FX vignetting, LIGHT vibrance/saturation, reticle unlock
- FX: new VIGNETTING 0-10 control (chip + slider). Darkens the four corners of the photo with a radial gradient whose radius is the photo diagonal/2, so the falloff stays circular on any aspect. Applied in preview (camera overlay, polaroid/wall window, plain library) and in exportEngine pass 6b, always on the picture, never on the mat. - LIGHT: new VIBRANCE -10..+10 (chroma-masked saturation in the tone shader: vivid pixels move least). Renamed the existing saturation control chip from COLOR to SATURATION - same param, clearer label. - Fix: <Shader> takes a RuntimeEffect, not a gradient SkShader; the preview vignette threw "Object is not a HostObject" when it got one. Use the declarative <RadialGradient> child on the Rect instead. - Preview: drop the "AE/AF LOCKED - TAP TO UNLOCK" banner; the lock reticle is now itself the unlock touch target.
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@@ -208,7 +208,7 @@ export async function processAndExportPhoto(
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FilterMode.Linear,
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MipmapMode.None
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);
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toneShader = toneEffect.makeShaderWithChildren([tone.dr, tone.hl, tone.sh], [imageShader]);
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toneShader = toneEffect.makeShaderWithChildren([tone.dr, tone.hl, tone.sh, tone.vib], [imageShader]);
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if (toneShader) {
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paint.setShader(toneShader);
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} else {
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@@ -371,6 +371,30 @@ export async function processAndExportPhoto(
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}
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}
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// 6b. Vignetting: darken the four corners of the PHOTO. Radial gradient
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// (clear through the mid-frame, black at the corners) whose radius is the
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// photo diagonal/2, so the falloff stays circular on any aspect. Runs
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// before the frame step, so on a polaroid/wall export the darkening lands
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// on the picture inside the opening, never on the mat.
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// ponytail: one amount knob (the Fuji-style VIGNETTING control); split into
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// amount + radius/midpoint only if users ask to move the falloff.
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if ((adjustments.vignette ?? 0) > 0) {
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const v = Math.min(10, adjustments.vignette ?? 0) / 10;
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const vignetteShader = Skia.Shader.MakeRadialGradient(
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Skia.Point(width / 2, height / 2),
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Math.hypot(width, height) / 2,
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[Skia.Color('rgba(0,0,0,0)'), Skia.Color('rgba(0,0,0,0)'), Skia.Color('rgba(0,0,0,1)')],
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[0, 0.45, 1],
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TileMode.Clamp
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);
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if (vignetteShader) {
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const vignettePaint = Skia.Paint();
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vignettePaint.setShader(vignetteShader);
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vignettePaint.setAlphaf(0.9 * v);
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canvas.drawRect(Skia.XYWHRect(0, 0, width, height), vignettePaint);
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}
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}
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// 7. Frame. RETRO POLAROID is not a border drawn on the photo: the whole
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// processed picture is composited, uncropped, into the window of a bigger
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// off-white card (real print proportions, see frameUtils) — the export IS
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+23
-1
@@ -60,7 +60,7 @@ export const PARAM_DEFS: {
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},
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{
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key: 'color',
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label: 'COLOR',
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label: 'SATURATION',
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min: -10,
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max: 10,
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step: 1,
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@@ -69,6 +69,17 @@ export const PARAM_DEFS: {
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get: (a) => a.saturation,
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set: (v) => ({ saturation: v }),
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},
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{
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key: 'vibrance',
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label: 'VIBRANCE',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: sign,
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get: (a) => a.vibrance ?? 0,
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set: (v) => ({ vibrance: v }),
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},
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{
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key: 'highlight',
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label: 'HIGHLIGHT',
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@@ -172,5 +183,16 @@ export const PARAM_DEFS: {
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get: (a) => a.hdf ?? 0,
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set: (v) => ({ hdf: v }),
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},
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{
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key: 'vignette',
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label: 'VIGNETTING',
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min: 0,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: String,
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get: (a) => a.vignette ?? 0,
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set: (v) => ({ vignette: v }),
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},
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],
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};
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+17
-3
@@ -22,11 +22,16 @@ import { ColorAdjustments } from '../types';
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// (Fuji extended DR); 0/auto/DR100 = no extra curve.
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// hl - highlight -1..1: + lifts toward white, - rolls the bright side down.
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// sh - shadow -1..1: + lifts the dark side, - deepens it.
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// vib - vibrance -1..1: chroma-masked saturation. It rides along in this shader
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// (rather than the colour matrix) because it needs per-pixel chroma:
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// already-vivid pixels move least, so skins/skies deepen without the neon
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// clip a plain Saturation boost causes. All-zero still = no pass.
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export const TONE_SKSL = `
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uniform shader src;
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uniform float dr;
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uniform float hl;
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uniform float sh;
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uniform float vib;
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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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@@ -50,7 +55,14 @@ vec4 main(vec2 xy) {
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o += dr * 0.12 * shMask * (1.0 - t);
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o -= dr * 0.18 * hlMask * t;
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float f = clamp(o / max(t, 0.0004), 0.0, 4.0);
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return vec4(clamp(c.rgb * f, 0.0, 1.0), c.a);
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vec3 rgb = clamp(c.rgb * f, 0.0, 1.0);
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// Vibrance: push the LESS-saturated pixels harder than the vivid ones.
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float l2 = dot(rgb, vec3(0.2126, 0.7152, 0.0722));
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float mx = max(max(rgb.r, rgb.g), rgb.b);
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float mn = min(min(rgb.r, rgb.g), rgb.b);
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float chroma = mx > 0.0001 ? (mx - mn) / mx : 0.0;
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float kv = 1.0 + vib * 0.75 * (1.0 - chroma);
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return vec4(clamp(mix(vec3(l2), rgb, kv), 0.0, 1.0), c.a);
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}
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`;
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@@ -59,6 +71,7 @@ export interface ToneUniforms {
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dr: number; // 0..1
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hl: number; // -1..1 (adjustments.highlight / 10)
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sh: number; // -1..1 (adjustments.shadow / 10)
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vib: number; // -1..1 (adjustments.vibrance / 10)
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}
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export function getToneUniforms(adj: ColorAdjustments): ToneUniforms {
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@@ -66,9 +79,10 @@ export function getToneUniforms(adj: ColorAdjustments): ToneUniforms {
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const dr = drRaw === 'auto' || drRaw === 100 ? 0 : (drRaw - 100) / 300;
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const hl = Math.max(-1, Math.min(1, (adj.highlight ?? 0) / 10));
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const sh = Math.max(-1, Math.min(1, (adj.shadow ?? 0) / 10));
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return { dr, hl, sh };
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const vib = Math.max(-1, Math.min(1, (adj.vibrance ?? 0) / 10));
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return { dr, hl, sh, vib };
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}
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export function toneIsActive(u: ToneUniforms): boolean {
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return u.dr !== 0 || u.hl !== 0 || u.sh !== 0;
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return u.dr !== 0 || u.hl !== 0 || u.sh !== 0 || u.vib !== 0;
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}
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