shaderpad 1.0.0-beta.36 → 1.0.0-beta.37
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/dist/plugins/face.js +26 -21
- package/dist/plugins/face.js.map +1 -1
- package/dist/plugins/face.mjs +26 -21
- package/dist/plugins/face.mjs.map +1 -1
- package/package.json +1 -1
package/dist/plugins/face.js
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"use strict";var
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"use strict";var se=Object.create;var S=Object.defineProperty;var ce=Object.getOwnPropertyDescriptor;var Ee=Object.getOwnPropertyNames;var le=Object.getPrototypeOf,ue=Object.prototype.hasOwnProperty;var fe=(r,i)=>{for(var o in i)S(r,o,{get:i[o],enumerable:!0})},K=(r,i,o,C)=>{if(i&&typeof i=="object"||typeof i=="function")for(let E of Ee(i))!ue.call(r,E)&&E!==o&&S(r,E,{get:()=>i[E],enumerable:!(C=ce(i,E))||C.enumerable});return r};var me=(r,i,o)=>(o=r!=null?se(le(r)):{},K(i||!r||!r.__esModule?S(o,"default",{value:r,enumerable:!0}):o,r)),_e=r=>K(S({},"__esModule",{value:!0}),r);var pe={};fe(pe,{default:()=>Re});module.exports=_e(pe);var M=478,Te=2,A=M+Te,I=512,X=[336,296,334,293,300,276,283,282,295,285],j=[362,398,384,385,386,387,388,466,263,249,390,373,374,380,381,382],q=[70,63,105,66,107,55,65,52,53,46],Z=[33,246,161,160,159,158,157,173,133,155,154,153,145,144,163,7],J=[61,185,40,39,37,0,267,269,270,409,291,375,321,405,314,17,84,181,91,146],G=[78,191,80,81,82,13,312,311,310,415,308,324,318,402,317,14,87,178,88,95],de=Array.from({length:M},(r,i)=>i),O={LEFT_EYEBROW:X,LEFT_EYE:j,LEFT_EYE_CENTER:473,RIGHT_EYEBROW:q,RIGHT_EYE:Z,RIGHT_EYE_CENTER:468,NOSE_TIP:4,OUTER_MOUTH:J,INNER_MOUTH:G,FACE_CENTER:M,MOUTH_CENTER:M+1},Q=["BACKGROUND","LEFT_EYEBROW","RIGHT_EYEBROW","LEFT_EYE","RIGHT_EYE","OUTER_MOUTH","INNER_MOUTH"],ee=Q.length-1,R=Object.fromEntries(Q.map((r,i)=>[r,i/ee])),z=.5/ee;function v(r){let i=[];for(let o=1;o<r.length-1;++o)i.push(r[0],r[o],r[o+1]);return i}function Ae(r){let{textureName:i,options:o}=r,C="https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task";return function(E,te){let{injectGLSL:ne,gl:h}=te,p=null,b=null,H=-1,k="VIDEO",y=new Map,U=o?.maxFaces??1,D=0,c=null,Y=new OffscreenCanvas(1,1),F=new OffscreenCanvas(1,1),t=null,m=null,w=null,B=null,u={LEFT_EYEBROW:v(X),RIGHT_EYEBROW:v(q),LEFT_EYE:v(j),RIGHT_EYE:v(Z),OUTER_MOUTH:v(J),INNER_MOUTH:v(G),TESSELATION:[],OVAL:[]};function ae(){if(t=F.getContext("webgl2",{antialias:!1,preserveDrawingBuffer:!0}),!t)throw new Error("Failed to get WebGL2 context for mask");let n=t.createShader(t.VERTEX_SHADER);t.shaderSource(n,`#version 300 es
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in vec2 a_pos;
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void main() {
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gl_Position = vec4(a_pos * 2.0 - 1.0, 0.0, 1.0);
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}`),t.compileShader(n);let e=t.createShader(t.FRAGMENT_SHADER);t.shaderSource(e,`#version 300 es
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precision mediump float;
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uniform vec4 u_color;
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out vec4 outColor;
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void main() { outColor = u_color; }`),t.compileShader(e),m=t.createProgram(),t.attachShader(m,n),t.attachShader(m,e),t.linkProgram(m),t.deleteShader(n),t.deleteShader(e),w=t.createBuffer(),t.bindBuffer(t.ARRAY_BUFFER,w);let a=t.getAttribLocation(m,"a_pos");t.enableVertexAttribArray(a),t.vertexAttribPointer(a,2,t.FLOAT,!1,0,0),B=t.getUniformLocation(m,"u_color"),t.useProgram(m),t.enable(t.BLEND),t.blendEquation(t.MAX)}function d(n,e,a,l,s){if(!t||!c||n.length===0)return;let _=new Float32Array(n.length*2);for(let f=0;f<n.length;++f){let N=(e*A+n[f])*4;_[f*2]=c[N],_[f*2+1]=c[N+1]}t.bufferData(t.ARRAY_BUFFER,_,t.DYNAMIC_DRAW),t.uniform4f(B,a,l,s,1),t.drawArrays(t.TRIANGLES,0,n.length)}async function re(){try{let{FilesetResolver:n,FaceLandmarker:e}=await import("@mediapipe/tasks-vision");b=await n.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),p=await e.createFromOptions(b,{baseOptions:{modelAssetPath:o?.modelPath||C,delegate:"GPU"},canvas:Y,runningMode:k,numFaces:o?.maxFaces??1,minFaceDetectionConfidence:o?.minFaceDetectionConfidence??.5,minFacePresenceConfidence:o?.minFacePresenceConfidence??.5,minTrackingConfidence:o?.minTrackingConfidence??.5,outputFaceBlendshapes:o?.outputFaceBlendshapes??!1,outputFacialTransformationMatrixes:o?.outputFacialTransformationMatrixes??!1});let a=e.FACE_LANDMARKS_TESSELATION;u.TESSELATION=[];for(let s=0;s<a.length-2;s+=3)u.TESSELATION.push(a[s].start,a[s+1].start,a[s+2].start);let l=e.FACE_LANDMARKS_FACE_OVAL.map(({start:s})=>s);u.OVAL=v(l),ae()}catch(n){throw console.error("[Face Plugin] Failed to initialize:",n),n}}function W(n,e,a){let l=1/0,s=-1/0,_=1/0,f=-1/0,N=0,x=0;for(let g of a){let T=(e*A+g)*4,V=n[T],$=n[T+1];l=Math.min(l,V),s=Math.max(s,V),_=Math.min(_,$),f=Math.max(f,$),N+=n[T+2],x+=n[T+3]}return[(l+s)/2,(_+f)/2,N/a.length,x/a.length]}function oe(n){if(!c)return;let e=n.length,a=e*A;for(let s=0;s<e;++s){let _=n[s];for(let x=0;x<M;++x){let g=_[x],T=(s*A+x)*4;c[T]=g.x,c[T+1]=1-g.y,c[T+2]=g.z??0,c[T+3]=g.visibility??1}let f=W(c,s,de);c.set(f,(s*A+O.FACE_CENTER)*4);let N=W(c,s,G);c.set(N,(s*A+O.MOUTH_CENTER)*4)}let l=Math.ceil(a/I);E.updateTextures({u_faceLandmarksTex:{data:c,width:I,height:l,isPartial:!0}})}function ie(n){if(!(!t||!c)){F.width=Y.width,F.height=Y.height,t.viewport(0,0,F.width,F.height),t.clearColor(0,0,0,0),t.clear(t.COLOR_BUFFER_BIT);for(let e=0;e<n;++e){let a=(e+1)/U;d(u.TESSELATION,e,0,.5,a),d(u.OVAL,e,0,1,a),d(u.LEFT_EYEBROW,e,R.LEFT_EYEBROW,0,a),d(u.RIGHT_EYEBROW,e,R.RIGHT_EYEBROW,0,a),d(u.LEFT_EYE,e,R.LEFT_EYE,0,a),d(u.RIGHT_EYE,e,R.RIGHT_EYE,0,a),d(u.OUTER_MOUTH,e,R.OUTER_MOUTH,0,a),d(u.INNER_MOUTH,e,R.INNER_MOUTH,0,a)}E.updateTextures({u_faceMask:F})}}function P(n){if(!n.faceLandmarks||!c)return;let e=n.faceLandmarks.length;oe(n.faceLandmarks),ie(e),E.updateUniforms({u_nFaces:e}),o?.onResults?.(n)}E.registerHook("init",async()=>{E.initializeTexture("u_faceMask",F,{minFilter:h.NEAREST,magFilter:h.NEAREST}),E.initializeUniform("u_maxFaces","int",U),E.initializeUniform("u_nFaces","int",0);let n=U*A;D=Math.ceil(n/I),c=new Float32Array(I*D*4),E.initializeTexture("u_faceLandmarksTex",{data:c,width:I,height:D},{internalFormat:h.RGBA32F,type:h.FLOAT,minFilter:h.NEAREST,magFilter:h.NEAREST}),await re()}),E.registerHook("updateTextures",async n=>{let e=n[i];if(!(!e||(y.get(i)!==e&&(H=-1),y.set(i,e),!p)))try{let l=e instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(k!==l&&(k=l,await p.setOptions({runningMode:k})),e instanceof HTMLVideoElement){if(e.videoWidth===0||e.videoHeight===0||e.readyState<2)return;e.currentTime!==H&&(H=e.currentTime,P(p.detectForVideo(e,performance.now())))}else if(e instanceof HTMLImageElement||e instanceof HTMLCanvasElement){if(e.width===0||e.height===0)return;P(p.detect(e))}}catch(l){console.error("[Face Plugin] Detection error:",l)}}),E.registerHook("destroy",()=>{p?.close(),p=null,t&&m&&(t.deleteProgram(m),t.deleteBuffer(w)),t=null,m=null,b=null,y.clear(),c=null});let L=(n,e=n)=>`vec4 mask = texture(u_faceMask, pos);
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float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
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return (mask.r > ${(
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return (mask.r > ${(R[n]-z).toFixed(4)} && mask.r < ${(R[e]+z).toFixed(4)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);`;ne(`
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uniform int u_maxFaces;
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uniform int u_nFaces;
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uniform sampler2D u_faceLandmarksTex;
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uniform sampler2D u_faceMask;
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#define FACE_LANDMARK_L_EYE_CENTER ${
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#define FACE_LANDMARK_R_EYE_CENTER ${
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#define FACE_LANDMARK_NOSE_TIP ${
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#define FACE_LANDMARK_FACE_CENTER ${
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#define FACE_LANDMARK_MOUTH_CENTER ${
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#define FACE_LANDMARK_L_EYE_CENTER ${O.LEFT_EYE_CENTER}
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#define FACE_LANDMARK_R_EYE_CENTER ${O.RIGHT_EYE_CENTER}
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#define FACE_LANDMARK_NOSE_TIP ${O.NOSE_TIP}
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#define FACE_LANDMARK_FACE_CENTER ${O.FACE_CENTER}
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#define FACE_LANDMARK_MOUTH_CENTER ${O.MOUTH_CENTER}
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vec4 faceLandmark(int faceIndex, int landmarkIndex) {
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int i = faceIndex * ${
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int x = i % ${
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int y = i / ${
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int i = faceIndex * ${A} + landmarkIndex;
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int x = i % ${I};
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int y = i / ${I};
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return texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);
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}
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vec2 leftEyebrowAt(vec2 pos) {
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${
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${L("LEFT_EYEBROW")}
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}
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vec2 rightEyebrowAt(vec2 pos) {
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${
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${L("RIGHT_EYEBROW")}
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}
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vec2 leftEyeAt(vec2 pos) {
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${
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${L("LEFT_EYE")}
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}
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vec2 rightEyeAt(vec2 pos) {
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${
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${L("RIGHT_EYE")}
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}
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vec2 lipsAt(vec2 pos) {
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${
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${L("OUTER_MOUTH")}
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}
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vec2 outerMouthAt(vec2 pos) {
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${
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${L("OUTER_MOUTH","INNER_MOUTH")}
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}
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vec2 innerMouthAt(vec2 pos) {
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${
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${L("INNER_MOUTH")}
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}
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vec2 faceOvalAt(vec2 pos) {
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vec4 mask = texture(u_faceMask, pos);
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if (mask.a < 0.9) return vec2(0.0, -1.0);
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float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
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return mask.g > 0.75 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);
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}
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// Includes face mesh and oval.
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vec2 faceAt(vec2 pos) {
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vec4 mask = texture(u_faceMask, pos);
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if (mask.a < 0.9) return vec2(0.0, -1.0);
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float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
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return mask.g > 0.25 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);
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}
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float inOuterMouth(vec2 pos) { return outerMouthAt(pos).x; }
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float inInnerMouth(vec2 pos) { return innerMouthAt(pos).x; }
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float inLips(vec2 pos) { return lipsAt(pos).x; }
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float inFace(vec2 pos) { return faceAt(pos).x; }`)}}var
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float inFace(vec2 pos) { return faceAt(pos).x; }`)}}var Re=Ae;
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//# sourceMappingURL=face.js.map
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package/dist/plugins/face.js.map
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{"version":3,"sources":["../../src/plugins/face.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { FaceLandmarker, FaceLandmarkerResult, NormalizedLandmark } from '@mediapipe/tasks-vision';\n\nexport interface FacePluginOptions {\n\tmodelPath?: string;\n\tmaxFaces?: number;\n\tminFaceDetectionConfidence?: number;\n\tminFacePresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n\toutputFaceBlendshapes?: boolean;\n\toutputFacialTransformationMatrixes?: boolean;\n\tonResults?: (results: FaceLandmarkerResult) => void;\n}\n\nconst STANDARD_LANDMARK_COUNT = 478;\nconst CUSTOM_LANDMARK_COUNT = 2;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\nconst LANDMARKS_TEXTURE_WIDTH = 512;\n\nconst LEFT_EYEBROW_INDICES = [336, 296, 334, 293, 300, 276, 283, 282, 295, 285] as const;\nconst LEFT_EYE_INDICES = [362, 398, 384, 385, 386, 387, 388, 466, 263, 249, 390, 373, 374, 380, 381, 382] as const;\nconst RIGHT_EYEBROW_INDICES = [70, 63, 105, 66, 107, 55, 65, 52, 53, 46] as const;\nconst RIGHT_EYE_INDICES = [33, 246, 161, 160, 159, 158, 157, 173, 133, 155, 154, 153, 145, 144, 163, 7] as const;\nconst OUTER_MOUTH_INDICES = [\n\t61, 185, 40, 39, 37, 0, 267, 269, 270, 409, 291, 375, 321, 405, 314, 17, 84, 181, 91, 146,\n] as const;\nconst INNER_MOUTH_INDICES = [\n\t78, 191, 80, 81, 82, 13, 312, 311, 310, 415, 308, 324, 318, 402, 317, 14, 87, 178, 88, 95,\n] as const;\nconst ALL_STANDARD_INDICES = Array.from({ length: STANDARD_LANDMARK_COUNT }, (_, i) => i);\nconst LANDMARK_INDICES = {\n\tLEFT_EYEBROW: LEFT_EYEBROW_INDICES,\n\tLEFT_EYE: LEFT_EYE_INDICES,\n\tLEFT_EYE_CENTER: 473,\n\tRIGHT_EYEBROW: RIGHT_EYEBROW_INDICES,\n\tRIGHT_EYE: RIGHT_EYE_INDICES,\n\tRIGHT_EYE_CENTER: 468,\n\tNOSE_TIP: 4,\n\tOUTER_MOUTH: OUTER_MOUTH_INDICES,\n\tINNER_MOUTH: INNER_MOUTH_INDICES,\n\t// Custom landmarks.\n\tFACE_CENTER: STANDARD_LANDMARK_COUNT,\n\tMOUTH_CENTER: STANDARD_LANDMARK_COUNT + 1,\n};\n\n// Face region types for R channel encoding (evenly spaced 0-1).\nconst FACE_REGION_NAMES = [\n\t'BACKGROUND',\n\t'LEFT_EYEBROW',\n\t'RIGHT_EYEBROW',\n\t'LEFT_EYE',\n\t'RIGHT_EYE',\n\t'OUTER_MOUTH',\n\t'INNER_MOUTH',\n] as const;\nconst nFaceRegions = FACE_REGION_NAMES.length - 1;\nconst FACE_REGION = Object.fromEntries(FACE_REGION_NAMES.map((name, i) => [name, i / nFaceRegions])) as Record<\n\t(typeof FACE_REGION_NAMES)[number],\n\tnumber\n>;\nconst HALF_GAP = 0.5 / nFaceRegions;\n\nfunction face(config: { textureName: string; options?: FacePluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet faceLandmarker: FaceLandmarker | null = null;\n\t\tlet vision: any = null;\n\t\tlet lastVideoTime = -1;\n\t\tlet runningMode: 'IMAGE' | 'VIDEO' = 'VIDEO';\n\t\tconst textureSources = new Map<string, TextureSource>();\n\t\tconst maxFaces = options?.maxFaces ?? 1;\n\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\n\n\t\tconst mediaPipeCanvas = new OffscreenCanvas(1, 1);\n\t\tconst faceMaskCanvas = document.createElement('canvas');\n\t\tconst faceMaskCtx = faceMaskCanvas.getContext('2d')!;\n\n\t\tlet faceTesselationIndices: number[] | null = null;\n\t\tlet faceOvalIndices: number[] | null = null;\n\t\tasync function initializeFaceLandmarker() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, FaceLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tvision = await FilesetResolver.forVisionTasks(\n\t\t\t\t\t'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm'\n\t\t\t\t);\n\n\t\t\t\tfaceLandmarker = await FaceLandmarker.createFromOptions(vision, {\n\t\t\t\t\tbaseOptions: {\n\t\t\t\t\t\tmodelAssetPath: options?.modelPath || defaultModelPath,\n\t\t\t\t\t\tdelegate: 'GPU',\n\t\t\t\t\t},\n\t\t\t\t\tcanvas: mediaPipeCanvas,\n\t\t\t\t\trunningMode: runningMode,\n\t\t\t\t\tnumFaces: options?.maxFaces ?? 1,\n\t\t\t\t\tminFaceDetectionConfidence: options?.minFaceDetectionConfidence ?? 0.5,\n\t\t\t\t\tminFacePresenceConfidence: options?.minFacePresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t\toutputFaceBlendshapes: options?.outputFaceBlendshapes ?? false,\n\t\t\t\t\toutputFacialTransformationMatrixes: options?.outputFacialTransformationMatrixes ?? false,\n\t\t\t\t});\n\n\t\t\t\tfaceTesselationIndices = FaceLandmarker.FACE_LANDMARKS_TESSELATION.map(({ start }) => start);\n\t\t\t\tfaceOvalIndices = FaceLandmarker.FACE_LANDMARKS_FACE_OVAL.map(({ start }) => start);\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Failed to initialize:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tfunction calculateBoundingBoxCenter(\n\t\t\tdata: Float32Array,\n\t\t\tfaceIdx: number,\n\t\t\tindices: readonly number[] | number[]\n\t\t): [number, number, number, number] {\n\t\t\tlet minX = Infinity,\n\t\t\t\tmaxX = -Infinity,\n\t\t\t\tminY = Infinity,\n\t\t\t\tmaxY = -Infinity,\n\t\t\t\tavgZ = 0,\n\t\t\t\tavgVis = 0;\n\n\t\t\tfor (const idx of indices) {\n\t\t\t\tconst i = (faceIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = data[i],\n\t\t\t\t\ty = data[i + 1];\n\t\t\t\tminX = Math.min(minX, x);\n\t\t\t\tmaxX = Math.max(maxX, x);\n\t\t\t\tminY = Math.min(minY, y);\n\t\t\t\tmaxY = Math.max(maxY, y);\n\t\t\t\tavgZ += data[i + 2];\n\t\t\t\tavgVis += data[i + 3];\n\t\t\t}\n\t\t\treturn [(minX + maxX) / 2, (minY + maxY) / 2, avgZ / indices.length, avgVis / indices.length];\n\t\t}\n\n\t\tfunction fillRegion(faceIdx: number, indices: readonly number[] | number[], r: number, g: number, b: number) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst { width, height } = faceMaskCanvas;\n\t\t\tfaceMaskCtx.fillStyle = `rgba(${r}, ${g}, ${b}, 255)`;\n\t\t\tfaceMaskCtx.beginPath();\n\t\t\tconst first = (faceIdx * LANDMARK_COUNT + indices[0]) * 4;\n\t\t\tfaceMaskCtx.moveTo(landmarksDataArray[first] * width, landmarksDataArray[first + 1] * height);\n\t\t\tfor (let i = 1; i < indices.length; ++i) {\n\t\t\t\tconst idx = (faceIdx * LANDMARK_COUNT + indices[i]) * 4;\n\t\t\t\tfaceMaskCtx.lineTo(landmarksDataArray[idx] * width, landmarksDataArray[idx + 1] * height);\n\t\t\t}\n\t\t\tfaceMaskCtx.closePath();\n\t\t\tfaceMaskCtx.fill();\n\t\t}\n\n\t\tfunction updateMaskTexture(nFaces: number) {\n\t\t\tif (!landmarksDataArray || !faceTesselationIndices || !faceOvalIndices) return;\n\n\t\t\tconst { width, height } = faceMaskCanvas;\n\t\t\tfaceMaskCtx.clearRect(0, 0, width, height);\n\n\t\t\tfaceMaskCtx.save();\n\t\t\tfaceMaskCtx.globalCompositeOperation = 'lighten';\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst b = Math.round(((faceIdx + 1) / maxFaces) * 255);\n\n\t\t\t\t// G channel: face mesh (0.5) and oval (1.0)\n\t\t\t\tfillRegion(faceIdx, faceTesselationIndices, 0, 128, b);\n\t\t\t\tfillRegion(faceIdx, faceOvalIndices, 0, 255, b);\n\n\t\t\t\t// R channel: feature regions (drawn on top)\n\t\t\t\tfillRegion(faceIdx, LEFT_EYEBROW_INDICES, Math.round(FACE_REGION.LEFT_EYEBROW * 255), 0, b);\n\t\t\t\tfillRegion(faceIdx, RIGHT_EYEBROW_INDICES, Math.round(FACE_REGION.RIGHT_EYEBROW * 255), 0, b);\n\t\t\t\tfillRegion(faceIdx, LEFT_EYE_INDICES, Math.round(FACE_REGION.LEFT_EYE * 255), 0, b);\n\t\t\t\tfillRegion(faceIdx, RIGHT_EYE_INDICES, Math.round(FACE_REGION.RIGHT_EYE * 255), 0, b);\n\t\t\t\tfillRegion(faceIdx, OUTER_MOUTH_INDICES, Math.round(FACE_REGION.OUTER_MOUTH * 255), 0, b);\n\t\t\t\tfillRegion(faceIdx, INNER_MOUTH_INDICES, Math.round(FACE_REGION.INNER_MOUTH * 255), 0, b);\n\t\t\t}\n\n\t\t\tfaceMaskCtx.restore();\n\t\t\tshaderPad.updateTextures({ u_faceMask: faceMaskCanvas });\n\t\t}\n\n\t\tfunction updateLandmarksTexture(faces: NormalizedLandmark[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nFaces = faces.length;\n\t\t\tconst totalLandmarks = nFaces * LANDMARK_COUNT;\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst landmarks = faces[faceIdx];\n\t\t\t\tfor (let lmIdx = 0; lmIdx < STANDARD_LANDMARK_COUNT; ++lmIdx) {\n\t\t\t\t\tconst landmark = landmarks[lmIdx];\n\t\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + lmIdx) * 4;\n\t\t\t\t\tlandmarksDataArray[dataIdx] = landmark.x;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 1] = 1 - landmark.y;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 2] = landmark.z ?? 0;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 3] = landmark.visibility ?? 1;\n\t\t\t\t}\n\n\t\t\t\tconst faceCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, ALL_STANDARD_INDICES);\n\t\t\t\tconst faceCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.FACE_CENTER) * 4;\n\t\t\t\tlandmarksDataArray.set(faceCenter, faceCenterIdx);\n\n\t\t\t\tconst mouthCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, INNER_MOUTH_INDICES);\n\t\t\t\tconst mouthCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.MOUTH_CENTER) * 4;\n\t\t\t\tlandmarksDataArray.set(mouthCenter, mouthCenterIdx);\n\t\t\t}\n\n\t\t\tconst rowsToUpdate = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tshaderPad.updateTextures({\n\t\t\t\tu_faceLandmarksTex: {\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: rowsToUpdate,\n\t\t\t\t\tisPartial: true,\n\t\t\t\t},\n\t\t\t});\n\t\t}\n\n\t\tfunction processFaceResults(result: FaceLandmarkerResult) {\n\t\t\tif (!result.faceLandmarks || !landmarksDataArray) return;\n\n\t\t\tfaceMaskCanvas.width = mediaPipeCanvas.width;\n\t\t\tfaceMaskCanvas.height = mediaPipeCanvas.height;\n\n\t\t\tconst nFaces = result.faceLandmarks.length;\n\t\t\tupdateLandmarksTexture(result.faceLandmarks);\n\t\t\tupdateMaskTexture(nFaces);\n\t\t\tshaderPad.updateUniforms({ u_nFaces: nFaces });\n\n\t\t\toptions?.onResults?.(result);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeTexture('u_faceMask', faceMaskCanvas, {\n\t\t\t\tpreserveY: true,\n\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t});\n\t\t\tshaderPad.initializeUniform('u_maxFaces', 'int', maxFaces);\n\t\t\tshaderPad.initializeUniform('u_nFaces', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxFaces * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tlandmarksDataArray = new Float32Array(LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_faceLandmarksTex',\n\t\t\t\t{ data: landmarksDataArray, width: LANDMARKS_TEXTURE_WIDTH, height: landmarksTextureHeight },\n\t\t\t\t{ internalFormat: gl.RGBA32F, type: gl.FLOAT, minFilter: gl.NEAREST, magFilter: gl.NEAREST }\n\t\t\t);\n\n\t\t\tawait initializeFaceLandmarker();\n\t\t});\n\n\t\tshaderPad.registerHook('updateTextures', async (updates: Record<string, TextureSource>) => {\n\t\t\tconst source = updates[textureName];\n\t\t\tif (!source) return;\n\n\t\t\tconst previousSource = textureSources.get(textureName);\n\t\t\tif (previousSource !== source) lastVideoTime = -1;\n\t\t\ttextureSources.set(textureName, source);\n\t\t\tif (!faceLandmarker) return;\n\n\t\t\ttry {\n\t\t\t\tconst requiredMode = source instanceof HTMLVideoElement ? 'VIDEO' : 'IMAGE';\n\t\t\t\tif (runningMode !== requiredMode) {\n\t\t\t\t\trunningMode = requiredMode;\n\t\t\t\t\tawait faceLandmarker.setOptions({ runningMode });\n\t\t\t\t}\n\n\t\t\t\tif (source instanceof HTMLVideoElement) {\n\t\t\t\t\tif (source.videoWidth === 0 || source.videoHeight === 0 || source.readyState < 2) return;\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\tprocessFaceResults(faceLandmarker.detectForVideo(source, performance.now()));\n\t\t\t\t\t}\n\t\t\t\t} else if (source instanceof HTMLImageElement || source instanceof HTMLCanvasElement) {\n\t\t\t\t\tif (source.width === 0 || source.height === 0) return;\n\t\t\t\t\tprocessFaceResults(faceLandmarker.detect(source));\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Detection error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tfaceLandmarker?.close();\n\t\t\tfaceLandmarker = null;\n\t\t\tvision = null;\n\t\t\ttextureSources.clear();\n\t\t\tfaceMaskCanvas.remove();\n\t\t\tlandmarksDataArray = null;\n\t\t});\n\n\t\tconst checkAt = (regionMin: keyof typeof FACE_REGION, regionMax: keyof typeof FACE_REGION = regionMin) =>\n\t\t\t`vec4 mask = texture(u_faceMask, pos);\n\tif (mask.a < 0.9) return vec2(0.0, -1.0);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn (mask.r > ${(FACE_REGION[regionMin] - HALF_GAP).toFixed(4)} && mask.r < ${(\n\t\t\t\tFACE_REGION[regionMax] + HALF_GAP\n\t\t\t).toFixed(4)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);`;\n\n\t\tinjectGLSL(`\nuniform int u_maxFaces;\nuniform int u_nFaces;\nuniform sampler2D u_faceLandmarksTex;\nuniform sampler2D u_faceMask;\n\n#define FACE_LANDMARK_L_EYE_CENTER ${LANDMARK_INDICES.LEFT_EYE_CENTER}\n#define FACE_LANDMARK_R_EYE_CENTER ${LANDMARK_INDICES.RIGHT_EYE_CENTER}\n#define FACE_LANDMARK_NOSE_TIP ${LANDMARK_INDICES.NOSE_TIP}\n#define FACE_LANDMARK_FACE_CENTER ${LANDMARK_INDICES.FACE_CENTER}\n#define FACE_LANDMARK_MOUTH_CENTER ${LANDMARK_INDICES.MOUTH_CENTER}\n\nvec4 faceLandmark(int faceIndex, int landmarkIndex) {\n\tint i = faceIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 leftEyebrowAt(vec2 pos) {\n\t${checkAt('LEFT_EYEBROW')}\n}\n\nvec2 rightEyebrowAt(vec2 pos) {\n\t${checkAt('RIGHT_EYEBROW')}\n}\n\nvec2 leftEyeAt(vec2 pos) {\n\t${checkAt('LEFT_EYE')}\n}\n\nvec2 rightEyeAt(vec2 pos) {\n\t${checkAt('RIGHT_EYE')}\n}\n\nvec2 lipsAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH')}\n}\n\nvec2 outerMouthAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH', 'INNER_MOUTH')}\n}\n\nvec2 innerMouthAt(vec2 pos) {\n\t${checkAt('INNER_MOUTH')}\n}\n\nvec2 faceOvalAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tif (mask.a < 0.9) return vec2(0.0, -1.0);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.75 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\n// Includes face mesh and oval.\nvec2 faceAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tif (mask.a < 0.9) return vec2(0.0, -1.0);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.25 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\nvec2 eyeAt(vec2 pos) {\n\tvec2 left = leftEyeAt(pos);\n\treturn left.x > 0.0 ? left : rightEyeAt(pos);\n}\n\nvec2 eyebrowAt(vec2 pos) {\n\tvec2 left = leftEyebrowAt(pos);\n\treturn left.x > 0.0 ? left : rightEyebrowAt(pos);\n}\n\nfloat inEyebrow(vec2 pos) { return eyebrowAt(pos).x; }\nfloat inEye(vec2 pos) { return eyeAt(pos).x; }\nfloat inOuterMouth(vec2 pos) { return outerMouthAt(pos).x; }\nfloat inInnerMouth(vec2 pos) { return innerMouthAt(pos).x; }\nfloat inLips(vec2 pos) { return lipsAt(pos).x; }\nfloat inFace(vec2 pos) { return faceAt(pos).x; }`);\n\t};\n}\n\nexport default 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+
{"version":3,"sources":["../../src/plugins/face.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { FaceLandmarker, FaceLandmarkerResult, NormalizedLandmark } from '@mediapipe/tasks-vision';\n\nexport interface FacePluginOptions {\n\tmodelPath?: string;\n\tmaxFaces?: number;\n\tminFaceDetectionConfidence?: number;\n\tminFacePresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n\toutputFaceBlendshapes?: boolean;\n\toutputFacialTransformationMatrixes?: boolean;\n\tonResults?: (results: FaceLandmarkerResult) => void;\n}\n\nconst STANDARD_LANDMARK_COUNT = 478;\nconst CUSTOM_LANDMARK_COUNT = 2;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\nconst LANDMARKS_TEXTURE_WIDTH = 512;\n\nconst LEFT_EYEBROW_INDICES = [336, 296, 334, 293, 300, 276, 283, 282, 295, 285] as const;\nconst LEFT_EYE_INDICES = [362, 398, 384, 385, 386, 387, 388, 466, 263, 249, 390, 373, 374, 380, 381, 382] as const;\nconst RIGHT_EYEBROW_INDICES = [70, 63, 105, 66, 107, 55, 65, 52, 53, 46] as const;\nconst RIGHT_EYE_INDICES = [33, 246, 161, 160, 159, 158, 157, 173, 133, 155, 154, 153, 145, 144, 163, 7] as const;\nconst OUTER_MOUTH_INDICES = [\n\t61, 185, 40, 39, 37, 0, 267, 269, 270, 409, 291, 375, 321, 405, 314, 17, 84, 181, 91, 146,\n] as const;\nconst INNER_MOUTH_INDICES = [\n\t78, 191, 80, 81, 82, 13, 312, 311, 310, 415, 308, 324, 318, 402, 317, 14, 87, 178, 88, 95,\n] as const;\nconst ALL_STANDARD_INDICES = Array.from({ length: STANDARD_LANDMARK_COUNT }, (_, i) => i);\nconst LANDMARK_INDICES = {\n\tLEFT_EYEBROW: LEFT_EYEBROW_INDICES,\n\tLEFT_EYE: LEFT_EYE_INDICES,\n\tLEFT_EYE_CENTER: 473,\n\tRIGHT_EYEBROW: RIGHT_EYEBROW_INDICES,\n\tRIGHT_EYE: RIGHT_EYE_INDICES,\n\tRIGHT_EYE_CENTER: 468,\n\tNOSE_TIP: 4,\n\tOUTER_MOUTH: OUTER_MOUTH_INDICES,\n\tINNER_MOUTH: INNER_MOUTH_INDICES,\n\t// Custom landmarks.\n\tFACE_CENTER: STANDARD_LANDMARK_COUNT,\n\tMOUTH_CENTER: STANDARD_LANDMARK_COUNT + 1,\n};\n\nconst REGION_NAMES = [\n\t'BACKGROUND',\n\t'LEFT_EYEBROW',\n\t'RIGHT_EYEBROW',\n\t'LEFT_EYE',\n\t'RIGHT_EYE',\n\t'OUTER_MOUTH',\n\t'INNER_MOUTH',\n] as const;\nconst nFaceRegions = REGION_NAMES.length - 1;\nconst RED_CHANNEL_VALUES = Object.fromEntries(REGION_NAMES.map((name, i) => [name, i / nFaceRegions])) as Record<\n\t(typeof REGION_NAMES)[number],\n\tnumber\n>;\nconst HALF_GAP = 0.5 / nFaceRegions;\n\nfunction fanTriangulate(indices: readonly number[]): number[] {\n\tconst tris: number[] = [];\n\tfor (let i = 1; i < indices.length - 1; ++i) {\n\t\ttris.push(indices[0], indices[i], indices[i + 1]);\n\t}\n\treturn tris;\n}\n\nfunction face(config: { textureName: string; options?: FacePluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet faceLandmarker: FaceLandmarker | null = null;\n\t\tlet vision: any = null;\n\t\tlet lastVideoTime = -1;\n\t\tlet runningMode: 'IMAGE' | 'VIDEO' = 'VIDEO';\n\t\tconst textureSources = new Map<string, TextureSource>();\n\t\tconst maxFaces = options?.maxFaces ?? 1;\n\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\n\n\t\tconst mediaPipeCanvas = new OffscreenCanvas(1, 1);\n\t\tconst maskCanvas = new OffscreenCanvas(1, 1);\n\n\t\t// WebGL resources for triangle rendering (no antialiasing).\n\t\tlet maskGl: WebGL2RenderingContext | null = null;\n\t\tlet maskProgram: WebGLProgram | null = null;\n\t\tlet positionBuffer: WebGLBuffer | null = null;\n\t\tlet colorLocation: WebGLUniformLocation | null = null;\n\n\t\tconst regionTriangles: Record<string, number[]> = {\n\t\t\tLEFT_EYEBROW: fanTriangulate(LEFT_EYEBROW_INDICES),\n\t\t\tRIGHT_EYEBROW: fanTriangulate(RIGHT_EYEBROW_INDICES),\n\t\t\tLEFT_EYE: fanTriangulate(LEFT_EYE_INDICES),\n\t\t\tRIGHT_EYE: fanTriangulate(RIGHT_EYE_INDICES),\n\t\t\tOUTER_MOUTH: fanTriangulate(OUTER_MOUTH_INDICES),\n\t\t\tINNER_MOUTH: fanTriangulate(INNER_MOUTH_INDICES),\n\t\t\t// Populated after FaceLandmarker loads.\n\t\t\tTESSELATION: [],\n\t\t\tOVAL: [],\n\t\t};\n\n\t\tfunction initMaskRenderer() {\n\t\t\tmaskGl = maskCanvas.getContext('webgl2', { antialias: false, preserveDrawingBuffer: true });\n\t\t\tif (!maskGl) throw new Error('Failed to get WebGL2 context for mask');\n\n\t\t\tconst vertexShader = maskGl.createShader(maskGl.VERTEX_SHADER)!;\n\t\t\tmaskGl.shaderSource(\n\t\t\t\tvertexShader,\n\t\t\t\t`#version 300 es\nin vec2 a_pos;\nvoid main() {\n\tgl_Position = vec4(a_pos * 2.0 - 1.0, 0.0, 1.0);\n}`\n\t\t\t);\n\t\t\tmaskGl.compileShader(vertexShader);\n\n\t\t\tconst fragmentShader = maskGl.createShader(maskGl.FRAGMENT_SHADER)!;\n\t\t\tmaskGl.shaderSource(\n\t\t\t\tfragmentShader,\n\t\t\t\t`#version 300 es\nprecision mediump float;\nuniform vec4 u_color;\nout vec4 outColor;\nvoid main() { outColor = u_color; }`\n\t\t\t);\n\t\t\tmaskGl.compileShader(fragmentShader);\n\n\t\t\tmaskProgram = maskGl.createProgram()!;\n\t\t\tmaskGl.attachShader(maskProgram, vertexShader);\n\t\t\tmaskGl.attachShader(maskProgram, fragmentShader);\n\t\t\tmaskGl.linkProgram(maskProgram);\n\t\t\tmaskGl.deleteShader(vertexShader);\n\t\t\tmaskGl.deleteShader(fragmentShader);\n\n\t\t\tpositionBuffer = maskGl.createBuffer();\n\t\t\tmaskGl.bindBuffer(maskGl.ARRAY_BUFFER, positionBuffer);\n\t\t\tconst positionLocation = maskGl.getAttribLocation(maskProgram, 'a_pos');\n\t\t\tmaskGl.enableVertexAttribArray(positionLocation);\n\t\t\tmaskGl.vertexAttribPointer(positionLocation, 2, maskGl.FLOAT, false, 0, 0);\n\n\t\t\tcolorLocation = maskGl.getUniformLocation(maskProgram, 'u_color');\n\t\t\tmaskGl.useProgram(maskProgram);\n\n\t\t\t// Enable blending to handle overlapping faces (set once, never disabled).\n\t\t\tmaskGl.enable(maskGl.BLEND);\n\t\t\tmaskGl.blendEquation(maskGl.MAX);\n\t\t}\n\n\t\tfunction drawTriangles(triangleIndices: number[], faceIdx: number, r: number, g: number, b: number) {\n\t\t\tif (!maskGl || !landmarksDataArray || triangleIndices.length === 0) return;\n\n\t\t\tconst vertices = new Float32Array(triangleIndices.length * 2);\n\t\t\tfor (let i = 0; i < triangleIndices.length; ++i) {\n\t\t\t\tconst landmarkIdx = (faceIdx * LANDMARK_COUNT + triangleIndices[i]) * 4;\n\t\t\t\tvertices[i * 2] = landmarksDataArray[landmarkIdx];\n\t\t\t\tvertices[i * 2 + 1] = landmarksDataArray[landmarkIdx + 1];\n\t\t\t}\n\n\t\t\tmaskGl.bufferData(maskGl.ARRAY_BUFFER, vertices, maskGl.DYNAMIC_DRAW);\n\t\t\tmaskGl.uniform4f(colorLocation, r, g, b, 1.0);\n\t\t\tmaskGl.drawArrays(maskGl.TRIANGLES, 0, triangleIndices.length);\n\t\t}\n\n\t\tasync function initializeFaceLandmarker() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, FaceLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tvision = await FilesetResolver.forVisionTasks(\n\t\t\t\t\t'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm'\n\t\t\t\t);\n\n\t\t\t\tfaceLandmarker = await FaceLandmarker.createFromOptions(vision, {\n\t\t\t\t\tbaseOptions: {\n\t\t\t\t\t\tmodelAssetPath: options?.modelPath || defaultModelPath,\n\t\t\t\t\t\tdelegate: 'GPU',\n\t\t\t\t\t},\n\t\t\t\t\tcanvas: mediaPipeCanvas,\n\t\t\t\t\trunningMode: runningMode,\n\t\t\t\t\tnumFaces: options?.maxFaces ?? 1,\n\t\t\t\t\tminFaceDetectionConfidence: options?.minFaceDetectionConfidence ?? 0.5,\n\t\t\t\t\tminFacePresenceConfidence: options?.minFacePresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t\toutputFaceBlendshapes: options?.outputFaceBlendshapes ?? false,\n\t\t\t\t\toutputFacialTransformationMatrixes: options?.outputFacialTransformationMatrixes ?? false,\n\t\t\t\t});\n\n\t\t\t\tconst tesselationConnections = FaceLandmarker.FACE_LANDMARKS_TESSELATION;\n\t\t\t\tregionTriangles.TESSELATION = [];\n\t\t\t\tfor (let i = 0; i < tesselationConnections.length - 2; i += 3) {\n\t\t\t\t\tregionTriangles.TESSELATION.push(\n\t\t\t\t\t\ttesselationConnections[i].start,\n\t\t\t\t\t\ttesselationConnections[i + 1].start,\n\t\t\t\t\t\ttesselationConnections[i + 2].start\n\t\t\t\t\t);\n\t\t\t\t}\n\n\t\t\t\tconst ovalIndices = FaceLandmarker.FACE_LANDMARKS_FACE_OVAL.map(({ start }) => start);\n\t\t\t\tregionTriangles.OVAL = fanTriangulate(ovalIndices);\n\n\t\t\t\tinitMaskRenderer();\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Failed to initialize:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tfunction calculateBoundingBoxCenter(\n\t\t\tdata: Float32Array,\n\t\t\tfaceIdx: number,\n\t\t\tindices: readonly number[] | number[]\n\t\t): [number, number, number, number] {\n\t\t\tlet minX = Infinity,\n\t\t\t\tmaxX = -Infinity,\n\t\t\t\tminY = Infinity,\n\t\t\t\tmaxY = -Infinity,\n\t\t\t\tavgZ = 0,\n\t\t\t\tavgVisibility = 0;\n\n\t\t\tfor (const idx of indices) {\n\t\t\t\tconst i = (faceIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = data[i],\n\t\t\t\t\ty = data[i + 1];\n\t\t\t\tminX = Math.min(minX, x);\n\t\t\t\tmaxX = Math.max(maxX, x);\n\t\t\t\tminY = Math.min(minY, y);\n\t\t\t\tmaxY = Math.max(maxY, y);\n\t\t\t\tavgZ += data[i + 2];\n\t\t\t\tavgVisibility += data[i + 3];\n\t\t\t}\n\t\t\treturn [(minX + maxX) / 2, (minY + maxY) / 2, avgZ / indices.length, avgVisibility / indices.length];\n\t\t}\n\n\t\tfunction updateLandmarksTexture(faces: NormalizedLandmark[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nFaces = faces.length;\n\t\t\tconst totalLandmarks = nFaces * LANDMARK_COUNT;\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst landmarks = faces[faceIdx];\n\t\t\t\tfor (let landmarkIdx = 0; landmarkIdx < STANDARD_LANDMARK_COUNT; ++landmarkIdx) {\n\t\t\t\t\tconst landmark = landmarks[landmarkIdx];\n\t\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + landmarkIdx) * 4;\n\t\t\t\t\tlandmarksDataArray[dataIdx] = landmark.x;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 1] = 1 - landmark.y;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 2] = landmark.z ?? 0;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 3] = landmark.visibility ?? 1;\n\t\t\t\t}\n\n\t\t\t\tconst faceCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, ALL_STANDARD_INDICES);\n\t\t\t\tlandmarksDataArray.set(faceCenter, (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.FACE_CENTER) * 4);\n\n\t\t\t\tconst mouthCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, INNER_MOUTH_INDICES);\n\t\t\t\tlandmarksDataArray.set(mouthCenter, (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.MOUTH_CENTER) * 4);\n\t\t\t}\n\n\t\t\tconst rowsToUpdate = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tshaderPad.updateTextures({\n\t\t\t\tu_faceLandmarksTex: {\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: rowsToUpdate,\n\t\t\t\t\tisPartial: true,\n\t\t\t\t},\n\t\t\t});\n\t\t}\n\n\t\tfunction updateMaskTexture(nFaces: number) {\n\t\t\tif (!maskGl || !landmarksDataArray) return;\n\n\t\t\t// Resize and clear.\n\t\t\tmaskCanvas.width = mediaPipeCanvas.width;\n\t\t\tmaskCanvas.height = mediaPipeCanvas.height;\n\t\t\tmaskGl.viewport(0, 0, maskCanvas.width, maskCanvas.height);\n\t\t\tmaskGl.clearColor(0, 0, 0, 0);\n\t\t\tmaskGl.clear(maskGl.COLOR_BUFFER_BIT);\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst b = (faceIdx + 1) / maxFaces;\n\n\t\t\t\t// G channel: face mesh (0.5) and oval (1.0)\n\t\t\t\tdrawTriangles(regionTriangles.TESSELATION, faceIdx, 0, 0.5, b);\n\t\t\t\tdrawTriangles(regionTriangles.OVAL, faceIdx, 0, 1.0, b);\n\n\t\t\t\t// R channel: feature regions\n\t\t\t\tdrawTriangles(regionTriangles.LEFT_EYEBROW, faceIdx, RED_CHANNEL_VALUES.LEFT_EYEBROW, 0, b);\n\t\t\t\tdrawTriangles(regionTriangles.RIGHT_EYEBROW, faceIdx, RED_CHANNEL_VALUES.RIGHT_EYEBROW, 0, b);\n\t\t\t\tdrawTriangles(regionTriangles.LEFT_EYE, faceIdx, RED_CHANNEL_VALUES.LEFT_EYE, 0, b);\n\t\t\t\tdrawTriangles(regionTriangles.RIGHT_EYE, faceIdx, RED_CHANNEL_VALUES.RIGHT_EYE, 0, b);\n\t\t\t\tdrawTriangles(regionTriangles.OUTER_MOUTH, faceIdx, RED_CHANNEL_VALUES.OUTER_MOUTH, 0, b);\n\t\t\t\tdrawTriangles(regionTriangles.INNER_MOUTH, faceIdx, RED_CHANNEL_VALUES.INNER_MOUTH, 0, b);\n\t\t\t}\n\n\t\t\tshaderPad.updateTextures({ u_faceMask: maskCanvas });\n\t\t}\n\n\t\tfunction processFaceResults(result: FaceLandmarkerResult) {\n\t\t\tif (!result.faceLandmarks || !landmarksDataArray) return;\n\n\t\t\tconst nFaces = result.faceLandmarks.length;\n\t\t\tupdateLandmarksTexture(result.faceLandmarks);\n\t\t\tupdateMaskTexture(nFaces);\n\t\t\tshaderPad.updateUniforms({ u_nFaces: nFaces });\n\n\t\t\toptions?.onResults?.(result);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeTexture('u_faceMask', maskCanvas, {\n\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t});\n\t\t\tshaderPad.initializeUniform('u_maxFaces', 'int', maxFaces);\n\t\t\tshaderPad.initializeUniform('u_nFaces', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxFaces * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tlandmarksDataArray = new Float32Array(LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_faceLandmarksTex',\n\t\t\t\t{ data: landmarksDataArray, width: LANDMARKS_TEXTURE_WIDTH, height: landmarksTextureHeight },\n\t\t\t\t{ internalFormat: gl.RGBA32F, type: gl.FLOAT, minFilter: gl.NEAREST, magFilter: gl.NEAREST }\n\t\t\t);\n\n\t\t\tawait initializeFaceLandmarker();\n\t\t});\n\n\t\tshaderPad.registerHook('updateTextures', async (updates: Record<string, TextureSource>) => {\n\t\t\tconst source = updates[textureName];\n\t\t\tif (!source) return;\n\n\t\t\tconst previousSource = textureSources.get(textureName);\n\t\t\tif (previousSource !== source) lastVideoTime = -1;\n\t\t\ttextureSources.set(textureName, source);\n\t\t\tif (!faceLandmarker) return;\n\n\t\t\ttry {\n\t\t\t\tconst requiredMode = source instanceof HTMLVideoElement ? 'VIDEO' : 'IMAGE';\n\t\t\t\tif (runningMode !== requiredMode) {\n\t\t\t\t\trunningMode = requiredMode;\n\t\t\t\t\tawait faceLandmarker.setOptions({ runningMode });\n\t\t\t\t}\n\n\t\t\t\tif (source instanceof HTMLVideoElement) {\n\t\t\t\t\tif (source.videoWidth === 0 || source.videoHeight === 0 || source.readyState < 2) return;\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\tprocessFaceResults(faceLandmarker.detectForVideo(source, performance.now()));\n\t\t\t\t\t}\n\t\t\t\t} else if (source instanceof HTMLImageElement || source instanceof HTMLCanvasElement) {\n\t\t\t\t\tif (source.width === 0 || source.height === 0) return;\n\t\t\t\t\tprocessFaceResults(faceLandmarker.detect(source));\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Detection error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tfaceLandmarker?.close();\n\t\t\tfaceLandmarker = null;\n\t\t\tif (maskGl && maskProgram) {\n\t\t\t\tmaskGl.deleteProgram(maskProgram);\n\t\t\t\tmaskGl.deleteBuffer(positionBuffer);\n\t\t\t}\n\t\t\tmaskGl = null;\n\t\t\tmaskProgram = null;\n\t\t\tvision = null;\n\t\t\ttextureSources.clear();\n\t\t\tlandmarksDataArray = null;\n\t\t});\n\n\t\tconst checkAt = (\n\t\t\tregionMin: keyof typeof RED_CHANNEL_VALUES,\n\t\t\tregionMax: keyof typeof RED_CHANNEL_VALUES = regionMin\n\t\t) =>\n\t\t\t`vec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn (mask.r > ${(RED_CHANNEL_VALUES[regionMin] - HALF_GAP).toFixed(4)} && mask.r < ${(\n\t\t\t\tRED_CHANNEL_VALUES[regionMax] + HALF_GAP\n\t\t\t).toFixed(4)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);`;\n\n\t\tinjectGLSL(`\nuniform int u_maxFaces;\nuniform int u_nFaces;\nuniform sampler2D u_faceLandmarksTex;\nuniform sampler2D u_faceMask;\n\n#define FACE_LANDMARK_L_EYE_CENTER ${LANDMARK_INDICES.LEFT_EYE_CENTER}\n#define FACE_LANDMARK_R_EYE_CENTER ${LANDMARK_INDICES.RIGHT_EYE_CENTER}\n#define FACE_LANDMARK_NOSE_TIP ${LANDMARK_INDICES.NOSE_TIP}\n#define FACE_LANDMARK_FACE_CENTER ${LANDMARK_INDICES.FACE_CENTER}\n#define FACE_LANDMARK_MOUTH_CENTER ${LANDMARK_INDICES.MOUTH_CENTER}\n\nvec4 faceLandmark(int faceIndex, int landmarkIndex) {\n\tint i = faceIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 leftEyebrowAt(vec2 pos) {\n\t${checkAt('LEFT_EYEBROW')}\n}\n\nvec2 rightEyebrowAt(vec2 pos) {\n\t${checkAt('RIGHT_EYEBROW')}\n}\n\nvec2 leftEyeAt(vec2 pos) {\n\t${checkAt('LEFT_EYE')}\n}\n\nvec2 rightEyeAt(vec2 pos) {\n\t${checkAt('RIGHT_EYE')}\n}\n\nvec2 lipsAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH')}\n}\n\nvec2 outerMouthAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH', 'INNER_MOUTH')}\n}\n\nvec2 innerMouthAt(vec2 pos) {\n\t${checkAt('INNER_MOUTH')}\n}\n\nvec2 faceOvalAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.75 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\n// Includes face mesh and oval.\nvec2 faceAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.25 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\nvec2 eyeAt(vec2 pos) {\n\tvec2 left = leftEyeAt(pos);\n\treturn left.x > 0.0 ? left : rightEyeAt(pos);\n}\n\nvec2 eyebrowAt(vec2 pos) {\n\tvec2 left = leftEyebrowAt(pos);\n\treturn left.x > 0.0 ? left : rightEyebrowAt(pos);\n}\n\nfloat inEyebrow(vec2 pos) { return eyebrowAt(pos).x; }\nfloat inEye(vec2 pos) { return eyeAt(pos).x; }\nfloat inOuterMouth(vec2 pos) { return outerMouthAt(pos).x; }\nfloat inInnerMouth(vec2 pos) { return innerMouthAt(pos).x; }\nfloat inLips(vec2 pos) { return lipsAt(pos).x; }\nfloat inFace(vec2 pos) { return faceAt(pos).x; }`);\n\t};\n}\n\nexport default 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package/dist/plugins/face.mjs
CHANGED
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@@ -1,56 +1,62 @@
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1
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-
var
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2
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-
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1
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var M=478,oe=2,A=M+oe,I=512,$=[336,296,334,293,300,276,283,282,295,285],K=[362,398,384,385,386,387,388,466,263,249,390,373,374,380,381,382],z=[70,63,105,66,107,55,65,52,53,46],X=[33,246,161,160,159,158,157,173,133,155,154,153,145,144,163,7],j=[61,185,40,39,37,0,267,269,270,409,291,375,321,405,314,17,84,181,91,146],Y=[78,191,80,81,82,13,312,311,310,415,308,324,318,402,317,14,87,178,88,95],ie=Array.from({length:M},(m,l)=>l),O={LEFT_EYEBROW:$,LEFT_EYE:K,LEFT_EYE_CENTER:473,RIGHT_EYEBROW:z,RIGHT_EYE:X,RIGHT_EYE_CENTER:468,NOSE_TIP:4,OUTER_MOUTH:j,INNER_MOUTH:Y,FACE_CENTER:M,MOUTH_CENTER:M+1},q=["BACKGROUND","LEFT_EYEBROW","RIGHT_EYEBROW","LEFT_EYE","RIGHT_EYE","OUTER_MOUTH","INNER_MOUTH"],Z=q.length-1,R=Object.fromEntries(q.map((m,l)=>[m,l/Z])),V=.5/Z;function v(m){let l=[];for(let i=1;i<m.length-1;++i)l.push(m[0],m[i],m[i+1]);return l}function se(m){let{textureName:l,options:i}=m,J="https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task";return function(u,Q){let{injectGLSL:ee,gl:h}=Q,p=null,k=null,S=-1,C="VIDEO",b=new Map,H=i?.maxFaces??1,y=0,o=null,U=new OffscreenCanvas(1,1),F=new OffscreenCanvas(1,1),t=null,f=null,D=null,w=null,c={LEFT_EYEBROW:v($),RIGHT_EYEBROW:v(z),LEFT_EYE:v(K),RIGHT_EYE:v(X),OUTER_MOUTH:v(j),INNER_MOUTH:v(Y),TESSELATION:[],OVAL:[]};function te(){if(t=F.getContext("webgl2",{antialias:!1,preserveDrawingBuffer:!0}),!t)throw new Error("Failed to get WebGL2 context for mask");let n=t.createShader(t.VERTEX_SHADER);t.shaderSource(n,`#version 300 es
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2
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+
in vec2 a_pos;
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3
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+
void main() {
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4
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+
gl_Position = vec4(a_pos * 2.0 - 1.0, 0.0, 1.0);
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5
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+
}`),t.compileShader(n);let e=t.createShader(t.FRAGMENT_SHADER);t.shaderSource(e,`#version 300 es
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6
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+
precision mediump float;
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7
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+
uniform vec4 u_color;
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8
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+
out vec4 outColor;
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9
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void main() { outColor = u_color; }`),t.compileShader(e),f=t.createProgram(),t.attachShader(f,n),t.attachShader(f,e),t.linkProgram(f),t.deleteShader(n),t.deleteShader(e),D=t.createBuffer(),t.bindBuffer(t.ARRAY_BUFFER,D);let a=t.getAttribLocation(f,"a_pos");t.enableVertexAttribArray(a),t.vertexAttribPointer(a,2,t.FLOAT,!1,0,0),w=t.getUniformLocation(f,"u_color"),t.useProgram(f),t.enable(t.BLEND),t.blendEquation(t.MAX)}function d(n,e,a,s,r){if(!t||!o||n.length===0)return;let _=new Float32Array(n.length*2);for(let E=0;E<n.length;++E){let N=(e*A+n[E])*4;_[E*2]=o[N],_[E*2+1]=o[N+1]}t.bufferData(t.ARRAY_BUFFER,_,t.DYNAMIC_DRAW),t.uniform4f(w,a,s,r,1),t.drawArrays(t.TRIANGLES,0,n.length)}async function ne(){try{let{FilesetResolver:n,FaceLandmarker:e}=await import("@mediapipe/tasks-vision");k=await n.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),p=await e.createFromOptions(k,{baseOptions:{modelAssetPath:i?.modelPath||J,delegate:"GPU"},canvas:U,runningMode:C,numFaces:i?.maxFaces??1,minFaceDetectionConfidence:i?.minFaceDetectionConfidence??.5,minFacePresenceConfidence:i?.minFacePresenceConfidence??.5,minTrackingConfidence:i?.minTrackingConfidence??.5,outputFaceBlendshapes:i?.outputFaceBlendshapes??!1,outputFacialTransformationMatrixes:i?.outputFacialTransformationMatrixes??!1});let a=e.FACE_LANDMARKS_TESSELATION;c.TESSELATION=[];for(let r=0;r<a.length-2;r+=3)c.TESSELATION.push(a[r].start,a[r+1].start,a[r+2].start);let s=e.FACE_LANDMARKS_FACE_OVAL.map(({start:r})=>r);c.OVAL=v(s),te()}catch(n){throw console.error("[Face Plugin] Failed to initialize:",n),n}}function G(n,e,a){let s=1/0,r=-1/0,_=1/0,E=-1/0,N=0,x=0;for(let g of a){let T=(e*A+g)*4,W=n[T],P=n[T+1];s=Math.min(s,W),r=Math.max(r,W),_=Math.min(_,P),E=Math.max(E,P),N+=n[T+2],x+=n[T+3]}return[(s+r)/2,(_+E)/2,N/a.length,x/a.length]}function ae(n){if(!o)return;let e=n.length,a=e*A;for(let r=0;r<e;++r){let _=n[r];for(let x=0;x<M;++x){let g=_[x],T=(r*A+x)*4;o[T]=g.x,o[T+1]=1-g.y,o[T+2]=g.z??0,o[T+3]=g.visibility??1}let E=G(o,r,ie);o.set(E,(r*A+O.FACE_CENTER)*4);let N=G(o,r,Y);o.set(N,(r*A+O.MOUTH_CENTER)*4)}let s=Math.ceil(a/I);u.updateTextures({u_faceLandmarksTex:{data:o,width:I,height:s,isPartial:!0}})}function re(n){if(!(!t||!o)){F.width=U.width,F.height=U.height,t.viewport(0,0,F.width,F.height),t.clearColor(0,0,0,0),t.clear(t.COLOR_BUFFER_BIT);for(let e=0;e<n;++e){let a=(e+1)/H;d(c.TESSELATION,e,0,.5,a),d(c.OVAL,e,0,1,a),d(c.LEFT_EYEBROW,e,R.LEFT_EYEBROW,0,a),d(c.RIGHT_EYEBROW,e,R.RIGHT_EYEBROW,0,a),d(c.LEFT_EYE,e,R.LEFT_EYE,0,a),d(c.RIGHT_EYE,e,R.RIGHT_EYE,0,a),d(c.OUTER_MOUTH,e,R.OUTER_MOUTH,0,a),d(c.INNER_MOUTH,e,R.INNER_MOUTH,0,a)}u.updateTextures({u_faceMask:F})}}function B(n){if(!n.faceLandmarks||!o)return;let e=n.faceLandmarks.length;ae(n.faceLandmarks),re(e),u.updateUniforms({u_nFaces:e}),i?.onResults?.(n)}u.registerHook("init",async()=>{u.initializeTexture("u_faceMask",F,{minFilter:h.NEAREST,magFilter:h.NEAREST}),u.initializeUniform("u_maxFaces","int",H),u.initializeUniform("u_nFaces","int",0);let n=H*A;y=Math.ceil(n/I),o=new Float32Array(I*y*4),u.initializeTexture("u_faceLandmarksTex",{data:o,width:I,height:y},{internalFormat:h.RGBA32F,type:h.FLOAT,minFilter:h.NEAREST,magFilter:h.NEAREST}),await ne()}),u.registerHook("updateTextures",async n=>{let e=n[l];if(!(!e||(b.get(l)!==e&&(S=-1),b.set(l,e),!p)))try{let s=e instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(C!==s&&(C=s,await p.setOptions({runningMode:C})),e instanceof HTMLVideoElement){if(e.videoWidth===0||e.videoHeight===0||e.readyState<2)return;e.currentTime!==S&&(S=e.currentTime,B(p.detectForVideo(e,performance.now())))}else if(e instanceof HTMLImageElement||e instanceof HTMLCanvasElement){if(e.width===0||e.height===0)return;B(p.detect(e))}}catch(s){console.error("[Face Plugin] Detection error:",s)}}),u.registerHook("destroy",()=>{p?.close(),p=null,t&&f&&(t.deleteProgram(f),t.deleteBuffer(D)),t=null,f=null,k=null,b.clear(),o=null});let L=(n,e=n)=>`vec4 mask = texture(u_faceMask, pos);
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float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
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return (mask.r > ${(
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return (mask.r > ${(R[n]-V).toFixed(4)} && mask.r < ${(R[e]+V).toFixed(4)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);`;ee(`
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uniform int u_maxFaces;
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uniform int u_nFaces;
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uniform sampler2D u_faceLandmarksTex;
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uniform sampler2D u_faceMask;
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#define FACE_LANDMARK_L_EYE_CENTER ${
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#define FACE_LANDMARK_R_EYE_CENTER ${
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#define FACE_LANDMARK_NOSE_TIP ${
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#define FACE_LANDMARK_FACE_CENTER ${
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#define FACE_LANDMARK_MOUTH_CENTER ${
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#define FACE_LANDMARK_L_EYE_CENTER ${O.LEFT_EYE_CENTER}
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#define FACE_LANDMARK_R_EYE_CENTER ${O.RIGHT_EYE_CENTER}
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#define FACE_LANDMARK_NOSE_TIP ${O.NOSE_TIP}
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#define FACE_LANDMARK_FACE_CENTER ${O.FACE_CENTER}
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#define FACE_LANDMARK_MOUTH_CENTER ${O.MOUTH_CENTER}
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vec4 faceLandmark(int faceIndex, int landmarkIndex) {
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int i = faceIndex * ${
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int x = i % ${
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int y = i / ${
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int i = faceIndex * ${A} + landmarkIndex;
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vec2 leftEyebrowAt(vec2 pos) {
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${
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${L("LEFT_EYEBROW")}
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vec2 rightEyebrowAt(vec2 pos) {
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${
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${L("RIGHT_EYEBROW")}
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vec2 leftEyeAt(vec2 pos) {
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${L("LEFT_EYE")}
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vec2 rightEyeAt(vec2 pos) {
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${
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${L("RIGHT_EYE")}
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vec2 lipsAt(vec2 pos) {
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${
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${L("OUTER_MOUTH")}
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}
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vec2 outerMouthAt(vec2 pos) {
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${
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${L("OUTER_MOUTH","INNER_MOUTH")}
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vec2 innerMouthAt(vec2 pos) {
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${
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${L("INNER_MOUTH")}
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}
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vec2 faceOvalAt(vec2 pos) {
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if (mask.a < 0.9) return vec2(0.0, -1.0);
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float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
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return mask.g > 0.75 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);
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}
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@@ -58,7 +64,6 @@ vec2 faceOvalAt(vec2 pos) {
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// Includes face mesh and oval.
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vec2 faceAt(vec2 pos) {
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vec4 mask = texture(u_faceMask, pos);
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if (mask.a < 0.9) return vec2(0.0, -1.0);
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float faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;
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return mask.g > 0.25 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);
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}
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@@ -78,5 +83,5 @@ float inEye(vec2 pos) { return eyeAt(pos).x; }
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float inOuterMouth(vec2 pos) { return outerMouthAt(pos).x; }
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float inInnerMouth(vec2 pos) { return innerMouthAt(pos).x; }
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float inLips(vec2 pos) { return lipsAt(pos).x; }
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float inFace(vec2 pos) { return faceAt(pos).x; }`)}}var
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float inFace(vec2 pos) { return faceAt(pos).x; }`)}}var ce=se;export{ce as default};
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//# sourceMappingURL=face.mjs.map
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@@ -1 +1 @@
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1
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-
{"version":3,"sources":["../../src/plugins/face.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { FaceLandmarker, FaceLandmarkerResult, NormalizedLandmark } from '@mediapipe/tasks-vision';\n\nexport interface FacePluginOptions {\n\tmodelPath?: string;\n\tmaxFaces?: number;\n\tminFaceDetectionConfidence?: number;\n\tminFacePresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n\toutputFaceBlendshapes?: boolean;\n\toutputFacialTransformationMatrixes?: boolean;\n\tonResults?: (results: FaceLandmarkerResult) => void;\n}\n\nconst STANDARD_LANDMARK_COUNT = 478;\nconst CUSTOM_LANDMARK_COUNT = 2;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\nconst LANDMARKS_TEXTURE_WIDTH = 512;\n\nconst LEFT_EYEBROW_INDICES = [336, 296, 334, 293, 300, 276, 283, 282, 295, 285] as const;\nconst LEFT_EYE_INDICES = [362, 398, 384, 385, 386, 387, 388, 466, 263, 249, 390, 373, 374, 380, 381, 382] as const;\nconst RIGHT_EYEBROW_INDICES = [70, 63, 105, 66, 107, 55, 65, 52, 53, 46] as const;\nconst RIGHT_EYE_INDICES = [33, 246, 161, 160, 159, 158, 157, 173, 133, 155, 154, 153, 145, 144, 163, 7] as const;\nconst OUTER_MOUTH_INDICES = [\n\t61, 185, 40, 39, 37, 0, 267, 269, 270, 409, 291, 375, 321, 405, 314, 17, 84, 181, 91, 146,\n] as const;\nconst INNER_MOUTH_INDICES = [\n\t78, 191, 80, 81, 82, 13, 312, 311, 310, 415, 308, 324, 318, 402, 317, 14, 87, 178, 88, 95,\n] as const;\nconst ALL_STANDARD_INDICES = Array.from({ length: STANDARD_LANDMARK_COUNT }, (_, i) => i);\nconst LANDMARK_INDICES = {\n\tLEFT_EYEBROW: LEFT_EYEBROW_INDICES,\n\tLEFT_EYE: LEFT_EYE_INDICES,\n\tLEFT_EYE_CENTER: 473,\n\tRIGHT_EYEBROW: RIGHT_EYEBROW_INDICES,\n\tRIGHT_EYE: RIGHT_EYE_INDICES,\n\tRIGHT_EYE_CENTER: 468,\n\tNOSE_TIP: 4,\n\tOUTER_MOUTH: OUTER_MOUTH_INDICES,\n\tINNER_MOUTH: INNER_MOUTH_INDICES,\n\t// Custom landmarks.\n\tFACE_CENTER: STANDARD_LANDMARK_COUNT,\n\tMOUTH_CENTER: STANDARD_LANDMARK_COUNT + 1,\n};\n\n// Face region types for R channel encoding (evenly spaced 0-1).\nconst FACE_REGION_NAMES = [\n\t'BACKGROUND',\n\t'LEFT_EYEBROW',\n\t'RIGHT_EYEBROW',\n\t'LEFT_EYE',\n\t'RIGHT_EYE',\n\t'OUTER_MOUTH',\n\t'INNER_MOUTH',\n] as const;\nconst nFaceRegions = FACE_REGION_NAMES.length - 1;\nconst FACE_REGION = Object.fromEntries(FACE_REGION_NAMES.map((name, i) => [name, i / nFaceRegions])) as Record<\n\t(typeof FACE_REGION_NAMES)[number],\n\tnumber\n>;\nconst HALF_GAP = 0.5 / nFaceRegions;\n\nfunction face(config: { textureName: string; options?: FacePluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet faceLandmarker: FaceLandmarker | null = null;\n\t\tlet vision: any = null;\n\t\tlet lastVideoTime = -1;\n\t\tlet runningMode: 'IMAGE' | 'VIDEO' = 'VIDEO';\n\t\tconst textureSources = new Map<string, TextureSource>();\n\t\tconst maxFaces = options?.maxFaces ?? 1;\n\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\n\n\t\tconst mediaPipeCanvas = new OffscreenCanvas(1, 1);\n\t\tconst faceMaskCanvas = document.createElement('canvas');\n\t\tconst faceMaskCtx = faceMaskCanvas.getContext('2d')!;\n\n\t\tlet faceTesselationIndices: number[] | null = null;\n\t\tlet faceOvalIndices: number[] | null = null;\n\t\tasync function initializeFaceLandmarker() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, FaceLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tvision = await FilesetResolver.forVisionTasks(\n\t\t\t\t\t'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm'\n\t\t\t\t);\n\n\t\t\t\tfaceLandmarker = await FaceLandmarker.createFromOptions(vision, {\n\t\t\t\t\tbaseOptions: {\n\t\t\t\t\t\tmodelAssetPath: options?.modelPath || defaultModelPath,\n\t\t\t\t\t\tdelegate: 'GPU',\n\t\t\t\t\t},\n\t\t\t\t\tcanvas: mediaPipeCanvas,\n\t\t\t\t\trunningMode: runningMode,\n\t\t\t\t\tnumFaces: options?.maxFaces ?? 1,\n\t\t\t\t\tminFaceDetectionConfidence: options?.minFaceDetectionConfidence ?? 0.5,\n\t\t\t\t\tminFacePresenceConfidence: options?.minFacePresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t\toutputFaceBlendshapes: options?.outputFaceBlendshapes ?? false,\n\t\t\t\t\toutputFacialTransformationMatrixes: options?.outputFacialTransformationMatrixes ?? false,\n\t\t\t\t});\n\n\t\t\t\tfaceTesselationIndices = FaceLandmarker.FACE_LANDMARKS_TESSELATION.map(({ start }) => start);\n\t\t\t\tfaceOvalIndices = FaceLandmarker.FACE_LANDMARKS_FACE_OVAL.map(({ start }) => start);\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Failed to initialize:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tfunction calculateBoundingBoxCenter(\n\t\t\tdata: Float32Array,\n\t\t\tfaceIdx: number,\n\t\t\tindices: readonly number[] | number[]\n\t\t): [number, number, number, number] {\n\t\t\tlet minX = Infinity,\n\t\t\t\tmaxX = -Infinity,\n\t\t\t\tminY = Infinity,\n\t\t\t\tmaxY = -Infinity,\n\t\t\t\tavgZ = 0,\n\t\t\t\tavgVis = 0;\n\n\t\t\tfor (const idx of indices) {\n\t\t\t\tconst i = (faceIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = data[i],\n\t\t\t\t\ty = data[i + 1];\n\t\t\t\tminX = Math.min(minX, x);\n\t\t\t\tmaxX = Math.max(maxX, x);\n\t\t\t\tminY = Math.min(minY, y);\n\t\t\t\tmaxY = Math.max(maxY, y);\n\t\t\t\tavgZ += data[i + 2];\n\t\t\t\tavgVis += data[i + 3];\n\t\t\t}\n\t\t\treturn [(minX + maxX) / 2, (minY + maxY) / 2, avgZ / indices.length, avgVis / indices.length];\n\t\t}\n\n\t\tfunction fillRegion(faceIdx: number, indices: readonly number[] | number[], r: number, g: number, b: number) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst { width, height } = faceMaskCanvas;\n\t\t\tfaceMaskCtx.fillStyle = `rgba(${r}, ${g}, ${b}, 255)`;\n\t\t\tfaceMaskCtx.beginPath();\n\t\t\tconst first = (faceIdx * LANDMARK_COUNT + indices[0]) * 4;\n\t\t\tfaceMaskCtx.moveTo(landmarksDataArray[first] * width, landmarksDataArray[first + 1] * height);\n\t\t\tfor (let i = 1; i < indices.length; ++i) {\n\t\t\t\tconst idx = (faceIdx * LANDMARK_COUNT + indices[i]) * 4;\n\t\t\t\tfaceMaskCtx.lineTo(landmarksDataArray[idx] * width, landmarksDataArray[idx + 1] * height);\n\t\t\t}\n\t\t\tfaceMaskCtx.closePath();\n\t\t\tfaceMaskCtx.fill();\n\t\t}\n\n\t\tfunction updateMaskTexture(nFaces: number) {\n\t\t\tif (!landmarksDataArray || !faceTesselationIndices || !faceOvalIndices) return;\n\n\t\t\tconst { width, height } = faceMaskCanvas;\n\t\t\tfaceMaskCtx.clearRect(0, 0, width, height);\n\n\t\t\tfaceMaskCtx.save();\n\t\t\tfaceMaskCtx.globalCompositeOperation = 'lighten';\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst b = Math.round(((faceIdx + 1) / maxFaces) * 255);\n\n\t\t\t\t// G channel: face mesh (0.5) and oval (1.0)\n\t\t\t\tfillRegion(faceIdx, faceTesselationIndices, 0, 128, b);\n\t\t\t\tfillRegion(faceIdx, faceOvalIndices, 0, 255, b);\n\n\t\t\t\t// R channel: feature regions (drawn on top)\n\t\t\t\tfillRegion(faceIdx, LEFT_EYEBROW_INDICES, Math.round(FACE_REGION.LEFT_EYEBROW * 255), 0, b);\n\t\t\t\tfillRegion(faceIdx, RIGHT_EYEBROW_INDICES, Math.round(FACE_REGION.RIGHT_EYEBROW * 255), 0, b);\n\t\t\t\tfillRegion(faceIdx, LEFT_EYE_INDICES, Math.round(FACE_REGION.LEFT_EYE * 255), 0, b);\n\t\t\t\tfillRegion(faceIdx, RIGHT_EYE_INDICES, Math.round(FACE_REGION.RIGHT_EYE * 255), 0, b);\n\t\t\t\tfillRegion(faceIdx, OUTER_MOUTH_INDICES, Math.round(FACE_REGION.OUTER_MOUTH * 255), 0, b);\n\t\t\t\tfillRegion(faceIdx, INNER_MOUTH_INDICES, Math.round(FACE_REGION.INNER_MOUTH * 255), 0, b);\n\t\t\t}\n\n\t\t\tfaceMaskCtx.restore();\n\t\t\tshaderPad.updateTextures({ u_faceMask: faceMaskCanvas });\n\t\t}\n\n\t\tfunction updateLandmarksTexture(faces: NormalizedLandmark[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nFaces = faces.length;\n\t\t\tconst totalLandmarks = nFaces * LANDMARK_COUNT;\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst landmarks = faces[faceIdx];\n\t\t\t\tfor (let lmIdx = 0; lmIdx < STANDARD_LANDMARK_COUNT; ++lmIdx) {\n\t\t\t\t\tconst landmark = landmarks[lmIdx];\n\t\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + lmIdx) * 4;\n\t\t\t\t\tlandmarksDataArray[dataIdx] = landmark.x;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 1] = 1 - landmark.y;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 2] = landmark.z ?? 0;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 3] = landmark.visibility ?? 1;\n\t\t\t\t}\n\n\t\t\t\tconst faceCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, ALL_STANDARD_INDICES);\n\t\t\t\tconst faceCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.FACE_CENTER) * 4;\n\t\t\t\tlandmarksDataArray.set(faceCenter, faceCenterIdx);\n\n\t\t\t\tconst mouthCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, INNER_MOUTH_INDICES);\n\t\t\t\tconst mouthCenterIdx = (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.MOUTH_CENTER) * 4;\n\t\t\t\tlandmarksDataArray.set(mouthCenter, mouthCenterIdx);\n\t\t\t}\n\n\t\t\tconst rowsToUpdate = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tshaderPad.updateTextures({\n\t\t\t\tu_faceLandmarksTex: {\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: rowsToUpdate,\n\t\t\t\t\tisPartial: true,\n\t\t\t\t},\n\t\t\t});\n\t\t}\n\n\t\tfunction processFaceResults(result: FaceLandmarkerResult) {\n\t\t\tif (!result.faceLandmarks || !landmarksDataArray) return;\n\n\t\t\tfaceMaskCanvas.width = mediaPipeCanvas.width;\n\t\t\tfaceMaskCanvas.height = mediaPipeCanvas.height;\n\n\t\t\tconst nFaces = result.faceLandmarks.length;\n\t\t\tupdateLandmarksTexture(result.faceLandmarks);\n\t\t\tupdateMaskTexture(nFaces);\n\t\t\tshaderPad.updateUniforms({ u_nFaces: nFaces });\n\n\t\t\toptions?.onResults?.(result);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeTexture('u_faceMask', faceMaskCanvas, {\n\t\t\t\tpreserveY: true,\n\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t});\n\t\t\tshaderPad.initializeUniform('u_maxFaces', 'int', maxFaces);\n\t\t\tshaderPad.initializeUniform('u_nFaces', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxFaces * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tlandmarksDataArray = new Float32Array(LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_faceLandmarksTex',\n\t\t\t\t{ data: landmarksDataArray, width: LANDMARKS_TEXTURE_WIDTH, height: landmarksTextureHeight },\n\t\t\t\t{ internalFormat: gl.RGBA32F, type: gl.FLOAT, minFilter: gl.NEAREST, magFilter: gl.NEAREST }\n\t\t\t);\n\n\t\t\tawait initializeFaceLandmarker();\n\t\t});\n\n\t\tshaderPad.registerHook('updateTextures', async (updates: Record<string, TextureSource>) => {\n\t\t\tconst source = updates[textureName];\n\t\t\tif (!source) return;\n\n\t\t\tconst previousSource = textureSources.get(textureName);\n\t\t\tif (previousSource !== source) lastVideoTime = -1;\n\t\t\ttextureSources.set(textureName, source);\n\t\t\tif (!faceLandmarker) return;\n\n\t\t\ttry {\n\t\t\t\tconst requiredMode = source instanceof HTMLVideoElement ? 'VIDEO' : 'IMAGE';\n\t\t\t\tif (runningMode !== requiredMode) {\n\t\t\t\t\trunningMode = requiredMode;\n\t\t\t\t\tawait faceLandmarker.setOptions({ runningMode });\n\t\t\t\t}\n\n\t\t\t\tif (source instanceof HTMLVideoElement) {\n\t\t\t\t\tif (source.videoWidth === 0 || source.videoHeight === 0 || source.readyState < 2) return;\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\tprocessFaceResults(faceLandmarker.detectForVideo(source, performance.now()));\n\t\t\t\t\t}\n\t\t\t\t} else if (source instanceof HTMLImageElement || source instanceof HTMLCanvasElement) {\n\t\t\t\t\tif (source.width === 0 || source.height === 0) return;\n\t\t\t\t\tprocessFaceResults(faceLandmarker.detect(source));\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Detection error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tfaceLandmarker?.close();\n\t\t\tfaceLandmarker = null;\n\t\t\tvision = null;\n\t\t\ttextureSources.clear();\n\t\t\tfaceMaskCanvas.remove();\n\t\t\tlandmarksDataArray = null;\n\t\t});\n\n\t\tconst checkAt = (regionMin: keyof typeof FACE_REGION, regionMax: keyof typeof FACE_REGION = regionMin) =>\n\t\t\t`vec4 mask = texture(u_faceMask, pos);\n\tif (mask.a < 0.9) return vec2(0.0, -1.0);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn (mask.r > ${(FACE_REGION[regionMin] - HALF_GAP).toFixed(4)} && mask.r < ${(\n\t\t\t\tFACE_REGION[regionMax] + HALF_GAP\n\t\t\t).toFixed(4)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);`;\n\n\t\tinjectGLSL(`\nuniform int u_maxFaces;\nuniform int u_nFaces;\nuniform sampler2D u_faceLandmarksTex;\nuniform sampler2D u_faceMask;\n\n#define FACE_LANDMARK_L_EYE_CENTER ${LANDMARK_INDICES.LEFT_EYE_CENTER}\n#define FACE_LANDMARK_R_EYE_CENTER ${LANDMARK_INDICES.RIGHT_EYE_CENTER}\n#define FACE_LANDMARK_NOSE_TIP ${LANDMARK_INDICES.NOSE_TIP}\n#define FACE_LANDMARK_FACE_CENTER ${LANDMARK_INDICES.FACE_CENTER}\n#define FACE_LANDMARK_MOUTH_CENTER ${LANDMARK_INDICES.MOUTH_CENTER}\n\nvec4 faceLandmark(int faceIndex, int landmarkIndex) {\n\tint i = faceIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 leftEyebrowAt(vec2 pos) {\n\t${checkAt('LEFT_EYEBROW')}\n}\n\nvec2 rightEyebrowAt(vec2 pos) {\n\t${checkAt('RIGHT_EYEBROW')}\n}\n\nvec2 leftEyeAt(vec2 pos) {\n\t${checkAt('LEFT_EYE')}\n}\n\nvec2 rightEyeAt(vec2 pos) {\n\t${checkAt('RIGHT_EYE')}\n}\n\nvec2 lipsAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH')}\n}\n\nvec2 outerMouthAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH', 'INNER_MOUTH')}\n}\n\nvec2 innerMouthAt(vec2 pos) {\n\t${checkAt('INNER_MOUTH')}\n}\n\nvec2 faceOvalAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tif (mask.a < 0.9) return vec2(0.0, -1.0);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.75 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\n// Includes face mesh and oval.\nvec2 faceAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tif (mask.a < 0.9) return vec2(0.0, -1.0);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.25 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\nvec2 eyeAt(vec2 pos) {\n\tvec2 left = leftEyeAt(pos);\n\treturn left.x > 0.0 ? left : rightEyeAt(pos);\n}\n\nvec2 eyebrowAt(vec2 pos) {\n\tvec2 left = leftEyebrowAt(pos);\n\treturn left.x > 0.0 ? left : rightEyebrowAt(pos);\n}\n\nfloat inEyebrow(vec2 pos) { return eyebrowAt(pos).x; }\nfloat inEye(vec2 pos) { return eyeAt(pos).x; }\nfloat inOuterMouth(vec2 pos) { return outerMouthAt(pos).x; }\nfloat inInnerMouth(vec2 pos) { return innerMouthAt(pos).x; }\nfloat inLips(vec2 pos) { return lipsAt(pos).x; }\nfloat inFace(vec2 pos) { return faceAt(pos).x; }`);\n\t};\n}\n\nexport default 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+
{"version":3,"sources":["../../src/plugins/face.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { FaceLandmarker, FaceLandmarkerResult, NormalizedLandmark } from '@mediapipe/tasks-vision';\n\nexport interface FacePluginOptions {\n\tmodelPath?: string;\n\tmaxFaces?: number;\n\tminFaceDetectionConfidence?: number;\n\tminFacePresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n\toutputFaceBlendshapes?: boolean;\n\toutputFacialTransformationMatrixes?: boolean;\n\tonResults?: (results: FaceLandmarkerResult) => void;\n}\n\nconst STANDARD_LANDMARK_COUNT = 478;\nconst CUSTOM_LANDMARK_COUNT = 2;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\nconst LANDMARKS_TEXTURE_WIDTH = 512;\n\nconst LEFT_EYEBROW_INDICES = [336, 296, 334, 293, 300, 276, 283, 282, 295, 285] as const;\nconst LEFT_EYE_INDICES = [362, 398, 384, 385, 386, 387, 388, 466, 263, 249, 390, 373, 374, 380, 381, 382] as const;\nconst RIGHT_EYEBROW_INDICES = [70, 63, 105, 66, 107, 55, 65, 52, 53, 46] as const;\nconst RIGHT_EYE_INDICES = [33, 246, 161, 160, 159, 158, 157, 173, 133, 155, 154, 153, 145, 144, 163, 7] as const;\nconst OUTER_MOUTH_INDICES = [\n\t61, 185, 40, 39, 37, 0, 267, 269, 270, 409, 291, 375, 321, 405, 314, 17, 84, 181, 91, 146,\n] as const;\nconst INNER_MOUTH_INDICES = [\n\t78, 191, 80, 81, 82, 13, 312, 311, 310, 415, 308, 324, 318, 402, 317, 14, 87, 178, 88, 95,\n] as const;\nconst ALL_STANDARD_INDICES = Array.from({ length: STANDARD_LANDMARK_COUNT }, (_, i) => i);\nconst LANDMARK_INDICES = {\n\tLEFT_EYEBROW: LEFT_EYEBROW_INDICES,\n\tLEFT_EYE: LEFT_EYE_INDICES,\n\tLEFT_EYE_CENTER: 473,\n\tRIGHT_EYEBROW: RIGHT_EYEBROW_INDICES,\n\tRIGHT_EYE: RIGHT_EYE_INDICES,\n\tRIGHT_EYE_CENTER: 468,\n\tNOSE_TIP: 4,\n\tOUTER_MOUTH: OUTER_MOUTH_INDICES,\n\tINNER_MOUTH: INNER_MOUTH_INDICES,\n\t// Custom landmarks.\n\tFACE_CENTER: STANDARD_LANDMARK_COUNT,\n\tMOUTH_CENTER: STANDARD_LANDMARK_COUNT + 1,\n};\n\nconst REGION_NAMES = [\n\t'BACKGROUND',\n\t'LEFT_EYEBROW',\n\t'RIGHT_EYEBROW',\n\t'LEFT_EYE',\n\t'RIGHT_EYE',\n\t'OUTER_MOUTH',\n\t'INNER_MOUTH',\n] as const;\nconst nFaceRegions = REGION_NAMES.length - 1;\nconst RED_CHANNEL_VALUES = Object.fromEntries(REGION_NAMES.map((name, i) => [name, i / nFaceRegions])) as Record<\n\t(typeof REGION_NAMES)[number],\n\tnumber\n>;\nconst HALF_GAP = 0.5 / nFaceRegions;\n\nfunction fanTriangulate(indices: readonly number[]): number[] {\n\tconst tris: number[] = [];\n\tfor (let i = 1; i < indices.length - 1; ++i) {\n\t\ttris.push(indices[0], indices[i], indices[i + 1]);\n\t}\n\treturn tris;\n}\n\nfunction face(config: { textureName: string; options?: FacePluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/latest/face_landmarker.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet faceLandmarker: FaceLandmarker | null = null;\n\t\tlet vision: any = null;\n\t\tlet lastVideoTime = -1;\n\t\tlet runningMode: 'IMAGE' | 'VIDEO' = 'VIDEO';\n\t\tconst textureSources = new Map<string, TextureSource>();\n\t\tconst maxFaces = options?.maxFaces ?? 1;\n\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\n\n\t\tconst mediaPipeCanvas = new OffscreenCanvas(1, 1);\n\t\tconst maskCanvas = new OffscreenCanvas(1, 1);\n\n\t\t// WebGL resources for triangle rendering (no antialiasing).\n\t\tlet maskGl: WebGL2RenderingContext | null = null;\n\t\tlet maskProgram: WebGLProgram | null = null;\n\t\tlet positionBuffer: WebGLBuffer | null = null;\n\t\tlet colorLocation: WebGLUniformLocation | null = null;\n\n\t\tconst regionTriangles: Record<string, number[]> = {\n\t\t\tLEFT_EYEBROW: fanTriangulate(LEFT_EYEBROW_INDICES),\n\t\t\tRIGHT_EYEBROW: fanTriangulate(RIGHT_EYEBROW_INDICES),\n\t\t\tLEFT_EYE: fanTriangulate(LEFT_EYE_INDICES),\n\t\t\tRIGHT_EYE: fanTriangulate(RIGHT_EYE_INDICES),\n\t\t\tOUTER_MOUTH: fanTriangulate(OUTER_MOUTH_INDICES),\n\t\t\tINNER_MOUTH: fanTriangulate(INNER_MOUTH_INDICES),\n\t\t\t// Populated after FaceLandmarker loads.\n\t\t\tTESSELATION: [],\n\t\t\tOVAL: [],\n\t\t};\n\n\t\tfunction initMaskRenderer() {\n\t\t\tmaskGl = maskCanvas.getContext('webgl2', { antialias: false, preserveDrawingBuffer: true });\n\t\t\tif (!maskGl) throw new Error('Failed to get WebGL2 context for mask');\n\n\t\t\tconst vertexShader = maskGl.createShader(maskGl.VERTEX_SHADER)!;\n\t\t\tmaskGl.shaderSource(\n\t\t\t\tvertexShader,\n\t\t\t\t`#version 300 es\nin vec2 a_pos;\nvoid main() {\n\tgl_Position = vec4(a_pos * 2.0 - 1.0, 0.0, 1.0);\n}`\n\t\t\t);\n\t\t\tmaskGl.compileShader(vertexShader);\n\n\t\t\tconst fragmentShader = maskGl.createShader(maskGl.FRAGMENT_SHADER)!;\n\t\t\tmaskGl.shaderSource(\n\t\t\t\tfragmentShader,\n\t\t\t\t`#version 300 es\nprecision mediump float;\nuniform vec4 u_color;\nout vec4 outColor;\nvoid main() { outColor = u_color; }`\n\t\t\t);\n\t\t\tmaskGl.compileShader(fragmentShader);\n\n\t\t\tmaskProgram = maskGl.createProgram()!;\n\t\t\tmaskGl.attachShader(maskProgram, vertexShader);\n\t\t\tmaskGl.attachShader(maskProgram, fragmentShader);\n\t\t\tmaskGl.linkProgram(maskProgram);\n\t\t\tmaskGl.deleteShader(vertexShader);\n\t\t\tmaskGl.deleteShader(fragmentShader);\n\n\t\t\tpositionBuffer = maskGl.createBuffer();\n\t\t\tmaskGl.bindBuffer(maskGl.ARRAY_BUFFER, positionBuffer);\n\t\t\tconst positionLocation = maskGl.getAttribLocation(maskProgram, 'a_pos');\n\t\t\tmaskGl.enableVertexAttribArray(positionLocation);\n\t\t\tmaskGl.vertexAttribPointer(positionLocation, 2, maskGl.FLOAT, false, 0, 0);\n\n\t\t\tcolorLocation = maskGl.getUniformLocation(maskProgram, 'u_color');\n\t\t\tmaskGl.useProgram(maskProgram);\n\n\t\t\t// Enable blending to handle overlapping faces (set once, never disabled).\n\t\t\tmaskGl.enable(maskGl.BLEND);\n\t\t\tmaskGl.blendEquation(maskGl.MAX);\n\t\t}\n\n\t\tfunction drawTriangles(triangleIndices: number[], faceIdx: number, r: number, g: number, b: number) {\n\t\t\tif (!maskGl || !landmarksDataArray || triangleIndices.length === 0) return;\n\n\t\t\tconst vertices = new Float32Array(triangleIndices.length * 2);\n\t\t\tfor (let i = 0; i < triangleIndices.length; ++i) {\n\t\t\t\tconst landmarkIdx = (faceIdx * LANDMARK_COUNT + triangleIndices[i]) * 4;\n\t\t\t\tvertices[i * 2] = landmarksDataArray[landmarkIdx];\n\t\t\t\tvertices[i * 2 + 1] = landmarksDataArray[landmarkIdx + 1];\n\t\t\t}\n\n\t\t\tmaskGl.bufferData(maskGl.ARRAY_BUFFER, vertices, maskGl.DYNAMIC_DRAW);\n\t\t\tmaskGl.uniform4f(colorLocation, r, g, b, 1.0);\n\t\t\tmaskGl.drawArrays(maskGl.TRIANGLES, 0, triangleIndices.length);\n\t\t}\n\n\t\tasync function initializeFaceLandmarker() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, FaceLandmarker } = await import('@mediapipe/tasks-vision');\n\t\t\t\tvision = await FilesetResolver.forVisionTasks(\n\t\t\t\t\t'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm'\n\t\t\t\t);\n\n\t\t\t\tfaceLandmarker = await FaceLandmarker.createFromOptions(vision, {\n\t\t\t\t\tbaseOptions: {\n\t\t\t\t\t\tmodelAssetPath: options?.modelPath || defaultModelPath,\n\t\t\t\t\t\tdelegate: 'GPU',\n\t\t\t\t\t},\n\t\t\t\t\tcanvas: mediaPipeCanvas,\n\t\t\t\t\trunningMode: runningMode,\n\t\t\t\t\tnumFaces: options?.maxFaces ?? 1,\n\t\t\t\t\tminFaceDetectionConfidence: options?.minFaceDetectionConfidence ?? 0.5,\n\t\t\t\t\tminFacePresenceConfidence: options?.minFacePresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t\toutputFaceBlendshapes: options?.outputFaceBlendshapes ?? false,\n\t\t\t\t\toutputFacialTransformationMatrixes: options?.outputFacialTransformationMatrixes ?? false,\n\t\t\t\t});\n\n\t\t\t\tconst tesselationConnections = FaceLandmarker.FACE_LANDMARKS_TESSELATION;\n\t\t\t\tregionTriangles.TESSELATION = [];\n\t\t\t\tfor (let i = 0; i < tesselationConnections.length - 2; i += 3) {\n\t\t\t\t\tregionTriangles.TESSELATION.push(\n\t\t\t\t\t\ttesselationConnections[i].start,\n\t\t\t\t\t\ttesselationConnections[i + 1].start,\n\t\t\t\t\t\ttesselationConnections[i + 2].start\n\t\t\t\t\t);\n\t\t\t\t}\n\n\t\t\t\tconst ovalIndices = FaceLandmarker.FACE_LANDMARKS_FACE_OVAL.map(({ start }) => start);\n\t\t\t\tregionTriangles.OVAL = fanTriangulate(ovalIndices);\n\n\t\t\t\tinitMaskRenderer();\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Failed to initialize:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tfunction calculateBoundingBoxCenter(\n\t\t\tdata: Float32Array,\n\t\t\tfaceIdx: number,\n\t\t\tindices: readonly number[] | number[]\n\t\t): [number, number, number, number] {\n\t\t\tlet minX = Infinity,\n\t\t\t\tmaxX = -Infinity,\n\t\t\t\tminY = Infinity,\n\t\t\t\tmaxY = -Infinity,\n\t\t\t\tavgZ = 0,\n\t\t\t\tavgVisibility = 0;\n\n\t\t\tfor (const idx of indices) {\n\t\t\t\tconst i = (faceIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = data[i],\n\t\t\t\t\ty = data[i + 1];\n\t\t\t\tminX = Math.min(minX, x);\n\t\t\t\tmaxX = Math.max(maxX, x);\n\t\t\t\tminY = Math.min(minY, y);\n\t\t\t\tmaxY = Math.max(maxY, y);\n\t\t\t\tavgZ += data[i + 2];\n\t\t\t\tavgVisibility += data[i + 3];\n\t\t\t}\n\t\t\treturn [(minX + maxX) / 2, (minY + maxY) / 2, avgZ / indices.length, avgVisibility / indices.length];\n\t\t}\n\n\t\tfunction updateLandmarksTexture(faces: NormalizedLandmark[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nFaces = faces.length;\n\t\t\tconst totalLandmarks = nFaces * LANDMARK_COUNT;\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst landmarks = faces[faceIdx];\n\t\t\t\tfor (let landmarkIdx = 0; landmarkIdx < STANDARD_LANDMARK_COUNT; ++landmarkIdx) {\n\t\t\t\t\tconst landmark = landmarks[landmarkIdx];\n\t\t\t\t\tconst dataIdx = (faceIdx * LANDMARK_COUNT + landmarkIdx) * 4;\n\t\t\t\t\tlandmarksDataArray[dataIdx] = landmark.x;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 1] = 1 - landmark.y;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 2] = landmark.z ?? 0;\n\t\t\t\t\tlandmarksDataArray[dataIdx + 3] = landmark.visibility ?? 1;\n\t\t\t\t}\n\n\t\t\t\tconst faceCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, ALL_STANDARD_INDICES);\n\t\t\t\tlandmarksDataArray.set(faceCenter, (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.FACE_CENTER) * 4);\n\n\t\t\t\tconst mouthCenter = calculateBoundingBoxCenter(landmarksDataArray, faceIdx, INNER_MOUTH_INDICES);\n\t\t\t\tlandmarksDataArray.set(mouthCenter, (faceIdx * LANDMARK_COUNT + LANDMARK_INDICES.MOUTH_CENTER) * 4);\n\t\t\t}\n\n\t\t\tconst rowsToUpdate = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tshaderPad.updateTextures({\n\t\t\t\tu_faceLandmarksTex: {\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: rowsToUpdate,\n\t\t\t\t\tisPartial: true,\n\t\t\t\t},\n\t\t\t});\n\t\t}\n\n\t\tfunction updateMaskTexture(nFaces: number) {\n\t\t\tif (!maskGl || !landmarksDataArray) return;\n\n\t\t\t// Resize and clear.\n\t\t\tmaskCanvas.width = mediaPipeCanvas.width;\n\t\t\tmaskCanvas.height = mediaPipeCanvas.height;\n\t\t\tmaskGl.viewport(0, 0, maskCanvas.width, maskCanvas.height);\n\t\t\tmaskGl.clearColor(0, 0, 0, 0);\n\t\t\tmaskGl.clear(maskGl.COLOR_BUFFER_BIT);\n\n\t\t\tfor (let faceIdx = 0; faceIdx < nFaces; ++faceIdx) {\n\t\t\t\tconst b = (faceIdx + 1) / maxFaces;\n\n\t\t\t\t// G channel: face mesh (0.5) and oval (1.0)\n\t\t\t\tdrawTriangles(regionTriangles.TESSELATION, faceIdx, 0, 0.5, b);\n\t\t\t\tdrawTriangles(regionTriangles.OVAL, faceIdx, 0, 1.0, b);\n\n\t\t\t\t// R channel: feature regions\n\t\t\t\tdrawTriangles(regionTriangles.LEFT_EYEBROW, faceIdx, RED_CHANNEL_VALUES.LEFT_EYEBROW, 0, b);\n\t\t\t\tdrawTriangles(regionTriangles.RIGHT_EYEBROW, faceIdx, RED_CHANNEL_VALUES.RIGHT_EYEBROW, 0, b);\n\t\t\t\tdrawTriangles(regionTriangles.LEFT_EYE, faceIdx, RED_CHANNEL_VALUES.LEFT_EYE, 0, b);\n\t\t\t\tdrawTriangles(regionTriangles.RIGHT_EYE, faceIdx, RED_CHANNEL_VALUES.RIGHT_EYE, 0, b);\n\t\t\t\tdrawTriangles(regionTriangles.OUTER_MOUTH, faceIdx, RED_CHANNEL_VALUES.OUTER_MOUTH, 0, b);\n\t\t\t\tdrawTriangles(regionTriangles.INNER_MOUTH, faceIdx, RED_CHANNEL_VALUES.INNER_MOUTH, 0, b);\n\t\t\t}\n\n\t\t\tshaderPad.updateTextures({ u_faceMask: maskCanvas });\n\t\t}\n\n\t\tfunction processFaceResults(result: FaceLandmarkerResult) {\n\t\t\tif (!result.faceLandmarks || !landmarksDataArray) return;\n\n\t\t\tconst nFaces = result.faceLandmarks.length;\n\t\t\tupdateLandmarksTexture(result.faceLandmarks);\n\t\t\tupdateMaskTexture(nFaces);\n\t\t\tshaderPad.updateUniforms({ u_nFaces: nFaces });\n\n\t\t\toptions?.onResults?.(result);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeTexture('u_faceMask', maskCanvas, {\n\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t});\n\t\t\tshaderPad.initializeUniform('u_maxFaces', 'int', maxFaces);\n\t\t\tshaderPad.initializeUniform('u_nFaces', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxFaces * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tlandmarksDataArray = new Float32Array(LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_faceLandmarksTex',\n\t\t\t\t{ data: landmarksDataArray, width: LANDMARKS_TEXTURE_WIDTH, height: landmarksTextureHeight },\n\t\t\t\t{ internalFormat: gl.RGBA32F, type: gl.FLOAT, minFilter: gl.NEAREST, magFilter: gl.NEAREST }\n\t\t\t);\n\n\t\t\tawait initializeFaceLandmarker();\n\t\t});\n\n\t\tshaderPad.registerHook('updateTextures', async (updates: Record<string, TextureSource>) => {\n\t\t\tconst source = updates[textureName];\n\t\t\tif (!source) return;\n\n\t\t\tconst previousSource = textureSources.get(textureName);\n\t\t\tif (previousSource !== source) lastVideoTime = -1;\n\t\t\ttextureSources.set(textureName, source);\n\t\t\tif (!faceLandmarker) return;\n\n\t\t\ttry {\n\t\t\t\tconst requiredMode = source instanceof HTMLVideoElement ? 'VIDEO' : 'IMAGE';\n\t\t\t\tif (runningMode !== requiredMode) {\n\t\t\t\t\trunningMode = requiredMode;\n\t\t\t\t\tawait faceLandmarker.setOptions({ runningMode });\n\t\t\t\t}\n\n\t\t\t\tif (source instanceof HTMLVideoElement) {\n\t\t\t\t\tif (source.videoWidth === 0 || source.videoHeight === 0 || source.readyState < 2) return;\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\tprocessFaceResults(faceLandmarker.detectForVideo(source, performance.now()));\n\t\t\t\t\t}\n\t\t\t\t} else if (source instanceof HTMLImageElement || source instanceof HTMLCanvasElement) {\n\t\t\t\t\tif (source.width === 0 || source.height === 0) return;\n\t\t\t\t\tprocessFaceResults(faceLandmarker.detect(source));\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Face Plugin] Detection error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tfaceLandmarker?.close();\n\t\t\tfaceLandmarker = null;\n\t\t\tif (maskGl && maskProgram) {\n\t\t\t\tmaskGl.deleteProgram(maskProgram);\n\t\t\t\tmaskGl.deleteBuffer(positionBuffer);\n\t\t\t}\n\t\t\tmaskGl = null;\n\t\t\tmaskProgram = null;\n\t\t\tvision = null;\n\t\t\ttextureSources.clear();\n\t\t\tlandmarksDataArray = null;\n\t\t});\n\n\t\tconst checkAt = (\n\t\t\tregionMin: keyof typeof RED_CHANNEL_VALUES,\n\t\t\tregionMax: keyof typeof RED_CHANNEL_VALUES = regionMin\n\t\t) =>\n\t\t\t`vec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn (mask.r > ${(RED_CHANNEL_VALUES[regionMin] - HALF_GAP).toFixed(4)} && mask.r < ${(\n\t\t\t\tRED_CHANNEL_VALUES[regionMax] + HALF_GAP\n\t\t\t).toFixed(4)}) ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);`;\n\n\t\tinjectGLSL(`\nuniform int u_maxFaces;\nuniform int u_nFaces;\nuniform sampler2D u_faceLandmarksTex;\nuniform sampler2D u_faceMask;\n\n#define FACE_LANDMARK_L_EYE_CENTER ${LANDMARK_INDICES.LEFT_EYE_CENTER}\n#define FACE_LANDMARK_R_EYE_CENTER ${LANDMARK_INDICES.RIGHT_EYE_CENTER}\n#define FACE_LANDMARK_NOSE_TIP ${LANDMARK_INDICES.NOSE_TIP}\n#define FACE_LANDMARK_FACE_CENTER ${LANDMARK_INDICES.FACE_CENTER}\n#define FACE_LANDMARK_MOUTH_CENTER ${LANDMARK_INDICES.MOUTH_CENTER}\n\nvec4 faceLandmark(int faceIndex, int landmarkIndex) {\n\tint i = faceIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_faceLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 leftEyebrowAt(vec2 pos) {\n\t${checkAt('LEFT_EYEBROW')}\n}\n\nvec2 rightEyebrowAt(vec2 pos) {\n\t${checkAt('RIGHT_EYEBROW')}\n}\n\nvec2 leftEyeAt(vec2 pos) {\n\t${checkAt('LEFT_EYE')}\n}\n\nvec2 rightEyeAt(vec2 pos) {\n\t${checkAt('RIGHT_EYE')}\n}\n\nvec2 lipsAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH')}\n}\n\nvec2 outerMouthAt(vec2 pos) {\n\t${checkAt('OUTER_MOUTH', 'INNER_MOUTH')}\n}\n\nvec2 innerMouthAt(vec2 pos) {\n\t${checkAt('INNER_MOUTH')}\n}\n\nvec2 faceOvalAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.75 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\n// Includes face mesh and oval.\nvec2 faceAt(vec2 pos) {\n\tvec4 mask = texture(u_faceMask, pos);\n\tfloat faceIndex = floor(mask.b * float(u_maxFaces) + 0.5) - 1.0;\n\treturn mask.g > 0.25 ? vec2(1.0, faceIndex) : vec2(0.0, -1.0);\n}\n\nvec2 eyeAt(vec2 pos) {\n\tvec2 left = leftEyeAt(pos);\n\treturn left.x > 0.0 ? left : rightEyeAt(pos);\n}\n\nvec2 eyebrowAt(vec2 pos) {\n\tvec2 left = leftEyebrowAt(pos);\n\treturn left.x > 0.0 ? left : rightEyebrowAt(pos);\n}\n\nfloat inEyebrow(vec2 pos) { return eyebrowAt(pos).x; }\nfloat inEye(vec2 pos) { return eyeAt(pos).x; }\nfloat inOuterMouth(vec2 pos) { return outerMouthAt(pos).x; }\nfloat inInnerMouth(vec2 pos) { return innerMouthAt(pos).x; }\nfloat inLips(vec2 pos) { return lipsAt(pos).x; }\nfloat inFace(vec2 pos) { return faceAt(pos).x; }`);\n\t};\n}\n\nexport default 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