web: SHARPENING lifts only the edge it was pointed at, so a flat half of the frame keeps the grain it came with
SHARPENING was the doc's §4.2 kernel with the two parts of §4.2 missing from
it. `CLARITY_SKSL` evaluated the 3x3 unsharp mask with Mask = 1 on every pixel
and no coring at all, so a flat sky, a cheek and a noise speckle all took the
gain an eyelash took. That is `thay_doi_thong_so_giong_lightroom.md` §1 written
out as a bug: "khi Sharpen, ảnh nổi đầy sạn hạt cát" — the knob could not raise
the contrast of an edge without raising the noise of everything beside it, and
on a grainy frame the second effect won.
`SHARPEN_SKSL` is the doc's own line, `Image + Amount x HighPass x Mask`, with
the two terms it names:
- EDGE DETECTION: the Sobel magnitude G = sqrt(Gx^2 + Gy^2) on luminance, put
through the doc's soft threshold smoothstep(T, T + 0.1, G). Flat fields
read G = 0 and get Mask = 0 — the pixel is handed back untouched.
- DETAIL (halo coring): a high-pass under SHARPEN_CORE is a speckle, not a
detail, and is suppressed. The coring is soft (a ramp across the threshold,
not a cliff) so a detail sitting on it is not switched on and off from one
pixel to the next.
The HIGH-PASS is the doc's Radius, held at one image pixel — 0.7-0.9px on a
Retina panel — and it is a LUMINANCE high-pass carried by all three channels.
A per-channel kernel sharpens a red edge against a green one and draws a colour
fringe down every contour; the file's own §3 rule is to keep R/L, G/L and B/L
where they were.
`scripts/sharpen-check.mjs` pins the three properties the old kernel could not
have: a flat field and a field of grain come back unchanged, a step below the
threshold comes back unchanged, and a hard step moves apart on both sides while
the flat halves beside it stay put. `CLARITY_SKSL` and `clarityUniforms` are
gone with it, and the header note that said CanvasKit had two convolution steps
to replace now says the one it has.
Checked: node scripts/sharpen-check.mjs; node scripts/denoise-check.mjs; node
scripts/tone-base-check.mjs; node scripts/highlight-knee-check.mjs; node
scripts/auto-tone-check.mjs; node scripts/half-check.mjs; node
scripts/mask-wb-check.mjs; node scripts/preview-match-check.mjs; node
scripts/raw-develop-check.mjs; node scripts/white-level-check.mjs; node
scripts/wb-table-check.mjs; npx tsc --noEmit.
This commit is contained in:
@@ -0,0 +1,139 @@
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// SHARPENING is an unsharp mask MASKED BY AN EDGE DETECTOR and CORED —
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// thay_doi_thong_so_giong_lightroom.md §4.2, "Chỉ có viền mắt, lông mi, sợi vải,
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// kẽ lá nhận Mask = 1; bầu trời phẳng và làn da mịn màng nhận Mask = 0".
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//
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// The knob used to be the same 3x3 kernel with Mask = 1 everywhere and no
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// coring, so a flat field of grain took the same gain an eyelash did and a
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// rising SHARPENING raised the frame's noise with it. This check pins the three
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// things the doc asks for and that the old kernel could not do:
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//
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// 1. a flat field comes back untouched (no gain on noise),
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// 2. a soft step below the edge threshold comes back untouched (Mask = 0),
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// 3. a hard step gains contrast on both sides of it (Mask = 1).
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//
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// node scripts/sharpen-check.mjs
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import assert from 'node:assert/strict';
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import { mkdtempSync, readFileSync, writeFileSync } from 'node:fs';
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import { tmpdir } from 'node:os';
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import { join } from 'node:path';
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import { fileURLToPath, pathToFileURL } from 'node:url';
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import ts from 'typescript';
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import CanvasKitInit from 'canvaskit-wasm/bin/full/canvaskit.js';
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const transpile = (path) =>
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ts.transpileModule(readFileSync(new URL(path, import.meta.url), 'utf8'), {
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compilerOptions: { module: ts.ModuleKind.ESNext, target: ts.ScriptTarget.ES2022 },
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}).outputText;
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const dir = mkdtempSync(join(tmpdir(), 'sharpen-check-'));
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writeFileSync(join(dir, 'colorUtils.mjs'), transpile('../shared/utils/colorUtils.ts'));
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writeFileSync(
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join(dir, 'toneShader.mjs'),
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transpile('../shared/utils/toneShader.ts').replace(
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/^import .*from ['"]\.\/colorUtils['"];$/m,
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'import { HSL_BANDS, hslBandGaps, isMonochromeBase } from "./colorUtils.mjs";',
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),
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);
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const { SHARPEN_SKSL, SHARPEN_CORE, SHARPEN_MASK_LO, SHARPEN_MASK_HI } = await import(
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pathToFileURL(join(dir, 'toneShader.mjs')).href
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);
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const engine = readFileSync(new URL('../src/engine/exportEngine.ts', import.meta.url), 'utf8');
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assert.match(engine, /Skia\.RuntimeEffect\.Make\(SHARPEN_SKSL\)/, 'SHARPEN_SKSL is not compiled any more');
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assert.doesNotMatch(engine, /CLARITY_SKSL/, 'the unmasked kernel is still wired in somewhere');
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assert.ok(
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SHARPEN_MASK_LO > 0 && SHARPEN_MASK_HI > SHARPEN_MASK_LO,
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`the doc's smoothstep(T, T + 0.1, G) is not a ramp (${SHARPEN_MASK_LO}..${SHARPEN_MASK_HI})`,
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);
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assert.ok(SHARPEN_CORE > 0, 'Detail coring is off, so a speckle is amplified again');
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const CanvasKit = await CanvasKitInit({
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locateFile: () => fileURLToPath(new URL('../node_modules/canvaskit-wasm/bin/full/canvaskit.wasm', import.meta.url)),
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});
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const W = 16;
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const H = 16;
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const AMOUNT = 0.8; // the engine's own gain at SHARPENING 100: (100 / 10) * 0.8
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const near = (a, b, why) => assert.ok(Math.abs(a - b) <= 2 / 255, `${why} (${a} vs ${b})`);
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// One 8-bit RGBA image from a per-pixel grey level.
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function imaged(grey) {
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const px = new Uint8Array(W * H * 4);
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for (let y = 0; y < H; y++) {
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for (let x = 0; x < W; x++) {
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const v = Math.round(Math.max(0, Math.min(1, grey(x, y))) * 255);
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const i = (y * W + x) * 4;
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px[i] = px[i + 1] = px[i + 2] = v;
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px[i + 3] = 255;
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}
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}
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return CanvasKit.MakeImage(
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{
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width: W, height: H,
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colorType: CanvasKit.ColorType.RGBA_8888,
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alphaType: CanvasKit.AlphaType.Unpremul,
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colorSpace: CanvasKit.ColorSpace.SRGB,
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},
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px,
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W * 4,
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);
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}
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function render(grey) {
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const effect = CanvasKit.RuntimeEffect.Make(SHARPEN_SKSL);
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assert.ok(effect, 'SHARPEN_SKSL does not compile');
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const src = imaged(grey);
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const child = src.makeShaderOptions(
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CanvasKit.TileMode.Clamp, CanvasKit.TileMode.Clamp, CanvasKit.FilterMode.Linear, CanvasKit.MipmapMode.None,
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);
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const shader = effect.makeShaderWithChildren([AMOUNT, 1, 1], [child]); // px = 1,1: 1:1 export canvas
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assert.ok(shader, 'the pass did not take the frame as its child');
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const out = CanvasKit.MakeSurface(W, H);
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const paint = new CanvasKit.Paint();
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paint.setShader(shader);
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out.getCanvas().drawPaint(paint);
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const bytes = out.makeImageSnapshot().readPixels(0, 0, {
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width: W, height: H, colorType: CanvasKit.ColorType.RGBA_8888,
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alphaType: CanvasKit.AlphaType.Unpremul, colorSpace: CanvasKit.ColorSpace.SRGB,
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});
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const at = (x, y) => bytes[(y * W + x) * 4] / 255;
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const values = [];
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for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) values.push(at(x, y));
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const mean = values.reduce((a, b) => a + b, 0) / values.length;
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const std = Math.sqrt(values.reduce((a, b) => a + (b - mean) ** 2, 0) / values.length);
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return { at, mean, std };
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}
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// 1. A flat field: the Sobel magnitude is 0 and the high-pass is 0, so the whole
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// Mask is 0 and the frame is handed back exactly. The old kernel gained here.
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const flat = render(() => 0.5);
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near(flat.mean, 0.5, 'a flat field moved — Mask = 0 is not being honoured');
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assert.ok(flat.std <= 2 / 255, `a flat field gained texture (std ${flat.std})`);
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// 2. The same picture with grain on it: the noise is under the edge threshold, so
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// SHARPENING must not raise the frame's noise — the doc's §1 "sạn hạt cát".
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let seed = 12345;
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const rnd = () => ((seed = (seed * 1103515245 + 12345) & 0x7fffffff) / 0x7fffffff - 0.5);
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const grain = new Float64Array(W * H);
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for (let i = 0; i < grain.length; i++) grain[i] = 0.5 + rnd() * 0.04;
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const grainy = render((x, y) => grain[y * W + x]);
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const noiseIn = Math.sqrt(grain.reduce((a, b) => a + (b - 0.5) ** 2, 0) / grain.length);
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assert.ok(
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grainy.std <= noiseIn + 2 / 255,
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`grain was amplified by SHARPENING (std ${grainy.std} for a noise of ${noiseIn})`,
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);
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// 3. A soft step, well under the edge threshold: Mask = 0, so it is not touched.
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const soft = render((x) => (x < W / 2 ? 0.5 : 0.52));
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near(soft.at(6, 8), 0.5, 'a sub-threshold step was sharpened on its dark side');
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near(soft.at(9, 8), 0.52, 'a sub-threshold step was sharpened on its light side');
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// 4. A hard step: Sobel saturates the mask, the high-pass is coring-open, and
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// both sides move apart. A pass that changed nothing would fail here.
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const hard = render((x) => (x < W / 2 ? 0.25 : 0.75));
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assert.ok(hard.at(7, 8) < 0.25 - 2 / 255, `the dark side of an edge did not move (${hard.at(7, 8)})`);
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assert.ok(hard.at(8, 8) > 0.75 + 2 / 255, `the light side of an edge did not move (${hard.at(8, 8)})`);
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// ...and only the two columns beside the edge: the flat halves keep Mask = 0.
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near(hard.at(1, 8), 0.25, 'a flat half of the frame was sharpened');
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near(hard.at(14, 8), 0.75, 'a flat half of the frame was sharpened');
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console.log('sharpen ok: edges move, flat fields and grain do not');
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@@ -607,27 +607,76 @@ export function glowUniformArray(): number[] {
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// NAME (a flat array is only valid for the JS makeShaderWithChildren API).
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export const GLOW_UNIFORMS = { t0: GLOW_T0, t1: GLOW_T1 };
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// CLARITY (positive): unsharp 3x3 with epsilon 0 — the kernel export pass 4
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// builds with MakeMatrixConvolution, re-expressed as a plain shader because RN
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// Skia 2.6 exposes no convolution image filter to the declarative JSX writer.
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// `px` is one ORIGINAL image pixel expressed in the caller's canvas units, so
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// the preview, the camera worklet and the file all sharpen at the same radius.
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export const CLARITY_SKSL = `
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// SHARPENING — thay_doi_thong_so_giong_lightroom.md §4.2, all four of its
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// parameters in the one knob the panel has. The doc's SHARPENING is not an
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// unsharp mask: it is an unsharp mask MASKED BY AN EDGE DETECTOR, which is what
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// keeps a flat sky and a cheek from gaining grain, and CORED, which is what
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// keeps a noise speckle from being amplified into a white dot.
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//
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// Image_sharp = Image + Amount x HighPass x Mask
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//
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// EDGE DETECTION is the doc's Sobel magnitude G = sqrt(Gx² + Gy²) on luminance,
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// put through its soft threshold Mask = smoothstep(T, T + 0.1, G). This pass was
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// the same 3x3 kernel with Mask = 1 everywhere and no coring, so every
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// low-contrast pixel — every pixel of a flat sky, every pore of a face — took
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// the same gain an eyelash did, and a rising SHARPENING raised the frame's noise
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// with it. That is the doc's §1 complaint word for word ("khi Sharpen, ảnh nổi
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// đầy sạn hạt cát").
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//
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// The HIGH-PASS is the doc's Radius, held at one image pixel (its 0.7-0.9px for
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// a Retina panel), and it is a LUMINANCE high-pass carried by all three channels
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// rather than a per-channel one: a per-channel kernel sharpens a red edge
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// against a green one and draws a colour fringe down every contour.
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//
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// SHARPEN_CORE is the doc's Detail. Coring is SOFT (a ramp over the threshold,
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// not a cliff), so a detail crossing it is not switched on and off from one
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// pixel to the next.
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//
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// `amount` is signed the way the knob is: the negative side is the caller's
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// blur and never reaches this shader. `px` is one ORIGINAL image pixel in the
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// caller's canvas units, so the preview, the camera worklet and the file all
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// sharpen at the same radius. The three constants are the doc's own shape; the
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// doc leaves their value to the panel, and this panel has one SHARPENING knob,
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// so they are fixed here. No frame has yet asked for a second one.
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export const SHARPEN_CORE = 0.02;
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export const SHARPEN_MASK_LO = 0.1;
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export const SHARPEN_MASK_HI = SHARPEN_MASK_LO + 0.1;
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export const SHARPEN_SKSL = `
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uniform shader src;
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uniform float a;
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uniform float2 px;
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const float3 SHARPEN_LUM = vec3(0.2126, 0.7152, 0.0722);
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const float SHARPEN_CORE = ${SHARPEN_CORE};
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const float SHARPEN_MASK_LO = ${SHARPEN_MASK_LO};
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const float SHARPEN_MASK_HI = ${SHARPEN_MASK_HI};
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float sharpenLum(vec2 p) {
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return dot(clamp(src.eval(p).rgb, 0.0, 1.0), SHARPEN_LUM);
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}
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vec4 main(vec2 xy) {
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vec4 c = src.eval(xy);
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vec4 s = src.eval(xy + float2(0.0, -px.y))
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+ src.eval(xy + float2(0.0, px.y))
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+ src.eval(xy + float2(-px.x, 0.0))
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+ src.eval(xy + float2( px.x, 0.0));
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return vec4(clamp(c.rgb * (1.0 + 4.0 * a) - a * s.rgb, 0.0, 1.0), c.a);
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vec2 dx = float2(px.x, 0.0);
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vec2 dy = float2(0.0, px.y);
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float yc = sharpenLum(xy);
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float yl = sharpenLum(xy - dx);
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float yr = sharpenLum(xy + dx);
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float yt = sharpenLum(xy - dy);
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float yb = sharpenLum(xy + dy);
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float ytl = sharpenLum(xy - dx - dy);
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float ytr = sharpenLum(xy + dx - dy);
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float ybl = sharpenLum(xy - dx + dy);
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float ybr = sharpenLum(xy + dx + dy);
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float gx = (ytl + 2.0 * yl + ybl) - (ytr + 2.0 * yr + ybr);
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float gy = (ytl + 2.0 * yt + ytr) - (ybl + 2.0 * yb + ybr);
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float mask = smoothstep(SHARPEN_MASK_LO, SHARPEN_MASK_HI, sqrt(gx * gx + gy * gy));
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float hp = yc - 0.25 * (yl + yr + yt + yb);
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hp *= smoothstep(SHARPEN_CORE, 2.0 * SHARPEN_CORE, abs(hp));
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vec4 c = clamp(src.eval(xy), 0.0, 1.0);
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return vec4(clamp(c.rgb + a * hp * mask, 0.0, 1.0), c.a);
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}
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`;
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// Named uniforms for <Shader uniforms>, same names as CLARITY_SKSL declares.
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export function clarityUniforms(a: number, pxX: number, pxY: number) {
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// Named uniforms for <Shader uniforms>, same names as SHARPEN_SKSL declares.
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export function sharpenUniforms(a: number, pxX: number, pxY: number) {
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return { a, px: [pxX, pxY] };
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}
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@@ -6,11 +6,12 @@
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// - `Skia.Data.fromURI` + expo file APIs → the caller hands in the JPEG bytes
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// and gets JPEG bytes back; the file save / gallery / MediaLibrary tail is
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// gone (the browser downloads a Blob instead).
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// - `MakeMatrixConvolution` does not exist in CanvasKit. The two convolution
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// steps (CLARITY, output sharpen) run through `CLARITY_SKSL` from
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// `toneShader.ts` — the same kernel `[0,-a,0,-a,1+4a,-a,0,-a,0]`, evaluated
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// as a shader pass. `convolve` replaces the pixels outright (the shader's
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// output is opaque and covers the same rect), so no clearing pass is needed.
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// - `MakeMatrixConvolution` does not exist in CanvasKit. The output sharpen
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// (and CLARITY's own kernel) run through shader passes instead —
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// `SHARPEN_SKSL` for the knob, the same kernel with the doc's Sobel edge
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// mask and detail coring on it. `convolve` replaces the pixels outright (the
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// shader's output is opaque and covers the same rect), so no clearing pass
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// is needed.
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// - The negative-side blurs stay on `ImageFilter.MakeBlur`, but a blur cannot
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// be composited over the un-blurred content, so those passes snapshot, clear
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// and redraw. Order matches RN's nested filter chain: denoise → clarity →
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@@ -28,7 +29,7 @@ import {
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TONE_SKSL,
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EXPOSURE_SKSL,
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GLOW_SKSL,
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CLARITY_SKSL,
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SHARPEN_SKSL,
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CLARITY_BLUR_SKSL,
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CLARITY_BLEND_SKSL,
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NR_SKSL,
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@@ -173,7 +174,7 @@ let nrEffect: any = null;
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let dehazeEffect: any = null;
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function effects() {
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if (!sharpenEffect) sharpenEffect = Skia.RuntimeEffect.Make(CLARITY_SKSL);
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if (!sharpenEffect) sharpenEffect = Skia.RuntimeEffect.Make(SHARPEN_SKSL);
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if (!toneEffect) toneEffect = Skia.RuntimeEffect.Make(TONE_SKSL);
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if (!exposureEffect) exposureEffect = Skia.RuntimeEffect.Make(EXPOSURE_SKSL);
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if (!cinemaEffect) cinemaEffect = Skia.RuntimeEffect.Make(CINEMA_SKSL);
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@@ -242,7 +243,7 @@ function maskEffectFor(count: number, spatial: boolean): any {
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return effect;
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}
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// CLARITY_SKSL uniforms are (a, px.x, px.y); px = one source pixel = 1 unit on
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// SHARPEN_SKSL uniforms are (a, px.x, px.y); px = one source pixel = 1 unit on
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// a 1:1 export canvas, so the radius matches what the preview tuned.
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function convolvePaint(srcImage: any, amount: number): any {
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const { sharpenEffect: effect } = effects();
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Reference in New Issue
Block a user