feat: cinematic seasonal atmosphere presets (spring/summer/autumn/winter) - enhances existing light with season tints, sun glow, fog veil
This commit is contained in:
@@ -24,6 +24,7 @@ import { Lock } from 'lucide-react-native';
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import { Recipe, GPSInfo, FrameId } from '../types';
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import { getSkiaColorMatrix, applyExposureGain } from '../utils/colorUtils';
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import { TONE_SKSL, getToneUniforms } from '../utils/toneShader';
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import { CINEMA_SKSL, getCinemaUniforms, cinemaOffFlat } from '../utils/cinemaShader';
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interface ViewfinderProps {
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mode: 'camera' | 'library';
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@@ -61,6 +62,15 @@ const toneEffect = (() => {
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}
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})();
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const cinemaEffect = (() => {
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try {
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return Skia.RuntimeEffect.Make(CINEMA_SKSL);
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} catch (e) {
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console.error('[cinema] CINEMA_SKSL compile failed: ' + e);
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return null;
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}
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})();
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// Plain numeric primitives (captured by value into the preview worklet — the
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// worklet runtime can't read RNSkia's enum namespace objects directly).
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const T_CLAMP = TileMode.Clamp;
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@@ -127,10 +137,18 @@ export default function Viewfinder({
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// eslint-disable-next-line react-hooks/exhaustive-deps
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[]
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);
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// Cinema seasonal grade params (16 flat floats; all-zero = off).
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const cinemaParams = recipe.cinema ? getCinemaUniforms(recipe.cinema) : null;
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const cinemaSync = useMemo(
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() => createSynchronizable<number[]>(cinemaOffFlat()),
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// eslint-disable-next-line react-hooks/exhaustive-deps
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[]
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);
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useEffect(() => {
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colorMatrixSync.setBlocking(colorMatrix);
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toneSync.setBlocking(toneParams);
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}, [colorMatrix, toneParams, colorMatrixSync, toneSync]);
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cinemaSync.setBlocking(cinemaParams ? cinemaParams.flat : cinemaOffFlat());
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}, [colorMatrix, toneParams, cinemaParams, colorMatrixSync, toneSync, cinemaSync]);
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// Exposure compensation → hardware AE bias. Passed imperatively (never as a
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// declarative prop): v5 calls setExposureBias while the session is still
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@@ -293,18 +311,27 @@ export default function Viewfinder({
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const paint = Skia.Paint();
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paint.setColorFilter(Skia.ColorFilter.MakeMatrix(colorMatrixSync.getBlocking()));
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const tone = toneSync.getBlocking();
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const cinema = cinemaSync.getBlocking();
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const hasTone = toneEffect != null && (tone[0] !== 0 || tone[1] !== 0 || tone[2] !== 0);
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if (hasTone) {
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const hasCinema = cinemaEffect != null && cinema[0] > 0;
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if (hasTone || hasCinema) {
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try {
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const imageShader = frameTexture.makeShaderOptions(T_CLAMP, T_CLAMP, F_LINEAR, M_NONE);
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const shader = toneEffect.makeShaderWithChildren(tone, [imageShader]);
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if (shader != null) {
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// drawRect, not drawImage: paint shaders only apply to geometry
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// fills — drawImage ignores the paint shader, which is why the
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// DR/Highlight/Shadow tone never showed on the live preview.
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// drawRect, not drawImage: paint shaders only apply to geometry
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// fills — drawImage ignores the paint shader, which is why the
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// DR/Highlight/Shadow tone never showed on the live preview.
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let final = null;
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if (hasTone) {
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final = toneEffect.makeShaderWithChildren(tone, [imageShader]);
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}
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if (hasCinema) {
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const cinemaShader = cinemaEffect.makeShaderWithChildren(cinema, [final ?? imageShader]);
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if (cinemaShader != null) final = cinemaShader;
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}
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if (final != null) {
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const w = frameTexture.width();
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const h = frameTexture.height();
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paint.setShader(shader);
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paint.setShader(final);
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canvas.drawRect(Skia.XYWHRect(0, 0, w, h), paint);
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return;
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}
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@@ -319,7 +346,7 @@ export default function Viewfinder({
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});
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frame.dispose();
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},
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[colorMatrixSync, toneSync, toneFailLogged]
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[colorMatrixSync, toneSync, cinemaSync, toneFailLogged]
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);
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const grainOpacity = adjustments.grain / 20;
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@@ -646,6 +673,8 @@ export default function Viewfinder({
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// Library mode — fullscreen, full-photo (contain), pinch/double-tap zoom.
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const toneOn = toneParams[0] !== 0 || toneParams[1] !== 0 || toneParams[2] !== 0;
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const cinemaOn = cinemaEffect != null && !!cinemaParams;
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const useShaderPass = !!imageFitRect && ((toneEffect != null && toneOn) || cinemaOn);
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return (
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<View className="flex-1 relative overflow-hidden bg-black items-center justify-center">
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{libraryImageUri && skiaImage ? (
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@@ -653,32 +682,62 @@ export default function Viewfinder({
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<Canvas style={StyleSheet.absoluteFill}>
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<Group matrix={libZoomMatrix}>
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<ColorMatrix matrix={colorMatrix} />
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{toneEffect && toneOn && imageFitRect ? (
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// DR/Highlight/Shadow tone curve. The Rect must cover exactly
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// the contain-fitted photo area (not the full canvas): a
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// fullscreen ImageShader with fit="contain" clamps/smears the
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// photo edges across the black letterbox (user-visible as "the
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// background is a zoomed copy of the photo").
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<Rect x={imageFitRect.dx} y={imageFitRect.dy} width={imageFitRect.dw} height={imageFitRect.dh}>
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<Shader
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source={toneEffect}
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uniforms={{ dr: toneParams[0], hl: toneParams[1], sh: toneParams[2] }}
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>
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<ImageShader
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image={skiaImage}
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fit="fill"
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tx="clamp"
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ty="clamp"
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rect={rect(imageFitRect.dx, imageFitRect.dy, imageFitRect.dw, imageFitRect.dh)}
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/>
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</Shader>
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{useShaderPass ? (
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// DR/Highlight/Shadow tone + Cinema seasonal grade, both live
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// over the photo. The Rect must cover exactly the contain-fitted
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// photo area (not the full canvas): a fullscreen ImageShader
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// with fit="contain" clamps/smears the photo edges across the
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// black letterbox (user-visible as "the background is a zoomed
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// copy of the photo"). Cinema samples the tone output when both
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// are on (chain: cinema -> tone -> image), matrix applies after.
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<Rect
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x={imageFitRect!.dx}
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y={imageFitRect!.dy}
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width={imageFitRect!.dw}
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height={imageFitRect!.dh}
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>
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{cinemaOn ? (
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<Shader source={cinemaEffect!} uniforms={cinemaParams!.uniforms}>
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{toneEffect && toneOn ? (
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<Shader
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source={toneEffect}
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uniforms={{ dr: toneParams[0], hl: toneParams[1], sh: toneParams[2] }}
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>
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<ImageShader
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image={skiaImage}
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fit="fill"
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tx="clamp"
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ty="clamp"
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rect={rect(imageFitRect!.dx, imageFitRect!.dy, imageFitRect!.dw, imageFitRect!.dh)}
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/>
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</Shader>
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) : (
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<ImageShader
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image={skiaImage}
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fit="fill"
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tx="clamp"
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ty="clamp"
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rect={rect(imageFitRect!.dx, imageFitRect!.dy, imageFitRect!.dw, imageFitRect!.dh)}
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/>
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)}
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</Shader>
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) : toneEffect && toneOn ? (
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<Shader
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source={toneEffect}
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uniforms={{ dr: toneParams[0], hl: toneParams[1], sh: toneParams[2] }}
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>
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<ImageShader
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image={skiaImage}
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fit="fill"
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tx="clamp"
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ty="clamp"
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rect={rect(imageFitRect!.dx, imageFitRect!.dy, imageFitRect!.dw, imageFitRect!.dh)}
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/>
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</Shader>
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) : null}
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</Rect>
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) : (
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<SkiaImage
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image={skiaImage}
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fit="contain"
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rect={rect(0, 0, vw, vh)}
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/>
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<SkiaImage image={skiaImage} fit="contain" rect={rect(0, 0, vw, vh)} />
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)}
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</Group>
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{grainOpacity > 0 && noiseEffect && (
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@@ -1,5 +1,10 @@
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export type FrameId = 'none' | 'polaroid' | 'classic-white' | 'cinematic';
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// Cinematic seasonal atmosphere grade. Not a fake re-light: it reads the
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// photo's EXISTING exposure — warm tint + soft glow on areas already lit,
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// cool tint in shade, plus a seasonal atmospheric haze/fog veil.
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export type CinemaSeason = 'spring' | 'summer' | 'autumn' | 'winter';
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export interface ColorAdjustments {
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exposure: number; // -10 to +10 (mapped to matrix multiplier or offset)
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contrast: number; // -10 to +10
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@@ -25,6 +30,7 @@ export interface Recipe {
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baseFilter: 'classic-neg' | 'provia' | 'velvia' | 'monochrome' | 'none';
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adjustments: ColorAdjustments;
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frameId?: FrameId; // e.g. 'none', 'polaroid', 'classic-white', 'cinematic'
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cinema?: CinemaSeason | null; // seasonal atmosphere grade (optional)
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useGeotag: boolean;
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}
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@@ -0,0 +1,142 @@
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import { CinemaSeason } from '../types';
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// Cinematic seasonal atmosphere grade. Deliberately NOT a fake re-light: a
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// still photo has no depth, so "moving the sun" would look plastic. Instead
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// this reads the photo's EXISTING exposure and pushes it a certain way:
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// - lit areas get the season's warm/golden tint + a soft sun glow (halation)
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// - shadow side gets a complementary cool tint
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// - a seasonal haze/fog veil blends toward a fog color (strongest in winter)
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// That reads as "sunlight / morning mist" without inventing new light.
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//
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// Uniforms are 16 flat floats (scalar form keeps the JSX <Shader> uniforms
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// object and the worklet/export flat arrays in the exact same order):
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// strength, contrast, saturation, haze,
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// warmR, warmG, warmB, warmAmt,
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// coolR, coolG, coolB, coolAmt,
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// fogR, fogG, fogB, fogAmt
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export const CINEMA_SKSL = `
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uniform shader src;
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uniform float strength;
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uniform float contrast;
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uniform float saturation;
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uniform float haze;
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uniform float warmR;
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uniform float warmG;
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uniform float warmB;
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uniform float warmAmt;
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uniform float coolR;
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uniform float coolG;
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uniform float coolB;
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uniform float coolAmt;
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uniform float fogR;
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uniform float fogG;
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uniform float fogB;
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uniform float fogAmt;
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vec4 main(vec2 xy) {
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vec4 c = src.eval(xy);
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float t = clamp(dot(c.rgb, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
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vec3 r = c.rgb;
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// Filmic-ish gentle contrast on the luma (keeps hue).
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r = mix(r, clamp((r - 0.5) * (1.0 + contrast * strength) + 0.5, 0.0, 1.0), strength);
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// Saturation.
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float l = dot(r, vec3(0.2126, 0.7152, 0.0722));
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r = mix(vec3(l), r, mix(1.0, saturation, strength));
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// Season tints follow the EXISTING light: warm on lit areas, cool in shade.
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float lit = smoothstep(0.30, 1.0, t);
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float shad = 1.0 - smoothstep(0.0, 0.45, t);
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vec3 warm = vec3(warmR, warmG, warmB);
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vec3 cool = vec3(coolR, coolG, coolB);
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r *= 1.0 + (warm - 1.0) * lit * warmAmt * strength;
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r *= 1.0 + (cool - 1.0) * shad * coolAmt * strength;
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// Soft sun glow at the brightest points (halation of existing highlights).
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float glow = smoothstep(0.65, 1.0, t);
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r += warm * glow * warmAmt * 0.45 * strength;
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// Atmospheric haze/fog veil (lightest shadow side => misty air).
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vec3 fog = vec3(fogR, fogG, fogB);
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r = mix(r, fog, fogAmt * strength * (0.3 + 0.7 * shad));
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return vec4(clamp(r, 0.0, 1.0), c.a);
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}
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`;
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export interface CinemaUniformSet {
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season: CinemaSeason;
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// 16 flat floats — order matches CINEMA_SKSL declaration order above.
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flat: number[];
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// Name-keyed, for the JSX <Shader uniforms={...}> form.
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uniforms: Record<string, number>;
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}
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const ZERO: Record<string, number> = {};
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const SEASONS: Record<CinemaSeason, { name: string; values: number[] }> = {
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// Soft fresh light, gentle warm haze, barely-there cool in shade.
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spring: {
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name: 'CINEMA SPRING',
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values: [
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0.6, 0.08, 1.04, 0.18,
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1.02, 0.998, 0.95, 0.3,
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0.97, 0.995, 1.03, 0.12,
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0.95, 0.96, 0.98, 0.16,
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],
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},
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// Golden hour-ish high sun: strong warm on lit, bluish shade, crisp.
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summer: {
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name: 'CINEMA SUMMER',
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values: [
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0.75, 0.2, 1.12, 0.1,
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1.08, 1.04, 0.88, 0.4,
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0.93, 0.97, 1.06, 0.2,
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1.0, 0.97, 0.88, 0.05,
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],
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},
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// Amber low sun + warm atmospheric haze.
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autumn: {
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name: 'CINEMA AUTUMN',
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values: [
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0.8, 0.16, 1.1, 0.24,
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1.12, 1.02, 0.78, 0.42,
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1.02, 0.98, 0.88, 0.16,
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1.0, 0.93, 0.75, 0.18,
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],
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},
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// Cold winter fog: desaturated, blue-grey, heavy mist, no warm sun.
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winter: {
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name: 'CINEMA WINTER',
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values: [
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0.65, -0.02, 0.88, 0.38,
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0.99, 0.995, 1.02, 0.06,
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0.94, 0.97, 1.08, 0.3,
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0.9, 0.93, 0.97, 0.45,
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],
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},
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};
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const KEYS = [
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'strength', 'contrast', 'saturation', 'haze',
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'warmR', 'warmG', 'warmB', 'warmAmt',
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'coolR', 'coolG', 'coolB', 'coolAmt',
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'fogR', 'fogG', 'fogB', 'fogAmt',
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] as const;
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export function cinemaSeasonName(season: CinemaSeason | null | undefined): string | null {
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return season ? SEASONS[season]?.name ?? null : null;
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}
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export function getCinemaUniforms(season: CinemaSeason | null | undefined): CinemaUniformSet | null {
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if (!season) return null;
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const s = SEASONS[season];
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if (!s) return null;
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const uniforms: Record<string, number> = {};
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KEYS.forEach((k, i) => (uniforms[k] = s.values[i]));
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return { season, flat: s.values, uniforms };
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}
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// Zeroed 16-float block — used to turn the cinema pass OFF in the worklet
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// synchronizable (strength === 0 means inactive there).
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export function cinemaOffFlat(): number[] {
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return [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
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}
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export function cinemaIsActive(flat: number[] | null | undefined): boolean {
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return !!flat && flat.length === 16 && flat[0] > 0;
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}
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@@ -142,4 +142,105 @@ export const DEFAULT_RECIPES: Recipe[] = [
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frameId: 'classic-white',
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useGeotag: true,
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},
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{
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id: 'cinema-spring-default',
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name: 'CINEMA SPRING',
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baseFilter: 'none',
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adjustments: {
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exposure: 0,
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contrast: 1,
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saturation: 1,
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temperature: 5800,
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tint: 0,
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highlight: -1,
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shadow: 1,
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denoise: 2,
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clarity: 1,
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grain: 3,
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colorChrome: 'none',
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colorChromeBlue: 'none',
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dynamicRange: 'auto',
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sharpening: 0,
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exposureCompensation: 0,
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},
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frameId: 'none',
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cinema: 'spring',
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useGeotag: true,
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},
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{
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id: 'cinema-summer-default',
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name: 'CINEMA SUMMER',
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baseFilter: 'none',
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adjustments: {
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exposure: 0,
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contrast: 2,
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saturation: 2,
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temperature: 6000,
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tint: -1,
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highlight: 1,
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shadow: -1,
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denoise: 1,
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clarity: 2,
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grain: 2,
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colorChrome: 'weak',
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colorChromeBlue: 'none',
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dynamicRange: 'auto',
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sharpening: 0,
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exposureCompensation: 0,
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},
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frameId: 'none',
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cinema: 'summer',
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useGeotag: true,
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},
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{
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id: 'cinema-autumn-default',
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name: 'CINEMA AUTUMN',
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baseFilter: 'none',
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adjustments: {
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exposure: 0,
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contrast: 1,
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saturation: 2,
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temperature: 7200,
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tint: -2,
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highlight: -2,
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shadow: 1,
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denoise: 2,
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clarity: 0,
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grain: 4,
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colorChrome: 'weak',
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colorChromeBlue: 'none',
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dynamicRange: 'auto',
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sharpening: 0,
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exposureCompensation: 0,
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},
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frameId: 'none',
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cinema: 'autumn',
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useGeotag: true,
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},
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{
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id: 'cinema-winter-default',
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name: 'CINEMA WINTER',
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baseFilter: 'none',
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adjustments: {
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exposure: 1,
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contrast: -1,
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saturation: -2,
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temperature: 4500,
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tint: 2,
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highlight: -2,
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shadow: 2,
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denoise: 3,
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clarity: -2,
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||||
grain: 3,
|
||||
colorChrome: 'none',
|
||||
colorChromeBlue: 'weak',
|
||||
dynamicRange: 'auto',
|
||||
sharpening: 0,
|
||||
exposureCompensation: 0,
|
||||
},
|
||||
frameId: 'none',
|
||||
cinema: 'winter',
|
||||
useGeotag: true,
|
||||
},
|
||||
];
|
||||
|
||||
@@ -6,6 +6,7 @@ import { Asset } from 'expo-asset';
|
||||
import { Recipe, GPSInfo, FrameId } from '../types';
|
||||
import { getSkiaColorMatrix, applyExposureGain } from './colorUtils';
|
||||
import { TONE_SKSL, getToneUniforms, toneIsActive } from './toneShader';
|
||||
import { CINEMA_SKSL, getCinemaUniforms, cinemaIsActive } from './cinemaShader';
|
||||
import { drawFrameOnCanvas } from './frameUtils';
|
||||
import { patchJpegDpi } from './jpegDpi';
|
||||
|
||||
@@ -152,6 +153,31 @@ export async function processAndExportPhoto(
|
||||
}
|
||||
}
|
||||
|
||||
// 3c. Cinema seasonal atmosphere grade (chain: cinema -> tone -> image).
|
||||
// All-zero uniforms (no recipe.cinema) → skipped entirely.
|
||||
const cinema = getCinemaUniforms(recipe.cinema);
|
||||
let paintShader = toneShader;
|
||||
if (cinema && cinemaIsActive(cinema.flat)) {
|
||||
try {
|
||||
const cinemaEffect = Skia.RuntimeEffect.Make(CINEMA_SKSL);
|
||||
if (cinemaEffect) {
|
||||
const child = toneShader ?? skImage.makeShaderOptions(
|
||||
TileMode.Clamp,
|
||||
TileMode.Clamp,
|
||||
FilterMode.Linear,
|
||||
MipmapMode.None
|
||||
);
|
||||
const cs = cinemaEffect.makeShaderWithChildren(cinema.flat, [child]);
|
||||
if (cs) {
|
||||
paintShader = cs;
|
||||
paint.setShader(paintShader);
|
||||
}
|
||||
}
|
||||
} catch (e) {
|
||||
console.error('[export] CINEMA_SKSL failed - skipped: ' + e);
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Denoise / Clarity Image Filters (export-only enhancements)
|
||||
let imageFilter = null;
|
||||
|
||||
@@ -202,7 +228,7 @@ export async function processAndExportPhoto(
|
||||
// whole chain (tone → matrix → denoise/clarity) applies — but only when a
|
||||
// real shader was built; otherwise plain drawImage (never drawRect on a
|
||||
// shader-less paint, which paints solid color).
|
||||
if (toneShader) {
|
||||
if (paintShader) {
|
||||
canvas.drawRect(Skia.XYWHRect(0, 0, width, height), paint);
|
||||
} else {
|
||||
canvas.drawImage(skImage, 0, 0, paint);
|
||||
|
||||
Reference in New Issue
Block a user