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-GBmWjBvy.mjs","names":[],"sources":["../../../nodes/node-curves/dist/renderers-DzdBU1io.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/spline.ts\n/**\n* Solves the Fritsch-Carlson Monotonic Cubic Hermite Spline interpolation\n* for a set of control points. Returns an interpolation function.\n*/\nfunction solveMonotonicSpline(points) {\n\tconst pts = [...points].sort((a, b) => a.x - b.x);\n\tconst uniquePts = [];\n\tfor (const p of pts) if (uniquePts.length === 0 || Math.abs(p.x - uniquePts[uniquePts.length - 1].x) > 1e-6) uniquePts.push(p);\n\tconst n = uniquePts.length;\n\tif (n === 0) return (x) => x;\n\tif (n === 1) return () => uniquePts[0].y;\n\tconst dx = new Float32Array(n - 1);\n\tconst dy = new Float32Array(n - 1);\n\tconst ms = new Float32Array(n - 1);\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tdx[i] = uniquePts[i + 1].x - uniquePts[i].x;\n\t\tdy[i] = uniquePts[i + 1].y - uniquePts[i].y;\n\t\tms[i] = dy[i] / dx[i];\n\t}\n\tconst tangents = new Float32Array(n);\n\ttangents[0] = ms[0];\n\tfor (let i = 1; i < n - 1; i++) tangents[i] = (ms[i - 1] + ms[i]) / 2;\n\ttangents[n - 1] = ms[n - 2];\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tconst m = ms[i];\n\t\tif (Math.abs(m) < 1e-9) {\n\t\t\ttangents[i] = 0;\n\t\t\ttangents[i + 1] = 0;\n\t\t} else {\n\t\t\tconst alpha = tangents[i] / m;\n\t\t\tconst beta = tangents[i + 1] / m;\n\t\t\tconst alphaSq = alpha * alpha;\n\t\t\tconst betaSq = beta * beta;\n\t\t\tif (alphaSq + betaSq > 9) {\n\t\t\t\tconst tau = 3 / Math.sqrt(alphaSq + betaSq);\n\t\t\t\ttangents[i] = tau * alpha * m;\n\t\t\t\ttangents[i + 1] = tau * beta * m;\n\t\t\t}\n\t\t}\n\t}\n\treturn (x) => {\n\t\tif (x <= uniquePts[0].x) return uniquePts[0].y;\n\t\tif (x >= uniquePts[n - 1].x) return uniquePts[n - 1].y;\n\t\tlet low = 0;\n\t\tlet high = n - 2;\n\t\tlet idx = 0;\n\t\twhile (low <= high) {\n\t\t\tconst mid = low + high >> 1;\n\t\t\tif (x >= uniquePts[mid].x && x <= uniquePts[mid + 1].x) {\n\t\t\t\tidx = mid;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif (x < uniquePts[mid].x) high = mid - 1;\n\t\t\telse low = mid + 1;\n\t\t}\n\t\tconst h = dx[idx];\n\t\tconst t = (x - uniquePts[idx].x) / h;\n\t\tconst t2 = t * t;\n\t\tconst t3 = t2 * t;\n\t\tconst h00 = 2 * t3 - 3 * t2 + 1;\n\t\tconst h10 = t3 - 2 * t2 + t;\n\t\tconst h01 = -2 * t3 + 3 * t2;\n\t\tconst h11 = t3 - t2;\n\t\tconst y = uniquePts[idx].y * h00 + h * tangents[idx] * h10 + uniquePts[idx + 1].y * h01 + h * tangents[idx + 1] * h11;\n\t\treturn Math.max(0, Math.min(1, y));\n\t};\n}\n\n//#endregion\n//#region src/renderers/histogram-computer.ts\nconst PER_CHAN_SIZE = 256 * 4;\nconst HISTOGRAM_COMPUTE_SHADER = `\n@group(0) @binding(0) var t_src: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> bins_r: array<atomic<u32>, 256>;\n@group(0) @binding(2) var<storage, read_write> bins_g: array<atomic<u32>, 256>;\n@group(0) @binding(3) var<storage, read_write> bins_b: array<atomic<u32>, 256>;\n@group(0) @binding(4) var<storage, read_write> bins_luma: array<atomic<u32>, 256>;\n\n@compute @workgroup_size(8, 8)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tlet dims = textureDimensions(t_src, 0);\n\tif (gid.x >= dims.x || gid.y >= dims.y) { return; }\n\n\tlet color = textureLoad(t_src, vec2<u32>(gid.x, gid.y), 0);\n\tlet a = color.a;\n\tif (a < 1e-5) { return; }\n\n\tlet rgb = color.rgb / a;\n\n\tlet ri = u32(clamp(rgb.r * 255.0, 0.0, 255.0));\n\tlet gi = u32(clamp(rgb.g * 255.0, 0.0, 255.0));\n\tlet bi = u32(clamp(rgb.b * 255.0, 0.0, 255.0));\n\tlet luma = 0.2126 * rgb.r + 0.7152 * rgb.g + 0.0722 * rgb.b;\n\tlet lumai = u32(clamp(luma * 255.0, 0.0, 255.0));\n\n\tatomicAdd(&bins_r[ri], 1u);\n\tatomicAdd(&bins_g[gi], 1u);\n\tatomicAdd(&bins_b[bi], 1u);\n\tatomicAdd(&bins_luma[lumai], 1u);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getHistogramResources(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst bindGroupLayout = device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\ttexture: {\n\t\t\t\t\tsampleType: \"float\",\n\t\t\t\t\tviewDimension: \"2d\"\n\t\t\t\t}\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t}\n\t\t] });\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"histogram.wgsl\",\n\t\t\tcode: HISTOGRAM_COMPUTE_SHADER\n\t\t});\n\t\tres = {\n\t\t\tpipeline: device.createComputePipeline({\n\t\t\t\tlabel: \"HistogramPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),\n\t\t\t\tcompute: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"main\"\n\t\t\t\t}\n\t\t\t}),\n\t\t\tbindGroupLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst histogramCallbacks = /* @__PURE__ */ new Map();\nconst inflight = /* @__PURE__ */ new Set();\n/**\n* Records histogram compute + buffer copy commands into the provided encoder.\n* The async readback fires after the queue processes the encoder's commands.\n* This ensures the source texture data is valid when the compute pass reads it.\n*/\nfunction computeHistogramFromEncoder(device, encoder, srcTexture, nodeId) {\n\tif (!histogramCallbacks.get(nodeId)) return;\n\tif (inflight.has(nodeId)) return;\n\tinflight.add(nodeId);\n\tconst { pipeline, bindGroupLayout } = getHistogramResources(device);\n\tconst makeStorage = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t});\n\tconst bufR = makeStorage();\n\tconst bufG = makeStorage();\n\tconst bufB = makeStorage();\n\tconst bufLuma = makeStorage();\n\tencoder.clearBuffer(bufR);\n\tencoder.clearBuffer(bufG);\n\tencoder.clearBuffer(bufB);\n\tencoder.clearBuffer(bufLuma);\n\tconst bindGroup = device.createBindGroup({\n\t\tlayout: bindGroupLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: srcTexture.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: { buffer: bufR }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: { buffer: bufG }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: { buffer: bufB }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: { buffer: bufLuma }\n\t\t\t}\n\t\t]\n\t});\n\tconst pass = encoder.beginComputePass({ label: \"histogram-pass\" });\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, bindGroup);\n\tpass.dispatchWorkgroups(Math.ceil(srcTexture.width / 8), Math.ceil(srcTexture.height / 8));\n\tpass.end();\n\tconst makeReadback = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST\n\t});\n\tconst rbR = makeReadback();\n\tconst rbG = makeReadback();\n\tconst rbB = makeReadback();\n\tconst rbLuma = makeReadback();\n\tencoder.copyBufferToBuffer(bufR, 0, rbR, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufG, 0, rbG, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufB, 0, rbB, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufLuma, 0, rbLuma, 0, PER_CHAN_SIZE);\n\tdevice.queue.onSubmittedWorkDone().then(() => {\n\t\treturn Promise.all([\n\t\t\trbR.mapAsync(GPUMapMode.READ),\n\t\t\trbG.mapAsync(GPUMapMode.READ),\n\t\t\trbB.mapAsync(GPUMapMode.READ),\n\t\t\trbLuma.mapAsync(GPUMapMode.READ)\n\t\t]);\n\t}).then(() => {\n\t\tconst r = new Uint32Array(rbR.getMappedRange().slice(0));\n\t\tconst g = new Uint32Array(rbG.getMappedRange().slice(0));\n\t\tconst b = new Uint32Array(rbB.getMappedRange().slice(0));\n\t\tconst luma = new Uint32Array(rbLuma.getMappedRange().slice(0));\n\t\trbR.unmap();\n\t\trbG.unmap();\n\t\trbB.unmap();\n\t\trbLuma.unmap();\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t\tconst currentCb = histogramCallbacks.get(nodeId);\n\t\tif (currentCb) currentCb({\n\t\t\tr,\n\t\t\tg,\n\t\t\tb,\n\t\t\tluma\n\t\t});\n\t}).catch(() => {\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t});\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_SIZE = 1024;\nconst LUT_FORMAT = \"rgba8unorm\";\nconst LUT_BYTES_PER_ROW = LUT_SIZE * 4;\nconst CURVES_RGB_SHADER = `\n${FULLSCREEN_QUAD_WGSL}\n\n@group(0) @binding(0) var t_lut : texture_2d<f32>;\n@group(0) @binding(1) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_r = (rgb.r * (N - 1.0) + 0.5) / N;\n\tlet uv_g = (rgb.g * (N - 1.0) + 0.5) / N;\n\tlet uv_b = (rgb.b * (N - 1.0) + 0.5) / N;\n\n\tlet r_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_r, 0.5), 0.0).r;\n\tlet g_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_g, 0.5), 0.0).g;\n\tlet b_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_b, 0.5), 0.0).b;\n\n\tlet graded = vec3<f32>(r_graded, g_graded, b_graded);\n\treturn vec4<f32>(graded * src.a, src.a);\n}\n`;\nconst CURVES_HSL_SHADER = `\nstruct Uniforms {\n\tmode: u32,\n\tpad0: u32,\n\tpad1: u32,\n\tpad2: u32,\n};\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var t_lut : texture_2d<f32>;\n@group(0) @binding(2) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n${FULLSCREEN_QUAD_WGSL}\n\nfn rgb_to_hsl(rgb: vec3<f32>) -> vec3<f32> {\n\tlet r = rgb.r; let g = rgb.g; let b = rgb.b;\n\tlet cmax = max(r, max(g, b));\n\tlet cmin = min(r, min(g, b));\n\tlet delta = cmax - cmin;\n\n\tvar h = 0.0;\n\tvar s = 0.0;\n\tlet l = (cmax + cmin) * 0.5;\n\n\tif (delta > 1e-5) {\n\t\ts = delta / (1.0 - abs(2.0 * l - 1.0));\n\t\tif (cmax == r) {\n\t\t\th = ((g - b) / delta) % 6.0;\n\t\t} else if (cmax == g) {\n\t\t\th = (b - r) / delta + 2.0;\n\t\t} else {\n\t\t\th = (r - g) / delta + 4.0;\n\t\t}\n\t\th = h / 6.0;\n\t\tif (h < 0.0) { h = h + 1.0; }\n\t}\n\treturn vec3<f32>(h, s, l);\n}\n\nfn hsl_to_rgb(hsl: vec3<f32>) -> vec3<f32> {\n\tlet h = hsl.x; let s = hsl.y; let l = hsl.z;\n\tlet c = (1.0 - abs(2.0 * l - 1.0)) * s;\n\tlet x = c * (1.0 - abs((h * 6.0) % 2.0 - 1.0));\n\tlet m = l - c * 0.5;\n\n\tvar rgb = vec3<f32>(0.0);\n\tlet hi = u32(h * 6.0) % 6u;\n\tif (hi == 0u) { rgb = vec3<f32>(c, x, 0.0); }\n\telse if (hi == 1u) { rgb = vec3<f32>(x, c, 0.0); }\n\telse if (hi == 2u) { rgb = vec3<f32>(0.0, c, x); }\n\telse if (hi == 3u) { rgb = vec3<f32>(0.0, x, c); }\n\telse if (hi == 4u) { rgb = vec3<f32>(x, 0.0, c); }\n\telse { rgb = vec3<f32>(c, 0.0, x); }\n\treturn rgb + vec3<f32>(m);\n}\n\nfn lut_sample(x: f32) -> f32 {\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_x = (x * (N - 1.0) + 0.5) / N;\n\treturn textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_x, 0.5), 0.0).r;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\tlet hsl = rgb_to_hsl(rgb);\n\n\tvar out_hsl = hsl;\n\n\tif (u.mode == 0u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.x = fract(hsl.x + (adj - 0.5) * 2.0);\n\t} else if (u.mode == 1u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else if (u.mode == 2u) {\n\t\tlet adj = lut_sample(hsl.z);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else {\n\t\tlet adj = lut_sample(hsl.y);\n\t\tout_hsl.y = clamp(adj, 0.0, 1.0);\n\t}\n\n\tlet out_rgb = clamp(hsl_to_rgb(out_hsl), vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(out_rgb * src.a, src.a);\n}\n`;\nconst rgbResourceCache = /* @__PURE__ */ new WeakMap();\nconst hslResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getRgbResources(device, format) {\n\tlet res = rgbResourceCache.get(device);\n\tif (!res) {\n\t\tconst lutBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesRgbPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-rgb.wgsl\",\n\t\t\t\t\tcode: CURVES_RGB_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [lutBGL, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tlutBindGroupLayout: lutBGL,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\trgbResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getHslResources(device, format) {\n\tlet res = hslResourceCache.get(device);\n\tif (!res) {\n\t\tconst uniformLayout = fragmentBindGroupLayout(device, [\n\t\t\t\"uniform\",\n\t\t\t\"texture\",\n\t\t\t\"sampler\"\n\t\t]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesHslPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-hsl.wgsl\",\n\t\t\t\t\tcode: CURVES_HSL_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [uniformLayout, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tuniformLayout,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\thslResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst LUT_CACHE_LIMIT = 32;\nconst deviceTextureCache = /* @__PURE__ */ new WeakMap();\nfunction getLut(device, configKey, build) {\n\tlet cache = deviceTextureCache.get(device);\n\tif (!cache) {\n\t\tcache = /* @__PURE__ */ new Map();\n\t\tdeviceTextureCache.set(device, cache);\n\t}\n\tconst hit = cache.get(configKey);\n\tif (hit) {\n\t\tcache.delete(configKey);\n\t\tcache.set(configKey, hit);\n\t\treturn hit;\n\t}\n\tconst texture = build();\n\tcache.set(configKey, texture);\n\tif (cache.size > LUT_CACHE_LIMIT) {\n\t\tconst [oldestKey, oldest] = cache.entries().next().value;\n\t\tcache.delete(oldestKey);\n\t\toldest.destroy();\n\t}\n\treturn texture;\n}\nfunction buildRgbLut(device, op) {\n\tconst masterSpline = solveMonotonicSpline(op.master || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst redSpline = solveMonotonicSpline(op.red || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst greenSpline = solveMonotonicSpline(op.green || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst blueSpline = solveMonotonicSpline(op.blue || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst masterVal = masterSpline(i / (LUT_SIZE - 1));\n\t\tconst r = Math.max(0, Math.min(1, redSpline(masterVal)));\n\t\tconst g = Math.max(0, Math.min(1, greenSpline(masterVal)));\n\t\tconst b = Math.max(0, Math.min(1, blueSpline(masterVal)));\n\t\tlutData[i * 4 + 0] = Math.round(r * 255);\n\t\tlutData[i * 4 + 1] = Math.round(g * 255);\n\t\tlutData[i * 4 + 2] = Math.round(b * 255);\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nfunction buildHslLut(device, points) {\n\tconst spline = solveMonotonicSpline(points);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst u = i / (LUT_SIZE - 1);\n\t\tconst val = Math.round(Math.max(0, Math.min(1, spline(u))) * 255);\n\t\tlutData[i * 4 + 0] = val;\n\t\tlutData[i * 4 + 1] = val;\n\t\tlutData[i * 4 + 2] = val;\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nconst HSL_MODE_MAP = {\n\t\"hue-vs-hue\": 0,\n\t\"hue-vs-sat\": 1,\n\t\"lum-vs-sat\": 2,\n\t\"sat-vs-sat\": 3\n};\nconst HSL_CURVE_KEY_MAP = {\n\t\"hue-vs-hue\": \"hueVsHue\",\n\t\"hue-vs-sat\": \"hueVsSat\",\n\t\"lum-vs-sat\": \"lumVsSat\",\n\t\"sat-vs-sat\": \"satVsSat\"\n};\nconst CurvesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Curves\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.nodeId || \"curves_fallback\";\n\tconst curveType = op.curveType || \"rgb\";\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\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\tif (curveType === \"rgb\") {\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tmaster: op.master,\n\t\t\tred: op.red,\n\t\t\tgreen: op.green,\n\t\t\tblue: op.blue\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildRgbLut(ctx.device, op));\n\t\tconst { pipeline, lutBindGroupLayout, srcBindGroupLayout } = getRgbResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: lutBindGroupLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t} else {\n\t\tconst hslPoints = op[HSL_CURVE_KEY_MAP[curveType]] || [{\n\t\t\tx: 0,\n\t\t\ty: .5\n\t\t}, {\n\t\t\tx: 1,\n\t\t\ty: .5\n\t\t}];\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tpoints: hslPoints\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildHslLut(ctx.device, hslPoints));\n\t\tconst uniformData = new Uint32Array([\n\t\t\tHSL_MODE_MAP[curveType] ?? 0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t]);\n\t\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\t\tconst { pipeline, uniformLayout, srcBindGroupLayout } = getHslResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: lut.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t}\n\tcomputeHistogramFromEncoder(ctx.device, encoder, outTex, nodeId);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 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{"version":3,"file":"renderer-CDfCaqV4.mjs","names":[],"sources":["../../../nodes/node-curves/dist/renderers-DzdBU1io.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\n\n//#region src/shared/spline.ts\n/**\n* Solves the Fritsch-Carlson Monotonic Cubic Hermite Spline interpolation\n* for a set of control points. Returns an interpolation function.\n*/\nfunction solveMonotonicSpline(points) {\n\tconst pts = [...points].sort((a, b) => a.x - b.x);\n\tconst uniquePts = [];\n\tfor (const p of pts) if (uniquePts.length === 0 || Math.abs(p.x - uniquePts[uniquePts.length - 1].x) > 1e-6) uniquePts.push(p);\n\tconst n = uniquePts.length;\n\tif (n === 0) return (x) => x;\n\tif (n === 1) return () => uniquePts[0].y;\n\tconst dx = new Float32Array(n - 1);\n\tconst dy = new Float32Array(n - 1);\n\tconst ms = new Float32Array(n - 1);\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tdx[i] = uniquePts[i + 1].x - uniquePts[i].x;\n\t\tdy[i] = uniquePts[i + 1].y - uniquePts[i].y;\n\t\tms[i] = dy[i] / dx[i];\n\t}\n\tconst tangents = new Float32Array(n);\n\ttangents[0] = ms[0];\n\tfor (let i = 1; i < n - 1; i++) tangents[i] = (ms[i - 1] + ms[i]) / 2;\n\ttangents[n - 1] = ms[n - 2];\n\tfor (let i = 0; i < n - 1; i++) {\n\t\tconst m = ms[i];\n\t\tif (Math.abs(m) < 1e-9) {\n\t\t\ttangents[i] = 0;\n\t\t\ttangents[i + 1] = 0;\n\t\t} else {\n\t\t\tconst alpha = tangents[i] / m;\n\t\t\tconst beta = tangents[i + 1] / m;\n\t\t\tconst alphaSq = alpha * alpha;\n\t\t\tconst betaSq = beta * beta;\n\t\t\tif (alphaSq + betaSq > 9) {\n\t\t\t\tconst tau = 3 / Math.sqrt(alphaSq + betaSq);\n\t\t\t\ttangents[i] = tau * alpha * m;\n\t\t\t\ttangents[i + 1] = tau * beta * m;\n\t\t\t}\n\t\t}\n\t}\n\treturn (x) => {\n\t\tif (x <= uniquePts[0].x) return uniquePts[0].y;\n\t\tif (x >= uniquePts[n - 1].x) return uniquePts[n - 1].y;\n\t\tlet low = 0;\n\t\tlet high = n - 2;\n\t\tlet idx = 0;\n\t\twhile (low <= high) {\n\t\t\tconst mid = low + high >> 1;\n\t\t\tif (x >= uniquePts[mid].x && x <= uniquePts[mid + 1].x) {\n\t\t\t\tidx = mid;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif (x < uniquePts[mid].x) high = mid - 1;\n\t\t\telse low = mid + 1;\n\t\t}\n\t\tconst h = dx[idx];\n\t\tconst t = (x - uniquePts[idx].x) / h;\n\t\tconst t2 = t * t;\n\t\tconst t3 = t2 * t;\n\t\tconst h00 = 2 * t3 - 3 * t2 + 1;\n\t\tconst h10 = t3 - 2 * t2 + t;\n\t\tconst h01 = -2 * t3 + 3 * t2;\n\t\tconst h11 = t3 - t2;\n\t\tconst y = uniquePts[idx].y * h00 + h * tangents[idx] * h10 + uniquePts[idx + 1].y * h01 + h * tangents[idx + 1] * h11;\n\t\treturn Math.max(0, Math.min(1, y));\n\t};\n}\n\n//#endregion\n//#region src/renderers/histogram-computer.ts\nconst PER_CHAN_SIZE = 256 * 4;\nconst HISTOGRAM_COMPUTE_SHADER = `\n@group(0) @binding(0) var t_src: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> bins_r: array<atomic<u32>, 256>;\n@group(0) @binding(2) var<storage, read_write> bins_g: array<atomic<u32>, 256>;\n@group(0) @binding(3) var<storage, read_write> bins_b: array<atomic<u32>, 256>;\n@group(0) @binding(4) var<storage, read_write> bins_luma: array<atomic<u32>, 256>;\n\n@compute @workgroup_size(8, 8)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tlet dims = textureDimensions(t_src, 0);\n\tif (gid.x >= dims.x || gid.y >= dims.y) { return; }\n\n\tlet color = textureLoad(t_src, vec2<u32>(gid.x, gid.y), 0);\n\tlet a = color.a;\n\tif (a < 1e-5) { return; }\n\n\tlet rgb = color.rgb / a;\n\n\tlet ri = u32(clamp(rgb.r * 255.0, 0.0, 255.0));\n\tlet gi = u32(clamp(rgb.g * 255.0, 0.0, 255.0));\n\tlet bi = u32(clamp(rgb.b * 255.0, 0.0, 255.0));\n\tlet luma = 0.2126 * rgb.r + 0.7152 * rgb.g + 0.0722 * rgb.b;\n\tlet lumai = u32(clamp(luma * 255.0, 0.0, 255.0));\n\n\tatomicAdd(&bins_r[ri], 1u);\n\tatomicAdd(&bins_g[gi], 1u);\n\tatomicAdd(&bins_b[bi], 1u);\n\tatomicAdd(&bins_luma[lumai], 1u);\n}\n`;\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getHistogramResources(device) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst bindGroupLayout = device.createBindGroupLayout({ entries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\ttexture: {\n\t\t\t\t\tsampleType: \"float\",\n\t\t\t\t\tviewDimension: \"2d\"\n\t\t\t\t}\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tvisibility: GPUShaderStage.COMPUTE,\n\t\t\t\tbuffer: { type: \"storage\" }\n\t\t\t}\n\t\t] });\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"histogram.wgsl\",\n\t\t\tcode: HISTOGRAM_COMPUTE_SHADER\n\t\t});\n\t\tres = {\n\t\t\tpipeline: device.createComputePipeline({\n\t\t\t\tlabel: \"HistogramPipeline\",\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),\n\t\t\t\tcompute: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"main\"\n\t\t\t\t}\n\t\t\t}),\n\t\t\tbindGroupLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst histogramCallbacks = /* @__PURE__ */ new Map();\nconst inflight = /* @__PURE__ */ new Set();\n/**\n* Records histogram compute + buffer copy commands into the provided encoder.\n* The async readback fires after the queue processes the encoder's commands.\n* This ensures the source texture data is valid when the compute pass reads it.\n*/\nfunction computeHistogramFromEncoder(device, encoder, srcTexture, nodeId) {\n\tif (!histogramCallbacks.get(nodeId)) return;\n\tif (inflight.has(nodeId)) return;\n\tinflight.add(nodeId);\n\tconst { pipeline, bindGroupLayout } = getHistogramResources(device);\n\tconst makeStorage = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n\t});\n\tconst bufR = makeStorage();\n\tconst bufG = makeStorage();\n\tconst bufB = makeStorage();\n\tconst bufLuma = makeStorage();\n\tencoder.clearBuffer(bufR);\n\tencoder.clearBuffer(bufG);\n\tencoder.clearBuffer(bufB);\n\tencoder.clearBuffer(bufLuma);\n\tconst bindGroup = device.createBindGroup({\n\t\tlayout: bindGroupLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: srcTexture.createView()\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: { buffer: bufR }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: { buffer: bufG }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: { buffer: bufB }\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: { buffer: bufLuma }\n\t\t\t}\n\t\t]\n\t});\n\tconst pass = encoder.beginComputePass({ label: \"histogram-pass\" });\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, bindGroup);\n\tpass.dispatchWorkgroups(Math.ceil(srcTexture.width / 8), Math.ceil(srcTexture.height / 8));\n\tpass.end();\n\tconst makeReadback = () => device.createBuffer({\n\t\tsize: PER_CHAN_SIZE,\n\t\tusage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST\n\t});\n\tconst rbR = makeReadback();\n\tconst rbG = makeReadback();\n\tconst rbB = makeReadback();\n\tconst rbLuma = makeReadback();\n\tencoder.copyBufferToBuffer(bufR, 0, rbR, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufG, 0, rbG, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufB, 0, rbB, 0, PER_CHAN_SIZE);\n\tencoder.copyBufferToBuffer(bufLuma, 0, rbLuma, 0, PER_CHAN_SIZE);\n\tdevice.queue.onSubmittedWorkDone().then(() => {\n\t\treturn Promise.all([\n\t\t\trbR.mapAsync(GPUMapMode.READ),\n\t\t\trbG.mapAsync(GPUMapMode.READ),\n\t\t\trbB.mapAsync(GPUMapMode.READ),\n\t\t\trbLuma.mapAsync(GPUMapMode.READ)\n\t\t]);\n\t}).then(() => {\n\t\tconst r = new Uint32Array(rbR.getMappedRange().slice(0));\n\t\tconst g = new Uint32Array(rbG.getMappedRange().slice(0));\n\t\tconst b = new Uint32Array(rbB.getMappedRange().slice(0));\n\t\tconst luma = new Uint32Array(rbLuma.getMappedRange().slice(0));\n\t\trbR.unmap();\n\t\trbG.unmap();\n\t\trbB.unmap();\n\t\trbLuma.unmap();\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t\tconst currentCb = histogramCallbacks.get(nodeId);\n\t\tif (currentCb) currentCb({\n\t\t\tr,\n\t\t\tg,\n\t\t\tb,\n\t\t\tluma\n\t\t});\n\t}).catch(() => {\n\t\trbR.destroy();\n\t\trbG.destroy();\n\t\trbB.destroy();\n\t\trbLuma.destroy();\n\t\tbufR.destroy();\n\t\tbufG.destroy();\n\t\tbufB.destroy();\n\t\tbufLuma.destroy();\n\t\tinflight.delete(nodeId);\n\t});\n}\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst LUT_SIZE = 1024;\nconst LUT_FORMAT = \"rgba8unorm\";\nconst LUT_BYTES_PER_ROW = LUT_SIZE * 4;\nconst CURVES_RGB_SHADER = `\n${FULLSCREEN_QUAD_WGSL}\n\n@group(0) @binding(0) var t_lut : texture_2d<f32>;\n@group(0) @binding(1) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_r = (rgb.r * (N - 1.0) + 0.5) / N;\n\tlet uv_g = (rgb.g * (N - 1.0) + 0.5) / N;\n\tlet uv_b = (rgb.b * (N - 1.0) + 0.5) / N;\n\n\tlet r_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_r, 0.5), 0.0).r;\n\tlet g_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_g, 0.5), 0.0).g;\n\tlet b_graded = textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_b, 0.5), 0.0).b;\n\n\tlet graded = vec3<f32>(r_graded, g_graded, b_graded);\n\treturn vec4<f32>(graded * src.a, src.a);\n}\n`;\nconst CURVES_HSL_SHADER = `\nstruct Uniforms {\n\tmode: u32,\n\tpad0: u32,\n\tpad1: u32,\n\tpad2: u32,\n};\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var t_lut : texture_2d<f32>;\n@group(0) @binding(2) var s_lut : sampler;\n\n@group(1) @binding(0) var t_src : texture_2d<f32>;\n@group(1) @binding(1) var s_src : sampler;\n\n${FULLSCREEN_QUAD_WGSL}\n\nfn rgb_to_hsl(rgb: vec3<f32>) -> vec3<f32> {\n\tlet r = rgb.r; let g = rgb.g; let b = rgb.b;\n\tlet cmax = max(r, max(g, b));\n\tlet cmin = min(r, min(g, b));\n\tlet delta = cmax - cmin;\n\n\tvar h = 0.0;\n\tvar s = 0.0;\n\tlet l = (cmax + cmin) * 0.5;\n\n\tif (delta > 1e-5) {\n\t\ts = delta / (1.0 - abs(2.0 * l - 1.0));\n\t\tif (cmax == r) {\n\t\t\th = ((g - b) / delta) % 6.0;\n\t\t} else if (cmax == g) {\n\t\t\th = (b - r) / delta + 2.0;\n\t\t} else {\n\t\t\th = (r - g) / delta + 4.0;\n\t\t}\n\t\th = h / 6.0;\n\t\tif (h < 0.0) { h = h + 1.0; }\n\t}\n\treturn vec3<f32>(h, s, l);\n}\n\nfn hsl_to_rgb(hsl: vec3<f32>) -> vec3<f32> {\n\tlet h = hsl.x; let s = hsl.y; let l = hsl.z;\n\tlet c = (1.0 - abs(2.0 * l - 1.0)) * s;\n\tlet x = c * (1.0 - abs((h * 6.0) % 2.0 - 1.0));\n\tlet m = l - c * 0.5;\n\n\tvar rgb = vec3<f32>(0.0);\n\tlet hi = u32(h * 6.0) % 6u;\n\tif (hi == 0u) { rgb = vec3<f32>(c, x, 0.0); }\n\telse if (hi == 1u) { rgb = vec3<f32>(x, c, 0.0); }\n\telse if (hi == 2u) { rgb = vec3<f32>(0.0, c, x); }\n\telse if (hi == 3u) { rgb = vec3<f32>(0.0, x, c); }\n\telse if (hi == 4u) { rgb = vec3<f32>(x, 0.0, c); }\n\telse { rgb = vec3<f32>(c, 0.0, x); }\n\treturn rgb + vec3<f32>(m);\n}\n\nfn lut_sample(x: f32) -> f32 {\n\tlet N = f32(${LUT_SIZE});\n\tlet uv_x = (x * (N - 1.0) + 0.5) / N;\n\treturn textureSampleLevel(t_lut, s_lut, vec2<f32>(uv_x, 0.5), 0.0).r;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tlet src = textureSampleLevel(t_src, s_src, in.uv, 0.0);\n\tif (src.a < 1e-5) { return src; }\n\n\tlet rgb = src.rgb / src.a;\n\tlet hsl = rgb_to_hsl(rgb);\n\n\tvar out_hsl = hsl;\n\n\tif (u.mode == 0u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.x = fract(hsl.x + (adj - 0.5) * 2.0);\n\t} else if (u.mode == 1u) {\n\t\tlet adj = lut_sample(hsl.x);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else if (u.mode == 2u) {\n\t\tlet adj = lut_sample(hsl.z);\n\t\tout_hsl.y = clamp(hsl.y * (adj * 2.0), 0.0, 1.0);\n\t} else {\n\t\tlet adj = lut_sample(hsl.y);\n\t\tout_hsl.y = clamp(adj, 0.0, 1.0);\n\t}\n\n\tlet out_rgb = clamp(hsl_to_rgb(out_hsl), vec3<f32>(0.0), vec3<f32>(1.0));\n\treturn vec4<f32>(out_rgb * src.a, src.a);\n}\n`;\nconst rgbResourceCache = /* @__PURE__ */ new WeakMap();\nconst hslResourceCache = /* @__PURE__ */ new WeakMap();\nfunction getRgbResources(device, format) {\n\tlet res = rgbResourceCache.get(device);\n\tif (!res) {\n\t\tconst lutBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesRgbPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-rgb.wgsl\",\n\t\t\t\t\tcode: CURVES_RGB_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [lutBGL, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tlutBindGroupLayout: lutBGL,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\trgbResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getHslResources(device, format) {\n\tlet res = hslResourceCache.get(device);\n\tif (!res) {\n\t\tconst uniformLayout = fragmentBindGroupLayout(device, [\n\t\t\t\"uniform\",\n\t\t\t\"texture\",\n\t\t\t\"sampler\"\n\t\t]);\n\t\tconst srcBGL = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tpipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"CurvesHslPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"curves-hsl.wgsl\",\n\t\t\t\t\tcode: CURVES_HSL_SHADER\n\t\t\t\t}),\n\t\t\t\tlayouts: [uniformLayout, srcBGL],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tuniformLayout,\n\t\t\tsrcBindGroupLayout: srcBGL\n\t\t};\n\t\thslResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nconst LUT_CACHE_LIMIT = 32;\nconst deviceTextureCache = /* @__PURE__ */ new WeakMap();\nfunction getLut(device, configKey, build) {\n\tlet cache = deviceTextureCache.get(device);\n\tif (!cache) {\n\t\tcache = /* @__PURE__ */ new Map();\n\t\tdeviceTextureCache.set(device, cache);\n\t}\n\tconst hit = cache.get(configKey);\n\tif (hit) {\n\t\tcache.delete(configKey);\n\t\tcache.set(configKey, hit);\n\t\treturn hit;\n\t}\n\tconst texture = build();\n\tcache.set(configKey, texture);\n\tif (cache.size > LUT_CACHE_LIMIT) {\n\t\tconst [oldestKey, oldest] = cache.entries().next().value;\n\t\tcache.delete(oldestKey);\n\t\toldest.destroy();\n\t}\n\treturn texture;\n}\nfunction buildRgbLut(device, op) {\n\tconst masterSpline = solveMonotonicSpline(op.master || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst redSpline = solveMonotonicSpline(op.red || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst greenSpline = solveMonotonicSpline(op.green || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst blueSpline = solveMonotonicSpline(op.blue || [{\n\t\tx: 0,\n\t\ty: 0\n\t}, {\n\t\tx: 1,\n\t\ty: 1\n\t}]);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst masterVal = masterSpline(i / (LUT_SIZE - 1));\n\t\tconst r = Math.max(0, Math.min(1, redSpline(masterVal)));\n\t\tconst g = Math.max(0, Math.min(1, greenSpline(masterVal)));\n\t\tconst b = Math.max(0, Math.min(1, blueSpline(masterVal)));\n\t\tlutData[i * 4 + 0] = Math.round(r * 255);\n\t\tlutData[i * 4 + 1] = Math.round(g * 255);\n\t\tlutData[i * 4 + 2] = Math.round(b * 255);\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nfunction buildHslLut(device, points) {\n\tconst spline = solveMonotonicSpline(points);\n\tconst lutData = new Uint8Array(LUT_SIZE * 4);\n\tfor (let i = 0; i < LUT_SIZE; i++) {\n\t\tconst u = i / (LUT_SIZE - 1);\n\t\tconst val = Math.round(Math.max(0, Math.min(1, spline(u))) * 255);\n\t\tlutData[i * 4 + 0] = val;\n\t\tlutData[i * 4 + 1] = val;\n\t\tlutData[i * 4 + 2] = val;\n\t\tlutData[i * 4 + 3] = 255;\n\t}\n\tconst texture = device.createTexture({\n\t\tsize: [\n\t\t\tLUT_SIZE,\n\t\t\t1,\n\t\t\t1\n\t\t],\n\t\tdimension: \"2d\",\n\t\tformat: LUT_FORMAT,\n\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t});\n\tdevice.queue.writeTexture({ texture }, lutData, { bytesPerRow: LUT_BYTES_PER_ROW }, [\n\t\tLUT_SIZE,\n\t\t1,\n\t\t1\n\t]);\n\treturn texture;\n}\nconst HSL_MODE_MAP = {\n\t\"hue-vs-hue\": 0,\n\t\"hue-vs-sat\": 1,\n\t\"lum-vs-sat\": 2,\n\t\"sat-vs-sat\": 3\n};\nconst HSL_CURVE_KEY_MAP = {\n\t\"hue-vs-hue\": \"hueVsHue\",\n\t\"hue-vs-sat\": \"hueVsSat\",\n\t\"lum-vs-sat\": \"lumVsSat\",\n\t\"sat-vs-sat\": \"satVsSat\"\n};\nconst CurvesWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Curves\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst nodeId = op.nodeId || \"curves_fallback\";\n\tconst curveType = op.curveType || \"rgb\";\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\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\tif (curveType === \"rgb\") {\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tmaster: op.master,\n\t\t\tred: op.red,\n\t\t\tgreen: op.green,\n\t\t\tblue: op.blue\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildRgbLut(ctx.device, op));\n\t\tconst { pipeline, lutBindGroupLayout, srcBindGroupLayout } = getRgbResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: lutBindGroupLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: lut.createView()\n\t\t\t}, {\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: sampler\n\t\t\t}]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t} else {\n\t\tconst hslPoints = op[HSL_CURVE_KEY_MAP[curveType]] || [{\n\t\t\tx: 0,\n\t\t\ty: .5\n\t\t}, {\n\t\t\tx: 1,\n\t\t\ty: .5\n\t\t}];\n\t\tconst configKey = JSON.stringify({\n\t\t\tcurveType,\n\t\t\tpoints: hslPoints\n\t\t});\n\t\tconst lut = getLut(ctx.device, configKey, () => buildHslLut(ctx.device, hslPoints));\n\t\tconst uniformData = new Uint32Array([\n\t\t\tHSL_MODE_MAP[curveType] ?? 0,\n\t\t\t0,\n\t\t\t0,\n\t\t\t0\n\t\t]);\n\t\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\t\tconst { pipeline, uniformLayout, srcBindGroupLayout } = getHslResources(ctx.device, ctx.renderer.format);\n\t\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\t\tlayout: uniformLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: lut.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcBindGroupLayout, tmpTex, sampler)]);\n\t}\n\tcomputeHistogramFromEncoder(ctx.device, encoder, outTex, nodeId);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nconst rendererNode = defineRenderer({ WebGPURenderer: CurvesWebGPURenderer });\nvar renderers_default = rendererNode;\n\n//#endregion\nexport { renderers_default as n, solveMonotonicSpline as r, rendererNode as t };\n//# 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import "./chunk-
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import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-Bw35AMwY.mjs";
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//#region ../../nodes/node-kaleidoscope/dist/renderers-D5lECrP_.mjs
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const OP = "Kaleidoscope";
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{"version":3,"file":"renderer-
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{"version":3,"file":"renderer-CKlNHDKI.mjs","names":[],"sources":["../../../nodes/node-kaleidoscope/dist/renderers-D5lECrP_.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 = \"Kaleidoscope\";\nconst UNIFORM_FLOATS = 12;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 3> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : 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 segments = u.v[1].x;\n\tlet rotation = u.v[1].y;\n\tlet centerX = u.v[1].z;\n\tlet centerY = u.v[1].w;\n\tlet zoom = u.v[2].x;\n\n\tlet R = res();\n\tlet aspect = R.x / R.y;\n\tlet center = vec2<f32>(centerX, centerY);\n\tvar p = in.uv - center;\n\tp.x *= aspect;\n\tlet rad = length(p) / zoom;\n\tlet rot = radians(rotation);\n\tlet seg = 6.2831853 / segments;\n\tvar a = atan2(p.y, p.x) - rot;\n\ta = a - seg * floor(a / seg);\n\ta = min(a, seg - a);\n\tvar q = vec2<f32>(cos(a + rot), sin(a + rot)) * rad;\n\tq.x /= aspect;\n\tlet uv = q + center;\n\tlet m = vec2<f32>(1.0) - abs(fract(uv * 0.5) * 2.0 - vec2<f32>(1.0));\n\treturn sampleP(m);\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.segments, 6);\n\tdata[5] = num(raw.rotation, 0);\n\tdata[6] = num(raw.centerX, .5);\n\tdata[7] = num(raw.centerY, .5);\n\tdata[8] = num(raw.zoom, 1);\n}\nconst KaleidoscopeWebGPURenderer = 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: KaleidoscopeWebGPURenderer });\n\n//#endregion\nexport { KaleidoscopeWebGPURenderer as n, renderers_default as t };\n//# sourceMappingURL=renderers-D5lECrP_.mjs.map"],"mappings":";;;;;;AAIA,MAAM,KAAK;AACX,MAAM,iBAAiB;;AAEvB,MAAM,SAAS,CAAC;;;;;EAKd,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuErB;AACF,MAAM,YAAY,WAAW,YAAY;CACxC,QAAQ,wBAAwB,QAAQ;EACvC;EACA;EACA;EACA;EACA,EAAE,GAAG,GAAG,SAAS;CAClB,2BAA2B,IAAI,KAAK;CACpC,SAAS,OAAO,cAAc;EAC7B,WAAW;EACX,WAAW;EACX,cAAc;EACd,cAAc;EACd,CAAC;CACF,EAAE;AACH,SAAS,aAAa,QAAQ,QAAQ;CACrC,MAAM,IAAI,UAAU,OAAO;CAC3B,IAAI,OAAO,EAAE,UAAU,IAAI,OAAO;AAClC,KAAI,CAAC,MAAM;AACV,SAAO,OAAO,KAAK,MAAM,MAAM;GAC9B,MAAM,SAAS,OAAO,mBAAmB;IACxC;IACA,OAAO,GAAG,GAAG,GAAG,EAAE;IAClB,CAAC;AACF,UAAO,OAAO,qBAAqB;IAClC,OAAO,GAAG,GAAG,GAAG;IAChB,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,EAAE,OAAO,EAAE,CAAC;IACrE,QAAQ;KACP;KACA,YAAY;KACZ;IACD,UAAU;KACT;KACA,YAAY;KACZ,SAAS,CAAC,EAAE,QAAQ,CAAC;KACrB;IACD,WAAW,EAAE,UAAU,kBAAkB;IACzC,CAAC;IACD;AACF,IAAE,UAAU,IAAI,QAAQ,KAAK;;AAE9B,QAAO;;AAER,SAAS,IAAI,GAAG,UAAU;CACzB,MAAM,IAAI,OAAO,MAAM,WAAW,IAAI,OAAO,EAAE;AAC/C,QAAO,OAAO,SAAS,EAAE,GAAG,IAAI;;;AAGjC,SAAS,KAAK,KAAK,MAAM,MAAM,OAAO;AACrC,MAAK,KAAK,EAAE;AACZ,MAAK,KAAK;AACV,MAAK,KAAK;AACV,MAAK,KAAK,IAAI,IAAI,UAAU,EAAE;AAC9B,MAAK,KAAK,IAAI,IAAI,UAAU,EAAE;AAC9B,MAAK,KAAK,IAAI,IAAI,SAAS,GAAG;AAC9B,MAAK,KAAK,IAAI,IAAI,SAAS,GAAG;AAC9B,MAAK,KAAK,IAAI,IAAI,MAAM,EAAE;;AAE3B,MAAM,6BAA6B,OAAO,SAAS;CAClD,MAAM,EAAE,KAAK,SAAS,MAAM,eAAe,aAAa,cAAc,UAAU;CAChF,MAAM,KAAK,MAAM,cAAc;AAC/B,KAAI,IAAI,OAAO,GAAI;CACnB,MAAM,QAAQ,MAAM,cAAc,WAAW;AAC7C,KAAI,CAAC,MAAO;AACZ,MAAK,KAAK;CACV,MAAM,MAAM,MAAM,OAAO;CACzB,MAAM,QAAQ,KAAK,MAAM,MAAM,oBAAoB,MAAM,SAAS,EAAE;CACpE,MAAM,MAAM,GAAG,QAAQ,kBAAkB,GAAG,OAAO,gBAAgB;EAClE;EACA;EACA,MAAM,QAAQ;EACd,CAAC,GAAG;CACL,MAAM,OAAO,IAAI,aAAa,eAAe;AAC7C,MAAK,KAAK,MAAM,QAAQ,KAAK,MAAM;CACnC,MAAM,EAAE,SAAS,aAAa,MAAM,mBAAmB,MAAM,MAAM;CACnE,MAAM,SAAS,IAAI;CACnB,MAAM,IAAI,UAAU,OAAO;CAC3B,MAAM,YAAY,aAAa,QAAQ,IAAI,SAAS,OAAO;CAC3D,MAAM,MAAM,IAAI,SAAS,mBAAmB,KAAK;CACjD,IAAI,OAAO;AACX,MAAK,MAAM,YAAY,WAAW;EACjC,MAAM,MAAM,IAAI,SAAS,oBAAoB,aAAa,cAAc;GACvE;GACA;GACA;GACA,GAAG,MAAM,mBAAmB,EAAE;GAC9B,CAAC;AACF,qBAAmB,SAAS,IAAI,YAAY,EAAE,UAAU,CAAC,OAAO,gBAAgB;GAC/E,QAAQ,EAAE;GACV,SAAS;IACR;KACC,SAAS;KACT,UAAU,EAAE,QAAQ,KAAK;KACzB;IACD;KACC,SAAS;KACT,UAAU,SAAS,YAAY;KAC/B;IACD;KACC,SAAS;KACT,UAAU,KAAK,YAAY;KAC3B;IACD;KACC,SAAS;KACT,UAAU,EAAE;KACZ;IACD;GACD,CAAC,CAAC,CAAC;AACJ,SAAO;;AAER,qBAAoB,MAAM,KAAK;;AAKhC,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,4BAA4B,CAAC"}
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{"version":3,"file":"renderer-CYC32bDW.mjs","names":[],"sources":["../../../nodes/node-gooey/dist/renderers-BPHsJJI8.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 = \"Gooey\";\nconst UNIFORM_FLOATS = 8;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [\n\t`struct U { v : array<vec4<f32>, 2> };\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 radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet R = res();\n\tlet rr = max(radius, 0.5);\n\tlet stepPx = max(1.0, rr / 16.0);\n\tlet sigma = rr * 0.5;\n\tvar acc = vec4<f32>(0.0);\n\tvar wsum = 0.0;\n\tfor (var k = -rr; k <= rr; k += stepPx) {\n\t\tlet w = exp(-(k * k) / (2.0 * sigma * sigma));\n\t\tacc += textureSampleLevel(prev, samp, in.uv + vec2<f32>(1.0, 0.0) * k / R, 0.0) * w;\n\t\twsum += w;\n\t}\n\treturn acc / wsum;\n}\n`,\n\t`struct U { v : array<vec4<f32>, 2> };\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 radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet R = res();\n\tlet rr = max(radius, 0.5);\n\tlet stepPx = max(1.0, rr / 16.0);\n\tlet sigma = rr * 0.5;\n\tvar acc = vec4<f32>(0.0);\n\tvar wsum = 0.0;\n\tfor (var k = -rr; k <= rr; k += stepPx) {\n\t\tlet w = exp(-(k * k) / (2.0 * sigma * sigma));\n\t\tacc += textureSampleLevel(prev, samp, in.uv + vec2<f32>(0.0, 1.0) * k / R, 0.0) * w;\n\t\twsum += w;\n\t}\n\treturn acc / wsum;\n}\n`,\n\t`struct U { v : array<vec4<f32>, 2> };\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 radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet b = textureSampleLevel(prev, samp, in.uv, 0.0);\n\tlet a = smoothstep(threshold - softness, threshold + softness, b.a);\n\tif (b.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(b.rgb / b.a * a, a);\n}\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.radius, 12);\n\tdata[5] = num(raw.threshold, .5);\n\tdata[6] = num(raw.softness, .04);\n}\nconst GooeyWebGPURenderer = 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: GooeyWebGPURenderer });\n\n//#endregion\nexport { 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{"version":3,"file":"renderer-CLRrcT_3.mjs","names":[],"sources":["../../../nodes/node-gooey/dist/renderers-BPHsJJI8.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 = \"Gooey\";\nconst UNIFORM_FLOATS = 8;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [\n\t`struct U { v : array<vec4<f32>, 2> };\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 radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet R = res();\n\tlet rr = max(radius, 0.5);\n\tlet stepPx = max(1.0, rr / 16.0);\n\tlet sigma = rr * 0.5;\n\tvar acc = vec4<f32>(0.0);\n\tvar wsum = 0.0;\n\tfor (var k = -rr; k <= rr; k += stepPx) {\n\t\tlet w = exp(-(k * k) / (2.0 * sigma * sigma));\n\t\tacc += textureSampleLevel(prev, samp, in.uv + vec2<f32>(1.0, 0.0) * k / R, 0.0) * w;\n\t\twsum += w;\n\t}\n\treturn acc / wsum;\n}\n`,\n\t`struct U { v : array<vec4<f32>, 2> };\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 radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet R = res();\n\tlet rr = max(radius, 0.5);\n\tlet stepPx = max(1.0, rr / 16.0);\n\tlet sigma = rr * 0.5;\n\tvar acc = vec4<f32>(0.0);\n\tvar wsum = 0.0;\n\tfor (var k = -rr; k <= rr; k += stepPx) {\n\t\tlet w = exp(-(k * k) / (2.0 * sigma * sigma));\n\t\tacc += textureSampleLevel(prev, samp, in.uv + vec2<f32>(0.0, 1.0) * k / R, 0.0) * w;\n\t\twsum += w;\n\t}\n\treturn acc / wsum;\n}\n`,\n\t`struct U { v : array<vec4<f32>, 2> };\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 radius = u.v[1].x;\n\tlet threshold = u.v[1].y;\n\tlet softness = u.v[1].z;\n\n\tlet b = textureSampleLevel(prev, samp, in.uv, 0.0);\n\tlet a = smoothstep(threshold - softness, threshold + softness, b.a);\n\tif (b.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(b.rgb / b.a * a, a);\n}\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.radius, 12);\n\tdata[5] = num(raw.threshold, .5);\n\tdata[6] = num(raw.softness, .04);\n}\nconst GooeyWebGPURenderer = 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: GooeyWebGPURenderer });\n\n//#endregion\nexport { 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{"version":3,"file":"renderer-DpruWmZU.mjs","names":[],"sources":["../../../nodes/node-audio-delay/dist/renderers-DXaKpV2A.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveBoolean, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"delayTime\",\n\t\"feedback\",\n\t\"wet\",\n\t\"dry\"\n];\nconst DELAY_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n delaySec : f32,\n feedback : f32,\n wet : f32,\n dry : f32,\n pingPong : f32,\n bufferLength : f32,\n hasDelayTimeSig : f32,\n hasFeedbackSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> delayTimeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> feedbackSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let bufferLength = u32(u.bufferLength);\n\n var writeIndex = u32(state[0]);\n if (is_nan_or_inf(state[0])) {\n writeIndex = 0u;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effDelaySec = u.delaySec;\n if (u.hasDelayTimeSig > 0.5f) {\n effDelaySec = delayTimeSignal[index];\n }\n effDelaySec = clamp(effDelaySec, 0.001f, 5.0f);\n\n var effFeedback = u.feedback;\n if (u.hasFeedbackSig > 0.5f) {\n effFeedback = feedbackSignal[index];\n }\n effFeedback = clamp(effFeedback, 0.0f, 0.95f);\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) {\n effWet = wetSignal[index];\n }\n effWet = clamp(effWet, 0.0f, 2.0f);\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) {\n effDry = drySignal[index];\n }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n // 2. Safe Dynamic Read Index\n let readOffset = u32(clamp(effDelaySec * u.sampleRate, 1.0f, f32(bufferLength - 1u)));\n let readIndex = (writeIndex + bufferLength - readOffset) % bufferLength;\n\n if (numChannels == 1u || u.pingPong == 0.0f) {\n // Standard Delay\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inputVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inputVal)) {\n inputVal = 0.0f;\n }\n\n let stateOffset = c * bufferLength + 1u;\n var delayedSample = state[stateOffset + readIndex];\n if (is_nan_or_inf(delayedSample)) {\n delayedSample = 0.0f;\n }\n\n var nextStateVal = inputVal + delayedSample * effFeedback;\n if (is_nan_or_inf(nextStateVal)) {\n nextStateVal = 0.0f;\n }\n state[stateOffset + writeIndex] = clamp(nextStateVal, -4.0f, 4.0f);\n\n var outVal = effDry * inputVal + effWet * delayedSample;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n } else {\n // Stereo Ping-Pong Delay\n var sampleL = inputChannels[index];\n if (is_nan_or_inf(sampleL)) { sampleL = 0.0f; }\n\n var sampleR = inputChannels[numSamples + index];\n if (is_nan_or_inf(sampleR)) { sampleR = 0.0f; }\n\n var delayedL = state[1u + readIndex];\n if (is_nan_or_inf(delayedL)) { delayedL = 0.0f; }\n\n var delayedR = state[bufferLength + 1u + readIndex];\n if (is_nan_or_inf(delayedR)) { delayedR = 0.0f; }\n\n // Ping-pong cross-feedback\n var nextL = sampleL + delayedR * effFeedback;\n var nextR = sampleR + delayedL * effFeedback;\n if (is_nan_or_inf(nextL)) { nextL = 0.0f; }\n if (is_nan_or_inf(nextR)) { nextR = 0.0f; }\n\n state[1u + writeIndex] = clamp(nextL, -4.0f, 4.0f);\n state[bufferLength + 1u + writeIndex] = clamp(nextR, -4.0f, 4.0f);\n\n var outL = effDry * sampleL + effWet * delayedL;\n var outR = effDry * sampleR + effWet * delayedR;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n\n writeIndex = (writeIndex + 1u) % bufferLength;\n }\n\n state[0] = f32(writeIndex);\n}\n`;\nconst delayAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Delay.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst delaySec = Math.max(.001, Math.min(resolveNumber(op.delayTime, .25), 5));\n\tconst feedbackInternal = Math.max(0, Math.min(resolveNumber(op.feedback, .4), .95));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst pingPongInternal = resolveBoolean(op.pingPong, false);\n\tconst hasDelayTimeSig = isHandleConnected(op, \"delayTimeHandleId\") ? 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{"version":3,"file":"renderer-CO1PwItH.mjs","names":[],"sources":["../../../nodes/node-audio-delay/dist/renderers-DXaKpV2A.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveBoolean, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"delayTime\",\n\t\"feedback\",\n\t\"wet\",\n\t\"dry\"\n];\nconst DELAY_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n delaySec : f32,\n feedback : f32,\n wet : f32,\n dry : f32,\n pingPong : f32,\n bufferLength : f32,\n hasDelayTimeSig : f32,\n hasFeedbackSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> delayTimeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> feedbackSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let bufferLength = u32(u.bufferLength);\n\n var writeIndex = u32(state[0]);\n if (is_nan_or_inf(state[0])) {\n writeIndex = 0u;\n }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // 1. Dynamic Parameter Modulation & Anti-Explosion Clamping\n var effDelaySec = u.delaySec;\n if (u.hasDelayTimeSig > 0.5f) {\n effDelaySec = delayTimeSignal[index];\n }\n effDelaySec = clamp(effDelaySec, 0.001f, 5.0f);\n\n var effFeedback = u.feedback;\n if (u.hasFeedbackSig > 0.5f) {\n effFeedback = feedbackSignal[index];\n }\n effFeedback = clamp(effFeedback, 0.0f, 0.95f);\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) {\n effWet = wetSignal[index];\n }\n effWet = clamp(effWet, 0.0f, 2.0f);\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) {\n effDry = drySignal[index];\n }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n // 2. Safe Dynamic Read Index\n let readOffset = u32(clamp(effDelaySec * u.sampleRate, 1.0f, f32(bufferLength - 1u)));\n let readIndex = (writeIndex + bufferLength - readOffset) % bufferLength;\n\n if (numChannels == 1u || u.pingPong == 0.0f) {\n // Standard Delay\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let sampleIndex = c * numSamples + index;\n var inputVal = inputChannels[sampleIndex];\n if (is_nan_or_inf(inputVal)) {\n inputVal = 0.0f;\n }\n\n let stateOffset = c * bufferLength + 1u;\n var delayedSample = state[stateOffset + readIndex];\n if (is_nan_or_inf(delayedSample)) {\n delayedSample = 0.0f;\n }\n\n var nextStateVal = inputVal + delayedSample * effFeedback;\n if (is_nan_or_inf(nextStateVal)) {\n nextStateVal = 0.0f;\n }\n state[stateOffset + writeIndex] = clamp(nextStateVal, -4.0f, 4.0f);\n\n var outVal = effDry * inputVal + effWet * delayedSample;\n if (is_nan_or_inf(outVal)) {\n outVal = 0.0f;\n }\n if (outVal > 1.0f) {\n outVal = 1.0f;\n } else if (outVal < -1.0f) {\n outVal = -1.0f;\n } else if (outVal > 0.9f) {\n outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f);\n } else if (outVal < -0.9f) {\n outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = outVal;\n }\n } else {\n // Stereo Ping-Pong Delay\n var sampleL = inputChannels[index];\n if (is_nan_or_inf(sampleL)) { sampleL = 0.0f; }\n\n var sampleR = inputChannels[numSamples + index];\n if (is_nan_or_inf(sampleR)) { sampleR = 0.0f; }\n\n var delayedL = state[1u + readIndex];\n if (is_nan_or_inf(delayedL)) { delayedL = 0.0f; }\n\n var delayedR = state[bufferLength + 1u + readIndex];\n if (is_nan_or_inf(delayedR)) { delayedR = 0.0f; }\n\n // Ping-pong cross-feedback\n var nextL = sampleL + delayedR * effFeedback;\n var nextR = sampleR + delayedL * effFeedback;\n if (is_nan_or_inf(nextL)) { nextL = 0.0f; }\n if (is_nan_or_inf(nextR)) { nextR = 0.0f; }\n\n state[1u + writeIndex] = clamp(nextL, -4.0f, 4.0f);\n state[bufferLength + 1u + writeIndex] = clamp(nextR, -4.0f, 4.0f);\n\n var outL = effDry * sampleL + effWet * delayedL;\n var outR = effDry * sampleR + effWet * delayedR;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n\n writeIndex = (writeIndex + 1u) % bufferLength;\n }\n\n state[0] = f32(writeIndex);\n}\n`;\nconst delayAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Audio Delay.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst delaySec = Math.max(.001, Math.min(resolveNumber(op.delayTime, .25), 5));\n\tconst feedbackInternal = Math.max(0, Math.min(resolveNumber(op.feedback, .4), .95));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst pingPongInternal = resolveBoolean(op.pingPong, false);\n\tconst hasDelayTimeSig = isHandleConnected(op, \"delayTimeHandleId\") ? 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import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-
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import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-Bw35AMwY.mjs";
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//#region ../../nodes/node-posterize/dist/renderers-BFugxgzZ.mjs
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{"version":3,"file":"renderer-pHWEHDnM.mjs","names":[],"sources":["../../../nodes/node-posterize/dist/renderers-BFugxgzZ.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 = \"Posterize\";\nconst UNIFORM_FLOATS = 76;\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>, 19> };\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); 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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); }\nfn paletteColor(i : u32) -> vec3<f32> { return u.v[3u + i].rgb; }\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 levels = u.v[1].x;\n\tlet palette = u32(u.v[1].y + 0.5);\n\tlet dither = u.v[1].z;\n\tlet pixelSize = u.v[1].w;\n\tlet paletteCount = u.v[2].x;\n\n\tlet R = res();\n\tlet ps = max(pixelSize, 1.0);\n\tlet cellp = floor(in.uv * R / ps);\n\tlet c = texelS(cellp * ps + ps * 0.5);\n\tlet t = bayer8(cellp) - 0.5;\n\tvar rgb = c.rgb;\n\tif (paletteCount > 0.5) {\n\t\trgb = clamp(rgb + t * dither * 0.35, vec3<f32>(0.0), vec3<f32>(1.0));\n\t\tvar best = paletteColor(0u);\n\t\tvar bestD = 1e9;\n\t\tfor (var i = 0u; i < u32(paletteCount); i++) {\n\t\t\tlet pc = paletteColor(i);\n\t\t\tlet d = rgb - pc;\n\t\t\tlet dd = dot(d * d, vec3<f32>(0.3, 0.59, 0.11));\n\t\t\tif (dd < bestD) { bestD = dd; best = pc; }\n\t\t}\n\t\trgb = best;\n\t} else {\n\t\tlet n = max(levels - 1.0, 1.0);\n\t\trgb = clamp(floor(rgb * n + 0.5 + t * dither) / n, vec3<f32>(0.0), vec3<f32>(1.0));\n\t}\n\treturn premul(vec4<f32>(rgb, c.a));\n}\n`];\nconst PALETTES = {\n\tgameboy: [\n\t\t\"#0f380f\",\n\t\t\"#306230\",\n\t\t\"#8bac0f\",\n\t\t\"#9bbc0f\"\n\t],\n\tteletext: [\n\t\t\"#000000\",\n\t\t\"#ff0000\",\n\t\t\"#00ff00\",\n\t\t\"#ffff00\",\n\t\t\"#0000ff\",\n\t\t\"#ff00ff\",\n\t\t\"#00ffff\",\n\t\t\"#ffffff\"\n\t],\n\tcga: [\n\t\t\"#000000\",\n\t\t\"#55ffff\",\n\t\t\"#ff55ff\",\n\t\t\"#ffffff\"\n\t],\n\tpico8: [\n\t\t\"#000000\",\n\t\t\"#1d2b53\",\n\t\t\"#7e2553\",\n\t\t\"#008751\",\n\t\t\"#ab5236\",\n\t\t\"#5f574f\",\n\t\t\"#c2c3c7\",\n\t\t\"#fff1e8\",\n\t\t\"#ff004d\",\n\t\t\"#ffa300\",\n\t\t\"#ffec27\",\n\t\t\"#00e436\",\n\t\t\"#29adff\",\n\t\t\"#83769c\",\n\t\t\"#ff77a8\",\n\t\t\"#ffccaa\"\n\t],\n\tc64: [\n\t\t\"#000000\",\n\t\t\"#ffffff\",\n\t\t\"#880000\",\n\t\t\"#aaffee\",\n\t\t\"#cc44cc\",\n\t\t\"#00cc55\",\n\t\t\"#0000aa\",\n\t\t\"#eeee77\",\n\t\t\"#dd8855\",\n\t\t\"#664400\",\n\t\t\"#ff7777\",\n\t\t\"#333333\",\n\t\t\"#777777\",\n\t\t\"#aaff66\",\n\t\t\"#0088ff\",\n\t\t\"#bbbbbb\"\n\t],\n\tgrayscale: [\n\t\t\"#000000\",\n\t\t\"#555555\",\n\t\t\"#aaaaaa\",\n\t\t\"#ffffff\"\n\t],\n\tsepia: [\n\t\t\"#2b1d0e\",\n\t\t\"#6b4a2b\",\n\t\t\"#b08a5a\",\n\t\t\"#efe0c0\"\n\t]\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.levels, 6);\n\tdata[5] = Math.max(0, [\n\t\t\"none\",\n\t\t\"gameboy\",\n\t\t\"teletext\",\n\t\t\"cga\",\n\t\t\"pico8\",\n\t\t\"c64\",\n\t\t\"grayscale\",\n\t\t\"sepia\",\n\t\t\"custom\"\n\t].indexOf(String(raw.palette ?? \"none\")));\n\tdata[6] = num(raw.dither, 0);\n\tdata[7] = num(raw.pixelSize, 1);\n\tconst paletteName = String(raw.palette ?? \"none\");\n\tconst palette = paletteName === \"custom\" ? raw.colors ?? [] : PALETTES[paletteName] ?? 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{"version":3,"file":"renderer-CTSvHf6g.mjs","names":[],"sources":["../../../nodes/node-posterize/dist/renderers-BFugxgzZ.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 = \"Posterize\";\nconst UNIFORM_FLOATS = 76;\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>, 19> };\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); }\nfn paletteColor(i : u32) -> vec3<f32> { return u.v[3u + i].rgb; }\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 levels = u.v[1].x;\n\tlet palette = u32(u.v[1].y + 0.5);\n\tlet dither = u.v[1].z;\n\tlet pixelSize = u.v[1].w;\n\tlet paletteCount = u.v[2].x;\n\n\tlet R = res();\n\tlet ps = max(pixelSize, 1.0);\n\tlet cellp = floor(in.uv * R / ps);\n\tlet c = texelS(cellp * ps + ps * 0.5);\n\tlet t = bayer8(cellp) - 0.5;\n\tvar rgb = c.rgb;\n\tif (paletteCount > 0.5) {\n\t\trgb = clamp(rgb + t * dither * 0.35, vec3<f32>(0.0), vec3<f32>(1.0));\n\t\tvar best = paletteColor(0u);\n\t\tvar bestD = 1e9;\n\t\tfor (var i = 0u; i < u32(paletteCount); i++) {\n\t\t\tlet pc = paletteColor(i);\n\t\t\tlet d = rgb - pc;\n\t\t\tlet dd = dot(d * d, vec3<f32>(0.3, 0.59, 0.11));\n\t\t\tif (dd < bestD) { bestD = dd; best = pc; }\n\t\t}\n\t\trgb = best;\n\t} else {\n\t\tlet n = max(levels - 1.0, 1.0);\n\t\trgb = clamp(floor(rgb * n + 0.5 + t * dither) / n, vec3<f32>(0.0), vec3<f32>(1.0));\n\t}\n\treturn premul(vec4<f32>(rgb, c.a));\n}\n`];\nconst PALETTES = {\n\tgameboy: [\n\t\t\"#0f380f\",\n\t\t\"#306230\",\n\t\t\"#8bac0f\",\n\t\t\"#9bbc0f\"\n\t],\n\tteletext: [\n\t\t\"#000000\",\n\t\t\"#ff0000\",\n\t\t\"#00ff00\",\n\t\t\"#ffff00\",\n\t\t\"#0000ff\",\n\t\t\"#ff00ff\",\n\t\t\"#00ffff\",\n\t\t\"#ffffff\"\n\t],\n\tcga: [\n\t\t\"#000000\",\n\t\t\"#55ffff\",\n\t\t\"#ff55ff\",\n\t\t\"#ffffff\"\n\t],\n\tpico8: [\n\t\t\"#000000\",\n\t\t\"#1d2b53\",\n\t\t\"#7e2553\",\n\t\t\"#008751\",\n\t\t\"#ab5236\",\n\t\t\"#5f574f\",\n\t\t\"#c2c3c7\",\n\t\t\"#fff1e8\",\n\t\t\"#ff004d\",\n\t\t\"#ffa300\",\n\t\t\"#ffec27\",\n\t\t\"#00e436\",\n\t\t\"#29adff\",\n\t\t\"#83769c\",\n\t\t\"#ff77a8\",\n\t\t\"#ffccaa\"\n\t],\n\tc64: [\n\t\t\"#000000\",\n\t\t\"#ffffff\",\n\t\t\"#880000\",\n\t\t\"#aaffee\",\n\t\t\"#cc44cc\",\n\t\t\"#00cc55\",\n\t\t\"#0000aa\",\n\t\t\"#eeee77\",\n\t\t\"#dd8855\",\n\t\t\"#664400\",\n\t\t\"#ff7777\",\n\t\t\"#333333\",\n\t\t\"#777777\",\n\t\t\"#aaff66\",\n\t\t\"#0088ff\",\n\t\t\"#bbbbbb\"\n\t],\n\tgrayscale: [\n\t\t\"#000000\",\n\t\t\"#555555\",\n\t\t\"#aaaaaa\",\n\t\t\"#ffffff\"\n\t],\n\tsepia: [\n\t\t\"#2b1d0e\",\n\t\t\"#6b4a2b\",\n\t\t\"#b08a5a\",\n\t\t\"#efe0c0\"\n\t]\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.levels, 6);\n\tdata[5] = Math.max(0, [\n\t\t\"none\",\n\t\t\"gameboy\",\n\t\t\"teletext\",\n\t\t\"cga\",\n\t\t\"pico8\",\n\t\t\"c64\",\n\t\t\"grayscale\",\n\t\t\"sepia\",\n\t\t\"custom\"\n\t].indexOf(String(raw.palette ?? \"none\")));\n\tdata[6] = num(raw.dither, 0);\n\tdata[7] = num(raw.pixelSize, 1);\n\tconst paletteName = String(raw.palette ?? \"none\");\n\tconst palette = paletteName === \"custom\" ? raw.colors ?? [] : PALETTES[paletteName] ?? [];\n\tdata[8] = Math.min(palette.length, 16);\n\tpalette.slice(0, 16).forEach((c, i) => {\n\t\tdata.set(hexToRgba(c), 12 + i * 4);\n\t});\n}\nconst PosterizeWebGPURenderer = 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 = 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{"version":3,"file":"renderer-hSCfnvaK.mjs","names":[],"sources":["../../../nodes/node-contour/dist/renderers-CJmaeupk.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 = \"Contour\";\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 levels = u.v[1].x;\n\tlet lineWidth = u.v[1].y;\n\tlet lineColor = u.v[2];\n\tlet fill = u32(u.v[1].z + 0.5);\n\tlet fillColor = u.v[3];\n\tlet smoothing = u.v[1].w;\n\n\tlet R = res();\n\tlet s = smoothing / R;\n\tvar lsum = 0.0;\n\tfor (var j = -1; j <= 1; j++) {\n\t\tfor (var i = -1; i <= 1; i++) {\n\t\t\tlsum += luma(sampleS(in.uv + vec2<f32>(f32(i), f32(j)) * s).rgb);\n\t\t}\n\t}\n\tlet h = lsum / 9.0 * levels;\n\tlet w = max(fwidth(h), 1e-4);\n\tlet d = abs(fract(h - 0.5) - 0.5) / w;\n\tlet line = 1.0 - smoothstep(lineWidth * 0.5, lineWidth * 0.5 + 1.0, d);\n\tlet c = sampleS(in.uv);\n\tvar base = vec4<f32>(c.rgb, c.a);\n\tif (fill == 1u) { base = vec4<f32>(fillColor.rgb, 1.0); }\n\tif (fill == 2u) { base = vec4<f32>(lineColor.rgb, 0.0); }\n\tlet rgb = mix(base.rgb, lineColor.rgb, line);\n\treturn premul(vec4<f32>(rgb, max(base.a, line * select(1.0, c.a, fill == 0u))));\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.levels, 14);\n\tdata[5] = num(raw.lineWidth, 1.2);\n\tdata.set(hexToRgba(String(raw.lineColor ?? \"#2b1d0e\")), 8);\n\tdata[6] = Math.max(0, [\n\t\t\"source\",\n\t\t\"flat\",\n\t\t\"none\"\n\t].indexOf(String(raw.fill ?? \"source\")));\n\tdata.set(hexToRgba(String(raw.fillColor ?? \"#f3ead8\")), 12);\n\tdata[7] = num(raw.smoothing, 2);\n}\nconst ContourWebGPURenderer = 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 ?? 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{"version":3,"file":"renderer-CWmlfdLb.mjs","names":[],"sources":["../../../nodes/node-contour/dist/renderers-CJmaeupk.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 = \"Contour\";\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 levels = u.v[1].x;\n\tlet lineWidth = u.v[1].y;\n\tlet lineColor = u.v[2];\n\tlet fill = u32(u.v[1].z + 0.5);\n\tlet fillColor = u.v[3];\n\tlet smoothing = u.v[1].w;\n\n\tlet R = res();\n\tlet s = smoothing / R;\n\tvar lsum = 0.0;\n\tfor (var j = -1; j <= 1; j++) {\n\t\tfor (var i = -1; i <= 1; i++) {\n\t\t\tlsum += luma(sampleS(in.uv + vec2<f32>(f32(i), f32(j)) * s).rgb);\n\t\t}\n\t}\n\tlet h = lsum / 9.0 * levels;\n\tlet w = max(fwidth(h), 1e-4);\n\tlet d = abs(fract(h - 0.5) - 0.5) / w;\n\tlet line = 1.0 - smoothstep(lineWidth * 0.5, lineWidth * 0.5 + 1.0, d);\n\tlet c = sampleS(in.uv);\n\tvar base = vec4<f32>(c.rgb, c.a);\n\tif (fill == 1u) { base = vec4<f32>(fillColor.rgb, 1.0); }\n\tif (fill == 2u) { base = vec4<f32>(lineColor.rgb, 0.0); }\n\tlet rgb = mix(base.rgb, lineColor.rgb, line);\n\treturn premul(vec4<f32>(rgb, max(base.a, line * select(1.0, c.a, fill == 0u))));\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.levels, 14);\n\tdata[5] = num(raw.lineWidth, 1.2);\n\tdata.set(hexToRgba(String(raw.lineColor ?? \"#2b1d0e\")), 8);\n\tdata[6] = Math.max(0, [\n\t\t\"source\",\n\t\t\"flat\",\n\t\t\"none\"\n\t].indexOf(String(raw.fill ?? \"source\")));\n\tdata.set(hexToRgba(String(raw.fillColor ?? \"#f3ead8\")), 12);\n\tdata[7] = num(raw.smoothing, 2);\n}\nconst ContourWebGPURenderer = 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 ?? 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//#region ../../nodes/node-audio-noise-gate/dist/renderers-AuTJmGew.mjs
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//# sourceMappingURL=renderer-CanNjQuL.mjs.map
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