shaderpad 1.0.0-beta.39 → 1.0.0-beta.41

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.
@@ -1,50 +1,49 @@
1
- "use strict";var re=Object.create;var W=Object.defineProperty;var se=Object.getOwnPropertyDescriptor;var ne=Object.getOwnPropertyNames;var oe=Object.getPrototypeOf,ae=Object.prototype.hasOwnProperty;var he=(l,t)=>{for(var e in t)W(l,e,{get:t[e],enumerable:!0})},q=(l,t,e,s)=>{if(t&&typeof t=="object"||typeof t=="function")for(let i of ne(t))!ae.call(l,i)&&i!==e&&W(l,i,{get:()=>t[i],enumerable:!(s=se(t,i))||s.enumerable});return l};var le=(l,t,e)=>(e=l!=null?re(oe(l)):{},q(t||!l||!l.__esModule?W(e,"default",{value:l,enumerable:!0}):e,l)),ue=l=>q(W({},"__esModule",{value:!0}),l);var Le={};he(Le,{default:()=>ve});module.exports=ue(Le);var ce=`#version 300 es
1
+ "use strict";var oe=Object.create;var K=Object.defineProperty;var ae=Object.getOwnPropertyDescriptor;var he=Object.getOwnPropertyNames;var ue=Object.getPrototypeOf,le=Object.prototype.hasOwnProperty;var ce=(l,t)=>{for(var e in t)K(l,e,{get:t[e],enumerable:!0})},ee=(l,t,e,r)=>{if(t&&typeof t=="object"||typeof t=="function")for(let i of he(t))!le.call(l,i)&&i!==e&&K(l,i,{get:()=>t[i],enumerable:!(r=ae(t,i))||r.enumerable});return l};var me=(l,t,e)=>(e=l!=null?oe(ue(l)):{},ee(t||!l||!l.__esModule?K(e,"default",{value:l,enumerable:!0}):e,l)),de=l=>ee(K({},"__esModule",{value:!0}),l);var Ae={};ce(Ae,{default:()=>Ie});module.exports=de(Ae);var fe=`#version 300 es
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2
  in vec2 aPosition;
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3
  out vec2 v_uv;
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4
  void main() {
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  v_uv = aPosition * 0.5 + 0.5;
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  gl_Position = vec4(aPosition, 0.0, 1.0);
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- }
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- `,me=33.333333333333336,M=Symbol("u_history"),Y=Symbol("__SHADERPAD_BUFFER");function fe(l,t){if(!t?.length)return l;let e=l.split(`
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- `),s=e.findLastIndex(i=>{let r=i.trimStart();return r.startsWith("precision ")||r.startsWith("#version ")})+1;return e.splice(s,0,...t),e.join(`
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- `)}function Z(l){return l instanceof WebGLTexture?{width:0,height:0}:l instanceof HTMLVideoElement?{width:l.videoWidth,height:l.videoHeight}:l instanceof HTMLImageElement?{width:l.naturalWidth??l.width,height:l.naturalHeight??l.height}:{width:l.width,height:l.height}}function D(l){return typeof l=="symbol"?l.description??"":l}var V=class{isInternalCanvas=!1;isTouchDevice=!1;gl;fragmentShaderSrc;uniforms=new Map;textures=new Map;textureUnitPool;buffer=null;program=null;aPositionLocation=0;animationFrameId;resolutionObserver;resizeObserver;resizeTimeout=null;lastResizeTime=-1/0;eventListeners=new Map;frame=0;startTime=0;cursorPosition=[.5,.5];clickPosition=[.5,.5];isMouseDown=!1;canvas;onResize;hooks=new Map;historyDepth=0;textureOptions;debug;intermediateFbo=null;constructor(t,{canvas:e,plugins:s,history:i,debug:r,...h}={}){if(this.canvas=e||document.createElement("canvas"),!e){this.isInternalCanvas=!0;let g=this.canvas;g.style.position="fixed",g.style.inset="0",g.style.height="100dvh",g.style.width="100dvw",document.body.appendChild(g)}if(this.gl=this.canvas.getContext("webgl2",{antialias:!1}),!this.gl)throw new Error("WebGL2 not supported. Please use a browser that supports WebGL2.");this.textureUnitPool={free:[],next:0,max:this.gl.getParameter(this.gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS)},this.textureOptions=h;let{internalFormat:n,type:f}=h;(f===this.gl.FLOAT||f===this.gl.HALF_FLOAT||n===this.gl.RGBA16F||n===this.gl.RGBA32F||n===this.gl.R16F||n===this.gl.R32F||n===this.gl.RG16F||n===this.gl.RG32F)&&!this.gl.getExtension("EXT_color_buffer_float")&&(console.warn("EXT_color_buffer_float not supported, falling back to RGBA8"),delete this.textureOptions?.internalFormat,delete this.textureOptions?.format,delete this.textureOptions?.type),i&&(this.historyDepth=i),this.debug=r??(typeof process<"u"&&!1),this.animationFrameId=null,this.resolutionObserver=new MutationObserver(()=>this.updateResolution()),this.resizeObserver=new ResizeObserver(()=>this.throttledHandleResize());let c=[];if(s){let g={gl:this.gl,uniforms:this.uniforms,textures:this.textures,canvas:this.canvas,reserveTextureUnit:this.reserveTextureUnit.bind(this),releaseTextureUnit:this.releaseTextureUnit.bind(this),injectGLSL:_=>{c.push(_)}};Object.defineProperty(g,"program",{get:()=>this.program,enumerable:!0,configurable:!0}),s.forEach(_=>_(this,g))}this.fragmentShaderSrc=fe(t,c),this.init(),this.canvas instanceof HTMLCanvasElement&&this.addEventListeners()}registerHook(t,e){this.hooks.has(t)||this.hooks.set(t,[]),this.hooks.get(t).push(e)}init(){let t=ce;if(this.program=this.gl.createProgram(),!this.program)throw new Error("Failed to create WebGL program");let e=this.createShader(this.gl.VERTEX_SHADER,t),s=this.createShader(this.gl.FRAGMENT_SHADER,this.fragmentShaderSrc);if(this.gl.attachShader(this.program,e),this.gl.attachShader(this.program,s),this.gl.linkProgram(this.program),this.gl.deleteShader(e),this.gl.deleteShader(s),!this.gl.getProgramParameter(this.program,this.gl.LINK_STATUS))throw console.error("Program link error:",this.gl.getProgramInfoLog(this.program)),this.gl.deleteProgram(this.program),new Error("Failed to link WebGL program");this.aPositionLocation=this.gl.getAttribLocation(this.program,"aPosition"),this.setupBuffer(),this.gl.useProgram(this.program),this.canvas instanceof HTMLCanvasElement&&(this.resolutionObserver.observe(this.canvas,{attributes:!0,attributeFilter:["width","height"]}),this.resizeObserver.observe(this.canvas)),this.isInternalCanvas||this.updateResolution(),this.initializeUniform("u_cursor","float",this.cursorPosition),this.initializeUniform("u_click","float",[...this.clickPosition,this.isMouseDown?1:0]),this.initializeUniform("u_time","float",0),this.initializeUniform("u_frame","int",0),this.historyDepth>0&&(this._initializeTexture(Y,this.canvas,{...this.textureOptions}),this._initializeTexture(M,this.canvas,{history:this.historyDepth,...this.textureOptions}),this.intermediateFbo=this.gl.createFramebuffer()),this.hooks.get("init")?.forEach(i=>i.call(this))}createShader(t,e){let s=this.gl.createShader(t);if(this.gl.shaderSource(s,e),this.gl.compileShader(s),!this.gl.getShaderParameter(s,this.gl.COMPILE_STATUS))throw console.error("Shader compilation failed:",e),console.error(this.gl.getShaderInfoLog(s)),this.gl.deleteShader(s),new Error("Shader compilation failed");return s}setupBuffer(){let t=new Float32Array([-1,-1,1,-1,-1,1,-1,1,1,-1,1,1]);this.buffer=this.gl.createBuffer(),this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.buffer),this.gl.bufferData(this.gl.ARRAY_BUFFER,t,this.gl.STATIC_DRAW),this.gl.viewport(0,0,this.gl.drawingBufferWidth,this.gl.drawingBufferHeight),this.gl.enableVertexAttribArray(this.aPositionLocation),this.gl.vertexAttribPointer(this.aPositionLocation,2,this.gl.FLOAT,!1,0,0)}throttledHandleResize(){clearTimeout(this.resizeTimeout);let t=performance.now(),e=this.lastResizeTime+me-t;e<=0?(this.lastResizeTime=t,this.handleResize()):this.resizeTimeout=setTimeout(()=>this.throttledHandleResize(),e)}handleResize(){if(!(this.canvas instanceof HTMLCanvasElement))return;let t=window.devicePixelRatio||1,e=this.canvas.clientWidth*t,s=this.canvas.clientHeight*t;this.isInternalCanvas&&(this.canvas.width!==e||this.canvas.height!==s)&&(this.canvas.width=e,this.canvas.height=s),this.onResize?.(e,s)}addEventListeners(){let t=this.canvas,e=(i,r)=>{if(!this.uniforms.has("u_cursor"))return;let h=t.getBoundingClientRect();this.cursorPosition[0]=(i-h.left)/h.width,this.cursorPosition[1]=1-(r-h.top)/h.height,this.updateUniforms({u_cursor:this.cursorPosition})},s=(i,r,h)=>{if(this.uniforms.has("u_click")){if(this.isMouseDown=i,i){let n=t.getBoundingClientRect(),f=r,d=h;this.clickPosition[0]=(f-n.left)/n.width,this.clickPosition[1]=1-(d-n.top)/n.height}this.updateUniforms({u_click:[...this.clickPosition,this.isMouseDown?1:0]})}};this.eventListeners.set("mousemove",i=>{let r=i;this.isTouchDevice||e(r.clientX,r.clientY)}),this.eventListeners.set("mousedown",i=>{let r=i;this.isTouchDevice||r.button===0&&(this.isMouseDown=!0,s(!0,r.clientX,r.clientY))}),this.eventListeners.set("mouseup",i=>{let r=i;this.isTouchDevice||r.button===0&&s(!1)}),this.eventListeners.set("touchmove",i=>{let r=i;r.touches.length>0&&e(r.touches[0].clientX,r.touches[0].clientY)}),this.eventListeners.set("touchstart",i=>{let r=i;this.isTouchDevice=!0,r.touches.length>0&&(e(r.touches[0].clientX,r.touches[0].clientY),s(!0,r.touches[0].clientX,r.touches[0].clientY))}),this.eventListeners.set("touchend",i=>{i.touches.length===0&&s(!1)}),this.eventListeners.forEach((i,r)=>{t.addEventListener(r,i)})}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.historyDepth>0&&(this.resizeTexture(M,...t),this.resizeTexture(Y,...t)),this.hooks.get("updateResolution")?.forEach(e=>e.call(this))}resizeTexture(t,e,s){let i=this.textures.get(t);if(!i||i.width===e&&i.height===s)return;this.gl.deleteTexture(i.texture),i.width=e,i.height=s;let{texture:r}=this.createTexture(t,i);i.texture=r,i.history&&(i.history.writeIndex=0,this.clearHistoryTextureLayers(i))}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)}resolveTextureOptions(t){let{gl:e}=this,s=t?.type??e.UNSIGNED_BYTE;return{type:s,format:t?.format??e.RGBA,internalFormat:t?.internalFormat??(s===e.FLOAT?e.RGBA32F:s===e.HALF_FLOAT?e.RGBA16F:e.RGBA8),minFilter:t?.minFilter??e.LINEAR,magFilter:t?.magFilter??e.LINEAR,wrapS:t?.wrapS??e.CLAMP_TO_EDGE,wrapT:t?.wrapT??e.CLAMP_TO_EDGE,preserveY:t?.preserveY}}clearHistoryTextureLayers(t){if(!t.history)return;let e=this.gl,{type:s,format:i}=t.options,r=t.width*t.height*4,h=s===e.FLOAT?new Float32Array(r):s===e.HALF_FLOAT?new Uint16Array(r):new Uint8Array(r);e.activeTexture(e.TEXTURE0+t.unitIndex),e.bindTexture(e.TEXTURE_2D_ARRAY,t.texture);for(let n=0;n<t.history.depth;++n)e.texSubImage3D(e.TEXTURE_2D_ARRAY,0,0,0,n,t.width,t.height,1,i,s,h)}initializeUniform(t,e,s,i){let r=i?.arrayLength;if(this.uniforms.has(t))throw new Error(`${t} is already initialized.`);if(e!=="float"&&e!=="int")throw new Error(`Invalid uniform type: ${e}. Expected 'float' or 'int'.`);if(r&&!(Array.isArray(s)&&s.length===r))throw new Error(`${t} array length mismatch: must initialize with ${r} elements.`);let h=this.gl.getUniformLocation(this.program,t);if(!h&&r&&(h=this.gl.getUniformLocation(this.program,`${t}[0]`)),!h){this.log(`${t} not found in fragment shader. Skipping initialization.`);return}let n=r?s[0]:s,f=Array.isArray(n)?n.length:1;this.uniforms.set(t,{type:e,length:f,location:h,arrayLength:r});try{this.updateUniforms({[t]:s})}catch(d){throw this.uniforms.delete(t),d}this.hooks.get("initializeUniform")?.forEach(d=>d.call(this,...arguments))}log(...t){this.debug&&console.debug(...t)}updateUniforms(t,e){this.gl.useProgram(this.program),Object.entries(t).forEach(([s,i])=>{let r=this.uniforms.get(s);if(!r){this.log(`${s} not found in fragment shader. Skipping update.`);return}let h=`uniform${r.length}${r.type.charAt(0)}`;if(r.arrayLength){if(!Array.isArray(i))throw new Error(`${s} is an array, but the value passed to updateUniforms is not an array.`);let n=i.length;if(!n)return;if(n>r.arrayLength)throw new Error(`${s} received ${n} values, but maximum length is ${r.arrayLength}.`);if(i.some(c=>(Array.isArray(c)?c.length:1)!==r.length))throw new Error(`Tried to update ${s} with some elements that are not length ${r.length}.`);let f=new(r.type==="float"?Float32Array:Int32Array)(i.flat()),d=r.location;if(e?.startIndex){let c=this.gl.getUniformLocation(this.program,`${s}[${e.startIndex}]`);if(!c)throw new Error(`${s}[${e.startIndex}] not found in fragment shader. Did you pass an invalid startIndex?`);d=c}this.gl[h+"v"](d,f)}else{if(Array.isArray(i)||(i=[i]),i.length!==r.length)throw new Error(`Invalid uniform value length: ${i.length}. Expected ${r.length}.`);this.gl[h](r.location,...i)}}),this.hooks.get("updateUniforms")?.forEach(s=>s.call(this,...arguments))}createTexture(t,e){let{width:s,height:i}=e,r=e.history?.depth??0,h=this.gl.createTexture();if(!h)throw new Error("Failed to create texture");let n=e.unitIndex;if(typeof n!="number")try{n=this.reserveTextureUnit(t)}catch(g){throw this.gl.deleteTexture(h),g}let f=r>0,d=f?this.gl.TEXTURE_2D_ARRAY:this.gl.TEXTURE_2D,{options:c}=e;return this.gl.activeTexture(this.gl.TEXTURE0+n),this.gl.bindTexture(d,h),this.gl.texParameteri(d,this.gl.TEXTURE_WRAP_S,c.wrapS),this.gl.texParameteri(d,this.gl.TEXTURE_WRAP_T,c.wrapT),this.gl.texParameteri(d,this.gl.TEXTURE_MIN_FILTER,c.minFilter),this.gl.texParameteri(d,this.gl.TEXTURE_MAG_FILTER,c.magFilter),f?this.gl.texStorage3D(d,1,c.internalFormat,s,i,r):t===Y&&this.gl.texImage2D(this.gl.TEXTURE_2D,0,c.internalFormat,s,i,0,c.format,c.type,null),{texture:h,unitIndex:n}}_initializeTexture(t,e,s){if(this.textures.has(t))throw new Error(`Texture '${D(t)}' is already initialized.`);let{history:i=0,...r}=s??{},{width:h,height:n}=Z(e);if(!h||!n)throw new Error("Texture source must have valid dimensions");let f={width:h,height:n,options:this.resolveTextureOptions(r)};i>0&&(f.history={depth:i,writeIndex:0});let{texture:d,unitIndex:c}=this.createTexture(t,f),g={texture:d,unitIndex:c,...f};i>0&&(this.initializeUniform(`${D(t)}FrameOffset`,"int",0),this.clearHistoryTextureLayers(g)),this.textures.set(t,g),this.updateTexture(t,e);let _=this.gl.getUniformLocation(this.program,D(t));_&&this.gl.uniform1i(_,c)}initializeTexture(t,e,s){this._initializeTexture(t,e,s),this.hooks.get("initializeTexture")?.forEach(i=>i.call(this,...arguments))}updateTextures(t,e){this.hooks.get("updateTextures")?.forEach(s=>s.call(this,...arguments)),Object.entries(t).forEach(([s,i])=>{this.updateTexture(s,i,e)})}updateTexture(t,e,s){let i=this.textures.get(t);if(!i)throw new Error(`Texture '${D(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:r,height:h}=Z(e);if(!r||!h)return;let n="isPartial"in e&&e.isPartial;n||this.resizeTexture(t,r,h);let d=!("data"in e&&e.data)&&!i.options?.preserveY,c=this.gl.getParameter(this.gl.UNPACK_FLIP_Y_WEBGL);if(i.history){if(this.gl.activeTexture(this.gl.TEXTURE0+i.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D_ARRAY,i.texture),!s?.skipHistoryWrite){this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,d),this.gl.texSubImage3D(this.gl.TEXTURE_2D_ARRAY,0,0,0,i.history.writeIndex,r,h,1,i.options.format,i.options.type,e.data??e),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,c);let g=`${D(t)}FrameOffset`;this.updateUniforms({[g]:i.history.writeIndex}),i.history.writeIndex=(i.history.writeIndex+1)%i.history.depth}}else this.gl.activeTexture(this.gl.TEXTURE0+i.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D,i.texture),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,d),n?this.gl.texSubImage2D(this.gl.TEXTURE_2D,0,e.x??0,e.y??0,r,h,i.options.format,i.options.type,e.data):this.gl.texImage2D(this.gl.TEXTURE_2D,0,i.options.internalFormat,r,h,0,i.options.format,i.options.type,e.data??e),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,c)}draw(t){let e=this.gl,s=e.drawingBufferWidth,i=e.drawingBufferHeight,r=this.textures.get(M),h=this.textures.get(Y),n=r&&!t?.skipHistoryWrite;n&&(e.bindFramebuffer(e.FRAMEBUFFER,this.intermediateFbo),e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.TEXTURE_2D,h.texture,0)),e.useProgram(this.program),e.bindBuffer(e.ARRAY_BUFFER,this.buffer),e.vertexAttribPointer(this.aPositionLocation,2,e.FLOAT,!1,0,0),e.enableVertexAttribArray(this.aPositionLocation),e.viewport(0,0,s,i),t?.skipClear||e.clear(e.COLOR_BUFFER_BIT),e.drawArrays(e.TRIANGLES,0,6),n&&(e.bindTexture(e.TEXTURE_2D_ARRAY,r.texture),e.copyTexSubImage3D(e.TEXTURE_2D_ARRAY,0,0,0,r.history.writeIndex,0,0,s,i),e.bindFramebuffer(e.READ_FRAMEBUFFER,this.intermediateFbo),e.bindFramebuffer(e.DRAW_FRAMEBUFFER,null),e.blitFramebuffer(0,0,s,i,0,0,s,i,e.COLOR_BUFFER_BIT,e.NEAREST),e.bindFramebuffer(e.FRAMEBUFFER,null))}step(t,e){let s={};this.uniforms.has("u_time")&&(s.u_time=t),this.uniforms.has("u_frame")&&(s.u_frame=this.frame),this.updateUniforms(s),this.hooks.get("step")?.forEach(r=>r.call(this,t,this.frame)),this.draw(e);let i=this.textures.get(M);if(i&&!e?.skipHistoryWrite){let{writeIndex:r,depth:h}=i.history;this.updateUniforms({[`${D(M)}FrameOffset`]:r}),i.history.writeIndex=(r+1)%h}this.hooks.get("afterStep")?.forEach(r=>r.call(this,t,this.frame)),++this.frame}play(t,e){this.pause();let s=i=>{i=(i-this.startTime)/1e3;let r=e?.(i,this.frame)??void 0;this.step(i,r),this.animationFrameId=requestAnimationFrame(s),t?.(i,this.frame)};this.animationFrameId=requestAnimationFrame(s)}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.intermediateFbo&&(this.gl.deleteFramebuffer(this.intermediateFbo),this.intermediateFbo=null),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()}},J=V;var L=33,de=6,p=L+de,a={LEFT_EYE:2,RIGHT_EYE:5,LEFT_SHOULDER:11,RIGHT_SHOULDER:12,LEFT_ELBOW:13,RIGHT_ELBOW:14,LEFT_HIP:23,RIGHT_HIP:24,LEFT_KNEE:25,RIGHT_KNEE:26,LEFT_WRIST:15,RIGHT_WRIST:16,LEFT_PINKY:17,RIGHT_PINKY:18,LEFT_INDEX:19,RIGHT_INDEX:20,LEFT_THUMB:21,RIGHT_THUMB:22,LEFT_ANKLE:27,RIGHT_ANKLE:28,LEFT_HEEL:29,RIGHT_HEEL:30,LEFT_FOOT_INDEX:31,RIGHT_FOOT_INDEX:32,BODY_CENTER:L,LEFT_HAND_CENTER:L+1,RIGHT_HAND_CENTER:L+2,LEFT_FOOT_CENTER:L+3,RIGHT_FOOT_CENTER:L+4,TORSO_CENTER:L+5},Te=Array.from({length:L},(l,t)=>t),ge=[a.LEFT_WRIST,a.LEFT_PINKY,a.LEFT_THUMB,a.LEFT_INDEX],Ee=[a.RIGHT_WRIST,a.RIGHT_PINKY,a.RIGHT_THUMB,a.RIGHT_INDEX],pe=[a.LEFT_ANKLE,a.LEFT_HEEL,a.LEFT_FOOT_INDEX],_e=[a.RIGHT_ANKLE,a.RIGHT_HEEL,a.RIGHT_FOOT_INDEX],xe=[a.LEFT_SHOULDER,a.RIGHT_SHOULDER,a.LEFT_HIP,a.RIGHT_HIP],Q={data:new Uint8Array(4),width:1,height:1};function Re(l){let{textureName:t,options:e}=l,s="https://storage.googleapis.com/mediapipe-models/pose_landmarker/pose_landmarker_lite/float16/1/pose_landmarker_lite.task";return function(i,r){let{injectGLSL:h,gl:n}=r,f=null,d=null,c=-1,g="VIDEO",_=new Map,X=e?.maxPoses??1,F=512,$=0,o=null,K=new OffscreenCanvas(1,1),E=null;async function ee(){try{let{FilesetResolver:m,PoseLandmarker:u}=await import("@mediapipe/tasks-vision");d=await m.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),f=await u.createFromOptions(d,{baseOptions:{modelAssetPath:e?.modelPath||s,delegate:"GPU"},canvas:K,runningMode:g,numPoses:e?.maxPoses??1,minPoseDetectionConfidence:e?.minPoseDetectionConfidence??.5,minPosePresenceConfidence:e?.minPosePresenceConfidence??.5,minTrackingConfidence:e?.minTrackingConfidence??.5,outputSegmentationMasks:!0})}catch(m){throw console.error("[Pose Plugin] Failed to initialize:",m),m}}function O(m,u,R){let x=1/0,T=-1/0,N=1/0,b=-1/0,A=0,I=0;for(let U of R){let v=(u*p+U)*4,y=m[v],P=m[v+1];x=Math.min(x,y),T=Math.max(T,y),N=Math.min(N,P),b=Math.max(b,P),A+=m[v+2],I+=m[v+3]}let S=(x+T)/2,w=(N+b)/2,H=A/R.length,C=I/R.length;return[S,w,H,C]}function te(m){if(!(!m||m.length===0||!E)){for(let u=0;u<m.length;++u){let R=m[u];E.updateTextures({u_mask:R.getAsWebGLTexture()}),E.updateUniforms({u_poseIndex:(u+1)/X}),E.draw({skipClear:u>0}),R.close()}i.updateTextures({u_poseMask:K})}}function ie(m){if(!o)return;let u=m.length,R=u*p;for(let T=0;T<u;++T){let N=m[T];for(let G=0;G<L;++G){let B=N[G],z=(T*p+G)*4;o[z]=B.x,o[z+1]=1-B.y,o[z+2]=B.z??0,o[z+3]=B.visibility??1}let b=O(o,T,Te),A=(T*p+a.BODY_CENTER)*4;o[A]=b[0],o[A+1]=b[1],o[A+2]=b[2],o[A+3]=b[3];let I=O(o,T,ge),S=(T*p+a.LEFT_HAND_CENTER)*4;o[S]=I[0],o[S+1]=I[1],o[S+2]=I[2],o[S+3]=I[3];let w=O(o,T,Ee),H=(T*p+a.RIGHT_HAND_CENTER)*4;o[H]=w[0],o[H+1]=w[1],o[H+2]=w[2],o[H+3]=w[3];let C=O(o,T,pe),U=(T*p+a.LEFT_FOOT_CENTER)*4;o[U]=C[0],o[U+1]=C[1],o[U+2]=C[2],o[U+3]=C[3];let v=O(o,T,_e),y=(T*p+a.RIGHT_FOOT_CENTER)*4;o[y]=v[0],o[y+1]=v[1],o[y+2]=v[2],o[y+3]=v[3];let P=O(o,T,xe),k=(T*p+a.TORSO_CENTER)*4;o[k]=P[0],o[k+1]=P[1],o[k+2]=P[2],o[k+3]=P[3]}let x=Math.ceil(R/F);i.updateTextures({u_poseLandmarksTex:{data:o,width:F,height:x,isPartial:!0}})}function j(m){if(!m.landmarks||!o)return;E||(E=new J(`#version 300 es
11
- precision mediump float;
12
- in vec2 v_uv;
13
- out vec4 outColor;
14
- uniform sampler2D u_mask;
15
- uniform float u_poseIndex;
16
- void main() {
17
- ivec2 texCoord = ivec2(v_uv * vec2(textureSize(u_mask, 0)));
18
- float confidence = texelFetch(u_mask, texCoord, 0).r;
19
- if (confidence < 0.01) discard;
20
- outColor = vec4(1.0, confidence, u_poseIndex, 1.0);
21
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Please use a browser that supports WebGL2.");this.gl=s,this.textureUnitPool={free:[],next:0,max:s.getParameter(s.MAX_COMBINED_TEXTURE_IMAGE_UNITS)},this.textureOptions=u;let{internalFormat:d,type:c}=u;(c===s.FLOAT||c===s.HALF_FLOAT||d===s.RGBA16F||d===s.RGBA32F||d===s.R16F||d===s.R32F||d===s.RG16F||d===s.RG32F)&&!s.getExtension("EXT_color_buffer_float")&&(console.warn("EXT_color_buffer_float not supported, falling back to RGBA8"),delete this.textureOptions?.internalFormat,delete this.textureOptions?.format,delete this.textureOptions?.type),i&&(this.historyDepth=i),this.debug=n??(typeof process<"u"&&!1),this.animationFrameId=null,this.resolutionObserver=new MutationObserver(()=>this.updateResolution()),this.resizeObserver=new ResizeObserver(()=>this.throttledHandleResize());let p=[];r&&r.forEach(g=>g(this,{gl:s,canvas:this.canvas,injectGLSL:a=>{p.push(a)},emitHook:this.emitHook.bind(this)}));let E=this.gl.createProgram();if(!E)throw new Error("Failed to create WebGL program");this.program=E;let H=this.createShader(this.gl.VERTEX_SHADER,fe),S=this.createShader(s.FRAGMENT_SHADER,Ee(t,p));if(s.attachShader(E,H),s.attachShader(E,S),s.linkProgram(E),s.deleteShader(H),s.deleteShader(S),!s.getProgramParameter(E,s.LINK_STATUS))throw console.error("Program link error:",s.getProgramInfoLog(E)),s.deleteProgram(E),new Error("Failed to link WebGL program");this.aPositionLocation=s.getAttribLocation(E,"aPosition");let v=new Float32Array([-1,-1,1,-1,-1,1,-1,1,1,-1,1,1]);this.buffer=s.createBuffer(),s.bindBuffer(s.ARRAY_BUFFER,this.buffer),s.bufferData(s.ARRAY_BUFFER,v,s.STATIC_DRAW),s.viewport(0,0,s.drawingBufferWidth,s.drawingBufferHeight),s.enableVertexAttribArray(this.aPositionLocation),s.vertexAttribPointer(this.aPositionLocation,2,s.FLOAT,!1,0,0),s.useProgram(E),this.canvas instanceof HTMLCanvasElement&&(this.resolutionObserver.observe(this.canvas,{attributes:!0,attributeFilter:["width","height"]}),this.resizeObserver.observe(this.canvas)),this.isInternalCanvas||this.updateResolution(),this.initializeUniform("u_cursor","float",this.cursorPosition),this.initializeUniform("u_click","float",[...this.clickPosition,this.isMouseDown?1:0]),this.initializeUniform("u_time","float",0),this.initializeUniform("u_frame","int",0),this.historyDepth>0&&(this._initializeTexture(V,this.canvas,{...this.textureOptions}),this._initializeTexture(z,this.canvas,{history:this.historyDepth,...this.textureOptions}),this.intermediateFbo=s.createFramebuffer()),this.canvas instanceof HTMLCanvasElement&&this.addEventListeners(),this.emitHook("init")}emitHook(t,...e){this.hooks.get(t)?.forEach(r=>r.call(this,...e))}on(t,e){this.hooks.has(t)||this.hooks.set(t,[]),this.hooks.get(t).push(e)}off(t,e){let r=this.hooks.get(t);r&&r.splice(r.indexOf(e),1)}createShader(t,e){let r=this.gl.createShader(t);if(this.gl.shaderSource(r,e),this.gl.compileShader(r),!this.gl.getShaderParameter(r,this.gl.COMPILE_STATUS))throw console.error("Shader compilation failed:",e),console.error(this.gl.getShaderInfoLog(r)),this.gl.deleteShader(r),new Error("Shader compilation failed");return r}throttledHandleResize(){clearTimeout(this.resizeTimeout);let t=performance.now(),e=this.lastResizeTime+Te-t;e<=0?(this.lastResizeTime=t,this.handleResize()):this.resizeTimeout=setTimeout(()=>this.throttledHandleResize(),e)}handleResize(){if(!(this.canvas instanceof HTMLCanvasElement))return;let t=window.devicePixelRatio||1,e=this.canvas.clientWidth*t,r=this.canvas.clientHeight*t;this.isInternalCanvas&&(this.canvas.width!==e||this.canvas.height!==r)&&(this.canvas.width=e,this.canvas.height=r),this.emitHook("resize",e,r)}addEventListeners(){let t=this.canvas,e=(i,n)=>{if(!this.uniforms.has("u_cursor"))return;let u=t.getBoundingClientRect();this.cursorPosition[0]=(i-u.left)/u.width,this.cursorPosition[1]=1-(n-u.top)/u.height,this.updateUniforms({u_cursor:this.cursorPosition})},r=(i,n,u)=>{if(this.uniforms.has("u_click")){if(this.isMouseDown=i,i){let s=t.getBoundingClientRect(),d=n,c=u;this.clickPosition[0]=(d-s.left)/s.width,this.clickPosition[1]=1-(c-s.top)/s.height}this.updateUniforms({u_click:[...this.clickPosition,this.isMouseDown?1:0]})}};this.eventListeners.set("mousemove",i=>{let n=i;this.isTouchDevice||e(n.clientX,n.clientY)}),this.eventListeners.set("mousedown",i=>{let n=i;this.isTouchDevice||n.button===0&&(this.isMouseDown=!0,r(!0,n.clientX,n.clientY))}),this.eventListeners.set("mouseup",i=>{let n=i;this.isTouchDevice||n.button===0&&r(!1)}),this.eventListeners.set("touchmove",i=>{let n=i;n.touches.length>0&&e(n.touches[0].clientX,n.touches[0].clientY)}),this.eventListeners.set("touchstart",i=>{let n=i;this.isTouchDevice=!0,n.touches.length>0&&(e(n.touches[0].clientX,n.touches[0].clientY),r(!0,n.touches[0].clientX,n.touches[0].clientY))}),this.eventListeners.set("touchend",i=>{i.touches.length===0&&r(!1)}),this.eventListeners.forEach((i,n)=>{t.addEventListener(n,i)})}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.historyDepth>0&&(this.resizeTexture(z,...t),this.resizeTexture(V,...t)),this.emitHook("updateResolution",...t)}resizeTexture(t,e,r){let i=this.textures.get(t);if(!i||i.width===e&&i.height===r)return;this.gl.deleteTexture(i.texture),i.width=e,i.height=r;let{texture:n}=this.createTexture(t,i);i.texture=n,i.history&&(i.history.writeIndex=0,this.clearHistoryTextureLayers(i))}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)}resolveTextureOptions(t){let{gl:e}=this,r=t?.type??e.UNSIGNED_BYTE;return{type:r,format:t?.format??e.RGBA,internalFormat:t?.internalFormat??(r===e.FLOAT?e.RGBA32F:r===e.HALF_FLOAT?e.RGBA16F:e.RGBA8),minFilter:t?.minFilter??e.LINEAR,magFilter:t?.magFilter??e.LINEAR,wrapS:t?.wrapS??e.CLAMP_TO_EDGE,wrapT:t?.wrapT??e.CLAMP_TO_EDGE,preserveY:t?.preserveY}}clearHistoryTextureLayers(t){if(!t.history)return;let e=this.gl,{type:r,format:i}=t.options,n=t.width*t.height*4,u=r===e.FLOAT?new Float32Array(n):r===e.HALF_FLOAT?new Uint16Array(n):new Uint8Array(n);e.activeTexture(e.TEXTURE0+t.unitIndex),e.bindTexture(e.TEXTURE_2D_ARRAY,t.texture);for(let s=0;s<t.history.depth;++s)e.texSubImage3D(e.TEXTURE_2D_ARRAY,0,0,0,s,t.width,t.height,1,i,r,u)}initializeUniform(t,e,r,i){let n=i?.arrayLength;if(this.uniforms.has(t))throw new Error(`${t} is already initialized.`);if(e!=="float"&&e!=="int")throw new Error(`Invalid uniform type: ${e}. Expected 'float' or 'int'.`);if(n&&!(Array.isArray(r)&&r.length===n))throw new Error(`${t} array length mismatch: must initialize with ${n} elements.`);let u=this.gl.getUniformLocation(this.program,t);if(!u&&n&&(u=this.gl.getUniformLocation(this.program,`${t}[0]`)),!u){this.log(`${t} not in shader. Skipping initialization.`);return}let s=n?r[0]:r,d=Array.isArray(s)?s.length:1;this.uniforms.set(t,{type:e,length:d,location:u,arrayLength:n});try{this.updateUniforms({[t]:r})}catch(c){throw this.uniforms.delete(t),c}this.emitHook("initializeUniform",...arguments)}log(...t){this.debug&&console.debug(...t)}updateUniforms(t,e){this.gl.useProgram(this.program),Object.entries(t).forEach(([r,i])=>{let n=this.uniforms.get(r);if(!n){this.log(`${r} not in shader. Skipping update.`);return}let u=`uniform${n.length}${n.type.charAt(0)}`;if(n.arrayLength){if(!Array.isArray(i))throw new Error(`${r} is an array, but the value passed to updateUniforms is not an array.`);let s=i.length;if(!s)return;if(s>n.arrayLength)throw new Error(`${r} received ${s} values, but maximum length is ${n.arrayLength}.`);if(i.some(m=>(Array.isArray(m)?m.length:1)!==n.length))throw new Error(`Tried to update ${r} with some elements that are not length ${n.length}.`);let d=new(n.type==="float"?Float32Array:Int32Array)(i.flat()),c=n.location;if(e?.startIndex){let m=this.gl.getUniformLocation(this.program,`${r}[${e.startIndex}]`);if(!m)throw new Error(`${r}[${e.startIndex}] not in shader. Did you pass an invalid startIndex?`);c=m}this.gl[u+"v"](c,d)}else{if(Array.isArray(i)||(i=[i]),i.length!==n.length)throw new Error(`Invalid uniform value length: ${i.length}. 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already initialized.`);let{history:i=0,...n}=r??{},{width:u,height:s}=te(e);if(!u||!s)throw new Error("Texture source must have valid dimensions");let d={width:u,height:s,options:this.resolveTextureOptions(n)};i>0&&(d.history={depth:i,writeIndex:0});let{texture:c,unitIndex:m}=this.createTexture(t,d),p={texture:c,unitIndex:m,...d};i>0&&(this.initializeUniform(`${k(t)}FrameOffset`,"int",0),this.clearHistoryTextureLayers(p)),this.textures.set(t,p),this.updateTexture(t,e);let E=this.gl.getUniformLocation(this.program,k(t));E&&this.gl.uniform1i(E,m)}initializeTexture(t,e,r){this._initializeTexture(t,e,r),this.emitHook("initializeTexture",...arguments)}updateTextures(t,e){Object.entries(t).forEach(([r,i])=>{this.updateTexture(r,i,e)}),this.emitHook("updateTextures",...arguments)}updateTexture(t,e,r){let i=this.textures.get(t);if(!i)throw new Error(`Texture '${k(t)}' is not initialized.`);if(e instanceof WebGLTexture){this.gl.activeTexture(this.gl.TEXTURE0+i.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D,e);return}let{width:n,height:u}=te(e);if(!n||!u)return;let s="isPartial"in e&&e.isPartial;s||this.resizeTexture(t,n,u);let c=!("data"in e&&e.data)&&!i.options?.preserveY,m=this.gl.getParameter(this.gl.UNPACK_FLIP_Y_WEBGL);if(i.history){if(this.gl.activeTexture(this.gl.TEXTURE0+i.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D_ARRAY,i.texture),!r?.skipHistoryWrite){this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,c),this.gl.texSubImage3D(this.gl.TEXTURE_2D_ARRAY,0,0,0,i.history.writeIndex,n,u,1,i.options.format,i.options.type,e.data??e),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,m);let p=`${k(t)}FrameOffset`;this.updateUniforms({[p]: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,c),s?this.gl.texSubImage2D(this.gl.TEXTURE_2D,0,e.x??0,e.y??0,n,u,i.options.format,i.options.type,e.data):this.gl.texImage2D(this.gl.TEXTURE_2D,0,i.options.internalFormat,n,u,0,i.options.format,i.options.type,e.data??e),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,m)}draw(t){this.emitHook("beforeDraw",...arguments);let e=this.gl,r=e.drawingBufferWidth,i=e.drawingBufferHeight,n=this.textures.get(z),u=this.textures.get(V),s=n&&!t?.skipHistoryWrite;s&&(e.bindFramebuffer(e.FRAMEBUFFER,this.intermediateFbo),e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.TEXTURE_2D,u.texture,0)),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,r,i),t?.skipClear||e.clear(e.COLOR_BUFFER_BIT),e.drawArrays(e.TRIANGLES,0,6),s&&(e.bindTexture(e.TEXTURE_2D_ARRAY,n.texture),e.copyTexSubImage3D(e.TEXTURE_2D_ARRAY,0,0,0,n.history.writeIndex,0,0,r,i),e.bindFramebuffer(e.READ_FRAMEBUFFER,this.intermediateFbo),e.bindFramebuffer(e.DRAW_FRAMEBUFFER,null),e.blitFramebuffer(0,0,r,i,0,0,r,i,e.COLOR_BUFFER_BIT,e.NEAREST),e.bindFramebuffer(e.FRAMEBUFFER,null)),this.emitHook("afterDraw",...arguments)}step(t,e){this.emitHook("beforeStep",...arguments);let r={};this.uniforms.has("u_time")&&(r.u_time=t),this.uniforms.has("u_frame")&&(r.u_frame=this.frame),this.updateUniforms(r),this.draw(e);let i=this.textures.get(z);if(i&&!e?.skipHistoryWrite){let{writeIndex:n,depth:u}=i.history;this.updateUniforms({[`${k(z)}FrameOffset`]:n}),i.history.writeIndex=(n+1)%u}++this.frame,this.emitHook("afterStep",...arguments)}play(t,e){this.pause();let r=i=>{i=(i-this.startTime)/1e3;let n=e?.(i,this.frame)??void 0;this.step(i,n),this.animationFrameId=requestAnimationFrame(r),t?.(i,this.frame)};this.animationFrameId=requestAnimationFrame(r),this.emitHook("play")}pause(){this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=null),this.emitHook("pause")}reset(){this.frame=0,this.startTime=performance.now(),this.textures.forEach(t=>{t.history&&(t.history.writeIndex=0,this.clearHistoryTextureLayers(t))}),this.emitHook("reset")}destroy(){this.emitHook("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.intermediateFbo&&(this.gl.deleteFramebuffer(this.intermediateFbo),this.intermediateFbo=null),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.isInternalCanvas&&this.canvas instanceof HTMLCanvasElement&&this.canvas.remove()}},ie=j;var F=33,pe=6,_=F+pe,h={LEFT_EYE:2,RIGHT_EYE:5,LEFT_SHOULDER:11,RIGHT_SHOULDER:12,LEFT_ELBOW:13,RIGHT_ELBOW:14,LEFT_HIP:23,RIGHT_HIP:24,LEFT_KNEE:25,RIGHT_KNEE:26,LEFT_WRIST:15,RIGHT_WRIST:16,LEFT_PINKY:17,RIGHT_PINKY:18,LEFT_INDEX:19,RIGHT_INDEX:20,LEFT_THUMB:21,RIGHT_THUMB:22,LEFT_ANKLE:27,RIGHT_ANKLE:28,LEFT_HEEL:29,RIGHT_HEEL:30,LEFT_FOOT_INDEX:31,RIGHT_FOOT_INDEX:32,BODY_CENTER:F,LEFT_HAND_CENTER:F+1,RIGHT_HAND_CENTER:F+2,LEFT_FOOT_CENTER:F+3,RIGHT_FOOT_CENTER:F+4,TORSO_CENTER:F+5},ge=Array.from({length:F},(l,t)=>t),_e=[h.LEFT_WRIST,h.LEFT_PINKY,h.LEFT_THUMB,h.LEFT_INDEX],xe=[h.RIGHT_WRIST,h.RIGHT_PINKY,h.RIGHT_THUMB,h.RIGHT_INDEX],Re=[h.LEFT_ANKLE,h.LEFT_HEEL,h.LEFT_FOOT_INDEX],ve=[h.RIGHT_ANKLE,h.RIGHT_HEEL,h.RIGHT_FOOT_INDEX],Le=[h.LEFT_SHOULDER,h.RIGHT_SHOULDER,h.LEFT_HIP,h.RIGHT_HIP],be={data:new Uint8Array(4),width:1,height:1};function Fe(l){let{textureName:t,options:e}=l,r="https://storage.googleapis.com/mediapipe-models/pose_landmarker/pose_landmarker_lite/float16/1/pose_landmarker_lite.task";return function(i,n){let{injectGLSL:u,gl:s,emitHook:d}=n,c=null,m=null,p=-1,E="VIDEO",H=new Map,S=e?.maxPoses??1,v=512,g=0,a=null,B=new OffscreenCanvas(1,1),x=null;async function re(){try{let{FilesetResolver:o,PoseLandmarker:f}=await import("@mediapipe/tasks-vision");m=await o.forVisionTasks("https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"),c=await f.createFromOptions(m,{baseOptions:{modelAssetPath:e?.modelPath||r,delegate:"GPU"},canvas:B,runningMode:E,numPoses:e?.maxPoses??1,minPoseDetectionConfidence:e?.minPoseDetectionConfidence??.5,minPosePresenceConfidence:e?.minPosePresenceConfidence??.5,minTrackingConfidence:e?.minTrackingConfidence??.5,outputSegmentationMasks:!0})}catch(o){throw console.error("[Pose Plugin] Failed to initialize MediaPipe:",o),o}}let q=re();function w(o,f,L){let R=1/0,T=-1/0,G=1/0,I=-1/0,A=0,y=0;for(let M of L){let b=(f*_+M)*4,P=o[b],O=o[b+1];R=Math.min(R,P),T=Math.max(T,P),G=Math.min(G,O),I=Math.max(I,O),A+=o[b+2],y+=o[b+3]}let D=(R+T)/2,C=(G+I)/2,N=A/L.length,U=y/L.length;return[D,C,N,U]}function ne(o){if(!(!o||o.length===0||!x)){for(let f=0;f<o.length;++f){let L=o[f];x.updateTextures({u_mask:L.getAsWebGLTexture()}),x.updateUniforms({u_poseIndex:(f+1)/S}),x.draw({skipClear:f>0}),L.close()}i.updateTextures({u_poseMask:B})}}function se(o){if(!a)return;let f=o.length,L=f*_;for(let T=0;T<f;++T){let G=o[T];for(let Y=0;Y<F;++Y){let X=G[Y],$=(T*_+Y)*4;a[$]=X.x,a[$+1]=1-X.y,a[$+2]=X.z??0,a[$+3]=X.visibility??1}let I=w(a,T,ge),A=(T*_+h.BODY_CENTER)*4;a[A]=I[0],a[A+1]=I[1],a[A+2]=I[2],a[A+3]=I[3];let y=w(a,T,_e),D=(T*_+h.LEFT_HAND_CENTER)*4;a[D]=y[0],a[D+1]=y[1],a[D+2]=y[2],a[D+3]=y[3];let C=w(a,T,xe),N=(T*_+h.RIGHT_HAND_CENTER)*4;a[N]=C[0],a[N+1]=C[1],a[N+2]=C[2],a[N+3]=C[3];let U=w(a,T,Re),M=(T*_+h.LEFT_FOOT_CENTER)*4;a[M]=U[0],a[M+1]=U[1],a[M+2]=U[2],a[M+3]=U[3];let b=w(a,T,ve),P=(T*_+h.RIGHT_FOOT_CENTER)*4;a[P]=b[0],a[P+1]=b[1],a[P+2]=b[2],a[P+3]=b[3];let O=w(a,T,Le),W=(T*_+h.TORSO_CENTER)*4;a[W]=O[0],a[W+1]=O[1],a[W+2]=O[2],a[W+3]=O[3]}let R=Math.ceil(L/v);i.updateTextures({u_poseLandmarksTex:{data:a,width:v,height:R,isPartial:!0}})}function Z(o){!o?.landmarks||!a||(se(o.landmarks),ne(o.segmentationMasks),i.updateUniforms({u_nPoses:o.landmarks.length}),d("pose:result",o))}i.on("init",async()=>{i.initializeUniform("u_maxPoses","int",S),i.initializeUniform("u_nPoses","int",0);let o=S*_;g=Math.ceil(o/v);let f=v*g*4;a=new Float32Array(f),i.initializeTexture("u_poseLandmarksTex",{data:a,width:v,height:g},{internalFormat:s.RGBA32F,type:s.FLOAT,minFilter:s.NEAREST,magFilter:s.NEAREST}),i.initializeTexture("u_poseMask",B,{preserveY:!0,minFilter:s.NEAREST,magFilter:s.NEAREST}),await q,x=new ie(`#version 300 es
10
+ precision mediump float;
11
+ in vec2 v_uv;
12
+ out vec4 outColor;
13
+ uniform sampler2D u_mask;
14
+ uniform float u_poseIndex;
15
+ void main() {
16
+ ivec2 texCoord = ivec2(v_uv * vec2(textureSize(u_mask, 0)));
17
+ float confidence = texelFetch(u_mask, texCoord, 0).r;
18
+ if (confidence < 0.01) discard;
19
+ outColor = vec4(1.0, confidence, u_poseIndex, 1.0);
20
+ }`,{canvas:B}),x.initializeTexture("u_mask",be),x.initializeUniform("u_poseIndex","float",0),d("pose:ready")}),i.on("initializeTexture",(o,f)=>{o===t&&Q(f)}),i.on("updateTextures",o=>{let f=o[t];f&&Q(f)});let J=0;async function Q(o){let f=++J;if(await q,f!==J||!c)return;H.get(t)!==o&&(p=-1),H.set(t,o);try{let R=o instanceof HTMLVideoElement?"VIDEO":"IMAGE";if(E!==R&&(E=R,await c.setOptions({runningMode:E})),o instanceof HTMLVideoElement){if(o.videoWidth===0||o.videoHeight===0||o.readyState<2)return;o.currentTime!==p&&(p=o.currentTime,Z(c.detectForVideo(o,performance.now())))}else if(o instanceof HTMLImageElement||o instanceof HTMLCanvasElement){if(o.width===0||o.height===0)return;Z(c.detect(o))}}catch(R){console.error("[Pose Plugin] Detection error:",R)}}i.on("destroy",()=>{c&&(c.close(),c=null),x&&(x.destroy(),x=null),m=null,H.clear(),a=null}),u(`
22
21
  uniform int u_maxPoses;
23
22
  uniform int u_nPoses;
24
23
  uniform sampler2D u_poseLandmarksTex;
25
24
  uniform sampler2D u_poseMask;
26
25
 
27
- #define POSE_LANDMARK_LEFT_EYE ${a.LEFT_EYE}
28
- #define POSE_LANDMARK_RIGHT_EYE ${a.RIGHT_EYE}
29
- #define POSE_LANDMARK_LEFT_SHOULDER ${a.LEFT_SHOULDER}
30
- #define POSE_LANDMARK_RIGHT_SHOULDER ${a.RIGHT_SHOULDER}
31
- #define POSE_LANDMARK_LEFT_ELBOW ${a.LEFT_ELBOW}
32
- #define POSE_LANDMARK_RIGHT_ELBOW ${a.RIGHT_ELBOW}
33
- #define POSE_LANDMARK_LEFT_HIP ${a.LEFT_HIP}
34
- #define POSE_LANDMARK_RIGHT_HIP ${a.RIGHT_HIP}
35
- #define POSE_LANDMARK_LEFT_KNEE ${a.LEFT_KNEE}
36
- #define POSE_LANDMARK_RIGHT_KNEE ${a.RIGHT_KNEE}
37
- #define POSE_LANDMARK_BODY_CENTER ${a.BODY_CENTER}
38
- #define POSE_LANDMARK_LEFT_HAND_CENTER ${a.LEFT_HAND_CENTER}
39
- #define POSE_LANDMARK_RIGHT_HAND_CENTER ${a.RIGHT_HAND_CENTER}
40
- #define POSE_LANDMARK_LEFT_FOOT_CENTER ${a.LEFT_FOOT_CENTER}
41
- #define POSE_LANDMARK_RIGHT_FOOT_CENTER ${a.RIGHT_FOOT_CENTER}
42
- #define POSE_LANDMARK_TORSO_CENTER ${a.TORSO_CENTER}
26
+ #define POSE_LANDMARK_LEFT_EYE ${h.LEFT_EYE}
27
+ #define POSE_LANDMARK_RIGHT_EYE ${h.RIGHT_EYE}
28
+ #define POSE_LANDMARK_LEFT_SHOULDER ${h.LEFT_SHOULDER}
29
+ #define POSE_LANDMARK_RIGHT_SHOULDER ${h.RIGHT_SHOULDER}
30
+ #define POSE_LANDMARK_LEFT_ELBOW ${h.LEFT_ELBOW}
31
+ #define POSE_LANDMARK_RIGHT_ELBOW ${h.RIGHT_ELBOW}
32
+ #define POSE_LANDMARK_LEFT_HIP ${h.LEFT_HIP}
33
+ #define POSE_LANDMARK_RIGHT_HIP ${h.RIGHT_HIP}
34
+ #define POSE_LANDMARK_LEFT_KNEE ${h.LEFT_KNEE}
35
+ #define POSE_LANDMARK_RIGHT_KNEE ${h.RIGHT_KNEE}
36
+ #define POSE_LANDMARK_BODY_CENTER ${h.BODY_CENTER}
37
+ #define POSE_LANDMARK_LEFT_HAND_CENTER ${h.LEFT_HAND_CENTER}
38
+ #define POSE_LANDMARK_RIGHT_HAND_CENTER ${h.RIGHT_HAND_CENTER}
39
+ #define POSE_LANDMARK_LEFT_FOOT_CENTER ${h.LEFT_FOOT_CENTER}
40
+ #define POSE_LANDMARK_RIGHT_FOOT_CENTER ${h.RIGHT_FOOT_CENTER}
41
+ #define POSE_LANDMARK_TORSO_CENTER ${h.TORSO_CENTER}
43
42
 
44
43
  vec4 poseLandmark(int poseIndex, int landmarkIndex) {
45
- int i = poseIndex * ${p} + landmarkIndex;
46
- int x = i % ${F};
47
- int y = i / ${F};
44
+ int i = poseIndex * ${_} + landmarkIndex;
45
+ int x = i % ${v};
46
+ int y = i / ${v};
48
47
  return texelFetch(u_poseLandmarksTex, ivec2(x, y), 0);
49
48
  }
50
49
 
@@ -57,5 +56,5 @@ vec2 poseAt(vec2 pos) {
57
56
  float inPose(vec2 pos) {
58
57
  float pose = poseAt(pos).x;
59
58
  return step(0.0, pose);
60
- }`)}}var ve=Re;
59
+ }`)}}var Ie=Fe;
61
60
  //# sourceMappingURL=pose.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/plugins/pose.ts","../../src/index.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { PoseLandmarker, PoseLandmarkerResult, NormalizedLandmark, MPMask } from '@mediapipe/tasks-vision';\n\nexport interface PosePluginOptions {\n\tmodelPath?: string;\n\tmaxPoses?: number;\n\tminPoseDetectionConfidence?: number;\n\tminPosePresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n\tonReady?: () => void;\n\tonResults?: (results: PoseLandmarkerResult) => void;\n}\n\nconst STANDARD_LANDMARK_COUNT = 33; // See https://ai.google.dev/edge/mediapipe/solutions/vision/pose_landmarker#pose_landmarker_model.\nconst CUSTOM_LANDMARK_COUNT = 6;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\nconst LANDMARK_INDICES = {\n\t// Standard landmarks.\n\tLEFT_EYE: 2,\n\tRIGHT_EYE: 5,\n\tLEFT_SHOULDER: 11,\n\tRIGHT_SHOULDER: 12,\n\tLEFT_ELBOW: 13,\n\tRIGHT_ELBOW: 14,\n\tLEFT_HIP: 23,\n\tRIGHT_HIP: 24,\n\tLEFT_KNEE: 25,\n\tRIGHT_KNEE: 26,\n\tLEFT_WRIST: 15,\n\tRIGHT_WRIST: 16,\n\tLEFT_PINKY: 17,\n\tRIGHT_PINKY: 18,\n\tLEFT_INDEX: 19,\n\tRIGHT_INDEX: 20,\n\tLEFT_THUMB: 21,\n\tRIGHT_THUMB: 22,\n\tLEFT_ANKLE: 27,\n\tRIGHT_ANKLE: 28,\n\tLEFT_HEEL: 29,\n\tRIGHT_HEEL: 30,\n\tLEFT_FOOT_INDEX: 31,\n\tRIGHT_FOOT_INDEX: 32,\n\t// Custom landmarks.\n\tBODY_CENTER: STANDARD_LANDMARK_COUNT,\n\tLEFT_HAND_CENTER: STANDARD_LANDMARK_COUNT + 1,\n\tRIGHT_HAND_CENTER: STANDARD_LANDMARK_COUNT + 2,\n\tLEFT_FOOT_CENTER: STANDARD_LANDMARK_COUNT + 3,\n\tRIGHT_FOOT_CENTER: STANDARD_LANDMARK_COUNT + 4,\n\tTORSO_CENTER: STANDARD_LANDMARK_COUNT + 5,\n};\nconst ALL_STANDARD_INDICES = Array.from({ length: STANDARD_LANDMARK_COUNT }, (_, i) => i);\nconst LEFT_HAND_INDICES = [\n\tLANDMARK_INDICES.LEFT_WRIST,\n\tLANDMARK_INDICES.LEFT_PINKY,\n\tLANDMARK_INDICES.LEFT_THUMB,\n\tLANDMARK_INDICES.LEFT_INDEX,\n];\nconst RIGHT_HAND_INDICES = [\n\tLANDMARK_INDICES.RIGHT_WRIST,\n\tLANDMARK_INDICES.RIGHT_PINKY,\n\tLANDMARK_INDICES.RIGHT_THUMB,\n\tLANDMARK_INDICES.RIGHT_INDEX,\n];\nconst LEFT_FOOT_INDICES = [LANDMARK_INDICES.LEFT_ANKLE, LANDMARK_INDICES.LEFT_HEEL, LANDMARK_INDICES.LEFT_FOOT_INDEX];\nconst RIGHT_FOOT_INDICES = [\n\tLANDMARK_INDICES.RIGHT_ANKLE,\n\tLANDMARK_INDICES.RIGHT_HEEL,\n\tLANDMARK_INDICES.RIGHT_FOOT_INDEX,\n];\nconst TORSO_INDICES = [\n\tLANDMARK_INDICES.LEFT_SHOULDER,\n\tLANDMARK_INDICES.RIGHT_SHOULDER,\n\tLANDMARK_INDICES.LEFT_HIP,\n\tLANDMARK_INDICES.RIGHT_HIP,\n];\n\nconst dummyTexture = { data: new Uint8Array(4), width: 1, height: 1 };\nfunction pose(config: { textureName: string; options?: PosePluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/pose_landmarker/pose_landmarker_lite/float16/1/pose_landmarker_lite.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl } = context;\n\n\t\tlet poseLandmarker: PoseLandmarker | 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 maxPoses = options?.maxPoses ?? 1;\n\n\t\tconst LANDMARKS_TEXTURE_WIDTH = 512;\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\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\n\t\tasync function initializePoseLandmarker() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, PoseLandmarker } = 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\t\t\t\tposeLandmarker = await PoseLandmarker.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,\n\t\t\t\t\tnumPoses: options?.maxPoses ?? 1,\n\t\t\t\t\tminPoseDetectionConfidence: options?.minPoseDetectionConfidence ?? 0.5,\n\t\t\t\t\tminPosePresenceConfidence: options?.minPosePresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t\toutputSegmentationMasks: true,\n\t\t\t\t});\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Pose 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\tlandmarksDataArray: Float32Array,\n\t\t\tposeIdx: number,\n\t\t\tlandmarkIndices: 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 landmarkIndices) {\n\t\t\t\tconst dataIdx = (poseIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = landmarksDataArray[dataIdx];\n\t\t\t\tconst y = landmarksDataArray[dataIdx + 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 += landmarksDataArray[dataIdx + 2];\n\t\t\t\tavgVisibility += landmarksDataArray[dataIdx + 3];\n\t\t\t}\n\n\t\t\tconst centerX = (minX + maxX) / 2;\n\t\t\tconst centerY = (minY + maxY) / 2;\n\t\t\tconst centerZ = avgZ / landmarkIndices.length;\n\t\t\tconst centerVisibility = avgVisibility / landmarkIndices.length;\n\t\t\treturn [centerX, centerY, centerZ, centerVisibility];\n\t\t}\n\n\t\tfunction updateMaskTexture(segmentationMasks?: MPMask[]) {\n\t\t\tif (!segmentationMasks || segmentationMasks.length === 0 || !maskShader) return;\n\t\t\tfor (let i = 0; i < segmentationMasks.length; ++i) {\n\t\t\t\tconst mask = segmentationMasks[i];\n\t\t\t\tmaskShader.updateTextures({ u_mask: mask.getAsWebGLTexture() });\n\t\t\t\tmaskShader.updateUniforms({ u_poseIndex: (i + 1) / maxPoses });\n\t\t\t\tmaskShader.draw({ skipClear: i > 0 }); // Only clear on first mask.\n\t\t\t\tmask.close();\n\t\t\t}\n\t\t\tshaderPad.updateTextures({ u_poseMask: sharedCanvas });\n\t\t}\n\n\t\tfunction updateLandmarksTexture(poses: NormalizedLandmark[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nPoses = poses.length;\n\t\t\tconst totalLandmarks = nPoses * LANDMARK_COUNT;\n\n\t\t\tfor (let poseIdx = 0; poseIdx < nPoses; ++poseIdx) {\n\t\t\t\tconst landmarks = poses[poseIdx];\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 = (poseIdx * 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 bodyCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, ALL_STANDARD_INDICES);\n\t\t\t\tconst bodyCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.BODY_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[bodyCenterIdx] = bodyCenter[0];\n\t\t\t\tlandmarksDataArray[bodyCenterIdx + 1] = bodyCenter[1];\n\t\t\t\tlandmarksDataArray[bodyCenterIdx + 2] = bodyCenter[2];\n\t\t\t\tlandmarksDataArray[bodyCenterIdx + 3] = bodyCenter[3];\n\n\t\t\t\tconst leftHandCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, LEFT_HAND_INDICES);\n\t\t\t\tconst leftHandCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.LEFT_HAND_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[leftHandCenterIdx] = leftHandCenter[0];\n\t\t\t\tlandmarksDataArray[leftHandCenterIdx + 1] = leftHandCenter[1];\n\t\t\t\tlandmarksDataArray[leftHandCenterIdx + 2] = leftHandCenter[2];\n\t\t\t\tlandmarksDataArray[leftHandCenterIdx + 3] = leftHandCenter[3];\n\n\t\t\t\tconst rightHandCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, RIGHT_HAND_INDICES);\n\t\t\t\tconst rightHandCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.RIGHT_HAND_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[rightHandCenterIdx] = rightHandCenter[0];\n\t\t\t\tlandmarksDataArray[rightHandCenterIdx + 1] = rightHandCenter[1];\n\t\t\t\tlandmarksDataArray[rightHandCenterIdx + 2] = rightHandCenter[2];\n\t\t\t\tlandmarksDataArray[rightHandCenterIdx + 3] = rightHandCenter[3];\n\n\t\t\t\tconst leftFootCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, LEFT_FOOT_INDICES);\n\t\t\t\tconst leftFootCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.LEFT_FOOT_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[leftFootCenterIdx] = leftFootCenter[0];\n\t\t\t\tlandmarksDataArray[leftFootCenterIdx + 1] = leftFootCenter[1];\n\t\t\t\tlandmarksDataArray[leftFootCenterIdx + 2] = leftFootCenter[2];\n\t\t\t\tlandmarksDataArray[leftFootCenterIdx + 3] = leftFootCenter[3];\n\n\t\t\t\tconst rightFootCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, RIGHT_FOOT_INDICES);\n\t\t\t\tconst rightFootCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.RIGHT_FOOT_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[rightFootCenterIdx] = rightFootCenter[0];\n\t\t\t\tlandmarksDataArray[rightFootCenterIdx + 1] = rightFootCenter[1];\n\t\t\t\tlandmarksDataArray[rightFootCenterIdx + 2] = rightFootCenter[2];\n\t\t\t\tlandmarksDataArray[rightFootCenterIdx + 3] = rightFootCenter[3];\n\n\t\t\t\tconst torsoCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, TORSO_INDICES);\n\t\t\t\tconst torsoCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.TORSO_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[torsoCenterIdx] = torsoCenter[0];\n\t\t\t\tlandmarksDataArray[torsoCenterIdx + 1] = torsoCenter[1];\n\t\t\t\tlandmarksDataArray[torsoCenterIdx + 2] = torsoCenter[2];\n\t\t\t\tlandmarksDataArray[torsoCenterIdx + 3] = torsoCenter[3];\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_poseLandmarksTex: {\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 processPoseResults(result: PoseLandmarkerResult) {\n\t\t\tif (!result.landmarks || !landmarksDataArray) 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\tmaskShader = new ShaderPad(\n\t\t\t\t\t`#version 300 es\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t\tin vec2 v_uv;\n\t\t\t\t\tout vec4 outColor;\n\t\t\t\t\tuniform sampler2D u_mask;\n\t\t\t\t\tuniform float u_poseIndex;\n\t\t\t\t\tvoid main() {\n\t\t\t\t\t\tivec2 texCoord = ivec2(v_uv * vec2(textureSize(u_mask, 0)));\n\t\t\t\t\t\tfloat confidence = texelFetch(u_mask, texCoord, 0).r;\n\t\t\t\t\t\tif (confidence < 0.01) discard;\n\t\t\t\t\t\toutColor = vec4(1.0, confidence, u_poseIndex, 1.0);\n\t\t\t\t\t}`,\n\t\t\t\t\t{ canvas: sharedCanvas }\n\t\t\t\t);\n\t\t\t\tmaskShader.initializeTexture('u_mask', dummyTexture);\n\t\t\t\tmaskShader.initializeUniform('u_poseIndex', 'float', 0);\n\t\t\t}\n\n\t\t\tconst nPoses = result.landmarks.length;\n\t\t\tupdateLandmarksTexture(result.landmarks);\n\t\t\tupdateMaskTexture(result.segmentationMasks);\n\t\t\tshaderPad.updateUniforms({ u_nPoses: nPoses });\n\n\t\t\toptions?.onResults?.(result);\n\t\t}\n\n\t\tshaderPad.registerHook('init', async () => {\n\t\t\tshaderPad.initializeTexture('u_poseMask', 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_maxPoses', 'int', maxPoses);\n\t\t\tshaderPad.initializeUniform('u_nPoses', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxPoses * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tconst textureSize = LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4;\n\t\t\tlandmarksDataArray = new Float32Array(textureSize);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_poseLandmarksTex',\n\t\t\t\t{\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: landmarksTextureHeight,\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tinternalFormat: gl.RGBA32F,\n\t\t\t\t\ttype: gl.FLOAT,\n\t\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t\t}\n\t\t\t);\n\n\t\t\tawait initializePoseLandmarker();\n\t\t\toptions?.onReady?.();\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 (!poseLandmarker) 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 poseLandmarker.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) 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\tconst result = poseLandmarker.detectForVideo(source, performance.now());\n\t\t\t\t\t\tprocessPoseResults(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) return;\n\t\t\t\t\tconst result = poseLandmarker.detect(source);\n\t\t\t\t\tprocessPoseResults(result);\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Pose Plugin] Detection error:', error);\n\t\t\t}\n\t\t});\n\n\t\tshaderPad.registerHook('destroy', () => {\n\t\t\tif (poseLandmarker) {\n\t\t\t\tposeLandmarker.close();\n\t\t\t\tposeLandmarker = 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\tlandmarksDataArray = null;\n\t\t});\n\t\tinjectGLSL(`\nuniform int u_maxPoses;\nuniform int u_nPoses;\nuniform sampler2D u_poseLandmarksTex;\nuniform sampler2D u_poseMask;\n\n#define POSE_LANDMARK_LEFT_EYE ${LANDMARK_INDICES.LEFT_EYE}\n#define POSE_LANDMARK_RIGHT_EYE ${LANDMARK_INDICES.RIGHT_EYE}\n#define POSE_LANDMARK_LEFT_SHOULDER ${LANDMARK_INDICES.LEFT_SHOULDER}\n#define POSE_LANDMARK_RIGHT_SHOULDER ${LANDMARK_INDICES.RIGHT_SHOULDER}\n#define POSE_LANDMARK_LEFT_ELBOW ${LANDMARK_INDICES.LEFT_ELBOW}\n#define POSE_LANDMARK_RIGHT_ELBOW ${LANDMARK_INDICES.RIGHT_ELBOW}\n#define POSE_LANDMARK_LEFT_HIP ${LANDMARK_INDICES.LEFT_HIP}\n#define POSE_LANDMARK_RIGHT_HIP ${LANDMARK_INDICES.RIGHT_HIP}\n#define POSE_LANDMARK_LEFT_KNEE ${LANDMARK_INDICES.LEFT_KNEE}\n#define POSE_LANDMARK_RIGHT_KNEE ${LANDMARK_INDICES.RIGHT_KNEE}\n#define POSE_LANDMARK_BODY_CENTER ${LANDMARK_INDICES.BODY_CENTER}\n#define POSE_LANDMARK_LEFT_HAND_CENTER ${LANDMARK_INDICES.LEFT_HAND_CENTER}\n#define POSE_LANDMARK_RIGHT_HAND_CENTER ${LANDMARK_INDICES.RIGHT_HAND_CENTER}\n#define POSE_LANDMARK_LEFT_FOOT_CENTER ${LANDMARK_INDICES.LEFT_FOOT_CENTER}\n#define POSE_LANDMARK_RIGHT_FOOT_CENTER ${LANDMARK_INDICES.RIGHT_FOOT_CENTER}\n#define POSE_LANDMARK_TORSO_CENTER ${LANDMARK_INDICES.TORSO_CENTER}\n\nvec4 poseLandmark(int poseIndex, int landmarkIndex) {\n\tint i = poseIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_poseLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 poseAt(vec2 pos) {\n\tvec4 mask = texture(u_poseMask, pos);\n\tfloat poseIndex = floor(mask.b * float(u_maxPoses) + 0.5) - 1.0;\n\treturn vec2(mask.g, poseIndex);\n}\n\t\nfloat inPose(vec2 pos) {\n\tfloat pose = poseAt(pos).x;\n\treturn step(0.0, pose);\n}`);\n\t};\n}\n\nexport default pose;\n","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}\ntype ResolvedTextureOptions = Required<Omit<TextureOptions, 'preserveY'>> & Pick<TextureOptions, 'preserveY'>;\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: ResolvedTextureOptions;\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| 'afterStep'\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 extends Exclude<TextureOptions, 'preserveY'> {\n\tcanvas?: HTMLCanvasElement | OffscreenCanvas | null;\n\tplugins?: Plugin[];\n\thistory?: number;\n\tdebug?: boolean;\n}\n\nexport interface StepOptions {\n\tskipClear?: boolean;\n\tskipHistoryWrite?: boolean;\n}\n\ntype TextureUnitPool = {\n\tfree: number[];\n\tnext: number;\n\tmax: number;\n};\n\nconst HISTORY_TEXTURE_KEY = Symbol('u_history');\nconst INTERMEDIATE_TEXTURE_KEY = Symbol('__SHADERPAD_BUFFER');\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 = 0;\n\tprivate textureOptions: TextureOptions;\n\tprivate debug: boolean;\n\t// WebGL can’t read from and write to the history texture at the same time.\n\t// We write to an intermediate texture then blit to the history texture.\n\tprivate intermediateFbo: WebGLFramebuffer | null = null;\n\n\tconstructor(fragmentShaderSrc: string, { canvas, plugins, history, debug, ...textureOptions }: Options = {}) {\n\t\tthis.canvas = canvas || document.createElement('canvas');\n\t\tif (!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.textureOptions = textureOptions;\n\n\t\tconst { internalFormat, type } = textureOptions;\n\t\tconst isFloatFormat =\n\t\t\ttype === this.gl.FLOAT ||\n\t\t\ttype === this.gl.HALF_FLOAT ||\n\t\t\tinternalFormat === this.gl.RGBA16F ||\n\t\t\tinternalFormat === this.gl.RGBA32F ||\n\t\t\tinternalFormat === this.gl.R16F ||\n\t\t\tinternalFormat === this.gl.R32F ||\n\t\t\tinternalFormat === this.gl.RG16F ||\n\t\t\tinternalFormat === this.gl.RG32F;\n\t\tif (isFloatFormat && !this.gl.getExtension('EXT_color_buffer_float')) {\n\t\t\tconsole.warn('EXT_color_buffer_float not supported, falling back to RGBA8');\n\t\t\tdelete this.textureOptions?.internalFormat;\n\t\t\tdelete this.textureOptions?.format;\n\t\t\tdelete this.textureOptions?.type;\n\t\t}\n\n\t\tif (history) this.historyDepth = history;\n\t\tthis.debug = 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 (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\tplugins.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\n\t\tif (this.historyDepth > 0) {\n\t\t\tthis._initializeTexture(INTERMEDIATE_TEXTURE_KEY, this.canvas, {\n\t\t\t\t...this.textureOptions,\n\t\t\t});\n\t\t\tthis._initializeTexture(HISTORY_TEXTURE_KEY, this.canvas, {\n\t\t\t\thistory: this.historyDepth,\n\t\t\t\t...this.textureOptions,\n\t\t\t});\n\t\t\tthis.intermediateFbo = this.gl.createFramebuffer();\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\tif (this.historyDepth > 0) {\n\t\t\tthis.resizeTexture(HISTORY_TEXTURE_KEY, ...resolution);\n\t\t\tthis.resizeTexture(INTERMEDIATE_TEXTURE_KEY, ...resolution);\n\t\t}\n\t\tthis.hooks.get('updateResolution')?.forEach(hook => hook.call(this));\n\t}\n\n\tprivate resizeTexture(name: string | symbol, width: number, height: number) {\n\t\tconst info = this.textures.get(name);\n\t\tif (!info || (info.width === width && info.height === height)) return;\n\n\t\tthis.gl.deleteTexture(info.texture);\n\t\tinfo.width = width;\n\t\tinfo.height = height;\n\t\tconst { texture } = this.createTexture(name, info);\n\t\tinfo.texture = texture;\n\t\tif (info.history) {\n\t\t\tinfo.history.writeIndex = 0;\n\t\t\tthis.clearHistoryTextureLayers(info);\n\t\t}\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 resolveTextureOptions(options?: TextureOptions): ResolvedTextureOptions {\n\t\tconst { gl } = this;\n\t\tconst type = options?.type ?? gl.UNSIGNED_BYTE;\n\t\treturn {\n\t\t\ttype,\n\t\t\tformat: options?.format ?? gl.RGBA,\n\t\t\tinternalFormat:\n\t\t\t\toptions?.internalFormat ??\n\t\t\t\t(type === gl.FLOAT ? gl.RGBA32F : type === gl.HALF_FLOAT ? gl.RGBA16F : gl.RGBA8),\n\t\t\tminFilter: options?.minFilter ?? gl.LINEAR,\n\t\t\tmagFilter: options?.magFilter ?? gl.LINEAR,\n\t\t\twrapS: options?.wrapS ?? gl.CLAMP_TO_EDGE,\n\t\t\twrapT: options?.wrapT ?? gl.CLAMP_TO_EDGE,\n\t\t\tpreserveY: options?.preserveY,\n\t\t};\n\t}\n\n\tprivate clearHistoryTextureLayers(textureInfo: Texture): void {\n\t\tif (!textureInfo.history) return;\n\n\t\tconst gl = this.gl;\n\t\tconst { type, format } = textureInfo.options;\n\t\tconst size = textureInfo.width * textureInfo.height * 4;\n\t\tconst transparent =\n\t\t\ttype === gl.FLOAT\n\t\t\t\t? new Float32Array(size)\n\t\t\t\t: type === gl.HALF_FLOAT\n\t\t\t\t? new Uint16Array(size)\n\t\t\t\t: new Uint8Array(size);\n\t\tgl.activeTexture(gl.TEXTURE0 + textureInfo.unitIndex);\n\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, textureInfo.texture);\n\t\tfor (let layer = 0; layer < textureInfo.history.depth; ++layer) {\n\t\t\tgl.texSubImage3D(\n\t\t\t\tgl.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\tformat,\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'](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' | 'options'> & { 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 = textureInfo.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\t\tconst { options } = textureInfo;\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);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_WRAP_T, options.wrapT);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_MIN_FILTER, options.minFilter);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_MAG_FILTER, options.magFilter);\n\t\tif (hasHistory) {\n\t\t\tthis.gl.texStorage3D(textureTarget, 1, options.internalFormat, width, height, historyDepth);\n\t\t} else if (name === INTERMEDIATE_TEXTURE_KEY) {\n\t\t\tthis.gl.texImage2D(\n\t\t\t\tthis.gl.TEXTURE_2D,\n\t\t\t\t0,\n\t\t\t\toptions.internalFormat,\n\t\t\t\twidth,\n\t\t\t\theight,\n\t\t\t\t0,\n\t\t\t\toptions.format,\n\t\t\t\toptions.type,\n\t\t\t\tnull\n\t\t\t);\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' | 'options'> = {\n\t\t\twidth,\n\t\t\theight,\n\t\t\toptions: this.resolveTextureOptions(textureOptions),\n\t\t};\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);\n\t\tconst completeTextureInfo: Texture = { texture, unitIndex, ...textureInfo };\n\t\tif (historyDepth > 0) {\n\t\t\tthis.initializeUniform(`${stringFrom(name)}FrameOffset`, 'int', 0);\n\t\t\tthis.clearHistoryTextureLayers(completeTextureInfo);\n\t\t}\n\t\tthis.textures.set(name, completeTextureInfo);\n\t\tthis.updateTexture(name, source);\n\n\t\t// Set a uniform to access the texture in the fragment shader.\n\t\tconst uSampler = this.gl.getUniformLocation(this.program!, stringFrom(name));\n\t\tif (uSampler) {\n\t\t\tthis.gl.uniform1i(uSampler, unitIndex);\n\t\t}\n\t}\n\n\tinitializeTexture(name: string, source: TextureSource, options?: TextureOptions & { history?: number }) {\n\t\tthis._initializeTexture(name, source, options);\n\t\tthis.hooks.get('initializeTexture')?.forEach(hook => hook.call(this, ...arguments));\n\t}\n\n\tupdateTextures(updates: Record<string, UpdateTextureSource>, options?: { skipHistoryWrite?: boolean }) {\n\t\tthis.hooks.get('updateTextures')?.forEach(hook => hook.call(this, ...arguments));\n\t\tObject.entries(updates).forEach(([name, source]) => {\n\t\t\tthis.updateTexture(name, source, options);\n\t\t});\n\t}\n\n\tprivate updateTexture(\n\t\tname: string | symbol,\n\t\tsource: UpdateTextureSource,\n\t\toptions?: { skipHistoryWrite?: boolean }\n\t) {\n\t\tconst info = this.textures.get(name);\n\t\tif (!info) throw new Error(`Texture '${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) {\n\t\t\tthis.resizeTexture(name, width, height);\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\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 (!options?.skipHistoryWrite) {\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,\n\t\t\t\t\tinfo.options.type,\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\tconst frameOffsetUniformName = `${stringFrom(name)}FrameOffset`;\n\t\t\t\tthis.updateUniforms({ [frameOffsetUniformName]: info.history.writeIndex });\n\t\t\t\tinfo.history.writeIndex = (info.history.writeIndex + 1) % info.history.depth;\n\t\t\t}\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\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\tinfo.options.format,\n\t\t\t\t\tinfo.options.type,\n\t\t\t\t\tsource.data\n\t\t\t\t);\n\t\t\t} else {\n\t\t\t\tthis.gl.texImage2D(\n\t\t\t\t\tthis.gl.TEXTURE_2D,\n\t\t\t\t\t0,\n\t\t\t\t\tinfo.options.internalFormat,\n\t\t\t\t\twidth,\n\t\t\t\t\theight,\n\t\t\t\t\t0,\n\t\t\t\t\tinfo.options.format,\n\t\t\t\t\tinfo.options.type,\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}\n\t\t\tthis.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, previousFlipY);\n\t\t}\n\t}\n\n\tdraw(options?: StepOptions) {\n\t\tconst gl = this.gl;\n\t\tconst w = gl.drawingBufferWidth;\n\t\tconst h = gl.drawingBufferHeight;\n\t\tconst historyInfo = this.textures.get(HISTORY_TEXTURE_KEY);\n\t\tconst intermediateInfo = this.textures.get(INTERMEDIATE_TEXTURE_KEY);\n\t\tconst shouldStoreHistory = historyInfo && !options?.skipHistoryWrite;\n\n\t\tif (shouldStoreHistory) {\n\t\t\t// Render to intermediate texture to avoid feedback loop with history texture\n\t\t\tgl.bindFramebuffer(gl.FRAMEBUFFER, this.intermediateFbo);\n\t\t\tgl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, intermediateInfo!.texture, 0);\n\t\t}\n\n\t\tgl.useProgram(this.program);\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);\n\t\tgl.vertexAttribPointer(this.aPositionLocation, 2, gl.FLOAT, false, 0, 0);\n\t\tgl.enableVertexAttribArray(this.aPositionLocation);\n\t\tgl.viewport(0, 0, w, h);\n\t\tif (!options?.skipClear) gl.clear(gl.COLOR_BUFFER_BIT);\n\t\tgl.drawArrays(gl.TRIANGLES, 0, 6);\n\n\t\tif (shouldStoreHistory) {\n\t\t\t// Copy to history layer\n\t\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, historyInfo.texture);\n\t\t\tgl.copyTexSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, 0, historyInfo.history!.writeIndex, 0, 0, w, h);\n\n\t\t\t// Blit to screen\n\t\t\tgl.bindFramebuffer(gl.READ_FRAMEBUFFER, this.intermediateFbo);\n\t\t\tgl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n\t\t\tgl.blitFramebuffer(0, 0, w, h, 0, 0, w, h, gl.COLOR_BUFFER_BIT, gl.NEAREST);\n\t\t\tgl.bindFramebuffer(gl.FRAMEBUFFER, null);\n\t\t}\n\t}\n\n\tstep(time: number, options?: StepOptions) {\n\t\tconst updates: Record<string, number> = {};\n\t\tif (this.uniforms.has('u_time')) updates.u_time = time;\n\t\tif (this.uniforms.has('u_frame')) updates.u_frame = this.frame;\n\t\tthis.updateUniforms(updates);\n\t\tthis.hooks.get('step')?.forEach(hook => hook.call(this, time, this.frame));\n\n\t\tthis.draw(options);\n\n\t\tconst historyInfo = this.textures.get(HISTORY_TEXTURE_KEY);\n\t\tif (historyInfo && !options?.skipHistoryWrite) {\n\t\t\tconst { writeIndex, depth } = historyInfo.history!;\n\t\t\tthis.updateUniforms({ [`${stringFrom(HISTORY_TEXTURE_KEY)}FrameOffset`]: writeIndex });\n\t\t\thistoryInfo.history!.writeIndex = (writeIndex + 1) % depth;\n\t\t}\n\n\t\tthis.hooks.get('afterStep')?.forEach(hook => hook.call(this, time, this.frame));\n\t\t++this.frame;\n\t}\n\n\tplay(\n\t\tonStepComplete?: (time: number, frame: number) => void,\n\t\tsetStepOptions?: (time: number, frame: number) => StepOptions | void\n\t) {\n\t\tthis.pause(); // Prevent double play.\n\t\tconst loop = (time: number) => {\n\t\t\ttime = (time - this.startTime) / 1000; // Convert from milliseconds to seconds.\n\t\t\tconst options = setStepOptions?.(time, this.frame) ?? undefined;\n\t\t\tthis.step(time, options);\n\t\t\tthis.animationFrameId = requestAnimationFrame(loop);\n\t\t\tonStepComplete?.(time, this.frame);\n\t\t};\n\t\tthis.animationFrameId = requestAnimationFrame(loop);\n\t}\n\n\tpause() {\n\t\tif (this.animationFrameId) {\n\t\t\tcancelAnimationFrame(this.animationFrameId);\n\t\t\tthis.animationFrameId = null;\n\t\t}\n\t}\n\n\treset() {\n\t\tthis.frame = 0;\n\t\tthis.startTime = performance.now();\n\t\tthis.textures.forEach(texture => {\n\t\t\tif (texture.history) {\n\t\t\t\ttexture.history.writeIndex = 0;\n\t\t\t\tthis.clearHistoryTextureLayers(texture);\n\t\t\t}\n\t\t});\n\t\tthis.hooks.get('reset')?.forEach(hook => hook.call(this));\n\t}\n\n\tdestroy() {\n\t\tif (this.animationFrameId) {\n\t\t\tcancelAnimationFrame(this.animationFrameId);\n\t\t\tthis.animationFrameId = null;\n\t\t}\n\n\t\tthis.resolutionObserver.disconnect();\n\t\tthis.resizeObserver.disconnect();\n\t\tif (this.canvas instanceof HTMLCanvasElement) {\n\t\t\tthis.eventListeners.forEach((listener, event) => {\n\t\t\t\tthis.canvas.removeEventListener(event, listener);\n\t\t\t});\n\t\t}\n\n\t\tif (this.program) {\n\t\t\tthis.gl.deleteProgram(this.program);\n\t\t}\n\n\t\tif (this.intermediateFbo) {\n\t\t\tthis.gl.deleteFramebuffer(this.intermediateFbo);\n\t\t\tthis.intermediateFbo = null;\n\t\t}\n\n\t\tthis.textures.forEach(texture => {\n\t\t\tthis.gl.deleteTexture(texture.texture);\n\t\t});\n\t\tthis.textureUnitPool.free = [];\n\t\tthis.textureUnitPool.next = 0;\n\n\t\tif (this.buffer) {\n\t\t\tthis.gl.deleteBuffer(this.buffer);\n\t\t\tthis.buffer = null;\n\t\t}\n\n\t\tthis.hooks.get('destroy')?.forEach(hook => hook.call(this));\n\n\t\tif (this.isInternalCanvas && this.canvas instanceof HTMLCanvasElement) {\n\t\t\tthis.canvas.remove();\n\t\t}\n\t}\n}\n\nexport default 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+ {"version":3,"sources":["../../src/plugins/pose.ts","../../src/index.ts"],"sourcesContent":["import ShaderPad, { PluginContext, TextureSource } from '../index';\nimport type { PoseLandmarker, PoseLandmarkerResult, NormalizedLandmark, MPMask } from '@mediapipe/tasks-vision';\n\nexport interface PosePluginOptions {\n\tmodelPath?: string;\n\tmaxPoses?: number;\n\tminPoseDetectionConfidence?: number;\n\tminPosePresenceConfidence?: number;\n\tminTrackingConfidence?: number;\n}\n\nconst STANDARD_LANDMARK_COUNT = 33; // See https://ai.google.dev/edge/mediapipe/solutions/vision/pose_landmarker#pose_landmarker_model.\nconst CUSTOM_LANDMARK_COUNT = 6;\nconst LANDMARK_COUNT = STANDARD_LANDMARK_COUNT + CUSTOM_LANDMARK_COUNT;\nconst LANDMARK_INDICES = {\n\t// Standard landmarks.\n\tLEFT_EYE: 2,\n\tRIGHT_EYE: 5,\n\tLEFT_SHOULDER: 11,\n\tRIGHT_SHOULDER: 12,\n\tLEFT_ELBOW: 13,\n\tRIGHT_ELBOW: 14,\n\tLEFT_HIP: 23,\n\tRIGHT_HIP: 24,\n\tLEFT_KNEE: 25,\n\tRIGHT_KNEE: 26,\n\tLEFT_WRIST: 15,\n\tRIGHT_WRIST: 16,\n\tLEFT_PINKY: 17,\n\tRIGHT_PINKY: 18,\n\tLEFT_INDEX: 19,\n\tRIGHT_INDEX: 20,\n\tLEFT_THUMB: 21,\n\tRIGHT_THUMB: 22,\n\tLEFT_ANKLE: 27,\n\tRIGHT_ANKLE: 28,\n\tLEFT_HEEL: 29,\n\tRIGHT_HEEL: 30,\n\tLEFT_FOOT_INDEX: 31,\n\tRIGHT_FOOT_INDEX: 32,\n\t// Custom landmarks.\n\tBODY_CENTER: STANDARD_LANDMARK_COUNT,\n\tLEFT_HAND_CENTER: STANDARD_LANDMARK_COUNT + 1,\n\tRIGHT_HAND_CENTER: STANDARD_LANDMARK_COUNT + 2,\n\tLEFT_FOOT_CENTER: STANDARD_LANDMARK_COUNT + 3,\n\tRIGHT_FOOT_CENTER: STANDARD_LANDMARK_COUNT + 4,\n\tTORSO_CENTER: STANDARD_LANDMARK_COUNT + 5,\n};\nconst ALL_STANDARD_INDICES = Array.from({ length: STANDARD_LANDMARK_COUNT }, (_, i) => i);\nconst LEFT_HAND_INDICES = [\n\tLANDMARK_INDICES.LEFT_WRIST,\n\tLANDMARK_INDICES.LEFT_PINKY,\n\tLANDMARK_INDICES.LEFT_THUMB,\n\tLANDMARK_INDICES.LEFT_INDEX,\n];\nconst RIGHT_HAND_INDICES = [\n\tLANDMARK_INDICES.RIGHT_WRIST,\n\tLANDMARK_INDICES.RIGHT_PINKY,\n\tLANDMARK_INDICES.RIGHT_THUMB,\n\tLANDMARK_INDICES.RIGHT_INDEX,\n];\nconst LEFT_FOOT_INDICES = [LANDMARK_INDICES.LEFT_ANKLE, LANDMARK_INDICES.LEFT_HEEL, LANDMARK_INDICES.LEFT_FOOT_INDEX];\nconst RIGHT_FOOT_INDICES = [\n\tLANDMARK_INDICES.RIGHT_ANKLE,\n\tLANDMARK_INDICES.RIGHT_HEEL,\n\tLANDMARK_INDICES.RIGHT_FOOT_INDEX,\n];\nconst TORSO_INDICES = [\n\tLANDMARK_INDICES.LEFT_SHOULDER,\n\tLANDMARK_INDICES.RIGHT_SHOULDER,\n\tLANDMARK_INDICES.LEFT_HIP,\n\tLANDMARK_INDICES.RIGHT_HIP,\n];\n\nconst dummyTexture = { data: new Uint8Array(4), width: 1, height: 1 };\nfunction pose(config: { textureName: string; options?: PosePluginOptions }) {\n\tconst { textureName, options } = config;\n\tconst defaultModelPath =\n\t\t'https://storage.googleapis.com/mediapipe-models/pose_landmarker/pose_landmarker_lite/float16/1/pose_landmarker_lite.task';\n\n\treturn function (shaderPad: ShaderPad, context: PluginContext) {\n\t\tconst { injectGLSL, gl, emitHook } = context;\n\n\t\tlet poseLandmarker: PoseLandmarker | 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 maxPoses = options?.maxPoses ?? 1;\n\n\t\tconst LANDMARKS_TEXTURE_WIDTH = 512;\n\t\tlet landmarksTextureHeight = 0;\n\t\tlet landmarksDataArray: Float32Array | null = null;\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\n\t\tasync function initializeMediaPipe() {\n\t\t\ttry {\n\t\t\t\tconst { FilesetResolver, PoseLandmarker } = 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\t\t\t\tposeLandmarker = await PoseLandmarker.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,\n\t\t\t\t\tnumPoses: options?.maxPoses ?? 1,\n\t\t\t\t\tminPoseDetectionConfidence: options?.minPoseDetectionConfidence ?? 0.5,\n\t\t\t\t\tminPosePresenceConfidence: options?.minPosePresenceConfidence ?? 0.5,\n\t\t\t\t\tminTrackingConfidence: options?.minTrackingConfidence ?? 0.5,\n\t\t\t\t\toutputSegmentationMasks: true,\n\t\t\t\t});\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Pose Plugin] Failed to initialize MediaPipe:', error);\n\t\t\t\tthrow error;\n\t\t\t}\n\t\t}\n\t\tconst mediaPipeInitPromise = initializeMediaPipe();\n\n\t\tfunction calculateBoundingBoxCenter(\n\t\t\tlandmarksDataArray: Float32Array,\n\t\t\tposeIdx: number,\n\t\t\tlandmarkIndices: 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 landmarkIndices) {\n\t\t\t\tconst dataIdx = (poseIdx * LANDMARK_COUNT + idx) * 4;\n\t\t\t\tconst x = landmarksDataArray[dataIdx];\n\t\t\t\tconst y = landmarksDataArray[dataIdx + 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 += landmarksDataArray[dataIdx + 2];\n\t\t\t\tavgVisibility += landmarksDataArray[dataIdx + 3];\n\t\t\t}\n\n\t\t\tconst centerX = (minX + maxX) / 2;\n\t\t\tconst centerY = (minY + maxY) / 2;\n\t\t\tconst centerZ = avgZ / landmarkIndices.length;\n\t\t\tconst centerVisibility = avgVisibility / landmarkIndices.length;\n\t\t\treturn [centerX, centerY, centerZ, centerVisibility];\n\t\t}\n\n\t\tfunction updateMaskTexture(segmentationMasks?: MPMask[]) {\n\t\t\tif (!segmentationMasks || segmentationMasks.length === 0 || !maskShader) return;\n\t\t\tfor (let i = 0; i < segmentationMasks.length; ++i) {\n\t\t\t\tconst mask = segmentationMasks[i];\n\t\t\t\tmaskShader.updateTextures({ u_mask: mask.getAsWebGLTexture() });\n\t\t\t\tmaskShader.updateUniforms({ u_poseIndex: (i + 1) / maxPoses });\n\t\t\t\tmaskShader.draw({ skipClear: i > 0 }); // Only clear on first mask.\n\t\t\t\tmask.close();\n\t\t\t}\n\t\t\tshaderPad.updateTextures({ u_poseMask: sharedCanvas });\n\t\t}\n\n\t\tfunction updateLandmarksTexture(poses: NormalizedLandmark[][]) {\n\t\t\tif (!landmarksDataArray) return;\n\n\t\t\tconst nPoses = poses.length;\n\t\t\tconst totalLandmarks = nPoses * LANDMARK_COUNT;\n\n\t\t\tfor (let poseIdx = 0; poseIdx < nPoses; ++poseIdx) {\n\t\t\t\tconst landmarks = poses[poseIdx];\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 = (poseIdx * 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 bodyCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, ALL_STANDARD_INDICES);\n\t\t\t\tconst bodyCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.BODY_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[bodyCenterIdx] = bodyCenter[0];\n\t\t\t\tlandmarksDataArray[bodyCenterIdx + 1] = bodyCenter[1];\n\t\t\t\tlandmarksDataArray[bodyCenterIdx + 2] = bodyCenter[2];\n\t\t\t\tlandmarksDataArray[bodyCenterIdx + 3] = bodyCenter[3];\n\n\t\t\t\tconst leftHandCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, LEFT_HAND_INDICES);\n\t\t\t\tconst leftHandCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.LEFT_HAND_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[leftHandCenterIdx] = leftHandCenter[0];\n\t\t\t\tlandmarksDataArray[leftHandCenterIdx + 1] = leftHandCenter[1];\n\t\t\t\tlandmarksDataArray[leftHandCenterIdx + 2] = leftHandCenter[2];\n\t\t\t\tlandmarksDataArray[leftHandCenterIdx + 3] = leftHandCenter[3];\n\n\t\t\t\tconst rightHandCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, RIGHT_HAND_INDICES);\n\t\t\t\tconst rightHandCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.RIGHT_HAND_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[rightHandCenterIdx] = rightHandCenter[0];\n\t\t\t\tlandmarksDataArray[rightHandCenterIdx + 1] = rightHandCenter[1];\n\t\t\t\tlandmarksDataArray[rightHandCenterIdx + 2] = rightHandCenter[2];\n\t\t\t\tlandmarksDataArray[rightHandCenterIdx + 3] = rightHandCenter[3];\n\n\t\t\t\tconst leftFootCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, LEFT_FOOT_INDICES);\n\t\t\t\tconst leftFootCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.LEFT_FOOT_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[leftFootCenterIdx] = leftFootCenter[0];\n\t\t\t\tlandmarksDataArray[leftFootCenterIdx + 1] = leftFootCenter[1];\n\t\t\t\tlandmarksDataArray[leftFootCenterIdx + 2] = leftFootCenter[2];\n\t\t\t\tlandmarksDataArray[leftFootCenterIdx + 3] = leftFootCenter[3];\n\n\t\t\t\tconst rightFootCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, RIGHT_FOOT_INDICES);\n\t\t\t\tconst rightFootCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.RIGHT_FOOT_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[rightFootCenterIdx] = rightFootCenter[0];\n\t\t\t\tlandmarksDataArray[rightFootCenterIdx + 1] = rightFootCenter[1];\n\t\t\t\tlandmarksDataArray[rightFootCenterIdx + 2] = rightFootCenter[2];\n\t\t\t\tlandmarksDataArray[rightFootCenterIdx + 3] = rightFootCenter[3];\n\n\t\t\t\tconst torsoCenter = calculateBoundingBoxCenter(landmarksDataArray, poseIdx, TORSO_INDICES);\n\t\t\t\tconst torsoCenterIdx = (poseIdx * LANDMARK_COUNT + LANDMARK_INDICES.TORSO_CENTER) * 4;\n\t\t\t\tlandmarksDataArray[torsoCenterIdx] = torsoCenter[0];\n\t\t\t\tlandmarksDataArray[torsoCenterIdx + 1] = torsoCenter[1];\n\t\t\t\tlandmarksDataArray[torsoCenterIdx + 2] = torsoCenter[2];\n\t\t\t\tlandmarksDataArray[torsoCenterIdx + 3] = torsoCenter[3];\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_poseLandmarksTex: {\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 processPoses(result?: PoseLandmarkerResult) {\n\t\t\tif (!result?.landmarks || !landmarksDataArray) return;\n\t\t\tupdateLandmarksTexture(result.landmarks);\n\t\t\tupdateMaskTexture(result.segmentationMasks);\n\t\t\tshaderPad.updateUniforms({ u_nPoses: result.landmarks.length });\n\t\t\temitHook('pose:result', result);\n\t\t}\n\n\t\tshaderPad.on('init', async () => {\n\t\t\tshaderPad.initializeUniform('u_maxPoses', 'int', maxPoses);\n\t\t\tshaderPad.initializeUniform('u_nPoses', 'int', 0);\n\n\t\t\tconst totalLandmarks = maxPoses * LANDMARK_COUNT;\n\t\t\tlandmarksTextureHeight = Math.ceil(totalLandmarks / LANDMARKS_TEXTURE_WIDTH);\n\t\t\tconst textureSize = LANDMARKS_TEXTURE_WIDTH * landmarksTextureHeight * 4;\n\t\t\tlandmarksDataArray = new Float32Array(textureSize);\n\n\t\t\tshaderPad.initializeTexture(\n\t\t\t\t'u_poseLandmarksTex',\n\t\t\t\t{\n\t\t\t\t\tdata: landmarksDataArray,\n\t\t\t\t\twidth: LANDMARKS_TEXTURE_WIDTH,\n\t\t\t\t\theight: landmarksTextureHeight,\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tinternalFormat: gl.RGBA32F,\n\t\t\t\t\ttype: gl.FLOAT,\n\t\t\t\t\tminFilter: gl.NEAREST,\n\t\t\t\t\tmagFilter: gl.NEAREST,\n\t\t\t\t}\n\t\t\t);\n\t\t\tshaderPad.initializeTexture('u_poseMask', sharedCanvas, {\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\tawait mediaPipeInitPromise;\n\t\t\tmaskShader = new ShaderPad(\n\t\t\t\t`#version 300 es\nprecision mediump float;\nin vec2 v_uv;\nout vec4 outColor;\nuniform sampler2D u_mask;\nuniform float u_poseIndex;\nvoid main() {\n\tivec2 texCoord = ivec2(v_uv * vec2(textureSize(u_mask, 0)));\n\tfloat confidence = texelFetch(u_mask, texCoord, 0).r;\n\tif (confidence < 0.01) discard;\n\toutColor = vec4(1.0, confidence, u_poseIndex, 1.0);\n}`,\n\t\t\t\t{ canvas: sharedCanvas }\n\t\t\t);\n\t\t\tmaskShader.initializeTexture('u_mask', dummyTexture);\n\t\t\tmaskShader.initializeUniform('u_poseIndex', 'float', 0);\n\t\t\temitHook('pose:ready');\n\t\t});\n\n\t\tshaderPad.on('initializeTexture', (name: string, source: TextureSource) => {\n\t\t\tif (name === textureName) detectPoses(source);\n\t\t});\n\n\t\tshaderPad.on('updateTextures', (updates: Record<string, TextureSource>) => {\n\t\t\tconst source = updates[textureName];\n\t\t\tif (source) detectPoses(source);\n\t\t});\n\n\t\t// `detectPoses` may be called multiple times before MediaPipe is\n\t\t// initialized. This ensures we only process the last call.\n\t\tlet nDetectionCalls = 0;\n\t\tasync function detectPoses(source: TextureSource) {\n\t\t\tconst callOrder = ++nDetectionCalls;\n\t\t\tawait mediaPipeInitPromise;\n\t\t\tif (callOrder !== nDetectionCalls || !poseLandmarker) 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\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 poseLandmarker.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\tprocessPoses(poseLandmarker.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\tprocessPoses(poseLandmarker.detect(source));\n\t\t\t\t}\n\t\t\t} catch (error) {\n\t\t\t\tconsole.error('[Pose Plugin] Detection error:', error);\n\t\t\t}\n\t\t}\n\n\t\tshaderPad.on('destroy', () => {\n\t\t\tif (poseLandmarker) {\n\t\t\t\tposeLandmarker.close();\n\t\t\t\tposeLandmarker = 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\tlandmarksDataArray = null;\n\t\t});\n\t\tinjectGLSL(`\nuniform int u_maxPoses;\nuniform int u_nPoses;\nuniform sampler2D u_poseLandmarksTex;\nuniform sampler2D u_poseMask;\n\n#define POSE_LANDMARK_LEFT_EYE ${LANDMARK_INDICES.LEFT_EYE}\n#define POSE_LANDMARK_RIGHT_EYE ${LANDMARK_INDICES.RIGHT_EYE}\n#define POSE_LANDMARK_LEFT_SHOULDER ${LANDMARK_INDICES.LEFT_SHOULDER}\n#define POSE_LANDMARK_RIGHT_SHOULDER ${LANDMARK_INDICES.RIGHT_SHOULDER}\n#define POSE_LANDMARK_LEFT_ELBOW ${LANDMARK_INDICES.LEFT_ELBOW}\n#define POSE_LANDMARK_RIGHT_ELBOW ${LANDMARK_INDICES.RIGHT_ELBOW}\n#define POSE_LANDMARK_LEFT_HIP ${LANDMARK_INDICES.LEFT_HIP}\n#define POSE_LANDMARK_RIGHT_HIP ${LANDMARK_INDICES.RIGHT_HIP}\n#define POSE_LANDMARK_LEFT_KNEE ${LANDMARK_INDICES.LEFT_KNEE}\n#define POSE_LANDMARK_RIGHT_KNEE ${LANDMARK_INDICES.RIGHT_KNEE}\n#define POSE_LANDMARK_BODY_CENTER ${LANDMARK_INDICES.BODY_CENTER}\n#define POSE_LANDMARK_LEFT_HAND_CENTER ${LANDMARK_INDICES.LEFT_HAND_CENTER}\n#define POSE_LANDMARK_RIGHT_HAND_CENTER ${LANDMARK_INDICES.RIGHT_HAND_CENTER}\n#define POSE_LANDMARK_LEFT_FOOT_CENTER ${LANDMARK_INDICES.LEFT_FOOT_CENTER}\n#define POSE_LANDMARK_RIGHT_FOOT_CENTER ${LANDMARK_INDICES.RIGHT_FOOT_CENTER}\n#define POSE_LANDMARK_TORSO_CENTER ${LANDMARK_INDICES.TORSO_CENTER}\n\nvec4 poseLandmark(int poseIndex, int landmarkIndex) {\n\tint i = poseIndex * ${LANDMARK_COUNT} + landmarkIndex;\n\tint x = i % ${LANDMARKS_TEXTURE_WIDTH};\n\tint y = i / ${LANDMARKS_TEXTURE_WIDTH};\n\treturn texelFetch(u_poseLandmarksTex, ivec2(x, y), 0);\n}\n\nvec2 poseAt(vec2 pos) {\n\tvec4 mask = texture(u_poseMask, pos);\n\tfloat poseIndex = floor(mask.b * float(u_maxPoses) + 0.5) - 1.0;\n\treturn vec2(mask.g, poseIndex);\n}\n\t\nfloat inPose(vec2 pos) {\n\tfloat pose = poseAt(pos).x;\n\treturn step(0.0, pose);\n}`);\n\t};\n}\n\nexport default pose;\n","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}`;\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}\ntype ResolvedTextureOptions = Required<Omit<TextureOptions, 'preserveY'>> & Pick<TextureOptions, 'preserveY'>;\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: ResolvedTextureOptions;\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\tcanvas: HTMLCanvasElement | OffscreenCanvas;\n\tinjectGLSL: (code: string) => void;\n\temitHook: (name: LifecycleMethod, ...args: any[]) => void;\n}\n\ntype Plugin = (shaderPad: ShaderPad, context: PluginContext) => void;\n\ntype LifecycleMethod =\n\t| 'init'\n\t| 'initializeTexture'\n\t| 'initializeUniform'\n\t| 'updateTextures'\n\t| 'updateUniforms'\n\t| 'beforeStep'\n\t| 'afterStep'\n\t| 'beforeDraw'\n\t| 'afterDraw'\n\t| 'updateResolution'\n\t| 'resize'\n\t| 'play'\n\t| 'pause'\n\t| 'reset'\n\t| 'destroy'\n\t| `${string}:${string}`;\n\nexport interface Options extends Exclude<TextureOptions, 'preserveY'> {\n\tcanvas?: HTMLCanvasElement | OffscreenCanvas | null;\n\tplugins?: Plugin[];\n\thistory?: number;\n\tdebug?: boolean;\n}\n\nexport interface StepOptions {\n\tskipClear?: boolean;\n\tskipHistoryWrite?: boolean;\n}\n\ntype TextureUnitPool = {\n\tfree: number[];\n\tnext: number;\n\tmax: number;\n};\n\nconst HISTORY_TEXTURE_KEY = Symbol('u_history');\nconst INTERMEDIATE_TEXTURE_KEY = Symbol('__SHADERPAD_BUFFER');\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 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\tprivate hooks: Map<LifecycleMethod, Function[]> = new Map();\n\tprivate historyDepth = 0;\n\tprivate textureOptions: TextureOptions;\n\tprivate debug: boolean;\n\t// WebGL can’t read from and write to the history texture at the same time.\n\t// We write to an intermediate texture then blit to the history texture.\n\tprivate intermediateFbo: WebGLFramebuffer | null = null;\n\n\tconstructor(fragmentShaderSrc: string, { canvas, plugins, history, debug, ...textureOptions }: Options = {}) {\n\t\tthis.canvas = canvas || document.createElement('canvas');\n\t\tif (!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\tconst gl = this.canvas.getContext('webgl2', { antialias: false }) as WebGL2RenderingContext;\n\t\tif (!gl) {\n\t\t\tthrow new Error('WebGL2 not supported. Please use a browser that supports WebGL2.');\n\t\t}\n\t\tthis.gl = gl;\n\n\t\tthis.textureUnitPool = {\n\t\t\tfree: [],\n\t\t\tnext: 0,\n\t\t\tmax: gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS),\n\t\t};\n\t\tthis.textureOptions = textureOptions;\n\n\t\tconst { internalFormat, type } = textureOptions;\n\t\tconst isFloatFormat =\n\t\t\ttype === gl.FLOAT ||\n\t\t\ttype === gl.HALF_FLOAT ||\n\t\t\tinternalFormat === gl.RGBA16F ||\n\t\t\tinternalFormat === gl.RGBA32F ||\n\t\t\tinternalFormat === gl.R16F ||\n\t\t\tinternalFormat === gl.R32F ||\n\t\t\tinternalFormat === gl.RG16F ||\n\t\t\tinternalFormat === gl.RG32F;\n\t\tif (isFloatFormat && !gl.getExtension('EXT_color_buffer_float')) {\n\t\t\tconsole.warn('EXT_color_buffer_float not supported, falling back to RGBA8');\n\t\t\tdelete this.textureOptions?.internalFormat;\n\t\t\tdelete this.textureOptions?.format;\n\t\t\tdelete this.textureOptions?.type;\n\t\t}\n\n\t\tif (history) this.historyDepth = history;\n\t\tthis.debug = 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 (plugins) {\n\t\t\tplugins.forEach(plugin =>\n\t\t\t\tplugin(this, {\n\t\t\t\t\tgl,\n\t\t\t\t\tcanvas: this.canvas,\n\t\t\t\t\tinjectGLSL: (code: string) => {\n\t\t\t\t\t\tglslInjections.push(code);\n\t\t\t\t\t},\n\t\t\t\t\temitHook: this.emitHook.bind(this),\n\t\t\t\t})\n\t\t\t);\n\t\t}\n\n\t\tconst program = this.gl.createProgram();\n\t\tif (!program) {\n\t\t\tthrow new Error('Failed to create WebGL program');\n\t\t}\n\t\tthis.program = program;\n\n\t\tconst vertexShader = this.createShader(this.gl.VERTEX_SHADER, DEFAULT_VERTEX_SHADER_SRC);\n\t\tconst fragmentShader = this.createShader(\n\t\t\tgl.FRAGMENT_SHADER,\n\t\t\tcombineShaderCode(fragmentShaderSrc, glslInjections)\n\t\t);\n\t\tgl.attachShader(program, vertexShader);\n\t\tgl.attachShader(program, fragmentShader);\n\t\tgl.linkProgram(program);\n\t\tgl.deleteShader(vertexShader);\n\t\tgl.deleteShader(fragmentShader);\n\n\t\tif (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n\t\t\tconsole.error('Program link error:', gl.getProgramInfoLog(program));\n\t\t\tgl.deleteProgram(program);\n\t\t\tthrow new Error('Failed to link WebGL program');\n\t\t}\n\n\t\tthis.aPositionLocation = gl.getAttribLocation(program, 'aPosition');\n\t\tconst quadVertices = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);\n\t\tthis.buffer = gl.createBuffer();\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);\n\t\tgl.bufferData(gl.ARRAY_BUFFER, quadVertices, gl.STATIC_DRAW);\n\t\tgl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);\n\t\tgl.enableVertexAttribArray(this.aPositionLocation);\n\t\tgl.vertexAttribPointer(this.aPositionLocation, 2, gl.FLOAT, false, 0, 0);\n\n\t\tgl.useProgram(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\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(INTERMEDIATE_TEXTURE_KEY, this.canvas, {\n\t\t\t\t...this.textureOptions,\n\t\t\t});\n\t\t\tthis._initializeTexture(HISTORY_TEXTURE_KEY, this.canvas, {\n\t\t\t\thistory: this.historyDepth,\n\t\t\t\t...this.textureOptions,\n\t\t\t});\n\t\t\tthis.intermediateFbo = gl.createFramebuffer();\n\t\t}\n\t\tif (this.canvas instanceof HTMLCanvasElement) {\n\t\t\tthis.addEventListeners();\n\t\t}\n\t\tthis.emitHook('init');\n\t}\n\n\tprivate emitHook(name: LifecycleMethod, ...args: any[]) {\n\t\tthis.hooks.get(name)?.forEach(hook => hook.call(this, ...args));\n\t}\n\n\ton(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\toff(name: LifecycleMethod, fn: Function) {\n\t\tconst hooks = this.hooks.get(name);\n\t\tif (hooks) {\n\t\t\thooks.splice(hooks.indexOf(fn), 1);\n\t\t}\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 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.emitHook('resize', 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\tif (this.historyDepth > 0) {\n\t\t\tthis.resizeTexture(HISTORY_TEXTURE_KEY, ...resolution);\n\t\t\tthis.resizeTexture(INTERMEDIATE_TEXTURE_KEY, ...resolution);\n\t\t}\n\t\tthis.emitHook('updateResolution', ...resolution);\n\t}\n\n\tprivate resizeTexture(name: string | symbol, width: number, height: number) {\n\t\tconst info = this.textures.get(name);\n\t\tif (!info || (info.width === width && info.height === height)) return;\n\n\t\tthis.gl.deleteTexture(info.texture);\n\t\tinfo.width = width;\n\t\tinfo.height = height;\n\t\tconst { texture } = this.createTexture(name, info);\n\t\tinfo.texture = texture;\n\t\tif (info.history) {\n\t\t\tinfo.history.writeIndex = 0;\n\t\t\tthis.clearHistoryTextureLayers(info);\n\t\t}\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 resolveTextureOptions(options?: TextureOptions): ResolvedTextureOptions {\n\t\tconst { gl } = this;\n\t\tconst type = options?.type ?? gl.UNSIGNED_BYTE;\n\t\treturn {\n\t\t\ttype,\n\t\t\tformat: options?.format ?? gl.RGBA,\n\t\t\tinternalFormat:\n\t\t\t\toptions?.internalFormat ??\n\t\t\t\t(type === gl.FLOAT ? gl.RGBA32F : type === gl.HALF_FLOAT ? gl.RGBA16F : gl.RGBA8),\n\t\t\tminFilter: options?.minFilter ?? gl.LINEAR,\n\t\t\tmagFilter: options?.magFilter ?? gl.LINEAR,\n\t\t\twrapS: options?.wrapS ?? gl.CLAMP_TO_EDGE,\n\t\t\twrapT: options?.wrapT ?? gl.CLAMP_TO_EDGE,\n\t\t\tpreserveY: options?.preserveY,\n\t\t};\n\t}\n\n\tprivate clearHistoryTextureLayers(textureInfo: Texture): void {\n\t\tif (!textureInfo.history) return;\n\n\t\tconst gl = this.gl;\n\t\tconst { type, format } = textureInfo.options;\n\t\tconst size = textureInfo.width * textureInfo.height * 4;\n\t\tconst transparent =\n\t\t\ttype === gl.FLOAT\n\t\t\t\t? new Float32Array(size)\n\t\t\t\t: type === gl.HALF_FLOAT\n\t\t\t\t? new Uint16Array(size)\n\t\t\t\t: new Uint8Array(size);\n\t\tgl.activeTexture(gl.TEXTURE0 + textureInfo.unitIndex);\n\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, textureInfo.texture);\n\t\tfor (let layer = 0; layer < textureInfo.history.depth; ++layer) {\n\t\t\tgl.texSubImage3D(\n\t\t\t\tgl.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\tformat,\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(`${name} not in shader. Skipping initialization.`);\n\t\t\treturn;\n\t\t}\n\n\t\tconst probeValue = arrayLength ? (value as number[] | number[][])[0] : value;\n\t\tconst length = Array.isArray(probeValue) ? (probeValue.length as 1 | 2 | 3 | 4) : 1;\n\t\tthis.uniforms.set(name, { type, length, location, arrayLength });\n\n\t\ttry {\n\t\t\tthis.updateUniforms({ [name]: value });\n\t\t} catch (error) {\n\t\t\tthis.uniforms.delete(name);\n\t\t\tthrow error;\n\t\t}\n\t\tthis.emitHook('initializeUniform', ...arguments);\n\t}\n\n\tprivate log(...args: any[]) {\n\t\tif (this.debug) console.debug(...args);\n\t}\n\n\tupdateUniforms(\n\t\tupdates: Record<string, number | number[] | (number | number[])[]>,\n\t\toptions?: { startIndex?: number }\n\t) {\n\t\tthis.gl.useProgram(this.program);\n\t\tObject.entries(updates).forEach(([name, newValue]) => {\n\t\t\tconst uniform = this.uniforms.get(name);\n\t\t\tif (!uniform) {\n\t\t\t\tthis.log(`${name} not in 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(newValue)) {\n\t\t\t\t\tthrow new Error(`${name} is an array, but the value passed to updateUniforms is not an array.`);\n\t\t\t\t}\n\t\t\t\tconst nValues = newValue.length;\n\t\t\t\tif (!nValues) return;\n\t\t\t\tif (nValues > uniform.arrayLength) {\n\t\t\t\t\tthrow new Error(\n\t\t\t\t\t\t`${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 (newValue.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 ${uniform.length}.`\n\t\t\t\t\t);\n\t\t\t\t}\n\t\t\t\tconst typedArray = new (uniform.type === 'float' ? Float32Array : Int32Array)(newValue.flat());\n\t\t\t\tlet location = uniform.location;\n\t\t\t\tif (options?.startIndex) {\n\t\t\t\t\tconst newLocation = this.gl.getUniformLocation(this.program!, `${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 in 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'](location, typedArray);\n\t\t\t} else {\n\t\t\t\tif (!Array.isArray(newValue)) newValue = [newValue];\n\t\t\t\tif (newValue.length !== uniform.length) {\n\t\t\t\t\tthrow new Error(`Invalid uniform value length: ${newValue.length}. Expected ${uniform.length}.`);\n\t\t\t\t}\n\t\t\t\t(this.gl as any)[glFunctionName](uniform.location, ...newValue);\n\t\t\t}\n\t\t});\n\t\tthis.emitHook('updateUniforms', ...arguments);\n\t}\n\n\tprivate createTexture(\n\t\tname: string | symbol,\n\t\ttextureInfo: Pick<Texture, 'width' | 'height' | 'history' | 'options'> & { 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 = textureInfo.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\t\tconst { options } = textureInfo;\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);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_WRAP_T, options.wrapT);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_MIN_FILTER, options.minFilter);\n\t\tthis.gl.texParameteri(textureTarget, this.gl.TEXTURE_MAG_FILTER, options.magFilter);\n\t\tif (hasHistory) {\n\t\t\tthis.gl.texStorage3D(textureTarget, 1, options.internalFormat, width, height, historyDepth);\n\t\t} else if (name === INTERMEDIATE_TEXTURE_KEY) {\n\t\t\tthis.gl.texImage2D(\n\t\t\t\tthis.gl.TEXTURE_2D,\n\t\t\t\t0,\n\t\t\t\toptions.internalFormat,\n\t\t\t\twidth,\n\t\t\t\theight,\n\t\t\t\t0,\n\t\t\t\toptions.format,\n\t\t\t\toptions.type,\n\t\t\t\tnull\n\t\t\t);\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' | 'options'> = {\n\t\t\twidth,\n\t\t\theight,\n\t\t\toptions: this.resolveTextureOptions(textureOptions),\n\t\t};\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);\n\t\tconst completeTextureInfo: Texture = { texture, unitIndex, ...textureInfo };\n\t\tif (historyDepth > 0) {\n\t\t\tthis.initializeUniform(`${stringFrom(name)}FrameOffset`, 'int', 0);\n\t\t\tthis.clearHistoryTextureLayers(completeTextureInfo);\n\t\t}\n\t\tthis.textures.set(name, completeTextureInfo);\n\t\tthis.updateTexture(name, source);\n\n\t\t// Set a uniform to access the texture in the fragment shader.\n\t\tconst uSampler = this.gl.getUniformLocation(this.program!, stringFrom(name));\n\t\tif (uSampler) {\n\t\t\tthis.gl.uniform1i(uSampler, unitIndex);\n\t\t}\n\t}\n\n\tinitializeTexture(name: string, source: TextureSource, options?: TextureOptions & { history?: number }) {\n\t\tthis._initializeTexture(name, source, options);\n\t\tthis.emitHook('initializeTexture', ...arguments);\n\t}\n\n\tupdateTextures(updates: Record<string, UpdateTextureSource>, options?: { skipHistoryWrite?: boolean }) {\n\t\tObject.entries(updates).forEach(([name, source]) => {\n\t\t\tthis.updateTexture(name, source, options);\n\t\t});\n\t\tthis.emitHook('updateTextures', ...arguments);\n\t}\n\n\tprivate updateTexture(\n\t\tname: string | symbol,\n\t\tsource: UpdateTextureSource,\n\t\toptions?: { skipHistoryWrite?: boolean }\n\t) {\n\t\tconst info = this.textures.get(name);\n\t\tif (!info) throw new Error(`Texture '${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) {\n\t\t\tthis.resizeTexture(name, width, height);\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\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 (!options?.skipHistoryWrite) {\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,\n\t\t\t\t\tinfo.options.type,\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\tconst frameOffsetUniformName = `${stringFrom(name)}FrameOffset`;\n\t\t\t\tthis.updateUniforms({ [frameOffsetUniformName]: info.history.writeIndex });\n\t\t\t\tinfo.history.writeIndex = (info.history.writeIndex + 1) % info.history.depth;\n\t\t\t}\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\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\tinfo.options.format,\n\t\t\t\t\tinfo.options.type,\n\t\t\t\t\tsource.data\n\t\t\t\t);\n\t\t\t} else {\n\t\t\t\tthis.gl.texImage2D(\n\t\t\t\t\tthis.gl.TEXTURE_2D,\n\t\t\t\t\t0,\n\t\t\t\t\tinfo.options.internalFormat,\n\t\t\t\t\twidth,\n\t\t\t\t\theight,\n\t\t\t\t\t0,\n\t\t\t\t\tinfo.options.format,\n\t\t\t\t\tinfo.options.type,\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}\n\t\t\tthis.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, previousFlipY);\n\t\t}\n\t}\n\n\tdraw(options?: StepOptions) {\n\t\tthis.emitHook('beforeDraw', ...arguments);\n\t\tconst gl = this.gl;\n\t\tconst w = gl.drawingBufferWidth;\n\t\tconst h = gl.drawingBufferHeight;\n\t\tconst historyInfo = this.textures.get(HISTORY_TEXTURE_KEY);\n\t\tconst intermediateInfo = this.textures.get(INTERMEDIATE_TEXTURE_KEY);\n\t\tconst shouldStoreHistory = historyInfo && !options?.skipHistoryWrite;\n\n\t\tif (shouldStoreHistory) {\n\t\t\t// Render to intermediate texture to avoid feedback loop with history texture\n\t\t\tgl.bindFramebuffer(gl.FRAMEBUFFER, this.intermediateFbo);\n\t\t\tgl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, intermediateInfo!.texture, 0);\n\t\t}\n\n\t\tgl.useProgram(this.program);\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);\n\t\tgl.vertexAttribPointer(this.aPositionLocation, 2, gl.FLOAT, false, 0, 0);\n\t\tgl.enableVertexAttribArray(this.aPositionLocation);\n\t\tgl.viewport(0, 0, w, h);\n\t\tif (!options?.skipClear) gl.clear(gl.COLOR_BUFFER_BIT);\n\t\tgl.drawArrays(gl.TRIANGLES, 0, 6);\n\n\t\tif (shouldStoreHistory) {\n\t\t\t// Copy to history layer\n\t\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, historyInfo.texture);\n\t\t\tgl.copyTexSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, 0, historyInfo.history!.writeIndex, 0, 0, w, h);\n\n\t\t\t// Blit to screen\n\t\t\tgl.bindFramebuffer(gl.READ_FRAMEBUFFER, this.intermediateFbo);\n\t\t\tgl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n\t\t\tgl.blitFramebuffer(0, 0, w, h, 0, 0, w, h, gl.COLOR_BUFFER_BIT, gl.NEAREST);\n\t\t\tgl.bindFramebuffer(gl.FRAMEBUFFER, null);\n\t\t}\n\t\tthis.emitHook('afterDraw', ...arguments);\n\t}\n\n\tstep(time: number, options?: StepOptions) {\n\t\tthis.emitHook('beforeStep', ...arguments);\n\t\tconst updates: Record<string, number> = {};\n\t\tif (this.uniforms.has('u_time')) updates.u_time = time;\n\t\tif (this.uniforms.has('u_frame')) updates.u_frame = this.frame;\n\t\tthis.updateUniforms(updates);\n\t\tthis.draw(options);\n\t\tconst historyInfo = this.textures.get(HISTORY_TEXTURE_KEY);\n\t\tif (historyInfo && !options?.skipHistoryWrite) {\n\t\t\tconst { writeIndex, depth } = historyInfo.history!;\n\t\t\tthis.updateUniforms({ [`${stringFrom(HISTORY_TEXTURE_KEY)}FrameOffset`]: writeIndex });\n\t\t\thistoryInfo.history!.writeIndex = (writeIndex + 1) % depth;\n\t\t}\n\t\t++this.frame;\n\t\tthis.emitHook('afterStep', ...arguments);\n\t}\n\n\tplay(\n\t\tonStepComplete?: (time: number, frame: number) => void,\n\t\tsetStepOptions?: (time: number, frame: number) => StepOptions | void\n\t) {\n\t\tthis.pause(); // Prevent double play.\n\t\tconst loop = (time: number) => {\n\t\t\ttime = (time - this.startTime) / 1000; // Convert from milliseconds to seconds.\n\t\t\tconst options = setStepOptions?.(time, this.frame) ?? undefined;\n\t\t\tthis.step(time, options);\n\t\t\tthis.animationFrameId = requestAnimationFrame(loop);\n\t\t\tonStepComplete?.(time, this.frame);\n\t\t};\n\t\tthis.animationFrameId = requestAnimationFrame(loop);\n\t\tthis.emitHook('play');\n\t}\n\n\tpause() {\n\t\tif (this.animationFrameId) {\n\t\t\tcancelAnimationFrame(this.animationFrameId);\n\t\t\tthis.animationFrameId = null;\n\t\t}\n\t\tthis.emitHook('pause');\n\t}\n\n\treset() {\n\t\tthis.frame = 0;\n\t\tthis.startTime = performance.now();\n\t\tthis.textures.forEach(texture => {\n\t\t\tif (texture.history) {\n\t\t\t\ttexture.history.writeIndex = 0;\n\t\t\t\tthis.clearHistoryTextureLayers(texture);\n\t\t\t}\n\t\t});\n\t\tthis.emitHook('reset');\n\t}\n\n\tdestroy() {\n\t\tthis.emitHook('destroy');\n\t\tif (this.animationFrameId) {\n\t\t\tcancelAnimationFrame(this.animationFrameId);\n\t\t\tthis.animationFrameId = null;\n\t\t}\n\n\t\tthis.resolutionObserver.disconnect();\n\t\tthis.resizeObserver.disconnect();\n\t\tif (this.canvas instanceof HTMLCanvasElement) {\n\t\t\tthis.eventListeners.forEach((listener, event) => {\n\t\t\t\tthis.canvas.removeEventListener(event, listener);\n\t\t\t});\n\t\t}\n\n\t\tif (this.program) {\n\t\t\tthis.gl.deleteProgram(this.program);\n\t\t}\n\n\t\tif (this.intermediateFbo) {\n\t\t\tthis.gl.deleteFramebuffer(this.intermediateFbo);\n\t\t\tthis.intermediateFbo = null;\n\t\t}\n\n\t\tthis.textures.forEach(texture => {\n\t\t\tthis.gl.deleteTexture(texture.texture);\n\t\t});\n\t\tthis.textureUnitPool.free = [];\n\t\tthis.textureUnitPool.next = 0;\n\n\t\tif (this.buffer) {\n\t\t\tthis.gl.deleteBuffer(this.buffer);\n\t\t\tthis.buffer = null;\n\t\t}\n\n\t\tif (this.isInternalCanvas && this.canvas instanceof HTMLCanvasElement) {\n\t\t\tthis.canvas.remove();\n\t\t}\n\t}\n}\n\nexport default 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