shaderpad 1.0.0-beta.36 → 1.0.0-beta.38
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +37 -3
- package/dist/chunk-CRUQQQ46.mjs +11 -0
- package/dist/chunk-CRUQQQ46.mjs.map +1 -0
- package/dist/index.d.mts +17 -8
- package/dist/index.d.ts +17 -8
- package/dist/index.js +4 -4
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +1 -1
- package/dist/plugins/face.d.mts +1 -0
- package/dist/plugins/face.d.ts +1 -0
- 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/dist/plugins/hands.d.mts +1 -0
- package/dist/plugins/hands.d.ts +1 -0
- package/dist/plugins/hands.js +1 -1
- package/dist/plugins/hands.js.map +1 -1
- package/dist/plugins/hands.mjs +1 -1
- package/dist/plugins/hands.mjs.map +1 -1
- package/dist/plugins/pose.d.mts +1 -0
- package/dist/plugins/pose.d.ts +1 -0
- package/dist/plugins/pose.js +25 -25
- package/dist/plugins/pose.js.map +1 -1
- package/dist/plugins/pose.mjs +2 -2
- package/dist/plugins/pose.mjs.map +1 -1
- package/dist/plugins/segmenter.d.mts +3 -0
- package/dist/plugins/segmenter.d.ts +3 -0
- package/dist/plugins/segmenter.js +9 -9
- package/dist/plugins/segmenter.js.map +1 -1
- package/dist/plugins/segmenter.mjs +8 -8
- package/dist/plugins/segmenter.mjs.map +1 -1
- package/package.json +1 -1
- package/dist/chunk-RKULNJXI.mjs +0 -11
- package/dist/chunk-RKULNJXI.mjs.map +0 -1
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import{a as M}from"../chunk-
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`),
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import{a as M}from"../chunk-CRUQQQ46.mjs";var k={data:new Uint8Array(4),width:1,height:1};function _(a){let l=Array.from({length:a},(m,t)=>`uniform sampler2D u_confidenceMask${t};`).join(`
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`),u=Array.from({length:a},(m,t)=>` ${t>0?"else ":""}if (i == ${t}) c = texelFetch(u_confidenceMask${t}, texCoord, 0).r;`).join(`
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precision mediump float;
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in vec2 v_uv;
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void main() {
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ivec2 texCoord = ivec2(v_uv * vec2(textureSize(u_confidenceMask0, 0)));
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float maxConfidence = 0.0;
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int maxIndex = 0;
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for (int i = 0; i < ${a}; i++) {
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// Normalize index: 0 = background, 1/(n-1) to 1 for foreground categories.
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float normalizedIndex = float(maxIndex) / float(max(1, ${
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float normalizedIndex = float(maxIndex) / float(max(1, ${a-1}));
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outColor = vec4(normalizedIndex, maxConfidence, 0.0, 1.0);
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}`}function w(
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}`}function w(a){let{textureName:l,options:u}=a,m="https://storage.googleapis.com/mediapipe-models/image_segmenter/hair_segmenter/float32/latest/hair_segmenter.tflite";return function(t,T){let{injectGLSL:C,gl:S}=T,r=null,g=null,f=-1,c="VIDEO",d=new Map,p=1,x=new OffscreenCanvas(1,1),i=null;async function y(){try{let{FilesetResolver:n,ImageSegmenter:e}=await import("@mediapipe/tasks-vision");g=await n.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),r=await e.createFromOptions(g,{baseOptions:{modelAssetPath:u?.modelPath||m,delegate:"GPU"},canvas:x,runningMode:c,outputCategoryMask:u?.outputCategoryMask??!1,outputConfidenceMasks:!0});let o=r.getLabels();o.length&&(p=o.length),t.updateUniforms({u_numCategories:p})}catch(n){throw console.error("[Segmenter Plugin] Failed to initialize:",n),n}}function I(n){if(!i)return;let e={};for(let o=0;o<n.length;o++)e[`u_confidenceMask${o}`]=n[o].getAsWebGLTexture();i.updateTextures(e),i.draw(),t.updateTextures({u_segmentMask:x}),n.forEach(o=>o.close())}function h(n){let{confidenceMasks:e}=n;if(!(!e||e.length===0)){if(!i){let o=_(e.length);i=new M(o,{canvas:x});for(let s=0;s<e.length;s++)i.initializeTexture(`u_confidenceMask${s}`,k)}I(e),u?.onResults?.(n)}}t.registerHook("init",async()=>{t.initializeTexture("u_segmentMask",k,{preserveY:!0,minFilter:S.NEAREST,magFilter:S.NEAREST}),t.initializeUniform("u_numCategories","int",p),await y(),u?.onReady?.()}),t.registerHook("updateTextures",async n=>{let e=n[l];if(!(!e||(d.get(l)!==e&&(f=-1),d.set(l,e),!r)))try{let s=e instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(c!==s&&(c=s,await r.setOptions({runningMode:c})),e instanceof HTMLVideoElement){if(e.videoWidth===0||e.videoHeight===0||e.readyState<2)return;if(e.currentTime!==f){f=e.currentTime;let v=r.segmentForVideo(e,performance.now());h(v)}}else if(e instanceof HTMLImageElement||e instanceof HTMLCanvasElement){if(e.width===0||e.height===0)return;let v=r.segment(e);h(v)}}catch(s){console.error("[Segmenter Plugin] Segmentation error:",s)}}),t.registerHook("destroy",()=>{r&&(r.close(),r=null),i&&(i.destroy(),i=null),g=null,d.clear()}),C(`
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uniform sampler2D u_segmentMask;
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uniform int u_numCategories;
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vec2 segmentAt(vec2 pos) {
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vec4 mask = texture(u_segmentMask, pos);
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}`)}}var
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}`)}}var P=w;export{P as default};
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//# sourceMappingURL=segmenter.mjs.map
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{"version":3,"sources":["../../src/plugins/segmenter.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { ImageSegmenter, ImageSegmenterResult, MPMask } from '@mediapipe/tasks-vision';\n\nexport interface SegmenterPluginOptions {\n\tmodelPath?: string;\n\toutputCategoryMask?: boolean;\n}\n\nconst dummyTexture = { data: new Uint8Array(4), width: 1, height: 1 };\n\nfunction createMaskShaderSource(numMasks: number): string {\n\tconst uniforms = Array.from({ length: numMasks }, (_, i) => `uniform sampler2D u_confidenceMask${i};`).join('\\n');\n\n\t// GLSL doesn't allow dynamic indexing of samplers, so we need a switch-like construct.\n\tconst sampleByIndex = Array.from(\n\t\t{ length: numMasks },\n\t\t(_, i) => `\\t\\t${i > 0 ? 'else ' : ''}if (i == ${i}) c = texelFetch(u_confidenceMask${i}, texCoord, 0).r;`\n\t).join('\\n');\n\n\treturn `#version 300 es\nprecision mediump float;\nin vec2 v_uv;\nout vec4 outColor;\n${uniforms}\n\nvoid main() {\n\tivec2 texCoord = ivec2(v_uv * vec2(textureSize(u_confidenceMask0, 0)));\n\tfloat maxConfidence = 0.0;\n\tint maxIndex = 0;\n\n\tfor (int i = 0; i < ${numMasks}; i++) {\n\t\tfloat c = 0.0;\n${sampleByIndex}\n\t\tif (c > maxConfidence) {\n\t\t\tmaxConfidence = c;\n\t\t\tmaxIndex = i;\n\t\t}\n\t}\n\n\t// Normalize index: 0 = background, 1/(n-1) to 1 for foreground categories.\n\tfloat normalizedIndex = float(maxIndex) / float(max(1, ${numMasks - 1}));\n\toutColor = vec4(normalizedIndex, maxConfidence, 0.0, 1.0);\n}`;\n}\n\nfunction segmenter(config: { textureName: string; options?: SegmenterPluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/image_segmenter/hair_segmenter/float32/latest/hair_segmenter.tflite';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet imageSegmenter: ImageSegmenter | 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\tlet numCategories = 1;\n\n\t\t// Shared canvas for MediaPipe and maskShader (same WebGL context).\n\t\tconst sharedCanvas = new OffscreenCanvas(1, 1);\n\t\tlet maskShader: ShaderPad | null = null;\n\t\tasync function initializeImageSegmenter() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, ImageSegmenter } = 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\timageSegmenter = await ImageSegmenter.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: sharedCanvas,\n\t\t\t\t\trunningMode: runningMode,\n\t\t\t\t\toutputCategoryMask: options?.outputCategoryMask ?? false, // Better for perf, and category can be inferred from confidence mask index.\n\t\t\t\t\toutputConfidenceMasks: true,\n\t\t\t\t});\n\n\t\t\t\tconst labels = imageSegmenter.getLabels();\n\t\t\t\tif (labels.length) numCategories = labels.length;\n\t\t\t\tshaderPad.updateUniforms({ u_numCategories: numCategories });\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Segmenter Plugin] Failed to initialize:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tfunction updateMaskTexture(confidenceMasks: MPMask[]) {\n\t\t\tif (!maskShader) return;\n\n\t\t\tconst textures: Record<string, WebGLTexture> = {};\n\t\t\tfor (let i = 0; i < confidenceMasks.length; i++) {\n\t\t\t\ttextures[`u_confidenceMask${i}`] = confidenceMasks[i].getAsWebGLTexture();\n\t\t\t}\n\t\t\tmaskShader.updateTextures(textures);\n\t\t\tmaskShader.draw();\n\t\t\tshaderPad.updateTextures({ u_segmentMask: sharedCanvas });\n\t\t}\n\n\t\tfunction processSegmenterResults(result: ImageSegmenterResult) {\n\t\t\tconst { confidenceMasks } = result;\n\t\t\tif (!confidenceMasks || confidenceMasks.length === 0) return;\n\n\t\t\t// IMPORTANT: maskShader and MediaPipe share a WebGL context. MediaPipe needs to run at least once before\n\t\t\t// ShaderPad is created on the same canvas, otherwise MediaPipe's WebGL state gets corrupted.\n\t\t\tif (!maskShader) {\n\t\t\t\tconst shaderSource = createMaskShaderSource(confidenceMasks.length);\n\t\t\t\tmaskShader = new ShaderPad(shaderSource, { canvas: sharedCanvas });\n\t\t\t\tfor (let i = 0; i < confidenceMasks.length; i++) {\n\t\t\t\t\tmaskShader.initializeTexture(`u_confidenceMask${i}`, dummyTexture);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tupdateMaskTexture(confidenceMasks);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeTexture('u_segmentMask', dummyTexture, {\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_numCategories', 'int', numCategories);\n\t\t\tawait initializeImageSegmenter();\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) {\n\t\t\t\tlastVideoTime = -1;\n\t\t\t}\n\n\t\t\ttextureSources.set(textureName, source);\n\t\t\tif (!imageSegmenter) 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 imageSegmenter.setOptions({ runningMode: 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) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\t// TODO: I think segmentForVideo runs its own animation loop maybe? args are (source, startTime, callbackForVideo).\n\t\t\t\t\t\tconst result = imageSegmenter.segmentForVideo(source, performance.now());\n\t\t\t\t\t\tprocessSegmenterResults(result);\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) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tconst result = imageSegmenter.segment(source);\n\t\t\t\t\tprocessSegmenterResults(result);\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Segmenter Plugin] Segmentation error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tif (imageSegmenter) {\n\t\t\t\timageSegmenter.close();\n\t\t\t\timageSegmenter = null;\n\t\t\t}\n\t\t\tif (maskShader) {\n\t\t\t\tmaskShader.destroy();\n\t\t\t\tmaskShader = null;\n\t\t\t}\n\t\t\tvision = null;\n\t\t\ttextureSources.clear();\n\t\t});\n\n\t\tinjectGLSL(`\nuniform sampler2D u_segmentMask;\nuniform int u_numCategories;\n\nvec2 segmentAt(vec2 pos) {\n\tvec4 mask = texture(u_segmentMask, pos);\n\treturn vec2(mask.r, mask.g);\n}`);\n\t};\n}\n\nexport default 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{"version":3,"sources":["../../src/plugins/segmenter.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { ImageSegmenter, ImageSegmenterResult, MPMask } from '@mediapipe/tasks-vision';\n\nexport interface SegmenterPluginOptions {\n\tmodelPath?: string;\n\toutputCategoryMask?: boolean;\n\tonReady?: () => void;\n\tonResults?: (results: ImageSegmenterResult) => void;\n}\n\nconst dummyTexture = { data: new Uint8Array(4), width: 1, height: 1 };\n\nfunction createMaskShaderSource(numMasks: number): string {\n\tconst uniforms = Array.from({ length: numMasks }, (_, i) => `uniform sampler2D u_confidenceMask${i};`).join('\\n');\n\n\t// GLSL doesn't allow dynamic indexing of samplers, so we need a switch-like construct.\n\tconst sampleByIndex = Array.from(\n\t\t{ length: numMasks },\n\t\t(_, i) => `\\t\\t${i > 0 ? 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'VIDEO' : 'IMAGE';\n\t\t\t\tif (runningMode !== requiredMode) {\n\t\t\t\t\trunningMode = requiredMode;\n\t\t\t\t\tawait imageSegmenter.setOptions({ runningMode: 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) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (source.currentTime !== lastVideoTime) {\n\t\t\t\t\t\tlastVideoTime = source.currentTime;\n\t\t\t\t\t\t// TODO: I think segmentForVideo runs its own animation loop maybe? args are (source, startTime, callbackForVideo).\n\t\t\t\t\t\tconst result = imageSegmenter.segmentForVideo(source, performance.now());\n\t\t\t\t\t\tprocessSegmenterResults(result);\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) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tconst result = 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t=this.canvas,e=(s,r)=>{if(!this.uniforms.has("u_cursor"))return;let n=t.getBoundingClientRect();this.cursorPosition[0]=(s-n.left)/n.width,this.cursorPosition[1]=1-(r-n.top)/n.height,this.updateUniforms({u_cursor:this.cursorPosition})},i=(s,r,n)=>{if(this.uniforms.has("u_click")){if(this.isMouseDown=s,s){let a=t.getBoundingClientRect(),l=r,u=n;this.clickPosition[0]=(l-a.left)/a.width,this.clickPosition[1]=1-(u-a.top)/a.height}this.updateUniforms({u_click:[...this.clickPosition,this.isMouseDown?1:0]})}};this.eventListeners.set("mousemove",s=>{let r=s;this.isTouchDevice||e(r.clientX,r.clientY)}),this.eventListeners.set("mousedown",s=>{let r=s;this.isTouchDevice||r.button===0&&(this.isMouseDown=!0,i(!0,r.clientX,r.clientY))}),this.eventListeners.set("mouseup",s=>{let r=s;this.isTouchDevice||r.button===0&&i(!1)}),this.eventListeners.set("touchmove",s=>{let r=s;r.touches.length>0&&e(r.touches[0].clientX,r.touches[0].clientY)}),this.eventListeners.set("touchstart",s=>{let r=s;this.isTouchDevice=!0,r.touches.length>0&&(e(r.touches[0].clientX,r.touches[0].clientY),i(!0,r.touches[0].clientX,r.touches[0].clientY))}),this.eventListeners.set("touchend",s=>{s.touches.length===0&&i(!1)}),this.eventListeners.forEach((s,r)=>{t.addEventListener(r,s)})}updateResolution(){let t=[this.gl.drawingBufferWidth,this.gl.drawingBufferHeight];this.gl.viewport(0,0,...t),this.uniforms.has("u_resolution")?this.updateUniforms({u_resolution:t}):this.initializeUniform("u_resolution","float",t),this.hooks.get("updateResolution")?.forEach(e=>e.call(this))}reserveTextureUnit(t){let e=this.textures.get(t);if(e)return e.unitIndex;if(this.textureUnitPool.free.length>0)return this.textureUnitPool.free.pop();if(this.textureUnitPool.next>=this.textureUnitPool.max)throw new Error("Exceeded the available texture units for this device.");return this.textureUnitPool.next++}releaseTextureUnit(t){let e=this.textures.get(t);e&&this.textureUnitPool.free.push(e.unitIndex)}clearHistoryTextureLayers(t){if(!t.history)return;let e=t.options?.type??this.gl.UNSIGNED_BYTE,i=e===this.gl.FLOAT?new Float32Array(t.width*t.height*4):new Uint8Array(t.width*t.height*4);this.gl.activeTexture(this.gl.TEXTURE0+t.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D_ARRAY,t.texture);for(let s=0;s<t.history.depth;++s)this.gl.texSubImage3D(this.gl.TEXTURE_2D_ARRAY,0,0,0,s,t.width,t.height,1,t.options?.format??this.gl.RGBA,e,i)}initializeUniform(t,e,i,s){let r=s?.arrayLength;if(this.uniforms.has(t))throw new Error(`${t} is already initialized.`);if(e!=="float"&&e!=="int")throw new Error(`Invalid uniform type: ${e}. Expected 'float' or 'int'.`);if(r&&!(Array.isArray(i)&&i.length===r))throw new Error(`${t} array length mismatch: must initialize with ${r} elements.`);let n=this.gl.getUniformLocation(this.program,t);if(!n&&r&&(n=this.gl.getUniformLocation(this.program,`${t}[0]`)),!n){this.log(`${t} not found in fragment shader. Skipping initialization.`);return}let a=r?i[0]:i,l=Array.isArray(a)?a.length:1;this.uniforms.set(t,{type:e,length:l,location:n,arrayLength:r});try{this.updateUniforms({[t]:i})}catch(u){throw this.uniforms.delete(t),u}this.hooks.get("initializeUniform")?.forEach(u=>u.call(this,...arguments))}log(...t){this.debug&&console.debug(...t)}updateUniforms(t,e){this.gl.useProgram(this.program),Object.entries(t).forEach(([i,s])=>{let r=this.uniforms.get(i);if(!r){this.log(`${i} not found in fragment shader. Skipping update.`);return}let n=`uniform${r.length}${r.type.charAt(0)}`;if(r.arrayLength){if(!Array.isArray(s))throw new Error(`${i} is an array, but the value passed to updateUniforms is not an array.`);let a=s.length;if(!a)return;if(a>r.arrayLength)throw new Error(`${i} received ${a} values, but maximum length is ${r.arrayLength}.`);if(s.some(o=>(Array.isArray(o)?o.length:1)!==r.length))throw new Error(`Tried to update ${i} with some elements that are not length ${r.length}.`);let l=new(r.type==="float"?Float32Array:Int32Array)(s.flat()),u=r.location;if(e?.startIndex){let o=this.gl.getUniformLocation(this.program,`${i}[${e.startIndex}]`);if(!o)throw new Error(`${i}[${e.startIndex}] not found in fragment shader. Did you pass an invalid startIndex?`);u=o}this.gl[n+"v"](r.location,l)}else{if(Array.isArray(s)||(s=[s]),s.length!==r.length)throw new Error(`Invalid uniform value length: ${s.length}. Expected ${r.length}.`);this.gl[n](r.location,...s)}}),this.hooks.get("updateUniforms")?.forEach(i=>i.call(this,...arguments))}createTexture(t,e,i){let{width:s,height:r}=e,n=e.history?.depth??0,a=this.gl.createTexture();if(!a)throw new Error("Failed to create texture");let l=i?.unitIndex;if(typeof l!="number")try{l=this.reserveTextureUnit(t)}catch(g){throw this.gl.deleteTexture(a),g}let u=n>0,o=u?this.gl.TEXTURE_2D_ARRAY:this.gl.TEXTURE_2D;if(this.gl.activeTexture(this.gl.TEXTURE0+l),this.gl.bindTexture(o,a),this.gl.texParameteri(o,this.gl.TEXTURE_WRAP_S,i?.wrapS??this.gl.CLAMP_TO_EDGE),this.gl.texParameteri(o,this.gl.TEXTURE_WRAP_T,i?.wrapT??this.gl.CLAMP_TO_EDGE),this.gl.texParameteri(o,this.gl.TEXTURE_MIN_FILTER,i?.minFilter??this.gl.LINEAR),this.gl.texParameteri(o,this.gl.TEXTURE_MAG_FILTER,i?.magFilter??this.gl.LINEAR),u){let g=i?.type??this.gl.UNSIGNED_BYTE,c=i?.internalFormat??(g===this.gl.FLOAT?this.gl.RGBA32F:this.gl.RGBA8);this.gl.texStorage3D(o,1,c,s,r,n)}return{texture:a,unitIndex:l}}_initializeTexture(t,e,i){if(this.textures.has(t))throw new Error(`Texture '${m(t)}' is already initialized.`);let{history:s=0,...r}=i??{},{width:n,height:a}=p(e);if(!n||!a)throw new Error("Texture source must have valid dimensions");let l={width:n,height:a};s>0&&(l.history={depth:s,writeIndex:0});let{texture:u,unitIndex:o}=this.createTexture(t,l,r),g={texture:u,unitIndex:o,...l,options:r};s>0&&(this.initializeUniform(`${m(t)}FrameOffset`,"int",0),this.clearHistoryTextureLayers(g)),this.textures.set(t,g),this.updateTexture(t,e);let c=this.gl.getUniformLocation(this.program,m(t));c&&this.gl.uniform1i(c,o)}initializeTexture(t,e,i){this._initializeTexture(t,e,i),this.hooks.get("initializeTexture")?.forEach(s=>s.call(this,...arguments))}updateTextures(t){this.hooks.get("updateTextures")?.forEach(e=>e.call(this,...arguments)),Object.entries(t).forEach(([e,i])=>{this.updateTexture(e,i)})}updateTexture(t,e){let i=this.textures.get(t);if(!i)throw new Error(`Texture '${m(t)}' is not initialized.`);if(e instanceof WebGLTexture){this.gl.activeTexture(this.gl.TEXTURE0+i.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D,e);return}let{width:s,height:r}=p(e);if(!s||!r)return;let n="isPartial"in e&&e.isPartial;if(!n&&(i.width!==s||i.height!==r)){this.gl.deleteTexture(i.texture),i.width=s,i.height=r;let{texture:o}=this.createTexture(t,i,{...i.options,unitIndex:i.unitIndex});i.texture=o,i.history&&(i.history.writeIndex=0,this.clearHistoryTextureLayers(i))}let a="data"in e&&e.data,l=!a&&!i.options?.preserveY,u=this.gl.getParameter(this.gl.UNPACK_FLIP_Y_WEBGL);if(i.history){let o=t===f;this.gl.activeTexture(this.gl.TEXTURE0+i.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D_ARRAY,i.texture),o?this.gl.copyTexSubImage3D(this.gl.TEXTURE_2D_ARRAY,0,0,0,i.history.writeIndex,0,0,s,r):(this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,l),this.gl.texSubImage3D(this.gl.TEXTURE_2D_ARRAY,0,0,0,i.history.writeIndex,s,r,1,i.options?.format??this.gl.RGBA,i.options?.type??this.gl.UNSIGNED_BYTE,e.data??e),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,u));let g=`${m(t)}FrameOffset`;this.updateUniforms({[g]:i.history.writeIndex}),i.history.writeIndex=(i.history.writeIndex+1)%i.history.depth}else{this.gl.activeTexture(this.gl.TEXTURE0+i.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D,i.texture),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,l);let o=i.options?.format??this.gl.RGBA,g=i.options?.type??this.gl.UNSIGNED_BYTE;if(n)this.gl.texSubImage2D(this.gl.TEXTURE_2D,0,e.x??0,e.y??0,s,r,o,g,e.data);else{let c=i.options?.internalFormat??(a?g===this.gl.FLOAT?this.gl.RGBA32F:this.gl.RGBA8:this.gl.RGBA);this.gl.texImage2D(this.gl.TEXTURE_2D,0,c,s,r,0,o,g,e.data??e)}this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,u)}}draw(t=!0){let e=this.gl;e.useProgram(this.program),e.bindBuffer(e.ARRAY_BUFFER,this.buffer),e.vertexAttribPointer(this.aPositionLocation,2,e.FLOAT,!1,0,0),e.enableVertexAttribArray(this.aPositionLocation),e.viewport(0,0,e.drawingBufferWidth,e.drawingBufferHeight),t&&e.clear(e.COLOR_BUFFER_BIT),e.drawArrays(e.TRIANGLES,0,6)}step(t){this.uniforms.has("u_time")&&this.updateUniforms({u_time:t}),this.uniforms.has("u_frame")&&this.updateUniforms({u_frame:this.frame}),this.draw(),this.textures.get(f)&&this.updateTexture(f,this.canvas),this.hooks.get("step")?.forEach(e=>e.call(this,t,this.frame)),++this.frame}play(t){this.pause();let e=i=>{i=(i-this.startTime)/1e3,this.step(i),this.animationFrameId=requestAnimationFrame(e),t&&t(i,this.frame)};this.animationFrameId=requestAnimationFrame(e)}pause(){this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=null)}reset(){this.frame=0,this.startTime=performance.now(),this.textures.forEach(t=>{t.history&&(t.history.writeIndex=0,this.clearHistoryTextureLayers(t))}),this.hooks.get("reset")?.forEach(t=>t.call(this))}destroy(){this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=null),this.resolutionObserver.disconnect(),this.resizeObserver.disconnect(),this.canvas instanceof HTMLCanvasElement&&this.eventListeners.forEach((t,e)=>{this.canvas.removeEventListener(e,t)}),this.program&&this.gl.deleteProgram(this.program),this.textures.forEach(t=>{this.gl.deleteTexture(t.texture)}),this.textureUnitPool.free=[],this.textureUnitPool.next=0,this.buffer&&(this.gl.deleteBuffer(this.buffer),this.buffer=null),this.hooks.get("destroy")?.forEach(t=>t.call(this)),this.isInternalCanvas&&this.canvas instanceof HTMLCanvasElement&&this.canvas.remove()}},E=d;export{E as a};
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{"version":3,"sources":["../src/index.ts"],"sourcesContent":["const DEFAULT_VERTEX_SHADER_SRC = `#version 300 es\nin vec2 aPosition;\nout vec2 v_uv;\nvoid main() {\n v_uv = aPosition * 0.5 + 0.5;\n gl_Position = vec4(aPosition, 0.0, 1.0);\n}\n`;\nconst RESIZE_THROTTLE_INTERVAL = 1000 / 30;\n\ninterface Uniform {\n\ttype: 'float' | 'int';\n\tlength: 1 | 2 | 3 | 4;\n\tlocation: WebGLUniformLocation;\n\tarrayLength?: number;\n}\n\nexport interface TextureOptions {\n\tinternalFormat?: number;\n\tformat?: number;\n\ttype?: number;\n\tminFilter?: number;\n\tmagFilter?: number;\n\twrapS?: number;\n\twrapT?: number;\n\tpreserveY?: boolean;\n}\n\ninterface Texture {\n\ttexture: WebGLTexture;\n\tunitIndex: number;\n\twidth: number;\n\theight: number;\n\thistory?: {\n\t\tdepth: number;\n\t\twriteIndex: number;\n\t};\n\toptions?: TextureOptions;\n}\n\nexport interface CustomTexture {\n\tdata: ArrayBufferView | null;\n\twidth: number;\n\theight: number;\n}\n\nexport interface PartialCustomTexture extends CustomTexture {\n\tisPartial?: boolean;\n\tx?: number;\n\ty?: number;\n}\n\nexport type TextureSource =\n\t| HTMLImageElement\n\t| HTMLVideoElement\n\t| HTMLCanvasElement\n\t| OffscreenCanvas\n\t| ImageBitmap\n\t| WebGLTexture\n\t| CustomTexture;\n\n// Custom textures allow partial updates starting from (x, y).\ntype UpdateTextureSource = Exclude<TextureSource, CustomTexture> | PartialCustomTexture;\n\nexport interface PluginContext {\n\tgl: WebGL2RenderingContext;\n\tuniforms: Map<string, Uniform>;\n\ttextures: Map<string | symbol, Texture>;\n\tget program(): WebGLProgram | null;\n\tcanvas: HTMLCanvasElement | OffscreenCanvas;\n\treserveTextureUnit: (name: string | symbol) => number;\n\treleaseTextureUnit: (name: string | symbol) => void;\n\tinjectGLSL: (code: string) => void;\n}\n\ntype Plugin = (shaderPad: ShaderPad, context: PluginContext) => void;\n\ntype LifecycleMethod =\n\t| 'init'\n\t| 'step'\n\t| 'destroy'\n\t| 'updateResolution'\n\t| 'reset'\n\t| 'initializeTexture'\n\t| 'updateTextures'\n\t| 'initializeUniform'\n\t| 'updateUniforms';\n\nexport interface Options {\n\tcanvas?: HTMLCanvasElement | OffscreenCanvas | null;\n\tplugins?: Plugin[];\n\thistory?: number;\n\tdebug?: boolean;\n}\n\ntype TextureUnitPool = {\n\tfree: number[];\n\tnext: number;\n\tmax: number;\n};\n\nconst HISTORY_TEXTURE_KEY = Symbol('u_history');\n\nfunction combineShaderCode(shader: string, injections: string[]): string {\n\tif (!injections?.length) return shader;\n\tconst lines = shader.split('\\n');\n\tconst insertAt =\n\t\tlines.findLastIndex(line => {\n\t\t\tconst trimmed = line.trimStart();\n\t\t\treturn trimmed.startsWith('precision ') || trimmed.startsWith('#version ');\n\t\t}) + 1;\n\tlines.splice(insertAt, 0, ...injections);\n\treturn lines.join('\\n');\n}\n\nfunction getSourceDimensions(source: TextureSource): { width: number; height: number } {\n\tif (source instanceof WebGLTexture) {\n\t\treturn { width: 0, height: 0 }; // Invalid - dimensions not readable.\n\t}\n\tif (source instanceof HTMLVideoElement) {\n\t\treturn { width: source.videoWidth, height: source.videoHeight };\n\t}\n\tif (source instanceof HTMLImageElement) {\n\t\treturn { width: source.naturalWidth ?? source.width, height: source.naturalHeight ?? source.height };\n\t}\n\t// CustomTexture, HTMLCanvasElement, OffscreenCanvas, ImageBitmap.\n\treturn { width: source.width, height: source.height };\n}\n\nfunction stringFrom(name: string | symbol) {\n\treturn typeof name === 'symbol' ? name.description ?? '' : name;\n}\n\nclass ShaderPad {\n\tprivate isInternalCanvas = false;\n\tprivate isTouchDevice = false;\n\tprivate gl: WebGL2RenderingContext;\n\tprivate fragmentShaderSrc: string;\n\tprivate uniforms: Map<string, Uniform> = new Map();\n\tprivate textures: Map<string | symbol, Texture> = new Map();\n\tprivate textureUnitPool: TextureUnitPool;\n\tprivate buffer: WebGLBuffer | null = null;\n\tprivate program: WebGLProgram | null = null;\n\tprivate aPositionLocation = 0;\n\tprivate animationFrameId: number | null;\n\tprivate resolutionObserver: MutationObserver;\n\tprivate resizeObserver: ResizeObserver;\n\tprivate resizeTimeout: ReturnType<typeof setTimeout> = null as unknown as ReturnType<typeof setTimeout>;\n\tprivate lastResizeTime = -Infinity;\n\tprivate eventListeners: Map<string, EventListener> = new Map();\n\tprivate frame = 0;\n\tprivate startTime = 0;\n\tprivate cursorPosition = [0.5, 0.5];\n\tprivate clickPosition = [0.5, 0.5];\n\tprivate isMouseDown = false;\n\tpublic canvas: HTMLCanvasElement | OffscreenCanvas;\n\tpublic onResize?: (width: number, height: number) => void;\n\tprivate hooks: Map<LifecycleMethod, Function[]> = new Map();\n\tprivate historyDepth: number;\n\tprivate debug: boolean;\n\n\tconstructor(fragmentShaderSrc: string, options: Options = {}) {\n\t\tthis.canvas = options.canvas || document.createElement('canvas');\n\t\tif (!options.canvas) {\n\t\t\tthis.isInternalCanvas = true;\n\t\t\tconst htmlCanvas = this.canvas as HTMLCanvasElement;\n\t\t\thtmlCanvas.style.position = 'fixed';\n\t\t\thtmlCanvas.style.inset = '0';\n\t\t\thtmlCanvas.style.height = '100dvh';\n\t\t\thtmlCanvas.style.width = '100dvw';\n\t\t\tdocument.body.appendChild(htmlCanvas);\n\t\t}\n\n\t\tthis.gl = this.canvas.getContext('webgl2', { antialias: false }) as WebGL2RenderingContext;\n\t\tif (!this.gl) {\n\t\t\tthrow new Error('WebGL2 not supported. Please use a browser that supports WebGL2.');\n\t\t}\n\n\t\tthis.textureUnitPool = {\n\t\t\tfree: [],\n\t\t\tnext: 0,\n\t\t\tmax: this.gl.getParameter(this.gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS),\n\t\t};\n\t\tthis.historyDepth = options.history ?? 0;\n\t\tthis.debug = options.debug ?? (typeof process !== 'undefined' && process.env.NODE_ENV !== 'production');\n\t\tthis.animationFrameId = null;\n\t\tthis.resolutionObserver = new MutationObserver(() => this.updateResolution());\n\t\tthis.resizeObserver = new ResizeObserver(() => this.throttledHandleResize());\n\n\t\tconst glslInjections: string[] = [];\n\t\tif (options.plugins) {\n\t\t\tconst context: PluginContext = {\n\t\t\t\tgl: this.gl,\n\t\t\t\tuniforms: this.uniforms,\n\t\t\t\ttextures: this.textures,\n\t\t\t\tcanvas: this.canvas,\n\t\t\t\treserveTextureUnit: this.reserveTextureUnit.bind(this),\n\t\t\t\treleaseTextureUnit: this.releaseTextureUnit.bind(this),\n\t\t\t\tinjectGLSL: (code: string) => {\n\t\t\t\t\tglslInjections.push(code);\n\t\t\t\t},\n\t\t\t} as PluginContext;\n\t\t\t// Define program as a getter so it always returns the current program.\n\t\t\tObject.defineProperty(context, 'program', {\n\t\t\t\tget: () => this.program,\n\t\t\t\tenumerable: true,\n\t\t\t\tconfigurable: true,\n\t\t\t});\n\t\t\toptions.plugins.forEach(plugin => plugin(this, context));\n\t\t}\n\n\t\tthis.fragmentShaderSrc = combineShaderCode(fragmentShaderSrc, glslInjections);\n\t\tthis.init();\n\t\tif (this.canvas instanceof HTMLCanvasElement) {\n\t\t\tthis.addEventListeners();\n\t\t}\n\t}\n\n\tregisterHook(name: LifecycleMethod, fn: Function) {\n\t\tif (!this.hooks.has(name)) {\n\t\t\tthis.hooks.set(name, []);\n\t\t}\n\t\tthis.hooks.get(name)!.push(fn);\n\t}\n\n\tprivate init() {\n\t\tconst vertexShaderSrc = DEFAULT_VERTEX_SHADER_SRC;\n\n\t\tthis.program = this.gl.createProgram();\n\t\tif (!this.program) {\n\t\t\tthrow new Error('Failed to create WebGL program');\n\t\t}\n\t\tconst vertexShader = this.createShader(this.gl.VERTEX_SHADER, vertexShaderSrc);\n\t\tconst fragmentShader = this.createShader(this.gl.FRAGMENT_SHADER, this.fragmentShaderSrc);\n\n\t\tthis.gl.attachShader(this.program, vertexShader);\n\t\tthis.gl.attachShader(this.program, fragmentShader);\n\t\tthis.gl.linkProgram(this.program);\n\t\tthis.gl.deleteShader(vertexShader);\n\t\tthis.gl.deleteShader(fragmentShader);\n\n\t\tif (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {\n\t\t\tconsole.error('Program link error:', this.gl.getProgramInfoLog(this.program));\n\t\t\tthis.gl.deleteProgram(this.program);\n\t\t\tthrow new Error('Failed to link WebGL program');\n\t\t}\n\n\t\tthis.aPositionLocation = this.gl.getAttribLocation(this.program, 'aPosition');\n\t\tthis.setupBuffer();\n\n\t\tthis.gl.useProgram(this.program);\n\n\t\tif (this.canvas instanceof HTMLCanvasElement) {\n\t\t\tthis.resolutionObserver.observe(this.canvas, { attributes: true, attributeFilter: ['width', 'height'] });\n\t\t\tthis.resizeObserver.observe(this.canvas);\n\t\t}\n\n\t\tif (!this.isInternalCanvas) {\n\t\t\tthis.updateResolution();\n\t\t}\n\t\tthis.initializeUniform('u_cursor', 'float', this.cursorPosition);\n\t\tthis.initializeUniform('u_click', 'float', [...this.clickPosition, this.isMouseDown ? 1.0 : 0.0]);\n\t\tthis.initializeUniform('u_time', 'float', 0);\n\t\tthis.initializeUniform('u_frame', 'int', 0);\n\t\tif (this.historyDepth > 0) {\n\t\t\tthis._initializeTexture(HISTORY_TEXTURE_KEY, this.canvas, { history: this.historyDepth });\n\t\t}\n\n\t\tthis.hooks.get('init')?.forEach(hook => hook.call(this));\n\t}\n\n\tprivate createShader(type: number, source: string): WebGLShader {\n\t\tconst shader = this.gl.createShader(type)!;\n\t\tthis.gl.shaderSource(shader, source);\n\t\tthis.gl.compileShader(shader);\n\t\tif (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {\n\t\t\tconsole.error('Shader compilation failed:', source);\n\t\t\tconsole.error(this.gl.getShaderInfoLog(shader));\n\t\t\tthis.gl.deleteShader(shader);\n\t\t\tthrow new Error('Shader compilation failed');\n\t\t}\n\t\treturn shader;\n\t}\n\n\tprivate setupBuffer() {\n\t\tconst quadVertices = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);\n\n\t\tthis.buffer = this.gl.createBuffer();\n\t\tthis.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffer);\n\t\tthis.gl.bufferData(this.gl.ARRAY_BUFFER, quadVertices, this.gl.STATIC_DRAW);\n\t\tthis.gl.viewport(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight);\n\t\tthis.gl.enableVertexAttribArray(this.aPositionLocation);\n\t\tthis.gl.vertexAttribPointer(this.aPositionLocation, 2, this.gl.FLOAT, false, 0, 0);\n\t}\n\n\tprivate throttledHandleResize() {\n\t\tclearTimeout(this.resizeTimeout);\n\t\tconst now = performance.now();\n\t\tconst timeUntilNextResize = this.lastResizeTime + RESIZE_THROTTLE_INTERVAL - now;\n\t\tif (timeUntilNextResize <= 0) {\n\t\t\tthis.lastResizeTime = now;\n\t\t\tthis.handleResize();\n\t\t} else {\n\t\t\tthis.resizeTimeout = setTimeout(() => this.throttledHandleResize(), timeUntilNextResize);\n\t\t}\n\t}\n\n\tprivate handleResize() {\n\t\tif (!(this.canvas instanceof HTMLCanvasElement)) return;\n\t\tconst pixelRatio = window.devicePixelRatio || 1;\n\t\tconst width = this.canvas.clientWidth * pixelRatio;\n\t\tconst height = this.canvas.clientHeight * pixelRatio;\n\t\tif (this.isInternalCanvas && (this.canvas.width !== width || this.canvas.height !== height)) {\n\t\t\tthis.canvas.width = width;\n\t\t\tthis.canvas.height = height;\n\t\t}\n\t\tthis.onResize?.(width, height);\n\t}\n\n\tprivate addEventListeners() {\n\t\tconst htmlCanvas = this.canvas as HTMLCanvasElement;\n\t\tconst updateCursor = (x: number, y: number) => {\n\t\t\tif (!this.uniforms.has('u_cursor')) return;\n\t\t\tconst rect = htmlCanvas.getBoundingClientRect();\n\t\t\tthis.cursorPosition[0] = (x - rect.left) / rect.width;\n\t\t\tthis.cursorPosition[1] = 1 - (y - rect.top) / rect.height; // Flip Y for WebGL\n\t\t\tthis.updateUniforms({ u_cursor: this.cursorPosition });\n\t\t};\n\n\t\tconst updateClick = (isMouseDown: boolean, x?: number, y?: number) => {\n\t\t\tif (!this.uniforms.has('u_click')) return;\n\t\t\tthis.isMouseDown = isMouseDown;\n\t\t\tif (isMouseDown) {\n\t\t\t\tconst rect = htmlCanvas.getBoundingClientRect();\n\t\t\t\tconst xVal = x as number;\n\t\t\t\tconst yVal = y as number;\n\t\t\t\tthis.clickPosition[0] = (xVal - rect.left) / rect.width;\n\t\t\t\tthis.clickPosition[1] = 1 - (yVal - rect.top) / rect.height; // Flip Y for WebGL\n\t\t\t}\n\t\t\tthis.updateUniforms({ u_click: [...this.clickPosition, this.isMouseDown ? 1.0 : 0.0] });\n\t\t};\n\n\t\tthis.eventListeners.set('mousemove', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tupdateCursor(mouseEvent.clientX, mouseEvent.clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('mousedown', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tif (mouseEvent.button === 0) {\n\t\t\t\t\tthis.isMouseDown = true;\n\t\t\t\t\tupdateClick(true, mouseEvent.clientX, mouseEvent.clientY);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('mouseup', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tif (mouseEvent.button === 0) {\n\t\t\t\t\tupdateClick(false);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('touchmove', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tif (touchEvent.touches.length > 0) {\n\t\t\t\tupdateCursor(touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('touchstart', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tthis.isTouchDevice = true;\n\t\t\tif (touchEvent.touches.length > 0) {\n\t\t\t\tupdateCursor(touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t\tupdateClick(true, touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('touchend', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tif (touchEvent.touches.length === 0) {\n\t\t\t\tupdateClick(false);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.forEach((listener, event) => {\n\t\t\thtmlCanvas.addEventListener(event, listener);\n\t\t});\n\t}\n\n\tprivate updateResolution() {\n\t\tconst resolution: [number, number] = [this.gl.drawingBufferWidth, this.gl.drawingBufferHeight];\n\t\tthis.gl.viewport(0, 0, ...resolution);\n\t\tif (this.uniforms.has('u_resolution')) {\n\t\t\tthis.updateUniforms({ u_resolution: resolution });\n\t\t} else {\n\t\t\tthis.initializeUniform('u_resolution', 'float', resolution);\n\t\t}\n\t\tthis.hooks.get('updateResolution')?.forEach(hook => hook.call(this));\n\t}\n\n\tprivate reserveTextureUnit(name: string | symbol) {\n\t\tconst existing = this.textures.get(name);\n\t\tif (existing) return existing.unitIndex;\n\t\tif (this.textureUnitPool.free.length > 0) return this.textureUnitPool.free.pop()!;\n\t\tif (this.textureUnitPool.next >= this.textureUnitPool.max) {\n\t\t\tthrow new Error('Exceeded the available texture units for this device.');\n\t\t}\n\t\treturn this.textureUnitPool.next++;\n\t}\n\n\tprivate releaseTextureUnit(name: string | symbol) {\n\t\tconst existing = this.textures.get(name);\n\t\tif (existing) {\n\t\t\tthis.textureUnitPool.free.push(existing.unitIndex);\n\t\t}\n\t}\n\n\tprivate clearHistoryTextureLayers(textureInfo: Texture): void {\n\t\tif (!textureInfo.history) return;\n\n\t\tconst type = textureInfo.options?.type ?? this.gl.UNSIGNED_BYTE;\n\t\tconst transparent =\n\t\t\ttype === this.gl.FLOAT\n\t\t\t\t? new Float32Array(textureInfo.width * textureInfo.height * 4)\n\t\t\t\t: new Uint8Array(textureInfo.width * textureInfo.height * 4);\n\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + textureInfo.unitIndex);\n\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D_ARRAY, textureInfo.texture);\n\t\tfor (let layer = 0; layer < textureInfo.history.depth; ++layer) {\n\t\t\tthis.gl.texSubImage3D(\n\t\t\t\tthis.gl.TEXTURE_2D_ARRAY,\n\t\t\t\t0,\n\t\t\t\t0,\n\t\t\t\t0,\n\t\t\t\tlayer,\n\t\t\t\ttextureInfo.width,\n\t\t\t\ttextureInfo.height,\n\t\t\t\t1,\n\t\t\t\ttextureInfo.options?.format ?? this.gl.RGBA,\n\t\t\t\ttype,\n\t\t\t\ttransparent\n\t\t\t);\n\t\t}\n\t}\n\n\tinitializeUniform(\n\t\tname: string,\n\t\ttype: 'float' | 'int',\n\t\tvalue: number | number[] | (number | number[])[],\n\t\toptions?: { arrayLength?: number }\n\t) {\n\t\tconst arrayLength = options?.arrayLength;\n\t\tif (this.uniforms.has(name)) {\n\t\t\tthrow new Error(`${name} is already initialized.`);\n\t\t}\n\t\tif (type !== 'float' && type !== 'int') {\n\t\t\tthrow new Error(`Invalid uniform type: ${type}. Expected 'float' or 'int'.`);\n\t\t}\n\t\tif (arrayLength && !(Array.isArray(value) && value.length === arrayLength)) {\n\t\t\tthrow new Error(`${name} array length mismatch: must initialize with ${arrayLength} elements.`);\n\t\t}\n\n\t\tlet location = this.gl.getUniformLocation(this.program!, name);\n\t\tif (!location && arrayLength) {\n\t\t\tlocation = this.gl.getUniformLocation(this.program!, `${name}[0]`);\n\t\t}\n\t\tif (!location) {\n\t\t\tthis.log(`${name} not found in fragment shader. Skipping initialization.`);\n\t\t\treturn;\n\t\t}\n\n\t\tconst probeValue = arrayLength ? (value as number[] | number[][])[0] : value;\n\t\tconst length = Array.isArray(probeValue) ? (probeValue.length as 1 | 2 | 3 | 4) : 1;\n\t\tthis.uniforms.set(name, { type, length, location, arrayLength });\n\n\t\ttry {\n\t\t\tthis.updateUniforms({ [name]: value });\n\t\t} catch (error) {\n\t\t\tthis.uniforms.delete(name);\n\t\t\tthrow error;\n\t\t}\n\t\tthis.hooks.get('initializeUniform')?.forEach(hook => hook.call(this, ...arguments));\n\t}\n\n\tprivate log(...args: any[]) {\n\t\tif (this.debug) console.debug(...args);\n\t}\n\n\tupdateUniforms(\n\t\tupdates: Record<string, number | number[] | (number | number[])[]>,\n\t\toptions?: { startIndex?: number }\n\t) {\n\t\tthis.gl.useProgram(this.program);\n\t\tObject.entries(updates).forEach(([name, value]) => {\n\t\t\tconst uniform = this.uniforms.get(name);\n\t\t\tif (!uniform) {\n\t\t\t\tthis.log(`${name} not found in fragment shader. Skipping update.`);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tlet glFunctionName = `uniform${uniform.length}${uniform.type.charAt(0)}`; // e.g. uniform1f, uniform3i…\n\t\t\tif (uniform.arrayLength) {\n\t\t\t\tif (!Array.isArray(value)) {\n\t\t\t\t\tthrow new Error(`${name} is an array, but the value passed to updateUniforms is not an array.`);\n\t\t\t\t}\n\t\t\t\tconst nValues = value.length;\n\t\t\t\tif (!nValues) return;\n\t\t\t\tif (nValues > uniform.arrayLength) {\n\t\t\t\t\tthrow new Error(\n\t\t\t\t\t\t`${name} received ${nValues} values, but maximum length is ${uniform.arrayLength}.`\n\t\t\t\t\t);\n\t\t\t\t}\n\t\t\t\tif (value.some(item => (Array.isArray(item) ? item.length : 1) !== uniform.length)) {\n\t\t\t\t\tthrow new Error(\n\t\t\t\t\t\t`Tried to update ${name} with some elements that are not length ${uniform.length}.`\n\t\t\t\t\t);\n\t\t\t\t}\n\t\t\t\tconst typedArray = new (uniform.type === 'float' ? Float32Array : Int32Array)(value.flat());\n\t\t\t\tlet location = uniform.location;\n\t\t\t\tif (options?.startIndex) {\n\t\t\t\t\tconst newLocation = this.gl.getUniformLocation(this.program!, `${name}[${options.startIndex}]`);\n\t\t\t\t\tif (!newLocation) {\n\t\t\t\t\t\tthrow new Error(\n\t\t\t\t\t\t\t`${name}[${options.startIndex}] not found in fragment shader. Did you pass an invalid startIndex?`\n\t\t\t\t\t\t);\n\t\t\t\t\t}\n\t\t\t\t\tlocation = newLocation;\n\t\t\t\t}\n\t\t\t\t(this.gl as any)[glFunctionName + 'v'](uniform.location, typedArray);\n\t\t\t} else {\n\t\t\t\tif (!Array.isArray(value)) value = [value];\n\t\t\t\tif (value.length !== uniform.length) {\n\t\t\t\t\tthrow new Error(`Invalid uniform value length: ${value.length}. Expected ${uniform.length}.`);\n\t\t\t\t}\n\t\t\t\t(this.gl as any)[glFunctionName](uniform.location, ...value);\n\t\t\t}\n\t\t});\n\t\tthis.hooks.get('updateUniforms')?.forEach(hook => hook.call(this, ...arguments));\n\t}\n\n\tprivate createTexture(\n\t\tname: string | symbol,\n\t\ttextureInfo: Pick<Texture, 'width' | 'height' | 'history'>,\n\t\toptions?: TextureOptions & { unitIndex?: number }\n\t) {\n\t\tconst { width, height } = textureInfo;\n\t\tconst historyDepth = textureInfo.history?.depth ?? 0;\n\n\t\tconst texture = this.gl.createTexture();\n\t\tif (!texture) {\n\t\t\tthrow new Error('Failed to create texture');\n\t\t}\n\n\t\tlet unitIndex = options?.unitIndex;\n\t\tif (typeof unitIndex !== 'number') {\n\t\t\ttry {\n\t\t\t\tunitIndex = this.reserveTextureUnit(name);\n\t\t\t} catch (error) {\n\t\t\t\tthis.gl.deleteTexture(texture);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\n\t\tconst hasHistory = historyDepth > 0;\n\t\tconst textureTarget = hasHistory ? this.gl.TEXTURE_2D_ARRAY : this.gl.TEXTURE_2D;\n\n\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + unitIndex);\n\t\tthis.gl.bindTexture(textureTarget, texture);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_WRAP_S, options?.wrapS ?? this.gl.CLAMP_TO_EDGE);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_WRAP_T, options?.wrapT ?? this.gl.CLAMP_TO_EDGE);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_MIN_FILTER, options?.minFilter ?? this.gl.LINEAR);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_MAG_FILTER, options?.magFilter ?? this.gl.LINEAR);\n\t\tif (hasHistory) {\n\t\t\tconst type = options?.type ?? this.gl.UNSIGNED_BYTE;\n\t\t\tconst internalFormat =\n\t\t\t\toptions?.internalFormat ?? (type === this.gl.FLOAT ? this.gl.RGBA32F : this.gl.RGBA8);\n\t\t\tthis.gl.texStorage3D(textureTarget, 1, internalFormat, width, height, historyDepth);\n\t\t}\n\t\treturn { texture, unitIndex };\n\t}\n\n\tprivate _initializeTexture(\n\t\tname: string | symbol,\n\t\tsource: TextureSource,\n\t\toptions?: TextureOptions & { history?: number }\n\t) {\n\t\tif (this.textures.has(name)) {\n\t\t\tthrow new Error(`Texture '${stringFrom(name)}' is already initialized.`);\n\t\t}\n\n\t\tconst { history: historyDepth = 0, ...textureOptions } = options ?? {};\n\t\tconst { width, height } = getSourceDimensions(source);\n\t\tif (!width || !height) {\n\t\t\tthrow new Error(`Texture source must have valid dimensions`);\n\t\t}\n\t\tconst textureInfo: Pick<Texture, 'width' | 'height' | 'history'> = { width, height };\n\t\tif (historyDepth > 0) {\n\t\t\ttextureInfo.history = { depth: historyDepth, writeIndex: 0 };\n\t\t}\n\t\tconst { texture, unitIndex } = this.createTexture(name, textureInfo, textureOptions);\n\t\tconst completeTextureInfo: Texture = { texture, unitIndex, ...textureInfo, options: textureOptions };\n\t\tif (historyDepth > 0) {\n\t\t\tthis.initializeUniform(`${stringFrom(name)}FrameOffset`, 'int', 0);\n\t\t\tthis.clearHistoryTextureLayers(completeTextureInfo);\n\t\t}\n\t\tthis.textures.set(name, completeTextureInfo);\n\t\tthis.updateTexture(name, source);\n\n\t\t// Set a uniform to access the texture in the fragment shader.\n\t\tconst uSampler = this.gl.getUniformLocation(this.program!, stringFrom(name));\n\t\tif (uSampler) {\n\t\t\tthis.gl.uniform1i(uSampler, unitIndex);\n\t\t}\n\t}\n\n\tinitializeTexture(name: string, source: TextureSource, options?: TextureOptions & { history?: number }) {\n\t\tthis._initializeTexture(name, source, options);\n\t\tthis.hooks.get('initializeTexture')?.forEach(hook => hook.call(this, ...arguments));\n\t}\n\n\tupdateTextures(updates: Record<string, UpdateTextureSource>) {\n\t\tthis.hooks.get('updateTextures')?.forEach(hook => hook.call(this, ...arguments));\n\t\tObject.entries(updates).forEach(([name, source]) => {\n\t\t\tthis.updateTexture(name, source);\n\t\t});\n\t}\n\n\tprivate updateTexture(name: string | symbol, source: UpdateTextureSource) {\n\t\tconst info = this.textures.get(name);\n\t\tif (!info) throw new Error(`Texture '${stringFrom(name)}' is not initialized.`);\n\n\t\tif (source instanceof WebGLTexture) {\n\t\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + info.unitIndex);\n\t\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D, source);\n\t\t\treturn;\n\t\t}\n\n\t\t// If dimensions changed, recreate the texture with new dimensions.\n\t\tconst { width, height } = getSourceDimensions(source);\n\t\tif (!width || !height) return;\n\n\t\tconst isPartial = 'isPartial' in source && source.isPartial;\n\t\tif (!isPartial && (info.width !== width || info.height !== height)) {\n\t\t\tthis.gl.deleteTexture(info.texture);\n\t\t\tinfo.width = width;\n\t\t\tinfo.height = height;\n\t\t\tconst { texture } = this.createTexture(name, info, { ...info.options, unitIndex: info.unitIndex });\n\t\t\tinfo.texture = texture;\n\t\t\tif (info.history) {\n\t\t\t\tinfo.history.writeIndex = 0;\n\t\t\t\tthis.clearHistoryTextureLayers(info);\n\t\t\t}\n\t\t}\n\n\t\t// UNPACK_FLIP_Y_WEBGL only works for DOM element sources, not typed arrays.\n\t\tconst isTypedArray = 'data' in source && source.data;\n\t\tconst shouldFlipY = !isTypedArray && !info.options?.preserveY;\n\t\tconst previousFlipY = this.gl.getParameter(this.gl.UNPACK_FLIP_Y_WEBGL);\n\n\t\tif (info.history) {\n\t\t\tconst isFramebufferHistory = name === HISTORY_TEXTURE_KEY;\n\n\t\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + info.unitIndex);\n\t\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D_ARRAY, info.texture);\n\t\t\tif (isFramebufferHistory) {\n\t\t\t\tthis.gl.copyTexSubImage3D(\n\t\t\t\t\tthis.gl.TEXTURE_2D_ARRAY,\n\t\t\t\t\t0,\n\t\t\t\t\t0,\n\t\t\t\t\t0,\n\t\t\t\t\tinfo.history.writeIndex,\n\t\t\t\t\t0,\n\t\t\t\t\t0,\n\t\t\t\t\twidth,\n\t\t\t\t\theight\n\t\t\t\t);\n\t\t\t} else {\n\t\t\t\tthis.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, shouldFlipY);\n\t\t\t\tthis.gl.texSubImage3D(\n\t\t\t\t\tthis.gl.TEXTURE_2D_ARRAY,\n\t\t\t\t\t0,\n\t\t\t\t\t0,\n\t\t\t\t\t0,\n\t\t\t\t\tinfo.history.writeIndex,\n\t\t\t\t\twidth,\n\t\t\t\t\theight,\n\t\t\t\t\t1,\n\t\t\t\t\tinfo.options?.format ?? this.gl.RGBA,\n\t\t\t\t\tinfo.options?.type ?? this.gl.UNSIGNED_BYTE,\n\t\t\t\t\t((source as PartialCustomTexture).data ?? (source as Exclude<TextureSource, CustomTexture>)) as any\n\t\t\t\t);\n\t\t\t\tthis.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, previousFlipY);\n\t\t\t}\n\t\t\tconst frameOffsetUniformName = `${stringFrom(name)}FrameOffset`;\n\t\t\tthis.updateUniforms({ [frameOffsetUniformName]: info.history.writeIndex });\n\t\t\tinfo.history.writeIndex = (info.history.writeIndex + 1) % info.history.depth;\n\t\t} else {\n\t\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + info.unitIndex);\n\t\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D, info.texture);\n\t\t\tthis.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, shouldFlipY);\n\n\t\t\tconst format = info.options?.format ?? this.gl.RGBA;\n\t\t\tconst type = info.options?.type ?? this.gl.UNSIGNED_BYTE;\n\n\t\t\tif (isPartial) {\n\t\t\t\tthis.gl.texSubImage2D(\n\t\t\t\t\tthis.gl.TEXTURE_2D,\n\t\t\t\t\t0,\n\t\t\t\t\tsource.x ?? 0,\n\t\t\t\t\tsource.y ?? 0,\n\t\t\t\t\twidth,\n\t\t\t\t\theight,\n\t\t\t\t\tformat,\n\t\t\t\t\ttype,\n\t\t\t\t\tsource.data\n\t\t\t\t);\n\t\t\t} else {\n\t\t\t\tconst internalFormat =\n\t\t\t\t\tinfo.options?.internalFormat ??\n\t\t\t\t\t(isTypedArray ? 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