +1 -1
- package/dist/preview-engine/{renderers-5KANN7XF.mjs → renderers-5K3BSBI6.mjs} +1 -1
- package/dist/preview-engine/renderers-65DU2F5W.mjs +1 -0
- package/dist/preview-engine/renderers-6CTPYQR6.mjs +1 -0
- package/dist/preview-engine/{renderers-NUAI4TO5.mjs → renderers-6RRWA33X.mjs} +1 -1
- package/dist/preview-engine/{renderers-4F7WLQD5.mjs → renderers-6RYIPQ7W.mjs} +1 -1
- package/dist/preview-engine/{renderers-U4M7ZCV4.mjs → renderers-AUYCQNSS.mjs} +1 -1
- package/dist/preview-engine/renderers-AWODRI3B.mjs +1 -0
- package/dist/preview-engine/renderers-BO6HHGMZ.mjs +1 -0
- package/dist/preview-engine/renderers-BSXYDEV7.mjs +1 -0
- package/dist/preview-engine/{renderers-FSI5KNGZ.mjs → renderers-CMBI4JOC.mjs} +1 -1
- package/dist/preview-engine/{renderers-6Z7DWAPH.mjs → renderers-CQIPHCIW.mjs} +1 -1
- package/dist/preview-engine/renderers-DU7KPFVV.mjs +1 -0
- package/dist/preview-engine/renderers-ECW2CGNU.mjs +1 -0
- package/dist/preview-engine/renderers-EEX22FUO.mjs +1 -0
- package/dist/preview-engine/{renderers-MOEC2XZZ.mjs → renderers-EILFSWSJ.mjs} +1 -1
- package/dist/preview-engine/{renderers-NCGH2WWJ.mjs → renderers-G2FL3IFD.mjs} +1 -1
- package/dist/preview-engine/{renderers-5XRKZHVT.mjs → renderers-GCQKGJ7W.mjs} +1 -1
- package/dist/preview-engine/{renderers-77PDUMYI.mjs → renderers-HXNSDJBY.mjs} +1 -1
- package/dist/preview-engine/renderers-HZBXLDKG.mjs +1 -0
- package/dist/preview-engine/renderers-IOXNQPQK.mjs +1 -0
- package/dist/preview-engine/renderers-IR44E4ZZ.mjs +1 -0
- package/dist/preview-engine/{renderers-TGJSOKDY.mjs → renderers-JALV3B3A.mjs} +1 -1
- package/dist/preview-engine/{renderers-IHGAWLUF.mjs → renderers-JMSAW7VY.mjs} +1 -1
- package/dist/preview-engine/{renderers-CUMVIVHI.mjs → renderers-JZYHX4XI.mjs} +1 -1
- package/dist/preview-engine/renderers-JZZ3ODOZ.mjs +1 -0
- package/dist/preview-engine/renderers-K37YL3Z7.mjs +1 -0
- package/dist/preview-engine/{renderers-RN2MHIFK.mjs → renderers-KICDB5Y6.mjs} +1 -1
- package/dist/preview-engine/renderers-KUJQV3K6.mjs +1 -0
- package/dist/preview-engine/renderers-KXVKLSSX.mjs +1 -0
- package/dist/preview-engine/{renderers-WEYAHOBK.mjs → renderers-LF6U4MR5.mjs} +1 -1
- package/dist/preview-engine/renderers-N4RVFX3G.mjs +1 -0
- package/dist/preview-engine/{renderers-PPZK6VEW.mjs → renderers-NQC4DPX4.mjs} +1 -1
- package/dist/preview-engine/renderers-NZWWEAYA.mjs +1 -0
- package/dist/preview-engine/{renderers-5UZ3YFBD.mjs → renderers-OPRXVIGT.mjs} +1 -1
- package/dist/preview-engine/{renderers-7C5RA3R5.mjs → renderers-OZKPOUMW.mjs} +1 -1
- package/dist/preview-engine/renderers-P4JJEDZB.mjs +1 -0
- package/dist/preview-engine/{renderers-V3AQO7AR.mjs → renderers-PGZDFDSC.mjs} +1 -1
- package/dist/preview-engine/renderers-Q4572F5C.mjs +1 -0
- package/dist/preview-engine/{renderers-PIIEUKFE.mjs → renderers-Q5YCUPYE.mjs} +1 -1
- package/dist/preview-engine/renderers-QAX2QWWQ.mjs +1 -0
- package/dist/preview-engine/{renderers-SEIAUKJF.mjs → renderers-RQ3JZE3L.mjs} +1 -1
- package/dist/preview-engine/renderers-SRFIEVWL.mjs +1 -0
- package/dist/preview-engine/renderers-SYC6WFTM.mjs +1 -0
- package/dist/preview-engine/{renderers-QA2HKUJJ.mjs → renderers-TKHQRERE.mjs} +1 -1
- package/dist/preview-engine/{renderers-A24KZK2Q.mjs → renderers-U4S577ON.mjs} +1 -1
- package/dist/preview-engine/{renderers-KC6ZSKCW.mjs → renderers-UBIFSF37.mjs} +1 -1
- package/dist/preview-engine/renderers-UH4WN3QN.mjs +1 -0
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- package/dist/preview-engine/{renderers-T74CQCEN.mjs → renderers-XZ3XDQIN.mjs} +1 -1
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- package/dist/preview-engine/{renderers-L6YDX6GS.mjs → renderers-ZQVKE5AO.mjs} +1 -1
- package/dist/preview-engine/signals.mjs +1 -1
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- package/dist/renderer/index.d.mts +4 -3
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{"version":3,"file":"renderer-C7eFJf0_.mjs","names":[],"sources":["../../../nodes/node-crt/dist/renderers-RZlSUb1G.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 = \"CRT\";\nconst UNIFORM_FLOATS = 16;\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>, 4> };\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 scanlines = u.v[1].x;\n\tlet lineCount = u.v[1].y;\n\tlet curvature = u.v[1].z;\n\tlet mask = u.v[1].w;\n\tlet vignette = u.v[2].x;\n\tlet noise = u.v[2].y;\n\tlet flicker = u.v[2].z;\n\tlet tracking = u.v[2].w;\n\tlet chroma = u.v[3].x;\n\n\tlet R = res();\n\tlet t = time;\n\tlet cc = in.uv * 2.0 - 1.0;\n\tvar uv = (cc * (1.0 + curvature * 0.25 * dot(cc, cc))) * 0.5 + 0.5;\n\tif (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) { return vec4<f32>(0.0, 0.0, 0.0, 1.0); }\n\tlet line = floor(uv.y * lineCount);\n\tlet jitter = (hash12(vec2<f32>(line, floor(t * 30.0))) - 0.5) * tracking * 0.006;\n\tlet bandY = fract(t * 0.13);\n\tlet band = smoothstep(0.07, 0.0, abs(uv.y - bandY)) * tracking;\n\tuv.x += jitter + band * 0.015 * sin(uv.y * 400.0 + t * 20.0);\n\tlet base = sampleS(uv);\n\tvar rgb = base.rgb;\n\tif (chroma > 0.0) {\n\t\tlet off = chroma / R.x;\n\t\tlet avg = (sampleS(uv - vec2<f32>(off, 0.0)).rgb + base.rgb + sampleS(uv + vec2<f32>(off * 2.0, 0.0)).rgb) / 3.0;\n\t\tlet y = luma(base.rgb);\n\t\trgb = vec3<f32>(y) + (avg - vec3<f32>(luma(avg)));\n\t}\n\tlet sl = 0.5 + 0.5 * cos(uv.y * lineCount * 6.2831853);\n\trgb *= 1.0 - scanlines * (1.0 - sl) * 0.7;\n\tlet tri = u32(floor(in.uv.x * R.x)) % 3u;\n\tvar m = vec3<f32>(0.75);\n\tif (tri == 0u) { m.r = 1.25; } else if (tri == 1u) { m.g = 1.25; } else { m.b = 1.25; }\n\trgb *= mix(vec3<f32>(1.0), m, mask);\n\trgb += (hash12(in.uv * R + vec2<f32>(t * 61.0, t * 17.0)) - 0.5) * noise * 0.3;\n\trgb *= 1.0 - flicker * hash12(vec2<f32>(floor(t * 24.0), 3.0));\n\trgb *= 1.0 - vignette * dot(cc, cc) * 0.35;\n\trgb += band * 0.12;\n\treturn vec4<f32>(clamp(rgb, vec3<f32>(0.0), vec3<f32>(1.0)), 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}\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] = num(raw.scanlines, .45);\n\tdata[5] = num(raw.lineCount, 540);\n\tdata[6] = num(raw.curvature, .12);\n\tdata[7] = num(raw.mask, .25);\n\tdata[8] = num(raw.vignette, .35);\n\tdata[9] = num(raw.noise, .08);\n\tdata[10] = num(raw.flicker, .03);\n\tdata[11] = num(raw.tracking, 0);\n\tdata[12] = num(raw.chroma, 0);\n}\nconst CRTWebGPURenderer = 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 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{"version":3,"file":"renderer-B84T5I98.mjs","names":[],"sources":["../../../nodes/node-crt/dist/renderers-RZlSUb1G.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 = \"CRT\";\nconst UNIFORM_FLOATS = 16;\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>, 4> };\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 scanlines = u.v[1].x;\n\tlet lineCount = u.v[1].y;\n\tlet curvature = u.v[1].z;\n\tlet mask = u.v[1].w;\n\tlet vignette = u.v[2].x;\n\tlet noise = u.v[2].y;\n\tlet flicker = u.v[2].z;\n\tlet tracking = u.v[2].w;\n\tlet chroma = u.v[3].x;\n\n\tlet R = res();\n\tlet t = time;\n\tlet cc = in.uv * 2.0 - 1.0;\n\tvar uv = (cc * (1.0 + curvature * 0.25 * dot(cc, cc))) * 0.5 + 0.5;\n\tif (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) { return vec4<f32>(0.0, 0.0, 0.0, 1.0); }\n\tlet line = floor(uv.y * lineCount);\n\tlet jitter = (hash12(vec2<f32>(line, floor(t * 30.0))) - 0.5) * tracking * 0.006;\n\tlet bandY = fract(t * 0.13);\n\tlet band = smoothstep(0.07, 0.0, abs(uv.y - bandY)) * tracking;\n\tuv.x += jitter + band * 0.015 * sin(uv.y * 400.0 + t * 20.0);\n\tlet base = sampleS(uv);\n\tvar rgb = base.rgb;\n\tif (chroma > 0.0) {\n\t\tlet off = chroma / R.x;\n\t\tlet avg = (sampleS(uv - vec2<f32>(off, 0.0)).rgb + base.rgb + sampleS(uv + vec2<f32>(off * 2.0, 0.0)).rgb) / 3.0;\n\t\tlet y = luma(base.rgb);\n\t\trgb = vec3<f32>(y) + (avg - vec3<f32>(luma(avg)));\n\t}\n\tlet sl = 0.5 + 0.5 * cos(uv.y * lineCount * 6.2831853);\n\trgb *= 1.0 - scanlines * (1.0 - sl) * 0.7;\n\tlet tri = u32(floor(in.uv.x * R.x)) % 3u;\n\tvar m = vec3<f32>(0.75);\n\tif (tri == 0u) { m.r = 1.25; } else if (tri == 1u) { m.g = 1.25; } else { m.b = 1.25; }\n\trgb *= mix(vec3<f32>(1.0), m, mask);\n\trgb += (hash12(in.uv * R + vec2<f32>(t * 61.0, t * 17.0)) - 0.5) * noise * 0.3;\n\trgb *= 1.0 - flicker * hash12(vec2<f32>(floor(t * 24.0), 3.0));\n\trgb *= 1.0 - vignette * dot(cc, cc) * 0.35;\n\trgb += band * 0.12;\n\treturn vec4<f32>(clamp(rgb, vec3<f32>(0.0), vec3<f32>(1.0)), 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}\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] = num(raw.scanlines, .45);\n\tdata[5] = num(raw.lineCount, 540);\n\tdata[6] = num(raw.curvature, .12);\n\tdata[7] = num(raw.mask, .25);\n\tdata[8] = num(raw.vignette, .35);\n\tdata[9] = num(raw.noise, .08);\n\tdata[10] = num(raw.flicker, .03);\n\tdata[11] = num(raw.tracking, 0);\n\tdata[12] = num(raw.chroma, 0);\n}\nconst CRTWebGPURenderer = 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, 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{"version":3,"file":"renderer-EaLUCobW.mjs","names":[],"sources":["../../../nodes/node-high-pass/dist/renderers-DUL8Peaw.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst highPassConfig = configBuilder().field(\"radius\", z.number().min(.1).max(MAX_RADIUS).default(3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius Signal\",\n\tdescription: \"The cutoff radius in pixels. Frequencies smaller than this radius are preserved.\"\n}).field(\"contrastBoost\", z.number().multipleOf(.01).min(1).max(10).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Contrast Boost Signal\",\n\tdescription: \"Multiplier applied to the extracted high-frequency detail delta.\"\n}).field(\"monochrome\", z.boolean().default(true), { description: \"When enabled, high-pass delta is converted to luminance before centering on 50% neutral gray.\" }).build();\nconst HighPassNodeConfigSchema = highPassConfig.schema;\nconst HighPassResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst HIGH_PASS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HIGHPASS_UNIFORMS = `\nstruct HighPassUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tcontrastBoost : f32,\n\n\tmonochrome : f32,\n\thasRadiusSig : f32,\n\thasContrastSig : f32,\n\tisSecondPass : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HighPassUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(1) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(2) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar contrastBoost = u.contrastBoost;\n\tif (u.hasContrastSig > 0.5) {\n\t\tcontrastBoost = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\tif (radius <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn vec4<f32>(vec3<f32>(0.5) * origCol.a, origCol.a);\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet spatial_sigma = radius;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar blurred = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tblurred += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurResult = blurred / max(totalWeight, 1e-5);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// Pass 1: Intermediate horizontal blur\n\t\treturn blurResult;\n\t}\n\n\t// Pass 2: Vertical blur complete -> Calculate High Pass difference against original\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tlet origUnpremult = origCol.rgb / origCol.a;\n\tlet blurUnpremult = blurResult.rgb / max(blurResult.a, 1e-5);\n\tlet diff = origUnpremult - blurUnpremult;\n\n\tvar highPassRgb : vec3<f32>;\n\tif (u.monochrome > 0.5) {\n\t\tlet lumaDiff = dot(diff, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\thighPassRgb = vec3<f32>(0.5) + vec3<f32>(lumaDiff * contrastBoost);\n\t} else {\n\t\thighPassRgb = vec3<f32>(0.5) + diff * contrastBoost;\n\t}\n\n\tlet clampedRgb = clamp(highPassRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(clampedRgb * origCol.a, origCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst highPassUniformData = new Float32Array(8);\nfunction getHighPassResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst highPassUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst singleTextureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 2);\n\tconst res = {\n\t\thighPassUniformLayout,\n\t\tsingleTextureLayout,\n\t\tsignalTextureLayout,\n\t\thighPassPipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_HIGHPASS_UNIFORMS }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\thighPassUniformLayout,\n\t\t\t\tsingleTextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\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 !== \"HighPass\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"highpass_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 3), .1, MAX_RADIUS);\n\tconst contrastRes = resolveField(op.contrastBoostHandleId, Number(op.contrastBoost ?? 1), 1, 10);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { highPassPipeline: pipeline, highPassUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHighPassResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst createHighPassBindGroup1 = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[2] = radiusRes.val;\n\thighPassUniformData[3] = contrastRes.val;\n\thighPassUniformData[4] = op.monochrome ?? true ? 1 : 0;\n\thighPassUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[6] = contrastRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[7] = 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[0] = 1;\n\thighPassUniformData[1] = 0;\n\thighPassUniformData[7] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tdrawFullscreenPass(encoder, outTex1.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: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateHighPassBindGroup1(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\thighPassUniformData[0] = 0;\n\thighPassUniformData[1] = 1;\n\thighPassUniformData[7] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tdrawFullscreenPass(encoder, outTex2.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: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateHighPassBindGroup1(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 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{"version":3,"file":"renderer-B8i4d1Rc.mjs","names":[],"sources":["../../../nodes/node-high-pass/dist/renderers-DUL8Peaw.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { ImageResultSchema, VideoResultSchema, configBuilder, resolveHandleParam } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, signalTextureView, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { z } from \"zod\";\n\n//#region src/shared/config.ts\nconst MAX_RADIUS = 250;\nconst highPassConfig = configBuilder().field(\"radius\", z.number().min(.1).max(MAX_RADIUS).default(3), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Radius Signal\",\n\tdescription: \"The cutoff radius in pixels. Frequencies smaller than this radius are preserved.\"\n}).field(\"contrastBoost\", z.number().multipleOf(.01).min(1).max(10).default(1), {\n\tbindable: true,\n\tdataTypes: [\"Number\", \"Signal\"],\n\tlabel: \"Contrast Boost Signal\",\n\tdescription: \"Multiplier applied to the extracted high-frequency detail delta.\"\n}).field(\"monochrome\", z.boolean().default(true), { description: \"When enabled, high-pass delta is converted to luminance before centering on 50% neutral gray.\" }).build();\nconst HighPassNodeConfigSchema = highPassConfig.schema;\nconst HighPassResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst HIGH_PASS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst WGSL_HIGHPASS_UNIFORMS = `\nstruct HighPassUniforms {\n\tdirX : f32,\n\tdirY : f32,\n\tradius : f32,\n\tcontrastBoost : f32,\n\n\tmonochrome : f32,\n\thasRadiusSig : f32,\n\thasContrastSig : f32,\n\tisSecondPass : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : HighPassUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(1) @binding(2) var origTex : texture_2d<f32>;\n\n@group(2) @binding(0) var radiusSigTex : texture_2d<f32>;\n@group(2) @binding(1) var contrastSigTex : texture_2d<f32>;\n@group(2) @binding(2) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet dimensions = vec2<f32>(textureDimensions(tex));\n\tvar radius = u.radius;\n\tif (u.hasRadiusSig > 0.5) {\n\t\tradius = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\tvar contrastBoost = u.contrastBoost;\n\tif (u.hasContrastSig > 0.5) {\n\t\tcontrastBoost = textureSampleLevel(contrastSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;\n\t}\n\n\tlet origCol = textureSampleLevel(origTex, samp, in.uv, 0.0);\n\tif (radius <= 0.0) {\n\t\tif (u.isSecondPass > 0.5) {\n\t\t\treturn vec4<f32>(vec3<f32>(0.5) * origCol.a, origCol.a);\n\t\t}\n\t\treturn origCol;\n\t}\n\n\tlet texelSize = 1.0 / dimensions;\n\tlet spatial_sigma = radius;\n\tlet stepScale = max(1.0, spatial_sigma / 20.0);\n\tlet effectiveSigma = spatial_sigma / stepScale;\n\tlet sampleRadius = min(i32(ceil(3.0 * effectiveSigma)), 64);\n\tlet direction = vec2<f32>(u.dirX, u.dirY);\n\n\tvar blurred = vec4<f32>(0.0);\n\tvar totalWeight = 0.0;\n\n\tfor (var i = -sampleRadius; i <= sampleRadius; i++) {\n\t\tlet offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;\n\t\tlet x = f32(i) * stepScale;\n\t\tlet weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));\n\t\tblurred += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;\n\t\ttotalWeight += weight;\n\t}\n\n\tlet blurResult = blurred / max(totalWeight, 1e-5);\n\n\tif (u.isSecondPass <= 0.5) {\n\t\t// Pass 1: Intermediate horizontal blur\n\t\treturn blurResult;\n\t}\n\n\t// Pass 2: Vertical blur complete -> Calculate High Pass difference against original\n\tif (origCol.a < 1e-5) {\n\t\treturn vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\t}\n\n\tlet origUnpremult = origCol.rgb / origCol.a;\n\tlet blurUnpremult = blurResult.rgb / max(blurResult.a, 1e-5);\n\tlet diff = origUnpremult - blurUnpremult;\n\n\tvar highPassRgb : vec3<f32>;\n\tif (u.monochrome > 0.5) {\n\t\tlet lumaDiff = dot(diff, vec3<f32>(0.2126, 0.7152, 0.0722));\n\t\thighPassRgb = vec3<f32>(0.5) + vec3<f32>(lumaDiff * contrastBoost);\n\t} else {\n\t\thighPassRgb = vec3<f32>(0.5) + diff * contrastBoost;\n\t}\n\n\tlet clampedRgb = clamp(highPassRgb, vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(clampedRgb * origCol.a, origCol.a);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst highPassUniformData = new Float32Array(8);\nfunction getHighPassResources(device, targetFormat) {\n\tconst cached = deviceResourceCache.get(device);\n\tif (cached) return cached;\n\tconst highPassUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\tconst singleTextureLayout = fragmentBindGroupLayout(device, [\n\t\t\"texture\",\n\t\t\"sampler\",\n\t\t\"texture\"\n\t]);\n\tconst signalTextureLayout = texturesLayout(device, 2);\n\tconst res = {\n\t\thighPassUniformLayout,\n\t\tsingleTextureLayout,\n\t\tsignalTextureLayout,\n\t\thighPassPipeline: createFullscreenPipeline(device, {\n\t\t\tmodule: device.createShaderModule({ code: WGSL_HIGHPASS_UNIFORMS }),\n\t\t\tlayouts: device.createPipelineLayout({ bindGroupLayouts: [\n\t\t\t\thighPassUniformLayout,\n\t\t\t\tsingleTextureLayout,\n\t\t\t\tsignalTextureLayout\n\t\t\t] }),\n\t\t\tformat: targetFormat\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 !== \"HighPass\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tpass.end();\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.inputs ? Object.keys(op.inputs)[0] : \"highpass_node\";\n\tconst resolveField = (handleId, fallbackVal, clampMin = 0, clampMax = 1e3) => resolveHandleParam(op.inputs, handleId, fallbackVal, clampMin, clampMax);\n\tconst radiusRes = resolveField(op.radiusHandleId, Number(op.radius ?? 3), .1, MAX_RADIUS);\n\tconst contrastRes = resolveField(op.contrastBoostHandleId, Number(op.contrastBoost ?? 1), 1, 10);\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { highPassPipeline: pipeline, highPassUniformLayout: uLayout, singleTextureLayout: tLayout, signalTextureLayout: sigLayout } = getHighPassResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\tconst signalContext = {\n\t\targs,\n\t\twidth,\n\t\theight,\n\t\tframe,\n\t\tfps,\n\t\telapsedSeconds,\n\t\tdurationSeconds\n\t};\n\tconst getSignalView = (res, suffix) => signalTextureView(signalContext, res, `${nodeId}_${suffix}`);\n\tconst radiusView = getSignalView(radiusRes, \"radius_sig\");\n\tconst contrastView = getSignalView(contrastRes, \"contrast_sig\");\n\tconst createHighPassBindGroup1 = (inputTex, origTexture) => ctx.device.createBindGroup({\n\t\tlayout: tLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: inputTex.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: origTexture.createView()\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[2] = radiusRes.val;\n\thighPassUniformData[3] = contrastRes.val;\n\thighPassUniformData[4] = op.monochrome ?? true ? 1 : 0;\n\thighPassUniformData[5] = radiusRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[6] = contrastRes.hasStaticSig ? 1 : 0;\n\thighPassUniformData[7] = 0;\n\tconst outTex1 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst outTex2 = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\toutTex1,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tconst sigBindGroup = ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: radiusView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: contrastView\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t});\n\thighPassUniformData[0] = 1;\n\thighPassUniformData[1] = 0;\n\thighPassUniformData[7] = 0;\n\tconst hBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tdrawFullscreenPass(encoder, outTex1.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: hBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateHighPassBindGroup1(tmpTex, tmpTex),\n\t\tsigBindGroup\n\t]);\n\thighPassUniformData[0] = 0;\n\thighPassUniformData[1] = 1;\n\thighPassUniformData[7] = 1;\n\tconst vBuffer = ctx.renderer.getTemporaryBuffer(highPassUniformData);\n\tdrawFullscreenPass(encoder, outTex2.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: vBuffer }\n\t\t\t}]\n\t\t}),\n\t\tcreateHighPassBindGroup1(outTex1, tmpTex),\n\t\tsigBindGroup\n\t]);\n\tdrawTextureToTarget(args, outTex2, op.opacity ?? 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import {
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import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-Bw35AMwY.mjs";
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//#region ../../nodes/node-apply-lut/dist/renderers-BrWmp6fW.mjs
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{"version":3,"file":"renderer-WCZu2Rf5.mjs","names":[],"sources":["../../../nodes/node-apply-lut/dist/renderers-BrWmp6fW.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming } from \"@framefields/node-sdk/gpu\";\nimport { lutStore, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_3D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_3d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\t// Coordinate adjustment to sample from texel centers\n\tlet uvw = inputColor.rgb * ((u.lutSize - 1.0) / u.lutSize) + vec3<f32>(0.5 / u.lutSize);\n\tlet mappedColor = textureSampleLevel(lutTex, lutSamp, uvw, 0.0);\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (mappedColor.rgb - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst LUT_1D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_1d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\tlet rCoord = inputColor.r * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet gCoord = inputColor.g * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet bCoord = inputColor.b * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\t\n\tlet mappedR = textureSampleLevel(lutTex, lutSamp, rCoord, 0.0).r;\n\tlet mappedG = textureSampleLevel(lutTex, lutSamp, gCoord, 0.0).g;\n\tlet mappedB = textureSampleLevel(lutTex, lutSamp, bCoord, 0.0).b;\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (vec3<f32>(mappedR, mappedG, mappedB) - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst lutUniformData = new Float32Array(4);\nconst getDeviceLayouts = perDevice((device) => ({\n\tlutUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tlutTextureLayout3D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"3d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tlutTextureLayout1D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"1d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tsignalTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getLutResources(device, format, type) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `lut_${type}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst shaderCode = type === \"3D\" ? LUT_3D_SHADER : LUT_1D_SHADER;\n\t\tconst lutModule = device.createShaderModule({\n\t\t\tlabel: `lut_${type.toLowerCase()}_${format}.wgsl`,\n\t\t\tcode: shaderCode\n\t\t});\n\t\tconst currentLutLayout = type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D;\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `LutPipeline_${type}_${format}`,\n\t\t\tmodule: lutModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.lutUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tcurrentLutLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tlutPipeline: pipeline,\n\t\tlutUniformLayout: layouts.lutUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tlutTextureLayout: type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst LutWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ApplyLUT\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst lutUrl = op.lutUrl;\n\tif (!lutUrl) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intensityInput = op.intensityHandleId ? op.inputs?.[op.intensityHandleId] : null;\n\tconst hasSignal = !!(intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? intensityInput?.outputItem?.data : null;\n\tlet intensity = 1;\n\tlet hasStaticSignal = false;\n\tif (!hasSignal) if (intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Number\") intensity = Number(intensityInput.outputItem.data ?? 1);\n\telse intensity = Number(op.intensity ?? 1);\n\telse if (sd && typeof sd === \"object\") {\n\t\tintensity = Number(sd.offset ?? 1);\n\t\thasStaticSignal = true;\n\t}\n\tintensity = Math.max(0, Math.min(10, intensity));\n\tlet lut = lutStore.get(lutUrl, ctx.device);\n\tif (!lut) {\n\t\tif ((props.isHeadless ?? (typeof window === \"undefined\" || globalThis.__IS_HEADLESS_RENDERER__)) || props.forceWait) try {\n\t\t\tlut = await lutStore.getOrLoad(lutUrl, ctx.device);\n\t\t} catch (err) {\n\t\t\tif (!(err instanceof DOMException && err.name === \"AbortError\") && !(err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\")) console.error(\"[ApplyLUT] Failed to load LUT synchronously:\", err);\n\t\t}\n\t\telse lutStore.getOrLoad(lutUrl, ctx.device).catch((err) => {\n\t\t\tif (err instanceof DOMException && err.name === \"AbortError\" || err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\") return;\n\t\t\tconsole.error(\"[ApplyLUT] Failed to load LUT in background:\", err);\n\t\t});\n\t\tif (!lut && lutUrl.startsWith(\"runtime://lut/\")) {\n\t\t\tconst prefix = lutUrl.substring(0, lutUrl.lastIndexOf(\"-\") + 1);\n\t\t\tif (prefix) lut = lutStore.getAnyMatching(prefix, ctx.device);\n\t\t}\n\t}\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (!lut) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { lutPipeline: pipeline, lutUniformLayout: uLayout, singleTextureLayout: tLayout, lutTextureLayout: lLayout, signalTextureLayout: sigLayout } = getLutResources(ctx.device, ctx.renderer.format, lut.type);\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\tlet signalView;\n\tif (hasStaticSignal) {\n\t\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\t\tsignalView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, sd.nodeId ?? \"lut_intensity_sig\", elapsedSeconds, durationSeconds, sd, width, height, props.renderId, frame, fps);\n\t} else signalView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlutUniformData[0] = intensity;\n\tlutUniformData[1] = lut.size;\n\tlutUniformData[2] = hasStaticSignal ? 1 : 0;\n\tlutUniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(lutUniformData);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: lLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.texture.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalView\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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{"version":3,"file":"renderer-BFmVDdVs.mjs","names":[],"sources":["../../../nodes/node-apply-lut/dist/renderers-BrWmp6fW.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, signalTiming } from \"@framefields/node-sdk/gpu\";\nimport { lutStore, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_3D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_3d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\t// Coordinate adjustment to sample from texel centers\n\tlet uvw = inputColor.rgb * ((u.lutSize - 1.0) / u.lutSize) + vec3<f32>(0.5 / u.lutSize);\n\tlet mappedColor = textureSampleLevel(lutTex, lutSamp, uvw, 0.0);\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (mappedColor.rgb - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst LUT_1D_SHADER = `\nstruct LutUniforms {\n\tintensity : f32,\n\tlutSize : f32,\n\thasSignal : f32,\n\tpad : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : LutUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n@group(2) @binding(0) var lutTex : texture_1d<f32>;\n@group(2) @binding(1) var lutSamp : sampler;\n@group(3) @binding(0) var signalTex : texture_2d<f32>;\n@group(3) @binding(1) var signalSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet inputColor = textureSampleLevel(tex, samp, in.uv, 0.0);\n\t\n\tlet rCoord = inputColor.r * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet gCoord = inputColor.g * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\tlet bCoord = inputColor.b * ((u.lutSize - 1.0) / u.lutSize) + (0.5 / u.lutSize);\n\t\n\tlet mappedR = textureSampleLevel(lutTex, lutSamp, rCoord, 0.0).r;\n\tlet mappedG = textureSampleLevel(lutTex, lutSamp, gCoord, 0.0).g;\n\tlet mappedB = textureSampleLevel(lutTex, lutSamp, bCoord, 0.0).b;\n\t\n\tvar activeIntensity = u.intensity;\n\tif (u.hasSignal > 0.5) {\n\t\tactiveIntensity = textureSampleLevel(signalTex, signalSamp, in.uv, 0.0).r;\n\t}\n\t\n\tlet finalRgb = inputColor.rgb + activeIntensity * (vec3<f32>(mappedR, mappedG, mappedB) - inputColor.rgb);\n\treturn vec4<f32>(finalRgb * inputColor.a, inputColor.a);\n}\n`;\nconst lutUniformData = new Float32Array(4);\nconst getDeviceLayouts = perDevice((device) => ({\n\tlutUniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsingleTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tlutTextureLayout3D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"3d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tlutTextureLayout1D: fragmentBindGroupLayout(device, [{ texture: {\n\t\tviewDimension: \"1d\",\n\t\tsampleType: \"float\"\n\t} }, \"sampler\"]),\n\tsignalTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getLutResources(device, format, type) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `lut_${type}_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst shaderCode = type === \"3D\" ? LUT_3D_SHADER : LUT_1D_SHADER;\n\t\tconst lutModule = device.createShaderModule({\n\t\t\tlabel: `lut_${type.toLowerCase()}_${format}.wgsl`,\n\t\t\tcode: shaderCode\n\t\t});\n\t\tconst currentLutLayout = type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D;\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `LutPipeline_${type}_${format}`,\n\t\t\tmodule: lutModule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.lutUniformLayout,\n\t\t\t\tlayouts.singleTextureLayout,\n\t\t\t\tcurrentLutLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tlutPipeline: pipeline,\n\t\tlutUniformLayout: layouts.lutUniformLayout,\n\t\tsingleTextureLayout: layouts.singleTextureLayout,\n\t\tlutTextureLayout: type === \"3D\" ? layouts.lutTextureLayout3D : layouts.lutTextureLayout1D,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nconst LutWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"ApplyLUT\" || !op) return;\n\tconst childMedia = props.virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst lutUrl = op.lutUrl;\n\tif (!lutUrl) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst intensityInput = op.intensityHandleId ? op.inputs?.[op.intensityHandleId] : null;\n\tconst hasSignal = !!(intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Signal\");\n\tconst sd = hasSignal ? intensityInput?.outputItem?.data : null;\n\tlet intensity = 1;\n\tlet hasStaticSignal = false;\n\tif (!hasSignal) if (intensityInput?.connectionValid && intensityInput.outputItem?.type === \"Number\") intensity = Number(intensityInput.outputItem.data ?? 1);\n\telse intensity = Number(op.intensity ?? 1);\n\telse if (sd && typeof sd === \"object\") {\n\t\tintensity = Number(sd.offset ?? 1);\n\t\thasStaticSignal = true;\n\t}\n\tintensity = Math.max(0, Math.min(10, intensity));\n\tlet lut = lutStore.get(lutUrl, ctx.device);\n\tif (!lut) {\n\t\tif ((props.isHeadless ?? (typeof window === \"undefined\" || globalThis.__IS_HEADLESS_RENDERER__)) || props.forceWait) try {\n\t\t\tlut = await lutStore.getOrLoad(lutUrl, ctx.device);\n\t\t} catch (err) {\n\t\t\tif (!(err instanceof DOMException && err.name === \"AbortError\") && !(err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\")) console.error(\"[ApplyLUT] Failed to load LUT synchronously:\", err);\n\t\t}\n\t\telse lutStore.getOrLoad(lutUrl, ctx.device).catch((err) => {\n\t\t\tif (err instanceof DOMException && err.name === \"AbortError\" || err && typeof err === \"object\" && \"name\" in err && err.name === \"AbortError\") return;\n\t\t\tconsole.error(\"[ApplyLUT] Failed to load LUT in background:\", err);\n\t\t});\n\t\tif (!lut && lutUrl.startsWith(\"runtime://lut/\")) {\n\t\t\tconst prefix = lutUrl.substring(0, lutUrl.lastIndexOf(\"-\") + 1);\n\t\t\tif (prefix) lut = lutStore.getAnyMatching(prefix, ctx.device);\n\t\t}\n\t}\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tif (!lut) {\n\t\tdrawTextureToTarget(args, tmpTex, op.opacity ?? 1);\n\t\treturn;\n\t}\n\tconst { lutPipeline: pipeline, lutUniformLayout: uLayout, singleTextureLayout: tLayout, lutTextureLayout: lLayout, signalTextureLayout: sigLayout } = getLutResources(ctx.device, ctx.renderer.format, lut.type);\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\tlet signalView;\n\tif (hasStaticSignal) {\n\t\tconst { elapsedSeconds, durationSeconds } = signalTiming(props, frame, fps);\n\t\tsignalView = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, sd.nodeId ?? \"lut_intensity_sig\", elapsedSeconds, durationSeconds, sd, width, height, props.renderId, frame, fps);\n\t} else signalView = signalRegistry.getDummy1x1TextureView(ctx.device);\n\tlutUniformData[0] = intensity;\n\tlutUniformData[1] = lut.size;\n\tlutUniformData[2] = hasStaticSignal ? 1 : 0;\n\tlutUniformData[3] = 0;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(lutUniformData);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: lLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.texture.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalView\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 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{"version":3,"file":"renderer-bAKUeHF3.mjs","names":[],"sources":["../../../nodes/node-ascii/dist/renderers-Cc5sWRRu.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 = \"Ascii\";\nconst UNIFORM_FLOATS = 16;\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>, 4> };\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); }\nconst GLYPH_BITS = array<u32, 10>(0u, 4194304u, 131200u, 14336u, 459200u, 145536u, 332096u, 11512810u, 27070835u, 15652782u);\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 cellSize = u.v[1].x;\n\tlet colorMode = u32(u.v[1].y + 0.5);\n\tlet fg = u.v[2];\n\tlet bg = u.v[3];\n\tlet contrast = u.v[1].z;\n\tlet invert = u.v[1].w;\n\n\tlet R = res();\n\tlet cs = max(cellSize, 2.0);\n\tlet cp = floor(in.uv * R / cs);\n\tlet col = sampleS((cp + 0.5) * cs / R);\n\tvar l = clamp((luma(col.rgb) - 0.5) * contrast + 0.5, 0.0, 1.0) * col.a;\n\tif (invert > 0.5) { l = 1.0 - l; }\n\tlet idx = min(u32(l * 9.999), 9u);\n\tlet f = in.uv * R / cs - cp;\n\tlet gx = i32(floor(f.x * 6.0));\n\tlet gy = i32(floor(f.y * 6.0));\n\tvar on = 0.0;\n\tif (gx < 5 && gy < 5) {\n\t\ton = f32((GLYPH_BITS[idx] >> u32(gy * 5 + gx)) & 1u);\n\t}\n\tvar fgc = fg.rgb;\n\tif (colorMode == 1u) { fgc = col.rgb * 1.25; }\n\tif (colorMode == 2u) { fgc = vec3<f32>(0.25, 1.0, 0.45) * (0.4 + 0.6 * l); }\n\treturn vec4<f32>(mix(bg.rgb, fgc, on), 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] = num(raw.cellSize, 10);\n\tdata[5] = Math.max(0, [\n\t\t\"mono\",\n\t\t\"source\",\n\t\t\"green\"\n\t].indexOf(String(raw.colorMode ?? \"mono\")));\n\tdata.set(hexToRgba(String(raw.fg ?? \"#e8e8e8\")), 8);\n\tdata.set(hexToRgba(String(raw.bg ?? \"#0b0b0b\")), 12);\n\tdata[6] = num(raw.contrast, 1.2);\n\tdata[7] = raw.invert === void 0 ? 0 : raw.invert ? 1 : 0;\n}\nconst AsciiWebGPURenderer = 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: AsciiWebGPURenderer });\n\n//#endregion\nexport { AsciiWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-BG_cnGbF.mjs","names":[],"sources":["../../../nodes/node-ascii/dist/renderers-Cc5sWRRu.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 = \"Ascii\";\nconst UNIFORM_FLOATS = 16;\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>, 4> };\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); }\nconst GLYPH_BITS = array<u32, 10>(0u, 4194304u, 131200u, 14336u, 459200u, 145536u, 332096u, 11512810u, 27070835u, 15652782u);\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 cellSize = u.v[1].x;\n\tlet colorMode = u32(u.v[1].y + 0.5);\n\tlet fg = u.v[2];\n\tlet bg = u.v[3];\n\tlet contrast = u.v[1].z;\n\tlet invert = u.v[1].w;\n\n\tlet R = res();\n\tlet cs = max(cellSize, 2.0);\n\tlet cp = floor(in.uv * R / cs);\n\tlet col = sampleS((cp + 0.5) * cs / R);\n\tvar l = clamp((luma(col.rgb) - 0.5) * contrast + 0.5, 0.0, 1.0) * col.a;\n\tif (invert > 0.5) { l = 1.0 - l; }\n\tlet idx = min(u32(l * 9.999), 9u);\n\tlet f = in.uv * R / cs - cp;\n\tlet gx = i32(floor(f.x * 6.0));\n\tlet gy = i32(floor(f.y * 6.0));\n\tvar on = 0.0;\n\tif (gx < 5 && gy < 5) {\n\t\ton = f32((GLYPH_BITS[idx] >> u32(gy * 5 + gx)) & 1u);\n\t}\n\tvar fgc = fg.rgb;\n\tif (colorMode == 1u) { fgc = col.rgb * 1.25; }\n\tif (colorMode == 2u) { fgc = vec3<f32>(0.25, 1.0, 0.45) * (0.4 + 0.6 * l); }\n\treturn vec4<f32>(mix(bg.rgb, fgc, on), 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] = num(raw.cellSize, 10);\n\tdata[5] = Math.max(0, [\n\t\t\"mono\",\n\t\t\"source\",\n\t\t\"green\"\n\t].indexOf(String(raw.colorMode ?? \"mono\")));\n\tdata.set(hexToRgba(String(raw.fg ?? \"#e8e8e8\")), 8);\n\tdata.set(hexToRgba(String(raw.bg ?? \"#0b0b0b\")), 12);\n\tdata[6] = num(raw.contrast, 1.2);\n\tdata[7] = raw.invert === void 0 ? 0 : raw.invert ? 1 : 0;\n}\nconst AsciiWebGPURenderer = async (args) => 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[\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: AsciiWebGPURenderer });\n\n//#endregion\nexport { AsciiWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-BPWDsufX.mjs","names":[],"sources":["../../../nodes/node-mesh-warp/dist/renderers-OcO6N-y5.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { beginTargetPass, drawChildToTexture, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/utils.ts\nfunction createUniformGrid(cols, rows) {\n\tconst points = [];\n\tfor (let r = 0; r < rows; r++) {\n\t\tconst y = r / (rows - 1) * 100;\n\t\tfor (let c = 0; c < cols; c++) {\n\t\t\tconst x = c / (cols - 1) * 100;\n\t\t\tpoints.push({\n\t\t\t\tx,\n\t\t\t\ty\n\t\t\t});\n\t\t}\n\t}\n\treturn points;\n}\nfunction interpolateGridPoint(u, v, oldPoints, oldCols, oldRows) {\n\tconst px = u * (oldCols - 1);\n\tconst py = v * (oldRows - 1);\n\tconst x0 = Math.floor(px);\n\tconst x1 = Math.min(oldCols - 1, x0 + 1);\n\tconst y0 = Math.floor(py);\n\tconst y1 = Math.min(oldRows - 1, y0 + 1);\n\tconst tx = px - x0;\n\tconst ty = py - y0;\n\tconst p00 = oldPoints[y0 * oldCols + x0];\n\tconst p10 = oldPoints[y0 * oldCols + x1];\n\tconst p01 = oldPoints[y1 * oldCols + x0];\n\tconst p11 = oldPoints[y1 * oldCols + x1];\n\tif (!p00 || !p10 || !p01 || !p11) return {\n\t\tx: u * 100,\n\t\ty: v * 100\n\t};\n\treturn {\n\t\tx: (1 - tx) * (1 - ty) * p00.x + tx * (1 - ty) * p10.x + (1 - tx) * ty * p01.x + tx * ty * p11.x,\n\t\ty: (1 - tx) * (1 - ty) * p00.y + tx * (1 - ty) * p10.y + (1 - tx) * ty * p01.y + tx * ty * p11.y\n\t};\n}\nfunction resizeGrid(oldPoints, oldCols, oldRows, newCols, newRows) {\n\tif (!oldPoints || oldPoints.length !== oldCols * oldRows) return createUniformGrid(newCols, newRows);\n\tconst points = [];\n\tfor (let r = 0; r < newRows; r++) {\n\t\tconst v = r / (newRows - 1);\n\t\tfor (let c = 0; c < newCols; c++) {\n\t\t\tconst u = c / (newCols - 1);\n\t\t\tpoints.push(interpolateGridPoint(u, v, oldPoints, oldCols, oldRows));\n\t\t}\n\t}\n\treturn points;\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst meshWarpWgsl = `\nstruct MeshUniforms {\n\tgridSize : vec2<f32>,\n\tlayerSize : vec2<f32>,\n\tmatrix_col0 : vec4<f32>,\n\tmatrix_col1 : vec4<f32>,\n\tpoints : array<vec4<f32>, 144>,\n};\n\n@group(0) @binding(0) var<uniform> u : MeshUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tlet cols = u32(u.gridSize.x);\n\tlet rows = u32(u.gridSize.y);\n\t\n\tlet cellsCol = cols - 1u;\n\tlet cellsRow = rows - 1u;\n\tlet totalCells = cellsCol * cellsRow;\n\t\n\tlet cellIndex = vi / 6u;\n\tlet vertexInCell = vi % 6u;\n\t\n\tif (cellIndex >= totalCells) {\n\t\treturn VSOut(vec4<f32>(0.0), vec4<f32>(0.0).xy);\n\t}\n\t\n\tlet cellC = cellIndex % cellsCol;\n\tlet cellR = cellIndex / cellsCol;\n\t\n\tvar colOffset = 0u;\n\tvar rowOffset = 0u;\n\t\n\t// Mapping vertex index in cell to quad corner offset\n\t// Triangle 1: TL (0,0), TR (1,0), BL (0,1)\n\t// Triangle 2: TR (1,0), BR (1,1), BL (0,1)\n\tif (vertexInCell == 1u) { // TR\n\t\tcolOffset = 1u;\n\t\trowOffset = 0u;\n\t} else if (vertexInCell == 2u) { // BL\n\t\tcolOffset = 0u;\n\t\trowOffset = 1u;\n\t} else if (vertexInCell == 3u) { // TR\n\t\tcolOffset = 1u;\n\t\trowOffset = 0u;\n\t} else if (vertexInCell == 4u) { // BR\n\t\tcolOffset = 1u;\n\t\trowOffset = 1u;\n\t} else if (vertexInCell == 5u) { // BL\n\t\tcolOffset = 0u;\n\t\trowOffset = 1u;\n\t}\n\t// Vertex 0 is TL (colOffset=0, rowOffset=0)\n\t\n\tlet gridC = cellC + colOffset;\n\tlet gridR = cellR + rowOffset;\n\t\n\tlet pointIndex = gridR * cols + gridC;\n\tlet warpedPoint = u.points[pointIndex].xy;\n\t\n\tlet lx = (warpedPoint.x / 100.0) * u.layerSize.x;\n\tlet ly = (warpedPoint.y / 100.0) * u.layerSize.y;\n\t\n\tlet tx = u.matrix_col0.x * lx + u.matrix_col0.y * ly + u.matrix_col0.z;\n\tlet ty = u.matrix_col1.x * lx + u.matrix_col1.y * ly + u.matrix_col1.z;\n\t\n\tlet targetW = u.matrix_col0.w;\n\tlet targetH = u.matrix_col1.w;\n\t\n\tlet x_clip = (tx / targetW) * 2.0 - 1.0;\n\tlet y_clip = 1.0 - (ty / targetH) * 2.0;\n\t\n\tlet u_coord = f32(gridC) / f32(cellsCol);\n\tlet v_coord = f32(gridR) / f32(cellsRow);\n\t\n\treturn VSOut(vec4<f32>(x_clip, y_clip, 0.0, 1.0), vec2<f32>(u_coord, v_coord));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getMeshWarpResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst warpUniformLayout = device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] });\n\t\tconst warpTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"mesh_warp.wgsl\",\n\t\t\tcode: meshWarpWgsl\n\t\t});\n\t\tres = {\n\t\t\twarpPipeline: device.createRenderPipeline({\n\t\t\t\tlabel: \"MeshWarpPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [warpUniformLayout, warpTextureLayout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{\n\t\t\t\t\t\tformat,\n\t\t\t\t\t\tblend: {\n\t\t\t\t\t\t\tcolor: {\n\t\t\t\t\t\t\t\tsrcFactor: \"src-alpha\",\n\t\t\t\t\t\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t\t},\n\t\t\t\t\t\t\talpha: {\n\t\t\t\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\t\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t\t}),\n\t\t\twarpUniformLayout,\n\t\t\twarpTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst MeshWarpWebGPURenderer = async (args) => {\n\tconst { ctx, props, targetWidth, targetHeight } = args;\n\tconst { virtualMedia } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"MeshWarp\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? props.containerHeight ?? targetHeight;\n\targs.pass.end();\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight\n\t\t}\n\t});\n\tconst cols = Number(op.cols) || 3;\n\tconst rows = Number(op.rows) || 3;\n\tconst points = op.points || [];\n\tconst finalPoints = points.length === cols * rows ? points : createUniformGrid(cols, rows);\n\tconst maxPoints = 144;\n\tconst uniformData = new Float32Array(12 + maxPoints * 4);\n\tuniformData[0] = cols;\n\tuniformData[1] = rows;\n\tuniformData[2] = props.containerWidth ?? sourceWidth;\n\tuniformData[3] = props.containerHeight ?? sourceHeight;\n\tconst matrix = ctx.renderer.getCurrentTransform();\n\tuniformData[4] = matrix.a;\n\tuniformData[5] = matrix.c;\n\tuniformData[6] = matrix.e;\n\tuniformData[7] = targetWidth;\n\tuniformData[8] = matrix.b;\n\tuniformData[9] = matrix.d;\n\tuniformData[10] = matrix.f;\n\tuniformData[11] = targetHeight;\n\tfor (let i = 0; i < maxPoints; i++) {\n\t\tconst pt = finalPoints[i] || {\n\t\t\tx: 0,\n\t\t\ty: 0\n\t\t};\n\t\tuniformData[12 + i * 4] = pt.x;\n\t\tuniformData[12 + i * 4 + 1] = pt.y;\n\t}\n\tconst { warpPipeline: pipeline, warpUniformLayout: uLayout, warpTextureLayout: tLayout } = getMeshWarpResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst textureBindGroup = ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, childTex, sampler);\n\tconst outPass = beginTargetPass(args);\n\toutPass.setPipeline(pipeline);\n\toutPass.setBindGroup(0, uniformBindGroup);\n\toutPass.setBindGroup(1, textureBindGroup);\n\tconst vertexCount = (cols - 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{"version":3,"file":"renderer-BIToh0CA.mjs","names":[],"sources":["../../../nodes/node-mesh-warp/dist/renderers-OcO6N-y5.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { beginTargetPass, drawChildToTexture, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/utils.ts\nfunction createUniformGrid(cols, rows) {\n\tconst points = [];\n\tfor (let r = 0; r < rows; r++) {\n\t\tconst y = r / (rows - 1) * 100;\n\t\tfor (let c = 0; c < cols; c++) {\n\t\t\tconst x = c / (cols - 1) * 100;\n\t\t\tpoints.push({\n\t\t\t\tx,\n\t\t\t\ty\n\t\t\t});\n\t\t}\n\t}\n\treturn points;\n}\nfunction interpolateGridPoint(u, v, oldPoints, oldCols, oldRows) {\n\tconst px = u * (oldCols - 1);\n\tconst py = v * (oldRows - 1);\n\tconst x0 = Math.floor(px);\n\tconst x1 = Math.min(oldCols - 1, x0 + 1);\n\tconst y0 = Math.floor(py);\n\tconst y1 = Math.min(oldRows - 1, y0 + 1);\n\tconst tx = px - x0;\n\tconst ty = py - y0;\n\tconst p00 = oldPoints[y0 * oldCols + x0];\n\tconst p10 = oldPoints[y0 * oldCols + x1];\n\tconst p01 = oldPoints[y1 * oldCols + x0];\n\tconst p11 = oldPoints[y1 * oldCols + x1];\n\tif (!p00 || !p10 || !p01 || !p11) return {\n\t\tx: u * 100,\n\t\ty: v * 100\n\t};\n\treturn {\n\t\tx: (1 - tx) * (1 - ty) * p00.x + tx * (1 - ty) * p10.x + (1 - tx) * ty * p01.x + tx * ty * p11.x,\n\t\ty: (1 - tx) * (1 - ty) * p00.y + tx * (1 - ty) * p10.y + (1 - tx) * ty * p01.y + tx * ty * p11.y\n\t};\n}\nfunction resizeGrid(oldPoints, oldCols, oldRows, newCols, newRows) {\n\tif (!oldPoints || oldPoints.length !== oldCols * oldRows) return createUniformGrid(newCols, newRows);\n\tconst points = [];\n\tfor (let r = 0; r < newRows; r++) {\n\t\tconst v = r / (newRows - 1);\n\t\tfor (let c = 0; c < newCols; c++) {\n\t\t\tconst u = c / (newCols - 1);\n\t\t\tpoints.push(interpolateGridPoint(u, v, oldPoints, oldCols, oldRows));\n\t\t}\n\t}\n\treturn points;\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst meshWarpWgsl = `\nstruct MeshUniforms {\n\tgridSize : vec2<f32>,\n\tlayerSize : vec2<f32>,\n\tmatrix_col0 : vec4<f32>,\n\tmatrix_col1 : vec4<f32>,\n\tpoints : array<vec4<f32>, 144>,\n};\n\n@group(0) @binding(0) var<uniform> u : MeshUniforms;\n@group(1) @binding(0) var tex : texture_2d<f32>;\n@group(1) @binding(1) var samp : sampler;\n\nstruct VSOut {\n\t@builtin(position) pos : vec4<f32>,\n\t@location(0) uv : vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {\n\tlet cols = u32(u.gridSize.x);\n\tlet rows = u32(u.gridSize.y);\n\t\n\tlet cellsCol = cols - 1u;\n\tlet cellsRow = rows - 1u;\n\tlet totalCells = cellsCol * cellsRow;\n\t\n\tlet cellIndex = vi / 6u;\n\tlet vertexInCell = vi % 6u;\n\t\n\tif (cellIndex >= totalCells) {\n\t\treturn VSOut(vec4<f32>(0.0), vec4<f32>(0.0).xy);\n\t}\n\t\n\tlet cellC = cellIndex % cellsCol;\n\tlet cellR = cellIndex / cellsCol;\n\t\n\tvar colOffset = 0u;\n\tvar rowOffset = 0u;\n\t\n\t// Mapping vertex index in cell to quad corner offset\n\t// Triangle 1: TL (0,0), TR (1,0), BL (0,1)\n\t// Triangle 2: TR (1,0), BR (1,1), BL (0,1)\n\tif (vertexInCell == 1u) { // TR\n\t\tcolOffset = 1u;\n\t\trowOffset = 0u;\n\t} else if (vertexInCell == 2u) { // BL\n\t\tcolOffset = 0u;\n\t\trowOffset = 1u;\n\t} else if (vertexInCell == 3u) { // TR\n\t\tcolOffset = 1u;\n\t\trowOffset = 0u;\n\t} else if (vertexInCell == 4u) { // BR\n\t\tcolOffset = 1u;\n\t\trowOffset = 1u;\n\t} else if (vertexInCell == 5u) { // BL\n\t\tcolOffset = 0u;\n\t\trowOffset = 1u;\n\t}\n\t// Vertex 0 is TL (colOffset=0, rowOffset=0)\n\t\n\tlet gridC = cellC + colOffset;\n\tlet gridR = cellR + rowOffset;\n\t\n\tlet pointIndex = gridR * cols + gridC;\n\tlet warpedPoint = u.points[pointIndex].xy;\n\t\n\tlet lx = (warpedPoint.x / 100.0) * u.layerSize.x;\n\tlet ly = (warpedPoint.y / 100.0) * u.layerSize.y;\n\t\n\tlet tx = u.matrix_col0.x * lx + u.matrix_col0.y * ly + u.matrix_col0.z;\n\tlet ty = u.matrix_col1.x * lx + u.matrix_col1.y * ly + u.matrix_col1.z;\n\t\n\tlet targetW = u.matrix_col0.w;\n\tlet targetH = u.matrix_col1.w;\n\t\n\tlet x_clip = (tx / targetW) * 2.0 - 1.0;\n\tlet y_clip = 1.0 - (ty / targetH) * 2.0;\n\t\n\tlet u_coord = f32(gridC) / f32(cellsCol);\n\tlet v_coord = f32(gridR) / f32(cellsRow);\n\t\n\treturn VSOut(vec4<f32>(x_clip, y_clip, 0.0, 1.0), vec2<f32>(u_coord, v_coord));\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet color = textureSampleLevel(tex, samp, in.uv, 0.0);\n\treturn color;\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getMeshWarpResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst warpUniformLayout = device.createBindGroupLayout({ entries: [{\n\t\t\tbinding: 0,\n\t\t\tvisibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,\n\t\t\tbuffer: { type: \"uniform\" }\n\t\t}] });\n\t\tconst warpTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"mesh_warp.wgsl\",\n\t\t\tcode: meshWarpWgsl\n\t\t});\n\t\tres = {\n\t\t\twarpPipeline: device.createRenderPipeline({\n\t\t\t\tlabel: \"MeshWarpPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [warpUniformLayout, warpTextureLayout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{\n\t\t\t\t\t\tformat,\n\t\t\t\t\t\tblend: {\n\t\t\t\t\t\t\tcolor: {\n\t\t\t\t\t\t\t\tsrcFactor: \"src-alpha\",\n\t\t\t\t\t\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t\t},\n\t\t\t\t\t\t\talpha: {\n\t\t\t\t\t\t\t\tsrcFactor: \"one\",\n\t\t\t\t\t\t\t\tdstFactor: \"one-minus-src-alpha\",\n\t\t\t\t\t\t\t\toperation: \"add\"\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t\t}),\n\t\t\twarpUniformLayout,\n\t\t\twarpTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst MeshWarpWebGPURenderer = async (args) => {\n\tconst { ctx, props, targetWidth, targetHeight } = args;\n\tconst { virtualMedia } = props;\n\tconst op = virtualMedia?.operation;\n\tif (!op || op.op !== \"MeshWarp\") return;\n\tconst childMedia = virtualMedia.children?.[0];\n\tif (!childMedia) return;\n\tconst sourceWidth = op.originalWidth ?? childMedia.metadata?.width ?? props.containerWidth ?? targetWidth;\n\tconst sourceHeight = op.originalHeight ?? childMedia.metadata?.height ?? props.containerHeight ?? targetHeight;\n\targs.pass.end();\n\tconst { texture: childTex } = await drawChildToTexture(args, childMedia, {\n\t\twidth: sourceWidth,\n\t\theight: sourceHeight,\n\t\tprops: {\n\t\t\t...props,\n\t\t\tcontainerWidth: sourceWidth,\n\t\t\tcontainerHeight: sourceHeight\n\t\t}\n\t});\n\tconst cols = Number(op.cols) || 3;\n\tconst rows = Number(op.rows) || 3;\n\tconst points = op.points || [];\n\tconst finalPoints = points.length === cols * rows ? points : createUniformGrid(cols, rows);\n\tconst maxPoints = 144;\n\tconst uniformData = new Float32Array(12 + maxPoints * 4);\n\tuniformData[0] = cols;\n\tuniformData[1] = rows;\n\tuniformData[2] = props.containerWidth ?? sourceWidth;\n\tuniformData[3] = props.containerHeight ?? sourceHeight;\n\tconst matrix = ctx.renderer.getCurrentTransform();\n\tuniformData[4] = matrix.a;\n\tuniformData[5] = matrix.c;\n\tuniformData[6] = matrix.e;\n\tuniformData[7] = targetWidth;\n\tuniformData[8] = matrix.b;\n\tuniformData[9] = matrix.d;\n\tuniformData[10] = matrix.f;\n\tuniformData[11] = targetHeight;\n\tfor (let i = 0; i < maxPoints; i++) {\n\t\tconst pt = finalPoints[i] || {\n\t\t\tx: 0,\n\t\t\ty: 0\n\t\t};\n\t\tuniformData[12 + i * 4] = pt.x;\n\t\tuniformData[12 + i * 4 + 1] = pt.y;\n\t}\n\tconst { warpPipeline: pipeline, warpUniformLayout: uLayout, warpTextureLayout: tLayout } = getMeshWarpResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst uniformBindGroup = ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t});\n\tconst textureBindGroup = ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, childTex, sampler);\n\tconst outPass = beginTargetPass(args);\n\toutPass.setPipeline(pipeline);\n\toutPass.setBindGroup(0, uniformBindGroup);\n\toutPass.setBindGroup(1, textureBindGroup);\n\tconst vertexCount = (cols - 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export { isHandleConnected as a, resolveHandleParam as c, unwrapFrameParam as d, webgpuRegistry as f, effectReach as i, resolveSignalField as l, defineRenderer as n, registerWebGPURenderer as o, effectMaxPixelScale as r, resolveFrameNumber as s, audioRegistry as t, solveHomography as u };
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{"version":3,"file":"renderer-mNSyac1V.mjs","names":[],"sources":["../../node-sdk/dist/renderer.mjs"],"sourcesContent":["import { isSignal, resolveBoolean, resolveNumber, resolveParam, resolveString } from \"@framefields/core\";\n\n//#region renderer/homography.ts\n/**\n* Computes an 8-parameter 3x3 homography matrix mapping destination coordinates (quad)\n* to normalized source coordinates (unit square [0, 1]^2).\n*\n* The homography H maps destination (x, y) to source (u, v):\n* u = (h00*x + h01*y + h02) / (h20*x + h21*y + h22)\n* v = (h10*x + h11*y + h12) / (h20*x + h21*y + h22)\n*\n* Resulting array: [h00, h01, h02, h10, h11, h12, h20, h21, 1.0]\n*/\nfunction solveHomography(dstPoints, srcPoints = [\n\t{\n\t\tx: 0,\n\t\ty: 0\n\t},\n\t{\n\t\tx: 1,\n\t\ty: 0\n\t},\n\t{\n\t\tx: 0,\n\t\ty: 1\n\t},\n\t{\n\t\tx: 1,\n\t\ty: 1\n\t}\n]) {\n\tconst A = [];\n\tconst B = [];\n\tfor (let i = 0; i < 4; i++) {\n\t\tconst xi = dstPoints[i]?.x ?? 0;\n\t\tconst yi = dstPoints[i]?.y ?? 0;\n\t\tconst ui = srcPoints[i]?.x ?? 0;\n\t\tconst vi = srcPoints[i]?.y ?? 0;\n\t\tA.push([\n\t\t\txi,\n\t\t\tyi,\n\t\t\t1,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t-xi * ui,\n\t\t\t-yi * ui\n\t\t]);\n\t\tB.push(ui);\n\t\tA.push([\n\t\t\t0,\n\t\t\t0,\n\t\t\t0,\n\t\t\txi,\n\t\t\tyi,\n\t\t\t1,\n\t\t\t-xi * vi,\n\t\t\t-yi * vi\n\t\t]);\n\t\tB.push(vi);\n\t}\n\tconst n = 8;\n\tfor (let i = 0; i < n; i++) {\n\t\tlet maxRow = i;\n\t\tlet maxVal = Math.abs(A[i][i]);\n\t\tfor (let k = i + 1; k < n; k++) if (Math.abs(A[k][i]) > maxVal) {\n\t\t\tmaxVal = Math.abs(A[k][i]);\n\t\t\tmaxRow = k;\n\t\t}\n\t\tconst tempRow = A[i];\n\t\tA[i] = A[maxRow];\n\t\tA[maxRow] = tempRow;\n\t\tconst tempB = B[i];\n\t\tB[i] = B[maxRow];\n\t\tB[maxRow] = tempB;\n\t\tconst pivot = A[i][i];\n\t\tif (Math.abs(pivot) < 1e-12) A[i][i] = pivot < 0 ? -1e-12 : 1e-12;\n\t\tfor (let k = i + 1; k < n; k++) {\n\t\t\tconst factor = A[k][i] / A[i][i];\n\t\t\tfor (let j = i; j < n; j++) A[k][j] -= factor * A[i][j];\n\t\t\tB[k] -= factor * B[i];\n\t\t}\n\t}\n\tconst h = new Array(8).fill(0);\n\tfor (let i = n - 1; i >= 0; i--) {\n\t\tlet sum = B[i];\n\t\tfor (let j = i + 1; j < n; j++) sum -= A[i][j] * h[j];\n\t\th[i] = sum / A[i][i];\n\t}\n\treturn [\n\t\th[0],\n\t\th[1],\n\t\th[2],\n\t\th[3],\n\t\th[4],\n\t\th[5],\n\t\th[6],\n\t\th[7],\n\t\t1\n\t];\n}\n\n//#endregion\n//#region renderer/index.ts\n/**\n* A numeric node parameter at `frame`: a number, a signal-like `get(ctx)` or\n* `{ value }`, a `(ctx) => number` function, or anything `Number()` accepts;\n* `fallback` when none of those yields a finite number.\n*/\nfunction resolveFrameNumber(val, fallback, frame, fps) {\n\tif (val === void 0 || val === null) return fallback;\n\tif (typeof val === \"number\") return Number.isFinite(val) ? val : 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}\n\tif (typeof val === \"function\") try {\n\t\tconst n$1 = Number(val({\n\t\t\tframe,\n\t\t\tfps,\n\t\t\ttime: fps > 0 ? frame / fps : 0\n\t\t}));\n\t\tif (Number.isFinite(n$1)) return n$1;\n\t} catch {}\n\tconst n = Number(val);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/**\n* A static node parameter at `frame`: calls `get(ctx)` / `(frame, fps)`\n* functions and reads `{ value }` wrappers, keeping a signal's GPU texture\n* binding when it has one. Anything else is returned as-is.\n*/\nfunction unwrapFrameParam(raw, frame, fps) {\n\tif (raw === void 0 || raw === null) return { value: raw };\n\tif (typeof raw === \"function\") return { value: raw(frame, fps) };\n\tif (typeof raw !== \"object\") return { value: raw };\n\tconst obj = raw;\n\tif (typeof obj.get === \"function\") return { value: obj.get({\n\t\tframe,\n\t\tfps\n\t}) };\n\tif (\"value\" in obj) {\n\t\tconst sig = raw;\n\t\treturn {\n\t\t\tvalue: sig.value,\n\t\t\tgpuTextureView: sig.gpuBinding?.textureView\n\t\t};\n\t}\n\treturn { value: raw };\n}\n/**\n* A numeric parameter fed through `handleId`: a connected Number (clamped), a\n* connected Signal (sampled on the GPU, `val` stays `fallbackVal`), or else\n* `fallbackVal` clamped to [clampMin, clampMax].\n*/\nfunction resolveHandleParam(inputs, handleId, fallbackVal, clampMin, clampMax) {\n\tconst clamp = (v) => Math.max(clampMin, Math.min(clampMax, v));\n\tconst input = handleId ? inputs?.[handleId] : void 0;\n\tif (input?.connectionValid) {\n\t\tconst outputItem = input.outputItem;\n\t\tif (outputItem?.type === \"Number\") return {\n\t\t\tval: clamp(typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null,\n\t\t\thandleId\n\t\t};\n\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\tval: fallbackVal,\n\t\t\thasStaticSig: true,\n\t\t\tsd: outputItem.data,\n\t\t\thandleId\n\t\t};\n\t}\n\treturn {\n\t\tval: clamp(fallbackVal),\n\t\thasStaticSig: false,\n\t\tsd: null,\n\t\thandleId\n\t};\n}\n/**\n* A numeric field `fieldName` of a node operation, fed through its\n* `${fieldName}HandleId` input: a connected Signal/Numeric (`sd`, sampled on\n* the GPU; `value` is its offset), a connected Number, or the operation's own\n* value — each clamped to [minVal, maxVal].\n*/\nfunction resolveSignalField(op, fieldName, defaultValue, minVal = Number.NEGATIVE_INFINITY, maxVal = Number.POSITIVE_INFINITY) {\n\tconst clamp = (v) => Math.max(minVal, Math.min(maxVal, v));\n\tconst fields = op;\n\tconst handleId = fields[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst outputType = signalInput?.connectionValid ? signalInput.outputItem?.type : void 0;\n\tconst hasSignal = outputType === \"Signal\" || outputType === \"Numeric\";\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) {\n\t\tconst raw = outputType === \"Number\" ? signalInput?.outputItem?.data : fields[fieldName];\n\t\tvalue = clamp(Number(raw ?? defaultValue));\n\t} else if (sd) value = clamp(Number(sd.offset ?? defaultValue));\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\n/**\n* Whether the handle whose id is stored at `op[handleIdKey]` has a valid\n* Signal or Number connection.\n*/\nfunction isHandleConnected(op, handleIdKey) {\n\tconst handleId = op[handleIdKey];\n\tif (typeof handleId !== \"string\" || !handleId) return false;\n\tconst input = op.inputs?.[handleId];\n\treturn Boolean(input?.connectionValid && input.outputItem && (input.outputItem.type === \"Signal\" || input.outputItem.type === \"Number\"));\n}\nfunction defineRenderer(plugin) {\n\treturn Object.freeze(plugin);\n}\nconst GLOBAL_WEBGPU_REGISTRY_KEY = Symbol.for(\"framefields.webgpuRegistry\");\nvar WebGPURegistry = class {\n\trenderers = /* @__PURE__ */ new Map();\n\tregister(op, renderer) {\n\t\tthis.renderers.set(op, renderer);\n\t}\n\tget(op) {\n\t\treturn this.renderers.get(op);\n\t}\n\thas(op) {\n\t\treturn this.renderers.has(op);\n\t}\n};\nconst webgpuRegistry = (() => {\n\tconst g = globalThis;\n\tif (!g[GLOBAL_WEBGPU_REGISTRY_KEY]) g[GLOBAL_WEBGPU_REGISTRY_KEY] = new WebGPURegistry();\n\treturn g[GLOBAL_WEBGPU_REGISTRY_KEY];\n})();\nfunction registerWebGPURenderer(op, renderer) {\n\twebgpuRegistry.register(op, renderer);\n}\n/**\n* How far an operation's effect draws past its pixels, 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{"version":3,"file":"renderer-BOg8i8eF.mjs","names":[],"sources":["../../node-sdk/dist/renderer.mjs"],"sourcesContent":["import { isSignal, resolveBoolean, resolveNumber, resolveParam, resolveString } from \"@framefields/core\";\n\n//#region renderer/homography.ts\n/**\n* Computes an 8-parameter 3x3 homography matrix mapping destination coordinates (quad)\n* to normalized source coordinates (unit square [0, 1]^2).\n*\n* The homography H maps destination (x, y) to source (u, v):\n* u = (h00*x + h01*y + h02) / (h20*x + h21*y + h22)\n* v = (h10*x + h11*y + h12) / (h20*x + h21*y + h22)\n*\n* Resulting array: [h00, h01, h02, h10, h11, h12, h20, h21, 1.0]\n*/\nfunction solveHomography(dstPoints, srcPoints = [\n\t{\n\t\tx: 0,\n\t\ty: 0\n\t},\n\t{\n\t\tx: 1,\n\t\ty: 0\n\t},\n\t{\n\t\tx: 0,\n\t\ty: 1\n\t},\n\t{\n\t\tx: 1,\n\t\ty: 1\n\t}\n]) {\n\tconst A = [];\n\tconst B = [];\n\tfor (let i = 0; i < 4; i++) {\n\t\tconst xi = dstPoints[i]?.x ?? 0;\n\t\tconst yi = dstPoints[i]?.y ?? 0;\n\t\tconst ui = srcPoints[i]?.x ?? 0;\n\t\tconst vi = srcPoints[i]?.y ?? 0;\n\t\tA.push([\n\t\t\txi,\n\t\t\tyi,\n\t\t\t1,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t-xi * ui,\n\t\t\t-yi * ui\n\t\t]);\n\t\tB.push(ui);\n\t\tA.push([\n\t\t\t0,\n\t\t\t0,\n\t\t\t0,\n\t\t\txi,\n\t\t\tyi,\n\t\t\t1,\n\t\t\t-xi * vi,\n\t\t\t-yi * vi\n\t\t]);\n\t\tB.push(vi);\n\t}\n\tconst n = 8;\n\tfor (let i = 0; i < n; i++) {\n\t\tlet maxRow = i;\n\t\tlet maxVal = Math.abs(A[i][i]);\n\t\tfor (let k = i + 1; k < n; k++) if (Math.abs(A[k][i]) > maxVal) {\n\t\t\tmaxVal = Math.abs(A[k][i]);\n\t\t\tmaxRow = k;\n\t\t}\n\t\tconst tempRow = A[i];\n\t\tA[i] = A[maxRow];\n\t\tA[maxRow] = tempRow;\n\t\tconst tempB = B[i];\n\t\tB[i] = B[maxRow];\n\t\tB[maxRow] = tempB;\n\t\tconst pivot = A[i][i];\n\t\tif (Math.abs(pivot) < 1e-12) A[i][i] = pivot < 0 ? -1e-12 : 1e-12;\n\t\tfor (let k = i + 1; k < n; k++) {\n\t\t\tconst factor = A[k][i] / A[i][i];\n\t\t\tfor (let j = i; j < n; j++) A[k][j] -= factor * A[i][j];\n\t\t\tB[k] -= factor * B[i];\n\t\t}\n\t}\n\tconst h = new Array(8).fill(0);\n\tfor (let i = n - 1; i >= 0; i--) {\n\t\tlet sum = B[i];\n\t\tfor (let j = i + 1; j < n; j++) sum -= A[i][j] * h[j];\n\t\th[i] = sum / A[i][i];\n\t}\n\treturn [\n\t\th[0],\n\t\th[1],\n\t\th[2],\n\t\th[3],\n\t\th[4],\n\t\th[5],\n\t\th[6],\n\t\th[7],\n\t\t1\n\t];\n}\n\n//#endregion\n//#region renderer/index.ts\n/**\n* A numeric node parameter at `frame`: a number, a signal-like `get(ctx)` or\n* `{ value }`, a `(ctx) => number` function, or anything `Number()` accepts;\n* `fallback` when none of those yields a finite number.\n*/\nfunction resolveFrameNumber(val, fallback, frame, fps) {\n\tif (val === void 0 || val === null) return fallback;\n\tif (typeof val === \"number\") return Number.isFinite(val) ? val : 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}\n\tif (typeof val === \"function\") try {\n\t\tconst n$1 = Number(val({\n\t\t\tframe,\n\t\t\tfps,\n\t\t\ttime: fps > 0 ? frame / fps : 0\n\t\t}));\n\t\tif (Number.isFinite(n$1)) return n$1;\n\t} catch {}\n\tconst n = Number(val);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/**\n* A static node parameter at `frame`: calls `get(ctx)` / `(frame, fps)`\n* functions and reads `{ value }` wrappers, keeping a signal's GPU texture\n* binding when it has one. Anything else is returned as-is.\n*/\nfunction unwrapFrameParam(raw, frame, fps) {\n\tif (raw === void 0 || raw === null) return { value: raw };\n\tif (typeof raw === \"function\") return { value: raw(frame, fps) };\n\tif (typeof raw !== \"object\") return { value: raw };\n\tconst obj = raw;\n\tif (typeof obj.get === \"function\") return { value: obj.get({\n\t\tframe,\n\t\tfps\n\t}) };\n\tif (\"value\" in obj) {\n\t\tconst sig = raw;\n\t\treturn {\n\t\t\tvalue: sig.value,\n\t\t\tgpuTextureView: sig.gpuBinding?.textureView\n\t\t};\n\t}\n\treturn { value: raw };\n}\n/**\n* A numeric parameter fed through `handleId`: a connected Number (clamped), a\n* connected Signal (sampled on the GPU, `val` stays `fallbackVal`), or else\n* `fallbackVal` clamped to [clampMin, clampMax].\n*/\nfunction resolveHandleParam(inputs, handleId, fallbackVal, clampMin, clampMax) {\n\tconst clamp = (v) => Math.max(clampMin, Math.min(clampMax, v));\n\tconst input = handleId ? inputs?.[handleId] : void 0;\n\tif (input?.connectionValid) {\n\t\tconst outputItem = input.outputItem;\n\t\tif (outputItem?.type === \"Number\") return {\n\t\t\tval: clamp(typeof outputItem.data === \"number\" ? outputItem.data : outputItem.data?.value ?? fallbackVal),\n\t\t\thasStaticSig: false,\n\t\t\tsd: null,\n\t\t\thandleId\n\t\t};\n\t\tif (outputItem?.type === \"Signal\" && outputItem.data) return {\n\t\t\tval: fallbackVal,\n\t\t\thasStaticSig: true,\n\t\t\tsd: outputItem.data,\n\t\t\thandleId\n\t\t};\n\t}\n\treturn {\n\t\tval: clamp(fallbackVal),\n\t\thasStaticSig: false,\n\t\tsd: null,\n\t\thandleId\n\t};\n}\n/**\n* A numeric field `fieldName` of a node operation, fed through its\n* `${fieldName}HandleId` input: a connected Signal/Numeric (`sd`, sampled on\n* the GPU; `value` is its offset), a connected Number, or the operation's own\n* value — each clamped to [minVal, maxVal].\n*/\nfunction resolveSignalField(op, fieldName, defaultValue, minVal = Number.NEGATIVE_INFINITY, maxVal = Number.POSITIVE_INFINITY) {\n\tconst clamp = (v) => Math.max(minVal, Math.min(maxVal, v));\n\tconst fields = op;\n\tconst handleId = fields[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst outputType = signalInput?.connectionValid ? signalInput.outputItem?.type : void 0;\n\tconst hasSignal = outputType === \"Signal\" || outputType === \"Numeric\";\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) {\n\t\tconst raw = outputType === \"Number\" ? signalInput?.outputItem?.data : fields[fieldName];\n\t\tvalue = clamp(Number(raw ?? defaultValue));\n\t} else if (sd) value = clamp(Number(sd.offset ?? defaultValue));\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\n/**\n* Whether the handle whose id is stored at `op[handleIdKey]` has a valid\n* Signal or Number connection.\n*/\nfunction isHandleConnected(op, handleIdKey) {\n\tconst handleId = op[handleIdKey];\n\tif (typeof handleId !== \"string\" || !handleId) return false;\n\tconst input = op.inputs?.[handleId];\n\treturn Boolean(input?.connectionValid && input.outputItem && (input.outputItem.type === \"Signal\" || input.outputItem.type === \"Number\"));\n}\nfunction defineRenderer(plugin) {\n\treturn Object.freeze(plugin);\n}\nconst GLOBAL_WEBGPU_REGISTRY_KEY = Symbol.for(\"framefields.webgpuRegistry\");\nvar WebGPURegistry = class {\n\trenderers = /* @__PURE__ */ new Map();\n\tregister(op, renderer) {\n\t\tthis.renderers.set(op, renderer);\n\t}\n\tget(op) {\n\t\treturn this.renderers.get(op);\n\t}\n\thas(op) {\n\t\treturn this.renderers.has(op);\n\t}\n};\nconst webgpuRegistry = (() => {\n\tconst g = globalThis;\n\tif (!g[GLOBAL_WEBGPU_REGISTRY_KEY]) g[GLOBAL_WEBGPU_REGISTRY_KEY] = new WebGPURegistry();\n\treturn g[GLOBAL_WEBGPU_REGISTRY_KEY];\n})();\nfunction registerWebGPURenderer(op, renderer) {\n\twebgpuRegistry.register(op, renderer);\n}\n/**\n* How far an operation's effect draws past its pixels, 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Map();\n\tregister(opType, processor) {\n\t\tthis.processors.set(opType, processor);\n\t}\n\tget(opType) {\n\t\treturn this.processors.get(opType) || null;\n\t}\n};\nconst GLOBAL_AUDIO_KEY = Symbol.for(\"framefields.audioRegistry\");\nconst audioRegistry = (() => {\n\tconst g = globalThis;\n\tif (!g[GLOBAL_AUDIO_KEY]) g[GLOBAL_AUDIO_KEY] = new AudioProcessorRegistry();\n\treturn g[GLOBAL_AUDIO_KEY];\n})();\n\n//#endregion\nexport { WebGPURegistry, audioRegistry, defineRenderer, effectMaxPixelScale, effectReach, isHandleConnected, isSignal, registerWebGPURenderer, resolveBoolean, resolveFrameNumber, resolveHandleParam, resolveNumber, resolveParam, resolveSignalField, resolveString, solveHomography, unwrapFrameParam, webgpuRegistry };\n//# 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import {
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import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-
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import { a as createFullscreenPipeline, c as drawTextureToTarget,
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import { d as unwrapFrameParam, n as defineRenderer } from "./renderer-BOg8i8eF.mjs";
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import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-CySGkG54.mjs";
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import { a as createFullscreenPipeline, c as drawTextureToTarget, f as signalTextureView, l as fragmentBindGroupLayout, m as texturesLayout, o as drawChildToTexture, p as signalTiming, s as drawFullscreenPass } from "./gpu-Bw35AMwY.mjs";
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//#region ../../nodes/node-patch-heal/dist/renderers-i-B6z1sf.mjs
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@@ -561,4 +561,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: PatchHealWebGPURenderer
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//#endregion
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export { renderers_default as n, PatchHealWebGPURenderer as t };
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-BSW4CGZF.mjs.map
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