framefields 2.9.3 → 2.11.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +9 -2
- package/dist/audio/index.d.mts +5 -5
- package/dist/audio/index.mjs +13 -13
- package/dist/{audio-B6RmYOPe.mjs → audio-BuCVk1IQ.mjs} +32 -6
- package/dist/audio-BuCVk1IQ.mjs.map +1 -0
- package/dist/audio-CYZkDwae.d.mts +62 -0
- package/dist/audio-CYZkDwae.d.mts.map +1 -0
- package/dist/{audio-BlDbnteH.mjs → audio-KHBadECb.mjs} +1 -1
- package/dist/{audio-BlDbnteH.mjs.map → audio-KHBadECb.mjs.map} +1 -1
- package/dist/{check-result-Bj7g62ka.mjs → check-result-Culfu7Nx.mjs} +1 -1
- package/dist/{check-result-Bj7g62ka.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 -14
- package/dist/components/index.mjs +47 -47
- package/dist/{dist-Cn8bDsQF.mjs → dist-BIE8fvlv.mjs} +1 -1
- package/dist/{dist-Cn8bDsQF.mjs.map → dist-BIE8fvlv.mjs.map} +1 -1
- package/dist/{dist-ByxHoMQI.mjs → dist-Bf2_efYP.mjs} +1 -1
- package/dist/{dist-ByxHoMQI.mjs.map → dist-Bf2_efYP.mjs.map} +1 -1
- package/dist/{dist-BlulwErl.mjs → dist-CNGv-JTX.mjs} +1 -1
- package/dist/{dist-D12-a3-x.mjs → dist-CWLLnigL.mjs} +375 -15
- package/dist/dist-CWLLnigL.mjs.map +1 -0
- package/dist/{dist-DL1GwJvs.mjs → dist-CySGkG54.mjs} +2 -2
- package/dist/{dist-DL1GwJvs.mjs.map → dist-CySGkG54.mjs.map} +1 -1
- package/dist/{dist-Dq5TkNDI.mjs → dist-Dg9LMWoX.mjs} +2 -2
- package/dist/{dist-Dq5TkNDI.mjs.map → dist-Dg9LMWoX.mjs.map} +1 -1
- package/dist/{dist-DEUU6sNe.mjs → dist-EQX3TUUl.mjs} +4 -4
- package/dist/{dist-DEUU6sNe.mjs.map → dist-EQX3TUUl.mjs.map} +1 -1
- package/dist/effects/index.d.mts +6 -6
- package/dist/effects/index.mjs +36 -36
- package/dist/{effects-CViUoQSV.mjs → effects-DKLbLXF7.mjs} +3 -3
- package/dist/{effects-CViUoQSV.mjs.map → effects-DKLbLXF7.mjs.map} +1 -1
- package/dist/fonts/index.d.mts +1 -1
- package/dist/fonts/index.mjs +3 -3
- package/dist/{fonts-B0U2KO5I.mjs → fonts-gPbGbShD.mjs} +2 -2
- package/dist/{fonts-B0U2KO5I.mjs.map → fonts-gPbGbShD.mjs.map} +1 -1
- package/dist/{gpu-zFNrvhV9.mjs → gpu-CpkJJLQP.mjs} +2 -2
- package/dist/{gpu-zFNrvhV9.mjs.map → gpu-CpkJJLQP.mjs.map} +1 -1
- package/dist/{index-BuYtrhzL.d.mts → index-BW0Q1ygn.d.mts} +1 -1
- package/dist/{index-BuYtrhzL.d.mts.map → index-BW0Q1ygn.d.mts.map} +1 -1
- package/dist/{index-f4IF1vRH.d.mts → index-Bly-7YM1.d.mts} +3 -3
- package/dist/{index-f4IF1vRH.d.mts.map → index-Bly-7YM1.d.mts.map} +1 -1
- package/dist/{index-Bzo1uj8h.d.mts → index-BuiZzc6i.d.mts} +23 -3
- package/dist/index-BuiZzc6i.d.mts.map +1 -0
- package/dist/{index-DBhswLMO.d.mts → index-C8YwZ6k1.d.mts} +2 -2
- package/dist/{index-DBhswLMO.d.mts.map → index-C8YwZ6k1.d.mts.map} +1 -1
- package/dist/{index-svAgwTY_.d.mts → index-CEU_Zsb9.d.mts} +2 -2
- package/dist/{index-svAgwTY_.d.mts.map → index-CEU_Zsb9.d.mts.map} +1 -1
- package/dist/{index-9_4X2ro1.d.mts → index-COYNQ_mf.d.mts} +1 -1
- package/dist/{index-9_4X2ro1.d.mts.map → index-COYNQ_mf.d.mts.map} +1 -1
- package/dist/{index-CgGM31I9.d.mts → index-CdCrae-I.d.mts} +2 -2
- package/dist/{index-CgGM31I9.d.mts.map → index-CdCrae-I.d.mts.map} +1 -1
- package/dist/{index-B9Lm1x8i.d.mts → index-Cro-818i.d.mts} +297 -283
- package/dist/index-Cro-818i.d.mts.map +1 -0
- package/dist/{index-w28KUM9A.d.mts → index-D2i9J9Zq.d.mts} +3 -3
- package/dist/{index-w28KUM9A.d.mts.map → index-D2i9J9Zq.d.mts.map} +1 -1
- package/dist/{index-V0ZQ4JN6.d.mts → index-gOVtTm-P.d.mts} +125 -3
- package/dist/index-gOVtTm-P.d.mts.map +1 -0
- package/dist/{index-C6GcuYVA.d.mts → index-jSDEM-uE.d.mts} +5 -5
- package/dist/{index-C6GcuYVA.d.mts.map → index-jSDEM-uE.d.mts.map} +1 -1
- package/dist/index.d.mts +16 -16
- package/dist/index.mjs +59 -59
- package/dist/preview/index.d.mts +4 -4
- package/dist/preview/index.mjs +12 -12
- package/dist/{preview-ZKJ_zTmd.mjs → preview-BToKUTtZ.mjs} +3 -3
- package/dist/{preview-ZKJ_zTmd.mjs.map → preview-BToKUTtZ.mjs.map} +1 -1
- package/dist/preview-engine/audio.mjs +1 -1
- package/dist/preview-engine/{chunk-VN36PRVD.mjs → chunk-26XWIHW3.mjs} +1 -1
- package/dist/preview-engine/{chunk-BVDWS3D2.mjs → chunk-4AGQN53P.mjs} +1 -1
- package/dist/preview-engine/{chunk-IB6GZJOL.mjs → chunk-54Q5CKSV.mjs} +1 -1
- package/dist/preview-engine/{chunk-Y5K5LVOR.mjs → chunk-5KSBS3AL.mjs} +1 -1
- package/dist/preview-engine/{chunk-ZJ5SWTCW.mjs → chunk-65NANVQL.mjs} +1 -1
- package/dist/preview-engine/{chunk-34RJ7GAS.mjs → chunk-6LTINEA4.mjs} +1 -1
- package/dist/preview-engine/{chunk-SPJPM43P.mjs → chunk-7GMHSTRP.mjs} +1 -1
- package/dist/preview-engine/{chunk-BEYA25UZ.mjs → chunk-ACBBBOUM.mjs} +1 -1
- package/dist/preview-engine/{chunk-7U34VKNO.mjs → chunk-BRV7TQDV.mjs} +1 -1
- package/dist/preview-engine/{chunk-KHJZMTOS.mjs → chunk-CCORQLMR.mjs} +1 -1
- package/dist/preview-engine/{chunk-5AWAOMBR.mjs → chunk-CIVEZJYF.mjs} +1 -1
- package/dist/preview-engine/{chunk-FKG27DVO.mjs → chunk-CIVJXFWH.mjs} +1 -1
- package/dist/preview-engine/{chunk-JIPMF42Z.mjs → chunk-D6LM7DTJ.mjs} +2 -2
- package/dist/preview-engine/{chunk-GA4HNR44.mjs → chunk-DNNGWS2C.mjs} +1 -1
- package/dist/preview-engine/{chunk-ZY47XIRK.mjs → chunk-EAWJXW4J.mjs} +1 -1
- package/dist/preview-engine/{chunk-6R3UJBL5.mjs → chunk-EPRINA4V.mjs} +1 -1
- package/dist/preview-engine/{chunk-GRJJVSOV.mjs → chunk-EXEO245X.mjs} +1 -1
- package/dist/preview-engine/{chunk-DVZITDQS.mjs → chunk-FQL4IJZN.mjs} +1 -1
- package/dist/preview-engine/{chunk-QCSVT73T.mjs → chunk-GHTG5XV6.mjs} +1 -1
- package/dist/preview-engine/{chunk-VVY4PG5E.mjs → chunk-GXFYRMJZ.mjs} +25 -25
- package/dist/preview-engine/{chunk-AHQCDTD6.mjs → chunk-IBPYV6HF.mjs} +1 -1
- package/dist/preview-engine/{chunk-PM2W4VLT.mjs → chunk-IKVJ4MW5.mjs} +1 -1
- package/dist/preview-engine/{chunk-GZWA5QJS.mjs → chunk-JDB7PMRI.mjs} +1 -1
- package/dist/preview-engine/{chunk-CC4NNNIY.mjs → chunk-KVOFO273.mjs} +1 -1
- package/dist/preview-engine/{chunk-RJIAES3X.mjs → chunk-LFNCWMKS.mjs} +1 -1
- package/dist/preview-engine/{chunk-FTCEG3SF.mjs → chunk-LMXMBX4J.mjs} +1 -1
- package/dist/preview-engine/{chunk-MIEH74UH.mjs → chunk-M4QANUJI.mjs} +1 -1
- package/dist/preview-engine/{chunk-VVE2QHVG.mjs → chunk-NOKPBMIP.mjs} +1 -1
- package/dist/preview-engine/{chunk-P5FKRQFU.mjs → chunk-O63FLYWC.mjs} +1 -1
- package/dist/preview-engine/chunk-OELPPLML.mjs +107 -0
- package/dist/preview-engine/{chunk-GIICZZQI.mjs → chunk-OLB4TQLQ.mjs} +1 -1
- package/dist/preview-engine/{chunk-CN2VLYLB.mjs → chunk-PKNUTHPI.mjs} +1 -1
- package/dist/preview-engine/{chunk-2B722GXM.mjs → chunk-QF4JWVO3.mjs} +1 -1
- package/dist/preview-engine/{chunk-EJJITH6U.mjs → chunk-RDWLLITE.mjs} +1 -1
- package/dist/preview-engine/{chunk-K3C6GUQD.mjs → chunk-SE2C623Z.mjs} +1 -1
- package/dist/preview-engine/{chunk-34DL53D5.mjs → chunk-TEWRQKX3.mjs} +1 -1
- package/dist/preview-engine/{chunk-H7BSN7V7.mjs → chunk-UGB6JKVS.mjs} +1 -1
- package/dist/preview-engine/{chunk-BJV2LBII.mjs → chunk-UI3VH33L.mjs} +1 -1
- package/dist/preview-engine/{chunk-UXYM2G6J.mjs → chunk-UMJ3VGKN.mjs} +1 -1
- package/dist/preview-engine/{chunk-2DWY7UBV.mjs → chunk-VFQH5KVS.mjs} +1 -1
- package/dist/preview-engine/{chunk-73CNXGAK.mjs → chunk-VQA4DYZU.mjs} +1 -1
- package/dist/preview-engine/{chunk-LVYVXVZO.mjs → chunk-VZLIRYAL.mjs} +1 -1
- package/dist/preview-engine/{chunk-4WYM72ZN.mjs → chunk-WFMUDL55.mjs} +1 -1
- package/dist/preview-engine/{chunk-Q62GPWGD.mjs → chunk-XF6DYP6B.mjs} +11 -11
- package/dist/preview-engine/{chunk-35HMRW4I.mjs → chunk-YHMBGJP6.mjs} +1 -1
- package/dist/preview-engine/{chunk-DMSZXG56.mjs → chunk-YKM7JDQY.mjs} +1 -1
- package/dist/preview-engine/{chunk-SF37HXAH.mjs → chunk-YVZTRH4Y.mjs} +1 -1
- package/dist/preview-engine/{chunk-TNJEZKXM.mjs → chunk-Z24UEN4P.mjs} +1 -1
- package/dist/preview-engine/{chunk-2PYTDN2C.mjs → chunk-ZF2MEFKO.mjs} +1 -1
- package/dist/preview-engine/{chunk-OH5W5EL6.mjs → chunk-ZIXPWP2B.mjs} +1 -1
- package/dist/preview-engine/components.mjs +1 -1
- package/dist/preview-engine/effects.mjs +1 -1
- package/dist/preview-engine/framefields.mjs +1 -1
- package/dist/preview-engine/player.mjs +1 -1
- package/dist/preview-engine/renderers-2NGIILMI.mjs +1 -0
- package/dist/preview-engine/{renderers-5TO2SXFR.mjs → renderers-33FCFHDR.mjs} +1 -1
- package/dist/preview-engine/renderers-466Z77BH.mjs +1 -0
- package/dist/preview-engine/{renderers-PIIEUKFE.mjs → renderers-4IBFDW2S.mjs} +1 -1
- package/dist/preview-engine/renderers-4KRENGZA.mjs +1 -0
- package/dist/preview-engine/renderers-4W52BQEU.mjs +1 -0
- package/dist/preview-engine/{renderers-ZACSHGNZ.mjs → renderers-53EI26GL.mjs} +1 -1
- package/dist/preview-engine/renderers-55PRAS7G.mjs +1 -0
- package/dist/preview-engine/renderers-5LLYINHW.mjs +1 -0
- package/dist/preview-engine/{renderers-A24KZK2Q.mjs → renderers-5XLGCEOA.mjs} +1 -1
- package/dist/preview-engine/renderers-63N3Y2XO.mjs +1 -0
- package/dist/preview-engine/{renderers-V3AQO7AR.mjs → renderers-6LNDAO4B.mjs} +1 -1
- package/dist/preview-engine/renderers-6ROVFDIN.mjs +1 -0
- package/dist/preview-engine/{renderers-CUMVIVHI.mjs → renderers-6YVZUQOH.mjs} +1 -1
- package/dist/preview-engine/renderers-7CAHX35U.mjs +1 -0
- package/dist/preview-engine/renderers-A4RVLPMG.mjs +1 -0
- package/dist/preview-engine/renderers-A53P4J6O.mjs +1 -0
- package/dist/preview-engine/{renderers-WEYAHOBK.mjs → renderers-ACUJMDEK.mjs} +1 -1
- package/dist/preview-engine/renderers-AFJ3373L.mjs +1 -0
- package/dist/preview-engine/renderers-ATFWTA3U.mjs +1 -0
- package/dist/preview-engine/{renderers-TSBV4KPE.mjs → renderers-BOBVXYAA.mjs} +1 -1
- package/dist/preview-engine/renderers-BPYJXHBU.mjs +1 -0
- package/dist/preview-engine/{renderers-NCGH2WWJ.mjs → renderers-C7SI3NIE.mjs} +1 -1
- package/dist/preview-engine/{renderers-FSI5KNGZ.mjs → renderers-CCRZNGVK.mjs} +1 -1
- package/dist/preview-engine/{renderers-NUAI4TO5.mjs → renderers-CYJAVWHT.mjs} +1 -1
- package/dist/preview-engine/renderers-D3ZF7FXT.mjs +1 -0
- package/dist/preview-engine/renderers-D7YN6B4B.mjs +1 -0
- package/dist/preview-engine/renderers-DBLASKF5.mjs +1 -0
- package/dist/preview-engine/renderers-DC5ZYYHM.mjs +1 -0
- package/dist/preview-engine/{renderers-5UZ3YFBD.mjs → renderers-EN7LXJLG.mjs} +1 -1
- package/dist/preview-engine/{renderers-L6YDX6GS.mjs → renderers-FY2HOQCS.mjs} +1 -1
- package/dist/preview-engine/{renderers-6Z7DWAPH.mjs → renderers-GQM3KMV3.mjs} +1 -1
- package/dist/preview-engine/{renderers-QA2HKUJJ.mjs → renderers-H6PBHEYU.mjs} +1 -1
- package/dist/preview-engine/{renderers-MD3PRFZL.mjs → renderers-HKLCB4U6.mjs} +1 -1
- package/dist/preview-engine/{renderers-TGJSOKDY.mjs → renderers-HSFQIILN.mjs} +1 -1
- package/dist/preview-engine/{renderers-7C5RA3R5.mjs → renderers-I6QKZ7CH.mjs} +1 -1
- package/dist/preview-engine/renderers-J6ZEXW5L.mjs +1 -0
- package/dist/preview-engine/renderers-JV4MF46Q.mjs +1 -0
- package/dist/preview-engine/{renderers-SEIAUKJF.mjs → renderers-KCGK33Y2.mjs} +1 -1
- package/dist/preview-engine/renderers-KQKH4ZIX.mjs +1 -0
- package/dist/preview-engine/renderers-MEITHN4N.mjs +1 -0
- package/dist/preview-engine/renderers-MN3HSBTJ.mjs +1 -0
- package/dist/preview-engine/renderers-NTG3QGNH.mjs +1 -0
- package/dist/preview-engine/{renderers-KC6ZSKCW.mjs → renderers-OGOW3NA4.mjs} +1 -1
- package/dist/preview-engine/renderers-OU4SFMB2.mjs +1 -0
- package/dist/preview-engine/{renderers-ENMY4DKF.mjs → renderers-P2HORBZ6.mjs} +1 -1
- package/dist/preview-engine/renderers-P6TIBJIG.mjs +1 -0
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- package/dist/preview-engine/renderers-RJJAJZYN.mjs +1 -0
- package/dist/preview-engine/renderers-UEQ733VK.mjs +1 -0
- package/dist/preview-engine/{renderers-T74CQCEN.mjs → renderers-UG2C3C7T.mjs} +1 -1
- package/dist/preview-engine/renderers-ULO2AW2U.mjs +1 -0
- package/dist/preview-engine/renderers-UPVHGHCK.mjs +1 -0
- package/dist/preview-engine/renderers-UZHSNNIM.mjs +1 -0
- package/dist/preview-engine/renderers-V5KWZL2C.mjs +1 -0
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- package/dist/preview-engine/{renderers-7XHO6M3B.mjs → renderers-WL372W36.mjs} +1 -1
- package/dist/preview-engine/{renderers-U4M7ZCV4.mjs → renderers-WSABL3QO.mjs} +1 -1
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- package/dist/preview-engine/renderers-YMXKYOHQ.mjs +1 -0
- package/dist/preview-engine/renderers-YWDAZ2NZ.mjs +1 -0
- package/dist/preview-engine/signals.mjs +1 -1
- package/dist/{program-xjIwjKb6.mjs → program-Bc860ko5.mjs} +4 -4
- package/dist/{program-xjIwjKb6.mjs.map → program-Bc860ko5.mjs.map} +1 -1
- package/dist/registry/focus-zoom.json +9 -2
- package/dist/renderer/index.d.mts +4 -4
- package/dist/renderer/index.mjs +4 -4
- package/dist/renderer--Ymc_4XJ.mjs +5 -0
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{"version":3,"file":"renderer-CWLF6cAz.mjs","names":[],"sources":["../../../nodes/node-vision/dist/renderers-Ao0SpHQm.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { CLIP_SUBJECT, PoseSkeletonRenderer, TemporalObjectTracker, VisionRunner, maskBounds, matchPoseToTracks, mergeSubjectMask, readTexturePixels, setVisionDevice } from \"@framefields/vision\";\n\n//#region src/renderers/frame-cache.ts\nlet scratchValues = new Uint8Array(0);\nlet scratchLengths = new Uint32Array(0);\nfunction encodeMask(mask, width, height) {\n\tif (scratchValues.length < mask.length) {\n\t\tscratchValues = new Uint8Array(mask.length);\n\t\tscratchLengths = new Uint32Array(mask.length);\n\t}\n\tconst values = scratchValues;\n\tconst lengths = scratchLengths;\n\tlet runs = 0;\n\tlet start = 0;\n\tfor (let i = 1; i <= mask.length; i++) if (i === mask.length || mask[i] !== mask[start]) {\n\t\tvalues[runs] = mask[start];\n\t\tlengths[runs] = i - start;\n\t\truns++;\n\t\tstart = i;\n\t}\n\treturn {\n\t\twidth,\n\t\theight,\n\t\tvalues: values.slice(0, runs),\n\t\tlengths: lengths.slice(0, runs)\n\t};\n}\nfunction decodeMask(rle) {\n\tconst out = new Uint8Array(rle.width * rle.height);\n\tlet at = 0;\n\tfor (let r = 0; r < rle.values.length; r++) {\n\t\tconst end = at + rle.lengths[r];\n\t\tif (rle.values[r] !== 0) out.fill(rle.values[r], at, end);\n\t\tat = end;\n\t}\n\treturn out;\n}\nfunction rleBytes(rle) {\n\treturn rle.values.byteLength + rle.lengths.byteLength;\n}\nfunction toCachedMask(mask) {\n\tconst { mask: data, ...rest } = mask;\n\treturn {\n\t\t...rest,\n\t\trle: encodeMask(data, mask.width, mask.height)\n\t};\n}\nfunction fromCachedMask(mask) {\n\tconst { rle, ...rest } = mask;\n\treturn {\n\t\t...rest,\n\t\tmask: decodeMask(rle)\n\t};\n}\nfunction resultBytes(result) {\n\tlet bytes = 512 + result.detections.length * 128 + result.objects.length * 256;\n\tfor (const m of result.masks ?? []) bytes += rleBytes(m.rle);\n\tif (result.subject) bytes += rleBytes(result.subject.mask.rle);\n\treturn bytes;\n}\n/** Results by source (node + inference settings) and frame, least recently used out first. */\nvar VisionFrameCache = class {\n\tentries = /* @__PURE__ */ new Map();\n\tbytes = 0;\n\tconstructor(maxBytes = 256 * 1024 * 1024) {\n\t\tthis.maxBytes = maxBytes;\n\t}\n\tget(source, frame) {\n\t\tconst key = `${source}#${frame}`;\n\t\tconst hit = this.entries.get(key);\n\t\tif (hit) {\n\t\t\tthis.entries.delete(key);\n\t\t\tthis.entries.set(key, hit);\n\t\t}\n\t\treturn hit;\n\t}\n\tset(source, frame, result) {\n\t\tconst key = `${source}#${frame}`;\n\t\tconst old = this.entries.get(key);\n\t\tif (old) {\n\t\t\tthis.bytes -= resultBytes(old);\n\t\t\tthis.entries.delete(key);\n\t\t}\n\t\tthis.entries.set(key, result);\n\t\tthis.bytes += resultBytes(result);\n\t\tfor (const [k, v] of this.entries) {\n\t\t\tif (this.bytes <= this.maxBytes) break;\n\t\t\tthis.entries.delete(k);\n\t\t\tthis.bytes -= resultBytes(v);\n\t\t}\n\t}\n\tclear() {\n\t\tthis.entries.clear();\n\t\tthis.bytes = 0;\n\t}\n\tget size() {\n\t\treturn this.entries.size;\n\t}\n};\n\n//#endregion\n//#region src/renderers/matte-compositor.ts\n/**\n* GPU composite for the mask-family modes: the picture times the subject mask,\n* in one full-screen pass. Replaces building the RGBA result on the CPU and\n* uploading it; only the 8-bit mask goes to the GPU.\n*\n* - matte: picture × mask (premultiplied, so the background is transparent)\n* - mask: white silhouette (rgb = mask, a = 1)\n* - crop: matte, with the subject's bounding box stretched to the frame\n*/\nconst WGSL = `\nstruct Params {\n\tmode: u32, // 0 matte, 1 mask, 2 crop\n\t_pad: u32,\n\tcropMin: vec2<f32>, // uv of the subject bounds (crop)\n\tcropMax: vec2<f32>,\n\t_pad2: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> params: Params;\n@group(0) @binding(1) var picture: texture_2d<f32>;\n@group(0) @binding(2) var mask: texture_2d<f32>;\n@group(0) @binding(3) var samp: sampler;\n\nstruct VSOut {\n\t@builtin(position) pos: vec4<f32>,\n\t@location(0) uv: vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) i: u32) -> VSOut {\n\tvar p = array<vec2<f32>, 3>(vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));\n\tvar out: VSOut;\n\tout.pos = vec4(p[i], 0.0, 1.0);\n\tout.uv = vec2(p[i].x * 0.5 + 0.5, 0.5 - p[i].y * 0.5);\n\treturn out;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tvar uv = in.uv;\n\tif (params.mode == 2u) {\n\t\tuv = mix(params.cropMin, params.cropMax, uv);\n\t}\n\tlet m = textureSampleLevel(mask, samp, uv, 0.0).r;\n\tif (params.mode == 1u) {\n\t\treturn vec4(m, m, m, 1.0);\n\t}\n\treturn textureSampleLevel(picture, samp, uv, 0.0) * m;\n}\n`;\nvar MatteCompositor = class {\n\tpipeline;\n\tsampler;\n\tuniforms = [];\n\tuniformIndex = 0;\n\t/** One 8-bit mask texture per node, rewritten each frame. */\n\tmasks = /* @__PURE__ */ new Map();\n\tconstructor(device, format) {\n\t\tthis.device = device;\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"vision_matte_composite\",\n\t\t\tcode: WGSL\n\t\t});\n\t\tthis.pipeline = device.createRenderPipeline({\n\t\t\tlabel: \"vision_matte_composite\",\n\t\t\tlayout: \"auto\",\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t});\n\t\tthis.sampler = device.createSampler({\n\t\t\tmagFilter: \"linear\",\n\t\t\tminFilter: \"linear\"\n\t\t});\n\t}\n\t/** Uploads a frame-sized 0..255 mask for `key` and returns its texture. */\n\tuploadMask(key, mask, width, height) {\n\t\tlet tex = this.masks.get(key);\n\t\tif (!tex || tex.width !== width || tex.height !== height) {\n\t\t\ttex?.destroy();\n\t\t\ttex = this.device.createTexture({\n\t\t\t\tlabel: `vision_mask_${key}`,\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: \"r8unorm\",\n\t\t\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t\t\t});\n\t\t\tthis.masks.set(key, tex);\n\t\t}\n\t\tconst aligned = Math.ceil(width / 256) * 256;\n\t\tlet bytes = mask;\n\t\tif (aligned !== width) {\n\t\t\tbytes = new Uint8Array(aligned * height);\n\t\t\tfor (let y = 0; y < height; y++) bytes.set(mask.subarray(y * width, (y + 1) * width), y * aligned);\n\t\t}\n\t\tthis.device.queue.writeTexture({ texture: tex }, bytes.buffer, {\n\t\t\toffset: bytes.byteOffset,\n\t\t\tbytesPerRow: aligned,\n\t\t\trowsPerImage: height\n\t\t}, {\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\treturn tex;\n\t}\n\t/** Clears `target` and draws `picture` through `mask` into it. */\n\tdraw(encoder, target, picture, mask, mode, bounds) {\n\t\tconst w = mask.width;\n\t\tconst h = mask.height;\n\t\tconst data = new Float32Array(8);\n\t\tconst view = new Uint32Array(data.buffer);\n\t\tview[0] = mode === \"matte\" ? 0 : mode === \"mask\" ? 1 : 2;\n\t\tif (mode === \"crop\" && bounds) {\n\t\t\tdata[2] = bounds.x0 / w;\n\t\t\tdata[3] = bounds.y0 / h;\n\t\t\tdata[4] = (bounds.x1 + 1) / w;\n\t\t\tdata[5] = (bounds.y1 + 1) / h;\n\t\t} else {\n\t\t\tdata[2] = 0;\n\t\t\tdata[3] = 0;\n\t\t\tdata[4] = 1;\n\t\t\tdata[5] = 1;\n\t\t\tif (mode === \"crop\") view[0] = 0;\n\t\t}\n\t\tif (this.uniformIndex >= this.uniforms.length) this.uniforms.push(this.device.createBuffer({\n\t\t\tsize: data.byteLength,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n\t\t}));\n\t\tconst uniform = this.uniforms[this.uniformIndex];\n\t\tthis.uniformIndex = (this.uniformIndex + 1) % 16;\n\t\tthis.device.queue.writeBuffer(uniform, 0, data);\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlayout: this.pipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: uniform }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: picture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: mask.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: this.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass = encoder.beginRenderPass({\n\t\t\tlabel: \"vision_matte_composite\",\n\t\t\tcolorAttachments: [{\n\t\t\t\tview: target,\n\t\t\t\tloadOp: \"clear\",\n\t\t\t\tstoreOp: \"store\",\n\t\t\t\tclearValue: {\n\t\t\t\t\tr: 0,\n\t\t\t\t\tg: 0,\n\t\t\t\t\tb: 0,\n\t\t\t\t\ta: 0\n\t\t\t\t}\n\t\t\t}]\n\t\t});\n\t\tpass.setPipeline(this.pipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.draw(3);\n\t\tpass.end();\n\t}\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\n/**\n* Runners by model options (variant, models dir, mirror), each with the runners\n* derived from it by decode options — layers that differ only in classes or\n* confidence share sessions instead of reloading the models.\n*/\nconst sharedRunners = /* @__PURE__ */ new Map();\nconst MAX_SHARED_RUNNERS = 4;\nlet sharedSkeletonRenderer = null;\nlet sharedCompositor = null;\nlet sharedCompositorFormat = null;\n/** Analysed frames, shared by every vision node in the process. */\nconst frameCache = new VisionFrameCache();\n/** The frame each node's child texture holds (drawn on its last call). */\nconst heldFrameByNode = /* @__PURE__ */ new Map();\n/** Per node: a copy of the held frame, the frame being analysed, and the composited matte. */\nconst heldTextures = /* @__PURE__ */ new Map();\nconst analysisTextures = /* @__PURE__ */ new Map();\nconst matteTextures = /* @__PURE__ */ new Map();\n/** One tracker per vision node — track ids must not mix across nodes/sources. */\nconst objectTrackers = /* @__PURE__ */ new Map();\n/**\n* Persistent per-node child textures. The shared frame encoder is submitted at\n* the END of the frame, so a node renderer cannot read back the child it just\n* drew. We keep the texture around and read back the PREVIOUS frame's pixels at\n* the start of the next call — a stable one-frame delay instead of the\n* unpredictable multi-frame lag you get from pooled textures.\n*\n* Keyed on the stable Vision `Effect` instance (render ids change every frame),\n* with a size-keyed fallback for raw operation nodes.\n*/\nconst childTexturesByEffect = /* @__PURE__ */ new WeakMap();\nconst childTexturesByKey = /* @__PURE__ */ new Map();\n/**\n* Last successful subject mask, reused for a few frames when the model misses —\n* a transient miss then holds the silhouette instead of flashing the raw plate.\n* Keyed per node/effect so multiple vision nodes do not collide.\n*/\nconst lastSubjectByNode = /* @__PURE__ */ new Map();\nconst SUBJECT_HOLD_FRAMES = 3;\n/** A per-node texture shaped like `like`, recreated when the size changes. */\nfunction nodeTexture(textures, device, key, like, usage, label) {\n\tlet tex = textures.get(key);\n\tif (!tex || tex.width !== like.width || tex.height !== like.height || tex.format !== like.format) {\n\t\ttex?.destroy();\n\t\ttex = device.createTexture({\n\t\t\tsize: [like.width, like.height],\n\t\t\tformat: like.format,\n\t\t\tusage,\n\t\t\tlabel\n\t\t});\n\t\ttextures.set(key, tex);\n\t}\n\treturn tex;\n}\nconst heldTexture = (device, key, like) => nodeTexture(heldTextures, device, key, like, GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING, \"vision_held_frame\");\nconst analysisTexture = (device, key, like) => nodeTexture(analysisTextures, device, key, like, GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC, \"vision_analysis_frame\");\nconst matteTexture = (device, key, like) => nodeTexture(matteTextures, device, key, like, GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC, \"vision_matte\");\n/** Everything that decides a frame's results besides the frame itself. */\nfunction cacheSource(nodeKey, child, op, width, height) {\n\tconst c = child;\n\treturn JSON.stringify([\n\t\tnodeKey,\n\t\tc?.operation?.id ?? c?.id ?? null,\n\t\twidth,\n\t\theight,\n\t\top.mode ?? \"passthrough\",\n\t\top.variant,\n\t\top.confidence,\n\t\top.classes,\n\t\top.maskThreshold,\n\t\top.featherRadius,\n\t\top.matteSource,\n\t\top.keyBackground === true,\n\t\top.maxMissedFrames\n\t]);\n}\n/** The background-key threshold at `frame` (it may be animated). */\nfunction backgroundKeyThreshold(op, frame, fps) {\n\tconst raw = op.backgroundKeyThreshold;\n\tif (typeof raw === \"number\") return raw;\n\tif (typeof raw?.get === \"function\") return Number(raw.get({\n\t\tframe,\n\t\tfps\n\t}));\n\tif (typeof raw?._value === \"number\") return Number(raw._value);\n\treturn 70;\n}\n/**\n* The model's subject, or the last one through brief misses: a transient miss\n* then holds the silhouette instead of flashing the raw plate.\n*/\nfunction selectSubject(selected, nodeKey, frame) {\n\tif (selected) {\n\t\tlastSubjectByNode.set(nodeKey, {\n\t\t\tmask: selected,\n\t\t\tframe\n\t\t});\n\t\treturn selected;\n\t}\n\tconst last = lastSubjectByNode.get(nodeKey);\n\tif (last && frame - last.frame <= SUBJECT_HOLD_FRAMES) return last.mask;\n}\n/**\n* Lazy shared runner — `create()` is a pure constructor (zero I/O); the first frame that\n* requests a task triggers that task's model download at inference time (never at init).\n* Nodes with the same model options share sessions; decode options (classes,\n* confidence, …) get a derived runner over the same sessions.\n*/\nfunction getSharedRunner(op) {\n\tconst modelOptions = {\n\t\tvariant: op.variant,\n\t\tmodelsDir: op.modelsDir,\n\t\tbaseUrl: op.baseUrl\n\t};\n\tconst modelKey = JSON.stringify(modelOptions);\n\tlet entry = sharedRunners.get(modelKey);\n\tif (!entry) {\n\t\tif (sharedRunners.size >= MAX_SHARED_RUNNERS) {\n\t\t\tconst [oldestKey, oldest] = sharedRunners.entries().next().value;\n\t\t\toldest.runner.close();\n\t\t\tsharedRunners.delete(oldestKey);\n\t\t}\n\t\tentry = {\n\t\t\trunner: VisionRunner.create(modelOptions),\n\t\t\tderived: /* @__PURE__ */ new Map()\n\t\t};\n\t\tsharedRunners.set(modelKey, entry);\n\t}\n\tconst decodeOptions = {\n\t\tconfidence: op.confidence,\n\t\tclasses: op.classes,\n\t\tmaskThreshold: op.maskThreshold,\n\t\tfeatherRadius: op.featherRadius\n\t};\n\tconst decodeKey = JSON.stringify(decodeOptions);\n\tlet runner = entry.derived.get(decodeKey);\n\tif (!runner) {\n\t\trunner = entry.runner.derive(decodeOptions);\n\t\tentry.derived.set(decodeKey, runner);\n\t}\n\treturn runner;\n}\nfunction getObjectTracker(nodeKey, op) {\n\tlet tracker = objectTrackers.get(nodeKey);\n\tif (!tracker) {\n\t\ttracker = new TemporalObjectTracker({ maxMissedFrames: op.maxMissedFrames ?? 15 });\n\t\tobjectTrackers.set(nodeKey, tracker);\n\t}\n\treturn tracker;\n}\n/**\n* Normalizes the runner's pose keypoints (plate pixel space) to [0, 1] landmarks, which is\n* the contract the signal bundle and the skeleton pipeline expect.\n*/\nfunction normalizePoseKeypoints(result, width, height) {\n\tif (width <= 0 || height <= 0) return result;\n\treturn { people: result.people.map((person) => ({\n\t\t...person,\n\t\tkeypoints: person.keypoints.map((k) => ({\n\t\t\tx: k.x / width,\n\t\t\ty: k.y / height,\n\t\t\tvisibility: k.visibility\n\t\t}))\n\t})) };\n}\n/** Case-insensitive class filter, as the runner's decode applies it. */\nfunction matchesClasses(category, classes) {\n\tif (!classes) return true;\n\tconst c = category.toLowerCase();\n\treturn classes.some((k) => k.toLowerCase() === c);\n}\n/** Assigns each decoded instance mask to the temporal track whose box center is nearest the mask's centroid. */\nfunction assignMasksToTracks(masks, tracked) {\n\treturn masks.map((mask) => {\n\t\tconst { cx, cy } = maskCentroid(mask);\n\t\tlet best = null;\n\t\tfor (const obj of tracked) {\n\t\t\tconst dx = obj.centerX - cx;\n\t\t\tconst dy = obj.centerY - cy;\n\t\t\tconst distance = dx * dx + dy * dy;\n\t\t\tif (!best || distance < best.distance) best = {\n\t\t\t\ttrackId: obj.trackId,\n\t\t\t\tdistance\n\t\t\t};\n\t\t}\n\t\treturn best ? {\n\t\t\t...mask,\n\t\t\ttrackId: best.trackId\n\t\t} : mask;\n\t});\n}\n/**\n* Grows a subject mask into connected foreground pixels — seeding a flood fill\n* from the subject through pixels that differ from the sampled backdrop recovers\n* thin or fast-moving edges (hair, fabric) without adding a near-uniform studio\n* wall or its soft grey shadow.\n*/\nfunction fillInternalHoles(mask, width, height) {\n\tconst n = width * height;\n\tconst exterior = new Uint8Array(n);\n\tconst queue = new Int32Array(n);\n\tlet tail = 0;\n\tconst seed = (i) => {\n\t\tif (exterior[i] || mask[i] > 0) return;\n\t\texterior[i] = 1;\n\t\tqueue[tail++] = i;\n\t};\n\tfor (let x = 0; x < width; x++) {\n\t\tseed(x);\n\t\tseed((height - 1) * width + x);\n\t}\n\tfor (let y = 0; y < height; y++) {\n\t\tseed(y * width);\n\t\tseed(y * width + width - 1);\n\t}\n\tlet head = 0;\n\twhile (head < tail) {\n\t\tconst i = queue[head++];\n\t\tconst x = i % width;\n\t\tlet j = i + 1;\n\t\tif (x + 1 < width && !exterior[j] && mask[j] === 0) {\n\t\t\texterior[j] = 1;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i - 1;\n\t\tif (x > 0 && !exterior[j] && mask[j] === 0) {\n\t\t\texterior[j] = 1;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i + width;\n\t\tif (j < n && !exterior[j] && mask[j] === 0) {\n\t\t\texterior[j] = 1;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i - width;\n\t\tif (j >= 0 && !exterior[j] && mask[j] === 0) {\n\t\t\texterior[j] = 1;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t}\n\tfor (let i = 0; i < n; i++) if (mask[i] === 0 && exterior[i] === 0) mask[i] = 255;\n}\nfunction smoothMaskBoundary(mask, width, height, radius = 2) {\n\tif (radius <= 0) return mask;\n\tconst temp = new Uint8Array(width * height);\n\tconst out = new Uint8Array(width * height);\n\tconst div = 2 * radius + 1;\n\tfor (let y = 0; y < height; y++) {\n\t\tconst row = y * width;\n\t\tlet sum = 0;\n\t\tfor (let k = -radius; k <= radius; k++) {\n\t\t\tconst x = Math.max(0, Math.min(width - 1, k));\n\t\t\tsum += mask[row + x];\n\t\t}\n\t\tfor (let x = 0; x < width; x++) {\n\t\t\ttemp[row + x] = Math.round(sum / div);\n\t\t\tconst xOut = Math.max(0, x - radius);\n\t\t\tconst xIn = Math.min(width - 1, x + radius + 1);\n\t\t\tsum += mask[row + xIn] - mask[row + xOut];\n\t\t}\n\t}\n\tconst sums = new Float64Array(width);\n\tfor (let k = -radius; k <= radius; k++) {\n\t\tconst row = Math.max(0, Math.min(height - 1, k)) * width;\n\t\tfor (let x = 0; x < width; x++) sums[x] += temp[row + x];\n\t}\n\tfor (let y = 0; y < height; y++) {\n\t\tconst row = y * width;\n\t\tconst rowOut = Math.max(0, y - radius) * width;\n\t\tconst rowIn = Math.min(height - 1, y + radius + 1) * width;\n\t\tfor (let x = 0; x < width; x++) {\n\t\t\tout[row + x] = Math.round(sums[x] / div);\n\t\t\tsums[x] += temp[rowIn + x] - temp[rowOut + x];\n\t\t}\n\t}\n\treturn out;\n}\nfunction growMaskIntoForeground(mask, width, height, pixels, threshold, featherRadius) {\n\tlet br = 0;\n\tlet bg = 0;\n\tlet bb = 0;\n\tlet count = 0;\n\tconst sample = (x, y) => {\n\t\tconst i = y * width + x;\n\t\tif (mask[i]) return;\n\t\tconst p = i * 4;\n\t\tbr += pixels[p];\n\t\tbg += pixels[p + 1];\n\t\tbb += pixels[p + 2];\n\t\tcount++;\n\t};\n\tfor (let x = 0; x < width; x += 4) {\n\t\tsample(x, 0);\n\t\tsample(x, height - 1);\n\t}\n\tfor (let y = 0; y < height; y += 4) {\n\t\tsample(0, y);\n\t\tsample(width - 1, y);\n\t}\n\tif (count === 0) return mask;\n\tbr /= count;\n\tbg /= count;\n\tbb /= count;\n\tconst n = width * height;\n\tconst fg = new Uint8Array(n);\n\tfor (let i = 0, p = 0; i < n; i++, p += 4) fg[i] = Math.max(Math.abs(pixels[p] - br), Math.abs(pixels[p + 1] - bg), Math.abs(pixels[p + 2] - bb)) > threshold ? 1 : 0;\n\tconst queue = new Int32Array(n);\n\tlet tail = 0;\n\tfor (let i = 0; i < n; i++) if (mask[i] > 0) {\n\t\tif (fg[i]) mask[i] = 255;\n\t\tqueue[tail++] = i;\n\t}\n\tlet head = 0;\n\twhile (head < tail) {\n\t\tconst i = queue[head++];\n\t\tconst x = i % width;\n\t\tlet j = i + 1;\n\t\tif (x + 1 < width && mask[j] !== 255 && fg[j]) {\n\t\t\tmask[j] = 255;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i - 1;\n\t\tif (x > 0 && mask[j] !== 255 && fg[j]) {\n\t\t\tmask[j] = 255;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i + width;\n\t\tif (j < n && mask[j] !== 255 && fg[j]) {\n\t\t\tmask[j] = 255;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i - width;\n\t\tif (j >= 0 && mask[j] !== 255 && fg[j]) {\n\t\t\tmask[j] = 255;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t}\n\tfillInternalHoles(mask, width, height);\n\treturn smoothMaskBoundary(mask, width, height, featherRadius !== void 0 && featherRadius > 0 ? Math.max(1, Math.min(8, Math.round(featherRadius * 50))) : 2);\n}\nfunction maskCentroid(mask) {\n\tconst { mask: data, width, height } = mask;\n\tlet sumX = 0;\n\tlet sumY = 0;\n\tlet count = 0;\n\tfor (let y = 0; y < height; y++) {\n\t\tconst row = y * width;\n\t\tfor (let x = 0; x < width; x++) if (data[row + x] > 0) {\n\t\t\tsumX += x;\n\t\t\tsumY += y;\n\t\t\tcount++;\n\t\t}\n\t}\n\tif (count === 0) return {\n\t\tcx: 0,\n\t\tcy: 0\n\t};\n\treturn {\n\t\tcx: sumX / count,\n\t\tcy: sumY / count\n\t};\n}\nconst VisionWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetWidth, targetHeight, props, drawChild } = args;\n\tconst { virtualMedia } = props;\n\tsetVisionDevice(ctx.device);\n\tconst rawOp = virtualMedia?.operation;\n\tif (rawOp?.op !== \"Vision\") return;\n\tconst op = rawOp;\n\tpass.end();\n\tconst childMedia = virtualMedia?.children?.[0];\n\tif (!childMedia) return;\n\tconst effectKey = op.effect;\n\tconst hasEffectKey = effectKey !== void 0 && effectKey !== null;\n\tconst nodeKeyStr = virtualMedia?.id ?? rawOp?.id ?? `${targetWidth}x${targetHeight}_${op.mode}_${op.variant}_${op.keyBackground}_${op.backgroundKeyThreshold}`;\n\tconst fallbackKey = `vision-${nodeKeyStr}`;\n\tlet childTex = hasEffectKey ? childTexturesByEffect.get(effectKey) : childTexturesByKey.get(fallbackKey);\n\tif (childTex && (childTex.width !== targetWidth || childTex.height !== targetHeight)) {\n\t\tchildTex.destroy();\n\t\tchildTex = void 0;\n\t\tif (hasEffectKey) childTexturesByEffect.delete(effectKey);\n\t\telse childTexturesByKey.delete(fallbackKey);\n\t}\n\tconst hasPreviousFrame = childTex !== void 0;\n\tif (!childTex) {\n\t\tchildTex = ctx.device.createTexture({\n\t\t\tsize: [targetWidth, targetHeight],\n\t\t\tformat: ctx.renderer.format,\n\t\t\tusage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC,\n\t\t\tlabel: \"vision_child_persistent\"\n\t\t});\n\t\tif (hasEffectKey) childTexturesByEffect.set(effectKey, childTex);\n\t\telse childTexturesByKey.set(fallbackKey, childTex);\n\t\tif (childTexturesByKey.size > 4) {\n\t\t\tconst oldest = childTexturesByKey.keys().next().value;\n\t\t\tif (oldest && oldest !== fallbackKey) {\n\t\t\t\tchildTexturesByKey.get(oldest)?.destroy();\n\t\t\t\tchildTexturesByKey.delete(oldest);\n\t\t\t}\n\t\t}\n\t}\n\tconst frameIdx = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frameIdx;\n\tconst fps = props.fps ?? 24;\n\tconst mode = op.mode ?? \"passthrough\";\n\tconst isMatteMode = mode === \"mask\" || mode === \"matte\" || mode === \"crop\";\n\tconst visionBundle = op.visionBundle ?? virtualMedia.visionBundle;\n\tconst wantsDetection = op.enableDetection !== false || mode === \"boxes\" || mode === \"tracking\";\n\tconst wantsSegmentation = op.enableSegmentation === true || isMatteMode && op.matteSource !== \"selfie\";\n\tconst wantsSelfie = op.enableMatte === true || isMatteMode && op.matteSource === \"selfie\";\n\tconst wantsPose = op.enablePose === true || mode === \"skeleton\";\n\tconst clipSubject = isMatteMode && !visionBundle && !wantsPose && !wantsSelfie && op.keyBackground !== true ? clipSubjectFor(effectKey, props.sourceTimeSec === void 0 ? frameIdx : props.sourceTimeSec * fps, fps, targetWidth, targetHeight) : void 0;\n\tconst clipPose = mode === \"skeleton\" && !visionBundle ? clipPoseFor(effectKey, props.sourceTimeSec === void 0 ? frameIdx : props.sourceTimeSec * fps, fps, targetWidth, targetHeight) : void 0;\n\tconst fromClip = clipSubject !== void 0 || clipPose !== void 0;\n\tconst cacheable = !fromClip && !wantsSelfie && !wantsPose && (wantsDetection || wantsSegmentation);\n\tconst source = cacheable ? cacheSource(nodeKeyStr, childMedia, op, targetWidth, targetHeight) : \"\";\n\tconst keyThresholdAt = (frame$1) => op.keyBackground === true ? backgroundKeyThreshold(op, compositionFrame - (frameIdx - frame$1), fps) : void 0;\n\tconst lookup = (frame$1) => {\n\t\tif (!cacheable || frame$1 === void 0) return void 0;\n\t\tconst hit = frameCache.get(source, frame$1);\n\t\tif (!hit || hit.keyThreshold !== keyThresholdAt(frame$1)) return void 0;\n\t\tif (wantsSegmentation && visionBundle && !hit.masks) return void 0;\n\t\treturn hit;\n\t};\n\tconst heldFrame = hasPreviousFrame ? heldFrameByNode.get(nodeKeyStr) : void 0;\n\tlet cached = lookup(frameIdx);\n\tconst exact = fromClip || cached !== void 0;\n\tif (!cached) cached = lookup(heldFrame);\n\tlet heldTex;\n\tif (isMatteMode && hasPreviousFrame && !exact) {\n\t\theldTex = heldTexture(ctx.device, nodeKeyStr, childTex);\n\t\tencoder.copyTextureToTexture({ texture: childTex }, { texture: heldTex }, [\n\t\t\ttargetWidth,\n\t\t\ttargetHeight,\n\t\t\t1\n\t\t]);\n\t}\n\tlet frame;\n\tlet framePixels = null;\n\tif (hasPreviousFrame && !cached && !fromClip) {\n\t\tconst analysis = analysisTexture(ctx.device, nodeKeyStr, childTex);\n\t\tconst copy = ctx.device.createCommandEncoder({ label: \"vision_analysis_copy\" });\n\t\tcopy.copyTextureToTexture({ texture: childTex }, { texture: analysis }, [\n\t\t\ttargetWidth,\n\t\t\ttargetHeight,\n\t\t\t1\n\t\t]);\n\t\tctx.device.queue.submit([copy.finish()]);\n\t\tframe = {\n\t\t\ttexture: analysis,\n\t\t\tdevice: ctx.device,\n\t\t\twidth: targetWidth,\n\t\t\theight: targetHeight\n\t\t};\n\t\tif (isMatteMode && op.keyBackground === true) framePixels = (await readTexturePixels(frame)).data;\n\t}\n\tconst childView = childTex.createView();\n\tctx.renderer.beginFrame(encoder, childView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"clear\").end();\n\tawait drawChild(childMedia, { ...props }, childView, childTex, targetWidth, targetHeight);\n\theldFrameByNode.set(nodeKeyStr, frameIdx);\n\tlet frameObjects = [];\n\tlet frameMasks = [];\n\tlet personMatte;\n\tlet currentPoseRes;\n\tlet subject;\n\tif (fromClip) {\n\t\tsubject = clipSubject ?? void 0;\n\t\tif (subject) lastSubjectByNode.set(nodeKeyStr, {\n\t\t\tmask: subject,\n\t\t\tframe: frameIdx\n\t\t});\n\t\telse lastSubjectByNode.delete(nodeKeyStr);\n\t} else if (cached) {\n\t\tframeObjects = cached.objects;\n\t\tif (wantsDetection) visionBundle?.setObjectResult(frameIdx, {\n\t\t\tobjects: cached.objects,\n\t\t\trawDetections: cached.detections\n\t\t});\n\t\tif (wantsSegmentation && visionBundle && cached.masks) {\n\t\t\tframeMasks = cached.masks.map(fromCachedMask);\n\t\t\tvisionBundle.setMaskResult(frameIdx, frameMasks);\n\t\t}\n\t\tif (cached.subject) {\n\t\t\tsubject = fromCachedMask(cached.subject.mask);\n\t\t\tlastSubjectByNode.set(nodeKeyStr, {\n\t\t\t\tmask: subject,\n\t\t\t\tframe: frameIdx\n\t\t\t});\n\t\t}\n\t} else if (frame) {\n\t\tconst runner = getSharedRunner(op);\n\t\tconst image = frame;\n\t\tlet detections = [];\n\t\tif (wantsDetection) {\n\t\t\tdetections = await runner.detect(image);\n\t\t\tconst tracker = getObjectTracker(nodeKeyStr, op);\n\t\t\tif (frameIdx === 0) tracker.reset();\n\t\t\tframeObjects = tracker.update(detections, frameIdx, fps);\n\t\t\tvisionBundle?.setObjectResult(frameIdx, {\n\t\t\t\tobjects: frameObjects,\n\t\t\t\trawDetections: detections\n\t\t\t});\n\t\t}\n\t\tlet subjectMasks = [];\n\t\tif (wantsSegmentation) {\n\t\t\tconst subjectFromAllClasses = isMatteMode && op.matteSource !== \"selfie\" && op.classes !== void 0;\n\t\t\tconst segRes = await (subjectFromAllClasses ? getSharedRunner({\n\t\t\t\t...op,\n\t\t\t\tclasses: void 0\n\t\t\t}) : runner).segment(image);\n\t\t\tframeMasks = assignMasksToTracks(subjectFromAllClasses ? segRes.masks.filter((m) => matchesClasses(m.category, op.classes)) : segRes.masks, frameObjects);\n\t\t\tsubjectMasks = subjectFromAllClasses ? segRes.masks : frameMasks;\n\t\t\tvisionBundle?.setMaskResult(frameIdx, frameMasks);\n\t\t}\n\t\tif (wantsSelfie) {\n\t\t\tpersonMatte = await runner.matte(image);\n\t\t\tvisionBundle?.setMatteResult(frameIdx, personMatte);\n\t\t}\n\t\tif (wantsPose) {\n\t\t\tcurrentPoseRes = { people: matchPoseToTracks(normalizePoseKeypoints(await runner.pose(image), image.width, image.height).people, frameObjects) };\n\t\t\tvisionBundle?.setPoseResult(frameIdx, currentPoseRes);\n\t\t}\n\t\tif (isMatteMode) {\n\t\t\tsubject = selectSubject(op.matteSource === \"selfie\" ? personMatteAsMask(personMatte) : mergeSubjectMask(subjectMasks.length > 0 ? subjectMasks : visionBundle?.getMaskResult(frameIdx) ?? [], { classes: op.classes }), nodeKeyStr, frameIdx);\n\t\t\tconst threshold = keyThresholdAt(heldFrame ?? frameIdx);\n\t\t\tif (subject && threshold !== void 0 && framePixels) subject = {\n\t\t\t\t...subject,\n\t\t\t\tmask: growMaskIntoForeground(subject.mask, subject.width, subject.height, framePixels, threshold, op.featherRadius)\n\t\t\t};\n\t\t}\n\t\tif (cacheable && heldFrame !== void 0) frameCache.set(source, heldFrame, {\n\t\t\tdetections,\n\t\t\tobjects: frameObjects,\n\t\t\tmasks: visionBundle ? frameMasks.map(toCachedMask) : null,\n\t\t\tsubject: subject ? { mask: toCachedMask(subject) } : null,\n\t\t\tkeyThreshold: keyThresholdAt(heldFrame)\n\t\t});\n\t}\n\tif (isMatteMode) {\n\t\tconst picture = exact ? childTex : heldTex;\n\t\tif (!subject || !picture) {\n\t\t\tctx.renderer.beginFrame(encoder, targetView, {\n\t\t\t\tr: 0,\n\t\t\t\tg: 0,\n\t\t\t\tb: 0,\n\t\t\t\ta: 0\n\t\t\t}, targetWidth, targetHeight, \"clear\").end();\n\t\t\treturn;\n\t\t}\n\t\tif (!sharedCompositor || sharedCompositorFormat !== ctx.renderer.format) {\n\t\t\tsharedCompositor = new MatteCompositor(ctx.device, ctx.renderer.format);\n\t\t\tsharedCompositorFormat = ctx.renderer.format;\n\t\t}\n\t\tconst maskTex = sharedCompositor.uploadMask(nodeKeyStr, subject.mask, subject.width, subject.height);\n\t\tconst matteTex = matteTexture(ctx.device, nodeKeyStr, childTex);\n\t\tsharedCompositor.draw(encoder, matteTex.createView(), picture, maskTex, mode, mode === \"crop\" ? maskBounds(subject) ?? void 0 : void 0);\n\t\tvisionBundle?.setStencilTexture(matteTex);\n\t\tconst outPass$1 = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"clear\");\n\t\tctx.renderer.drawTexture(outPass$1, matteTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: targetWidth,\n\t\t\theight: targetHeight\n\t\t});\n\t\toutPass$1.end();\n\t\treturn;\n\t}\n\tif (mode === \"skeleton\") {\n\t\tif (!sharedSkeletonRenderer) sharedSkeletonRenderer = new PoseSkeletonRenderer(ctx.device);\n\t\tconst keypoints = clipPose !== void 0 ? clipPose : (visionBundle?.getPoseResult(frameIdx) ?? currentPoseRes)?.people[0]?.keypoints;\n\t\tconst skelPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"clear\");\n\t\tif (keypoints && keypoints.length > 0) {\n\t\t\tconst skelTex = sharedSkeletonRenderer.renderToTexture(keypoints, {\n\t\t\t\twidth: targetWidth,\n\t\t\t\theight: targetHeight\n\t\t\t});\n\t\t\tctx.renderer.drawTexture(skelPass, skelTex, {\n\t\t\t\tx: 0,\n\t\t\t\ty: 0,\n\t\t\t\twidth: targetWidth,\n\t\t\t\theight: targetHeight\n\t\t\t});\n\t\t}\n\t\tskelPass.end();\n\t\treturn;\n\t}\n\tif (mode === \"boxes\" || mode === \"tracking\") {\n\t\tconst outPass$1 = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"clear\");\n\t\tctx.renderer.drawTexture(outPass$1, childTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: targetWidth,\n\t\t\theight: targetHeight\n\t\t});\n\t\tconst objects = frameObjects.length > 0 ? frameObjects : visionBundle?.getObjectResult(frameIdx).objects ?? [];\n\t\tif (objects.length > 0) {\n\t\t\tconst boxColor = \"#38bdf8\";\n\t\t\tconst stroke = 2;\n\t\t\tfor (const obj of objects) {\n\t\t\t\tif (!obj.active) continue;\n\t\t\t\tconst b = obj.boundingBox;\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX,\n\t\t\t\t\ty: b.originY,\n\t\t\t\t\twidth: b.width,\n\t\t\t\t\theight: stroke\n\t\t\t\t}, boxColor);\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX,\n\t\t\t\t\ty: b.originY + b.height - stroke,\n\t\t\t\t\twidth: b.width,\n\t\t\t\t\theight: stroke\n\t\t\t\t}, boxColor);\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX,\n\t\t\t\t\ty: b.originY,\n\t\t\t\t\twidth: stroke,\n\t\t\t\t\theight: b.height\n\t\t\t\t}, boxColor);\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX + b.width - stroke,\n\t\t\t\t\ty: b.originY,\n\t\t\t\t\twidth: stroke,\n\t\t\t\t\theight: b.height\n\t\t\t\t}, boxColor);\n\t\t\t\tconst cornerLen = Math.min(16, b.width / 4, b.height / 4);\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX,\n\t\t\t\t\ty: b.originY,\n\t\t\t\t\twidth: cornerLen,\n\t\t\t\t\theight: stroke * 2\n\t\t\t\t}, \"#ffffff\");\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX,\n\t\t\t\t\ty: b.originY,\n\t\t\t\t\twidth: stroke * 2,\n\t\t\t\t\theight: cornerLen\n\t\t\t\t}, \"#ffffff\");\n\t\t\t\tif (mode === \"tracking\") ctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: obj.centerX - 3,\n\t\t\t\t\ty: obj.centerY - 3,\n\t\t\t\t\twidth: 6,\n\t\t\t\t\theight: 6\n\t\t\t\t}, \"#ef4444\", 3);\n\t\t\t}\n\t\t}\n\t\toutPass$1.end();\n\t\treturn;\n\t}\n\tconst outPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"clear\");\n\tctx.renderer.drawTexture(outPass, childTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t});\n\toutPass.end();\n};\n/**\n* The subject a linked `comp.vision` clip holds for a source frame (see\n* CLIP_SUBJECT). Its mask is in source pixels; the composite samples it by\n* uv, so it fits any target of the same aspect. Other shapes fall back.\n*/\nfunction clipSubjectFor(effect, frame, fps, width, height) {\n\tconst source = linkedClip(effect);\n\tconst subject = source?.subject(frame, fps);\n\tif (!subject || !source) return subject;\n\treturn fitsTarget(source, subject.width / subject.height, width / height) ? subject : void 0;\n}\n/**\n* The pose a linked `comp.vision` clip matched to its subject for a source\n* frame, normalized to the source; it fits targets of the same aspect.\n*/\nfunction clipPoseFor(effect, frame, fps, width, height) {\n\tconst source = linkedClip(effect);\n\tconst pose = source?.pose?.(frame, fps);\n\tif (!pose || !source) return pose === null ? null : void 0;\n\treturn fitsTarget(source, pose.width / pose.height, width / height) ? pose.keypoints : void 0;\n}\nfunction linkedClip(effect) {\n\treturn effect?.[CLIP_SUBJECT];\n}\n/** Source results map onto a target of the same aspect; a prompted clip must not fall back. */\nfunction fitsTarget(source, sourceAspect, targetAspect) {\n\tif (Math.abs(sourceAspect / targetAspect - 1) < .01) return true;\n\tif (source.exact) throw new Error(\"A prompted clip matte requires the source aspect ratio. 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+
{"version":3,"file":"renderer-Bx14Wnxl.mjs","names":[],"sources":["../../../nodes/node-vision/dist/renderers-Ao0SpHQm.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { CLIP_SUBJECT, PoseSkeletonRenderer, TemporalObjectTracker, VisionRunner, maskBounds, matchPoseToTracks, mergeSubjectMask, readTexturePixels, setVisionDevice } from \"@framefields/vision\";\n\n//#region src/renderers/frame-cache.ts\nlet scratchValues = new Uint8Array(0);\nlet scratchLengths = new Uint32Array(0);\nfunction encodeMask(mask, width, height) {\n\tif (scratchValues.length < mask.length) {\n\t\tscratchValues = new Uint8Array(mask.length);\n\t\tscratchLengths = new Uint32Array(mask.length);\n\t}\n\tconst values = scratchValues;\n\tconst lengths = scratchLengths;\n\tlet runs = 0;\n\tlet start = 0;\n\tfor (let i = 1; i <= mask.length; i++) if (i === mask.length || mask[i] !== mask[start]) {\n\t\tvalues[runs] = mask[start];\n\t\tlengths[runs] = i - start;\n\t\truns++;\n\t\tstart = i;\n\t}\n\treturn {\n\t\twidth,\n\t\theight,\n\t\tvalues: values.slice(0, runs),\n\t\tlengths: lengths.slice(0, runs)\n\t};\n}\nfunction decodeMask(rle) {\n\tconst out = new Uint8Array(rle.width * rle.height);\n\tlet at = 0;\n\tfor (let r = 0; r < rle.values.length; r++) {\n\t\tconst end = at + rle.lengths[r];\n\t\tif (rle.values[r] !== 0) out.fill(rle.values[r], at, end);\n\t\tat = end;\n\t}\n\treturn out;\n}\nfunction rleBytes(rle) {\n\treturn rle.values.byteLength + rle.lengths.byteLength;\n}\nfunction toCachedMask(mask) {\n\tconst { mask: data, ...rest } = mask;\n\treturn {\n\t\t...rest,\n\t\trle: encodeMask(data, mask.width, mask.height)\n\t};\n}\nfunction fromCachedMask(mask) {\n\tconst { rle, ...rest } = mask;\n\treturn {\n\t\t...rest,\n\t\tmask: decodeMask(rle)\n\t};\n}\nfunction resultBytes(result) {\n\tlet bytes = 512 + result.detections.length * 128 + result.objects.length * 256;\n\tfor (const m of result.masks ?? []) bytes += rleBytes(m.rle);\n\tif (result.subject) bytes += rleBytes(result.subject.mask.rle);\n\treturn bytes;\n}\n/** Results by source (node + inference settings) and frame, least recently used out first. */\nvar VisionFrameCache = class {\n\tentries = /* @__PURE__ */ new Map();\n\tbytes = 0;\n\tconstructor(maxBytes = 256 * 1024 * 1024) {\n\t\tthis.maxBytes = maxBytes;\n\t}\n\tget(source, frame) {\n\t\tconst key = `${source}#${frame}`;\n\t\tconst hit = this.entries.get(key);\n\t\tif (hit) {\n\t\t\tthis.entries.delete(key);\n\t\t\tthis.entries.set(key, hit);\n\t\t}\n\t\treturn hit;\n\t}\n\tset(source, frame, result) {\n\t\tconst key = `${source}#${frame}`;\n\t\tconst old = this.entries.get(key);\n\t\tif (old) {\n\t\t\tthis.bytes -= resultBytes(old);\n\t\t\tthis.entries.delete(key);\n\t\t}\n\t\tthis.entries.set(key, result);\n\t\tthis.bytes += resultBytes(result);\n\t\tfor (const [k, v] of this.entries) {\n\t\t\tif (this.bytes <= this.maxBytes) break;\n\t\t\tthis.entries.delete(k);\n\t\t\tthis.bytes -= resultBytes(v);\n\t\t}\n\t}\n\tclear() {\n\t\tthis.entries.clear();\n\t\tthis.bytes = 0;\n\t}\n\tget size() {\n\t\treturn this.entries.size;\n\t}\n};\n\n//#endregion\n//#region src/renderers/matte-compositor.ts\n/**\n* GPU composite for the mask-family modes: the picture times the subject mask,\n* in one full-screen pass. Replaces building the RGBA result on the CPU and\n* uploading it; only the 8-bit mask goes to the GPU.\n*\n* - matte: picture × mask (premultiplied, so the background is transparent)\n* - mask: white silhouette (rgb = mask, a = 1)\n* - crop: matte, with the subject's bounding box stretched to the frame\n*/\nconst WGSL = `\nstruct Params {\n\tmode: u32, // 0 matte, 1 mask, 2 crop\n\t_pad: u32,\n\tcropMin: vec2<f32>, // uv of the subject bounds (crop)\n\tcropMax: vec2<f32>,\n\t_pad2: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> params: Params;\n@group(0) @binding(1) var picture: texture_2d<f32>;\n@group(0) @binding(2) var mask: texture_2d<f32>;\n@group(0) @binding(3) var samp: sampler;\n\nstruct VSOut {\n\t@builtin(position) pos: vec4<f32>,\n\t@location(0) uv: vec2<f32>,\n};\n\n@vertex fn vs(@builtin(vertex_index) i: u32) -> VSOut {\n\tvar p = array<vec2<f32>, 3>(vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));\n\tvar out: VSOut;\n\tout.pos = vec4(p[i], 0.0, 1.0);\n\tout.uv = vec2(p[i].x * 0.5 + 0.5, 0.5 - p[i].y * 0.5);\n\treturn out;\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n\tvar uv = in.uv;\n\tif (params.mode == 2u) {\n\t\tuv = mix(params.cropMin, params.cropMax, uv);\n\t}\n\tlet m = textureSampleLevel(mask, samp, uv, 0.0).r;\n\tif (params.mode == 1u) {\n\t\treturn vec4(m, m, m, 1.0);\n\t}\n\treturn textureSampleLevel(picture, samp, uv, 0.0) * m;\n}\n`;\nvar MatteCompositor = class {\n\tpipeline;\n\tsampler;\n\tuniforms = [];\n\tuniformIndex = 0;\n\t/** One 8-bit mask texture per node, rewritten each frame. */\n\tmasks = /* @__PURE__ */ new Map();\n\tconstructor(device, format) {\n\t\tthis.device = device;\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: \"vision_matte_composite\",\n\t\t\tcode: WGSL\n\t\t});\n\t\tthis.pipeline = device.createRenderPipeline({\n\t\t\tlabel: \"vision_matte_composite\",\n\t\t\tlayout: \"auto\",\n\t\t\tvertex: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"vs\"\n\t\t\t},\n\t\t\tfragment: {\n\t\t\t\tmodule,\n\t\t\t\tentryPoint: \"fs\",\n\t\t\t\ttargets: [{ format }]\n\t\t\t},\n\t\t\tprimitive: { topology: \"triangle-list\" }\n\t\t});\n\t\tthis.sampler = device.createSampler({\n\t\t\tmagFilter: \"linear\",\n\t\t\tminFilter: \"linear\"\n\t\t});\n\t}\n\t/** Uploads a frame-sized 0..255 mask for `key` and returns its texture. */\n\tuploadMask(key, mask, width, height) {\n\t\tlet tex = this.masks.get(key);\n\t\tif (!tex || tex.width !== width || tex.height !== height) {\n\t\t\ttex?.destroy();\n\t\t\ttex = this.device.createTexture({\n\t\t\t\tlabel: `vision_mask_${key}`,\n\t\t\t\tsize: [width, height],\n\t\t\t\tformat: \"r8unorm\",\n\t\t\t\tusage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n\t\t\t});\n\t\t\tthis.masks.set(key, tex);\n\t\t}\n\t\tconst aligned = Math.ceil(width / 256) * 256;\n\t\tlet bytes = mask;\n\t\tif (aligned !== width) {\n\t\t\tbytes = new Uint8Array(aligned * height);\n\t\t\tfor (let y = 0; y < height; y++) bytes.set(mask.subarray(y * width, (y + 1) * width), y * aligned);\n\t\t}\n\t\tthis.device.queue.writeTexture({ texture: tex }, bytes.buffer, {\n\t\t\toffset: bytes.byteOffset,\n\t\t\tbytesPerRow: aligned,\n\t\t\trowsPerImage: height\n\t\t}, {\n\t\t\twidth,\n\t\t\theight\n\t\t});\n\t\treturn tex;\n\t}\n\t/** Clears `target` and draws `picture` through `mask` into it. */\n\tdraw(encoder, target, picture, mask, mode, bounds) {\n\t\tconst w = mask.width;\n\t\tconst h = mask.height;\n\t\tconst data = new Float32Array(8);\n\t\tconst view = new Uint32Array(data.buffer);\n\t\tview[0] = mode === \"matte\" ? 0 : mode === \"mask\" ? 1 : 2;\n\t\tif (mode === \"crop\" && bounds) {\n\t\t\tdata[2] = bounds.x0 / w;\n\t\t\tdata[3] = bounds.y0 / h;\n\t\t\tdata[4] = (bounds.x1 + 1) / w;\n\t\t\tdata[5] = (bounds.y1 + 1) / h;\n\t\t} else {\n\t\t\tdata[2] = 0;\n\t\t\tdata[3] = 0;\n\t\t\tdata[4] = 1;\n\t\t\tdata[5] = 1;\n\t\t\tif (mode === \"crop\") view[0] = 0;\n\t\t}\n\t\tif (this.uniformIndex >= this.uniforms.length) this.uniforms.push(this.device.createBuffer({\n\t\t\tsize: data.byteLength,\n\t\t\tusage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n\t\t}));\n\t\tconst uniform = this.uniforms[this.uniformIndex];\n\t\tthis.uniformIndex = (this.uniformIndex + 1) % 16;\n\t\tthis.device.queue.writeBuffer(uniform, 0, data);\n\t\tconst bindGroup = this.device.createBindGroup({\n\t\t\tlayout: this.pipeline.getBindGroupLayout(0),\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: uniform }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: picture.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: mask.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: this.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t});\n\t\tconst pass = encoder.beginRenderPass({\n\t\t\tlabel: \"vision_matte_composite\",\n\t\t\tcolorAttachments: [{\n\t\t\t\tview: target,\n\t\t\t\tloadOp: \"clear\",\n\t\t\t\tstoreOp: \"store\",\n\t\t\t\tclearValue: {\n\t\t\t\t\tr: 0,\n\t\t\t\t\tg: 0,\n\t\t\t\t\tb: 0,\n\t\t\t\t\ta: 0\n\t\t\t\t}\n\t\t\t}]\n\t\t});\n\t\tpass.setPipeline(this.pipeline);\n\t\tpass.setBindGroup(0, bindGroup);\n\t\tpass.draw(3);\n\t\tpass.end();\n\t}\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\n/**\n* Runners by model options (variant, models dir, mirror), each with the runners\n* derived from it by decode options — layers that differ only in classes or\n* confidence share sessions instead of reloading the models.\n*/\nconst sharedRunners = /* @__PURE__ */ new Map();\nconst MAX_SHARED_RUNNERS = 4;\nlet sharedSkeletonRenderer = null;\nlet sharedCompositor = null;\nlet sharedCompositorFormat = null;\n/** Analysed frames, shared by every vision node in the process. */\nconst frameCache = new VisionFrameCache();\n/** The frame each node's child texture holds (drawn on its last call). */\nconst heldFrameByNode = /* @__PURE__ */ new Map();\n/** Per node: a copy of the held frame, the frame being analysed, and the composited matte. */\nconst heldTextures = /* @__PURE__ */ new Map();\nconst analysisTextures = /* @__PURE__ */ new Map();\nconst matteTextures = /* @__PURE__ */ new Map();\n/** One tracker per vision node — track ids must not mix across nodes/sources. */\nconst objectTrackers = /* @__PURE__ */ new Map();\n/**\n* Persistent per-node child textures. The shared frame encoder is submitted at\n* the END of the frame, so a node renderer cannot read back the child it just\n* drew. We keep the texture around and read back the PREVIOUS frame's pixels at\n* the start of the next call — a stable one-frame delay instead of the\n* unpredictable multi-frame lag you get from pooled textures.\n*\n* Keyed on the stable Vision `Effect` instance (render ids change every frame),\n* with a size-keyed fallback for raw operation nodes.\n*/\nconst childTexturesByEffect = /* @__PURE__ */ new WeakMap();\nconst childTexturesByKey = /* @__PURE__ */ new Map();\n/**\n* Last successful subject mask, reused for a few frames when the model misses —\n* a transient miss then holds the silhouette instead of flashing the raw plate.\n* Keyed per node/effect so multiple vision nodes do not collide.\n*/\nconst lastSubjectByNode = /* @__PURE__ */ new Map();\nconst SUBJECT_HOLD_FRAMES = 3;\n/** A per-node texture shaped like `like`, recreated when the size changes. */\nfunction nodeTexture(textures, device, key, like, usage, label) {\n\tlet tex = textures.get(key);\n\tif (!tex || tex.width !== like.width || tex.height !== like.height || tex.format !== like.format) {\n\t\ttex?.destroy();\n\t\ttex = device.createTexture({\n\t\t\tsize: [like.width, like.height],\n\t\t\tformat: like.format,\n\t\t\tusage,\n\t\t\tlabel\n\t\t});\n\t\ttextures.set(key, tex);\n\t}\n\treturn tex;\n}\nconst heldTexture = (device, key, like) => nodeTexture(heldTextures, device, key, like, GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING, \"vision_held_frame\");\nconst analysisTexture = (device, key, like) => nodeTexture(analysisTextures, device, key, like, GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC, \"vision_analysis_frame\");\nconst matteTexture = (device, key, like) => nodeTexture(matteTextures, device, key, like, GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC, \"vision_matte\");\n/** Everything that decides a frame's results besides the frame itself. */\nfunction cacheSource(nodeKey, child, op, width, height) {\n\tconst c = child;\n\treturn JSON.stringify([\n\t\tnodeKey,\n\t\tc?.operation?.id ?? c?.id ?? null,\n\t\twidth,\n\t\theight,\n\t\top.mode ?? \"passthrough\",\n\t\top.variant,\n\t\top.confidence,\n\t\top.classes,\n\t\top.maskThreshold,\n\t\top.featherRadius,\n\t\top.matteSource,\n\t\top.keyBackground === true,\n\t\top.maxMissedFrames\n\t]);\n}\n/** The background-key threshold at `frame` (it may be animated). */\nfunction backgroundKeyThreshold(op, frame, fps) {\n\tconst raw = op.backgroundKeyThreshold;\n\tif (typeof raw === \"number\") return raw;\n\tif (typeof raw?.get === \"function\") return Number(raw.get({\n\t\tframe,\n\t\tfps\n\t}));\n\tif (typeof raw?._value === \"number\") return Number(raw._value);\n\treturn 70;\n}\n/**\n* The model's subject, or the last one through brief misses: a transient miss\n* then holds the silhouette instead of flashing the raw plate.\n*/\nfunction selectSubject(selected, nodeKey, frame) {\n\tif (selected) {\n\t\tlastSubjectByNode.set(nodeKey, {\n\t\t\tmask: selected,\n\t\t\tframe\n\t\t});\n\t\treturn selected;\n\t}\n\tconst last = lastSubjectByNode.get(nodeKey);\n\tif (last && frame - last.frame <= SUBJECT_HOLD_FRAMES) return last.mask;\n}\n/**\n* Lazy shared runner — `create()` is a pure constructor (zero I/O); the first frame that\n* requests a task triggers that task's model download at inference time (never at init).\n* Nodes with the same model options share sessions; decode options (classes,\n* confidence, …) get a derived runner over the same sessions.\n*/\nfunction getSharedRunner(op) {\n\tconst modelOptions = {\n\t\tvariant: op.variant,\n\t\tmodelsDir: op.modelsDir,\n\t\tbaseUrl: op.baseUrl\n\t};\n\tconst modelKey = JSON.stringify(modelOptions);\n\tlet entry = sharedRunners.get(modelKey);\n\tif (!entry) {\n\t\tif (sharedRunners.size >= MAX_SHARED_RUNNERS) {\n\t\t\tconst [oldestKey, oldest] = sharedRunners.entries().next().value;\n\t\t\toldest.runner.close();\n\t\t\tsharedRunners.delete(oldestKey);\n\t\t}\n\t\tentry = {\n\t\t\trunner: VisionRunner.create(modelOptions),\n\t\t\tderived: /* @__PURE__ */ new Map()\n\t\t};\n\t\tsharedRunners.set(modelKey, entry);\n\t}\n\tconst decodeOptions = {\n\t\tconfidence: op.confidence,\n\t\tclasses: op.classes,\n\t\tmaskThreshold: op.maskThreshold,\n\t\tfeatherRadius: op.featherRadius\n\t};\n\tconst decodeKey = JSON.stringify(decodeOptions);\n\tlet runner = entry.derived.get(decodeKey);\n\tif (!runner) {\n\t\trunner = entry.runner.derive(decodeOptions);\n\t\tentry.derived.set(decodeKey, runner);\n\t}\n\treturn runner;\n}\nfunction getObjectTracker(nodeKey, op) {\n\tlet tracker = objectTrackers.get(nodeKey);\n\tif (!tracker) {\n\t\ttracker = new TemporalObjectTracker({ maxMissedFrames: op.maxMissedFrames ?? 15 });\n\t\tobjectTrackers.set(nodeKey, tracker);\n\t}\n\treturn tracker;\n}\n/**\n* Normalizes the runner's pose keypoints (plate pixel space) to [0, 1] landmarks, which is\n* the contract the signal bundle and the skeleton pipeline expect.\n*/\nfunction normalizePoseKeypoints(result, width, height) {\n\tif (width <= 0 || height <= 0) return result;\n\treturn { people: result.people.map((person) => ({\n\t\t...person,\n\t\tkeypoints: person.keypoints.map((k) => ({\n\t\t\tx: k.x / width,\n\t\t\ty: k.y / height,\n\t\t\tvisibility: k.visibility\n\t\t}))\n\t})) };\n}\n/** Case-insensitive class filter, as the runner's decode applies it. */\nfunction matchesClasses(category, classes) {\n\tif (!classes) return true;\n\tconst c = category.toLowerCase();\n\treturn classes.some((k) => k.toLowerCase() === c);\n}\n/** Assigns each decoded instance mask to the temporal track whose box center is nearest the mask's centroid. */\nfunction assignMasksToTracks(masks, tracked) {\n\treturn masks.map((mask) => {\n\t\tconst { cx, cy } = maskCentroid(mask);\n\t\tlet best = null;\n\t\tfor (const obj of tracked) {\n\t\t\tconst dx = obj.centerX - cx;\n\t\t\tconst dy = obj.centerY - cy;\n\t\t\tconst distance = dx * dx + dy * dy;\n\t\t\tif (!best || distance < best.distance) best = {\n\t\t\t\ttrackId: obj.trackId,\n\t\t\t\tdistance\n\t\t\t};\n\t\t}\n\t\treturn best ? {\n\t\t\t...mask,\n\t\t\ttrackId: best.trackId\n\t\t} : mask;\n\t});\n}\n/**\n* Grows a subject mask into connected foreground pixels — seeding a flood fill\n* from the subject through pixels that differ from the sampled backdrop recovers\n* thin or fast-moving edges (hair, fabric) without adding a near-uniform studio\n* wall or its soft grey shadow.\n*/\nfunction fillInternalHoles(mask, width, height) {\n\tconst n = width * height;\n\tconst exterior = new Uint8Array(n);\n\tconst queue = new Int32Array(n);\n\tlet tail = 0;\n\tconst seed = (i) => {\n\t\tif (exterior[i] || mask[i] > 0) return;\n\t\texterior[i] = 1;\n\t\tqueue[tail++] = i;\n\t};\n\tfor (let x = 0; x < width; x++) {\n\t\tseed(x);\n\t\tseed((height - 1) * width + x);\n\t}\n\tfor (let y = 0; y < height; y++) {\n\t\tseed(y * width);\n\t\tseed(y * width + width - 1);\n\t}\n\tlet head = 0;\n\twhile (head < tail) {\n\t\tconst i = queue[head++];\n\t\tconst x = i % width;\n\t\tlet j = i + 1;\n\t\tif (x + 1 < width && !exterior[j] && mask[j] === 0) {\n\t\t\texterior[j] = 1;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i - 1;\n\t\tif (x > 0 && !exterior[j] && mask[j] === 0) {\n\t\t\texterior[j] = 1;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i + width;\n\t\tif (j < n && !exterior[j] && mask[j] === 0) {\n\t\t\texterior[j] = 1;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i - width;\n\t\tif (j >= 0 && !exterior[j] && mask[j] === 0) {\n\t\t\texterior[j] = 1;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t}\n\tfor (let i = 0; i < n; i++) if (mask[i] === 0 && exterior[i] === 0) mask[i] = 255;\n}\nfunction smoothMaskBoundary(mask, width, height, radius = 2) {\n\tif (radius <= 0) return mask;\n\tconst temp = new Uint8Array(width * height);\n\tconst out = new Uint8Array(width * height);\n\tconst div = 2 * radius + 1;\n\tfor (let y = 0; y < height; y++) {\n\t\tconst row = y * width;\n\t\tlet sum = 0;\n\t\tfor (let k = -radius; k <= radius; k++) {\n\t\t\tconst x = Math.max(0, Math.min(width - 1, k));\n\t\t\tsum += mask[row + x];\n\t\t}\n\t\tfor (let x = 0; x < width; x++) {\n\t\t\ttemp[row + x] = Math.round(sum / div);\n\t\t\tconst xOut = Math.max(0, x - radius);\n\t\t\tconst xIn = Math.min(width - 1, x + radius + 1);\n\t\t\tsum += mask[row + xIn] - mask[row + xOut];\n\t\t}\n\t}\n\tconst sums = new Float64Array(width);\n\tfor (let k = -radius; k <= radius; k++) {\n\t\tconst row = Math.max(0, Math.min(height - 1, k)) * width;\n\t\tfor (let x = 0; x < width; x++) sums[x] += temp[row + x];\n\t}\n\tfor (let y = 0; y < height; y++) {\n\t\tconst row = y * width;\n\t\tconst rowOut = Math.max(0, y - radius) * width;\n\t\tconst rowIn = Math.min(height - 1, y + radius + 1) * width;\n\t\tfor (let x = 0; x < width; x++) {\n\t\t\tout[row + x] = Math.round(sums[x] / div);\n\t\t\tsums[x] += temp[rowIn + x] - temp[rowOut + x];\n\t\t}\n\t}\n\treturn out;\n}\nfunction growMaskIntoForeground(mask, width, height, pixels, threshold, featherRadius) {\n\tlet br = 0;\n\tlet bg = 0;\n\tlet bb = 0;\n\tlet count = 0;\n\tconst sample = (x, y) => {\n\t\tconst i = y * width + x;\n\t\tif (mask[i]) return;\n\t\tconst p = i * 4;\n\t\tbr += pixels[p];\n\t\tbg += pixels[p + 1];\n\t\tbb += pixels[p + 2];\n\t\tcount++;\n\t};\n\tfor (let x = 0; x < width; x += 4) {\n\t\tsample(x, 0);\n\t\tsample(x, height - 1);\n\t}\n\tfor (let y = 0; y < height; y += 4) {\n\t\tsample(0, y);\n\t\tsample(width - 1, y);\n\t}\n\tif (count === 0) return mask;\n\tbr /= count;\n\tbg /= count;\n\tbb /= count;\n\tconst n = width * height;\n\tconst fg = new Uint8Array(n);\n\tfor (let i = 0, p = 0; i < n; i++, p += 4) fg[i] = Math.max(Math.abs(pixels[p] - br), Math.abs(pixels[p + 1] - bg), Math.abs(pixels[p + 2] - bb)) > threshold ? 1 : 0;\n\tconst queue = new Int32Array(n);\n\tlet tail = 0;\n\tfor (let i = 0; i < n; i++) if (mask[i] > 0) {\n\t\tif (fg[i]) mask[i] = 255;\n\t\tqueue[tail++] = i;\n\t}\n\tlet head = 0;\n\twhile (head < tail) {\n\t\tconst i = queue[head++];\n\t\tconst x = i % width;\n\t\tlet j = i + 1;\n\t\tif (x + 1 < width && mask[j] !== 255 && fg[j]) {\n\t\t\tmask[j] = 255;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i - 1;\n\t\tif (x > 0 && mask[j] !== 255 && fg[j]) {\n\t\t\tmask[j] = 255;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i + width;\n\t\tif (j < n && mask[j] !== 255 && fg[j]) {\n\t\t\tmask[j] = 255;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t\tj = i - width;\n\t\tif (j >= 0 && mask[j] !== 255 && fg[j]) {\n\t\t\tmask[j] = 255;\n\t\t\tqueue[tail++] = j;\n\t\t}\n\t}\n\tfillInternalHoles(mask, width, height);\n\treturn smoothMaskBoundary(mask, width, height, featherRadius !== void 0 && featherRadius > 0 ? Math.max(1, Math.min(8, Math.round(featherRadius * 50))) : 2);\n}\nfunction maskCentroid(mask) {\n\tconst { mask: data, width, height } = mask;\n\tlet sumX = 0;\n\tlet sumY = 0;\n\tlet count = 0;\n\tfor (let y = 0; y < height; y++) {\n\t\tconst row = y * width;\n\t\tfor (let x = 0; x < width; x++) if (data[row + x] > 0) {\n\t\t\tsumX += x;\n\t\t\tsumY += y;\n\t\t\tcount++;\n\t\t}\n\t}\n\tif (count === 0) return {\n\t\tcx: 0,\n\t\tcy: 0\n\t};\n\treturn {\n\t\tcx: sumX / count,\n\t\tcy: sumY / count\n\t};\n}\nconst VisionWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetView, targetWidth, targetHeight, props, drawChild } = args;\n\tconst { virtualMedia } = props;\n\tsetVisionDevice(ctx.device);\n\tconst rawOp = virtualMedia?.operation;\n\tif (rawOp?.op !== \"Vision\") return;\n\tconst op = rawOp;\n\tpass.end();\n\tconst childMedia = virtualMedia?.children?.[0];\n\tif (!childMedia) return;\n\tconst effectKey = op.effect;\n\tconst hasEffectKey = effectKey !== void 0 && effectKey !== null;\n\tconst nodeKeyStr = virtualMedia?.id ?? rawOp?.id ?? `${targetWidth}x${targetHeight}_${op.mode}_${op.variant}_${op.keyBackground}_${op.backgroundKeyThreshold}`;\n\tconst fallbackKey = `vision-${nodeKeyStr}`;\n\tlet childTex = hasEffectKey ? childTexturesByEffect.get(effectKey) : childTexturesByKey.get(fallbackKey);\n\tif (childTex && (childTex.width !== targetWidth || childTex.height !== targetHeight)) {\n\t\tchildTex.destroy();\n\t\tchildTex = void 0;\n\t\tif (hasEffectKey) childTexturesByEffect.delete(effectKey);\n\t\telse childTexturesByKey.delete(fallbackKey);\n\t}\n\tconst hasPreviousFrame = childTex !== void 0;\n\tif (!childTex) {\n\t\tchildTex = ctx.device.createTexture({\n\t\t\tsize: [targetWidth, targetHeight],\n\t\t\tformat: ctx.renderer.format,\n\t\t\tusage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC,\n\t\t\tlabel: \"vision_child_persistent\"\n\t\t});\n\t\tif (hasEffectKey) childTexturesByEffect.set(effectKey, childTex);\n\t\telse childTexturesByKey.set(fallbackKey, childTex);\n\t\tif (childTexturesByKey.size > 4) {\n\t\t\tconst oldest = childTexturesByKey.keys().next().value;\n\t\t\tif (oldest && oldest !== fallbackKey) {\n\t\t\t\tchildTexturesByKey.get(oldest)?.destroy();\n\t\t\t\tchildTexturesByKey.delete(oldest);\n\t\t\t}\n\t\t}\n\t}\n\tconst frameIdx = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frameIdx;\n\tconst fps = props.fps ?? 24;\n\tconst mode = op.mode ?? \"passthrough\";\n\tconst isMatteMode = mode === \"mask\" || mode === \"matte\" || mode === \"crop\";\n\tconst visionBundle = op.visionBundle ?? virtualMedia.visionBundle;\n\tconst wantsDetection = op.enableDetection !== false || mode === \"boxes\" || mode === \"tracking\";\n\tconst wantsSegmentation = op.enableSegmentation === true || isMatteMode && op.matteSource !== \"selfie\";\n\tconst wantsSelfie = op.enableMatte === true || isMatteMode && op.matteSource === \"selfie\";\n\tconst wantsPose = op.enablePose === true || mode === \"skeleton\";\n\tconst clipSubject = isMatteMode && !visionBundle && !wantsPose && !wantsSelfie && op.keyBackground !== true ? clipSubjectFor(effectKey, props.sourceTimeSec === void 0 ? frameIdx : props.sourceTimeSec * fps, fps, targetWidth, targetHeight) : void 0;\n\tconst clipPose = mode === \"skeleton\" && !visionBundle ? clipPoseFor(effectKey, props.sourceTimeSec === void 0 ? frameIdx : props.sourceTimeSec * fps, fps, targetWidth, targetHeight) : void 0;\n\tconst fromClip = clipSubject !== void 0 || clipPose !== void 0;\n\tconst cacheable = !fromClip && !wantsSelfie && !wantsPose && (wantsDetection || wantsSegmentation);\n\tconst source = cacheable ? cacheSource(nodeKeyStr, childMedia, op, targetWidth, targetHeight) : \"\";\n\tconst keyThresholdAt = (frame$1) => op.keyBackground === true ? backgroundKeyThreshold(op, compositionFrame - (frameIdx - frame$1), fps) : void 0;\n\tconst lookup = (frame$1) => {\n\t\tif (!cacheable || frame$1 === void 0) return void 0;\n\t\tconst hit = frameCache.get(source, frame$1);\n\t\tif (!hit || hit.keyThreshold !== keyThresholdAt(frame$1)) return void 0;\n\t\tif (wantsSegmentation && visionBundle && !hit.masks) return void 0;\n\t\treturn hit;\n\t};\n\tconst heldFrame = hasPreviousFrame ? heldFrameByNode.get(nodeKeyStr) : void 0;\n\tlet cached = lookup(frameIdx);\n\tconst exact = fromClip || cached !== void 0;\n\tif (!cached) cached = lookup(heldFrame);\n\tlet heldTex;\n\tif (isMatteMode && hasPreviousFrame && !exact) {\n\t\theldTex = heldTexture(ctx.device, nodeKeyStr, childTex);\n\t\tencoder.copyTextureToTexture({ texture: childTex }, { texture: heldTex }, [\n\t\t\ttargetWidth,\n\t\t\ttargetHeight,\n\t\t\t1\n\t\t]);\n\t}\n\tlet frame;\n\tlet framePixels = null;\n\tif (hasPreviousFrame && !cached && !fromClip) {\n\t\tconst analysis = analysisTexture(ctx.device, nodeKeyStr, childTex);\n\t\tconst copy = ctx.device.createCommandEncoder({ label: \"vision_analysis_copy\" });\n\t\tcopy.copyTextureToTexture({ texture: childTex }, { texture: analysis }, [\n\t\t\ttargetWidth,\n\t\t\ttargetHeight,\n\t\t\t1\n\t\t]);\n\t\tctx.device.queue.submit([copy.finish()]);\n\t\tframe = {\n\t\t\ttexture: analysis,\n\t\t\tdevice: ctx.device,\n\t\t\twidth: targetWidth,\n\t\t\theight: targetHeight\n\t\t};\n\t\tif (isMatteMode && op.keyBackground === true) framePixels = (await readTexturePixels(frame)).data;\n\t}\n\tconst childView = childTex.createView();\n\tctx.renderer.beginFrame(encoder, childView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"clear\").end();\n\tawait drawChild(childMedia, { ...props }, childView, childTex, targetWidth, targetHeight);\n\theldFrameByNode.set(nodeKeyStr, frameIdx);\n\tlet frameObjects = [];\n\tlet frameMasks = [];\n\tlet personMatte;\n\tlet currentPoseRes;\n\tlet subject;\n\tif (fromClip) {\n\t\tsubject = clipSubject ?? void 0;\n\t\tif (subject) lastSubjectByNode.set(nodeKeyStr, {\n\t\t\tmask: subject,\n\t\t\tframe: frameIdx\n\t\t});\n\t\telse lastSubjectByNode.delete(nodeKeyStr);\n\t} else if (cached) {\n\t\tframeObjects = cached.objects;\n\t\tif (wantsDetection) visionBundle?.setObjectResult(frameIdx, {\n\t\t\tobjects: cached.objects,\n\t\t\trawDetections: cached.detections\n\t\t});\n\t\tif (wantsSegmentation && visionBundle && cached.masks) {\n\t\t\tframeMasks = cached.masks.map(fromCachedMask);\n\t\t\tvisionBundle.setMaskResult(frameIdx, frameMasks);\n\t\t}\n\t\tif (cached.subject) {\n\t\t\tsubject = fromCachedMask(cached.subject.mask);\n\t\t\tlastSubjectByNode.set(nodeKeyStr, {\n\t\t\t\tmask: subject,\n\t\t\t\tframe: frameIdx\n\t\t\t});\n\t\t}\n\t} else if (frame) {\n\t\tconst runner = getSharedRunner(op);\n\t\tconst image = frame;\n\t\tlet detections = [];\n\t\tif (wantsDetection) {\n\t\t\tdetections = await runner.detect(image);\n\t\t\tconst tracker = getObjectTracker(nodeKeyStr, op);\n\t\t\tif (frameIdx === 0) tracker.reset();\n\t\t\tframeObjects = tracker.update(detections, frameIdx, fps);\n\t\t\tvisionBundle?.setObjectResult(frameIdx, {\n\t\t\t\tobjects: frameObjects,\n\t\t\t\trawDetections: detections\n\t\t\t});\n\t\t}\n\t\tlet subjectMasks = [];\n\t\tif (wantsSegmentation) {\n\t\t\tconst subjectFromAllClasses = isMatteMode && op.matteSource !== \"selfie\" && op.classes !== void 0;\n\t\t\tconst segRes = await (subjectFromAllClasses ? getSharedRunner({\n\t\t\t\t...op,\n\t\t\t\tclasses: void 0\n\t\t\t}) : runner).segment(image);\n\t\t\tframeMasks = assignMasksToTracks(subjectFromAllClasses ? segRes.masks.filter((m) => matchesClasses(m.category, op.classes)) : segRes.masks, frameObjects);\n\t\t\tsubjectMasks = subjectFromAllClasses ? segRes.masks : frameMasks;\n\t\t\tvisionBundle?.setMaskResult(frameIdx, frameMasks);\n\t\t}\n\t\tif (wantsSelfie) {\n\t\t\tpersonMatte = await runner.matte(image);\n\t\t\tvisionBundle?.setMatteResult(frameIdx, personMatte);\n\t\t}\n\t\tif (wantsPose) {\n\t\t\tcurrentPoseRes = { people: matchPoseToTracks(normalizePoseKeypoints(await runner.pose(image), image.width, image.height).people, frameObjects) };\n\t\t\tvisionBundle?.setPoseResult(frameIdx, currentPoseRes);\n\t\t}\n\t\tif (isMatteMode) {\n\t\t\tsubject = selectSubject(op.matteSource === \"selfie\" ? personMatteAsMask(personMatte) : mergeSubjectMask(subjectMasks.length > 0 ? subjectMasks : visionBundle?.getMaskResult(frameIdx) ?? [], { classes: op.classes }), nodeKeyStr, frameIdx);\n\t\t\tconst threshold = keyThresholdAt(heldFrame ?? frameIdx);\n\t\t\tif (subject && threshold !== void 0 && framePixels) subject = {\n\t\t\t\t...subject,\n\t\t\t\tmask: growMaskIntoForeground(subject.mask, subject.width, subject.height, framePixels, threshold, op.featherRadius)\n\t\t\t};\n\t\t}\n\t\tif (cacheable && heldFrame !== void 0) frameCache.set(source, heldFrame, {\n\t\t\tdetections,\n\t\t\tobjects: frameObjects,\n\t\t\tmasks: visionBundle ? frameMasks.map(toCachedMask) : null,\n\t\t\tsubject: subject ? { mask: toCachedMask(subject) } : null,\n\t\t\tkeyThreshold: keyThresholdAt(heldFrame)\n\t\t});\n\t}\n\tif (isMatteMode) {\n\t\tconst picture = exact ? childTex : heldTex;\n\t\tif (!subject || !picture) {\n\t\t\tctx.renderer.beginFrame(encoder, targetView, {\n\t\t\t\tr: 0,\n\t\t\t\tg: 0,\n\t\t\t\tb: 0,\n\t\t\t\ta: 0\n\t\t\t}, targetWidth, targetHeight, \"clear\").end();\n\t\t\treturn;\n\t\t}\n\t\tif (!sharedCompositor || sharedCompositorFormat !== ctx.renderer.format) {\n\t\t\tsharedCompositor = new MatteCompositor(ctx.device, ctx.renderer.format);\n\t\t\tsharedCompositorFormat = ctx.renderer.format;\n\t\t}\n\t\tconst maskTex = sharedCompositor.uploadMask(nodeKeyStr, subject.mask, subject.width, subject.height);\n\t\tconst matteTex = matteTexture(ctx.device, nodeKeyStr, childTex);\n\t\tsharedCompositor.draw(encoder, matteTex.createView(), picture, maskTex, mode, mode === \"crop\" ? maskBounds(subject) ?? void 0 : void 0);\n\t\tvisionBundle?.setStencilTexture(matteTex);\n\t\tconst outPass$1 = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"clear\");\n\t\tctx.renderer.drawTexture(outPass$1, matteTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: targetWidth,\n\t\t\theight: targetHeight\n\t\t});\n\t\toutPass$1.end();\n\t\treturn;\n\t}\n\tif (mode === \"skeleton\") {\n\t\tif (!sharedSkeletonRenderer) sharedSkeletonRenderer = new PoseSkeletonRenderer(ctx.device);\n\t\tconst keypoints = clipPose !== void 0 ? clipPose : (visionBundle?.getPoseResult(frameIdx) ?? currentPoseRes)?.people[0]?.keypoints;\n\t\tconst skelPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"clear\");\n\t\tif (keypoints && keypoints.length > 0) {\n\t\t\tconst skelTex = sharedSkeletonRenderer.renderToTexture(keypoints, {\n\t\t\t\twidth: targetWidth,\n\t\t\t\theight: targetHeight\n\t\t\t});\n\t\t\tctx.renderer.drawTexture(skelPass, skelTex, {\n\t\t\t\tx: 0,\n\t\t\t\ty: 0,\n\t\t\t\twidth: targetWidth,\n\t\t\t\theight: targetHeight\n\t\t\t});\n\t\t}\n\t\tskelPass.end();\n\t\treturn;\n\t}\n\tif (mode === \"boxes\" || mode === \"tracking\") {\n\t\tconst outPass$1 = ctx.renderer.beginFrame(encoder, targetView, {\n\t\t\tr: 0,\n\t\t\tg: 0,\n\t\t\tb: 0,\n\t\t\ta: 0\n\t\t}, targetWidth, targetHeight, \"clear\");\n\t\tctx.renderer.drawTexture(outPass$1, childTex, {\n\t\t\tx: 0,\n\t\t\ty: 0,\n\t\t\twidth: targetWidth,\n\t\t\theight: targetHeight\n\t\t});\n\t\tconst objects = frameObjects.length > 0 ? frameObjects : visionBundle?.getObjectResult(frameIdx).objects ?? [];\n\t\tif (objects.length > 0) {\n\t\t\tconst boxColor = \"#38bdf8\";\n\t\t\tconst stroke = 2;\n\t\t\tfor (const obj of objects) {\n\t\t\t\tif (!obj.active) continue;\n\t\t\t\tconst b = obj.boundingBox;\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX,\n\t\t\t\t\ty: b.originY,\n\t\t\t\t\twidth: b.width,\n\t\t\t\t\theight: stroke\n\t\t\t\t}, boxColor);\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX,\n\t\t\t\t\ty: b.originY + b.height - stroke,\n\t\t\t\t\twidth: b.width,\n\t\t\t\t\theight: stroke\n\t\t\t\t}, boxColor);\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX,\n\t\t\t\t\ty: b.originY,\n\t\t\t\t\twidth: stroke,\n\t\t\t\t\theight: b.height\n\t\t\t\t}, boxColor);\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX + b.width - stroke,\n\t\t\t\t\ty: b.originY,\n\t\t\t\t\twidth: stroke,\n\t\t\t\t\theight: b.height\n\t\t\t\t}, boxColor);\n\t\t\t\tconst cornerLen = Math.min(16, b.width / 4, b.height / 4);\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX,\n\t\t\t\t\ty: b.originY,\n\t\t\t\t\twidth: cornerLen,\n\t\t\t\t\theight: stroke * 2\n\t\t\t\t}, \"#ffffff\");\n\t\t\t\tctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: b.originX,\n\t\t\t\t\ty: b.originY,\n\t\t\t\t\twidth: stroke * 2,\n\t\t\t\t\theight: cornerLen\n\t\t\t\t}, \"#ffffff\");\n\t\t\t\tif (mode === \"tracking\") ctx.renderer.drawRect(outPass$1, {\n\t\t\t\t\tx: obj.centerX - 3,\n\t\t\t\t\ty: obj.centerY - 3,\n\t\t\t\t\twidth: 6,\n\t\t\t\t\theight: 6\n\t\t\t\t}, \"#ef4444\", 3);\n\t\t\t}\n\t\t}\n\t\toutPass$1.end();\n\t\treturn;\n\t}\n\tconst outPass = ctx.renderer.beginFrame(encoder, targetView, {\n\t\tr: 0,\n\t\tg: 0,\n\t\tb: 0,\n\t\ta: 0\n\t}, targetWidth, targetHeight, \"clear\");\n\tctx.renderer.drawTexture(outPass, childTex, {\n\t\tx: 0,\n\t\ty: 0,\n\t\twidth: targetWidth,\n\t\theight: targetHeight\n\t});\n\toutPass.end();\n};\n/**\n* The subject a linked `comp.vision` clip holds for a source frame (see\n* CLIP_SUBJECT). Its mask is in source pixels; the composite samples it by\n* uv, so it fits any target of the same aspect. Other shapes fall back.\n*/\nfunction clipSubjectFor(effect, frame, fps, width, height) {\n\tconst source = linkedClip(effect);\n\tconst subject = source?.subject(frame, fps);\n\tif (!subject || !source) return subject;\n\treturn fitsTarget(source, subject.width / subject.height, width / height) ? subject : void 0;\n}\n/**\n* The pose a linked `comp.vision` clip matched to its subject for a source\n* frame, normalized to the source; it fits targets of the same aspect.\n*/\nfunction clipPoseFor(effect, frame, fps, width, height) {\n\tconst source = linkedClip(effect);\n\tconst pose = source?.pose?.(frame, fps);\n\tif (!pose || !source) return pose === null ? null : void 0;\n\treturn fitsTarget(source, pose.width / pose.height, width / height) ? pose.keypoints : void 0;\n}\nfunction linkedClip(effect) {\n\treturn effect?.[CLIP_SUBJECT];\n}\n/** Source results map onto a target of the same aspect; a prompted clip must not fall back. */\nfunction fitsTarget(source, sourceAspect, targetAspect) {\n\tif (Math.abs(sourceAspect / targetAspect - 1) < .01) return true;\n\tif (source.exact) throw new Error(\"A prompted clip matte requires the source aspect ratio. 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@@ -1,6 +1,6 @@
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1
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-
import { xn as resolveNumber } from "./dist-
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import { i as isHandleConnected, n as defineRenderer } from "./renderer-
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import { g as WebGPUAudioProcessor } from "./dist-
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+
import { xn as resolveNumber } from "./dist-Bf2_efYP.mjs";
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import { i as isHandleConnected, n as defineRenderer } from "./renderer-DcvjSolU.mjs";
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import { g as WebGPUAudioProcessor } from "./dist-CWLLnigL.mjs";
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4
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//#region ../../nodes/node-audio-reverb/dist/renderers-DCFjIwTB.mjs
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6
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const PARAM_ORDER = [
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@@ -370,4 +370,4 @@ var renderers_default = defineRenderer({ audioProcessor: reverbAudioProcessor })
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370
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//#endregion
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export { renderers_default as t };
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373
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//# sourceMappingURL=renderer-
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//# sourceMappingURL=renderer-Bxjb0HYU.mjs.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"renderer-CCFHnafT.mjs","names":[],"sources":["../../../nodes/node-audio-reverb/dist/renderers-DCFjIwTB.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"roomSize\",\n\t\"damping\",\n\t\"wet\",\n\t\"dry\",\n\t\"width\"\n];\nconst REVERB_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n roomSize : f32,\n damping : f32,\n wet : f32,\n dry : f32,\n width : f32,\n hasRoomSizeSig : f32,\n hasDampingSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n hasWidthSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> roomSizeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> dampingSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n@group(0) @binding(8) var<storage, read> widthSignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let fixedgain: f32 = 0.015f;\n\n var bufIndices: array<u32, 24>;\n var filterStores: array<f32, 24>;\n var sizes: array<u32, 24>;\n var startOffsets: array<u32, 24>;\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n sizes[f] = u32(state[metaOffset]);\n startOffsets[f] = u32(state[metaOffset + 1u]);\n bufIndices[f] = u32(state[metaOffset + 2u]);\n var fs = state[metaOffset + 3u];\n if (is_nan_or_inf(fs)) { fs = 0.0f; }\n filterStores[f] = fs;\n }\n\n if (numChannels == 1u) {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var x = inputChannels[index];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n let inputVal = x * fixedgain;\n\n var combSum = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSum = combSum + output;\n }\n\n var revOut = combSum;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOut + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOut;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOut = output;\n }\n\n var outVal = x * effDry + revOut * effWet;\n if (is_nan_or_inf(outVal)) { outVal = 0.0f; }\n\n if (outVal > 1.0f) { outVal = 1.0f; }\n else if (outVal < -1.0f) { outVal = -1.0f; }\n else if (outVal > 0.9f) { outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f); }\n else if (outVal < -0.9f) { outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f); }\n\n outputChannels[index] = outVal;\n }\n } else {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var effWidth = u.width;\n if (u.hasWidthSig > 0.5f) { effWidth = widthSignal[index]; }\n effWidth = clamp(effWidth, 0.0f, 1.0f);\n\n let wet1 = effWet * (effWidth / 2.0f + 0.5f);\n let wet2 = effWet * ((1.0f - effWidth) / 2.0f);\n\n var inputL = inputChannels[index];\n if (is_nan_or_inf(inputL)) { inputL = 0.0f; }\n var inputR = inputChannels[numSamples + index];\n if (is_nan_or_inf(inputR)) { inputR = 0.0f; }\n\n let inputVal = (inputL + inputR) * fixedgain;\n\n // Left channel (Filters 0-11)\n var combSumL = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSumL = combSumL + output;\n }\n var revOutL = combSumL;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutL + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutL;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutL = output;\n }\n\n // Right channel (Filters 12-23)\n var combSumR = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let f = 12u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n var fs = filterStores[f];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[f] = (bufferIndex + 1u) % size;\n filterStores[f] = fs;\n combSumR = combSumR + output;\n }\n var revOutR = combSumR;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 20u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutR + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutR;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutR = output;\n }\n\n var outL = inputL * effDry + revOutL * wet1 + revOutR * wet2;\n var outR = inputR * effDry + revOutR * wet1 + revOutL * wet2;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n }\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n state[metaOffset + 2u] = f32(bufIndices[f]);\n state[metaOffset + 3u] = filterStores[f];\n }\n}\n`;\nconst leftCombLengths = [\n\t1116,\n\t1188,\n\t1277,\n\t1356,\n\t1422,\n\t1491,\n\t1557,\n\t1617\n];\nconst leftAllpassLengths = [\n\t556,\n\t441,\n\t341,\n\t225\n];\nconst reverbAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Reverb.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst roomSizeInternal = Math.max(0, Math.min(resolveNumber(op.roomSize, .5), .98));\n\tconst dampingInternal = Math.max(0, Math.min(resolveNumber(op.damping, .5), 1));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst widthInternal = Math.max(0, Math.min(resolveNumber(op.width, 1), 1));\n\tconst hasRoomSizeSig = isHandleConnected(op, \"roomSizeHandleId\") ? 1 : 0;\n\tconst hasDampingSig = isHandleConnected(op, \"dampingHandleId\") ? 1 : 0;\n\tconst hasWetSig = isHandleConnected(op, \"wetHandleId\") ? 1 : 0;\n\tconst hasDrySig = isHandleConnected(op, \"dryHandleId\") ? 1 : 0;\n\tconst hasWidthSig = isHandleConnected(op, \"widthHandleId\") ? 1 : 0;\n\tconst scale = sampleRate / 44100;\n\tconst nodeId = op.id || \"audio-reverb\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst sizesL = [];\n\tconst sizesR = [];\n\tleftCombLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftCombLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tconst totalMetadataFloats = 96;\n\tlet totalDelaySamples = 0;\n\tconst filterSizes = [...sizesL, ...sizesR];\n\tfor (const size of filterSizes) totalDelaySamples += size;\n\tconst stateFloatCount = totalMetadataFloats + totalDelaySamples;\n\tconst metaData = new Float32Array(totalMetadataFloats);\n\tlet currentOffset = totalMetadataFloats;\n\tfor (let f = 0; 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{"version":3,"file":"renderer-Bxjb0HYU.mjs","names":[],"sources":["../../../nodes/node-audio-reverb/dist/renderers-DCFjIwTB.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"roomSize\",\n\t\"damping\",\n\t\"wet\",\n\t\"dry\",\n\t\"width\"\n];\nconst REVERB_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n roomSize : f32,\n damping : f32,\n wet : f32,\n dry : f32,\n width : f32,\n hasRoomSizeSig : f32,\n hasDampingSig : f32,\n hasWetSig : f32,\n hasDrySig : f32,\n hasWidthSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> roomSizeSignal : array<f32>;\n@group(0) @binding(5) var<storage, read> dampingSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> wetSignal : array<f32>;\n@group(0) @binding(7) var<storage, read> drySignal : array<f32>;\n@group(0) @binding(8) var<storage, read> widthSignal : array<f32>;\n\nfn tanh(x: f32) -> f32 {\n let exp2x = exp(2.0f * x);\n return (exp2x - 1.0f) / (exp2x + 1.0f);\n}\n\nfn is_nan_or_inf(v: f32) -> bool {\n return (v != v) || (abs(v) > 3.402823466e+38f);\n}\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid : vec3<u32>) {\n if (gid.x != 0u) { return; }\n\n let numSamples = u32(u.numSamples);\n let numChannels = u32(u.numChannels);\n let fixedgain: f32 = 0.015f;\n\n var bufIndices: array<u32, 24>;\n var filterStores: array<f32, 24>;\n var sizes: array<u32, 24>;\n var startOffsets: array<u32, 24>;\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n sizes[f] = u32(state[metaOffset]);\n startOffsets[f] = u32(state[metaOffset + 1u]);\n bufIndices[f] = u32(state[metaOffset + 2u]);\n var fs = state[metaOffset + 3u];\n if (is_nan_or_inf(fs)) { fs = 0.0f; }\n filterStores[f] = fs;\n }\n\n if (numChannels == 1u) {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var x = inputChannels[index];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n let inputVal = x * fixedgain;\n\n var combSum = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSum = combSum + output;\n }\n\n var revOut = combSum;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOut + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOut;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOut = output;\n }\n\n var outVal = x * effDry + revOut * effWet;\n if (is_nan_or_inf(outVal)) { outVal = 0.0f; }\n\n if (outVal > 1.0f) { outVal = 1.0f; }\n else if (outVal < -1.0f) { outVal = -1.0f; }\n else if (outVal > 0.9f) { outVal = 0.9f + 0.1f * tanh((outVal - 0.9f) / 0.1f); }\n else if (outVal < -0.9f) { outVal = -0.9f + 0.1f * tanh((outVal + 0.9f) / 0.1f); }\n\n outputChannels[index] = outVal;\n }\n } else {\n for (var index = 0u; index < numSamples; index = index + 1u) {\n // Dynamic parameter signal evaluation\n var effRoomSize = u.roomSize;\n if (u.hasRoomSizeSig > 0.5f) { effRoomSize = roomSizeSignal[index]; }\n effRoomSize = clamp(effRoomSize, 0.0f, 0.98f);\n\n var effDamping = u.damping;\n if (u.hasDampingSig > 0.5f) { effDamping = dampingSignal[index]; }\n effDamping = clamp(effDamping, 0.0f, 1.0f) * 0.4f;\n\n var effWet = u.wet;\n if (u.hasWetSig > 0.5f) { effWet = wetSignal[index]; }\n effWet = clamp(effWet, 0.0f, 1.0f) * 3.0f;\n\n var effDry = u.dry;\n if (u.hasDrySig > 0.5f) { effDry = drySignal[index]; }\n effDry = clamp(effDry, 0.0f, 2.0f);\n\n var effWidth = u.width;\n if (u.hasWidthSig > 0.5f) { effWidth = widthSignal[index]; }\n effWidth = clamp(effWidth, 0.0f, 1.0f);\n\n let wet1 = effWet * (effWidth / 2.0f + 0.5f);\n let wet2 = effWet * ((1.0f - effWidth) / 2.0f);\n\n var inputL = inputChannels[index];\n if (is_nan_or_inf(inputL)) { inputL = 0.0f; }\n var inputR = inputChannels[numSamples + index];\n if (is_nan_or_inf(inputR)) { inputR = 0.0f; }\n\n let inputVal = (inputL + inputR) * fixedgain;\n\n // Left channel (Filters 0-11)\n var combSumL = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let size = sizes[j];\n let startOffset = startOffsets[j];\n let bufferIndex = bufIndices[j];\n var fs = filterStores[j];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[j] = (bufferIndex + 1u) % size;\n filterStores[j] = fs;\n combSumL = combSumL + output;\n }\n var revOutL = combSumL;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 8u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutL + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutL;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutL = output;\n }\n\n // Right channel (Filters 12-23)\n var combSumR = 0.0f;\n for (var j = 0u; j < 8u; j = j + 1u) {\n let f = 12u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n var fs = filterStores[f];\n\n var output = state[startOffset + bufferIndex];\n if (is_nan_or_inf(output)) { output = 0.0f; }\n\n fs = output * (1.0f - effDamping) + fs * effDamping;\n var nextVal = inputVal + fs * effRoomSize;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n bufIndices[f] = (bufferIndex + 1u) % size;\n filterStores[f] = fs;\n combSumR = combSumR + output;\n }\n var revOutR = combSumR;\n for (var j = 0u; j < 4u; j = j + 1u) {\n let f = 20u + j;\n let size = sizes[f];\n let startOffset = startOffsets[f];\n let bufferIndex = bufIndices[f];\n\n var bufOut = state[startOffset + bufferIndex];\n if (is_nan_or_inf(bufOut)) { bufOut = 0.0f; }\n\n var nextVal = revOutR + bufOut * 0.5f;\n if (is_nan_or_inf(nextVal)) { nextVal = 0.0f; }\n state[startOffset + bufferIndex] = clamp(nextVal, -4.0f, 4.0f);\n\n let output = bufOut - revOutR;\n bufIndices[f] = (bufferIndex + 1u) % size;\n revOutR = output;\n }\n\n var outL = inputL * effDry + revOutL * wet1 + revOutR * wet2;\n var outR = inputR * effDry + revOutR * wet1 + revOutL * wet2;\n if (is_nan_or_inf(outL)) { outL = 0.0f; }\n if (is_nan_or_inf(outR)) { outR = 0.0f; }\n\n if (outL > 1.0f) { outL = 1.0f; } else if (outL < -1.0f) { outL = -1.0f; }\n else if (outL > 0.9f) { outL = 0.9f + 0.1f * tanh((outL - 0.9f) / 0.1f); }\n else if (outL < -0.9f) { outL = -0.9f + 0.1f * tanh((outL + 0.9f) / 0.1f); }\n\n if (outR > 1.0f) { outR = 1.0f; } else if (outR < -1.0f) { outR = -1.0f; }\n else if (outR > 0.9f) { outR = 0.9f + 0.1f * tanh((outR - 0.9f) / 0.1f); }\n else if (outR < -0.9f) { outR = -0.9f + 0.1f * tanh((outR + 0.9f) / 0.1f); }\n\n outputChannels[index] = outL;\n outputChannels[numSamples + index] = outR;\n }\n }\n\n for (var f = 0u; f < 24u; f = f + 1u) {\n let metaOffset = f * 4u;\n state[metaOffset + 2u] = f32(bufIndices[f]);\n state[metaOffset + 3u] = filterStores[f];\n }\n}\n`;\nconst leftCombLengths = [\n\t1116,\n\t1188,\n\t1277,\n\t1356,\n\t1422,\n\t1491,\n\t1557,\n\t1617\n];\nconst leftAllpassLengths = [\n\t556,\n\t441,\n\t341,\n\t225\n];\nconst reverbAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Reverb.\");\n\tconst op = virtualMedia.operation || {};\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst roomSizeInternal = Math.max(0, Math.min(resolveNumber(op.roomSize, .5), .98));\n\tconst dampingInternal = Math.max(0, Math.min(resolveNumber(op.damping, .5), 1));\n\tconst wetInternal = Math.max(0, Math.min(resolveNumber(op.wet, .3), 1));\n\tconst dryInternal = Math.max(0, Math.min(resolveNumber(op.dry, 1), 1));\n\tconst widthInternal = Math.max(0, Math.min(resolveNumber(op.width, 1), 1));\n\tconst hasRoomSizeSig = isHandleConnected(op, \"roomSizeHandleId\") ? 1 : 0;\n\tconst hasDampingSig = isHandleConnected(op, \"dampingHandleId\") ? 1 : 0;\n\tconst hasWetSig = isHandleConnected(op, \"wetHandleId\") ? 1 : 0;\n\tconst hasDrySig = isHandleConnected(op, \"dryHandleId\") ? 1 : 0;\n\tconst hasWidthSig = isHandleConnected(op, \"widthHandleId\") ? 1 : 0;\n\tconst scale = sampleRate / 44100;\n\tconst nodeId = op.id || \"audio-reverb\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst sizesL = [];\n\tconst sizesR = [];\n\tleftCombLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftCombLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesL.push(Math.round(len * scale));\n\t});\n\tleftAllpassLengths.forEach((len) => {\n\t\tsizesR.push(Math.round((len + 23) * scale));\n\t});\n\tconst totalMetadataFloats = 96;\n\tlet totalDelaySamples = 0;\n\tconst filterSizes = [...sizesL, ...sizesR];\n\tfor (const size of filterSizes) totalDelaySamples += size;\n\tconst stateFloatCount = totalMetadataFloats + totalDelaySamples;\n\tconst metaData = new Float32Array(totalMetadataFloats);\n\tlet currentOffset = totalMetadataFloats;\n\tfor (let f = 0; f < 24; f++) {\n\t\tconst size = filterSizes[f];\n\t\tmetaData[f * 4] = size;\n\t\tmetaData[f * 4 + 1] = currentOffset;\n\t\tmetaData[f * 4 + 2] = 0;\n\t\tmetaData[f * 4 + 3] = 0;\n\t\tcurrentOffset += size;\n\t}\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, REVERB_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\troomSizeInternal,\n\t\tdampingInternal,\n\t\twetInternal,\n\t\tdryInternal,\n\t\twidthInternal,\n\t\thasRoomSizeSig,\n\t\thasDampingSig,\n\t\thasWetSig,\n\t\thasDrySig,\n\t\thasWidthSig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0\n\t], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, metaData, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: reverbAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-DCFjIwTB.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,+BAA+B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+QrC,MAAM,kBAAkB;CACvB;CACA;CACA;CACA;CACA;CACA;CACA;CACA;CACA;AACD,MAAM,qBAAqB;CAC1B;CACA;CACA;CACA;CACA;AACD,MAAM,uBAAuB,OAAO,UAAU,YAAY,cAAc,QAAQ;AAC/E,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,2CAA2C;CAC7E,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,mBAAmB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,UAAU,GAAG,EAAE,IAAI,CAAC;CACnF,MAAM,kBAAkB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,SAAS,GAAG,EAAE,EAAE,CAAC;CAC/E,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,GAAG,EAAE,EAAE,CAAC;CACvE,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,KAAK,EAAE,EAAE,EAAE,CAAC;CACtE,MAAM,gBAAgB,KAAK,IAAI,GAAG,KAAK,IAAI,cAAc,GAAG,OAAO,EAAE,EAAE,EAAE,CAAC;CAC1E,MAAM,iBAAiB,kBAAkB,IAAI,mBAAmB,GAAG,IAAI;CACvE,MAAM,gBAAgB,kBAAkB,IAAI,kBAAkB,GAAG,IAAI;CACrE,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,YAAY,kBAAkB,IAAI,cAAc,GAAG,IAAI;CAC7D,MAAM,cAAc,kBAAkB,IAAI,gBAAgB,GAAG,IAAI;CACjE,MAAM,QAAQ,aAAa;CAC3B,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,SAAS,EAAE;CACjB,MAAM,SAAS,EAAE;AACjB,iBAAgB,SAAS,QAAQ;AAChC,SAAO,KAAK,KAAK,MAAM,MAAM,MAAM,CAAC;GACnC;AACF,iBAAgB,SAAS,QAAQ;AAChC,SAAO,KAAK,KAAK,OAAO,MAAM,MAAM,MAAM,CAAC;GAC1C;AACF,oBAAmB,SAAS,QAAQ;AACnC,SAAO,KAAK,KAAK,MAAM,MAAM,MAAM,CAAC;GACnC;AACF,oBAAmB,SAAS,QAAQ;AACnC,SAAO,KAAK,KAAK,OAAO,MAAM,MAAM,MAAM,CAAC;GAC1C;CACF,MAAM,sBAAsB;CAC5B,IAAI,oBAAoB;CACxB,MAAM,cAAc,CAAC,GAAG,QAAQ,GAAG,OAAO;AAC1C,MAAK,MAAM,QAAQ,YAAa,sBAAqB;CACrD,MAAM,kBAAkB,sBAAsB;CAC9C,MAAM,WAAW,IAAI,aAAa,oBAAoB;CACtD,IAAI,gBAAgB;AACpB,MAAK,IAAI,IAAI,GAAG,IAAI,IAAI,KAAK;EAC5B,MAAM,OAAO,YAAY;AACzB,WAAS,IAAI,KAAK;AAClB,WAAS,IAAI,IAAI,KAAK;AACtB,WAAS,IAAI,IAAI,KAAK;AACtB,WAAS,IAAI,IAAI,KAAK;AACtB,mBAAiB;;AAElB,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,8BAA8B;EACpI;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,UAAU,KAAK,GAAG,YAAY;;AAK7G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,sBAAsB,CAAC"}
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{"version":3,"file":"renderer-5qJPGvVL.mjs","names":[],"sources":["../../../nodes/node-painterly/dist/renderers-DhYrtjqf.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 = \"Painterly\";\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 style = u32(u.v[1].x + 0.5);\n\tlet radius = u.v[1].y;\n\tlet edgeDarkening = u.v[1].z;\n\tlet paper = u.v[1].w;\n\tlet saturation = u.v[2].x;\n\n\tlet R = res();\n\tlet r = i32(radius);\n\tvar mean = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar sq = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar a = 0.0;\n\tfor (var j = -r; j <= r; j++) {\n\t\tfor (var i = -r; i <= r; i++) {\n\t\t\tlet c = sampleS(in.uv + vec2<f32>(f32(i), f32(j)) / R);\n\t\t\ta += c.a;\n\t\t\tlet q = select(select(3, 2, i <= 0), select(1, 0, i <= 0), j <= 0);\n\t\t\tmean[q] += c.rgb;\n\t\t\tsq[q] += c.rgb * c.rgb;\n\t\t}\n\t}\n\tlet n = f32((r + 1) * (r + 1));\n\tvar best = vec3<f32>(0.0);\n\tvar bestV = 1e9;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet m = mean[k] / n;\n\t\tlet v = sq[k] / n - m * m;\n\t\tlet vs = v.r + v.g + v.b;\n\t\tif (vs < bestV) { bestV = vs; best = m; }\n\t}\n\tvar rgb = best;\n\tlet grain = vnoise(in.uv * R / 3.0) * 0.6 + vnoise(in.uv * R / 11.0) * 0.4;\n\tif (style == 1u) {\n\t\trgb = mix(rgb, vec3<f32>(1.0), 0.06);\n\t\trgb *= 1.0 - edgeDarkening * 0.45 * smoothstep(0.004, 0.05, sqrt(max(bestV, 0.0)));\n\t\trgb *= 1.0 - paper * 0.18 * (grain - 0.5);\n\t} else {\n\t\trgb *= 1.0 - paper * 0.1 * (grain - 0.5);\n\t}\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet alpha = a / f32((2 * r + 1) * (2 * r + 1));\n\treturn premul(vec4<f32>(rgb, alpha));\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] = Math.max(0, [\"oil\", \"watercolor\"].indexOf(String(raw.style ?? \"oil\")));\n\tdata[5] = num(raw.radius, 5);\n\tdata[6] = num(raw.edgeDarkening, .5);\n\tdata[7] = num(raw.paper, .3);\n\tdata[8] = num(raw.saturation, 1.05);\n}\nconst PainterlyWebGPURenderer = 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 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{"version":3,"file":"renderer-ByjaseAo.mjs","names":[],"sources":["../../../nodes/node-painterly/dist/renderers-DhYrtjqf.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 = \"Painterly\";\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 style = u32(u.v[1].x + 0.5);\n\tlet radius = u.v[1].y;\n\tlet edgeDarkening = u.v[1].z;\n\tlet paper = u.v[1].w;\n\tlet saturation = u.v[2].x;\n\n\tlet R = res();\n\tlet r = i32(radius);\n\tvar mean = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar sq = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar a = 0.0;\n\tfor (var j = -r; j <= r; j++) {\n\t\tfor (var i = -r; i <= r; i++) {\n\t\t\tlet c = sampleS(in.uv + vec2<f32>(f32(i), f32(j)) / R);\n\t\t\ta += c.a;\n\t\t\tlet q = select(select(3, 2, i <= 0), select(1, 0, i <= 0), j <= 0);\n\t\t\tmean[q] += c.rgb;\n\t\t\tsq[q] += c.rgb * c.rgb;\n\t\t}\n\t}\n\tlet n = f32((r + 1) * (r + 1));\n\tvar best = vec3<f32>(0.0);\n\tvar bestV = 1e9;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet m = mean[k] / n;\n\t\tlet v = sq[k] / n - m * m;\n\t\tlet vs = v.r + v.g + v.b;\n\t\tif (vs < bestV) { bestV = vs; best = m; }\n\t}\n\tvar rgb = best;\n\tlet grain = vnoise(in.uv * R / 3.0) * 0.6 + vnoise(in.uv * R / 11.0) * 0.4;\n\tif (style == 1u) {\n\t\trgb = mix(rgb, vec3<f32>(1.0), 0.06);\n\t\trgb *= 1.0 - edgeDarkening * 0.45 * smoothstep(0.004, 0.05, sqrt(max(bestV, 0.0)));\n\t\trgb *= 1.0 - paper * 0.18 * (grain - 0.5);\n\t} else {\n\t\trgb *= 1.0 - paper * 0.1 * (grain - 0.5);\n\t}\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet alpha = a / f32((2 * r + 1) * (2 * r + 1));\n\treturn premul(vec4<f32>(rgb, alpha));\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] = Math.max(0, [\"oil\", \"watercolor\"].indexOf(String(raw.style ?? \"oil\")));\n\tdata[5] = num(raw.radius, 5);\n\tdata[6] = num(raw.edgeDarkening, .5);\n\tdata[7] = num(raw.paper, .3);\n\tdata[8] = num(raw.saturation, 1.05);\n}\nconst PainterlyWebGPURenderer = 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: PainterlyWebGPURenderer });\n\n//#endregion\nexport { PainterlyWebGPURenderer as n, renderers_default as t };\n//# 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{"version":3,"file":"renderer-CYX9vKZ-.mjs","names":[],"sources":["../../../nodes/node-audio-parametric-eq/dist/renderers-Dt34aC_m.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber, resolveString } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"frequency\",\n\t\"gain\",\n\t\"q\"\n];\nconst PARAMETRIC_EQ_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n numBands : f32,\n frequency : f32,\n gain : f32,\n q : f32,\n bandType : f32,\n hasFrequencySig : f32,\n hasGainSig : f32,\n hasQSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> frequencySignal : array<f32>;\n@group(0) @binding(5) var<storage, read> gainSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> qSignal : array<f32>;\n\nconst PI: f32 = 3.141592653589793f;\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 sampleRate = u.sampleRate;\n let bandType = u.bandType; // 0=peak, 1=lowShelf, 2=highShelf, 3=lowPass, 4=highPass, 5=notch\n\n let biquadStateOffset = 4u;\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let offset = biquadStateOffset + c * 4u;\n var x1 = state[offset];\n var x2 = state[offset + 1u];\n var y1 = state[offset + 2u];\n var y2 = state[offset + 3u];\n\n if (is_nan_or_inf(x1)) { x1 = 0.0f; }\n if (is_nan_or_inf(x2)) { x2 = 0.0f; }\n if (is_nan_or_inf(y1)) { y1 = 0.0f; }\n if (is_nan_or_inf(y2)) { y2 = 0.0f; }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n let sampleIndex = c * numSamples + index;\n var x = inputChannels[sampleIndex];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n\n // 1. Dynamic Parameter Signal Resolution & Clamping\n var effFreq = u.frequency;\n if (u.hasFrequencySig > 0.5f) {\n effFreq = frequencySignal[index];\n }\n effFreq = clamp(effFreq, 20.0f, sampleRate / 2.0f - 1.0f);\n\n var effQ = u.q;\n if (u.hasQSig > 0.5f) {\n effQ = qSignal[index];\n }\n effQ = clamp(effQ, 0.01f, 10.0f);\n\n var effGain = u.gain;\n if (u.hasGainSig > 0.5f) {\n effGain = gainSignal[index];\n }\n effGain = clamp(effGain, -24.0f, 24.0f);\n\n if (bandType == 0.0f && abs(effGain) < 1e-5f) {\n // Bypass filter if peak gain is zero\n outputChannels[sampleIndex] = x;\n continue;\n }\n\n // 2. Biquad Coefficients Calculation\n let w0 = (2.0f * PI * effFreq) / sampleRate;\n let cos_w0 = cos(w0);\n let sin_w0 = sin(w0);\n let A = clamp(pow(10.0f, effGain / 40.0f), 0.25f, 4.0f);\n let alpha = sin_w0 / (2.0f * effQ);\n\n var b0 = 0.0f; var b1 = 0.0f; var b2 = 0.0f;\n var a0 = 0.0f; var a1 = 0.0f; var a2 = 0.0f;\n\n if (bandType == 0.0f) { // peak\n b0 = 1.0f + alpha * A;\n b1 = -2.0f * cos_w0;\n b2 = 1.0f - alpha * A;\n a0 = 1.0f + alpha / A;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha / A;\n } else if (bandType == 1.0f) { // lowShelf\n let sqrtA = sqrt(A);\n let twoSqrtAAlpha = 2.0f * sqrtA * alpha;\n b0 = A * (A + 1.0f - (A - 1.0f) * cos_w0 + twoSqrtAAlpha);\n b1 = 2.0f * A * (A - 1.0f - (A + 1.0f) * cos_w0);\n b2 = A * (A + 1.0f - (A - 1.0f) * cos_w0 - twoSqrtAAlpha);\n a0 = A + 1.0f + (A - 1.0f) * cos_w0 + twoSqrtAAlpha;\n a1 = -2.0f * (A - 1.0f + (A + 1.0f) * cos_w0);\n a2 = A + 1.0f + (A - 1.0f) * cos_w0 - twoSqrtAAlpha;\n } else if (bandType == 2.0f) { // highShelf\n let sqrtA = sqrt(A);\n let twoSqrtAAlpha = 2.0f * sqrtA * alpha;\n b0 = A * (A + 1.0f + (A - 1.0f) * cos_w0 + twoSqrtAAlpha);\n b1 = -2.0f * A * (A - 1.0f + (A + 1.0f) * cos_w0);\n b2 = A * (A + 1.0f + (A - 1.0f) * cos_w0 - twoSqrtAAlpha);\n a0 = A + 1.0f - (A - 1.0f) * cos_w0 + twoSqrtAAlpha;\n a1 = 2.0f * (A - 1.0f - (A + 1.0f) * cos_w0);\n a2 = A + 1.0f - (A - 1.0f) * cos_w0 - twoSqrtAAlpha;\n } else if (bandType == 3.0f) { // lowPass\n b0 = (1.0f - cos_w0) / 2.0f;\n b1 = 1.0f - cos_w0;\n b2 = (1.0f - cos_w0) / 2.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n } else if (bandType == 4.0f) { // highPass\n b0 = (1.0f + cos_w0) / 2.0f;\n b1 = -(1.0f + cos_w0);\n b2 = (1.0f + cos_w0) / 2.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n } else if (bandType == 5.0f) { // notch\n b0 = 1.0f;\n b1 = -2.0f * cos_w0;\n b2 = 1.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n }\n\n if (abs(a0) < 1e-9f) {\n outputChannels[sampleIndex] = x;\n continue;\n }\n\n let b0_norm = b0 / a0;\n let b1_norm = b1 / a0;\n let b2_norm = b2 / a0;\n let a1_norm = a1 / a0;\n let a2_norm = a2 / a0;\n\n var y = b0_norm * x + b1_norm * x1 + b2_norm * x2 - a1_norm * y1 - a2_norm * y2;\n if (is_nan_or_inf(y)) { y = 0.0f; }\n\n // Biquad State History Update with Soft Anti-Explosion Clamping\n x2 = x1;\n x1 = x;\n y2 = clamp(y1, -4.0f, 4.0f);\n y1 = clamp(y, -4.0f, 4.0f);\n\n // Output Soft Clipping\n if (y > 1.0f) {\n y = 1.0f;\n } else if (y < -1.0f) {\n y = -1.0f;\n } else if (y > 0.9f) {\n y = 0.9f + 0.1f * tanh((y - 0.9f) / 0.1f);\n } else if (y < -0.9f) {\n y = -0.9f + 0.1f * tanh((y + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = y;\n }\n\n state[offset] = x1;\n state[offset + 1u] = x2;\n state[offset + 2u] = y1;\n state[offset + 3u] = y2;\n }\n}\n`;\nconst getBandTypeVal = (type) => {\n\tif (type === \"peak\") return 0;\n\tif (type === \"lowShelf\") return 1;\n\tif (type === \"highShelf\") return 2;\n\tif (type === \"lowPass\") return 3;\n\tif (type === \"highPass\") return 4;\n\tif (type === \"notch\") return 5;\n\treturn 0;\n};\nconst parametricEqAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Parametric EQ.\");\n\tconst op = virtualMedia.operation || {};\n\tconst rawType = resolveString(op.type, \"peak\");\n\tconst config = {\n\t\ttype: [\n\t\t\t\"lowShelf\",\n\t\t\t\"highShelf\",\n\t\t\t\"peak\",\n\t\t\t\"lowPass\",\n\t\t\t\"highPass\",\n\t\t\t\"notch\"\n\t\t].includes(rawType) ? rawType : \"peak\",\n\t\tfrequency: resolveNumber(op.frequency, 1e3),\n\t\tfrequencyHandleId: typeof op.frequencyHandleId === \"string\" ? op.frequencyHandleId : null,\n\t\tgain: resolveNumber(op.gain, 0),\n\t\tgainHandleId: typeof op.gainHandleId === \"string\" ? op.gainHandleId : null,\n\t\tq: resolveNumber(op.q, 1),\n\t\tqHandleId: typeof op.qHandleId === \"string\" ? op.qHandleId : null\n\t};\n\tconst hasFrequencySig = isHandleConnected(op, \"frequencyHandleId\") ? 1 : 0;\n\tconst hasGainSig = isHandleConnected(op, \"gainHandleId\") ? 1 : 0;\n\tconst hasQSig = isHandleConnected(op, \"qHandleId\") ? 1 : 0;\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst nodeId = op.id || \"audio-parametric-eq\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst stateFloatCount = 4 + numChannels * 4;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, PARAMETRIC_EQ_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\t1,\n\t\tconfig.frequency,\n\t\tconfig.gain,\n\t\tconfig.q,\n\t\tgetBandTypeVal(config.type),\n\t\thasFrequencySig,\n\t\thasGainSig,\n\t\thasQSig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0,\n\t\t0,\n\t\t0\n\t], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: parametricEqAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-Dt34aC_m.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;AACD,MAAM,sCAAsC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+L5C,MAAM,kBAAkB,SAAS;AAChC,KAAI,SAAS,OAAQ,QAAO;AAC5B,KAAI,SAAS,WAAY,QAAO;AAChC,KAAI,SAAS,YAAa,QAAO;AACjC,KAAI,SAAS,UAAW,QAAO;AAC/B,KAAI,SAAS,WAAY,QAAO;AAChC,KAAI,SAAS,QAAS,QAAO;AAC7B,QAAO;;AAER,MAAM,6BAA6B,OAAO,UAAU,YAAY,cAAc,QAAQ;AACrF,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,kDAAkD;CACpF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,UAAU,cAAc,GAAG,MAAM,OAAO;CAC9C,MAAM,SAAS;EACd,MAAM;GACL;GACA;GACA;GACA;GACA;GACA;GACA,CAAC,SAAS,QAAQ,GAAG,UAAU;EAChC,WAAW,cAAc,GAAG,WAAW,IAAI;EAC3C,mBAAmB,OAAO,GAAG,sBAAsB,WAAW,GAAG,oBAAoB;EACrF,MAAM,cAAc,GAAG,MAAM,EAAE;EAC/B,cAAc,OAAO,GAAG,iBAAiB,WAAW,GAAG,eAAe;EACtE,GAAG,cAAc,GAAG,GAAG,EAAE;EACzB,WAAW,OAAO,GAAG,cAAc,WAAW,GAAG,YAAY;EAC7D;CACD,MAAM,kBAAkB,kBAAkB,IAAI,oBAAoB,GAAG,IAAI;CACzE,MAAM,aAAa,kBAAkB,IAAI,eAAe,GAAG,IAAI;CAC/D,MAAM,UAAU,kBAAkB,IAAI,YAAY,GAAG,IAAI;CACzD,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,kBAAkB,IAAI,cAAc;AAC1C,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,qCAAqC;EAC3I;EACA;EACA,OAAO;EACP,OAAO;EACP,OAAO;EACP,eAAe,OAAO,KAAK;EAC3B;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK3G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,4BAA4B,CAAC"}
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{"version":3,"file":"renderer-C9BSXyrq.mjs","names":[],"sources":["../../../nodes/node-audio-parametric-eq/dist/renderers-Dt34aC_m.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { isHandleConnected, resolveNumber, resolveString } from \"@framefields/node-sdk\";\nimport { WebGPUAudioProcessor } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/audio-processor.ts\nconst PARAM_ORDER = [\n\t\"frequency\",\n\t\"gain\",\n\t\"q\"\n];\nconst PARAMETRIC_EQ_SHADER_TEMPLATE = () => `\nstruct Uniforms {\n sampleRate : f32,\n numBands : f32,\n frequency : f32,\n gain : f32,\n q : f32,\n bandType : f32,\n hasFrequencySig : f32,\n hasGainSig : f32,\n hasQSig : f32,\n baseTime : f32,\n frame : f32,\n numSamples : f32,\n numChannels : f32,\n pad1 : f32,\n pad2 : f32,\n pad3 : f32,\n};\n\n@group(0) @binding(0) var<uniform> u : Uniforms;\n@group(0) @binding(1) var<storage, read> inputChannels : array<f32>;\n@group(0) @binding(2) var<storage, read_write> outputChannels : array<f32>;\n@group(0) @binding(3) var<storage, read_write> state : array<f32>;\n@group(0) @binding(4) var<storage, read> frequencySignal : array<f32>;\n@group(0) @binding(5) var<storage, read> gainSignal : array<f32>;\n@group(0) @binding(6) var<storage, read> qSignal : array<f32>;\n\nconst PI: f32 = 3.141592653589793f;\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 sampleRate = u.sampleRate;\n let bandType = u.bandType; // 0=peak, 1=lowShelf, 2=highShelf, 3=lowPass, 4=highPass, 5=notch\n\n let biquadStateOffset = 4u;\n\n for (var c = 0u; c < numChannels; c = c + 1u) {\n let offset = biquadStateOffset + c * 4u;\n var x1 = state[offset];\n var x2 = state[offset + 1u];\n var y1 = state[offset + 2u];\n var y2 = state[offset + 3u];\n\n if (is_nan_or_inf(x1)) { x1 = 0.0f; }\n if (is_nan_or_inf(x2)) { x2 = 0.0f; }\n if (is_nan_or_inf(y1)) { y1 = 0.0f; }\n if (is_nan_or_inf(y2)) { y2 = 0.0f; }\n\n for (var index = 0u; index < numSamples; index = index + 1u) {\n let sampleIndex = c * numSamples + index;\n var x = inputChannels[sampleIndex];\n if (is_nan_or_inf(x)) { x = 0.0f; }\n\n // 1. Dynamic Parameter Signal Resolution & Clamping\n var effFreq = u.frequency;\n if (u.hasFrequencySig > 0.5f) {\n effFreq = frequencySignal[index];\n }\n effFreq = clamp(effFreq, 20.0f, sampleRate / 2.0f - 1.0f);\n\n var effQ = u.q;\n if (u.hasQSig > 0.5f) {\n effQ = qSignal[index];\n }\n effQ = clamp(effQ, 0.01f, 10.0f);\n\n var effGain = u.gain;\n if (u.hasGainSig > 0.5f) {\n effGain = gainSignal[index];\n }\n effGain = clamp(effGain, -24.0f, 24.0f);\n\n if (bandType == 0.0f && abs(effGain) < 1e-5f) {\n // Bypass filter if peak gain is zero\n outputChannels[sampleIndex] = x;\n continue;\n }\n\n // 2. Biquad Coefficients Calculation\n let w0 = (2.0f * PI * effFreq) / sampleRate;\n let cos_w0 = cos(w0);\n let sin_w0 = sin(w0);\n let A = clamp(pow(10.0f, effGain / 40.0f), 0.25f, 4.0f);\n let alpha = sin_w0 / (2.0f * effQ);\n\n var b0 = 0.0f; var b1 = 0.0f; var b2 = 0.0f;\n var a0 = 0.0f; var a1 = 0.0f; var a2 = 0.0f;\n\n if (bandType == 0.0f) { // peak\n b0 = 1.0f + alpha * A;\n b1 = -2.0f * cos_w0;\n b2 = 1.0f - alpha * A;\n a0 = 1.0f + alpha / A;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha / A;\n } else if (bandType == 1.0f) { // lowShelf\n let sqrtA = sqrt(A);\n let twoSqrtAAlpha = 2.0f * sqrtA * alpha;\n b0 = A * (A + 1.0f - (A - 1.0f) * cos_w0 + twoSqrtAAlpha);\n b1 = 2.0f * A * (A - 1.0f - (A + 1.0f) * cos_w0);\n b2 = A * (A + 1.0f - (A - 1.0f) * cos_w0 - twoSqrtAAlpha);\n a0 = A + 1.0f + (A - 1.0f) * cos_w0 + twoSqrtAAlpha;\n a1 = -2.0f * (A - 1.0f + (A + 1.0f) * cos_w0);\n a2 = A + 1.0f + (A - 1.0f) * cos_w0 - twoSqrtAAlpha;\n } else if (bandType == 2.0f) { // highShelf\n let sqrtA = sqrt(A);\n let twoSqrtAAlpha = 2.0f * sqrtA * alpha;\n b0 = A * (A + 1.0f + (A - 1.0f) * cos_w0 + twoSqrtAAlpha);\n b1 = -2.0f * A * (A - 1.0f + (A + 1.0f) * cos_w0);\n b2 = A * (A + 1.0f + (A - 1.0f) * cos_w0 - twoSqrtAAlpha);\n a0 = A + 1.0f - (A - 1.0f) * cos_w0 + twoSqrtAAlpha;\n a1 = 2.0f * (A - 1.0f - (A + 1.0f) * cos_w0);\n a2 = A + 1.0f - (A - 1.0f) * cos_w0 - twoSqrtAAlpha;\n } else if (bandType == 3.0f) { // lowPass\n b0 = (1.0f - cos_w0) / 2.0f;\n b1 = 1.0f - cos_w0;\n b2 = (1.0f - cos_w0) / 2.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n } else if (bandType == 4.0f) { // highPass\n b0 = (1.0f + cos_w0) / 2.0f;\n b1 = -(1.0f + cos_w0);\n b2 = (1.0f + cos_w0) / 2.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n } else if (bandType == 5.0f) { // notch\n b0 = 1.0f;\n b1 = -2.0f * cos_w0;\n b2 = 1.0f;\n a0 = 1.0f + alpha;\n a1 = -2.0f * cos_w0;\n a2 = 1.0f - alpha;\n }\n\n if (abs(a0) < 1e-9f) {\n outputChannels[sampleIndex] = x;\n continue;\n }\n\n let b0_norm = b0 / a0;\n let b1_norm = b1 / a0;\n let b2_norm = b2 / a0;\n let a1_norm = a1 / a0;\n let a2_norm = a2 / a0;\n\n var y = b0_norm * x + b1_norm * x1 + b2_norm * x2 - a1_norm * y1 - a2_norm * y2;\n if (is_nan_or_inf(y)) { y = 0.0f; }\n\n // Biquad State History Update with Soft Anti-Explosion Clamping\n x2 = x1;\n x1 = x;\n y2 = clamp(y1, -4.0f, 4.0f);\n y1 = clamp(y, -4.0f, 4.0f);\n\n // Output Soft Clipping\n if (y > 1.0f) {\n y = 1.0f;\n } else if (y < -1.0f) {\n y = -1.0f;\n } else if (y > 0.9f) {\n y = 0.9f + 0.1f * tanh((y - 0.9f) / 0.1f);\n } else if (y < -0.9f) {\n y = -0.9f + 0.1f * tanh((y + 0.9f) / 0.1f);\n }\n\n outputChannels[sampleIndex] = y;\n }\n\n state[offset] = x1;\n state[offset + 1u] = x2;\n state[offset + 2u] = y1;\n state[offset + 3u] = y2;\n }\n}\n`;\nconst getBandTypeVal = (type) => {\n\tif (type === \"peak\") return 0;\n\tif (type === \"lowShelf\") return 1;\n\tif (type === \"highShelf\") return 2;\n\tif (type === \"lowPass\") return 3;\n\tif (type === \"highPass\") return 4;\n\tif (type === \"notch\") return 5;\n\treturn 0;\n};\nconst parametricEqAudioProcessor = async (channels, sampleRate, virtualMedia, ctx) => {\n\tif (!ctx?.device) throw new Error(\"GPUDevice is required for WebGPU Parametric EQ.\");\n\tconst op = virtualMedia.operation || {};\n\tconst rawType = resolveString(op.type, \"peak\");\n\tconst config = {\n\t\ttype: [\n\t\t\t\"lowShelf\",\n\t\t\t\"highShelf\",\n\t\t\t\"peak\",\n\t\t\t\"lowPass\",\n\t\t\t\"highPass\",\n\t\t\t\"notch\"\n\t\t].includes(rawType) ? rawType : \"peak\",\n\t\tfrequency: resolveNumber(op.frequency, 1e3),\n\t\tfrequencyHandleId: typeof op.frequencyHandleId === \"string\" ? op.frequencyHandleId : null,\n\t\tgain: resolveNumber(op.gain, 0),\n\t\tgainHandleId: typeof op.gainHandleId === \"string\" ? op.gainHandleId : null,\n\t\tq: resolveNumber(op.q, 1),\n\t\tqHandleId: typeof op.qHandleId === \"string\" ? op.qHandleId : null\n\t};\n\tconst hasFrequencySig = isHandleConnected(op, \"frequencyHandleId\") ? 1 : 0;\n\tconst hasGainSig = isHandleConnected(op, \"gainHandleId\") ? 1 : 0;\n\tconst hasQSig = isHandleConnected(op, \"qHandleId\") ? 1 : 0;\n\tconst numChannels = channels.length;\n\tif (numChannels === 0) return;\n\tconst numSamples = channels[0].length;\n\tif (numSamples === 0) return;\n\tconst nodeId = op.id || \"audio-parametric-eq\";\n\tconst frame = ctx.frame ?? 0;\n\tconst fps = ctx.fps ?? 24;\n\tconst stateFloatCount = 4 + numChannels * 4;\n\tawait WebGPUAudioProcessor.process(ctx.device, nodeId, channels, sampleRate, virtualMedia, frame, fps, PARAMETRIC_EQ_SHADER_TEMPLATE, () => [\n\t\tsampleRate,\n\t\t1,\n\t\tconfig.frequency,\n\t\tconfig.gain,\n\t\tconfig.q,\n\t\tgetBandTypeVal(config.type),\n\t\thasFrequencySig,\n\t\thasGainSig,\n\t\thasQSig,\n\t\t0,\n\t\tframe,\n\t\tnumSamples,\n\t\tnumChannels,\n\t\t0,\n\t\t0,\n\t\t0\n\t], 16, stateFloatCount, ctx?.renderId, true, ctx?.elapsedMs, ctx?.durationMs, void 0, void 0, PARAM_ORDER);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ audioProcessor: parametricEqAudioProcessor });\n\n//#endregion\nexport { renderers_default as t };\n//# sourceMappingURL=renderers-Dt34aC_m.mjs.map"],"mappings":";;;;;AAKA,MAAM,cAAc;CACnB;CACA;CACA;CACA;AACD,MAAM,sCAAsC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+L5C,MAAM,kBAAkB,SAAS;AAChC,KAAI,SAAS,OAAQ,QAAO;AAC5B,KAAI,SAAS,WAAY,QAAO;AAChC,KAAI,SAAS,YAAa,QAAO;AACjC,KAAI,SAAS,UAAW,QAAO;AAC/B,KAAI,SAAS,WAAY,QAAO;AAChC,KAAI,SAAS,QAAS,QAAO;AAC7B,QAAO;;AAER,MAAM,6BAA6B,OAAO,UAAU,YAAY,cAAc,QAAQ;AACrF,KAAI,CAAC,KAAK,OAAQ,OAAM,IAAI,MAAM,kDAAkD;CACpF,MAAM,KAAK,aAAa,aAAa,EAAE;CACvC,MAAM,UAAU,cAAc,GAAG,MAAM,OAAO;CAC9C,MAAM,SAAS;EACd,MAAM;GACL;GACA;GACA;GACA;GACA;GACA;GACA,CAAC,SAAS,QAAQ,GAAG,UAAU;EAChC,WAAW,cAAc,GAAG,WAAW,IAAI;EAC3C,mBAAmB,OAAO,GAAG,sBAAsB,WAAW,GAAG,oBAAoB;EACrF,MAAM,cAAc,GAAG,MAAM,EAAE;EAC/B,cAAc,OAAO,GAAG,iBAAiB,WAAW,GAAG,eAAe;EACtE,GAAG,cAAc,GAAG,GAAG,EAAE;EACzB,WAAW,OAAO,GAAG,cAAc,WAAW,GAAG,YAAY;EAC7D;CACD,MAAM,kBAAkB,kBAAkB,IAAI,oBAAoB,GAAG,IAAI;CACzE,MAAM,aAAa,kBAAkB,IAAI,eAAe,GAAG,IAAI;CAC/D,MAAM,UAAU,kBAAkB,IAAI,YAAY,GAAG,IAAI;CACzD,MAAM,cAAc,SAAS;AAC7B,KAAI,gBAAgB,EAAG;CACvB,MAAM,aAAa,SAAS,GAAG;AAC/B,KAAI,eAAe,EAAG;CACtB,MAAM,SAAS,GAAG,MAAM;CACxB,MAAM,QAAQ,IAAI,SAAS;CAC3B,MAAM,MAAM,IAAI,OAAO;CACvB,MAAM,kBAAkB,IAAI,cAAc;AAC1C,OAAM,qBAAqB,QAAQ,IAAI,QAAQ,QAAQ,UAAU,YAAY,cAAc,OAAO,KAAK,qCAAqC;EAC3I;EACA;EACA,OAAO;EACP,OAAO;EACP,OAAO;EACP,eAAe,OAAO,KAAK;EAC3B;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,iBAAiB,KAAK,UAAU,MAAM,KAAK,WAAW,KAAK,YAAY,KAAK,GAAG,KAAK,GAAG,YAAY;;AAK3G,IAAI,oBAAoB,eAAe,EAAE,gBAAgB,4BAA4B,CAAC"}
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{"version":3,"file":"renderer-CAWnCsQc.mjs","names":[],"sources":["../../../nodes/node-canvas-generator/dist/renderers-BNR_p9ve.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst CANVAS_SHADER = `\nstruct CanvasUniforms {\n fillType : f32, // 0 = Solid, 1 = Linear, 2 = Radial\n angleRad : f32,\n radius : f32,\n _padding1 : f32,\n solid : vec4<f32>,\n startColor : vec4<f32>,\n endColor : vec4<f32>,\n center : vec2<f32>,\n _padding2 : vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : CanvasUniforms;\n${FULLSCREEN_QUAD_WGSL}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n if (u.fillType < 0.5) {\n // Solid Color\n return u.solid;\n } else if (u.fillType < 1.5) {\n // Linear Gradient\n let dir = vec2<f32>(cos(u.angleRad), sin(u.angleRad));\n // Project uv relative to center (0.5, 0.5) onto the direction\n let t = dot(in.uv - vec2<f32>(0.5, 0.5), dir) + 0.5;\n let clampedT = clamp(t, 0.0, 1.0);\n return mix(u.startColor, u.endColor, clampedT);\n } else {\n // Radial Gradient\n let dist = distance(in.uv, u.center);\n let t = clamp(dist / max(u.radius, 1e-4), 0.0, 1.0);\n return mix(u.startColor, u.endColor, t);\n }\n}\n`;\nconst canvasUniformData = new Float32Array(20);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getCanvasResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `canvas_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst canvasModule = device.createShaderModule({\n\t\t\tlabel: `canvas_${format}.wgsl`,\n\t\t\tcode: CANVAS_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `CanvasGeneratorPipeline_${format}`,\n\t\t\tmodule: canvasModule,\n\t\t\tlayouts: [layouts.uniformLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tcanvasPipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst CanvasGeneratorWebGPURenderer = async (args) => {\n\tconst { ctx, pass, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"CanvasGenerator\" || !op) return;\n\tconst { canvasPipeline: pipeline, uniformLayout: uLayout } = getCanvasResources(ctx.device, ctx.renderer.format);\n\tconst fillTypeVal = op.fillType === \"radial\" ? 2 : op.fillType === \"linear\" ? 1 : 0;\n\tconst angleRadVal = (op.gradientAngle ?? 180) * Math.PI / 180;\n\tconst radialRadiusVal = op.radialRadius ?? .5;\n\tconst solidCol = hexToRgba(op.solidColor ?? \"#3b82f6\");\n\tconst startCol = hexToRgba(op.gradientStart ?? \"#3b82f6\");\n\tconst endCol = hexToRgba(op.gradientEnd ?? \"#1d4ed8\");\n\tcanvasUniformData[0] = fillTypeVal;\n\tcanvasUniformData[1] = angleRadVal;\n\tcanvasUniformData[2] = radialRadiusVal;\n\tcanvasUniformData[3] = 0;\n\tcanvasUniformData[4] = solidCol[0];\n\tcanvasUniformData[5] = solidCol[1];\n\tcanvasUniformData[6] = solidCol[2];\n\tcanvasUniformData[7] = solidCol[3];\n\tcanvasUniformData[8] = startCol[0];\n\tcanvasUniformData[9] = startCol[1];\n\tcanvasUniformData[10] = startCol[2];\n\tcanvasUniformData[11] = startCol[3];\n\tcanvasUniformData[12] = endCol[0];\n\tcanvasUniformData[13] = endCol[1];\n\tcanvasUniformData[14] = endCol[2];\n\tcanvasUniformData[15] = endCol[3];\n\tcanvasUniformData[16] = op.radialCenterX ?? 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