=this.size[1]))if(this._drop_texture&&a.webgl)a.drawImage(this._drop_texture,0,0,this.size[0],this.size[1]);else{if(this._last_preview_tex!=this._last_tex)if(a.webgl)this._canvas=this._last_tex;else{var b=h.generateLowResTexturePreview(this._last_tex);if(!b)return;this._last_preview_tex=this._last_tex;this._canvas=cloneCanvas(b)}this._canvas&&(a.save(),a.webgl||(a.translate(0,this.size[1]),a.scale(1,-1)),a.drawImage(this._canvas,0,0,this.size[0],this.size[1]),a.restore())}};h.generateLowResTexturePreview=
-function(a){if(!a)return null;var b=h.image_preview_size,c=a;if(a.format==gl.DEPTH_COMPONENT)return null;if(a.width>b||a.height>b)c=this._preview_temp_tex,this._preview_temp_tex||(this._preview_temp_tex=c=new GL.Texture(b,b,{minFilter:gl.NEAREST})),a.copyTo(c);a=this._preview_canvas;a||(this._preview_canvas=a=createCanvas(b,b));c&&c.toCanvas(a);return a};h.prototype.getResources=function(a){a[this.properties.name]=GL.Texture;return a};h.prototype.onGetInputs=function(){return[["in","Texture"]]};h.prototype.onGetOutputs=
-function(){return[["width","number"],["height","number"],["aspect","number"]]};d.registerNodeType("texture/texture",h);var q=function(){this.addInput("Texture","Texture");this.properties={flipY:!1};this.size=[h.image_preview_size,h.image_preview_size]};q.title="Preview";q.desc="Show a texture in the graph canvas";q.allow_preview=!1;q.prototype.onDrawBackground=function(a){if(!this.flags.collapsed&&(a.webgl||q.allow_preview)){var b=this.getInputData(0);if(b){var c=null,c=!b.handle&&a.webgl?b:h.generateLowResTexturePreview(b);
-a.save();this.properties.flipY&&(a.translate(0,this.size[1]),a.scale(1,-1));a.drawImage(c,0,0,this.size[0],this.size[1]);a.restore()}}};d.registerNodeType("texture/preview",q);var f=function(){this.addInput("Texture","Texture");this.addOutput("","Texture");this.properties={name:""}};f.title="Save";f.desc="Save a texture in the repository";f.prototype.onExecute=function(){var a=this.getInputData(0);a&&(this.properties.name&&(h.storeTexture?h.storeTexture(this.properties.name,a):h.getTexturesContainer()[this.properties.name]=
-a),this.setOutputData(0,a))};d.registerNodeType("texture/save",f);var p=function(){this.addInput("Texture","Texture");this.addInput("TextureB","Texture");this.addInput("value","number");this.addOutput("Texture","Texture");this.help="pixelcode must be vec3
\t\t\tuvcode must be vec2, is optional
\t\t\tuv: tex. coords
color: texture
colorB: textureB
time: scene time
value: input value
";
-this.properties={value:1,uvcode:"",pixelcode:"color + colorB * value",precision:h.DEFAULT}};p.widgets_info={uvcode:{widget:"textarea",height:100},pixelcode:{widget:"textarea",height:100},precision:{widget:"combo",values:h.MODE_VALUES}};p.title="Operation";p.desc="Texture shader operation";p.prototype.getExtraMenuOptions=function(a){var b=this;return[{content:b.properties.show?"Hide Texture":"Show Texture",callback:function(){b.properties.show=!b.properties.show}}]};p.prototype.onDrawBackground=function(a){this.flags.collapsed||
-20>=this.size[1]||!this.properties.show||!this._tex||this._tex.gl!=a||(a.save(),a.drawImage(this._tex,0,0,this.size[0],this.size[1]),a.restore())};p.prototype.onExecute=function(){var a=this.getInputData(0);if(this.isOutputConnected(0))if(this.properties.precision===h.PASS_THROUGH)this.setOutputData(0,a);else{var b=this.getInputData(1);if(this.properties.uvcode||this.properties.pixelcode){var c=512,d=512;a?(c=a.width,d=a.height):b&&(c=b.width,d=b.height);var e=h.getTextureType(this.properties.precision,
-a);this._tex=a||this._tex?h.getTargetTexture(a||this._tex,this._tex,this.properties.precision):new GL.Texture(c,d,{type:e,format:gl.RGBA,filter:gl.LINEAR});e="";this.properties.uvcode&&(e="uv = "+this.properties.uvcode,-1!=this.properties.uvcode.indexOf(";")&&(e=this.properties.uvcode));var g="";this.properties.pixelcode&&(g="result = "+this.properties.pixelcode,-1!=this.properties.pixelcode.indexOf(";")&&(g=this.properties.pixelcode));var f=this._shader;if(!f||this._shader_code!=e+"|"+g){try{this._shader=
-new GL.Shader(Shader.SCREEN_VERTEX_SHADER,p.pixel_shader,{UV_CODE:e,PIXEL_CODE:g}),this.boxcolor="#00FF00"}catch(l){console.log("Error compiling shader: ",l);this.boxcolor="#FF0000";return}this.boxcolor="#FF0000";this._shader_code=e+"|"+g;f=this._shader}if(f){this.boxcolor="green";var m=this.getInputData(2);null!=m?this.properties.value=m:m=parseFloat(this.properties.value);var k=this.graph.getTime();this._tex.drawTo(function(){gl.disable(gl.DEPTH_TEST);gl.disable(gl.CULL_FACE);gl.disable(gl.BLEND);
-a&&a.bind(0);b&&b.bind(1);var e=Mesh.getScreenQuad();f.uniforms({u_texture:0,u_textureB:1,value:m,texSize:[c,d],time:k}).draw(e)});this.setOutputData(0,this._tex)}else this.boxcolor="red"}}};p.pixel_shader="precision highp float;\n\t\t\t\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform sampler2D u_textureB;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform vec2 texSize;\n\t\t\tuniform float time;\n\t\t\tuniform float value;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 uv = v_coord;\n\t\t\t\tUV_CODE;\n\t\t\t\tvec4 color4 = texture2D(u_texture, uv);\n\t\t\t\tvec3 color = color4.rgb;\n\t\t\t\tvec4 color4B = texture2D(u_textureB, uv);\n\t\t\t\tvec3 colorB = color4B.rgb;\n\t\t\t\tvec3 result = color;\n\t\t\t\tfloat alpha = 1.0;\n\t\t\t\tPIXEL_CODE;\n\t\t\t\tgl_FragColor = vec4(result, alpha);\n\t\t\t}\n\t\t\t";
-d.registerNodeType("texture/operation",p);var r=function(){this.addOutput("out","Texture");this.properties={code:"",width:512,height:512,precision:h.DEFAULT};this.properties.code="\nvoid main() {\n vec2 uv = v_coord;\n vec3 color = vec3(0.0);\n//your code here\n\ngl_FragColor = vec4(color, 1.0);\n}\n";this._uniforms={in_texture:0,texSize:vec2.create(),time:0}};r.title="Shader";r.desc="Texture shader";r.widgets_info={code:{type:"code"},precision:{widget:"combo",values:h.MODE_VALUES}};r.prototype.onPropertyChanged=
-function(a,b){if("code"==a){var c=this.getShader();if(c){var d=c.uniformInfo;if(this.inputs)for(var e={},g=0;gb;++b)a[b]=255*Math.random();return this._noise_texture=a=GL.Texture.fromMemory(512,512,a,{format:gl.RGBA,wrap:gl.REPEAT,filter:gl.NEAREST})};d.prototype.onDropFile=function(a,b,c){if(a){var d=null;"string"==typeof a?d=GL.Texture.fromURL(a):-1!=b.toLowerCase().indexOf(".dds")?d=GL.Texture.fromDDSInMemory(a):(a=new Blob([c]),a=URL.createObjectURL(a),
+d=GL.Texture.fromURL(a));this._drop_texture=d;this.properties.name=b}else this._drop_texture=null,this.properties.name=""};d.prototype.getExtraMenuOptions=function(a){var b=this;if(this._drop_texture)return[{content:"Clear",callback:function(){b._drop_texture=null;b.properties.name=""}}]};d.prototype.onExecute=function(){var a=null;this.isOutputConnected(1)&&(a=this.getInputData(0));!a&&this._drop_texture&&(a=this._drop_texture);!a&&this.properties.name&&(a=d.getTexture(this.properties.name));if(a){this._last_tex=
+a;!1===this.properties.filter?a.setParameter(gl.TEXTURE_MAG_FILTER,gl.NEAREST):a.setParameter(gl.TEXTURE_MAG_FILTER,gl.LINEAR);this.setOutputData(0,a);for(var b=1;b=this.size[1]))if(this._drop_texture&&a.webgl)a.drawImage(this._drop_texture,0,0,this.size[0],this.size[1]);else{if(this._last_preview_tex!=this._last_tex)if(a.webgl)this._canvas=this._last_tex;else{var b=d.generateLowResTexturePreview(this._last_tex);if(!b)return;this._last_preview_tex=this._last_tex;this._canvas=cloneCanvas(b)}this._canvas&&(a.save(),a.webgl||(a.translate(0,this.size[1]),a.scale(1,-1)),a.drawImage(this._canvas,0,0,this.size[0],this.size[1]),a.restore())}};d.generateLowResTexturePreview=
+function(a){if(!a)return null;var b=d.image_preview_size,c=a;if(a.format==gl.DEPTH_COMPONENT)return null;if(a.width>b||a.height>b)c=this._preview_temp_tex,this._preview_temp_tex||(this._preview_temp_tex=c=new GL.Texture(b,b,{minFilter:gl.NEAREST})),a.copyTo(c);a=this._preview_canvas;a||(this._preview_canvas=a=createCanvas(b,b));c&&c.toCanvas(a);return a};d.prototype.getResources=function(a){a[this.properties.name]=GL.Texture;return a};d.prototype.onGetInputs=function(){return[["in","Texture"]]};d.prototype.onGetOutputs=
+function(){return[["width","number"],["height","number"],["aspect","number"]]};f.registerNodeType("texture/texture",d);var q=function(){this.addInput("Texture","Texture");this.properties={flipY:!1};this.size=[d.image_preview_size,d.image_preview_size]};q.title="Preview";q.desc="Show a texture in the graph canvas";q.allow_preview=!1;q.prototype.onDrawBackground=function(a){if(!this.flags.collapsed&&(a.webgl||q.allow_preview)){var b=this.getInputData(0);if(b){var c=null,c=!b.handle&&a.webgl?b:d.generateLowResTexturePreview(b);
+a.save();this.properties.flipY&&(a.translate(0,this.size[1]),a.scale(1,-1));a.drawImage(c,0,0,this.size[0],this.size[1]);a.restore()}}};f.registerNodeType("texture/preview",q);var h=function(){this.addInput("Texture","Texture");this.addOutput("","Texture");this.properties={name:""}};h.title="Save";h.desc="Save a texture in the repository";h.prototype.onExecute=function(){var a=this.getInputData(0);a&&(this.properties.name&&(d.storeTexture?d.storeTexture(this.properties.name,a):d.getTexturesContainer()[this.properties.name]=
+a),this.setOutputData(0,a))};f.registerNodeType("texture/save",h);var p=function(){this.addInput("Texture","Texture");this.addInput("TextureB","Texture");this.addInput("value","number");this.addOutput("Texture","Texture");this.help="pixelcode must be vec3
\t\t\tuvcode must be vec2, is optional
\t\t\tuv: tex. coords
color: texture
colorB: textureB
time: scene time
value: input value
";
+this.properties={value:1,uvcode:"",pixelcode:"color + colorB * value",precision:d.DEFAULT}};p.widgets_info={uvcode:{widget:"textarea",height:100},pixelcode:{widget:"textarea",height:100},precision:{widget:"combo",values:d.MODE_VALUES}};p.title="Operation";p.desc="Texture shader operation";p.prototype.getExtraMenuOptions=function(a){var b=this;return[{content:b.properties.show?"Hide Texture":"Show Texture",callback:function(){b.properties.show=!b.properties.show}}]};p.prototype.onDrawBackground=function(a){this.flags.collapsed||
+20>=this.size[1]||!this.properties.show||!this._tex||this._tex.gl!=a||(a.save(),a.drawImage(this._tex,0,0,this.size[0],this.size[1]),a.restore())};p.prototype.onExecute=function(){var a=this.getInputData(0);if(this.isOutputConnected(0))if(this.properties.precision===d.PASS_THROUGH)this.setOutputData(0,a);else{var b=this.getInputData(1);if(this.properties.uvcode||this.properties.pixelcode){var c=512,e=512;a?(c=a.width,e=a.height):b&&(c=b.width,e=b.height);var g=d.getTextureType(this.properties.precision,
+a);this._tex=a||this._tex?d.getTargetTexture(a||this._tex,this._tex,this.properties.precision):new GL.Texture(c,e,{type:g,format:gl.RGBA,filter:gl.LINEAR});g="";this.properties.uvcode&&(g="uv = "+this.properties.uvcode,-1!=this.properties.uvcode.indexOf(";")&&(g=this.properties.uvcode));var h="";this.properties.pixelcode&&(h="result = "+this.properties.pixelcode,-1!=this.properties.pixelcode.indexOf(";")&&(h=this.properties.pixelcode));var f=this._shader;if(!f||this._shader_code!=g+"|"+h){try{this._shader=
+new GL.Shader(Shader.SCREEN_VERTEX_SHADER,p.pixel_shader,{UV_CODE:g,PIXEL_CODE:h}),this.boxcolor="#00FF00"}catch(l){console.log("Error compiling shader: ",l);this.boxcolor="#FF0000";return}this.boxcolor="#FF0000";this._shader_code=g+"|"+h;f=this._shader}if(f){this.boxcolor="green";var k=this.getInputData(2);null!=k?this.properties.value=k:k=parseFloat(this.properties.value);var n=this.graph.getTime();this._tex.drawTo(function(){gl.disable(gl.DEPTH_TEST);gl.disable(gl.CULL_FACE);gl.disable(gl.BLEND);
+a&&a.bind(0);b&&b.bind(1);var d=Mesh.getScreenQuad();f.uniforms({u_texture:0,u_textureB:1,value:k,texSize:[c,e],time:n}).draw(d)});this.setOutputData(0,this._tex)}else this.boxcolor="red"}}};p.pixel_shader="precision highp float;\n\t\t\t\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform sampler2D u_textureB;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform vec2 texSize;\n\t\t\tuniform float time;\n\t\t\tuniform float value;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 uv = v_coord;\n\t\t\t\tUV_CODE;\n\t\t\t\tvec4 color4 = texture2D(u_texture, uv);\n\t\t\t\tvec3 color = color4.rgb;\n\t\t\t\tvec4 color4B = texture2D(u_textureB, uv);\n\t\t\t\tvec3 colorB = color4B.rgb;\n\t\t\t\tvec3 result = color;\n\t\t\t\tfloat alpha = 1.0;\n\t\t\t\tPIXEL_CODE;\n\t\t\t\tgl_FragColor = vec4(result, alpha);\n\t\t\t}\n\t\t\t";
+f.registerNodeType("texture/operation",p);var r=function(){this.addOutput("out","Texture");this.properties={code:"",width:512,height:512,precision:d.DEFAULT};this.properties.code="\nvoid main() {\n vec2 uv = v_coord;\n vec3 color = vec3(0.0);\n//your code here\n\ngl_FragColor = vec4(color, 1.0);\n}\n";this._uniforms={in_texture:0,texSize:vec2.create(),time:0}};r.title="Shader";r.desc="Texture shader";r.widgets_info={code:{type:"code"},precision:{widget:"combo",values:d.MODE_VALUES}};r.prototype.onPropertyChanged=
+function(a,b){if("code"==a){var c=this.getShader();if(c){var d=c.uniformInfo;if(this.inputs)for(var e={},g=0;g lumaMax))\n\t\t\t\t\tcolor = vec4(rgbA, 1.0);\n\t\t\t\telse\n\t\t\t\t\tcolor = vec4(rgbB, 1.0);\n\t\t\t\tif(u_igamma != 1.0)\n\t\t\t\t\tcolor.xyz = pow( color.xyz, vec3(u_igamma) );\n\t\t\t\treturn color;\n\t\t\t}\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t gl_FragColor = applyFXAA( u_texture, v_coord * uViewportSize) ;\n\t\t\t}\n\t\t\t";
-k.gamma_pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform float u_igamma;\n\t\t\tvoid main() {\n\t\t\t\tvec4 color = texture2D( u_texture, v_coord);\n\t\t\t\tcolor.xyz = pow(color.xyz, vec3(u_igamma) );\n\t\t\t gl_FragColor = color;\n\t\t\t}\n\t\t\t";d.registerNodeType("texture/toviewport",k);f=function(){this.addInput("Texture","Texture");this.addOutput("","Texture");this.properties={size:0,generate_mipmaps:!1,
-precision:h.DEFAULT}};f.title="Copy";f.desc="Copy Texture";f.widgets_info={size:{widget:"combo",values:[0,32,64,128,256,512,1024,2048]},precision:{widget:"combo",values:h.MODE_VALUES}};f.prototype.onExecute=function(){var a=this.getInputData(0);if((a||this._temp_texture)&&this.isOutputConnected(0)){if(a){var b=a.width,c=a.height;0!=this.properties.size&&(c=b=this.properties.size);var d=this._temp_texture,e=a.type;this.properties.precision===h.LOW?e=gl.UNSIGNED_BYTE:this.properties.precision===h.HIGH&&
-(e=gl.HIGH_PRECISION_FORMAT);d&&d.width==b&&d.height==c&&d.type==e||(d=gl.LINEAR,this.properties.generate_mipmaps&&isPowerOfTwo(b)&&isPowerOfTwo(c)&&(d=gl.LINEAR_MIPMAP_LINEAR),this._temp_texture=new GL.Texture(b,c,{type:e,format:gl.RGBA,minFilter:d,magFilter:gl.LINEAR}));a.copyTo(this._temp_texture);this.properties.generate_mipmaps&&(this._temp_texture.bind(0),gl.generateMipmap(this._temp_texture.texture_type),this._temp_texture.unbind(0))}this.setOutputData(0,this._temp_texture)}};d.registerNodeType("texture/copy",
-f);var m=function(){this.addInput("Texture","Texture");this.addOutput("","Texture");this.properties={iterations:1,generate_mipmaps:!1,precision:h.DEFAULT}};m.title="Downsample";m.desc="Downsample Texture";m.widgets_info={iterations:{type:"number",step:1,precision:0,min:1},precision:{widget:"combo",values:h.MODE_VALUES}};m.prototype.onExecute=function(){var a=this.getInputData(0);if((a||this._temp_texture)&&this.isOutputConnected(0)&&a&&a.texture_type===GL.TEXTURE_2D){var b=m._shader;b||(m._shader=
-b=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,m.pixel_shader));var c=a.width|0,d=a.height|0,e=a.type;this.properties.precision===h.LOW?e=gl.UNSIGNED_BYTE:this.properties.precision===h.HIGH&&(e=gl.HIGH_PRECISION_FORMAT);var g=this.properties.iterations||1,f=a,l=null,k=[],a={type:e,format:a.format},e=vec2.create(),n={u_offset:e};this._texture&&GL.Texture.releaseTemporary(this._texture);for(var p=0;p>1||0;d=d>>1||0;l=GL.Texture.getTemporary(c,d,a);k.push(l);f.setParameter(GL.TEXTURE_MAG_FILTER,
-GL.NEAREST);f.copyTo(l,b,n);if(1==c&&1==d)break;f=l}this._texture=k.pop();for(p=0;p>1||0;e=e>>1||0;l=GL.Texture.getTemporary(c,e,a);k.push(l);f.setParameter(GL.TEXTURE_MAG_FILTER,
+GL.NEAREST);f.copyTo(l,b,m);if(1==c&&1==e)break;f=l}this._texture=k.pop();for(p=0;pd;++d)c[d]=Math.random();b._shader.uniforms({u_samples_a:c.subarray(0,16),u_samples_b:c.subarray(16,32)})}d=this._temp_texture;c=gl.UNSIGNED_BYTE;a.type!=c&&(c=gl.FLOAT);d&&d.type==c||(this._temp_texture=new GL.Texture(1,1,{type:c,format:gl.RGBA,filter:gl.NEAREST}));
-var e=b._shader,g=this._uniforms;g.u_mipmap_offset=this.properties.mipmap_offset;this._temp_texture.drawTo(function(){a.toViewport(e,g)});this.setOutputData(0,this._temp_texture);if(this.isOutputConnected(1)||this.isOutputConnected(2))if(d=this._temp_texture.getPixels()){var f=this._luminance,c=this._temp_texture.type;f.set(d);c==gl.UNSIGNED_BYTE?vec4.scale(f,f,1/255):c!=GL.HALF_FLOAT&&c!=GL.HALF_FLOAT_OES||vec4.scale(f,f,1/65025);this.setOutputData(1,f);this.setOutputData(2,(f[0]+f[1]+f[2])/3)}}};
+var e=b._shader,g=this._uniforms;g.u_mipmap_offset=this.properties.mipmap_offset;this._temp_texture.drawTo(function(){a.toViewport(e,g)});this.setOutputData(0,this._temp_texture);if(this.isOutputConnected(1)||this.isOutputConnected(2))if(d=this._temp_texture.getPixels()){var h=this._luminance,c=this._temp_texture.type;h.set(d);c==gl.UNSIGNED_BYTE?vec4.scale(h,h,1/255):c!=GL.HALF_FLOAT&&c!=GL.HALF_FLOAT_OES||vec4.scale(h,h,1/65025);this.setOutputData(1,h);this.setOutputData(2,(h[0]+h[1]+h[2])/3)}}};
b.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tuniform mat4 u_samples_a;\n\t\t\tuniform mat4 u_samples_b;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform float u_mipmap_offset;\n\t\t\tvarying vec2 v_coord;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec4 color = vec4(0.0);\n\t\t\t\tfor(int i = 0; i < 4; ++i)\n\t\t\t\t\tfor(int j = 0; j < 4; ++j)\n\t\t\t\t\t{\n\t\t\t\t\t\tcolor += texture2D(u_texture, vec2( u_samples_a[i][j], u_samples_b[i][j] ), u_mipmap_offset );\n\t\t\t\t\t\tcolor += texture2D(u_texture, vec2( 1.0 - u_samples_a[i][j], 1.0 - u_samples_b[i][j] ), u_mipmap_offset );\n\t\t\t\t\t}\n\t\t\t gl_FragColor = color * 0.03125;\n\t\t\t}\n\t\t\t";
-d.registerNodeType("texture/average",b);f=function(){this.addInput("Image","image");this.addOutput("","Texture");this.properties={}};f.title="Image to Texture";f.desc="Uploads an image to the GPU";f.prototype.onExecute=function(){var a=this.getInputData(0);if(a){var b=a.videoWidth||a.width,c=a.videoHeight||a.height;if(a.gltexture)this.setOutputData(0,a.gltexture);else{var d=this._temp_texture;d&&d.width==b&&d.height==c||(this._temp_texture=new GL.Texture(b,c,{format:gl.RGBA,filter:gl.LINEAR}));try{this._temp_texture.uploadImage(a)}catch(e){console.error("image comes from an unsafe location, cannot be uploaded to webgl: "+
-e);return}this.setOutputData(0,this._temp_texture)}}};d.registerNodeType("texture/imageToTexture",f);var a=function(){this.addInput("Texture","Texture");this.addInput("LUT","Texture");this.addInput("Intensity","number");this.addOutput("","Texture");this.properties={intensity:1,precision:h.DEFAULT,texture:null};a._shader||(a._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,a.pixel_shader))};a.widgets_info={texture:{widget:"texture"},precision:{widget:"combo",values:h.MODE_VALUES}};a.title="LUT";a.desc=
-"Apply LUT to Texture";a.prototype.onExecute=function(){if(this.isOutputConnected(0)){var b=this.getInputData(0);if(this.properties.precision===h.PASS_THROUGH)this.setOutputData(0,b);else if(b){var c=this.getInputData(1);c||(c=h.getTexture(this.properties.texture));if(c){c.bind(0);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);gl.bindTexture(gl.TEXTURE_2D,
-null);var d=this.properties.intensity;this.isInputConnected(2)&&(this.properties.intensity=d=this.getInputData(2));this._tex=h.getTargetTexture(b,this._tex,this.properties.precision);this._tex.drawTo(function(){c.bind(1);b.toViewport(a._shader,{u_texture:0,u_textureB:1,u_amount:d})});this.setOutputData(0,this._tex)}else this.setOutputData(0,b)}}};a.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform sampler2D u_textureB;\n\t\t\tuniform float u_amount;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\t lowp vec4 textureColor = clamp( texture2D(u_texture, v_coord), vec4(0.0), vec4(1.0) );\n\t\t\t\t mediump float blueColor = textureColor.b * 63.0;\n\t\t\t\t mediump vec2 quad1;\n\t\t\t\t quad1.y = floor(floor(blueColor) / 8.0);\n\t\t\t\t quad1.x = floor(blueColor) - (quad1.y * 8.0);\n\t\t\t\t mediump vec2 quad2;\n\t\t\t\t quad2.y = floor(ceil(blueColor) / 8.0);\n\t\t\t\t quad2.x = ceil(blueColor) - (quad2.y * 8.0);\n\t\t\t\t highp vec2 texPos1;\n\t\t\t\t texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\t\t\t\t texPos1.y = 1.0 - ((quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\t\t\t\t highp vec2 texPos2;\n\t\t\t\t texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\t\t\t\t texPos2.y = 1.0 - ((quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\t\t\t\t lowp vec4 newColor1 = texture2D(u_textureB, texPos1);\n\t\t\t\t lowp vec4 newColor2 = texture2D(u_textureB, texPos2);\n\t\t\t\t lowp vec4 newColor = mix(newColor1, newColor2, fract(blueColor));\n\t\t\t\t gl_FragColor = vec4( mix( textureColor.rgb, newColor.rgb, u_amount), textureColor.w);\n\t\t\t}\n\t\t\t";
-d.registerNodeType("texture/LUT",a);var c=function(){this.addInput("Texture","Texture");this.addOutput("R","Texture");this.addOutput("G","Texture");this.addOutput("B","Texture");this.addOutput("A","Texture");this.properties={};c._shader||(c._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,c.pixel_shader))};c.title="Texture to Channels";c.desc="Split texture channels";c.prototype.onExecute=function(){var a=this.getInputData(0);if(a){this._channels||(this._channels=Array(4));for(var b=0,d=0;4>d;d++)this.isOutputConnected(d)?
-(this._channels[d]&&this._channels[d].width==a.width&&this._channels[d].height==a.height&&this._channels[d].type==a.type||(this._channels[d]=new GL.Texture(a.width,a.height,{type:a.type,format:gl.RGBA,filter:gl.LINEAR})),b++):this._channels[d]=null;if(b){gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);for(var e=Mesh.getScreenQuad(),g=c._shader,f=[[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]],d=0;4>d;d++)this._channels[d]&&(this._channels[d].drawTo(function(){a.bind(0);g.uniforms({u_texture:0,u_mask:f[d]}).draw(e)}),
-this.setOutputData(d,this._channels[d]))}}};c.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform vec4 u_mask;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t gl_FragColor = vec4( vec3( length( texture2D(u_texture, v_coord) * u_mask )), 1.0 );\n\t\t\t}\n\t\t\t";d.registerNodeType("texture/textureChannels",c);var e=function(){this.addInput("R","Texture");this.addInput("G","Texture");this.addInput("B","Texture");this.addInput("A",
-"Texture");this.addOutput("Texture","Texture");this.properties={};e._shader||(e._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,e.pixel_shader))};e.title="Channels to Texture";e.desc="Split texture channels";e.prototype.onExecute=function(){var a=[this.getInputData(0),this.getInputData(1),this.getInputData(2),this.getInputData(3)];if(a[0]&&a[1]&&a[2]&&a[3]){gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var b=Mesh.getScreenQuad(),c=e._shader;this._tex=h.getTargetTexture(a[0],this._tex);this._tex.drawTo(function(){a[0].bind(0);
+f.registerNodeType("texture/average",b);h=function(){this.addInput("Image","image");this.addOutput("","Texture");this.properties={}};h.title="Image to Texture";h.desc="Uploads an image to the GPU";h.prototype.onExecute=function(){var a=this.getInputData(0);if(a){var b=a.videoWidth||a.width,c=a.videoHeight||a.height;if(a.gltexture)this.setOutputData(0,a.gltexture);else{var d=this._temp_texture;d&&d.width==b&&d.height==c||(this._temp_texture=new GL.Texture(b,c,{format:gl.RGBA,filter:gl.LINEAR}));try{this._temp_texture.uploadImage(a)}catch(e){console.error("image comes from an unsafe location, cannot be uploaded to webgl: "+
+e);return}this.setOutputData(0,this._temp_texture)}}};f.registerNodeType("texture/imageToTexture",h);var a=function(){this.addInput("Texture","Texture");this.addInput("LUT","Texture");this.addInput("Intensity","number");this.addOutput("","Texture");this.properties={intensity:1,precision:d.DEFAULT,texture:null};a._shader||(a._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,a.pixel_shader))};a.widgets_info={texture:{widget:"texture"},precision:{widget:"combo",values:d.MODE_VALUES}};a.title="LUT";a.desc=
+"Apply LUT to Texture";a.prototype.onExecute=function(){if(this.isOutputConnected(0)){var b=this.getInputData(0);if(this.properties.precision===d.PASS_THROUGH)this.setOutputData(0,b);else if(b){var c=this.getInputData(1);c||(c=d.getTexture(this.properties.texture));if(c){c.bind(0);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);gl.bindTexture(gl.TEXTURE_2D,
+null);var e=this.properties.intensity;this.isInputConnected(2)&&(this.properties.intensity=e=this.getInputData(2));this._tex=d.getTargetTexture(b,this._tex,this.properties.precision);this._tex.drawTo(function(){c.bind(1);b.toViewport(a._shader,{u_texture:0,u_textureB:1,u_amount:e})});this.setOutputData(0,this._tex)}else this.setOutputData(0,b)}}};a.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform sampler2D u_textureB;\n\t\t\tuniform float u_amount;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\t lowp vec4 textureColor = clamp( texture2D(u_texture, v_coord), vec4(0.0), vec4(1.0) );\n\t\t\t\t mediump float blueColor = textureColor.b * 63.0;\n\t\t\t\t mediump vec2 quad1;\n\t\t\t\t quad1.y = floor(floor(blueColor) / 8.0);\n\t\t\t\t quad1.x = floor(blueColor) - (quad1.y * 8.0);\n\t\t\t\t mediump vec2 quad2;\n\t\t\t\t quad2.y = floor(ceil(blueColor) / 8.0);\n\t\t\t\t quad2.x = ceil(blueColor) - (quad2.y * 8.0);\n\t\t\t\t highp vec2 texPos1;\n\t\t\t\t texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\t\t\t\t texPos1.y = 1.0 - ((quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\t\t\t\t highp vec2 texPos2;\n\t\t\t\t texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\t\t\t\t texPos2.y = 1.0 - ((quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\t\t\t\t lowp vec4 newColor1 = texture2D(u_textureB, texPos1);\n\t\t\t\t lowp vec4 newColor2 = texture2D(u_textureB, texPos2);\n\t\t\t\t lowp vec4 newColor = mix(newColor1, newColor2, fract(blueColor));\n\t\t\t\t gl_FragColor = vec4( mix( textureColor.rgb, newColor.rgb, u_amount), textureColor.w);\n\t\t\t}\n\t\t\t";
+f.registerNodeType("texture/LUT",a);var c=function(){this.addInput("Texture","Texture");this.addOutput("R","Texture");this.addOutput("G","Texture");this.addOutput("B","Texture");this.addOutput("A","Texture");this.properties={};c._shader||(c._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,c.pixel_shader))};c.title="Texture to Channels";c.desc="Split texture channels";c.prototype.onExecute=function(){var a=this.getInputData(0);if(a){this._channels||(this._channels=Array(4));for(var b=0,d=0;4>d;d++)this.isOutputConnected(d)?
+(this._channels[d]&&this._channels[d].width==a.width&&this._channels[d].height==a.height&&this._channels[d].type==a.type||(this._channels[d]=new GL.Texture(a.width,a.height,{type:a.type,format:gl.RGBA,filter:gl.LINEAR})),b++):this._channels[d]=null;if(b){gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);for(var e=Mesh.getScreenQuad(),g=c._shader,h=[[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]],d=0;4>d;d++)this._channels[d]&&(this._channels[d].drawTo(function(){a.bind(0);g.uniforms({u_texture:0,u_mask:h[d]}).draw(e)}),
+this.setOutputData(d,this._channels[d]))}}};c.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform vec4 u_mask;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t gl_FragColor = vec4( vec3( length( texture2D(u_texture, v_coord) * u_mask )), 1.0 );\n\t\t\t}\n\t\t\t";f.registerNodeType("texture/textureChannels",c);var e=function(){this.addInput("R","Texture");this.addInput("G","Texture");this.addInput("B","Texture");this.addInput("A",
+"Texture");this.addOutput("Texture","Texture");this.properties={};e._shader||(e._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,e.pixel_shader))};e.title="Channels to Texture";e.desc="Split texture channels";e.prototype.onExecute=function(){var a=[this.getInputData(0),this.getInputData(1),this.getInputData(2),this.getInputData(3)];if(a[0]&&a[1]&&a[2]&&a[3]){gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var b=Mesh.getScreenQuad(),c=e._shader;this._tex=d.getTargetTexture(a[0],this._tex);this._tex.drawTo(function(){a[0].bind(0);
a[1].bind(1);a[2].bind(2);a[3].bind(3);c.uniforms({u_textureR:0,u_textureG:1,u_textureB:2,u_textureA:3}).draw(b)});this.setOutputData(0,this._tex)}};e.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_textureR;\n\t\t\tuniform sampler2D u_textureG;\n\t\t\tuniform sampler2D u_textureB;\n\t\t\tuniform sampler2D u_textureA;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t gl_FragColor = vec4( \t\t\t\t\t\ttexture2D(u_textureR, v_coord).r,\t\t\t\t\t\ttexture2D(u_textureG, v_coord).r,\t\t\t\t\t\ttexture2D(u_textureB, v_coord).r,\t\t\t\t\t\ttexture2D(u_textureA, v_coord).r);\n\t\t\t}\n\t\t\t";
-d.registerNodeType("texture/channelsTexture",e);f=function(){this.addOutput("Texture","Texture");this._tex_color=vec4.create();this.properties={color:vec4.create(),precision:h.DEFAULT}};f.title="Color";f.desc="Generates a 1x1 texture with a constant color";f.widgets_info={precision:{widget:"combo",values:h.MODE_VALUES}};f.prototype.onDrawBackground=function(a){var b=this.properties.color;a.fillStyle="rgb("+Math.floor(255*Math.clamp(b[0],0,1))+","+Math.floor(255*Math.clamp(b[1],0,1))+","+Math.floor(255*
-Math.clamp(b[2],0,1))+")";this.flags.collapsed?this.boxcolor=a.fillStyle:a.fillRect(0,0,this.size[0],this.size[1])};f.prototype.onExecute=function(){var a=this.properties.precision==h.HIGH?h.HIGH_PRECISION_FORMAT:gl.UNSIGNED_BYTE;this._tex&&this._tex.type==a||(this._tex=new GL.Texture(1,1,{format:gl.RGBA,type:a,minFilter:gl.NEAREST}));a=this.properties.color;if(this.inputs)for(var b=0;b 0.5 ? 1.0 : 0.0, diff.y > 0.5 ? 1.0 : 0.0, diff.z > 0.5 ? 1.0 : 0.0, center.a );\n\t\t\t}\n\t\t\t";
-d.registerNodeType("texture/edges",n);var l=function(){this.addInput("Texture","Texture");this.addInput("Distance","number");this.addInput("Range","number");this.addOutput("Texture","Texture");this.properties={distance:100,range:50,only_depth:!1,high_precision:!1};this._uniforms={u_texture:0,u_distance:100,u_range:50,u_camera_planes:null}};l.title="Depth Range";l.desc="Generates a texture with a depth range";l.prototype.onExecute=function(){if(this.isOutputConnected(0)){var a=this.getInputData(0);
+f.registerNodeType("texture/channelsTexture",e);h=function(){this.addOutput("Texture","Texture");this._tex_color=vec4.create();this.properties={color:vec4.create(),precision:d.DEFAULT}};h.title="Color";h.desc="Generates a 1x1 texture with a constant color";h.widgets_info={precision:{widget:"combo",values:d.MODE_VALUES}};h.prototype.onDrawBackground=function(a){var b=this.properties.color;a.fillStyle="rgb("+Math.floor(255*Math.clamp(b[0],0,1))+","+Math.floor(255*Math.clamp(b[1],0,1))+","+Math.floor(255*
+Math.clamp(b[2],0,1))+")";this.flags.collapsed?this.boxcolor=a.fillStyle:a.fillRect(0,0,this.size[0],this.size[1])};h.prototype.onExecute=function(){var a=this.properties.precision==d.HIGH?d.HIGH_PRECISION_FORMAT:gl.UNSIGNED_BYTE;this._tex&&this._tex.type==a||(this._tex=new GL.Texture(1,1,{format:gl.RGBA,type:a,minFilter:gl.NEAREST}));a=this.properties.color;if(this.inputs)for(var b=0;b 0.5 ? 1.0 : 0.0, diff.y > 0.5 ? 1.0 : 0.0, diff.z > 0.5 ? 1.0 : 0.0, center.a );\n\t\t\t}\n\t\t\t";
+f.registerNodeType("texture/edges",m);var l=function(){this.addInput("Texture","Texture");this.addInput("Distance","number");this.addInput("Range","number");this.addOutput("Texture","Texture");this.properties={distance:100,range:50,only_depth:!1,high_precision:!1};this._uniforms={u_texture:0,u_distance:100,u_range:50,u_camera_planes:null}};l.title="Depth Range";l.desc="Generates a texture with a depth range";l.prototype.onExecute=function(){if(this.isOutputConnected(0)){var a=this.getInputData(0);
if(a){var b=gl.UNSIGNED_BYTE;this.properties.high_precision&&(b=gl.half_float_ext?gl.HALF_FLOAT_OES:gl.FLOAT);this._temp_texture&&this._temp_texture.type==b&&this._temp_texture.width==a.width&&this._temp_texture.height==a.height||(this._temp_texture=new GL.Texture(a.width,a.height,{type:b,format:gl.RGBA,filter:gl.LINEAR}));var c=this._uniforms,b=this.properties.distance;this.isInputConnected(1)&&(b=this.getInputData(1),this.properties.distance=b);var d=this.properties.range;this.isInputConnected(2)&&
(d=this.getInputData(2),this.properties.range=d);c.u_distance=b;c.u_range=d;gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var e=Mesh.getScreenQuad();l._shader||(l._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,l.pixel_shader),l._shader_onlydepth=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,l.pixel_shader,{ONLY_DEPTH:""}));var g=this.properties.only_depth?l._shader_onlydepth:l._shader,b=null,b=a.near_far_planes?a.near_far_planes:window.LS&&LS.Renderer._main_camera?LS.Renderer._main_camera._uniforms.u_camera_planes:
[0.1,1E3];c.u_camera_planes=b;this._temp_texture.drawTo(function(){a.bind(0);g.uniforms(c).draw(e)});this._temp_texture.near_far_planes=b;this.setOutputData(0,this._temp_texture)}}};l.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform vec2 u_camera_planes;\n\t\t\tuniform float u_distance;\n\t\t\tuniform float u_range;\n\t\t\t\n\t\t\tfloat LinearDepth()\n\t\t\t{\n\t\t\t\tfloat zNear = u_camera_planes.x;\n\t\t\t\tfloat zFar = u_camera_planes.y;\n\t\t\t\tfloat depth = texture2D(u_texture, v_coord).x;\n\t\t\t\tdepth = depth * 2.0 - 1.0;\n\t\t\t\treturn zNear * (depth + 1.0) / (zFar + zNear - depth * (zFar - zNear));\n\t\t\t}\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tfloat depth = LinearDepth();\n\t\t\t\t#ifdef ONLY_DEPTH\n\t\t\t\t gl_FragColor = vec4(depth);\n\t\t\t\t#else\n\t\t\t\t\tfloat diff = abs(depth * u_camera_planes.y - u_distance);\n\t\t\t\t\tfloat dof = 1.0;\n\t\t\t\t\tif(diff <= u_range)\n\t\t\t\t\t\tdof = diff / u_range;\n\t\t\t\t gl_FragColor = vec4(dof);\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t";
-d.registerNodeType("texture/depth_range",l);var A=function(){this.addInput("Texture","Texture");this.addInput("Iterations","number");this.addInput("Intensity","number");this.addOutput("Blurred","Texture");this.properties={intensity:1,iterations:1,preserve_aspect:!1,scale:[1,1],precision:h.DEFAULT}};A.title="Blur";A.desc="Blur a texture";A.widgets_info={precision:{widget:"combo",values:h.MODE_VALUES}};A.max_iterations=20;A.prototype.onExecute=function(){var a=this.getInputData(0);if(a&&this.isOutputConnected(0)){var b=
-this._final_texture;b&&b.width==a.width&&b.height==a.height&&b.type==a.type||(b=this._final_texture=new GL.Texture(a.width,a.height,{type:a.type,format:gl.RGBA,filter:gl.LINEAR}));var c=this.properties.iterations;this.isInputConnected(1)&&(c=this.getInputData(1),this.properties.iterations=c);c=Math.min(Math.floor(c),A.max_iterations);if(0==c)this.setOutputData(0,a);else{var e=this.properties.intensity;this.isInputConnected(2)&&(e=this.getInputData(2),this.properties.intensity=e);var g=d.camera_aspect;
-g||void 0===window.gl||(g=gl.canvas.height/gl.canvas.width);g||(g=1);var g=this.properties.preserve_aspect?g:1,f=this.properties.scale||[1,1];a.applyBlur(g*f[0],f[1],e,b);for(a=1;a>=1;1<(c|0)&&(c>>=1);if(2>b)break;m=f[q]=GL.Texture.getTemporary(b,c,d);p[0]=1/k.width;p[1]=1/k.height;k.blit(m,l.uniforms(g));k=m}this.isOutputConnected(2)&&(b=this._average_texture,b&&b.type==a.type&&b.format==a.format||(b=this._average_texture=new GL.Texture(1,1,{type:a.type,format:a.format,filter:gl.LINEAR})),p[0]=1/k.width,p[1]=1/k.height,g.u_intensity=
-r,g.u_delta=1,k.blit(b,l.uniforms(g)),this.setOutputData(2,b));gl.enable(gl.BLEND);gl.blendFunc(gl.ONE,gl.ONE);g.u_intensity=this.getInputOrProperty("persistence");g.u_delta=0.5;for(q-=2;0<=q;q--)m=f[q],f[q]=null,p[0]=1/k.width,p[1]=1/k.height,k.blit(m,l.uniforms(g)),GL.Texture.releaseTemporary(k),k=m;gl.disable(gl.BLEND);this.isOutputConnected(1)&&(f=this._glow_texture,f&&f.width==a.width&&f.height==a.height&&f.type==e&&f.format==a.format||(f=this._glow_texture=new GL.Texture(a.width,a.height,{type:e,
-format:a.format,filter:gl.LINEAR})),k.blit(f),this.setOutputData(1,f));if(this.isOutputConnected(0)){f=this._final_texture;f&&f.width==a.width&&f.height==a.height&&f.type==e&&f.format==a.format||(f=this._final_texture=new GL.Texture(a.width,a.height,{type:e,format:a.format,filter:gl.LINEAR}));var A=this.getInputData(1),s=this.getInputOrProperty("dirt_factor");g.u_intensity=r;l=A?x._dirt_final_shader:x._final_shader;l||(l=A?x._dirt_final_shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,x.final_pixel_shader,
-{USE_DIRT:""}):x._final_shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,x.final_pixel_shader));f.drawTo(function(){a.bind(0);k.bind(1);A&&(l.setUniform("u_dirt_factor",s),l.setUniform("u_dirt_texture",A.bind(2)));l.toViewport(g)});this.setOutputData(0,f)}GL.Texture.releaseTemporary(k)}};x.cut_pixel_shader="precision highp float;\n\t\tvarying vec2 v_coord;\n\t\tuniform sampler2D u_texture;\n\t\tuniform float u_threshold;\n\t\tvoid main() {\n\t\t\tgl_FragColor = max( texture2D( u_texture, v_coord ) - vec4( u_threshold ), vec4(0.0) );\n\t\t}";
-x.scale_pixel_shader="precision highp float;\n\t\tvarying vec2 v_coord;\n\t\tuniform sampler2D u_texture;\n\t\tuniform vec2 u_texel_size;\n\t\tuniform float u_delta;\n\t\tuniform float u_intensity;\n\t\t\n\t\tvec4 sampleBox(vec2 uv) {\n\t\t\tvec4 o = u_texel_size.xyxy * vec2(-u_delta, u_delta).xxyy;\n\t\t\tvec4 s = texture2D( u_texture, uv + o.xy ) + texture2D( u_texture, uv + o.zy) + texture2D( u_texture, uv + o.xw) + texture2D( u_texture, uv + o.zw);\n\t\t\treturn s * 0.25;\n\t\t}\n\t\tvoid main() {\n\t\t\tgl_FragColor = u_intensity * sampleBox( v_coord );\n\t\t}";
-x.final_pixel_shader="precision highp float;\n\t\tvarying vec2 v_coord;\n\t\tuniform sampler2D u_texture;\n\t\tuniform sampler2D u_glow_texture;\n\t\t#ifdef USE_DIRT\n\t\t\tuniform sampler2D u_dirt_texture;\n\t\t#endif\n\t\tuniform vec2 u_texel_size;\n\t\tuniform float u_delta;\n\t\tuniform float u_intensity;\n\t\tuniform float u_dirt_factor;\n\t\t\n\t\tvec4 sampleBox(vec2 uv) {\n\t\t\tvec4 o = u_texel_size.xyxy * vec2(-u_delta, u_delta).xxyy;\n\t\t\tvec4 s = texture2D( u_glow_texture, uv + o.xy ) + texture2D( u_glow_texture, uv + o.zy) + texture2D( u_glow_texture, uv + o.xw) + texture2D( u_glow_texture, uv + o.zw);\n\t\t\treturn s * 0.25;\n\t\t}\n\t\tvoid main() {\n\t\t\tvec4 glow = sampleBox( v_coord );\n\t\t\t#ifdef USE_DIRT\n\t\t\t\tglow = mix( glow, glow * texture2D( u_dirt_texture, v_coord ), u_dirt_factor );\n\t\t\t#endif\n\t\t\tgl_FragColor = texture2D( u_texture, v_coord ) + u_intensity * glow;\n\t\t}";
-d.registerNodeType("texture/glow",x);var w=function(){this.addInput("Texture","Texture");this.addOutput("Filtered","Texture");this.properties={intensity:1,radius:5}};w.title="Kuwahara Filter";w.desc="Filters a texture giving an artistic oil canvas painting";w.max_radius=10;w._shaders=[];w.prototype.onExecute=function(){var a=this.getInputData(0);if(a&&this.isOutputConnected(0)){var b=this._temp_texture;b&&b.width==a.width&&b.height==a.height&&b.type==a.type||(this._temp_texture=new GL.Texture(a.width,
-a.height,{type:a.type,format:gl.RGBA,filter:gl.LINEAR}));b=this.properties.radius;b=Math.min(Math.floor(b),w.max_radius);if(0==b)this.setOutputData(0,a);else{var c=this.properties.intensity,e=d.camera_aspect;e||void 0===window.gl||(e=gl.canvas.height/gl.canvas.width);e||(e=1);e=this.properties.preserve_aspect?e:1;w._shaders[b]||(w._shaders[b]=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,w.pixel_shader,{RADIUS:b.toFixed(0)}));var g=w._shaders[b],f=GL.Mesh.getScreenQuad();a.bind(0);this._temp_texture.drawTo(function(){g.uniforms({u_texture:0,
-u_intensity:c,u_resolution:[a.width,a.height],u_iResolution:[1/a.width,1/a.height]}).draw(f)});this.setOutputData(0,this._temp_texture)}}};w.pixel_shader="\n\tprecision highp float;\n\tvarying vec2 v_coord;\n\tuniform sampler2D u_texture;\n\tuniform float u_intensity;\n\tuniform vec2 u_resolution;\n\tuniform vec2 u_iResolution;\n\t#ifndef RADIUS\n\t\t#define RADIUS 7\n\t#endif\n\tvoid main() {\n\t\n\t\tconst int radius = RADIUS;\n\t\tvec2 fragCoord = v_coord;\n\t\tvec2 src_size = u_iResolution;\n\t\tvec2 uv = v_coord;\n\t\tfloat n = float((radius + 1) * (radius + 1));\n\t\tint i;\n\t\tint j;\n\t\tvec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0);\n\t\tvec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0);\n\t\tvec3 c;\n\t\t\n\t\tfor (int j = -radius; j <= 0; ++j) {\n\t\t\tfor (int i = -radius; i <= 0; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm0 += c;\n\t\t\t\ts0 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = -radius; j <= 0; ++j) {\n\t\t\tfor (int i = 0; i <= radius; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm1 += c;\n\t\t\t\ts1 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = 0; j <= radius; ++j) {\n\t\t\tfor (int i = 0; i <= radius; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm2 += c;\n\t\t\t\ts2 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = 0; j <= radius; ++j) {\n\t\t\tfor (int i = -radius; i <= 0; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm3 += c;\n\t\t\t\ts3 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfloat min_sigma2 = 1e+2;\n\t\tm0 /= n;\n\t\ts0 = abs(s0 / n - m0 * m0);\n\t\t\n\t\tfloat sigma2 = s0.r + s0.g + s0.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m0, 1.0);\n\t\t}\n\t\t\n\t\tm1 /= n;\n\t\ts1 = abs(s1 / n - m1 * m1);\n\t\t\n\t\tsigma2 = s1.r + s1.g + s1.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m1, 1.0);\n\t\t}\n\t\t\n\t\tm2 /= n;\n\t\ts2 = abs(s2 / n - m2 * m2);\n\t\t\n\t\tsigma2 = s2.r + s2.g + s2.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m2, 1.0);\n\t\t}\n\t\t\n\t\tm3 /= n;\n\t\ts3 = abs(s3 / n - m3 * m3);\n\t\t\n\t\tsigma2 = s3.r + s3.g + s3.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m3, 1.0);\n\t\t}\n\t}\n\t";
-d.registerNodeType("texture/kuwahara",w);f=function(){this.addOutput("Webcam","Texture");this.properties={texture_name:"",facingMode:"user"};this.boxcolor="black";this.version=0};f.title="Webcam";f.desc="Webcam texture";f.prototype.openStream=function(){function a(c){console.log("Webcam rejected",c);b._webcam_stream=!1;b.boxcolor="red";b.trigger("stream_error")}if(navigator.getUserMedia){this._waiting_confirmation=!0;navigator.mediaDevices.getUserMedia({audio:!1,video:{facingMode:this.properties.facingMode}}).then(this.streamReady.bind(this))["catch"](a);
-var b=this}};f.prototype.closeStream=function(){if(this._webcam_stream){var a=this._webcam_stream.getTracks();if(a.length)for(var b=0;b=this.size[1]||!this._video||(a.save(),a.webgl?this._video_texture&&a.drawImage(this._video_texture,0,0,this.size[0],
-this.size[1]):a.drawImage(this._video,0,0,this.size[0],this.size[1]),a.restore())};f.prototype.onExecute=function(){null!=this._webcam_stream||this._waiting_confirmation||this.openStream();if(this._video&&this._video.videoWidth){var a=this._video.videoWidth,b=this._video.videoHeight,c=this._video_texture;c&&c.width==a&&c.height==b||(this._video_texture=new GL.Texture(a,b,{format:gl.RGB,filter:gl.LINEAR}));this._video_texture.uploadImage(this._video);this._video_texture.version=++this.version;this.properties.texture_name&&
-(h.getTexturesContainer()[this.properties.texture_name]=this._video_texture);this.setOutputData(0,this._video_texture);for(a=1;a>=1;1<(c|0)&&(c>>=1);if(2>b)break;k=f[q]=GL.Texture.getTemporary(b,c,e);p[0]=1/n.width;p[1]=1/n.height;n.blit(k,l.uniforms(h));n=k}this.isOutputConnected(2)&&(b=this._average_texture,b&&b.type==a.type&&b.format==a.format||(b=this._average_texture=new GL.Texture(1,1,{type:a.type,format:a.format,filter:gl.LINEAR})),p[0]=1/n.width,p[1]=1/n.height,h.u_intensity=
+r,h.u_delta=1,n.blit(b,l.uniforms(h)),this.setOutputData(2,b));gl.enable(gl.BLEND);gl.blendFunc(gl.ONE,gl.ONE);h.u_intensity=this.getInputOrProperty("persistence");h.u_delta=0.5;for(q-=2;0<=q;q--)k=f[q],f[q]=null,p[0]=1/n.width,p[1]=1/n.height,n.blit(k,l.uniforms(h)),GL.Texture.releaseTemporary(n),n=k;gl.disable(gl.BLEND);this.isOutputConnected(1)&&(f=this._glow_texture,f&&f.width==a.width&&f.height==a.height&&f.type==g&&f.format==a.format||(f=this._glow_texture=new GL.Texture(a.width,a.height,{type:g,
+format:a.format,filter:gl.LINEAR})),n.blit(f),this.setOutputData(1,f));if(this.isOutputConnected(0)){f=this._final_texture;f&&f.width==a.width&&f.height==a.height&&f.type==g&&f.format==a.format||(f=this._final_texture=new GL.Texture(a.width,a.height,{type:g,format:a.format,filter:gl.LINEAR}));var x=this.getInputData(1),s=this.getInputOrProperty("dirt_factor");h.u_intensity=r;l=x?y._dirt_final_shader:y._final_shader;l||(l=x?y._dirt_final_shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,y.final_pixel_shader,
+{USE_DIRT:""}):y._final_shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,y.final_pixel_shader));f.drawTo(function(){a.bind(0);n.bind(1);x&&(l.setUniform("u_dirt_factor",s),l.setUniform("u_dirt_texture",x.bind(2)));l.toViewport(h)});this.setOutputData(0,f)}GL.Texture.releaseTemporary(n)}};y.cut_pixel_shader="precision highp float;\n\t\tvarying vec2 v_coord;\n\t\tuniform sampler2D u_texture;\n\t\tuniform float u_threshold;\n\t\tvoid main() {\n\t\t\tgl_FragColor = max( texture2D( u_texture, v_coord ) - vec4( u_threshold ), vec4(0.0) );\n\t\t}";
+y.scale_pixel_shader="precision highp float;\n\t\tvarying vec2 v_coord;\n\t\tuniform sampler2D u_texture;\n\t\tuniform vec2 u_texel_size;\n\t\tuniform float u_delta;\n\t\tuniform float u_intensity;\n\t\t\n\t\tvec4 sampleBox(vec2 uv) {\n\t\t\tvec4 o = u_texel_size.xyxy * vec2(-u_delta, u_delta).xxyy;\n\t\t\tvec4 s = texture2D( u_texture, uv + o.xy ) + texture2D( u_texture, uv + o.zy) + texture2D( u_texture, uv + o.xw) + texture2D( u_texture, uv + o.zw);\n\t\t\treturn s * 0.25;\n\t\t}\n\t\tvoid main() {\n\t\t\tgl_FragColor = u_intensity * sampleBox( v_coord );\n\t\t}";
+y.final_pixel_shader="precision highp float;\n\t\tvarying vec2 v_coord;\n\t\tuniform sampler2D u_texture;\n\t\tuniform sampler2D u_glow_texture;\n\t\t#ifdef USE_DIRT\n\t\t\tuniform sampler2D u_dirt_texture;\n\t\t#endif\n\t\tuniform vec2 u_texel_size;\n\t\tuniform float u_delta;\n\t\tuniform float u_intensity;\n\t\tuniform float u_dirt_factor;\n\t\t\n\t\tvec4 sampleBox(vec2 uv) {\n\t\t\tvec4 o = u_texel_size.xyxy * vec2(-u_delta, u_delta).xxyy;\n\t\t\tvec4 s = texture2D( u_glow_texture, uv + o.xy ) + texture2D( u_glow_texture, uv + o.zy) + texture2D( u_glow_texture, uv + o.xw) + texture2D( u_glow_texture, uv + o.zw);\n\t\t\treturn s * 0.25;\n\t\t}\n\t\tvoid main() {\n\t\t\tvec4 glow = sampleBox( v_coord );\n\t\t\t#ifdef USE_DIRT\n\t\t\t\tglow = mix( glow, glow * texture2D( u_dirt_texture, v_coord ), u_dirt_factor );\n\t\t\t#endif\n\t\t\tgl_FragColor = texture2D( u_texture, v_coord ) + u_intensity * glow;\n\t\t}";
+f.registerNodeType("texture/glow",y);var w=function(){this.addInput("Texture","Texture");this.addOutput("Filtered","Texture");this.properties={intensity:1,radius:5}};w.title="Kuwahara Filter";w.desc="Filters a texture giving an artistic oil canvas painting";w.max_radius=10;w._shaders=[];w.prototype.onExecute=function(){var a=this.getInputData(0);if(a&&this.isOutputConnected(0)){var b=this._temp_texture;b&&b.width==a.width&&b.height==a.height&&b.type==a.type||(this._temp_texture=new GL.Texture(a.width,
+a.height,{type:a.type,format:gl.RGBA,filter:gl.LINEAR}));b=this.properties.radius;b=Math.min(Math.floor(b),w.max_radius);if(0==b)this.setOutputData(0,a);else{var c=this.properties.intensity,d=f.camera_aspect;d||void 0===window.gl||(d=gl.canvas.height/gl.canvas.width);d||(d=1);d=this.properties.preserve_aspect?d:1;w._shaders[b]||(w._shaders[b]=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,w.pixel_shader,{RADIUS:b.toFixed(0)}));var e=w._shaders[b],g=GL.Mesh.getScreenQuad();a.bind(0);this._temp_texture.drawTo(function(){e.uniforms({u_texture:0,
+u_intensity:c,u_resolution:[a.width,a.height],u_iResolution:[1/a.width,1/a.height]}).draw(g)});this.setOutputData(0,this._temp_texture)}}};w.pixel_shader="\n\tprecision highp float;\n\tvarying vec2 v_coord;\n\tuniform sampler2D u_texture;\n\tuniform float u_intensity;\n\tuniform vec2 u_resolution;\n\tuniform vec2 u_iResolution;\n\t#ifndef RADIUS\n\t\t#define RADIUS 7\n\t#endif\n\tvoid main() {\n\t\n\t\tconst int radius = RADIUS;\n\t\tvec2 fragCoord = v_coord;\n\t\tvec2 src_size = u_iResolution;\n\t\tvec2 uv = v_coord;\n\t\tfloat n = float((radius + 1) * (radius + 1));\n\t\tint i;\n\t\tint j;\n\t\tvec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0);\n\t\tvec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0);\n\t\tvec3 c;\n\t\t\n\t\tfor (int j = -radius; j <= 0; ++j) {\n\t\t\tfor (int i = -radius; i <= 0; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm0 += c;\n\t\t\t\ts0 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = -radius; j <= 0; ++j) {\n\t\t\tfor (int i = 0; i <= radius; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm1 += c;\n\t\t\t\ts1 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = 0; j <= radius; ++j) {\n\t\t\tfor (int i = 0; i <= radius; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm2 += c;\n\t\t\t\ts2 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = 0; j <= radius; ++j) {\n\t\t\tfor (int i = -radius; i <= 0; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm3 += c;\n\t\t\t\ts3 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfloat min_sigma2 = 1e+2;\n\t\tm0 /= n;\n\t\ts0 = abs(s0 / n - m0 * m0);\n\t\t\n\t\tfloat sigma2 = s0.r + s0.g + s0.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m0, 1.0);\n\t\t}\n\t\t\n\t\tm1 /= n;\n\t\ts1 = abs(s1 / n - m1 * m1);\n\t\t\n\t\tsigma2 = s1.r + s1.g + s1.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m1, 1.0);\n\t\t}\n\t\t\n\t\tm2 /= n;\n\t\ts2 = abs(s2 / n - m2 * m2);\n\t\t\n\t\tsigma2 = s2.r + s2.g + s2.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m2, 1.0);\n\t\t}\n\t\t\n\t\tm3 /= n;\n\t\ts3 = abs(s3 / n - m3 * m3);\n\t\t\n\t\tsigma2 = s3.r + s3.g + s3.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m3, 1.0);\n\t\t}\n\t}\n\t";
+f.registerNodeType("texture/kuwahara",w);h=function(){this.addOutput("Webcam","Texture");this.properties={texture_name:"",facingMode:"user"};this.boxcolor="black";this.version=0};h.title="Webcam";h.desc="Webcam texture";h.prototype.openStream=function(){function a(c){console.log("Webcam rejected",c);b._webcam_stream=!1;b.boxcolor="red";b.trigger("stream_error")}if(navigator.getUserMedia){this._waiting_confirmation=!0;navigator.mediaDevices.getUserMedia({audio:!1,video:{facingMode:this.properties.facingMode}}).then(this.streamReady.bind(this))["catch"](a);
+var b=this}};h.prototype.closeStream=function(){if(this._webcam_stream){var a=this._webcam_stream.getTracks();if(a.length)for(var b=0;b=this.size[1]||!this._video||(a.save(),a.webgl?this._video_texture&&a.drawImage(this._video_texture,0,0,this.size[0],
+this.size[1]):a.drawImage(this._video,0,0,this.size[0],this.size[1]),a.restore())};h.prototype.onExecute=function(){null!=this._webcam_stream||this._waiting_confirmation||this.openStream();if(this._video&&this._video.videoWidth){var a=this._video.videoWidth,b=this._video.videoHeight,c=this._video_texture;c&&c.width==a&&c.height==b||(this._video_texture=new GL.Texture(a,b,{format:gl.RGB,filter:gl.LINEAR}));this._video_texture.uploadImage(this._video);this._video_texture.version=++this.version;this.properties.texture_name&&
+(d.getTexturesContainer()[this.properties.texture_name]=this._video_texture);this.setOutputData(0,this._video_texture);for(a=1;a= res)\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tiCount++;\n\t\t\t\t}\n\t\t\t\tfloat nf = n/normK;\n\t\t\t\treturn nf*nf*nf*nf;\n\t\t\t}\n\t\t\tvoid main() {\n\t\t\t\tvec2 uv = v_coord * u_scale * u_viewport + u_offset * u_scale;\n\t\t\t\tvec4 color = vec4( pNoise( uv, u_octaves ) * u_amplitude );\n\t\t\t\tgl_FragColor = color;\n\t\t\t}";
-d.registerNodeType("texture/perlin",E);f=function(){this.addOutput("out","Texture");this.properties={code:"",width:512,height:512,precision:h.DEFAULT};this._temp_texture=this._func=null};f.title="Canvas2D";f.desc="Executes Canvas2D code inside a texture or the viewport";f.widgets_info={precision:{widget:"combo",values:h.MODE_VALUES},code:{type:"code"},width:{type:"Number",precision:0,step:1},height:{type:"Number",precision:0,step:1}};f.prototype.onPropertyChanged=function(a,b){if("code"==a&&d.allow_scripts){this._func=
-null;try{this._func=new Function("canvas","ctx","time","script",b),this.boxcolor="#00FF00"}catch(c){this.boxcolor="#FF0000",console.error("Error parsing script"),console.error(c)}}};f.prototype.onExecute=function(){var a=this._func;if(a&&this.isOutputConnected(0))if(u.enableWebGLCanvas){var b=this.properties.width||gl.canvas.width,c=this.properties.height||gl.canvas.height,d=this._temp_texture;d&&d.width==b&&d.height==c||(d=this._temp_texture=new GL.Texture(b,c,{format:gl.RGBA,filter:gl.LINEAR}));
-var e=this,g=this.graph.getTime();d.drawTo(function(){gl.start2D();try{a.draw?a.draw.call(e,gl.canvas,gl,g,a):a.call(e,gl.canvas,gl,g,a),e.boxcolor="#00FF00"}catch(b){e.boxcolor="#FF0000",console.error("Error executing script"),console.error(b)}gl.finish2D()});this.setOutputData(0,d)}else console.warn("cannot use LGraphTextureCanvas2D if Canvas2DtoWebGL is not included")};d.registerNodeType("texture/canvas2D",f);var v=function(){this.addInput("in","Texture");this.addOutput("out","Texture");this.properties=
-{key_color:vec3.fromValues(0,1,0),threshold:0.8,slope:0.2,precision:h.DEFAULT}};v.title="Matte";v.desc="Extracts background";v.widgets_info={key_color:{widget:"color"},precision:{widget:"combo",values:h.MODE_VALUES}};v.prototype.onExecute=function(){if(this.isOutputConnected(0)){var a=this.getInputData(0);if(this.properties.precision===h.PASS_THROUGH)this.setOutputData(0,a);else if(a){this._tex=h.getTargetTexture(a,this._tex,this.properties.precision);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);
-this._uniforms||(this._uniforms={u_texture:0,u_key_color:this.properties.key_color,u_threshold:1,u_slope:1});var b=this._uniforms,c=Mesh.getScreenQuad(),d=v._shader;d||(d=v._shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,v.pixel_shader));b.u_key_color=this.properties.key_color;b.u_threshold=this.properties.threshold;b.u_slope=this.properties.slope;this._tex.drawTo(function(){a.bind(0);d.uniforms(b).draw(c)});this.setOutputData(0,this._tex)}}};v.pixel_shader="precision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform vec3 u_key_color;\n\t\t\tuniform float u_threshold;\n\t\t\tuniform float u_slope;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec3 color = texture2D( u_texture, v_coord ).xyz;\n\t\t\t\tfloat diff = length( normalize(color) - normalize(u_key_color) );\n\t\t\t\tfloat edge = u_threshold * (1.0 - u_slope);\n\t\t\t\tfloat alpha = smoothstep( edge, u_threshold, diff);\n\t\t\t\tgl_FragColor = vec4( color, alpha );\n\t\t\t}";
-d.registerNodeType("texture/matte",v);f=function(){this.addOutput("Cubemap","Cubemap");this.properties={name:""};this.size=[h.image_preview_size,h.image_preview_size]};f.title="Cubemap";f.prototype.onDropFile=function(a,b,c){a?(this._drop_texture="string"==typeof a?GL.Texture.fromURL(a):GL.Texture.fromDDSInMemory(a),this.properties.name=b):(this._drop_texture=null,this.properties.name="")};f.prototype.onExecute=function(){if(this._drop_texture)this.setOutputData(0,this._drop_texture);else if(this.properties.name){var a=
-h.getTexture(this.properties.name);a&&(this._last_tex=a,this.setOutputData(0,a))}};f.prototype.onDrawBackground=function(a){this.flags.collapsed||20>=this.size[1]||a.webgl&&(gl.meshes.cube||(gl.meshes.cube=GL.Mesh.cube({size:1})))};d.registerNodeType("texture/cubemap",f)}})(this);
-(function(u){var d=u.LiteGraph;if("undefined"!=typeof GL){var h=function(){this.addInput("Texture","Texture");this.addInput("Aberration","number");this.addInput("Distortion","number");this.addInput("Blur","number");this.addOutput("Texture","Texture");this.properties={aberration:1,distortion:1,blur:1,precision:LGraphTexture.DEFAULT};h._shader||(h._shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,h.pixel_shader),h._texture=new GL.Texture(3,1,{format:gl.RGB,wrap:gl.CLAMP_TO_EDGE,magFilter:gl.LINEAR,
-minFilter:gl.LINEAR,pixel_data:[255,0,0,0,255,0,0,0,255]}))};h.title="Lens";h.desc="Camera Lens distortion";h.widgets_info={precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};h.prototype.onExecute=function(){var d=this.getInputData(0);if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,d);else if(d){this._tex=LGraphTexture.getTargetTexture(d,this._tex,this.properties.precision);var f=this.properties.aberration;this.isInputConnected(1)&&(f=this.getInputData(1),
-this.properties.aberration=f);var p=this.properties.distortion;this.isInputConnected(2)&&(p=this.getInputData(2),this.properties.distortion=p);var k=this.properties.blur;this.isInputConnected(3)&&(k=this.getInputData(3),this.properties.blur=k);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var m=Mesh.getScreenQuad(),b=h._shader;this._tex.drawTo(function(){d.bind(0);b.uniforms({u_texture:0,u_aberration:f,u_distortion:p,u_blur:k}).draw(m)});this.setOutputData(0,this._tex)}};h.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform vec2 u_camera_planes;\n\t\t\tuniform float u_aberration;\n\t\t\tuniform float u_distortion;\n\t\t\tuniform float u_blur;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 coord = v_coord;\n\t\t\t\tfloat dist = distance(vec2(0.5), coord);\n\t\t\t\tvec2 dist_coord = coord - vec2(0.5);\n\t\t\t\tfloat percent = 1.0 + ((0.5 - dist) / 0.5) * u_distortion;\n\t\t\t\tdist_coord *= percent;\n\t\t\t\tcoord = dist_coord + vec2(0.5);\n\t\t\t\tvec4 color = texture2D(u_texture,coord, u_blur * dist);\n\t\t\t\tcolor.r = texture2D(u_texture,vec2(0.5) + dist_coord * (1.0+0.01*u_aberration), u_blur * dist ).r;\n\t\t\t\tcolor.b = texture2D(u_texture,vec2(0.5) + dist_coord * (1.0-0.01*u_aberration), u_blur * dist ).b;\n\t\t\t\tgl_FragColor = color;\n\t\t\t}\n\t\t\t";
-d.registerNodeType("fx/lens",h);u.LGraphFXLens=h;var q=function(){this.addInput("Texture","Texture");this.addInput("Blurred","Texture");this.addInput("Mask","Texture");this.addInput("Threshold","number");this.addOutput("Texture","Texture");this.properties={shape:"",size:10,alpha:1,threshold:1,high_precision:!1}};q.title="Bokeh";q.desc="applies an Bokeh effect";q.widgets_info={shape:{widget:"texture"}};q.prototype.onExecute=function(){var d=this.getInputData(0),f=this.getInputData(1),h=this.getInputData(2);
-if(d&&h&&this.properties.shape){f||(f=d);var k=LGraphTexture.getTexture(this.properties.shape);if(k){var m=this.properties.threshold;this.isInputConnected(3)&&(m=this.getInputData(3),this.properties.threshold=m);var b=gl.UNSIGNED_BYTE;this.properties.high_precision&&(b=gl.half_float_ext?gl.HALF_FLOAT_OES:gl.FLOAT);this._temp_texture&&this._temp_texture.type==b&&this._temp_texture.width==d.width&&this._temp_texture.height==d.height||(this._temp_texture=new GL.Texture(d.width,d.height,{type:b,format:gl.RGBA,
-filter:gl.LINEAR}));var a=q._first_shader;a||(a=q._first_shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,q._first_pixel_shader));var c=q._second_shader;c||(c=q._second_shader=new GL.Shader(q._second_vertex_shader,q._second_pixel_shader));var e=this._points_mesh;e&&e._width==d.width&&e._height==d.height&&2==e._spacing||(e=this.createPointsMesh(d.width,d.height,2));var p=Mesh.getScreenQuad(),g=this.properties.size,n=this.properties.alpha;gl.disable(gl.DEPTH_TEST);gl.disable(gl.BLEND);this._temp_texture.drawTo(function(){d.bind(0);
-f.bind(1);h.bind(2);a.uniforms({u_texture:0,u_texture_blur:1,u_mask:2,u_texsize:[d.width,d.height]}).draw(p)});this._temp_texture.drawTo(function(){gl.enable(gl.BLEND);gl.blendFunc(gl.ONE,gl.ONE);d.bind(0);k.bind(3);c.uniforms({u_texture:0,u_mask:2,u_shape:3,u_alpha:n,u_threshold:m,u_pointSize:g,u_itexsize:[1/d.width,1/d.height]}).draw(e,gl.POINTS)});this.setOutputData(0,this._temp_texture)}}else this.setOutputData(0,d)};q.prototype.createPointsMesh=function(d,f,h){for(var k=Math.round(d/h),m=Math.round(f/
-h),b=new Float32Array(k*m*2),a=-1,c=2/d*h,e=2/f*h,p=0;p= res)\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tiCount++;\n\t\t\t\t}\n\t\t\t\tfloat nf = n/normK;\n\t\t\t\treturn nf*nf*nf*nf;\n\t\t\t}\n\t\t\tvoid main() {\n\t\t\t\tvec2 uv = v_coord * u_scale * u_viewport + u_offset * u_scale;\n\t\t\t\tvec4 color = vec4( pNoise( uv, u_octaves ) * u_amplitude );\n\t\t\t\tgl_FragColor = color;\n\t\t\t}";
+f.registerNodeType("texture/perlin",E);h=function(){this.addOutput("out","Texture");this.properties={code:"",width:512,height:512,precision:d.DEFAULT};this._temp_texture=this._func=null};h.title="Canvas2D";h.desc="Executes Canvas2D code inside a texture or the viewport";h.widgets_info={precision:{widget:"combo",values:d.MODE_VALUES},code:{type:"code"},width:{type:"Number",precision:0,step:1},height:{type:"Number",precision:0,step:1}};h.prototype.onPropertyChanged=function(a,b){if("code"==a&&f.allow_scripts){this._func=
+null;try{this._func=new Function("canvas","ctx","time","script",b),this.boxcolor="#00FF00"}catch(c){this.boxcolor="#FF0000",console.error("Error parsing script"),console.error(c)}}};h.prototype.onExecute=function(){var a=this._func;if(a&&this.isOutputConnected(0))if(u.enableWebGLCanvas){var b=this.properties.width||gl.canvas.width,c=this.properties.height||gl.canvas.height,d=this._temp_texture;d&&d.width==b&&d.height==c||(d=this._temp_texture=new GL.Texture(b,c,{format:gl.RGBA,filter:gl.LINEAR}));
+var e=this,g=this.graph.getTime();d.drawTo(function(){gl.start2D();try{a.draw?a.draw.call(e,gl.canvas,gl,g,a):a.call(e,gl.canvas,gl,g,a),e.boxcolor="#00FF00"}catch(b){e.boxcolor="#FF0000",console.error("Error executing script"),console.error(b)}gl.finish2D()});this.setOutputData(0,d)}else console.warn("cannot use LGraphTextureCanvas2D if Canvas2DtoWebGL is not included")};f.registerNodeType("texture/canvas2D",h);var v=function(){this.addInput("in","Texture");this.addOutput("out","Texture");this.properties=
+{key_color:vec3.fromValues(0,1,0),threshold:0.8,slope:0.2,precision:d.DEFAULT}};v.title="Matte";v.desc="Extracts background";v.widgets_info={key_color:{widget:"color"},precision:{widget:"combo",values:d.MODE_VALUES}};v.prototype.onExecute=function(){if(this.isOutputConnected(0)){var a=this.getInputData(0);if(this.properties.precision===d.PASS_THROUGH)this.setOutputData(0,a);else if(a){this._tex=d.getTargetTexture(a,this._tex,this.properties.precision);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);
+this._uniforms||(this._uniforms={u_texture:0,u_key_color:this.properties.key_color,u_threshold:1,u_slope:1});var b=this._uniforms,c=Mesh.getScreenQuad(),e=v._shader;e||(e=v._shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,v.pixel_shader));b.u_key_color=this.properties.key_color;b.u_threshold=this.properties.threshold;b.u_slope=this.properties.slope;this._tex.drawTo(function(){a.bind(0);e.uniforms(b).draw(c)});this.setOutputData(0,this._tex)}}};v.pixel_shader="precision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform vec3 u_key_color;\n\t\t\tuniform float u_threshold;\n\t\t\tuniform float u_slope;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec3 color = texture2D( u_texture, v_coord ).xyz;\n\t\t\t\tfloat diff = length( normalize(color) - normalize(u_key_color) );\n\t\t\t\tfloat edge = u_threshold * (1.0 - u_slope);\n\t\t\t\tfloat alpha = smoothstep( edge, u_threshold, diff);\n\t\t\t\tgl_FragColor = vec4( color, alpha );\n\t\t\t}";
+f.registerNodeType("texture/matte",v);h=function(){this.addOutput("Cubemap","Cubemap");this.properties={name:""};this.size=[d.image_preview_size,d.image_preview_size]};h.title="Cubemap";h.prototype.onDropFile=function(a,b,c){a?(this._drop_texture="string"==typeof a?GL.Texture.fromURL(a):GL.Texture.fromDDSInMemory(a),this.properties.name=b):(this._drop_texture=null,this.properties.name="")};h.prototype.onExecute=function(){if(this._drop_texture)this.setOutputData(0,this._drop_texture);else if(this.properties.name){var a=
+d.getTexture(this.properties.name);a&&(this._last_tex=a,this.setOutputData(0,a))}};h.prototype.onDrawBackground=function(a){this.flags.collapsed||20>=this.size[1]||a.webgl&&(gl.meshes.cube||(gl.meshes.cube=GL.Mesh.cube({size:1})))};f.registerNodeType("texture/cubemap",h)}})(this);
+(function(u){var f=u.LiteGraph;if("undefined"!=typeof GL){var d=function(){this.addInput("Texture","Texture");this.addInput("Aberration","number");this.addInput("Distortion","number");this.addInput("Blur","number");this.addOutput("Texture","Texture");this.properties={aberration:1,distortion:1,blur:1,precision:LGraphTexture.DEFAULT};d._shader||(d._shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,d.pixel_shader),d._texture=new GL.Texture(3,1,{format:gl.RGB,wrap:gl.CLAMP_TO_EDGE,magFilter:gl.LINEAR,
+minFilter:gl.LINEAR,pixel_data:[255,0,0,0,255,0,0,0,255]}))};d.title="Lens";d.desc="Camera Lens distortion";d.widgets_info={precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};d.prototype.onExecute=function(){var h=this.getInputData(0);if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,h);else if(h){this._tex=LGraphTexture.getTargetTexture(h,this._tex,this.properties.precision);var f=this.properties.aberration;this.isInputConnected(1)&&(f=this.getInputData(1),
+this.properties.aberration=f);var p=this.properties.distortion;this.isInputConnected(2)&&(p=this.getInputData(2),this.properties.distortion=p);var k=this.properties.blur;this.isInputConnected(3)&&(k=this.getInputData(3),this.properties.blur=k);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var n=Mesh.getScreenQuad(),b=d._shader;this._tex.drawTo(function(){h.bind(0);b.uniforms({u_texture:0,u_aberration:f,u_distortion:p,u_blur:k}).draw(n)});this.setOutputData(0,this._tex)}};d.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform vec2 u_camera_planes;\n\t\t\tuniform float u_aberration;\n\t\t\tuniform float u_distortion;\n\t\t\tuniform float u_blur;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 coord = v_coord;\n\t\t\t\tfloat dist = distance(vec2(0.5), coord);\n\t\t\t\tvec2 dist_coord = coord - vec2(0.5);\n\t\t\t\tfloat percent = 1.0 + ((0.5 - dist) / 0.5) * u_distortion;\n\t\t\t\tdist_coord *= percent;\n\t\t\t\tcoord = dist_coord + vec2(0.5);\n\t\t\t\tvec4 color = texture2D(u_texture,coord, u_blur * dist);\n\t\t\t\tcolor.r = texture2D(u_texture,vec2(0.5) + dist_coord * (1.0+0.01*u_aberration), u_blur * dist ).r;\n\t\t\t\tcolor.b = texture2D(u_texture,vec2(0.5) + dist_coord * (1.0-0.01*u_aberration), u_blur * dist ).b;\n\t\t\t\tgl_FragColor = color;\n\t\t\t}\n\t\t\t";
+f.registerNodeType("fx/lens",d);u.LGraphFXLens=d;var q=function(){this.addInput("Texture","Texture");this.addInput("Blurred","Texture");this.addInput("Mask","Texture");this.addInput("Threshold","number");this.addOutput("Texture","Texture");this.properties={shape:"",size:10,alpha:1,threshold:1,high_precision:!1}};q.title="Bokeh";q.desc="applies an Bokeh effect";q.widgets_info={shape:{widget:"texture"}};q.prototype.onExecute=function(){var d=this.getInputData(0),h=this.getInputData(1),f=this.getInputData(2);
+if(d&&f&&this.properties.shape){h||(h=d);var k=LGraphTexture.getTexture(this.properties.shape);if(k){var n=this.properties.threshold;this.isInputConnected(3)&&(n=this.getInputData(3),this.properties.threshold=n);var b=gl.UNSIGNED_BYTE;this.properties.high_precision&&(b=gl.half_float_ext?gl.HALF_FLOAT_OES:gl.FLOAT);this._temp_texture&&this._temp_texture.type==b&&this._temp_texture.width==d.width&&this._temp_texture.height==d.height||(this._temp_texture=new GL.Texture(d.width,d.height,{type:b,format:gl.RGBA,
+filter:gl.LINEAR}));var a=q._first_shader;a||(a=q._first_shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,q._first_pixel_shader));var c=q._second_shader;c||(c=q._second_shader=new GL.Shader(q._second_vertex_shader,q._second_pixel_shader));var e=this._points_mesh;e&&e._width==d.width&&e._height==d.height&&2==e._spacing||(e=this.createPointsMesh(d.width,d.height,2));var p=Mesh.getScreenQuad(),g=this.properties.size,m=this.properties.alpha;gl.disable(gl.DEPTH_TEST);gl.disable(gl.BLEND);this._temp_texture.drawTo(function(){d.bind(0);
+h.bind(1);f.bind(2);a.uniforms({u_texture:0,u_texture_blur:1,u_mask:2,u_texsize:[d.width,d.height]}).draw(p)});this._temp_texture.drawTo(function(){gl.enable(gl.BLEND);gl.blendFunc(gl.ONE,gl.ONE);d.bind(0);k.bind(3);c.uniforms({u_texture:0,u_mask:2,u_shape:3,u_alpha:m,u_threshold:n,u_pointSize:g,u_itexsize:[1/d.width,1/d.height]}).draw(e,gl.POINTS)});this.setOutputData(0,this._temp_texture)}}else this.setOutputData(0,d)};q.prototype.createPointsMesh=function(d,h,f){for(var k=Math.round(d/f),n=Math.round(h/
+f),b=new Float32Array(k*n*2),a=-1,c=2/d*f,e=2/h*f,p=0;p=d.NOTEON||b<=d.NOTEOFF)this.channel=f&15};Object.defineProperty(d.prototype,"velocity",{get:function(){return this.cmd==d.NOTEON?this.data[2]:
--1},set:function(d){this.data[2]=d},enumerable:!0});d.notes="A A# B C C# D D# E F F# G G#".split(" ");d.prototype.getPitch=function(){return 440*Math.pow(2,(this.data[1]-69)/12)};d.computePitch=function(d){return 440*Math.pow(2,(d-69)/12)};d.prototype.getCC=function(){return this.data[1]};d.prototype.getCCValue=function(){return this.data[2]};d.prototype.getPitchBend=function(){return this.data[1]+(this.data[2]<<7)-8192};d.computePitchBend=function(d,b){return d+(b<<7)-8192};d.prototype.setCommandFromString=
-function(f){this.cmd=d.computeCommandFromString(f)};d.computeCommandFromString=function(f){if(!f)return 0;if(f&&f.constructor===Number)return f;f=f.toUpperCase();switch(f){case "NOTE ON":case "NOTEON":return d.NOTEON;case "NOTE OFF":case "NOTEOFF":return d.NOTEON;case "KEY PRESSURE":case "KEYPRESSURE":return d.KEYPRESSURE;case "CONTROLLER CHANGE":case "CONTROLLERCHANGE":case "CC":return d.CONTROLLERCHANGE;case "PROGRAM CHANGE":case "PROGRAMCHANGE":case "PC":return d.PROGRAMCHANGE;case "CHANNEL PRESSURE":case "CHANNELPRESSURE":return d.CHANNELPRESSURE;
-case "PITCH BEND":case "PITCHBEND":return d.PITCHBEND;case "TIME TICK":case "TIMETICK":return d.TIMETICK;default:return Number(f)}};d.toNoteString=function(f){var b;b=(f-21)%12;0>b&&(b=12+b);return d.notes[b]+Math.floor((f-24)/12+1)};d.prototype.toString=function(){var f=""+this.channel+". ";switch(this.cmd){case d.NOTEON:f+="NOTEON "+d.toNoteString(this.data[1]);break;case d.NOTEOFF:f+="NOTEOFF "+d.toNoteString(this.data[1]);break;case d.CONTROLLERCHANGE:f+="CC "+this.data[1]+" "+this.data[2];break;
-case d.PROGRAMCHANGE:f+="PC "+this.data[1];break;case d.PITCHBEND:f+="PITCHBEND "+this.getPitchBend();break;case d.KEYPRESSURE:f+="KEYPRESS "+this.data[1]}return f};d.prototype.toHexString=function(){for(var d="",b=0;bthis.properties.max_value||this.trigger("on_midi",b)};k.registerNodeType("midi/filter",r);s.title="MIDIEvent";s.desc="Create a MIDI Event";s.prototype.onAction=function(f,b){"assign"==f?(this.properties.channel=b.channel,this.properties.cmd=b.cmd,this.properties.value1=
-b.data[1],this.properties.value2=b.data[2]):(b=new d,b.channel=this.properties.channel,this.properties.cmd&&this.properties.cmd.constructor===String?b.setCommandFromString(this.properties.cmd):b.cmd=this.properties.cmd,b.data[0]=b.cmd|b.channel,b.data[1]=Number(this.properties.value1),b.data[2]=Number(this.properties.value2),this.trigger("on_midi",b))};s.prototype.onExecute=function(){var f=this.properties;if(this.outputs)for(var b=0;b=f.NOTEON||b<=f.NOTEOFF)this.channel=d&15};Object.defineProperty(f.prototype,"velocity",{get:function(){return this.cmd==f.NOTEON?this.data[2]:
+-1},set:function(d){this.data[2]=d},enumerable:!0});f.notes="A A# B C C# D D# E F F# G G#".split(" ");f.prototype.getPitch=function(){return 440*Math.pow(2,(this.data[1]-69)/12)};f.computePitch=function(d){return 440*Math.pow(2,(d-69)/12)};f.prototype.getCC=function(){return this.data[1]};f.prototype.getCCValue=function(){return this.data[2]};f.prototype.getPitchBend=function(){return this.data[1]+(this.data[2]<<7)-8192};f.computePitchBend=function(d,b){return d+(b<<7)-8192};f.prototype.setCommandFromString=
+function(d){this.cmd=f.computeCommandFromString(d)};f.computeCommandFromString=function(d){if(!d)return 0;if(d&&d.constructor===Number)return d;d=d.toUpperCase();switch(d){case "NOTE ON":case "NOTEON":return f.NOTEON;case "NOTE OFF":case "NOTEOFF":return f.NOTEON;case "KEY PRESSURE":case "KEYPRESSURE":return f.KEYPRESSURE;case "CONTROLLER CHANGE":case "CONTROLLERCHANGE":case "CC":return f.CONTROLLERCHANGE;case "PROGRAM CHANGE":case "PROGRAMCHANGE":case "PC":return f.PROGRAMCHANGE;case "CHANNEL PRESSURE":case "CHANNELPRESSURE":return f.CHANNELPRESSURE;
+case "PITCH BEND":case "PITCHBEND":return f.PITCHBEND;case "TIME TICK":case "TIMETICK":return f.TIMETICK;default:return Number(d)}};f.toNoteString=function(d){var b;b=(d-21)%12;0>b&&(b=12+b);return f.notes[b]+Math.floor((d-24)/12+1)};f.prototype.toString=function(){var d=""+this.channel+". ";switch(this.cmd){case f.NOTEON:d+="NOTEON "+f.toNoteString(this.data[1]);break;case f.NOTEOFF:d+="NOTEOFF "+f.toNoteString(this.data[1]);break;case f.CONTROLLERCHANGE:d+="CC "+this.data[1]+" "+this.data[2];break;
+case f.PROGRAMCHANGE:d+="PC "+this.data[1];break;case f.PITCHBEND:d+="PITCHBEND "+this.getPitchBend();break;case f.KEYPRESSURE:d+="KEYPRESS "+this.data[1]}return d};f.prototype.toHexString=function(){for(var d="",b=0;bthis.properties.max_value||this.trigger("on_midi",b)};k.registerNodeType("midi/filter",r);s.title="MIDIEvent";s.desc="Create a MIDI Event";s.prototype.onAction=function(d,b){"assign"==d?(this.properties.channel=b.channel,this.properties.cmd=b.cmd,this.properties.value1=
+b.data[1],this.properties.value2=b.data[2]):(b=new f,b.channel=this.properties.channel,this.properties.cmd&&this.properties.cmd.constructor===String?b.setCommandFromString(this.properties.cmd):b.cmd=this.properties.cmd,b.data[0]=b.cmd|b.channel,b.data[1]=Number(this.properties.value1),b.data[2]=Number(this.properties.value2),this.trigger("on_midi",b))};s.prototype.onExecute=function(){var d=this.properties;if(this.outputs)for(var b=0;b=this.size[0]&&(e=this.size[0]-1),a.strokeStyle="red",a.beginPath(),a.moveTo(e,d),a.lineTo(e,0),a.stroke())}};a.title="Visualization";a.desc="Audio Visualization";g.registerNodeType("audio/visualization",a);c.prototype.onExecute=function(){if(this._freqs=this.getInputData(0)){var a=this.properties.band,b=this.getInputData(1);void 0!==b&&(a=b);b=n.getAudioContext().sampleRate/this._freqs.length;
+this._request=null);this._impulse_buffer=null;this._loading_impulse=!1;a&&(this._request=m.loadSound(a,b),this._loading_impulse=!0)};p.title="Convolver";p.desc="Convolves the signal (used for reverb)";g.registerNodeType("audio/convolver",p);m.createAudioNodeWrapper(r);r.prototype.onExecute=function(){if(this.inputs&&this.inputs.length)for(var a=1;a=this.size[0]&&(e=this.size[0]-1),a.strokeStyle="red",a.beginPath(),a.moveTo(e,d),a.lineTo(e,0),a.stroke())}};a.title="Visualization";a.desc="Audio Visualization";g.registerNodeType("audio/visualization",a);c.prototype.onExecute=function(){if(this._freqs=this.getInputData(0)){var a=this.properties.band,b=this.getInputData(1);void 0!==b&&(a=b);b=m.getAudioContext().sampleRate/this._freqs.length;
b=a/b*2;b>=this._freqs.length?b=this._freqs[this._freqs.length-1]:(a=b|0,b-=a,b=this._freqs[a]*(1-b)+this._freqs[a+1]*b);this.setOutputData(0,b/255*this.properties.amplitude)}};c.prototype.onGetInputs=function(){return[["band","number"]]};c.title="Signal";c.desc="extract the signal of some frequency";g.registerNodeType("audio/signal",c);e.prototype.onAdded=function(a){a.status==LGraph.STATUS_RUNNING&&(this.audionode.onaudioprocess=this._callback)};e["@code"]={widget:"code"};e.prototype.onStart=function(){this.audionode.onaudioprocess=
this._callback};e.prototype.onStop=function(){this.audionode.onaudioprocess=e._bypass_function};e.prototype.onPause=function(){this.audionode.onaudioprocess=e._bypass_function};e.prototype.onUnpause=function(){this.audionode.onaudioprocess=this._callback};e.prototype.onExecute=function(){};e.prototype.onRemoved=function(){this.audionode.onaudioprocess=e._bypass_function};e.prototype.processCode=function(){try{this._script=new new Function("properties",this.properties.code)(this.properties),this._old_code=
this.properties.code,this._callback=this._script.onaudioprocess}catch(a){console.error("Error in onaudioprocess code",a),this._callback=e._bypass_function,this.audionode.onaudioprocess=this._callback}};e.prototype.onPropertyChanged=function(a,b){"code"==a&&(this.properties.code=b,this.processCode(),this.graph&&this.graph.status==LGraph.STATUS_RUNNING&&(this.audionode.onaudioprocess=this._callback))};e.default_function=function(){this.onaudioprocess=function(a){var b=a.inputBuffer;a=a.outputBuffer;
-for(var c=0;c