glre 0.23.0 → 0.24.0
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 +11 -13
- package/dist/index.d.ts +5 -18
- package/dist/index.js +20 -12
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +20 -12
- package/dist/index.mjs.map +1 -1
- package/dist/native.d.ts +1 -1
- package/dist/native.js +20 -12
- package/dist/native.js.map +1 -1
- package/dist/native.mjs +19 -11
- package/dist/native.mjs.map +1 -1
- package/dist/react.d.ts +1 -1
- package/dist/react.js +20 -12
- package/dist/react.js.map +1 -1
- package/dist/react.mjs +19 -11
- package/dist/react.mjs.map +1 -1
- package/dist/solid.d.ts +1 -1
- package/dist/solid.js +20 -12
- package/dist/solid.js.map +1 -1
- package/dist/solid.mjs +19 -11
- package/dist/solid.mjs.map +1 -1
- package/package.json +1 -1
- package/src/index.ts +9 -12
- package/src/node/index.ts +2 -2
- package/src/types.ts +1 -0
- package/src/utils/pipeline.ts +72 -76
- package/src/webgl.ts +0 -1
- package/src/webgpu.ts +42 -10
package/dist/index.mjs
CHANGED
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@@ -1,22 +1,22 @@
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-
import{durable as P,event as
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import{durable as P,event as Xe}from"reev";import{createFrame as Fe,createQueue as Pe}from"refr";import{nested as w}from"reev";var i={arr:Array.isArray,bol:e=>typeof e=="boolean",str:e=>typeof e=="string",num:e=>typeof e=="number",int:e=>Number.isInteger(e),fun:e=>typeof e=="function",und:e=>typeof e>"u",nul:e=>e===null,set:e=>e instanceof Set,map:e=>e instanceof Map,obj:e=>!!e&&e.constructor.name==="Object",nan:e=>typeof e=="number"&&Number.isNaN(e)},ne=(e,r)=>e.forEach(r),Oe=(e,...r)=>{ne(e,t=>t(...r))},ze=(e="",r="_",t="/")=>e.split(r).join(t),We=(e=".pdf")=>e.split(".").pop()?.toLowerCase()??"",qe=(e=0)=>`${e}`.split(".")[1]?.length??0,De=(e=0)=>`${e}`.split(".")[0]?.length-(e<0?1:0),Ve=(e=0,r=-2)=>(r*=-1,r=Math.pow(10,r),e*=r,e=Math.round(e),e/=r,e);var oe=(e,r)=>{let t={target:"webgl",precision:"mediump",version:"300 es",nodes:new Map,variables:new Map,functions:new Map,...r};return T(e,t)},T=(e,r)=>e?i.und(e.value)?e.property&&e.parent?`${T(e.parent,r)}.${e.property}`:e.operator&&e.children&&e.children.length>=2?ae(e,r):e.mathFunction&&e.children&&e.children.length>=1?se(e,r):"0.0":ie(e.value,e.type):"0.0",ie=(e,r)=>{if(r==="float"){let t=Number(e);return t%1===0?`${t}.0`:`${t}`}if(r==="int")return`${Math.floor(Number(e))}`;if(r==="bool")return e?"true":"false";if(i.arr(e)){let t=e.map(n=>{let o=Number(n);return o%1===0?`${o}.0`:`${o}`}).join(", ");if(r==="vec2")return`vec2(${t})`;if(r==="vec3")return`vec3(${t})`;if(r==="vec4")return`vec4(${t})`;if(r==="color")return`vec3(${t})`}return"0.0"},ae=(e,r)=>{if(!e.children||e.children.length<2)return"0.0";let t=T(e.children[0],r),n=T(e.children[1],r);return e.operator==="add"?`(${t} + ${n})`:e.operator==="sub"?`(${t} - ${n})`:e.operator==="mul"?`(${t} * ${n})`:e.operator==="div"?`(${t} / ${n})`:e.operator==="mod"?`mod(${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} + ${n})`},se=(e,r)=>{if(!e.children||e.children.length<1)return"0.0";let t=e.mathFunction,n=e.children.map(d=>T(d,r)),[o,s,u]=n;return n.length===1?`${t}(${o})`:n.length===2?`${t}(${o}, ${s})`:n.length===3?`${t}(${o}, ${s}, ${u})`:o||"0.0"},ue=e=>{if(i.num(e))return"float";if(i.bol(e))return"bool";if(i.arr(e)){let r=e.length;if(r===2)return"vec2";if(r===3)return"vec3";if(r===4)return"vec4"}return"float"},C=(e,r)=>{let t=r?.precision||"mediump",o=(r?.version||"300 es")==="300 es",s=oe(e),u="";return o&&(u+=`#version 300 es
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`),u+=`precision ${t} float;
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`,r?.uniforms&&(Object.entries(r.uniforms).forEach(([
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`,r?.uniforms&&(Object.entries(r.uniforms).forEach(([d,h])=>{let x=ue(h);u+=`uniform ${x} ${d};
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`}),u+=`
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`),o&&(u+=`out vec4 fragColor;
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`),u+=`void main() {
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`,u+=o?` fragColor = ${
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`:` gl_FragColor = ${
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`,u+=o?` fragColor = ${s};
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`:` gl_FragColor = ${s};
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`,u+=`}
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`,u};var
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`,u};var fe=`
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#version 300 es
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void main() {
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float x = float(gl_VertexID % 2) * 4.0 - 1.0;
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float y = float(gl_VertexID / 2) * 4.0 - 1.0;
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gl_Position = vec4(x, y, 0.0, 1.0);
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}
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`,
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`,ce=`
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#version 300 es
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precision mediump float;
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uniform vec2 iResolution;
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void main() {
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fragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
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}
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`,
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`,M=(e,r,t)=>{let n=e.createShader(t);if(!n)throw new Error("Failed to create shader");if(e.shaderSource(n,r.trim()),e.compileShader(n),e.getShaderParameter(n,e.COMPILE_STATUS))return n;let o=e.getShaderInfoLog(n);throw e.deleteShader(n),new Error(`Could not compile shader: ${o}`)},I=(e,r=fe,t=ce)=>{let n=e.createProgram();if(e.attachShader(n,M(e,r,e.VERTEX_SHADER)),e.attachShader(n,M(e,t,e.FRAGMENT_SHADER)),e.linkProgram(n),e.getProgramParameter(n,e.LINK_STATUS))return n;let o=e.getProgramInfoLog(n);throw e.deleteProgram(n),new Error(`Could not link pg: ${o}`)},B=(e,r)=>{let t=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,t),e.bufferData(e.ARRAY_BUFFER,new Float32Array(r),e.STATIC_DRAW),e.bindBuffer(e.ARRAY_BUFFER,null),t},O=(e,r)=>{let t=e.createBuffer();return e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,t),e.bufferData(e.ELEMENT_ARRAY_BUFFER,new Int16Array(r),e.STATIC_DRAW),e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,null),t},z=(e,r,t,n,o)=>{e.bindBuffer(e.ARRAY_BUFFER,n),e.enableVertexAttribArray(t),e.vertexAttribPointer(t,r,e.FLOAT,!1,0,0),o&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,o)},W=(e,r)=>{let t=e.createTexture();return e.bindTexture(e.TEXTURE_2D,t),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,r),e.generateMipmap(e.TEXTURE_2D),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.bindTexture(e.TEXTURE_2D,null),t},q=(e,r,t,n)=>{r&&(e.uniform1i(r,t),e.activeTexture(e.TEXTURE0+t),e.bindTexture(e.TEXTURE_2D,n))};var D=async e=>{let r=e.vs||e.vert||e.vertex,t=e.fs||e.frag||e.fragment;i.obj(t)&&(t=C(t)),i.obj(r)&&(r=C(r));let n=e.el.getContext("webgl2"),o=I(n,r,t),s=0,u=w(()=>s++),d=w((f,c=!1)=>c?n.getAttribLocation(o,f):n.getUniformLocation(o,f)),h=w((f,c,m,l)=>{l&&(c=Math.max(...l)+1);let p=m.length/c;return p!==Math.floor(p)&&console.warn(`Vertex Stride Error: count ${c} is mismatch`),Math.floor(p)}),x=w((f,c)=>{let m=d(f);if(i.num(c))return p=>n.uniform1f(m,p);let l=c.length;return l<=4?p=>n[`uniform${l}fv`](m,p):(l=Math.sqrt(l)<<0,p=>n[`uniformMatrix${l}fv`](m,!1,p))});e("clean",()=>n.deleteProgram(o)),e("render",()=>{n.useProgram(o),n.clear(n.COLOR_BUFFER_BIT),n.viewport(0,0,...e.size),n.drawArrays(n.TRIANGLES,0,3)}),e("_attribute",(f="",c,m)=>{let l=d(f,!0),p=B(n,c),v=O(n,m),$=h(f,e.count,c,m);z(n,$,l,p,v)}),e("_uniform",(f,c)=>{x(f,c)(c)});let g=f=>{let c=d(f.alt),m=u(f.alt),l=W(n,f);q(n,c,m,l)};return e("_texture",(f,c)=>{let m=new Image;m.addEventListener("load",g.bind(null,m),!1),Object.assign(m,{src:c,alt:f,crossOrigin:"anonymous"})}),e.webgl={context:n,program:o},e};var pe=(e,r)=>{let t={target:"webgpu",nodes:new Map,variables:new Map,functions:new Map,...r};return E(e,t)},E=(e,r)=>e?e.value!==void 0?me(e.value,e.type):e.property&&e.parent?`${E(e.parent,r)}.${e.property}`:e.operator&&e.children&&e.children.length>=2?le(e,r):e.mathFunction&&e.children&&e.children.length>=1?de(e,r):"0.0":"0.0",me=(e,r)=>{if(r==="float"){let t=Number(e);return t%1===0?`${t}.0`:`${t}`}if(r==="int")return`${Math.floor(Number(e))}`;if(r==="bool")return e?"true":"false";if(i.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"},le=(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} + ${n})`},de=(e,r)=>{if(!e.children||e.children.length<1)return"0.0";let t=e.mathFunction,n=e.children.map(d=>E(d,r)),[o,s,u]=n;return n.length===1?`${t}(${o})`:n.length===2?`${t}(${o}, ${s})`:n.length===3?`${t}(${o}, ${s}, ${u})`:o||"0.0"},S=(e,r)=>{let t="";r?.uniforms&&(Object.entries(r.uniforms).forEach(([o,s])=>{let u=ge(s);t+=`@group(0) @binding(0) var<uniform> ${o}: ${u};
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`,t+=`fn main() -> @location(0) vec4<f32> {
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`;let n=
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`;let n=pe(e);return t+=` return ${n};
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`,t},
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`,t},ge=e=>{if(i.num(e))return"f32";if(i.bol(e))return"bool";if(i.arr(e)){let r=e.length;if(r===2)return"vec2<f32>";if(r===3)return"vec3<f32>";if(r===4)return"vec4<f32>"}return"f32"};var he=`
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@vertex
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fn main(@builtin(vertex_index) vertex_index: u32) -> @builtin(position) vec4f {
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let x = f32(vertex_index % 2u) * 4.0 - 1.0;
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let y = f32(vertex_index / 2u) * 4.0 - 1.0;
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return vec4f(x, y, 0.0, 1.0);
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}
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`,
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`,be=`
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struct Uniforms {
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iResolution: vec2f,
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iMouse: vec2f,
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iTime: f32,
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}
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@group(0) @binding(0) var<uniform> u: Uniforms;
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@fragment
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fn main(@builtin(position) position: vec4f) -> @location(0) vec4f {
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return vec4f(position.xy /
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return vec4f(position.xy / iResolution, 0.0, 1.0);
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}
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`,
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`,V=(e,r,t=he,n=be,o)=>e.createRenderPipeline({vertex:{module:e.createShaderModule({code:t.trim()}),entryPoint:"main",buffers:o},fragment:{module:e.createShaderModule({code:n.trim()}),entryPoint:"main",targets:[{format:r}]},layout:"auto",primitive:{topology:"triangle-list"}}),Y=e=>({colorAttachments:[{view:e.getCurrentTexture().createView(),clearValue:{r:0,g:0,b:0,a:1},loadOp:"clear",storeOp:"store"}]});import{nested as xe}from"reev";var ye=3,k=async e=>{let r=e.vs||e.vert||e.vertex,t=e.fs||e.frag||e.fragment;i.obj(r)&&(r=S(r)),i.obj(t)&&(t=S(t));let n=e.el.getContext("webgpu"),o=navigator.gpu,u=await(await o.requestAdapter()).requestDevice(),d=o.getPreferredCanvasFormat();n.configure({device:u,format:d,alphaMode:"opaque"});let h=u.createBuffer({size:64,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST});e("clean",()=>{});let x=xe((l,p)=>g+=p),g=0,f,c,m=new Float32Array(0);return e("render",()=>{f||(f=V(u,d,r,t,[]),c=u.createBindGroup({layout:f.getBindGroupLayout(0),entries:[{binding:0,resource:{buffer:h}}]}));let l=u.createCommandEncoder(),p=l.beginRenderPass(Y(n));return p.setPipeline(f),p.setBindGroup(0,c),p.draw(ye,1,0,0),p.end(),u.queue.submit([l.finish()]),!0}),e("_attribute",(l="",p)=>{}),e("_uniform",(l,p)=>{i.num(p)&&(p=[p]);let v=p.length,$=x(l,v);if($===g){let y=new Float32Array(g);m&&y.set(m),m=y}for(let y=0;y<v;y++)m[$-v+y]=p[y];u.queue.writeBuffer(h,0,m)}),e("_texture",(l,p)=>{}),e};var 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Map,ve=()=>{Z.forEach(e=>{R.set(e,a("bool",e))}),Q.forEach(e=>{G.set(e,a("int",e))}),J.forEach(e=>{_.set(e,a("float",e))})},U=e=>(R.has(e)||ve(),R.get(e)||a("bool",e)),A=e=>G.has(e)?G.get(e):a("int",e),X=e=>_.has(e)?_.get(e):a("float",e),lr=e=>{let r=new Map,t=new Map;return e.forEach(n=>{let o=Te(n);t.has(o)?(r.has(o)||r.set(o,[t.get(o)]),r.get(o).push(n)):t.set(o,n)}),r},Te=e=>[e.type,`${e.value}`,e.property||""].join("|");var xr=e=>i.bol(e)?U(e):i.num(e)?i.int(e)?A(e):X(e):i.arr(e)?ee(e):i.obj(e)?Ee(e):a("float",0),ee=e=>{let r=e.length;return r===2?a("vec2",e):r===3?a("vec3",e):r===4?a("vec4",e):r===9?a("mat3",e):r===16?a("mat4",e):a("float",e[0])},Ee=e=>{if("r"in e&&"g"in e&&"b"in e){let r=[e.r,e.g,e.b];return"a"in e&&r.push(e.a),a("color",r)}if("x"in e&&"y"in e){let r=[e.x,e.y];return"z"in e&&r.push(e.z),"w"in e&&r.push(e.w),ee(r)}return 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0),Wr=b(0),qr=b([1920,1080]),Dr=b([0,0]),Vr=e=>e.abs(),Yr=e=>e.sin(),kr=e=>e.cos(),jr=e=>e.tan(),Hr=e=>e.sqrt(),Kr=e=>e.floor(),Zr=e=>e.ceil(),Qr=e=>e.fract(),Jr=e=>e.normalize(),et=e=>e.length();var lt=e=>i.obj(e)?"isGL"in e:!1,Me=()=>typeof window>"u",Ie=()=>Me()?!1:"gpu"in navigator,te=performance.now(),Be=e=>{let r=Xe({isNative:!1,isWebGL:!0,isLoop:!0,isGL:!0,size:[0,0],mouse:[0,0],count:3,webgl:{},webgpu:{}});return r.queue=Pe(),r.frame=Fe(),r.attribute=P((t,n,o)=>r.queue(()=>r._attribute?.(t,n,o))),r.texture=P((t,n)=>r.queue(()=>r._texture?.(t,n))),r.uniform=P((t,n,o)=>r.queue(()=>r._uniform?.(t,n,o))),r.uniform({iResolution:r.size,iMouse:[0,0],iTime:0}),r("mount",async()=>{Ie()||(r.isWebGL=!0),r.isWebGL?await D(r):await k(r),r.resize(),r.frame(()=>(r.loop(),r.queue.flush(),r.render(),r.isLoop)),!r.isNative&&(window.addEventListener("resize",r.resize),r.el.addEventListener("mousemove",r.mousemove))}),r("clean",()=>{r.frame.stop(),r.frame.clean(r.render),!r.isNative&&(window.removeEventListener("resize",r.resize),r.el.removeEventListener("mousemove",r.mousemove))}),r("resize",()=>{let t=r.width||window.innerWidth,n=r.height||window.innerHeight;r.size[0]=r.el.width=t,r.size[1]=r.el.height=n,r.uniform("iResolution",r.size)}),r("mousemove",(t,n=t.clientX,o=t.clientY)=>{let[s,u]=r.size,{top:d,left:h}=r.el.getBoundingClientRect();r.mouse[0]=(n-d-s/2)/(s/2),r.mouse[1]=-(o-h-u/2)/(u/2),r.uniform("iMouse",r.mouse)}),r("loop",()=>{te=performance.now()/1e3,r.uniform("iTime",te)}),r(e)},dt=Be;export{Z as CACHE_BOOLS,J as CACHE_FLOATS,Q as CACHE_INTS,K as FUNCTIONS,Ir as Fn,Br as If,H as OPERATORS,j as SWIZZLES,fr as TYPES,Vr as abs,q as activeTexture,vr as bool,Zr as ceil,$r as color,xr as convertToNode,kr as cos,z as createAttrib,Y as createDescriptor,Be as createGL,O as createIbo,L as createNode,V as createPipeline,I as createProgram,M as createShader,W as createTexture,B as createVbo,dt as default,ce as defaultFragmentGLSL,fe as defaultVertexGLSL,De as dig,ne as each,We as ext,qe as fig,lr as findDuplicateNodes,F as float,Kr as floor,Oe as flush,Qr as fract,Or as fragCoord,U as getCachedBool,X as getCachedFloat,A as getCachedInt,C as glsl,Ae as iDeltaTime,Dr as iMouse,Ue as iPrevTime,qr as iResolution,Wr as iTime,yr as int,i as is,lt as isGL,Me as isServer,Ie as isWebGPUSupported,et as length,a as node,oe as nodeToGLSL,pe as nodeToWGSL,Jr as normalize,zr as position,ze as replace,Ve as sig,Yr as sin,Hr as sqrt,jr as tan,b as uniform,Ur as updateUniforms,Tr as vec2,$e as vec3,Er as vec4,D as webgl,k as webgpu,S as wgsl};
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//# sourceMappingURL=index.mjs.map
|
package/dist/index.mjs.map
CHANGED
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@@ -1 +1 @@
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{"version":3,"sources":["../src/index.ts","../src/webgl.ts","../src/utils/helpers.ts","../src/code/glsl.ts","../src/utils/program.ts","../src/code/wgsl.ts","../src/utils/pipeline.ts","../src/webgpu.ts","../src/node/const.ts","../src/node/cache.ts","../src/node/conv.ts","../src/node/node.ts","../src/node/uniform.ts","../src/node/index.ts"],"sourcesContent":["import { durable, event } from 'reev'\nimport { createFrame, createQueue } from 'refr'\nimport { webgl } from './webgl'\nimport { webgpu } from './webgpu'\nimport { is } from './utils/helpers'\nimport type { EventState } from 'reev'\nimport type { GL } from './types'\nexport * from './code/glsl'\nexport * from './code/wgsl'\nexport * from './node'\nexport * from './types'\nexport * from './utils/helpers'\nexport * from './utils/pipeline'\nexport * from './utils/program'\nexport * from './webgl'\nexport * from './webgpu'\n\nexport const isGL = (a: unknown): a is EventState<GL> => {\n if (!is.obj(a)) return false\n if ('isGL' in a) return true\n return false\n}\nexport const isServer = () => {\n return typeof window === 'undefined'\n}\n\nexport const isWebGPUSupported = () => {\n if (isServer()) return false\n return 'gpu' in navigator\n}\n\nlet iTime = performance.now(),\n iPrevTime = 0,\n iDeltaTime = 0\n\nexport const createGL = (props?: Partial<GL>) => {\n const gl = event<Partial<GL>>({\n isNative: false,\n isWebGL: true,\n isLoop: true,\n isGL: true,\n size: [0, 0],\n mouse: [0, 0],\n count: 3,\n webgl: {},\n webgpu: {},\n }) as EventState<GL>\n\n gl.queue = createQueue()\n gl.frame = createFrame()\n\n gl.attribute = durable((k, v, i) => gl.queue(() => gl._attribute?.(k, v, i)))\n gl.uniform = durable((k, v, i) => gl.queue(() => gl._uniform?.(k, v, i)))\n gl.texture = durable((k, v) => gl.queue(() => gl._texture?.(k, v)))\n\n gl('mount', async () => {\n if (!isWebGPUSupported()) gl.isWebGL = true\n if (gl.isWebGL) {\n await webgl(gl)\n } else await webgpu(gl)\n gl.resize()\n gl.frame(() => {\n gl.loop()\n gl.render()\n return gl.isLoop\n })\n if (gl.isNative) return\n window.addEventListener('resize', gl.resize)\n gl.el.addEventListener('mousemove', gl.mousemove)\n })\n\n gl('clean', () => {\n gl.frame.stop()\n gl.frame.clean(gl.render)\n if (gl.isNative) return\n window.removeEventListener('resize', gl.resize)\n gl.el.removeEventListener('mousemove', gl.mousemove)\n })\n\n gl('loop', () => {\n iPrevTime = iTime\n iTime = performance.now() / 1000\n iDeltaTime = iTime - iPrevTime\n gl.uniform({ iPrevTime, iTime, iDeltaTime })\n // if (gl.fragmentNode) updateUniforms({ time: iTime }) // @TODO FIX\n })\n\n gl('resize', () => {\n const w = gl.width || window.innerWidth\n const h = gl.height || window.innerHeight\n gl.size[0] = gl.el.width = w\n gl.size[1] = gl.el.height = h\n gl.uniform('iResolution', gl.size)\n })\n\n gl('mousemove', (_e: any, x = _e.clientX, y = _e.clientY) => {\n const [w, h] = gl.size\n const { top, left } = gl.el.getBoundingClientRect()\n gl.mouse[0] = (x - top - w / 2) / (w / 2)\n gl.mouse[1] = -(y - left - h / 2) / (h / 2)\n gl.uniform('iMouse', gl.mouse)\n })\n\n return gl(props)\n}\n\nexport default createGL\n","import { nested } from 'reev'\nimport { glsl } from './code/glsl'\nimport { is } from './utils/helpers'\nimport type { X } from './node'\nimport type { GL } from './types'\nimport { activeTexture, createAttrib, createIbo, createProgram, createTexture, createVbo } from './utils/program'\n\nexport const webgl = async (gl: GL) => {\n let vs = gl.vs || gl.vert || gl.vertex\n let fs = gl.fs || gl.frag || gl.fragment\n if (is.obj(fs)) fs = glsl(fs as X)\n if (is.obj(vs)) vs = glsl(vs as X)\n const c = gl.el.getContext('webgl2')!\n const pg = createProgram(c, vs, fs)\n\n let _activeUnit = 0\n const activeUnits = nested(() => _activeUnit++)\n\n const locations = nested((key, bool = false) => {\n if (bool) return c.getAttribLocation(pg, key)\n return c.getUniformLocation(pg, key) as WebGLUniformLocation\n })\n\n const strides = nested((_, count: number, value: number[], iboValue?: number[]) => {\n if (iboValue) count = Math.max(...iboValue) + 1\n const stride = value.length / count\n if (stride !== Math.floor(stride)) console.warn(`Vertex Stride Error: count ${count} is mismatch`)\n return Math.floor(stride)\n })\n\n const uniforms = nested((key, value: number | number[]) => {\n const loc = locations(key)\n if (is.num(value)) return (value: any) => c.uniform1f(loc, value)\n let l = value.length as 3\n if (l <= 4) return (value: any) => c[`uniform${l}fv`](loc, value)\n l = (Math.sqrt(l) << 0) as 3\n return (value: any) => c[`uniformMatrix${l}fv`](loc, false, value)\n })\n\n gl('clean', () => c.deleteProgram(pg))\n\n gl('render', () => {\n c.useProgram(pg)\n gl.queue.flush()\n c.clear(c.COLOR_BUFFER_BIT)\n c.viewport(0, 0, ...gl.size)\n c.drawArrays(c.TRIANGLES, 0, 3)\n })\n\n gl('_attribute', (key = '', value: number[], iboValue: number[]) => {\n const loc = locations(key, true)\n const vbo = createVbo(c, value)\n const ibo = createIbo(c, iboValue)\n const str = strides(key, gl.count, value, iboValue)\n createAttrib(c, str, loc, vbo, ibo)\n })\n\n gl('_uniform', (key: string, value: number | number[]) => {\n uniforms(key, value)(value)\n })\n\n const _loadFn = (image: HTMLImageElement) => {\n const loc = locations(image.alt)\n const unit = activeUnits(image.alt)\n const tex = createTexture(c, image)\n activeTexture(c, loc, unit, tex)\n }\n\n gl('_texture', (alt: string, src: string) => {\n const image = new Image()\n image.addEventListener('load', _loadFn.bind(null, image), false)\n Object.assign(image, { src, alt, crossOrigin: 'anonymous' })\n })\n\n gl.webgl = { context: c, program: pg }\n\n return gl\n}\n","export const is = {\n arr: Array.isArray,\n bol: (a: unknown): a is boolean => typeof a === 'boolean',\n str: (a: unknown): a is string => typeof a === 'string',\n num: (a: unknown): a is number => typeof a === 'number',\n int: (a: unknown): a is number => Number.isInteger(a),\n fun: (a: unknown): a is Function => typeof a === 'function',\n und: (a: unknown): a is undefined => typeof a === 'undefined',\n nul: (a: unknown): a is null => a === null,\n set: (a: unknown): a is Set<unknown> => a instanceof Set,\n map: (a: unknown): a is Map<unknown, unknown> => a instanceof Map,\n obj: (a: unknown): a is object => !!a && a.constructor.name === 'Object',\n nan: (a: unknown): a is number => typeof a === 'number' && Number.isNaN(a),\n}\n\n/**\n * each\n */\ntype EachFn<Value, Key, This> = (this: This, value: Value, key: Key) => void\ntype Eachable<Value = any, Key = any, This = any> = {\n forEach(cb: EachFn<Value, Key, This>, ctx?: This): void\n}\n\nexport const each = <Value, Key, This>(obj: Eachable<Value, Key, This>, fn: EachFn<Value, Key, This>) => obj.forEach(fn)\n\nexport const flush = <Value extends Function, Key, This>(obj: Eachable<Value, Key, This>, ...args: any[]) => {\n each(obj, (f) => f(...args))\n}\n\n/**\n * other\n */\nexport const replace = (x = '', from = '_', to = '/') => x.split(from).join(to)\nexport const ext = (src = '.pdf') => src.split('.').pop()?.toLowerCase() ?? ''\nexport const fig = (x = 0) => `${x}`.split('.')[1]?.length ?? 0\nexport const dig = (x = 0) => `${x}`.split('.')[0]?.length - (x < 0 ? 1 : 0)\nexport const sig = (value = 0, digit = -2) => {\n digit *= -1\n digit = Math.pow(10, digit)\n value *= digit\n value = Math.round(value)\n value /= digit\n return value\n}\n","import { is } from './../utils/helpers'\nimport type { Node, NodeType, X, ConversionContext } from '../node'\n\n// GLSLコード生成コンテキスト\ninterface GLSLContext extends ConversionContext {\n target: 'webgl'\n precision: 'lowp' | 'mediump' | 'highp'\n version: '100' | '300 es'\n}\n\n// ノードからGLSLコードを生成\nexport const nodeToGLSL = (nodeProxy: X, context?: Partial<GLSLContext>): string => {\n const ctx: GLSLContext = {\n target: 'webgl',\n precision: 'mediump',\n version: '300 es',\n nodes: new Map(),\n variables: new Map(),\n functions: new Map(),\n ...context,\n }\n\n return generateGLSLExpression(nodeProxy as any, ctx)\n}\n\n// GLSL式を生成\nconst generateGLSLExpression = (node: Node, context: GLSLContext): string => {\n if (!node) return '0.0'\n // 値ノード\n if (!is.und(node.value)) return formatGLSLValue(node.value, node.type)\n // プロパティアクセス(スウィズル)\n if (node.property && node.parent) {\n const parentExpr = generateGLSLExpression(node.parent, context)\n return `${parentExpr}.${node.property}`\n }\n // 演算子ノード\n if (node.operator && node.children && node.children.length >= 2) return generateGLSLOperator(node, context)\n // 数学関数ノード\n if (node.mathFunction && node.children && node.children.length >= 1)\n return generateGLSLMathFunction(node, context)\n return '0.0'\n}\n\n// GLSL値をフォーマット\nconst formatGLSLValue = (value: any, type: NodeType): string => {\n if (type === 'float') {\n const num = Number(value)\n return num % 1 === 0 ? `${num}.0` : `${num}`\n }\n if (type === 'int') return `${Math.floor(Number(value))}`\n if (type === 'bool') return Boolean(value) ? 'true' : 'false'\n if (is.arr(value)) {\n const values = value\n .map((v) => {\n const num = Number(v)\n return num % 1 === 0 ? `${num}.0` : `${num}`\n })\n .join(', ')\n if (type === 'vec2') return `vec2(${values})`\n if (type === 'vec3') return `vec3(${values})`\n if (type === 'vec4') return `vec4(${values})`\n if (type === 'color') return `vec3(${values})`\n }\n return '0.0'\n}\n\n// GLSL演算子を生成\nconst generateGLSLOperator = (node: Node, context: GLSLContext): string => {\n if (!node.children || node.children.length < 2) return '0.0'\n const left = generateGLSLExpression(node.children[0], context)\n const right = generateGLSLExpression(node.children[1], context)\n if (node.operator === 'add') return `(${left} + ${right})`\n if (node.operator === 'sub') return `(${left} - ${right})`\n if (node.operator === 'mul') return `(${left} * ${right})`\n if (node.operator === 'div') return `(${left} / ${right})`\n if (node.operator === 'mod') return `mod(${left}, ${right})`\n if (node.operator === 'equal') return `(${left} == ${right})`\n if (node.operator === 'notEqual') return `(${left} != ${right})`\n if (node.operator === 'lessThan') return `(${left} < ${right})`\n if (node.operator === 'lessThanEqual') return `(${left} <= ${right})`\n if (node.operator === 'greaterThan') return `(${left} > ${right})`\n if (node.operator === 'greaterThanEqual') return `(${left} >= ${right})`\n if (node.operator === 'and') return `(${left} && ${right})`\n if (node.operator === 'or') return `(${left} || ${right})`\n return `(${left} + ${right})`\n}\n\n// GLSL数学関数を生成\nconst generateGLSLMathFunction = (node: Node, context: GLSLContext): string => {\n if (!node.children || node.children.length < 1) return '0.0'\n const fun = node.mathFunction\n const args = node.children.map((child) => {\n return generateGLSLExpression(child, context)\n })\n const [x, y, z] = args\n // @TODO FIX\n // if (fun === 'toVar') return x // toVarは変数化のヒントなので、そのまま返す\n if (args.length === 1) return `${fun}(${x})`\n if (args.length === 2) return `${fun}(${x}, ${y})`\n if (args.length === 3) return `${fun}(${x}, ${y}, ${z})`\n return x || '0.0'\n}\n\n// 値からGLSL型を推定\nconst inferGLSLType = (value: unknown): string => {\n if (is.num(value)) return 'float'\n if (is.bol(value)) return 'bool'\n if (is.arr(value)) {\n const len = value.length\n if (len === 2) return 'vec2'\n if (len === 3) return 'vec3'\n if (len === 4) return 'vec4'\n }\n return 'float'\n}\n\n// 完全なGLSLシェーダーを生成\nexport const glsl = (\n fragmentNode: X,\n options?: {\n precision?: 'lowp' | 'mediump' | 'highp'\n version?: '100' | '300 es'\n uniforms?: Record<string, any>\n }\n) => {\n const precision = options?.precision || 'mediump'\n const version = options?.version || '300 es'\n const is300ES = version === '300 es'\n const fragment = nodeToGLSL(fragmentNode)\n let shader = ''\n if (is300ES) shader += '#version 300 es\\n'\n shader += `precision ${precision} float;\\n\\n`\n // ユニフォーム変数の追加\n if (options?.uniforms) {\n Object.entries(options.uniforms).forEach(([name, value]) => {\n const type = inferGLSLType(value)\n shader += `uniform ${type} ${name};\\n`\n })\n shader += '\\n'\n }\n // 出力変数\n if (is300ES) shader += 'out vec4 fragColor;\\n\\n'\n shader += 'void main() {\\n'\n shader += is300ES ? ` fragColor = ${fragment};\\n` : ` gl_FragColor = ${fragment};\\n`\n shader += '}\\n'\n\n return shader\n}\n","export const defaultVertexGLSL = /* cpp */ `\n#version 300 es\nvoid main() {\n float x = float(gl_VertexID % 2) * 4.0 - 1.0;\n float y = float(gl_VertexID / 2) * 4.0 - 1.0;\n gl_Position = vec4(x, y, 0.0, 1.0);\n}\n`\n\nexport const defaultFragmentGLSL = /* cpp */ `\n#version 300 es\nprecision mediump float;\nuniform vec2 iResolution;\nout vec4 fragColor;\nvoid main() {\n fragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);\n}\n`\n\nexport const createShader = (c: WebGLRenderingContext, source: string, type: number) => {\n const shader = c.createShader(type)\n if (!shader) throw new Error('Failed to create shader')\n c.shaderSource(shader, source.trim())\n c.compileShader(shader)\n if (c.getShaderParameter(shader, c.COMPILE_STATUS)) return shader\n const error = c.getShaderInfoLog(shader)\n c.deleteShader(shader)\n throw new Error(`Could not compile shader: ${error}`)\n}\n\nexport const createProgram = (c: WebGLRenderingContext, vs = defaultVertexGLSL, fs = defaultFragmentGLSL) => {\n const pg = c.createProgram()\n c.attachShader(pg, createShader(c, vs, c.VERTEX_SHADER))\n c.attachShader(pg, createShader(c, fs, c.FRAGMENT_SHADER))\n c.linkProgram(pg)\n if (c.getProgramParameter(pg, c.LINK_STATUS)) return pg\n const error = c.getProgramInfoLog(pg)\n c.deleteProgram(pg)\n throw new Error(`Could not link pg: ${error}`)\n}\n\nexport const createVbo = (c: WebGLRenderingContext, data: number[]) => {\n const buffer = c.createBuffer()\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.bufferData(c.ARRAY_BUFFER, new Float32Array(data), c.STATIC_DRAW)\n c.bindBuffer(c.ARRAY_BUFFER, null)\n return buffer\n}\n\nexport const createIbo = (c: WebGLRenderingContext, data: number[]) => {\n const buffer = c.createBuffer()\n c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, buffer)\n c.bufferData(c.ELEMENT_ARRAY_BUFFER, new Int16Array(data), c.STATIC_DRAW)\n c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, null)\n return buffer\n}\n\nexport const createAttrib = (\n c: WebGLRenderingContext,\n stride: number,\n location: any,\n vbo: WebGLBuffer,\n ibo?: WebGLBuffer\n) => {\n c.bindBuffer(c.ARRAY_BUFFER, vbo)\n c.enableVertexAttribArray(location)\n c.vertexAttribPointer(location, stride, c.FLOAT, false, 0, 0)\n if (ibo) c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, ibo)\n}\n\nexport const createTexture = (c: WebGLRenderingContext, img: HTMLImageElement) => {\n const texture = c.createTexture()\n c.bindTexture(c.TEXTURE_2D, texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, c.RGBA, c.UNSIGNED_BYTE, img)\n c.generateMipmap(c.TEXTURE_2D)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n c.bindTexture(c.TEXTURE_2D, null)\n return texture\n}\n\nexport const activeTexture = (\n c: WebGLRenderingContext,\n location: WebGLUniformLocation | null,\n unit: number,\n texture: WebGLTexture\n) => {\n if (!location) return\n c.uniform1i(location, unit)\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, texture)\n}\n","import { is } from '../utils/helpers'\nimport type { Node, NodeType, ConversionContext, X } from '../node'\n\n// WGSLコード生成コンテキスト\ninterface WGSLContext extends ConversionContext {\n target: 'webgpu'\n}\n\n// ノードからWGSLコードを生成\nexport const nodeToWGSL = (nodeProxy: X, context?: Partial<WGSLContext>): string => {\n const ctx: WGSLContext = {\n target: 'webgpu',\n nodes: new Map(),\n variables: new Map(),\n functions: new Map(),\n ...context,\n }\n return generateWGSLExpression(nodeProxy as any, ctx)\n}\n\n// WGSL式を生成\nconst generateWGSLExpression = (node: Node, context: WGSLContext): string => {\n if (!node) return '0.0'\n // 値ノード\n if (node.value !== undefined) return formatWGSLValue(node.value, node.type)\n // プロパティアクセス(スウィズル)\n if (node.property && node.parent) {\n const parentExpr = generateWGSLExpression(node.parent, context)\n return `${parentExpr}.${node.property}`\n }\n // 演算子ノード\n if (node.operator && node.children && node.children.length >= 2) return generateWGSLOperator(node, context)\n // 数学関数ノード\n if (node.mathFunction && node.children && node.children.length >= 1)\n return generateWGSLMathFunction(node, context)\n return '0.0'\n}\n\n// WGSL値をフォーマット\nconst formatWGSLValue = (value: any, type: NodeType): string => {\n if (type === 'float') {\n const num = Number(value)\n return num % 1 === 0 ? `${num}.0` : `${num}`\n }\n if (type === 'int') return `${Math.floor(Number(value))}`\n if (type === 'bool') return Boolean(value) ? 'true' : 'false'\n if (is.arr(value)) {\n const values = value\n .map((v) => {\n const num = Number(v)\n return num % 1 === 0 ? `${num}.0` : `${num}`\n })\n .join(', ')\n if (type === 'vec2') return `vec2<f32>(${values})`\n if (type === 'vec3') return `vec3<f32>(${values})`\n if (type === 'vec4') return `vec4<f32>(${values})`\n if (type === 'color') return `vec3<f32>(${values})`\n }\n\n return '0.0'\n}\n\n// WGSL演算子を生成\nconst generateWGSLOperator = (node: Node, context: WGSLContext): string => {\n if (!node.children || node.children.length < 2) return '0.0'\n const left = generateWGSLExpression(node.children[0], context)\n const right = generateWGSLExpression(node.children[1], context)\n if (node.operator === 'add') return `(${left} + ${right})`\n if (node.operator === 'sub') return `(${left} - ${right})`\n if (node.operator === 'mul') return `(${left} * ${right})`\n if (node.operator === 'div') return `(${left} / ${right})`\n if (node.operator === 'mod') return `(${left} % ${right})`\n if (node.operator === 'equal') return `(${left} == ${right})`\n if (node.operator === 'notEqual') return `(${left} != ${right})`\n if (node.operator === 'lessThan') return `(${left} < ${right})`\n if (node.operator === 'lessThanEqual') return `(${left} <= ${right})`\n if (node.operator === 'greaterThan') return `(${left} > ${right})`\n if (node.operator === 'greaterThanEqual') return `(${left} >= ${right})`\n if (node.operator === 'and') return `(${left} && ${right})`\n if (node.operator === 'or') return `(${left} || ${right})`\n return `(${left} + ${right})`\n}\n\n// WGSL数学関数を生成\nconst generateWGSLMathFunction = (node: Node, context: WGSLContext): string => {\n if (!node.children || node.children.length < 1) return '0.0'\n const fun = node.mathFunction\n const args = node.children.map((child) => generateWGSLExpression(child, context))\n const [x, y, z] = args\n // @TODO FIX\n // if (fun === 'toVar') return x // toVarは変数化のヒントなので、そのまま返す\n if (args.length === 1) return `${fun}(${x})`\n if (args.length === 2) return `${fun}(${x}, ${y})`\n if (args.length === 3) return `${fun}(${x}, ${y}, ${z})`\n return x || '0.0'\n}\n\n// 完全なWGSLシェーダーを生成\nexport const wgsl = (\n fragmentNode: X,\n options?: {\n uniforms?: Record<string, any>\n }\n) => {\n let shader = ''\n // ユニフォーム変数の追加\n if (options?.uniforms) {\n Object.entries(options.uniforms).forEach(([name, value]) => {\n const type = inferWGSLType(value)\n shader += `@group(0) @binding(0) var<uniform> ${name}: ${type};\\n`\n })\n shader += '\\n'\n }\n shader += '@fragment\\n'\n shader += 'fn main() -> @location(0) vec4<f32> {\\n'\n const fragmentExpr = nodeToWGSL(fragmentNode)\n shader += ` return ${fragmentExpr};\\n`\n shader += '}\\n'\n\n return shader\n}\n\n// 値からWGSL型を推定\nconst inferWGSLType = (value: any): string => {\n if (is.num(value)) return 'f32'\n if (is.bol(value)) return 'bool'\n if (is.arr(value)) {\n const len = value.length\n if (len === 2) return 'vec2<f32>'\n if (len === 3) return 'vec3<f32>'\n if (len === 4) return 'vec4<f32>'\n }\n return 'f32'\n}\n","import { GPUContext, GPUDevice, GPUPipeline } from '../types'\n\nexport const initWebGPUDevice = async (el: HTMLCanvasElement) => {\n const gpu = (navigator as any).gpu\n if (!gpu) return null\n const adapter = await gpu.requestAdapter()\n if (!adapter) return null\n const device = await adapter.requestDevice()\n const context = el.getContext('webgpu') as GPUContext\n if (!context) return null\n const format = gpu.getPreferredCanvasFormat()\n context.configure({ device, format })\n return { device, context, format }\n}\n\nconst defaultVertexWGSL = `\n@vertex\nfn main(@builtin(vertex_index) vertex_index: u32) -> @builtin(position) vec4f {\n let x = f32(vertex_index % 2u) * 4.0 - 1.0;\n let y = f32(vertex_index / 2u) * 4.0 - 1.0;\n return vec4f(x, y, 0.0, 1.0);\n}\n`\n\nconst defaultFragmentWGSL = `\n@fragment\nfn main(@builtin(position) position: vec4f) -> @location(0) vec4f {\n return vec4f(position.xy / vec2f(1280, 800), 0.0, 1.0);\n}\n`\n\nexport const createRenderPipeline = (\n device: GPUDevice,\n format: string,\n vs = defaultVertexWGSL,\n fs = defaultFragmentWGSL,\n buffers: any[]\n) => {\n return device.createRenderPipeline({\n vertex: {\n module: device.createShaderModule({ code: vs.trim() }),\n entryPoint: 'main',\n buffers,\n },\n fragment: {\n module: device.createShaderModule({ code: fs.trim() }),\n entryPoint: 'main',\n targets: [{ format }],\n },\n layout: 'auto',\n primitive: { topology: 'triangle-list' },\n }) as GPUPipeline\n}\n\nexport const createDescriptor = (c: GPUContext) => {\n return {\n colorAttachments: [\n {\n view: c.getCurrentTexture().createView(),\n clearValue: { r: 0, g: 0, b: 0, a: 1 },\n loadOp: 'clear',\n storeOp: 'store',\n },\n ],\n }\n}\nexport const alignTo256 = (size: number) => Math.ceil(size / 256) * 256\n\nexport const createUniformBuffer = (device: GPUDevice, size: number) => {\n return device.createBuffer({ size: alignTo256(size), usage: 0x40 | 0x4 }) as Buffer\n}\n\nexport const createVertexBuffer = (device: GPUDevice, value: number[]) => {\n const array = new Float32Array(value)\n const buffer = device.createBuffer({ size: array.byteLength, usage: 0x20 | 0x4 })\n device.queue.writeBuffer(buffer, 0, array)\n return buffer as Buffer\n}\n\nexport const createBindGroup = (device: GPUDevice, pipeline: GPUPipeline, entries: any[]) => {\n const layout = pipeline.getBindGroupLayout(0)\n return device.createBindGroup({ layout, entries })\n}\n\nexport const updateBindGroup = (\n device: GPUDevice,\n pipeline: GPUPipeline,\n uniformBuffer: Buffer,\n textures: any = {},\n sampler: any = null\n) => {\n const entries = [{ binding: 0, resource: { buffer: uniformBuffer } }]\n let binding = 1\n Object.values(textures).forEach((texture: any) => {\n entries.push({ binding: binding++, resource: texture.createView() })\n })\n if (sampler && Object.keys(textures).length > 0) entries.push({ binding: binding++, resource: sampler })\n return createBindGroup(device, pipeline, entries)\n}\n\nexport const createUniform = (device: GPUDevice, buffer: any, data: Float32Array, offset = 0) => {\n device.queue.writeBuffer(buffer, offset, data)\n}\n\nexport const createDeviceTexture = (device: GPUDevice, image: HTMLImageElement) => {\n const texture = device.createTexture({\n size: { width: image.width, height: image.height },\n format: 'rgba8unorm',\n usage: 0x4 | 0x2,\n })\n device.queue.copyExternalImageToTexture(\n { source: image },\n { texture },\n { width: image.width, height: image.height }\n )\n return texture\n}\n\nexport const createSampler = (device: GPUDevice) => {\n return device.createSampler({\n magFilter: 'linear',\n minFilter: 'linear',\n addressModeU: 'clamp-to-edge',\n addressModeV: 'clamp-to-edge',\n })\n}\n\nexport const getDefaultVertices = () => new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1])\n","import { wgsl } from './code/wgsl'\nimport { is } from './utils/helpers'\nimport {\n createRenderPipeline,\n createDescriptor,\n // createUniformBuffer,\n // updateBindGroup,\n // createVertexBuffer,\n // createUniform,\n // createDeviceTexture,\n // createSampler,\n} from './utils/pipeline'\nimport type { X } from './node'\nimport type { GL, GPUPipeline } from './types'\n\nconst quadVertexCount = 3\n\nexport const webgpu = async (gl: GL) => {\n let vs = gl.vs || gl.vert || gl.vertex\n let fs = gl.fs || gl.frag || gl.fragment\n if (is.obj(vs)) vs = wgsl(vs as X)\n if (is.obj(fs)) fs = wgsl(fs as X)\n const c = gl.el.getContext('webgpu') as any\n const gpu = (navigator as any).gpu\n const adapter = await gpu.requestAdapter()\n const device = await adapter.requestDevice()\n const format = gpu.getPreferredCanvasFormat()\n c.configure({ device, format, alphaMode: 'opaque' })\n\n gl('clean', () => {})\n\n let pipeline: GPUPipeline\n\n gl('render', () => {\n if (!pipeline) pipeline = createRenderPipeline(device, format, vs, fs, [])\n const encoder = device.createCommandEncoder()\n const pass = encoder.beginRenderPass(createDescriptor(c))\n pass.setPipeline(pipeline)\n pass.draw(quadVertexCount, 1, 0, 0)\n pass.end()\n device.queue.submit([encoder.finish()])\n })\n\n gl('_attribute', (key = '', value: number[]) => {\n // @TODO FIX\n // vertexBuffers(key, value)\n })\n\n gl('_uniform', (key: string, value = 0) => {\n // @TODO FIX\n // if (!device || !uniformBuffer) return\n // uniforms[key] = value\n // const uniformData = new Float32Array(Object.values(uniforms))\n // createUniform(device, uniformBuffer, uniformData)\n })\n\n // const _loadFun = (image: HTMLImageElement, gl: GL) => {\n // const texture = createDeviceTexture(device, image)\n // // bindGroup = updateBindGroup(device, pipeline, uniformBuffer, textures, sampler)\n // }\n\n gl('_texture', (alt: string, src: string) => {\n // @TODO FIX\n // const image = new Image()\n // image.addEventListener('load', _loadFun.bind(null, image, gl), false)\n // Object.assign(image, { src, alt, crossOrigin: 'anonymous' })\n })\n\n return gl\n}\n","// 基本型定数\nexport const TYPES = [\n 'float',\n 'int',\n 'uint',\n 'bool',\n 'color',\n 'vec2',\n 'vec3',\n 'vec4',\n 'mat2',\n 'mat3',\n 'mat4',\n 'ivec2',\n 'ivec3',\n 'ivec4',\n 'uvec2',\n 'uvec3',\n 'uvec4',\n 'bvec2',\n 'bvec3',\n 'bvec4',\n] as const\n\nexport type NodeType = (typeof TYPES)[number]\n\n// スウィズル定数\nexport const SWIZZLES = ['x', 'y', 'z', 'w', 'r', 'g', 'b', 'a', 's', 't', 'p', 'q'] as const\n\ntype AllSwizzles<T extends string> = T | `${T}${T}` | `${T}${T}${T}` | `${T}${T}${T}${T}`\n\nexport type Swillzes =\n | AllSwizzles<'x' | 'y' | 'z' | 'w'>\n | AllSwizzles<'r' | 'g' | 'b' | 'a'>\n | AllSwizzles<'p' | 'q'>\n | AllSwizzles<'s' | 't'>\n\n// 演算子定数\nexport const OPERATORS = [\n 'add',\n 'sub',\n 'mul',\n 'div',\n 'mod',\n 'equal',\n 'notEqual',\n 'lessThan',\n 'lessThanEqual',\n 'greaterThan',\n 'greaterThanEqual',\n 'and',\n 'or',\n 'not',\n 'assign',\n 'xor',\n 'bitAnd',\n 'bitNot',\n 'bitOr',\n 'bitXor',\n 'shiftLeft',\n 'shiftRight',\n] as const\n\nexport type Operator = (typeof OPERATORS)[number]\n\n// 数学関数定数\nexport const FUNCTIONS = [\n 'abs',\n 'acos',\n 'asin',\n 'atan',\n 'atan2',\n 'ceil',\n 'clamp',\n 'cos',\n 'cross',\n 'degrees',\n 'distance',\n 'dot',\n 'exp',\n 'exp2',\n 'faceforward',\n 'floor',\n 'fract',\n 'length',\n 'all',\n 'any',\n 'bitcast',\n 'cbrt',\n 'dFdx',\n 'dFdy',\n 'difference',\n 'equals',\n 'fwidth',\n 'inverseSqrt',\n 'lengthSq',\n 'log',\n 'log2',\n 'max',\n 'min',\n 'mix',\n 'negate',\n 'normalize',\n 'oneMinus',\n 'pow',\n 'pow2',\n 'pow3',\n 'pow4',\n 'radians',\n 'reciprocal',\n 'reflect',\n 'refract',\n 'round',\n 'saturate',\n 'sign',\n 'sin',\n 'smoothstep',\n 'sqrt',\n 'step',\n 'tan',\n 'transformDirection',\n 'trunc',\n] as const\n\nexport type MathFunction = (typeof FUNCTIONS)[number]\n\n// キャッシュ用定数\nexport const CACHE_BOOLS = [true, false] as const\nexport const CACHE_INTS = [0, 1, 2, 3, 4, 5] as const\nexport const CACHE_FLOATS = [0.0, 1.0, 0.5, 2.0] as const\n","import { CACHE_BOOLS, CACHE_INTS, CACHE_FLOATS } from './const'\nimport { node } from '.'\nimport type { X } from './types'\n\nconst boolCache = new Map<boolean, X>()\nconst intCache = new Map<number, X>()\nconst floatCache = new Map<number, X>()\n\nconst initializeCache = () => {\n CACHE_BOOLS.forEach((value) => {\n boolCache.set(value, node('bool', value))\n })\n CACHE_INTS.forEach((value) => {\n intCache.set(value, node('int', value))\n })\n CACHE_FLOATS.forEach((value) => {\n floatCache.set(value, node('float', value))\n })\n}\n\nexport const getCachedBool = (x: boolean): X => {\n if (!boolCache.has(x)) initializeCache()\n return boolCache.get(x) || node('bool', x)\n}\n\n// キャッシュされたintノードを取得\nexport const getCachedInt = (x: number): X => {\n if (intCache.has(x)) return intCache.get(x)!\n return node('int', x)\n}\n\n// キャッシュされたfloatノードを取得\nexport const getCachedFloat = (x: number): X => {\n if (floatCache.has(x)) return floatCache.get(x)!\n return node('float', x)\n}\n\n// ノードの重複を検出\nexport const findDuplicateNodes = (nodes: X[]): Map<string, X[]> => {\n const duplicates = new Map<string, X[]>()\n const signatures = new Map<string, X>()\n\n nodes.forEach((nodeProxy) => {\n const signature = generateNodeSignature(nodeProxy)\n if (signatures.has(signature)) {\n if (!duplicates.has(signature)) duplicates.set(signature, [signatures.get(signature)!])\n duplicates.get(signature)!.push(nodeProxy)\n } else signatures.set(signature, nodeProxy)\n })\n return duplicates\n}\n\n// ノードのシグネチャを生成\nconst generateNodeSignature = (nodeProxy: X): string => {\n const parts = [nodeProxy.type, `${nodeProxy.value}`, nodeProxy.property || '']\n return parts.join('|')\n}\n\n// 初期化を実行\n// initializeCache()\n","import { node } from '.'\nimport { getCachedBool, getCachedInt, getCachedFloat } from './cache'\nimport { is } from '../utils/helpers'\nimport type { X } from './types'\n\n// JavaScript値をノードに変換\nexport const convertToNode = (x: unknown): X => {\n if (is.bol(x)) return getCachedBool(x)\n if (is.num(x)) {\n if (is.int(x)) return getCachedInt(x)\n return getCachedFloat(x)\n }\n if (is.arr(x)) return convertArrayToNode(x)\n if (is.obj(x)) return convertObjectToNode(x)\n return node('float', 0)\n}\n\n// 配列をベクトル/行列ノードに変換\nconst convertArrayToNode = (array: number[]): X => {\n const len = array.length\n if (len === 2) return node('vec2', array)\n if (len === 3) return node('vec3', array)\n if (len === 4) return node('vec4', array)\n if (len === 9) return node('mat3', array)\n if (len === 16) return node('mat4', array)\n return node('float', array[0])\n}\n\n// オブジェクトをノードに変換\nconst convertObjectToNode = (obj: any): X => {\n // カラーオブジェクトの検出\n if ('r' in obj && 'g' in obj && 'b' in obj) {\n const arr = [obj.r, obj.g, obj.b]\n if ('a' in obj) arr.push(obj.a)\n return node('color', arr)\n }\n // ベクトルライクオブジェクトの検出\n if ('x' in obj && 'y' in obj) {\n const arr = [obj.x, obj.y]\n if ('z' in obj) arr.push(obj.z)\n if ('w' in obj) arr.push(obj.w)\n return convertArrayToNode(arr)\n }\n return node('float', 0)\n}\n\n// 型変換関数\nexport const float = (x: unknown): X => {\n if (is.num(x)) return getCachedFloat(x)\n return node('float', Number(x))\n}\n\nexport const int = (x: unknown): X => {\n if (is.num(x) && Number.isInteger(x)) return getCachedInt(x)\n return node('int', Math.floor(Number(x)))\n}\n\nexport const bool = (x: unknown): X => {\n return getCachedBool(Boolean(x))\n}\n\nexport const vec2 = (x?: any, y?: any): X => {\n if (is.und(x)) return node('vec2', [0, 0])\n if (is.und(y)) {\n if (is.arr(x)) return node('vec2', x.slice(0, 2))\n if (is.obj(x) && 'x' in x && 'y' in x) return node('vec2', [x.x, x.y])\n return node('vec2', [Number(x), Number(x)])\n }\n return node('vec2', [Number(x), Number(y)])\n}\n\nexport const vec3 = (x?: any, y?: any, z?: any): X => {\n if (is.und(x)) return node('vec3', [0, 0, 0])\n if (is.und(y)) {\n if (is.arr(x)) return node('vec3', x.slice(0, 3))\n if (is.obj(x) && 'x' in x && 'y' in x && 'z' in x) return node('vec3', [x.x, x.y, x.z])\n return node('vec3', [Number(x), Number(x), Number(x)])\n }\n if (z === undefined) {\n return node('vec3', [Number(x), Number(y), 0])\n }\n return node('vec3', [Number(x), Number(y), Number(z)])\n}\n\nexport const vec4 = (x?: any, y?: any, z?: any, w?: any): X => {\n if (is.und(x)) return node('vec4', [0, 0, 0, 1])\n if (is.und(y)) {\n if (is.arr(x)) return node('vec4', x.slice(0, 4))\n if (is.obj(x) && 'x' in x && 'y' in x && 'z' in x && 'w' in x) return node('vec4', [x.x, x.y, x.z, x.w])\n return node('vec4', [Number(x), Number(x), Number(x), 1])\n }\n return node('vec4', [Number(x), Number(y), Number(z), Number(w)])\n}\n\nexport const color = (r?: any, g?: any, b?: any): X => {\n if (r === undefined) return node('color', [1, 1, 1])\n\n // 16進数カラーの処理\n if (is.str(r) && r.startsWith('#')) {\n const hex = r.slice(1)\n const num = parseInt(hex, 16)\n return node('color', [((num >> 16) & 255) / 255, ((num >> 8) & 255) / 255, (num & 255) / 255])\n }\n\n // 数値カラーの処理\n if (is.num(r) && g === undefined && b === undefined) {\n return node('color', [((r >> 16) & 255) / 255, ((r >> 8) & 255) / 255, (r & 255) / 255])\n }\n\n return vec3(r, g, b)\n}\n","import { OPERATORS, FUNCTIONS, SWIZZLES } from './const'\nimport { is } from '../utils/helpers'\nimport type { NodeType } from './const'\nimport type { Node, ProxyCallback, X } from './types'\n\nlet nodeIdCounter = 0\n\n// ノードIDを生成\nconst generateNodeId = () => `node_${++nodeIdCounter}`\n\n// ノードを作成\nexport const createNode = (type: NodeType, value?: any, options?: Partial<Node>): Node => {\n return {\n id: generateNodeId(),\n type,\n value,\n children: [],\n ...options,\n }\n}\n\nconst isSwizzleProperty = (key = '') => SWIZZLES.includes(key as any)\nconst isOperatorMethod = (key = '') => OPERATORS.includes(key as any)\nconst isMathMethod = (key = '') => FUNCTIONS.includes(key as any)\n\n// Proxyハンドラーを作成\nconst createNodeProxy = (node: Node, callback?: (info: ProxyCallback) => X) => {\n const get = (_target: unknown, key: unknown) => {\n if (!is.str(key) || key === 'then') return void 0\n\n if (key === 'id') return node.id\n if (key === 'type') return node.type\n if (key === 'value') return node.value\n if (key === 'property') return node.property\n\n // swizzle prooerty\n if (isSwizzleProperty(key))\n return createNodeProxy(\n createNode(getSwizzleType(key), undefined, {\n parent: node,\n property: key,\n }),\n callback\n )\n\n // 演算子メソッド\n if (isOperatorMethod(key))\n return (...args: any[]) => {\n return createNodeProxy(\n createNode(node.type, undefined, {\n operator: key as any,\n children: [node, ...args],\n }),\n callback\n )\n }\n\n // 数学関数メソッド\n if (isMathMethod(key))\n return (...args: any[]) => {\n return createNodeProxy(\n createNode(getMathReturnType(key, node.type), undefined, {\n mathFunction: key as any,\n children: [node, ...args],\n }),\n callback\n )\n }\n\n return callback?.({ path: [key], args: [] })\n }\n const apply = (_target: unknown, _thisArg: unknown, args: any) => {\n return callback?.({ path: [], args })\n }\n\n return new Proxy(() => {}, { get, apply }) as X\n}\n\n// スウィズルの戻り値型を取得\nconst getSwizzleType = (swizzle: string): NodeType => {\n if (swizzle.length === 1) return 'float'\n if (swizzle.length === 2) return 'vec2'\n if (swizzle.length === 3) return 'vec3'\n if (swizzle.length === 4) return 'vec4'\n return 'float'\n}\n\n// 数学関数の戻り値型を取得\nconst getMathReturnType = (func: string, inputType: NodeType): NodeType => {\n if (func === 'length') return 'float'\n if (func === 'normalize') return inputType\n if (func === 'toVar') return inputType\n return inputType\n}\n\n// 公開API\nexport const node = (type: NodeType, value?: any, options?: Partial<Node>) => {\n const nodeInstance = createNode(type, value, options)\n return createNodeProxy(nodeInstance)\n}\n","import { node } from './node'\nimport { is } from '../utils/helpers'\nimport type { UniformNode } from './types'\nimport type { NodeType } from './const'\n\n// ユニフォーム更新コンテキスト\ninterface UpdateContext {\n object?: any\n camera?: any\n renderer?: any\n scene?: any\n time?: number\n}\n\n// ユニフォーム値の型を推定\nconst inferUniformType = (value: any): NodeType => {\n if (is.num(value)) return 'float'\n if (is.bol(value)) return 'bool'\n if (is.arr(value)) {\n const len = value.length\n if (len === 2) return 'vec2'\n if (len === 3) return 'vec3'\n if (len === 4) return 'vec4'\n if (len === 9) return 'mat3'\n if (len === 16) return 'mat4'\n }\n if (is.obj(value) && 'r' in value && 'g' in value && 'b' in value) return 'color'\n return 'float'\n}\n\n// ユニフォーム変数を作成\nexport const uniform = (initialValue: any): UniformNode => {\n const type = inferUniformType(initialValue)\n let currentValue = initialValue\n let objectUpdateCallback: ((context: UpdateContext) => any) | null = null\n let renderUpdateCallback: ((context: UpdateContext) => any) | null = null\n\n const baseNode = node(type, currentValue) as any\n\n // 値を設定\n const set = (value: any) => {\n currentValue = value\n baseNode.value = value\n }\n // オブジェクト更新時のコールバックを設定\n const onObjectUpdate = (callback: (context: UpdateContext) => any): UniformNode => {\n objectUpdateCallback = callback\n return uniformNode\n }\n // レンダー更新時のコールバックを設定\n const onRenderUpdate = (callback: (context: UpdateContext) => any): UniformNode => {\n renderUpdateCallback = callback\n return uniformNode\n }\n // 内部更新関数(外部から呼び出される)\n const _updateFromContext = (context: UpdateContext) => {\n if (objectUpdateCallback) {\n const newValue = objectUpdateCallback(context)\n if (newValue !== undefined) set(newValue)\n }\n if (renderUpdateCallback) {\n const newValue = renderUpdateCallback(context)\n if (newValue !== undefined) set(newValue)\n }\n }\n // UniformNodeインターフェースを実装\n const uniformNode = Object.create(baseNode)\n uniformNode.set = set\n uniformNode.onObjectUpdate = onObjectUpdate\n uniformNode.onRenderUpdate = onRenderUpdate\n uniformNode._updateFromContext = _updateFromContext\n uniformNode.isUniform = true\n return uniformNode as UniformNode\n}\n\n// 組み込みユニフォーム変数\nexport const iTime = uniform(0.0)\nexport const iPrevTime = uniform(0.0)\nexport const iDeltaTime = uniform(0.0)\nexport const iResolution = uniform([1920, 1080])\nexport const iMouse = uniform([0, 0])\n\n// ユニフォーム変数の更新(レンダーループで呼び出される)\nexport const updateUniforms = (context: UpdateContext) => {\n // 時間の更新\n if (context.time !== undefined) {\n const prevTime = iTime.value || 0\n iTime.set(context.time)\n iPrevTime.set(prevTime)\n iDeltaTime.set(context.time - prevTime)\n }\n}\n","import { float } from './conv'\nimport { node } from './node'\nimport { uniform } from './uniform'\nimport { is } from '../utils/helpers'\nimport type { X, FunctionNode, ConditionalNode } from './types'\nexport type { X, FunctionNode, ConditionalNode }\nexport * from './cache'\nexport * from './const'\nexport * from './conv'\nexport * from './node'\nexport * from './types'\nexport * from './uniform'\n\n// 関数定義\nexport const Fn = (jsFunc: Function): FunctionNode => {\n const functionNode = (...args: any[]) => {\n const inputs = args.map((arg) => {\n if (is.obj(arg) && 'type' in arg && arg.type) return arg\n return float(arg)\n })\n const result = jsFunc(inputs)\n return result || float(0)\n }\n functionNode.call = (inputs: X[]) => jsFunc(inputs)\n return functionNode as FunctionNode\n}\n\n// 条件分岐\nexport const If = (condition: X, callback: () => void): ConditionalNode => {\n callback()\n\n const conditionalNode = {\n ElseIf(newCondition: X, newCallback: () => void): ConditionalNode {\n newCallback()\n return conditionalNode\n },\n Else(elseCallback: () => void) {\n elseCallback()\n },\n }\n\n return conditionalNode\n}\n\n// 組み込み変数\nexport const gl_FragCoord = node('vec4', undefined)\nexport const gl_Position = node('vec4', undefined)\nexport const iTime = uniform(0.0)\nexport const iResolution = uniform([1920, 1080])\nexport const iMouse = uniform([0, 0])\n\n// 数学関数\nexport const abs = (x: X) => x.abs()\nexport const sin = (x: X) => x.sin()\nexport const cos = (x: X) => x.cos()\nexport const tan = (x: X) => x.tan()\nexport const sqrt = (x: X) => x.sqrt()\nexport const floor = (x: X) => x.floor()\nexport const ceil = (x: X) => x.ceil()\nexport const fract = (x: X) => x.fract()\nexport const normalize = (x: X) => x.normalize()\nexport const length = (x: X) => x.length()\n\n/**\n * @TODO FIX\nexport const min = (a: X, b: X) => {\n return node('float', undefined, {\n mathFunction: 'min',\n children: [a as any, b as any],\n })\n}\n\nexport const max = (a: X, b: X) => {\n return node('float', undefined, {\n mathFunction: 'max',\n children: [a as any, b as any],\n })\n}\n\nexport const mix = (a: X, b: X, t: X) => {\n return node('float', undefined, {\n mathFunction: 'mix',\n children: [a as any, b as any, t as any],\n })\n}\n\nexport const clamp = (x: X, min: X, max: X) => {\n return node('float', undefined, {\n mathFunction: 'clamp',\n children: [x as any, min as any, max as any],\n 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{"version":3,"sources":["../src/index.ts","../src/webgl.ts","../src/utils/helpers.ts","../src/code/glsl.ts","../src/utils/program.ts","../src/code/wgsl.ts","../src/utils/pipeline.ts","../src/webgpu.ts","../src/node/const.ts","../src/node/cache.ts","../src/node/conv.ts","../src/node/node.ts","../src/node/uniform.ts","../src/node/index.ts"],"sourcesContent":["import { durable, event } from 'reev'\nimport { createFrame, createQueue } from 'refr'\nimport { webgl } from './webgl'\nimport { webgpu } from './webgpu'\nimport { is } from './utils/helpers'\nimport type { EventState } from 'reev'\nimport type { GL } from './types'\nexport * from './code/glsl'\nexport * from './code/wgsl'\nexport * from './node'\nexport * from './types'\nexport * from './utils/helpers'\nexport * from './utils/pipeline'\nexport * from './utils/program'\nexport * from './webgl'\nexport * from './webgpu'\n\nexport const isGL = (a: unknown): a is EventState<GL> => {\n if (!is.obj(a)) return false\n if ('isGL' in a) return true\n return false\n}\nexport const isServer = () => {\n return typeof window === 'undefined'\n}\n\nexport const isWebGPUSupported = () => {\n if (isServer()) return false\n return 'gpu' in navigator\n}\n\nlet iTime = performance.now()\n\nexport const createGL = (props?: Partial<GL>) => {\n const gl = event<Partial<GL>>({\n isNative: false,\n isWebGL: true,\n isLoop: true,\n isGL: true,\n size: [0, 0],\n mouse: [0, 0],\n count: 3,\n webgl: {},\n webgpu: {},\n }) as EventState<GL>\n\n gl.queue = createQueue()\n gl.frame = createFrame()\n\n gl.attribute = durable((k, v, i) => gl.queue(() => gl._attribute?.(k, v, i)))\n gl.texture = durable((k, v) => gl.queue(() => gl._texture?.(k, v)))\n gl.uniform = durable((k, v, i) => gl.queue(() => gl._uniform?.(k, v, i)))\n gl.uniform({ iResolution: gl.size, iMouse: [0, 0], iTime: 0 }) // default uniform\n\n gl('mount', async () => {\n if (!isWebGPUSupported()) gl.isWebGL = true\n if (gl.isWebGL) {\n await webgl(gl)\n } else await webgpu(gl)\n gl.resize()\n gl.frame(() => {\n gl.loop()\n gl.queue.flush()\n gl.render()\n return gl.isLoop\n })\n if (gl.isNative) return\n window.addEventListener('resize', gl.resize)\n gl.el.addEventListener('mousemove', gl.mousemove)\n })\n\n gl('clean', () => {\n gl.frame.stop()\n gl.frame.clean(gl.render)\n if (gl.isNative) return\n window.removeEventListener('resize', gl.resize)\n gl.el.removeEventListener('mousemove', gl.mousemove)\n })\n\n gl('resize', () => {\n const w = gl.width || window.innerWidth\n const h = gl.height || window.innerHeight\n gl.size[0] = gl.el.width = w\n gl.size[1] = gl.el.height = h\n gl.uniform('iResolution', gl.size)\n })\n\n gl('mousemove', (_e: any, x = _e.clientX, y = _e.clientY) => {\n const [w, h] = gl.size\n const { top, left } = gl.el.getBoundingClientRect()\n gl.mouse[0] = (x - top - w / 2) / (w / 2)\n gl.mouse[1] = -(y - left - h / 2) / (h / 2)\n gl.uniform('iMouse', gl.mouse)\n })\n\n gl('loop', () => {\n iTime = performance.now() / 1000\n gl.uniform('iTime', iTime)\n })\n\n return gl(props)\n}\n\nexport default createGL\n","import { nested } from 'reev'\nimport { glsl } from './code/glsl'\nimport { is } from './utils/helpers'\nimport type { X } from './node'\nimport type { GL } from './types'\nimport { activeTexture, createAttrib, createIbo, createProgram, createTexture, createVbo } from './utils/program'\n\nexport const webgl = async (gl: GL) => {\n let vs = gl.vs || gl.vert || gl.vertex\n let fs = gl.fs || gl.frag || gl.fragment\n if (is.obj(fs)) fs = glsl(fs as X)\n if (is.obj(vs)) vs = glsl(vs as X)\n const c = gl.el.getContext('webgl2')!\n const pg = createProgram(c, vs, fs)\n\n let _activeUnit = 0\n const activeUnits = nested(() => _activeUnit++)\n\n const locations = nested((key, bool = false) => {\n if (bool) return c.getAttribLocation(pg, key)\n return c.getUniformLocation(pg, key) as WebGLUniformLocation\n })\n\n const strides = nested((_, count: number, value: number[], iboValue?: number[]) => {\n if (iboValue) count = Math.max(...iboValue) + 1\n const stride = value.length / count\n if (stride !== Math.floor(stride)) console.warn(`Vertex Stride Error: count ${count} is mismatch`)\n return Math.floor(stride)\n })\n\n const uniforms = nested((key, value: number | number[]) => {\n const loc = locations(key)\n if (is.num(value)) return (value: any) => c.uniform1f(loc, value)\n let l = value.length as 3\n if (l <= 4) return (value: any) => c[`uniform${l}fv`](loc, value)\n l = (Math.sqrt(l) << 0) as 3\n return (value: any) => c[`uniformMatrix${l}fv`](loc, false, value)\n })\n\n gl('clean', () => c.deleteProgram(pg))\n\n gl('render', () => {\n c.useProgram(pg)\n c.clear(c.COLOR_BUFFER_BIT)\n c.viewport(0, 0, ...gl.size)\n c.drawArrays(c.TRIANGLES, 0, 3)\n })\n\n gl('_attribute', (key = '', value: number[], iboValue: number[]) => {\n const loc = locations(key, true)\n const vbo = createVbo(c, value)\n const ibo = createIbo(c, iboValue)\n const str = strides(key, gl.count, value, iboValue)\n createAttrib(c, str, loc, vbo, ibo)\n })\n\n gl('_uniform', (key: string, value: number | number[]) => {\n uniforms(key, value)(value)\n })\n\n const _loadFn = (image: HTMLImageElement) => {\n const loc = locations(image.alt)\n const unit = activeUnits(image.alt)\n const tex = createTexture(c, image)\n activeTexture(c, loc, unit, tex)\n }\n\n gl('_texture', (alt: string, src: string) => {\n const image = new Image()\n image.addEventListener('load', _loadFn.bind(null, image), false)\n Object.assign(image, { src, alt, crossOrigin: 'anonymous' })\n })\n\n gl.webgl = { context: c, program: pg }\n\n return gl\n}\n","export const is = {\n arr: Array.isArray,\n bol: (a: unknown): a is boolean => typeof a === 'boolean',\n str: (a: unknown): a is string => typeof a === 'string',\n num: (a: unknown): a is number => typeof a === 'number',\n int: (a: unknown): a is number => Number.isInteger(a),\n fun: (a: unknown): a is Function => typeof a === 'function',\n und: (a: unknown): a is undefined => typeof a === 'undefined',\n nul: (a: unknown): a is null => a === null,\n set: (a: unknown): a is Set<unknown> => a instanceof Set,\n map: (a: unknown): a is Map<unknown, unknown> => a instanceof Map,\n obj: (a: unknown): a is object => !!a && a.constructor.name === 'Object',\n nan: (a: unknown): a is number => typeof a === 'number' && Number.isNaN(a),\n}\n\n/**\n * each\n */\ntype EachFn<Value, Key, This> = (this: This, value: Value, key: Key) => void\ntype Eachable<Value = any, Key = any, This = any> = {\n forEach(cb: EachFn<Value, Key, This>, ctx?: This): void\n}\n\nexport const each = <Value, Key, This>(obj: Eachable<Value, Key, This>, fn: EachFn<Value, Key, This>) => obj.forEach(fn)\n\nexport const flush = <Value extends Function, Key, This>(obj: Eachable<Value, Key, This>, ...args: any[]) => {\n each(obj, (f) => f(...args))\n}\n\n/**\n * other\n */\nexport const replace = (x = '', from = '_', to = '/') => x.split(from).join(to)\nexport const ext = (src = '.pdf') => src.split('.').pop()?.toLowerCase() ?? ''\nexport const fig = (x = 0) => `${x}`.split('.')[1]?.length ?? 0\nexport const dig = (x = 0) => `${x}`.split('.')[0]?.length - (x < 0 ? 1 : 0)\nexport const sig = (value = 0, digit = -2) => {\n digit *= -1\n digit = Math.pow(10, digit)\n value *= digit\n value = Math.round(value)\n value /= digit\n return value\n}\n","import { is } from './../utils/helpers'\nimport type { Node, NodeType, X, ConversionContext } from '../node'\n\n// GLSLコード生成コンテキスト\ninterface GLSLContext extends ConversionContext {\n target: 'webgl'\n precision: 'lowp' | 'mediump' | 'highp'\n version: '100' | '300 es'\n}\n\n// ノードからGLSLコードを生成\nexport const nodeToGLSL = (nodeProxy: X, context?: Partial<GLSLContext>): string => {\n const ctx: GLSLContext = {\n target: 'webgl',\n precision: 'mediump',\n version: '300 es',\n nodes: new Map(),\n variables: new Map(),\n functions: new Map(),\n ...context,\n }\n\n return generateGLSLExpression(nodeProxy as any, ctx)\n}\n\n// GLSL式を生成\nconst generateGLSLExpression = (node: Node, context: GLSLContext): string => {\n if (!node) return '0.0'\n // 値ノード\n if (!is.und(node.value)) return formatGLSLValue(node.value, node.type)\n // プロパティアクセス(スウィズル)\n if (node.property && node.parent) {\n const parentExpr = generateGLSLExpression(node.parent, context)\n return `${parentExpr}.${node.property}`\n }\n // 演算子ノード\n if (node.operator && node.children && node.children.length >= 2) return generateGLSLOperator(node, context)\n // 数学関数ノード\n if (node.mathFunction && node.children && node.children.length >= 1)\n return generateGLSLMathFunction(node, context)\n return '0.0'\n}\n\n// GLSL値をフォーマット\nconst formatGLSLValue = (value: any, type: NodeType): string => {\n if (type === 'float') {\n const num = Number(value)\n return num % 1 === 0 ? `${num}.0` : `${num}`\n }\n if (type === 'int') return `${Math.floor(Number(value))}`\n if (type === 'bool') return Boolean(value) ? 'true' : 'false'\n if (is.arr(value)) {\n const values = value\n .map((v) => {\n const num = Number(v)\n return num % 1 === 0 ? `${num}.0` : `${num}`\n })\n .join(', ')\n if (type === 'vec2') return `vec2(${values})`\n if (type === 'vec3') return `vec3(${values})`\n if (type === 'vec4') return `vec4(${values})`\n if (type === 'color') return `vec3(${values})`\n }\n return '0.0'\n}\n\n// GLSL演算子を生成\nconst generateGLSLOperator = (node: Node, context: GLSLContext): string => {\n if (!node.children || node.children.length < 2) return '0.0'\n const left = generateGLSLExpression(node.children[0], context)\n const right = generateGLSLExpression(node.children[1], context)\n if (node.operator === 'add') return `(${left} + ${right})`\n if (node.operator === 'sub') return `(${left} - ${right})`\n if (node.operator === 'mul') return `(${left} * ${right})`\n if (node.operator === 'div') return `(${left} / ${right})`\n if (node.operator === 'mod') return `mod(${left}, ${right})`\n if (node.operator === 'equal') return `(${left} == ${right})`\n if (node.operator === 'notEqual') return `(${left} != ${right})`\n if (node.operator === 'lessThan') return `(${left} < ${right})`\n if (node.operator === 'lessThanEqual') return `(${left} <= ${right})`\n if (node.operator === 'greaterThan') return `(${left} > ${right})`\n if (node.operator === 'greaterThanEqual') return `(${left} >= ${right})`\n if (node.operator === 'and') return `(${left} && ${right})`\n if (node.operator === 'or') return `(${left} || ${right})`\n return `(${left} + ${right})`\n}\n\n// GLSL数学関数を生成\nconst generateGLSLMathFunction = (node: Node, context: GLSLContext): string => {\n if (!node.children || node.children.length < 1) return '0.0'\n const fun = node.mathFunction\n const args = node.children.map((child) => {\n return generateGLSLExpression(child, context)\n })\n const [x, y, z] = args\n // @TODO FIX\n // if (fun === 'toVar') return x // toVarは変数化のヒントなので、そのまま返す\n if (args.length === 1) return `${fun}(${x})`\n if (args.length === 2) return `${fun}(${x}, ${y})`\n if (args.length === 3) return `${fun}(${x}, ${y}, ${z})`\n return x || '0.0'\n}\n\n// 値からGLSL型を推定\nconst inferGLSLType = (value: unknown): string => {\n if (is.num(value)) return 'float'\n if (is.bol(value)) return 'bool'\n if (is.arr(value)) {\n const len = value.length\n if (len === 2) return 'vec2'\n if (len === 3) return 'vec3'\n if (len === 4) return 'vec4'\n }\n return 'float'\n}\n\n// 完全なGLSLシェーダーを生成\nexport const glsl = (\n fragmentNode: X,\n options?: {\n precision?: 'lowp' | 'mediump' | 'highp'\n version?: '100' | '300 es'\n uniforms?: Record<string, any>\n }\n) => {\n const precision = options?.precision || 'mediump'\n const version = options?.version || '300 es'\n const is300ES = version === '300 es'\n const fragment = nodeToGLSL(fragmentNode)\n let shader = ''\n if (is300ES) shader += '#version 300 es\\n'\n shader += `precision ${precision} float;\\n\\n`\n // ユニフォーム変数の追加\n if (options?.uniforms) {\n Object.entries(options.uniforms).forEach(([name, value]) => {\n const type = inferGLSLType(value)\n shader += `uniform ${type} ${name};\\n`\n })\n shader += '\\n'\n }\n // 出力変数\n if (is300ES) shader += 'out vec4 fragColor;\\n\\n'\n shader += 'void main() {\\n'\n shader += is300ES ? ` fragColor = ${fragment};\\n` : ` gl_FragColor = ${fragment};\\n`\n shader += '}\\n'\n\n return shader\n}\n","export const defaultVertexGLSL = /* cpp */ `\n#version 300 es\nvoid main() {\n float x = float(gl_VertexID % 2) * 4.0 - 1.0;\n float y = float(gl_VertexID / 2) * 4.0 - 1.0;\n gl_Position = vec4(x, y, 0.0, 1.0);\n}\n`\n\nexport const defaultFragmentGLSL = /* cpp */ `\n#version 300 es\nprecision mediump float;\nuniform vec2 iResolution;\nout vec4 fragColor;\nvoid main() {\n fragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);\n}\n`\n\nexport const createShader = (c: WebGLRenderingContext, source: string, type: number) => {\n const shader = c.createShader(type)\n if (!shader) throw new Error('Failed to create shader')\n c.shaderSource(shader, source.trim())\n c.compileShader(shader)\n if (c.getShaderParameter(shader, c.COMPILE_STATUS)) return shader\n const error = c.getShaderInfoLog(shader)\n c.deleteShader(shader)\n throw new Error(`Could not compile shader: ${error}`)\n}\n\nexport const createProgram = (c: WebGLRenderingContext, vs = defaultVertexGLSL, fs = defaultFragmentGLSL) => {\n const pg = c.createProgram()\n c.attachShader(pg, createShader(c, vs, c.VERTEX_SHADER))\n c.attachShader(pg, createShader(c, fs, c.FRAGMENT_SHADER))\n c.linkProgram(pg)\n if (c.getProgramParameter(pg, c.LINK_STATUS)) return pg\n const error = c.getProgramInfoLog(pg)\n c.deleteProgram(pg)\n throw new Error(`Could not link pg: ${error}`)\n}\n\nexport const createVbo = (c: WebGLRenderingContext, data: number[]) => {\n const buffer = c.createBuffer()\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.bufferData(c.ARRAY_BUFFER, new Float32Array(data), c.STATIC_DRAW)\n c.bindBuffer(c.ARRAY_BUFFER, null)\n return buffer\n}\n\nexport const createIbo = (c: WebGLRenderingContext, data: number[]) => {\n const buffer = c.createBuffer()\n c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, buffer)\n c.bufferData(c.ELEMENT_ARRAY_BUFFER, new Int16Array(data), c.STATIC_DRAW)\n c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, null)\n return buffer\n}\n\nexport const createAttrib = (\n c: WebGLRenderingContext,\n stride: number,\n location: any,\n vbo: WebGLBuffer,\n ibo?: WebGLBuffer\n) => {\n c.bindBuffer(c.ARRAY_BUFFER, vbo)\n c.enableVertexAttribArray(location)\n c.vertexAttribPointer(location, stride, c.FLOAT, false, 0, 0)\n if (ibo) c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, ibo)\n}\n\nexport const createTexture = (c: WebGLRenderingContext, img: HTMLImageElement) => {\n const texture = c.createTexture()\n c.bindTexture(c.TEXTURE_2D, texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, c.RGBA, c.UNSIGNED_BYTE, img)\n c.generateMipmap(c.TEXTURE_2D)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n c.bindTexture(c.TEXTURE_2D, null)\n return texture\n}\n\nexport const activeTexture = (\n c: WebGLRenderingContext,\n location: WebGLUniformLocation | null,\n unit: number,\n texture: WebGLTexture\n) => {\n if (!location) return\n c.uniform1i(location, unit)\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, texture)\n}\n","import { is } from '../utils/helpers'\nimport type { Node, NodeType, ConversionContext, X } from '../node'\n\n// WGSLコード生成コンテキスト\ninterface WGSLContext extends ConversionContext {\n target: 'webgpu'\n}\n\n// ノードからWGSLコードを生成\nexport const nodeToWGSL = (nodeProxy: X, context?: Partial<WGSLContext>): string => {\n const ctx: WGSLContext = {\n target: 'webgpu',\n nodes: new Map(),\n variables: new Map(),\n functions: new Map(),\n ...context,\n }\n return generateWGSLExpression(nodeProxy as any, ctx)\n}\n\n// WGSL式を生成\nconst generateWGSLExpression = (node: Node, context: WGSLContext): string => {\n if (!node) return '0.0'\n // 値ノード\n if (node.value !== undefined) return formatWGSLValue(node.value, node.type)\n // プロパティアクセス(スウィズル)\n if (node.property && node.parent) {\n const parentExpr = generateWGSLExpression(node.parent, context)\n return `${parentExpr}.${node.property}`\n }\n // 演算子ノード\n if (node.operator && node.children && node.children.length >= 2) return generateWGSLOperator(node, context)\n // 数学関数ノード\n if (node.mathFunction && node.children && node.children.length >= 1)\n return generateWGSLMathFunction(node, context)\n return '0.0'\n}\n\n// WGSL値をフォーマット\nconst formatWGSLValue = (value: any, type: NodeType): string => {\n if (type === 'float') {\n const num = Number(value)\n return num % 1 === 0 ? `${num}.0` : `${num}`\n }\n if (type === 'int') return `${Math.floor(Number(value))}`\n if (type === 'bool') return Boolean(value) ? 'true' : 'false'\n if (is.arr(value)) {\n const values = value\n .map((v) => {\n const num = Number(v)\n return num % 1 === 0 ? `${num}.0` : `${num}`\n })\n .join(', ')\n if (type === 'vec2') return `vec2<f32>(${values})`\n if (type === 'vec3') return `vec3<f32>(${values})`\n if (type === 'vec4') return `vec4<f32>(${values})`\n if (type === 'color') return `vec3<f32>(${values})`\n }\n\n return '0.0'\n}\n\n// WGSL演算子を生成\nconst generateWGSLOperator = (node: Node, context: WGSLContext): string => {\n if (!node.children || node.children.length < 2) return '0.0'\n const left = generateWGSLExpression(node.children[0], context)\n const right = generateWGSLExpression(node.children[1], context)\n if (node.operator === 'add') return `(${left} + ${right})`\n if (node.operator === 'sub') return `(${left} - ${right})`\n if (node.operator === 'mul') return `(${left} * ${right})`\n if (node.operator === 'div') return `(${left} / ${right})`\n if (node.operator === 'mod') return `(${left} % ${right})`\n if (node.operator === 'equal') return `(${left} == ${right})`\n if (node.operator === 'notEqual') return `(${left} != ${right})`\n if (node.operator === 'lessThan') return `(${left} < ${right})`\n if (node.operator === 'lessThanEqual') return `(${left} <= ${right})`\n if (node.operator === 'greaterThan') return `(${left} > ${right})`\n if (node.operator === 'greaterThanEqual') return `(${left} >= ${right})`\n if (node.operator === 'and') return `(${left} && ${right})`\n if (node.operator === 'or') return `(${left} || ${right})`\n return `(${left} + ${right})`\n}\n\n// WGSL数学関数を生成\nconst generateWGSLMathFunction = (node: Node, context: WGSLContext): string => {\n if (!node.children || node.children.length < 1) return '0.0'\n const fun = node.mathFunction\n const args = node.children.map((child) => generateWGSLExpression(child, context))\n const [x, y, z] = args\n // @TODO FIX\n // if (fun === 'toVar') return x // toVarは変数化のヒントなので、そのまま返す\n if (args.length === 1) return `${fun}(${x})`\n if (args.length === 2) return `${fun}(${x}, ${y})`\n if (args.length === 3) return `${fun}(${x}, ${y}, ${z})`\n return x || '0.0'\n}\n\n// 完全なWGSLシェーダーを生成\nexport const wgsl = (\n fragmentNode: X,\n options?: {\n uniforms?: Record<string, any>\n }\n) => {\n let shader = ''\n // ユニフォーム変数の追加\n if (options?.uniforms) {\n Object.entries(options.uniforms).forEach(([name, value]) => {\n const type = inferWGSLType(value)\n shader += `@group(0) @binding(0) var<uniform> ${name}: ${type};\\n`\n })\n shader += '\\n'\n }\n shader += '@fragment\\n'\n shader += 'fn main() -> @location(0) vec4<f32> {\\n'\n const fragmentExpr = nodeToWGSL(fragmentNode)\n shader += ` return ${fragmentExpr};\\n`\n shader += '}\\n'\n\n return shader\n}\n\n// 値からWGSL型を推定\nconst inferWGSLType = (value: any): string => {\n if (is.num(value)) return 'f32'\n if (is.bol(value)) return 'bool'\n if (is.arr(value)) {\n const len = value.length\n if (len === 2) return 'vec2<f32>'\n if (len === 3) return 'vec3<f32>'\n if (len === 4) return 'vec4<f32>'\n }\n return 'f32'\n}\n","import { GPUContext, GPUDevice, GPUPipeline } from '../types'\n\nconst defaultVertexWGSL = `\n@vertex\nfn main(@builtin(vertex_index) vertex_index: u32) -> @builtin(position) vec4f {\n let x = f32(vertex_index % 2u) * 4.0 - 1.0;\n let y = f32(vertex_index / 2u) * 4.0 - 1.0;\n return vec4f(x, y, 0.0, 1.0);\n}\n`\n\nconst defaultFragmentWGSL = `\nstruct Uniforms {\n iResolution: vec2f,\n iMouse: vec2f,\n iTime: f32,\n}\n\n@group(0) @binding(0) var<uniform> u: Uniforms;\n\n@fragment\nfn main(@builtin(position) position: vec4f) -> @location(0) vec4f {\n return vec4f(position.xy / iResolution, 0.0, 1.0);\n}\n`\n\nexport const createPipeline = (\n device: GPUDevice,\n format: string,\n vs = defaultVertexWGSL,\n fs = defaultFragmentWGSL,\n buffers: any[]\n) => {\n return device.createRenderPipeline({\n vertex: {\n module: device.createShaderModule({ code: vs.trim() }),\n entryPoint: 'main',\n buffers,\n },\n fragment: {\n module: device.createShaderModule({ code: fs.trim() }),\n entryPoint: 'main',\n targets: [{ format }],\n },\n layout: 'auto',\n primitive: { topology: 'triangle-list' },\n }) as GPUPipeline\n}\n\nexport const createDescriptor = (c: GPUContext) => {\n return {\n colorAttachments: [\n {\n view: c.getCurrentTexture().createView(),\n clearValue: { r: 0, g: 0, b: 0, a: 1 },\n loadOp: 'clear',\n storeOp: 'store',\n },\n ],\n }\n}\n\n// export const alignTo256 = (size: number) => Math.ceil(size / 256) * 256\n//\n// export const createUniformBuffer = (device: GPUDevice, size: number) => {\n// return device.createBuffer({ size: alignTo256(size), usage: 0x40 | 0x4 }) as Buffer\n// }\n//\n// export const createVertexBuffer = (device: GPUDevice, value: number[]) => {\n// const array = new Float32Array(value)\n// const buffer = device.createBuffer({ size: array.byteLength, usage: 0x20 | 0x4 })\n// device.queue.writeBuffer(buffer, 0, array)\n// return buffer as Buffer\n// }\n//\n// export const createBindGroup = (device: GPUDevice, pipeline: GPUPipeline, entries: any[]) => {\n// const layout = pipeline.getBindGroupLayout(0)\n// return device.createBindGroup({ layout, entries })\n// }\n//\n// export const updateBindGroup = (\n// device: GPUDevice,\n// pipeline: GPUPipeline,\n// uniformBuffer: Buffer,\n// textures: any = {},\n// sampler: any = null\n// ) => {\n// const entries = [{ binding: 0, resource: { buffer: uniformBuffer } }]\n// let binding = 1\n// Object.values(textures).forEach((texture: any) => {\n// entries.push({ binding: binding++, resource: texture.createView() })\n// })\n// if (sampler && Object.keys(textures).length > 0) entries.push({ binding: binding++, resource: sampler })\n// return createBindGroup(device, pipeline, entries)\n// }\n//\n// export const createUniform = (device: GPUDevice, buffer: any, data: Float32Array, offset = 0) => {\n// device.queue.writeBuffer(buffer, offset, data)\n// }\n//\n// export const createDeviceTexture = (device: GPUDevice, image: HTMLImageElement) => {\n// const texture = device.createTexture({\n// size: { width: image.width, height: image.height },\n// format: 'rgba8unorm',\n// usage: 0x4 | 0x2,\n// })\n// device.queue.copyExternalImageToTexture(\n// { source: image },\n// { texture },\n// { width: image.width, height: image.height }\n// )\n// return texture\n// }\n//\n// export const createSampler = (device: GPUDevice) => {\n// return device.createSampler({\n// magFilter: 'linear',\n// minFilter: 'linear',\n// addressModeU: 'clamp-to-edge',\n// addressModeV: 'clamp-to-edge',\n// })\n// }\n//\n// export const getDefaultVertices = () => new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1])\n","import { wgsl } from './code/wgsl'\nimport { is } from './utils/helpers'\nimport {\n createPipeline,\n createDescriptor,\n // createUniformBuffer,\n // updateBindGroup,\n // createVertexBuffer,\n // createUniform,\n // createDeviceTexture,\n // createSampler,\n} from './utils/pipeline'\nimport type { X } from './node'\nimport type { GL, GPUBindGroup, GPUPipeline } from './types'\nimport { nested } from 'reev'\n\nconst quadVertexCount = 3\n\nexport const webgpu = async (gl: GL) => {\n let vs = gl.vs || gl.vert || gl.vertex\n let fs = gl.fs || gl.frag || gl.fragment\n if (is.obj(vs)) vs = wgsl(vs as X)\n if (is.obj(fs)) fs = wgsl(fs as X)\n const c = gl.el.getContext('webgpu') as any\n const gpu = (navigator as any).gpu\n const adapter = await gpu.requestAdapter()\n const device = await adapter.requestDevice()\n const format = gpu.getPreferredCanvasFormat()\n c.configure({ device, format, alphaMode: 'opaque' })\n\n // Uniform buffer setup\n // WebGPU 16-byte alignment requirement: iTime(4) + padding(12) + iMouse(8) + iPrevTime(4) + iDeltaTime(4) + iResolution(8) = 40 bytes, rounded to 48\n\n const buffer = device.createBuffer({\n size: 64, // @ts-ignore\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n })\n\n gl('clean', () => {})\n\n const activeUnit = nested((_, size) => (_activeUnit += size))\n let _activeUnit = 0\n let pipeline: GPUPipeline\n let bindGroup: GPUBindGroup\n let uniformData = new Float32Array(0)\n\n gl('render', () => {\n if (!pipeline) {\n pipeline = createPipeline(device, format, vs, fs, [])\n bindGroup = device.createBindGroup({\n layout: pipeline.getBindGroupLayout(0),\n entries: [\n {\n binding: 0,\n resource: { buffer },\n },\n ],\n })\n }\n\n const encoder = device.createCommandEncoder()\n const pass = encoder.beginRenderPass(createDescriptor(c))\n pass.setPipeline(pipeline)\n pass.setBindGroup(0, bindGroup)\n pass.draw(quadVertexCount, 1, 0, 0)\n pass.end()\n device.queue.submit([encoder.finish()])\n return true\n })\n\n gl('_attribute', (key = '', value: number[]) => {\n // @TODO FIX\n // vertexBuffers(key, value)\n })\n\n gl('_uniform', (key: string, value: number | number[]) => {\n if (is.num(value)) value = [value]\n const size = value.length\n const unit = activeUnit(key, size)\n if (unit === _activeUnit) {\n const array = new Float32Array(_activeUnit)\n if (uniformData) array.set(uniformData)\n uniformData = array\n }\n for (let i = 0; i < size; i++) uniformData[unit - size + i] = value[i]\n device.queue.writeBuffer(buffer, 0, uniformData)\n })\n\n // const _loadFun = (image: HTMLImageElement, gl: GL) => {\n // const texture = createDeviceTexture(device, image)\n // // bindGroup = updateBindGroup(device, pipeline, buffer, textures, sampler)\n // }\n\n gl('_texture', (alt: string, src: string) => {\n // @TODO FIX\n // const image = new Image()\n // image.addEventListener('load', _loadFun.bind(null, image, gl), false)\n // Object.assign(image, { src, alt, crossOrigin: 'anonymous' })\n })\n\n return gl\n}\n","// 基本型定数\nexport const TYPES = [\n 'float',\n 'int',\n 'uint',\n 'bool',\n 'color',\n 'vec2',\n 'vec3',\n 'vec4',\n 'mat2',\n 'mat3',\n 'mat4',\n 'ivec2',\n 'ivec3',\n 'ivec4',\n 'uvec2',\n 'uvec3',\n 'uvec4',\n 'bvec2',\n 'bvec3',\n 'bvec4',\n] as const\n\nexport type NodeType = (typeof TYPES)[number]\n\n// スウィズル定数\nexport const SWIZZLES = ['x', 'y', 'z', 'w', 'r', 'g', 'b', 'a', 's', 't', 'p', 'q'] as const\n\ntype AllSwizzles<T extends string> = T | `${T}${T}` | `${T}${T}${T}` | `${T}${T}${T}${T}`\n\nexport type Swillzes =\n | AllSwizzles<'x' | 'y' | 'z' | 'w'>\n | AllSwizzles<'r' | 'g' | 'b' | 'a'>\n | AllSwizzles<'p' | 'q'>\n | AllSwizzles<'s' | 't'>\n\n// 演算子定数\nexport const OPERATORS = [\n 'add',\n 'sub',\n 'mul',\n 'div',\n 'mod',\n 'equal',\n 'notEqual',\n 'lessThan',\n 'lessThanEqual',\n 'greaterThan',\n 'greaterThanEqual',\n 'and',\n 'or',\n 'not',\n 'assign',\n 'xor',\n 'bitAnd',\n 'bitNot',\n 'bitOr',\n 'bitXor',\n 'shiftLeft',\n 'shiftRight',\n] as const\n\nexport type Operator = (typeof OPERATORS)[number]\n\n// 数学関数定数\nexport const FUNCTIONS = [\n 'abs',\n 'acos',\n 'asin',\n 'atan',\n 'atan2',\n 'ceil',\n 'clamp',\n 'cos',\n 'cross',\n 'degrees',\n 'distance',\n 'dot',\n 'exp',\n 'exp2',\n 'faceforward',\n 'floor',\n 'fract',\n 'length',\n 'all',\n 'any',\n 'bitcast',\n 'cbrt',\n 'dFdx',\n 'dFdy',\n 'difference',\n 'equals',\n 'fwidth',\n 'inverseSqrt',\n 'lengthSq',\n 'log',\n 'log2',\n 'max',\n 'min',\n 'mix',\n 'negate',\n 'normalize',\n 'oneMinus',\n 'pow',\n 'pow2',\n 'pow3',\n 'pow4',\n 'radians',\n 'reciprocal',\n 'reflect',\n 'refract',\n 'round',\n 'saturate',\n 'sign',\n 'sin',\n 'smoothstep',\n 'sqrt',\n 'step',\n 'tan',\n 'transformDirection',\n 'trunc',\n] as const\n\nexport type MathFunction = (typeof FUNCTIONS)[number]\n\n// キャッシュ用定数\nexport const CACHE_BOOLS = [true, false] as const\nexport const CACHE_INTS = [0, 1, 2, 3, 4, 5] as const\nexport const CACHE_FLOATS = [0.0, 1.0, 0.5, 2.0] as const\n","import { CACHE_BOOLS, CACHE_INTS, CACHE_FLOATS } from './const'\nimport { node } from '.'\nimport type { X } from './types'\n\nconst boolCache = new Map<boolean, X>()\nconst intCache = new Map<number, X>()\nconst floatCache = new Map<number, X>()\n\nconst initializeCache = () => {\n CACHE_BOOLS.forEach((value) => {\n boolCache.set(value, node('bool', value))\n })\n CACHE_INTS.forEach((value) => {\n intCache.set(value, node('int', value))\n })\n CACHE_FLOATS.forEach((value) => {\n floatCache.set(value, node('float', value))\n })\n}\n\nexport const getCachedBool = (x: boolean): X => {\n if (!boolCache.has(x)) initializeCache()\n return boolCache.get(x) || node('bool', x)\n}\n\n// キャッシュされたintノードを取得\nexport const getCachedInt = (x: number): X => {\n if (intCache.has(x)) return intCache.get(x)!\n return node('int', x)\n}\n\n// キャッシュされたfloatノードを取得\nexport const getCachedFloat = (x: number): X => {\n if (floatCache.has(x)) return floatCache.get(x)!\n return node('float', x)\n}\n\n// ノードの重複を検出\nexport const findDuplicateNodes = (nodes: X[]): Map<string, X[]> => {\n const duplicates = new Map<string, X[]>()\n const signatures = new Map<string, X>()\n\n nodes.forEach((nodeProxy) => {\n const signature = generateNodeSignature(nodeProxy)\n if (signatures.has(signature)) {\n if (!duplicates.has(signature)) duplicates.set(signature, [signatures.get(signature)!])\n duplicates.get(signature)!.push(nodeProxy)\n } else signatures.set(signature, nodeProxy)\n })\n return duplicates\n}\n\n// ノードのシグネチャを生成\nconst generateNodeSignature = (nodeProxy: X): string => {\n const parts = [nodeProxy.type, `${nodeProxy.value}`, nodeProxy.property || '']\n return parts.join('|')\n}\n\n// 初期化を実行\n// initializeCache()\n","import { node } from '.'\nimport { getCachedBool, getCachedInt, getCachedFloat } from './cache'\nimport { is } from '../utils/helpers'\nimport type { X } from './types'\n\n// JavaScript値をノードに変換\nexport const convertToNode = (x: unknown): X => {\n if (is.bol(x)) return getCachedBool(x)\n if (is.num(x)) {\n if (is.int(x)) return getCachedInt(x)\n return getCachedFloat(x)\n }\n if (is.arr(x)) return convertArrayToNode(x)\n if (is.obj(x)) return convertObjectToNode(x)\n return node('float', 0)\n}\n\n// 配列をベクトル/行列ノードに変換\nconst convertArrayToNode = (array: number[]): X => {\n const len = array.length\n if (len === 2) return node('vec2', array)\n if (len === 3) return node('vec3', array)\n if (len === 4) return node('vec4', array)\n if (len === 9) return node('mat3', array)\n if (len === 16) return node('mat4', array)\n return node('float', array[0])\n}\n\n// オブジェクトをノードに変換\nconst convertObjectToNode = (obj: any): X => {\n // カラーオブジェクトの検出\n if ('r' in obj && 'g' in obj && 'b' in obj) {\n const arr = [obj.r, obj.g, obj.b]\n if ('a' in obj) arr.push(obj.a)\n return node('color', arr)\n }\n // ベクトルライクオブジェクトの検出\n if ('x' in obj && 'y' in obj) {\n const arr = [obj.x, obj.y]\n if ('z' in obj) arr.push(obj.z)\n if ('w' in obj) arr.push(obj.w)\n return convertArrayToNode(arr)\n }\n return node('float', 0)\n}\n\n// 型変換関数\nexport const float = (x: unknown): X => {\n if (is.num(x)) return getCachedFloat(x)\n return node('float', Number(x))\n}\n\nexport const int = (x: unknown): X => {\n if (is.num(x) && Number.isInteger(x)) return getCachedInt(x)\n return node('int', Math.floor(Number(x)))\n}\n\nexport const bool = (x: unknown): X => {\n return getCachedBool(Boolean(x))\n}\n\nexport const vec2 = (x?: any, y?: any): X => {\n if (is.und(x)) return node('vec2', [0, 0])\n if (is.und(y)) {\n if (is.arr(x)) return node('vec2', x.slice(0, 2))\n if (is.obj(x) && 'x' in x && 'y' in x) return node('vec2', [x.x, x.y])\n return node('vec2', [Number(x), Number(x)])\n }\n return node('vec2', [Number(x), Number(y)])\n}\n\nexport const vec3 = (x?: any, y?: any, z?: any): X => {\n if (is.und(x)) return node('vec3', [0, 0, 0])\n if (is.und(y)) {\n if (is.arr(x)) return node('vec3', x.slice(0, 3))\n if (is.obj(x) && 'x' in x && 'y' in x && 'z' in x) return node('vec3', [x.x, x.y, x.z])\n return node('vec3', [Number(x), Number(x), Number(x)])\n }\n if (z === undefined) {\n return node('vec3', [Number(x), Number(y), 0])\n }\n return node('vec3', [Number(x), Number(y), Number(z)])\n}\n\nexport const vec4 = (x?: any, y?: any, z?: any, w?: any): X => {\n if (is.und(x)) return node('vec4', [0, 0, 0, 1])\n if (is.und(y)) {\n if (is.arr(x)) return node('vec4', x.slice(0, 4))\n if (is.obj(x) && 'x' in x && 'y' in x && 'z' in x && 'w' in x) return node('vec4', [x.x, x.y, x.z, x.w])\n return node('vec4', [Number(x), Number(x), Number(x), 1])\n }\n return node('vec4', [Number(x), Number(y), Number(z), Number(w)])\n}\n\nexport const color = (r?: any, g?: any, b?: any): X => {\n if (r === undefined) return node('color', [1, 1, 1])\n\n // 16進数カラーの処理\n if (is.str(r) && r.startsWith('#')) {\n const hex = r.slice(1)\n const num = parseInt(hex, 16)\n return node('color', [((num >> 16) & 255) / 255, ((num >> 8) & 255) / 255, (num & 255) / 255])\n }\n\n // 数値カラーの処理\n if (is.num(r) && g === undefined && b === undefined) {\n return node('color', [((r >> 16) & 255) / 255, ((r >> 8) & 255) / 255, (r & 255) / 255])\n }\n\n return vec3(r, g, b)\n}\n","import { OPERATORS, FUNCTIONS, SWIZZLES } from './const'\nimport { is } from '../utils/helpers'\nimport type { NodeType } from './const'\nimport type { Node, ProxyCallback, X } from './types'\n\nlet nodeIdCounter = 0\n\n// ノードIDを生成\nconst generateNodeId = () => `node_${++nodeIdCounter}`\n\n// ノードを作成\nexport const createNode = (type: NodeType, value?: any, options?: Partial<Node>): Node => {\n return {\n id: generateNodeId(),\n type,\n value,\n children: [],\n ...options,\n }\n}\n\nconst isSwizzleProperty = (key = '') => SWIZZLES.includes(key as any)\nconst isOperatorMethod = (key = '') => OPERATORS.includes(key as any)\nconst isMathMethod = (key = '') => FUNCTIONS.includes(key as any)\n\n// Proxyハンドラーを作成\nconst createNodeProxy = (node: Node, callback?: (info: ProxyCallback) => X) => {\n const get = (_target: unknown, key: unknown) => {\n if (!is.str(key) || key === 'then') return void 0\n\n if (key === 'id') return node.id\n if (key === 'type') return node.type\n if (key === 'value') return node.value\n if (key === 'property') return node.property\n\n // swizzle prooerty\n if (isSwizzleProperty(key))\n return createNodeProxy(\n createNode(getSwizzleType(key), undefined, {\n parent: node,\n property: key,\n }),\n callback\n )\n\n // 演算子メソッド\n if (isOperatorMethod(key))\n return (...args: any[]) => {\n return createNodeProxy(\n createNode(node.type, undefined, {\n operator: key as any,\n children: [node, ...args],\n }),\n callback\n )\n }\n\n // 数学関数メソッド\n if (isMathMethod(key))\n return (...args: any[]) => {\n return createNodeProxy(\n createNode(getMathReturnType(key, node.type), undefined, {\n mathFunction: key as any,\n children: [node, ...args],\n }),\n callback\n )\n }\n\n return callback?.({ path: [key], args: [] })\n }\n const apply = (_target: unknown, _thisArg: unknown, args: any) => {\n return callback?.({ path: [], args })\n }\n\n return new Proxy(() => {}, { get, apply }) as X\n}\n\n// スウィズルの戻り値型を取得\nconst getSwizzleType = (swizzle: string): NodeType => {\n if (swizzle.length === 1) return 'float'\n if (swizzle.length === 2) return 'vec2'\n if (swizzle.length === 3) return 'vec3'\n if (swizzle.length === 4) return 'vec4'\n return 'float'\n}\n\n// 数学関数の戻り値型を取得\nconst getMathReturnType = (func: string, inputType: NodeType): NodeType => {\n if (func === 'length') return 'float'\n if (func === 'normalize') return inputType\n if (func === 'toVar') return inputType\n return inputType\n}\n\n// 公開API\nexport const node = (type: NodeType, value?: any, options?: Partial<Node>) => {\n const nodeInstance = createNode(type, value, options)\n return createNodeProxy(nodeInstance)\n}\n","import { node } from './node'\nimport { is } from '../utils/helpers'\nimport type { UniformNode } from './types'\nimport type { NodeType } from './const'\n\n// ユニフォーム更新コンテキスト\ninterface UpdateContext {\n object?: any\n camera?: any\n renderer?: any\n scene?: any\n time?: number\n}\n\n// ユニフォーム値の型を推定\nconst inferUniformType = (value: any): NodeType => {\n if (is.num(value)) return 'float'\n if (is.bol(value)) return 'bool'\n if (is.arr(value)) {\n const len = value.length\n if (len === 2) return 'vec2'\n if (len === 3) return 'vec3'\n if (len === 4) return 'vec4'\n if (len === 9) return 'mat3'\n if (len === 16) return 'mat4'\n }\n if (is.obj(value) && 'r' in value && 'g' in value && 'b' in value) return 'color'\n return 'float'\n}\n\n// ユニフォーム変数を作成\nexport const uniform = (initialValue: any): UniformNode => {\n const type = inferUniformType(initialValue)\n let currentValue = initialValue\n let objectUpdateCallback: ((context: UpdateContext) => any) | null = null\n let renderUpdateCallback: ((context: UpdateContext) => any) | null = null\n\n const baseNode = node(type, currentValue) as any\n\n // 値を設定\n const set = (value: any) => {\n currentValue = value\n baseNode.value = value\n }\n // オブジェクト更新時のコールバックを設定\n const onObjectUpdate = (callback: (context: UpdateContext) => any): UniformNode => {\n objectUpdateCallback = callback\n return uniformNode\n }\n // レンダー更新時のコールバックを設定\n const onRenderUpdate = (callback: (context: UpdateContext) => any): UniformNode => {\n renderUpdateCallback = callback\n return uniformNode\n }\n // 内部更新関数(外部から呼び出される)\n const _updateFromContext = (context: UpdateContext) => {\n if (objectUpdateCallback) {\n const newValue = objectUpdateCallback(context)\n if (newValue !== undefined) set(newValue)\n }\n if (renderUpdateCallback) {\n const newValue = renderUpdateCallback(context)\n if (newValue !== undefined) set(newValue)\n }\n }\n // UniformNodeインターフェースを実装\n const uniformNode = Object.create(baseNode)\n uniformNode.set = set\n uniformNode.onObjectUpdate = onObjectUpdate\n uniformNode.onRenderUpdate = onRenderUpdate\n uniformNode._updateFromContext = _updateFromContext\n uniformNode.isUniform = true\n return uniformNode as UniformNode\n}\n\n// 組み込みユニフォーム変数\nexport const iTime = uniform(0.0)\nexport const iPrevTime = uniform(0.0)\nexport const iDeltaTime = uniform(0.0)\nexport const iResolution = uniform([1920, 1080])\nexport const iMouse = uniform([0, 0])\n\n// ユニフォーム変数の更新(レンダーループで呼び出される)\nexport const updateUniforms = (context: UpdateContext) => {\n // 時間の更新\n if (context.time !== undefined) {\n const prevTime = iTime.value || 0\n iTime.set(context.time)\n iPrevTime.set(prevTime)\n iDeltaTime.set(context.time - prevTime)\n }\n}\n","import { float } from './conv'\nimport { node } from './node'\nimport { uniform } from './uniform'\nimport { is } from '../utils/helpers'\nimport type { X, FunctionNode, ConditionalNode } from './types'\nexport type { X, FunctionNode, ConditionalNode }\nexport * from './cache'\nexport * from './const'\nexport * from './conv'\nexport * from './node'\nexport * from './types'\nexport * from './uniform'\n\n// 関数定義\nexport const Fn = (jsFunc: Function): FunctionNode => {\n const functionNode = (...args: any[]) => {\n const inputs = args.map((arg) => {\n if (is.obj(arg) && 'type' in arg && arg.type) return arg\n return float(arg)\n })\n const result = jsFunc(inputs)\n return result || float(0)\n }\n functionNode.call = (inputs: X[]) => jsFunc(inputs)\n return functionNode as FunctionNode\n}\n\n// 条件分岐\nexport const If = (condition: X, callback: () => void): ConditionalNode => {\n callback()\n\n const conditionalNode = {\n ElseIf(newCondition: X, newCallback: () => void): ConditionalNode {\n newCallback()\n return conditionalNode\n },\n Else(elseCallback: () => void) {\n elseCallback()\n },\n }\n\n return conditionalNode\n}\n\n// 組み込み変数\nexport const fragCoord = node('vec4', undefined)\nexport const position = node('vec4', undefined)\nexport const iTime = uniform(0.0)\nexport const iResolution = uniform([1920, 1080])\nexport const iMouse = uniform([0, 0])\n\n// 数学関数\nexport const abs = (x: X) => x.abs()\nexport const sin = (x: X) => x.sin()\nexport const cos = (x: X) => x.cos()\nexport const tan = (x: X) => x.tan()\nexport const sqrt = (x: X) => x.sqrt()\nexport const floor = (x: X) => x.floor()\nexport const ceil = (x: X) => x.ceil()\nexport const fract = (x: X) => x.fract()\nexport const normalize = (x: X) => x.normalize()\nexport const length = (x: X) => x.length()\n\n/**\n * @TODO FIX\nexport const min = (a: X, b: X) => {\n return node('float', undefined, {\n mathFunction: 'min',\n children: [a as any, b as any],\n })\n}\n\nexport const max = (a: X, b: X) => {\n return node('float', undefined, {\n mathFunction: 'max',\n children: [a as any, b as any],\n })\n}\n\nexport const mix = (a: X, b: X, t: X) => {\n return node('float', undefined, {\n mathFunction: 'mix',\n children: [a as any, b as any, t as any],\n })\n}\n\nexport const clamp = (x: X, min: X, max: X) => {\n return node('float', undefined, {\n mathFunction: 'clamp',\n children: [x as any, min as any, max as any],\n 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