glre 0.20.0 → 0.22.0

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.
Files changed (48) hide show
  1. package/README.md +150 -80
  2. package/dist/index.d.ts +442 -236
  3. package/dist/index.js +46 -13
  4. package/dist/index.js.map +1 -1
  5. package/dist/index.mjs +46 -13
  6. package/dist/index.mjs.map +1 -1
  7. package/dist/native.d.ts +7 -530
  8. package/dist/native.js +46 -13
  9. package/dist/native.js.map +1 -1
  10. package/dist/native.mjs +46 -13
  11. package/dist/native.mjs.map +1 -1
  12. package/dist/react.d.ts +7 -478
  13. package/dist/react.js +46 -13
  14. package/dist/react.js.map +1 -1
  15. package/dist/react.mjs +46 -13
  16. package/dist/react.mjs.map +1 -1
  17. package/dist/solid.d.ts +7 -424
  18. package/dist/solid.js +46 -13
  19. package/dist/solid.js.map +1 -1
  20. package/dist/solid.mjs +46 -13
  21. package/dist/solid.mjs.map +1 -1
  22. package/package.json +26 -61
  23. package/src/code/glsl.ts +186 -0
  24. package/src/code/wgsl.ts +170 -0
  25. package/src/index.ts +105 -0
  26. package/src/native.ts +24 -0
  27. package/src/node/cache.ts +67 -0
  28. package/src/node/const.ts +147 -0
  29. package/src/node/conv.ts +122 -0
  30. package/src/node/index.ts +96 -0
  31. package/src/node/node.ts +114 -0
  32. package/src/node/types.ts +101 -0
  33. package/src/node/uniform.ts +99 -0
  34. package/src/react.ts +18 -0
  35. package/src/solid.ts +15 -0
  36. package/src/types.ts +90 -0
  37. package/src/utils.ts +53 -0
  38. package/src/webgl/buffer.ts +78 -0
  39. package/src/webgl/index.ts +79 -0
  40. package/src/webgl/program.ts +61 -0
  41. package/src/webgl/shader.ts +60 -0
  42. package/src/webgl/texture.ts +93 -0
  43. package/src/webgpu/buffer.ts +96 -0
  44. package/src/webgpu/device.ts +91 -0
  45. package/src/webgpu/index.ts +40 -0
  46. package/src/webgpu/pipeline.ts +94 -0
  47. package/src/webgpu/texture.ts +139 -0
  48. package/dist/types-2792569d.d.ts +0 -7
package/dist/solid.d.ts CHANGED
@@ -1,426 +1,9 @@
1
- import * as refr from 'refr';
2
- import { P as PrecisionMode, U as Uniform, A as Attribute, G as GLClearMode, a as GLDrawMode } from './types-2792569d.js';
1
+ import * as reev from 'reev';
2
+ import { GL } from './index.js';
3
+ export { Attribute, Attributes, BufferUsage, CACHE_BOOLS, CACHE_FLOATS, CACHE_INTS, ConditionalNode, ConversionContext, FUNCTIONS, Fn, FunctionNode, GLClearMode, GLDrawMode, GLDrawType, If, MathFunction, MathMethods, Node, NodeCreator, NodeType, OPERATORS, Operator, OperatorMethods, PrecisionMode, ProxyCallback, SWIZZLES, Swillzes, SwizzleProperties, TYPES, TextureFormat, TextureUsage, Uniform, UniformNode, Uniforms, X, abs, activeTexture, alignBufferSize, bool, calculateBufferSize, ceil, checkWebGPUSupport, color, configureCanvasContext, convertToNode, cos, createAttribute, createBindGroup, createBindGroupLayout, createBuffer, createBuffers, createCommandEncoder, createComputePipeline, createCubeTexture, createDepthTexture, createEmptyTexture, createFragmentShader, default as createGL, createIbo, createIndexBuffer, createNode, createProgram, createRenderPass, createRenderPipeline, createSampler, createShaderModule, createStorageBuffer, createTexture, createTextureFromImage, createTextureView, createUniformBuffer, createVbo, createVertexBuffer, createVertexShader, deleteBuffer, deleteProgram, deleteShader, deleteTexture, destroyBuffer, destroyTexture, dig, each, ext, fig, findDuplicateNodes, float, floor, flush, fract, getAttribLocation, getCachedBool, getCachedFloat, getCachedInt, getDeviceLimits, getProgramInfo, getShaderInfo, getUniformLocation, getUniformType, gl_FragCoord, gl_Position, glsl, iDeltaTime, iMouse, iPrevTime, iResolution, iTime, int, is, isGL, isServer, isWebGPUSupported, length, node, nodeToGLSL, nodeToWGSL, normalize, replace, requestWebGPUDevice, setupDeviceErrorHandling, sig, sin, sqrt, tan, uniform, updateBuffer, updateIbo, updateTexture, updateUniforms, updateVbo, vec2, vec3, vec4, vertexStride, webgl, webgpu, wgsl } from './index.js';
4
+ export { Frame, Fun, Queue } from 'refr';
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+ import 'refr/dist/types-687121c7';
3
6
 
4
- declare const onGL: (props?: EventState<{
5
- id: string;
6
- width: number;
7
- height: number;
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- size: [number, number];
9
- mouse: [number, number];
10
- count: number;
11
- vs: string;
12
- fs: string;
13
- vert: string;
14
- frag: string;
15
- vertex: string;
16
- fragment: string;
17
- varying: string;
18
- int: PrecisionMode;
19
- float: PrecisionMode;
20
- sampler2D: PrecisionMode;
21
- samplerCube: PrecisionMode;
22
- lastActiveUnit: number;
23
- gl: any;
24
- pg: any;
25
- el: any;
26
- frame: refr.Queue;
27
- target: any;
28
- stride: Nested<number>;
29
- location: Nested<any>;
30
- activeUnit: Nested<number>;
31
- default: any;
32
- ref?: any;
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- init(varying?: string[]): void;
34
- mount(): void;
35
- clean(): void;
36
- render(): void;
37
- mousemove(e: Event): void;
38
- resize(e?: Event, width?: number, height?: number): void;
39
- load(e?: Event, image?: HTMLImageElement): void;
40
- uniform(key: string, value: Uniform): EventState<any>;
41
- uniform(target: {
42
- [key: string]: Uniform;
43
- }): EventState<any>;
44
- texture(key: string, value: string): EventState<any>;
45
- texture(target: {
46
- [key: string]: string;
47
- }): EventState<any>;
48
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
49
- attribute(target: {
50
- [key: string]: Attribute;
51
- }): EventState<any>;
52
- clear(key?: GLClearMode): void;
53
- viewport(size?: [number, number]): void;
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- drawArrays(key?: GLDrawMode): void;
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- drawElements(key?: GLDrawMode): void;
56
- }>, self?: EventState<{
57
- id: string;
58
- width: number;
59
- height: number;
60
- size: [number, number];
61
- mouse: [number, number];
62
- count: number;
63
- vs: string;
64
- fs: string;
65
- vert: string;
66
- frag: string;
67
- vertex: string;
68
- fragment: string;
69
- varying: string;
70
- int: PrecisionMode;
71
- float: PrecisionMode;
72
- sampler2D: PrecisionMode;
73
- samplerCube: PrecisionMode;
74
- lastActiveUnit: number;
75
- gl: any;
76
- pg: any;
77
- el: any;
78
- frame: refr.Queue;
79
- target: any;
80
- stride: Nested<number>;
81
- location: Nested<any>;
82
- activeUnit: Nested<number>;
83
- default: any;
84
- ref?: any;
85
- init(varying?: string[]): void;
86
- mount(): void;
87
- clean(): void;
88
- render(): void;
89
- mousemove(e: Event): void;
90
- resize(e?: Event, width?: number, height?: number): void;
91
- load(e?: Event, image?: HTMLImageElement): void;
92
- uniform(key: string, value: Uniform): EventState<any>;
93
- uniform(target: {
94
- [key: string]: Uniform;
95
- }): EventState<any>;
96
- texture(key: string, value: string): EventState<any>;
97
- texture(target: {
98
- [key: string]: string;
99
- }): EventState<any>;
100
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
101
- attribute(target: {
102
- [key: string]: Attribute;
103
- }): EventState<any>;
104
- clear(key?: GLClearMode): void;
105
- viewport(size?: [number, number]): void;
106
- drawArrays(key?: GLDrawMode): void;
107
- drawElements(key?: GLDrawMode): void;
108
- }>) => any;
109
- declare const onTF: (props?: EventState<{
110
- id: string;
111
- width: number;
112
- height: number;
113
- size: [number, number];
114
- mouse: [number, number];
115
- count: number;
116
- vs: string;
117
- fs: string;
118
- vert: string;
119
- frag: string;
120
- vertex: string;
121
- fragment: string;
122
- varying: string;
123
- int: PrecisionMode;
124
- float: PrecisionMode;
125
- sampler2D: PrecisionMode;
126
- samplerCube: PrecisionMode;
127
- lastActiveUnit: number;
128
- gl: any;
129
- pg: any;
130
- el: any;
131
- frame: refr.Queue;
132
- target: any;
133
- stride: Nested<number>;
134
- location: Nested<any>;
135
- activeUnit: Nested<number>;
136
- default: any;
137
- ref?: any;
138
- init(varying?: string[]): void;
139
- mount(): void;
140
- clean(): void;
141
- render(): void;
142
- mousemove(e: Event): void;
143
- resize(e?: Event, width?: number, height?: number): void;
144
- load(e?: Event, image?: HTMLImageElement): void;
145
- uniform(key: string, value: Uniform): EventState<any>;
146
- uniform(target: {
147
- [key: string]: Uniform;
148
- }): EventState<any>;
149
- texture(key: string, value: string): EventState<any>;
150
- texture(target: {
151
- [key: string]: string;
152
- }): EventState<any>;
153
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
154
- attribute(target: {
155
- [key: string]: Attribute;
156
- }): EventState<any>;
157
- clear(key?: GLClearMode): void;
158
- viewport(size?: [number, number]): void;
159
- drawArrays(key?: GLDrawMode): void;
160
- drawElements(key?: GLDrawMode): void;
161
- }>, self?: EventState<{
162
- id: string;
163
- width: number;
164
- height: number;
165
- size: [number, number];
166
- mouse: [number, number];
167
- count: number;
168
- vs: string;
169
- fs: string;
170
- vert: string;
171
- frag: string;
172
- vertex: string;
173
- fragment: string;
174
- varying: string;
175
- int: PrecisionMode;
176
- float: PrecisionMode;
177
- sampler2D: PrecisionMode;
178
- samplerCube: PrecisionMode;
179
- lastActiveUnit: number;
180
- gl: any;
181
- pg: any;
182
- el: any;
183
- frame: refr.Queue;
184
- target: any;
185
- stride: Nested<number>;
186
- location: Nested<any>;
187
- activeUnit: Nested<number>;
188
- default: any;
189
- ref?: any;
190
- init(varying?: string[]): void;
191
- mount(): void;
192
- clean(): void;
193
- render(): void;
194
- mousemove(e: Event): void;
195
- resize(e?: Event, width?: number, height?: number): void;
196
- load(e?: Event, image?: HTMLImageElement): void;
197
- uniform(key: string, value: Uniform): EventState<any>;
198
- uniform(target: {
199
- [key: string]: Uniform;
200
- }): EventState<any>;
201
- texture(key: string, value: string): EventState<any>;
202
- texture(target: {
203
- [key: string]: string;
204
- }): EventState<any>;
205
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
206
- attribute(target: {
207
- [key: string]: Attribute;
208
- }): EventState<any>;
209
- clear(key?: GLClearMode): void;
210
- viewport(size?: [number, number]): void;
211
- drawArrays(key?: GLDrawMode): void;
212
- drawElements(key?: GLDrawMode): void;
213
- }>) => EventState<{
214
- id: string;
215
- width: number;
216
- height: number;
217
- size: [number, number];
218
- mouse: [number, number];
219
- count: number;
220
- vs: string;
221
- fs: string;
222
- vert: string;
223
- frag: string;
224
- vertex: string;
225
- fragment: string;
226
- varying: string;
227
- int: PrecisionMode;
228
- float: PrecisionMode;
229
- sampler2D: PrecisionMode;
230
- samplerCube: PrecisionMode;
231
- lastActiveUnit: number;
232
- gl: any;
233
- pg: any;
234
- el: any;
235
- frame: refr.Queue;
236
- target: any;
237
- stride: Nested<number>;
238
- location: Nested<any>;
239
- activeUnit: Nested<number>;
240
- default: any;
241
- ref?: any;
242
- init(varying?: string[]): void;
243
- mount(): void;
244
- clean(): void;
245
- render(): void;
246
- mousemove(e: Event): void;
247
- resize(e?: Event, width?: number, height?: number): void;
248
- load(e?: Event, image?: HTMLImageElement): void;
249
- uniform(key: string, value: Uniform): EventState<any>;
250
- uniform(target: {
251
- [key: string]: Uniform;
252
- }): EventState<any>;
253
- texture(key: string, value: string): EventState<any>;
254
- texture(target: {
255
- [key: string]: string;
256
- }): EventState<any>;
257
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
258
- attribute(target: {
259
- [key: string]: Attribute;
260
- }): EventState<any>;
261
- clear(key?: GLClearMode): void;
262
- viewport(size?: [number, number]): void;
263
- drawArrays(key?: GLDrawMode): void;
264
- drawElements(key?: GLDrawMode): void;
265
- }>;
266
- declare const onFrame: (fun: Fun, self?: EventState<{
267
- id: string;
268
- width: number;
269
- height: number;
270
- size: [number, number];
271
- mouse: [number, number];
272
- count: number;
273
- vs: string;
274
- fs: string;
275
- vert: string;
276
- frag: string;
277
- vertex: string;
278
- fragment: string;
279
- varying: string;
280
- int: PrecisionMode;
281
- float: PrecisionMode;
282
- sampler2D: PrecisionMode;
283
- samplerCube: PrecisionMode;
284
- lastActiveUnit: number;
285
- gl: any;
286
- pg: any;
287
- el: any;
288
- frame: refr.Queue;
289
- target: any;
290
- stride: Nested<number>;
291
- location: Nested<any>;
292
- activeUnit: Nested<number>;
293
- default: any;
294
- ref?: any;
295
- init(varying?: string[]): void;
296
- mount(): void;
297
- clean(): void;
298
- render(): void;
299
- mousemove(e: Event): void;
300
- resize(e?: Event, width?: number, height?: number): void;
301
- load(e?: Event, image?: HTMLImageElement): void;
302
- uniform(key: string, value: Uniform): EventState<any>;
303
- uniform(target: {
304
- [key: string]: Uniform;
305
- }): EventState<any>;
306
- texture(key: string, value: string): EventState<any>;
307
- texture(target: {
308
- [key: string]: string;
309
- }): EventState<any>;
310
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
311
- attribute(target: {
312
- [key: string]: Attribute;
313
- }): EventState<any>;
314
- clear(key?: GLClearMode): void;
315
- viewport(size?: [number, number]): void;
316
- drawArrays(key?: GLDrawMode): void;
317
- drawElements(key?: GLDrawMode): void;
318
- }>) => void;
319
- declare const setTexture: (props: any, self?: EventState<{
320
- id: string;
321
- width: number;
322
- height: number;
323
- size: [number, number];
324
- mouse: [number, number];
325
- count: number;
326
- vs: string;
327
- fs: string;
328
- vert: string;
329
- frag: string;
330
- vertex: string;
331
- fragment: string;
332
- varying: string;
333
- int: PrecisionMode;
334
- float: PrecisionMode;
335
- sampler2D: PrecisionMode;
336
- samplerCube: PrecisionMode;
337
- lastActiveUnit: number;
338
- gl: any;
339
- pg: any;
340
- el: any;
341
- frame: refr.Queue;
342
- target: any;
343
- stride: Nested<number>;
344
- location: Nested<any>;
345
- activeUnit: Nested<number>;
346
- default: any;
347
- ref?: any;
348
- init(varying?: string[]): void;
349
- mount(): void;
350
- clean(): void;
351
- render(): void;
352
- mousemove(e: Event): void;
353
- resize(e?: Event, width?: number, height?: number): void;
354
- load(e?: Event, image?: HTMLImageElement): void;
355
- uniform(key: string, value: Uniform): EventState<any>;
356
- uniform(target: {
357
- [key: string]: Uniform;
358
- }): EventState<any>;
359
- texture(key: string, value: string): EventState<any>;
360
- texture(target: {
361
- [key: string]: string;
362
- }): EventState<any>;
363
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
364
- attribute(target: {
365
- [key: string]: Attribute;
366
- }): EventState<any>;
367
- clear(key?: GLClearMode): void;
368
- viewport(size?: [number, number]): void;
369
- drawArrays(key?: GLDrawMode): void;
370
- drawElements(key?: GLDrawMode): void;
371
- }>) => any;
372
- declare const setAttribute: (props: any, self?: EventState<{
373
- id: string;
374
- width: number;
375
- height: number;
376
- size: [number, number];
377
- mouse: [number, number];
378
- count: number;
379
- vs: string;
380
- fs: string;
381
- vert: string;
382
- frag: string;
383
- vertex: string;
384
- fragment: string;
385
- varying: string;
386
- int: PrecisionMode;
387
- float: PrecisionMode;
388
- sampler2D: PrecisionMode;
389
- samplerCube: PrecisionMode;
390
- lastActiveUnit: number;
391
- gl: any;
392
- pg: any;
393
- el: any;
394
- frame: refr.Queue;
395
- target: any;
396
- stride: Nested<number>;
397
- location: Nested<any>;
398
- activeUnit: Nested<number>;
399
- default: any;
400
- ref?: any;
401
- init(varying?: string[]): void;
402
- mount(): void;
403
- clean(): void;
404
- render(): void;
405
- mousemove(e: Event): void;
406
- resize(e?: Event, width?: number, height?: number): void;
407
- load(e?: Event, image?: HTMLImageElement): void;
408
- uniform(key: string, value: Uniform): EventState<any>;
409
- uniform(target: {
410
- [key: string]: Uniform;
411
- }): EventState<any>;
412
- texture(key: string, value: string): EventState<any>;
413
- texture(target: {
414
- [key: string]: string;
415
- }): EventState<any>;
416
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
417
- attribute(target: {
418
- [key: string]: Attribute;
419
- }): EventState<any>;
420
- clear(key?: GLClearMode): void;
421
- viewport(size?: [number, number]): void;
422
- drawArrays(key?: GLDrawMode): void;
423
- drawElements(key?: GLDrawMode): void;
424
- }>) => any;
7
+ declare const onGL: (props?: Partial<GL>) => reev.EventState<GL>;
425
8
 
426
- export { onFrame, onGL, onTF, setAttribute, setTexture };
9
+ export { GL, onGL };
package/dist/solid.js CHANGED
@@ -1,15 +1,48 @@
1
- var F=Object.defineProperty;var O=Object.getOwnPropertyDescriptor;var z=Object.getOwnPropertyNames;var H=Object.prototype.hasOwnProperty;var Y=(e,t)=>{for(var n in t)F(e,n,{get:t[n],enumerable:!0})},W=(e,t,n,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of z(t))!H.call(e,a)&&a!==n&&F(e,a,{get:()=>t[a],enumerable:!(o=O(t,a))||o.enumerable});return e};var k=e=>W(F({},"__esModule",{value:!0}),e);var l={};Y(l,{onFrame:()=>J,onGL:()=>K,onTF:()=>j,setAttribute:()=>Z,setTexture:()=>Q});module.exports=k(l);var f=require("solid-js"),U=require("refr");var c=require("reev"),d=require("refr");var p=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${n}fv`):`uniform${n}fv`:"uniform1f"},P=(e,t,n)=>{n&&(e=Math.max(...n)+1);let o=t.length/e;return o!==o<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),o<<0},b=(e,t,n)=>{let o=e.createShader(n);if(e.shaderSource(o,t),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
1
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+ }
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+ }
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+ `,s+=o?` fragColor = ${i};
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+ `:` gl_FragColor = ${i};
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+ `,s+=`}
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+ `,s};var je=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],V=e=>{e("init",()=>{let n=e.gl,o=e.vs||e.vert||e.vertex,i=e.fs||e.frag||e.fragment;a.obj(i)&&(i=b(i)),a.obj(o)&&(o=b(o)),e.count===6&&e.attribute({a_position:je}),e.pg=B(n,X(n,o),I(n,i)),e.location=(0,z.nested)((s,f=!1)=>f?n.getAttribLocation(e.pg,s):n.getUniformLocation(e.pg,s))}),e("clean",()=>{let n=e.gl;F(n,e.pg)}),e("render",()=>{let n=e.gl;n.useProgram(e.pg),e.queue.flush(),n.clear(n.COLOR_BUFFER_BIT),n.viewport(0,0,...e.size),n.drawArrays(n.TRIANGLES,0,e.count)}),e("_attribute",(n="",o,i)=>{let s=e.gl,f=e.count,p=e.location(n,!0),x=v(s,o),c=P(s,i),m=G(f,o,i);N(s,m,p,x,c)}),e("_uniform",(n,o=0,i=!1)=>{let s=M(o,i),f=e.gl,p=e.location(n);i?f[s](p,!1,o):f[s](p,o)});let r=n=>{let o=e.location(n.alt),i=e.activeUnit(n.alt),s=W(e.gl,n);D(e.gl,o,i,s)};e("_texture",(n,o)=>{let i=new Image;i.addEventListener("load",r.bind(null,i),!1),Object.assign(i,{src:o,alt:n,crossOrigin:"anonymous"})});let t=0;return e.activeUnit=(0,z.nested)(()=>t++),e};var q=async()=>{if(!navigator.gpu)throw new Error("WebGPU is not supported in this browser");let e=await navigator.gpu.requestAdapter();if(!e)throw new Error("Failed to get WebGPU adapter");let r=await e.requestDevice();if(!r)throw new Error("Failed to get WebGPU device");return{adapter:e,device:r}},Ke=()=>"gpu"in navigator,Ze=e=>({maxTextureDimension1D:e.limits.maxTextureDimension1D,maxTextureDimension2D:e.limits.maxTextureDimension2D,maxTextureDimension3D:e.limits.maxTextureDimension3D,maxTextureArrayLayers:e.limits.maxTextureArrayLayers,maxBindGroups:e.limits.maxBindGroups,maxDynamicUniformBuffersPerPipelineLayout:e.limits.maxDynamicUniformBuffersPerPipelineLayout,maxDynamicStorageBuffersPerPipelineLayout:e.limits.maxDynamicStorageBuffersPerPipelineLayout,maxSampledTexturesPerShaderStage:e.limits.maxSampledTexturesPerShaderStage,maxSamplersPerShaderStage:e.limits.maxSamplersPerShaderStage,maxStorageBuffersPerShaderStage:e.limits.maxStorageBuffersPerShaderStage,maxStorageTexturesPerShaderStage:e.limits.maxStorageTexturesPerShaderStage,maxUniformBuffersPerShaderStage:e.limits.maxUniformBuffersPerShaderStage,maxUniformBufferBindingSize:e.limits.maxUniformBufferBindingSize,maxStorageBufferBindingSize:e.limits.maxStorageBufferBindingSize,maxVertexBuffers:e.limits.maxVertexBuffers,maxVertexAttributes:e.limits.maxVertexAttributes,maxVertexBufferArrayStride:e.limits.maxVertexBufferArrayStride,maxComputeWorkgroupStorageSize:e.limits.maxComputeWorkgroupStorageSize,maxComputeInvocationsPerWorkgroup:e.limits.maxComputeInvocationsPerWorkgroup,maxComputeWorkgroupSizeX:e.limits.maxComputeWorkgroupSizeX,maxComputeWorkgroupSizeY:e.limits.maxComputeWorkgroupSizeY,maxComputeWorkgroupSizeZ:e.limits.maxComputeWorkgroupSizeZ,maxComputeWorkgroupsPerDimension:e.limits.maxComputeWorkgroupsPerDimension}),Qe=e=>{e.addEventListener("uncapturederror",r=>{console.error("WebGPU uncaptured error:",r.error)})},Je=(e,r,t="bgra8unorm")=>{let n=e.getContext("webgpu");if(!n)throw new Error("Failed to get WebGPU canvas context");return n.configure({device:r,format:t,alphaMode:"premultiplied"}),n};var er=`
24
+ @vertex
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+ fn main(@builtin(vertex_index) vertexIndex: u32) -> @builtin(position) vec4<f32> {
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+ var pos = array<vec2<f32>, 6>(
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+ vec2<f32>(-1.0, -1.0),
28
+ vec2<f32>( 1.0, -1.0),
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+ vec2<f32>(-1.0, 1.0),
30
+ vec2<f32>(-1.0, 1.0),
31
+ vec2<f32>( 1.0, -1.0),
32
+ vec2<f32>( 1.0, 1.0)
33
+ );
34
+ return vec4<f32>(pos[vertexIndex], 0.0, 1.0);
35
+ }
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+ `,rr=`
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+ @fragment
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+ fn main() -> @location(0) vec4<f32> {
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+ return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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+ }
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+ `,Y=(e,r=er,t=rr,n="bgra8unorm")=>{let o=e.createShaderModule({code:r}),i=e.createShaderModule({code:t});return e.createRenderPipeline({layout:"auto",vertex:{module:o,entryPoint:"main"},fragment:{module:i,entryPoint:"main",targets:[{format:n}]},primitive:{topology:"triangle-list"}})},tr=(e,r)=>{let t=e.createShaderModule({code:r});return e.createComputePipeline({layout:"auto",compute:{module:t,entryPoint:"main"}})},nr=(e,r)=>e.createShaderModule({code:r}),or=(e,r)=>e.createBindGroupLayout({entries:r}),ir=(e,r,t)=>e.createBindGroup({layout:r,entries:t}),k=(e,r,t)=>{let n={colorAttachments:[r]};return t&&(n.depthStencilAttachment=t),e.beginRenderPass(n)},H=e=>e.createCommandEncoder();var le=(e,r)=>{let t={target:"webgpu",nodes:new Map,variables:new Map,functions:new Map,...r};return E(e,t)},E=(e,r)=>e?e.value!==void 0?ar(e.value,e.type):e.property&&e.parent?`${E(e.parent,r)}.${e.property}`:e.operator&&e.children&&e.children.length>=2?sr(e,r):e.mathFunction&&e.children&&e.children.length>=1?ur(e,r):"0.0":"0.0",ar=(e,r)=>{if(r==="float"){let t=Number(e);return t%1===0?`${t}.0`:`${t}`}if(r==="int")return`${Math.floor(Number(e))}`;if(r==="bool")return e?"true":"false";if(a.arr(e)){let t=e.map(n=>{let o=Number(n);return o%1===0?`${o}.0`:`${o}`}).join(", ");if(r==="vec2")return`vec2<f32>(${t})`;if(r==="vec3")return`vec3<f32>(${t})`;if(r==="vec4")return`vec4<f32>(${t})`;if(r==="color")return`vec3<f32>(${t})`}return"0.0"},sr=(e,r)=>{if(!e.children||e.children.length<2)return"0.0";let t=E(e.children[0],r),n=E(e.children[1],r);return e.operator==="add"?`(${t} + ${n})`:e.operator==="sub"?`(${t} - ${n})`:e.operator==="mul"?`(${t} * ${n})`:e.operator==="div"?`(${t} / ${n})`:e.operator==="mod"?`(${t} % ${n})`:e.operator==="equal"?`(${t} == ${n})`:e.operator==="notEqual"?`(${t} != ${n})`:e.operator==="lessThan"?`(${t} < ${n})`:e.operator==="lessThanEqual"?`(${t} <= ${n})`:e.operator==="greaterThan"?`(${t} > ${n})`:e.operator==="greaterThanEqual"?`(${t} >= ${n})`:e.operator==="and"?`(${t} && ${n})`:e.operator==="or"?`(${t} || ${n})`:`(${t} + ${n})`},ur=(e,r)=>{if(!e.children||e.children.length<1)return"0.0";let t=e.mathFunction,n=e.children.map(f=>E(f,r)),[o,i,s]=n;if(n.length===1){if(t==="abs")return`abs(${o})`;if(t==="acos")return`acos(${o})`;if(t==="asin")return`asin(${o})`;if(t==="atan")return`atan(${o})`;if(t==="ceil")return`ceil(${o})`;if(t==="cos")return`cos(${o})`;if(t==="floor")return`floor(${o})`;if(t==="fract")return`fract(${o})`;if(t==="length")return`length(${o})`;if(t==="normalize")return`normalize(${o})`;if(t==="sin")return`sin(${o})`;if(t==="sqrt")return`sqrt(${o})`;if(t==="tan")return`tan(${o})`}if(n.length===2){if(t==="atan2")return`atan2(${o}, ${i})`;if(t==="pow")return`pow(${o}, ${i})`;if(t==="min")return`min(${o}, ${i})`;if(t==="max")return`max(${o}, ${i})`;if(t==="dot")return`dot(${o}, ${i})`;if(t==="cross")return`cross(${o}, ${i})`;if(t==="distance")return`distance(${o}, ${i})`;if(t==="reflect")return`reflect(${o}, ${i})`}return n.length===3?t==="mix"?`mix(${o}, ${i}, ${s})`:t==="clamp"?`clamp(${o}, ${i}, ${s})`:t==="smoothstep"?`smoothstep(${o}, ${i}, ${s})`:o:o||"0.0"},y=(e,r)=>{let t="";r?.uniforms&&(Object.entries(r.uniforms).forEach(([o,i])=>{let s=fr(i);t+=`@group(0) @binding(0) var<uniform> ${o}: ${s};
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+ `}),t+=`
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+ `),t+=`@fragment
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+ `,t+=`fn main() -> @location(0) vec4<f32> {
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+ `;let n=le(e);return t+=` return ${n};
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+ `,t+=`}
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