web: make EXPOSURE, EV and HIGHLIGHT mean what Lightroom means

A stop is a multiplier on light, so EXPOSURE and EV stop living in the sRGB
colour matrix and get a linear-light pass of their own (EXPOSURE_SKSL:
linearise, `C * 2^EV`, re-encode). The matrix keeps CONTRAST: a gain on encoded
values is what made +1 EV land at x1.5 instead of x2. Measured on the neutral
PROVIA sim: EV +1 = x2.011, EV +2 = x3.999, still unclipped at 239.

The pass sits between the matrix and the tone shader, and the tone / cinema /
curve / glow / halation children all sample through it, so HIGHLIGHT finally
sees the value exposure produced instead of the one before it. Recovery keeps
`L + strength * mask * (1 - L)` over `smoothstep(0.50,1.00,luma)`, and the
colour comes back as `color * (luma_new / luma)`: a blown white stays white
(255 -> 255 at -10, 255 at +10), a 0.8 grey loses 33 luma, the midtones beside
it do not move.

AUTO is the histogram the LIGHT tab already draws: weighted mean luminance
(guard 0.001), target 0.48, `log2(0.48 / avg)` clamped to +-2.5 EV, handed to
the same knob. A 0.251 grey asks for EV 0.9 and lands at mean 83.0 against the
83.3 predicted, idempotent on a second press. A stock's own bias rides the same
pass (`SIM_EXPOSURE_BIAS_EV`, VIVID +0.25 EV) and cancels against the knob, so
-1 EXPOSURE on VIVID returns the CLASSIC rendering (measured 0.4149 vs 0.4177).

ponytail: the phone app's `src/utils/colorUtils.ts` keeps the old math, so the
two copies have to move together; recipes saved before this commit (EXPOSURE 2,
HIGHLIGHT +-1) render under the new stop semantics.

Verified on the rebuilt container (BASE=http://localhost:8090):
- web-exposure-probe.cjs 20 PASS / 0 FAIL (neutral 128 -> 128, EV +1 ratio
  2.011, EV +2 ratio 3.999, EXPOSURE +10 ratio 5.62 / -10 ratio 0.172, AUTO
  EV 0.9, HIGHLIGHT -10 on a 204 grey 204 -> 171, white 255 -> 255, no console
  errors)
- sim-exposure-test.cjs 9 PASS / 0 FAIL (classic 0.4149, vivid 0.4531, knob -1
  returning 0.4177, bias 0.0382)
- regression suite, 28 probes: mask 53/0, brush-edit 35/0, heal-idle 23/0,
  heal-zoom-drag 28/0, sims 31/0, sim-vivid 9/0, white-black 4/0, temp-swatch
  33/0, tone-curve clean, compare 25/0, create 52/0, wb-preset 33/0, zoom 25/0,
  save-recent 25/0, web-smoke 9/0 (its export step was stale — EXPORT opens a
  size picker now). panel-test 4 FAIL, histogram-wb 1 FAIL, studio-save-hl and
  progate timeouts, landing-test 6 FAIL ($0.99 pricing) are pre-existing.
- npx tsc --noEmit clean.
This commit is contained in:
2026-09-25 17:44:28 +07:00
parent d2115941c7
commit 7e47a153b8
6 changed files with 186 additions and 69 deletions
+3 -1
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@@ -201,7 +201,9 @@ export interface ColorAdjustments {
// way a stack of local adjustments reads in Lightroom. Absent = no local
// adjustments at all, and no pass is built.
masks?: GradientMask[];
exposureCompensation: number; // -3 to +3 EV. Camera: AE bias (hardware). Library: 2^EV matrix gain.
// -3 to +3 EV. Camera: AE bias (hardware, so the render adds none).
// Library: a real 2^EV gain on LINEAR light (EXPOSURE_SKSL) — not a matrix row.
exposureCompensation: number;
}
export interface Recipe {
+37 -36
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@@ -164,10 +164,31 @@ function normalizeGainLuma(gain: number[]): { r: number; g: number; b: number }
// values are one hop from the rows they lift. Only LC STREETLIFE VIVID carries
// one — its matrix is a pure separation with no lift, and without this it reads
// a full step darker than the other sims.
const SIM_EXPOSURE_BIAS: Partial<Record<BaseFilter, number>> = {
'leica-vivid': 2,
//
// In STOPS (EV), on the same scale as exposureStops below, because that is the
// domain the gain is applied in now. The old entry was +2 Exposure units, whose
// 1.04x scale + 0.03 offset measured out at roughly this much light.
const SIM_EXPOSURE_BIAS_EV: Partial<Record<BaseFilter, number>> = {
'leica-vivid': 0.25,
};
// What one unit of the EXPOSURE knob is worth, in stops. Lightroom's slider is
// ±5 EV; this one is ±10 units, so ±2.5 EV at the ends — the same reach AUTO is
// allowed to ask for (AUTO_EV_MAX), so the knob can always express what the
// button decides. Raise it toward 0.5 for Lightroom's full travel, and accept
// that every recipe already saved with a non-zero EXPOSURE gets brighter with
// it.
const EV_PER_UNIT = 0.25;
// The EXPOSURE knob and the sim bias, in stops, for the linear-light pass in
// exportEngine. Separate from the colour matrix on purpose: the matrix works on
// sRGB-ENCODED values, where multiplying by 2 is a gamma-space move that lifts a
// mid-grey to a blown 1.0 instead of the 0.73 a real stop of light gives.
export function exposureStops(adj: ColorAdjustments, baseFilter?: BaseFilter): number {
const units = adj.exposure ?? 0;
return units * EV_PER_UNIT + (SIM_EXPOSURE_BIAS_EV[(baseFilter ?? 'none') as BaseFilter] ?? 0);
}
// A second brightness a stock owns, in Contrast-slider units. The knob itself
// stays at 0 (a sim is colour only), so the extra slope is added here, where
// the knob's own gain/offset mapping already lives.
@@ -185,18 +206,13 @@ export const isMonochromeBase = (baseFilter: BaseFilter | undefined): boolean =>
!!baseFilter && MONO_BASES.includes(baseFilter);
// Generate a 4x5 ColorMatrix (array of 20 floats) based on base style and
// adjustments. Tone-domain knobs (dynamicRange/highlight/shadow) and the
// exposure-compensation EV gain are intentionally NOT part of the matrix —
// dynamicRange/highlight/shadow run as a tone shader (see toneShader.ts),
// and EV is applied either as hardware AE bias (camera) or by the caller via
// applyExposureGain (library), never doubled.
// adjustments. EV, the EXPOSURE knob and the sim exposure bias are all
// intentionally NOT part of the matrix: a stop of light is a gain on LIGHT, and
// a matrix runs on sRGB-encoded values, where the same multiply is a gamma-space
// move (a mid-grey at +1 EV would clip instead of landing at 0.73). They go
// through EXPOSURE_SKSL in exportEngine instead. dynamicRange/highlight/shadow
// are in the same place for the same kind of reason — see toneShader.ts.
export function getSkiaColorMatrix(baseFilter: BaseFilter, adj: ColorAdjustments): number[] {
// Sim-owned exposure bias, in Exposure-slider units. A sim is colour only and
// its `adjustments` stay neutral, so this does NOT surface on the Exposure
// knob — it is folded in here, at the same stage and with the same gain/offset
// mapping the knob uses, so the pixels get the lift the stock needs while the
// UI keeps reading 0.
const exposure = (adj.exposure ?? 0) + (SIM_EXPOSURE_BIAS[baseFilter] ?? 0);
const contrast = adj.contrast + (SIM_CONTRAST_BIAS[baseFilter] ?? 0);
const saturation = adj.saturation;
const temperature = adj.temperature;
@@ -435,17 +451,17 @@ export function getSkiaColorMatrix(baseFilter: BaseFilter, adj: ColorAdjustments
matrix = multiplyMatrices(shiftMat, matrix);
}
// 6. Exposure & Contrast — applied to ALL base filters (monochrome included) so
// both keep affecting mono shots. Contrast scales around mid-grey 0.5.
if (exposure !== 0 || contrast !== 0) {
const expScale = 1 + (exposure / 10) * 0.2; // -10 → 0.8x, +10 → 1.2x
const expOffset = (exposure / 10) * 0.15;
// 6. Contrast — applied to ALL base filters (monochrome included) so both keep
// affecting mono shots. Contrast scales around mid-grey 0.5, in the encoded
// domain, which is where a contrast move belongs (it is a shape on the printed
// ramp, not a gain on light).
if (contrast !== 0) {
const conScale = 1 + (contrast / 10) * 0.25; // -10 → 0.75x, +10 → 1.25x
const conOffset = 0.5 * (1 - conScale);
const adjMat = [
expScale * conScale, 0, 0, 0, expOffset + conOffset * expScale,
0, expScale * conScale, 0, 0, expOffset + conOffset * expScale,
0, 0, expScale * conScale, 0, expOffset + conOffset * expScale,
conScale, 0, 0, 0, conOffset,
0, conScale, 0, 0, conOffset,
0, 0, conScale, 0, conOffset,
0, 0, 0, 1, 0,
];
matrix = multiplyMatrices(adjMat, matrix);
@@ -454,21 +470,6 @@ export function getSkiaColorMatrix(baseFilter: BaseFilter, adj: ColorAdjustments
return matrix;
}
// Apply photographic EV compensation (stops) as a linear gain: 2^EV on every
// RGB channel (offsets scale too, matching true exposure). Only used for
// stills that were NOT exposed with a hardware AE bias (library images).
export function applyExposureGain(matrix: number[], evStops: number): number[] {
if (!evStops) return matrix;
const s = Math.pow(2, evStops);
const gainMat = [
s, 0, 0, 0, 0,
0, s, 0, 0, 0,
0, 0, s, 0, 0,
0, 0, 0, 1, 0,
];
return multiplyMatrices(gainMat, matrix);
}
// 4x5 Matrix multiplication utility: A * B
function multiplyMatrices(a: number[], b: number[]): number[] {
const result = new Array(20).fill(0);
+51 -10
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@@ -10,15 +10,20 @@ import { HSL_BANDS, hslBandGaps, isMonochromeBase } from './colorUtils';
// turned saturated blues black under -SH and bright colours grey under -HL.
//
// Wide, soft knees so the knobs reach like a tone curve instead of biting only
// at the very ends: HL rides only the top (0.65..1.00) so it leaves the greys
// and midtones alone (a 0.45 knee dragged a mid-grey down) while SH rides the
// lower half (0.00..0.55), and the 0.50 midpoint never moves. Earlier narrow
// knees (0.80..1.00 / 0.00..0.30) made both sliders look dead on any photo
// without true whites or blacks.
// at the very ends: HL rides the top (0.50..1.00) so it leaves the greys alone
// (a knee that started lower dragged a mid-grey down) while SH rides the lower
// half (0.00..0.55), and the 0.50 midpoint never moves.
//
// Both knobs are pure additive shifts of the luma. That keeps the curve
// monotonic (steepest knee slope 4.29/unit * 0.22 = 0.94, and the two knees
// never overlap), so a brighter input can never come out darker. The earlier
// HL is Lightroom's highlight RECOVERY and it is weighted by the headroom that is
// left, (1 - t): the move falls to zero as t reaches pure white, so a blown sky,
// a lamp or a specular can be pulled back without the white going grey. The pull
// peaks around t = 0.79 at 0.13 of the ramp for a full -10 — the edge of a cloud,
// which is the detail there is to get back (measured, and checked for
// monotonicity over the whole -1..1 rectangle of the two knobs).
//
// Both knobs are additive shifts of the luma. That keeps the curve monotonic
// (worst slope +0.003 at t = 0.99 with HL +10 and SH -10, and the two knees
// barely overlap), so a brighter input can never come out darker. The earlier
// multiplicative form was NOT monotonic: with hl=-1 a grey 0.73 came out
// darker than 0.80.
//
@@ -136,10 +141,15 @@ vec4 main(vec2 xy) {
vec4 c = src.eval(xy);
vec3 rgb = clamp(c.rgb, 0.0, 1.0);
float t = clamp(dot(rgb, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
float hlMask = smoothstep(0.65, 1.00, t);
float hlMask = smoothstep(0.50, 1.00, t);
float shMask = 1.0 - smoothstep(0.00, 0.55, t);
// NOTE: never name a local 'out' — it is a reserved SkSL qualifier.
float o = t + hl * 0.22 * hlMask + sh * 0.34 * shMask;
// The (1.0 - t) headroom weight is the whole point of the highlight curve: at
// t = 1.0 the
// weight is 0, so the pull-back cannot touch a pure white (a sun, a bulb, a
// specular) and cannot turn it grey. A LIFT gets the same weight, which rides
// it into the upper midtones and leaves the clipping where it was.
float o = t + hl * hlMask * (1.0 - t) + sh * 0.34 * shMask;
// Dynamic range: gentle shadow lift + highlight roll (protect brights).
o += dr * 0.12 * shMask * (1.0 - t);
o -= dr * 0.18 * hlMask * t;
@@ -224,6 +234,37 @@ ${BAND_BLOCK} hsl.x = fract(hsl.x + acc.x * (30.0 / 360.0));
}
`;
// EXPOSURE / EV — the one pass that has to run in LINEAR light.
//
// A stop is a multiplier on LIGHT, and the old EV row multiplied sRGB-ENCODED
// values: +1 EV took a mid-grey 0.5 straight to a blown 1.0 where a real stop
// gives 0.73. Here the pixel is linearised, scaled by 2^ev, and re-encoded —
// which is what a camera does when the shutter stays open twice as long: every
// value keeps its ratio, the highlights roll instead of flattening, and the
// HIGHLIGHT knob still has something to pull back afterwards.
//
// It sits between the graded image and the tone shader (see exportEngine step 3),
// so `ev` carries the EXPOSURE knob, the stock's own bias and the EV knob added
// up in stops — the caller hands in one number.
//
// The transfer pair is the accurate one (0.04045/12.92 + 2.4, and its inverse):
// the same constants colorUtils.planckianLinear uses on the WB side.
export const EXPOSURE_SKSL = `
uniform shader src;
uniform float ev;
vec3 toLinear(vec3 c) {
return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), c));
}
vec3 toEncoded(vec3 c) {
return mix(c * 12.92, 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, step(vec3(0.0031308), c));
}
vec4 main(vec2 xy) {
vec4 c = src.eval(xy);
vec3 rgb = clamp(c.rgb, 0.0, 1.0);
return vec4(clamp(toEncoded(toLinear(rgb) * exp2(ev)), 0.0, 1.0), c.a);
}
`;
// Bright Pass Filter for the HDF EFFECT pass (HDF), SkSL over a child image
// shader — the pattern TONE_SKSL above already proved on device.
//
+27
View File
@@ -43,6 +43,7 @@ import { curveIsActive } from '../shared/utils/toneCurve';
import { HEAL_DEFAULT_R } from '../shared/utils/heal';
import { MOSAIC_DEFAULT_R } from '../shared/utils/mosaic';
import { MASK_DEFAULT_FEATHER, MASK_EXPOSURE_MAX } from '../shared/utils/gradientMask';
import { readHistogram, autoExposureStops } from './ui/Histogram';
import type { MsgKey } from './i18n/vi';
// Mirrors the API's MAX_PHOTOS_PER_USER: shown on SAVE PHOTO, enforced there.
@@ -2438,6 +2439,29 @@ export function Workspace() {
// for the mono stock and swaps right back. Adjustments are never touched, so
// a knob moved while the switch is on survives the trip back.
const monoOn = isMonochromeBase(recipe.baseFilter);
// AUTO (LIGHT tab): the one chip that WRITES a value instead of naming one. It
// measures the LOADED PHOTO — not the preview — so the number does not depend
// on the knobs already in play: pressing it twice lands on the same EV, the way
// Lightroom's Auto does. readHistogram gives the average luminance,
// autoExposureStops turns it into stops, and the EV knob takes it, rounded to
// the 0.1 that knob's own readout prints.
const autoExposure = async () => {
if (!previewBytes) return;
const url = URL.createObjectURL(new Blob([previewBytes as BlobPart], { type: 'image/jpeg' }));
try {
const hist = await readHistogram(url, () => true);
if (hist) {
remember();
setAdjustment({ exposureCompensation: Math.round(autoExposureStops(hist.lum) * 10) / 10 });
}
} catch {
// A photo that will not decode leaves the recipe alone — a broken preview
// is not worth an error banner here.
} finally {
URL.revokeObjectURL(url);
}
};
const toggleMono = () => {
remember();
if (monoOn) {
@@ -2509,6 +2533,9 @@ export function Workspace() {
}
case 'light':
return [
// AUTO rides at the head of the strip because it is the one chip here
// that is an ACTION rather than a knob or a look (see autoExposure).
{ key: 'auto', label: 'AUTO', onClick: () => void autoExposure() },
...paramChips(PARAM_DEFS.iq),
groupChip('dr'),
// TONE CURVE is not a row of sliders: it opens the graph on the photo
+42 -22
View File
@@ -22,9 +22,10 @@
import { Skia } from './skiaShim';
import type { Recipe, GPSInfo, FrameId, AspectRatio, CropRect } from '../../shared/types';
import { ASPECT_RATIO_W_H } from '../../shared/types';
import { getSkiaColorMatrix, applyExposureGain } from '../../shared/utils/colorUtils';
import { getSkiaColorMatrix, exposureStops } from '../../shared/utils/colorUtils';
import {
TONE_SKSL,
EXPOSURE_SKSL,
GLOW_SKSL,
CLARITY_SKSL,
getToneUniforms,
@@ -143,6 +144,7 @@ function flush(surface: any): void {
let sharpenEffect: any = null;
let toneEffect: any = null;
let exposureEffect: any = null;
let cinemaEffect: any = null;
let glowEffect: any = null;
let halationEffect: any = null;
@@ -151,11 +153,12 @@ let curveEffect: any = null;
function effects() {
if (!sharpenEffect) sharpenEffect = Skia.RuntimeEffect.Make(CLARITY_SKSL);
if (!toneEffect) toneEffect = Skia.RuntimeEffect.Make(TONE_SKSL);
if (!exposureEffect) exposureEffect = Skia.RuntimeEffect.Make(EXPOSURE_SKSL);
if (!cinemaEffect) cinemaEffect = Skia.RuntimeEffect.Make(CINEMA_SKSL);
if (!glowEffect) glowEffect = Skia.RuntimeEffect.Make(GLOW_SKSL);
if (!halationEffect) halationEffect = Skia.RuntimeEffect.Make(HALATION_SKSL);
if (!curveEffect) curveEffect = Skia.RuntimeEffect.Make(CURVE_SKSL);
return { sharpenEffect, toneEffect, cinemaEffect, glowEffect, halationEffect, curveEffect };
return { sharpenEffect, toneEffect, exposureEffect, cinemaEffect, glowEffect, halationEffect, curveEffect };
}
// FX's HEAL is the one effect whose shader depends on the recipe rather than on
@@ -443,20 +446,24 @@ export async function renderPhoto(input: RenderInput): Promise<RenderResult | nu
const adjustments = recipe.adjustments;
// 3. Colour matrix (+2^EV gain unless the camera already biased the shot).
// The matrix grades into its OWN image first, because a SkPaint runs its
// shader before its colourFilter: with both on one paint the exposure gain
// landed AFTER the tone pass, so +EXPOSURE took the 0.78 a rolled-back
// highlight came out at and pushed it straight back to 1.0 — the HIGHLIGHT
// slider looked dead the moment exposure went up (measured, see the order
// probe). The tone shader's child is the graded image, so the highlight
// mask finally sees the exposed value it is meant to pull back.
const evStops = adjustments.exposureCompensation ?? 0;
const evMatrix = options?.evFromCamera
? getSkiaColorMatrix(recipe.baseFilter, adjustments)
: applyExposureGain(getSkiaColorMatrix(recipe.baseFilter, adjustments), evStops);
const colorFilter = own(Skia.ColorFilter.MakeMatrix(evMatrix));
const matrixIsIdentity = evMatrix.every((v, i) => v === (i % 6 === 0 ? 1 : 0));
// 3. Colour matrix, then the exposure pass (+EV unless the camera already
// biased the shot). The matrix grades into its OWN image first, because a
// SkPaint runs its shader before its colourFilter: with both on one paint the
// exposure gain landed AFTER the tone pass, so +EXPOSURE took the 0.78 a
// rolled-back highlight came out at and pushed it straight back to 1.0 — the
// HIGHLIGHT slider looked dead the moment exposure went up (measured, see the
// order probe). The tone shader's child is the graded-and-exposed image, so
// the highlight mask finally sees the value it is meant to pull back.
//
// The gain itself is the linear-light pass of its own (EXPOSURE_SKSL), not a
// row of the matrix: a stop is a multiplier on light and the matrix runs on
// sRGB-encoded values (see colorUtils.exposureStops). It carries the EXPOSURE
// knob, the stock's bias and the EV knob, all in stops.
const userEv = options?.evFromCamera ? 0 : adjustments.exposureCompensation ?? 0;
const evStops = exposureStops(adjustments, recipe.baseFilter) + userEv;
const matrix = getSkiaColorMatrix(recipe.baseFilter, adjustments);
const colorFilter = own(Skia.ColorFilter.MakeMatrix(matrix));
const matrixIsIdentity = matrix.every((v, i) => v === (i % 6 === 0 ? 1 : 0));
// 3b. Tone shader.
const tone = getToneUniforms(adjustments, recipe.baseFilter);
@@ -473,7 +480,8 @@ export async function renderPhoto(input: RenderInput): Promise<RenderResult | nu
const curveOn = curveIsActive(curve);
let paintShader: any = null;
let gradeImage = skImage;
const graded = (toneIsActive(tone) || cinemaOn || curveOn) && !matrixIsIdentity;
const expOn = evStops !== 0;
const graded = (toneIsActive(tone) || cinemaOn || curveOn || expOn) && !matrixIsIdentity;
if (graded) {
const snapshot = gradeThrough(skImage, width, height, colorFilter);
if (snapshot) {
@@ -487,20 +495,32 @@ export async function renderPhoto(input: RenderInput): Promise<RenderResult | nu
Skia.TileMode.Clamp, Skia.TileMode.Clamp, Skia.FilterMode.Linear, Skia.MipmapMode.None
)
);
// Exposure takes the place of the colour filter on the draw, so it too needs
// the matrix to be IN its child — hence expOn in `graded` above. Everything
// downstream that samples "the image" now samples after the exposure.
let exposeShader: any = null;
if (expOn) {
const { exposureEffect: effect } = effects();
if (effect) exposeShader = own(effect.makeShaderWithChildren([evStops], [imageShaderOf()]));
}
const baseShaderOf = () => exposeShader ?? imageShaderOf();
if (toneIsActive(tone)) {
const { toneEffect: effect } = effects();
if (effect) {
toneShader = own(effect.makeShaderWithChildren(toneUniformArray(tone), [imageShaderOf()]));
toneShader = own(effect.makeShaderWithChildren(toneUniformArray(tone), [baseShaderOf()]));
}
}
if (cinemaOn) {
const { cinemaEffect: effect } = effects();
if (effect) {
const cs = own(effect.makeShaderWithChildren(cinema.flat, [toneShader ?? imageShaderOf()]));
const cs = own(effect.makeShaderWithChildren(cinema.flat, [toneShader ?? baseShaderOf()]));
if (cs) paintShader = cs;
}
}
if (!paintShader && toneShader) paintShader = toneShader;
// The exposure pass must survive as the last member of the chain when nothing
// else is active — it is a shader, not a colour filter, so the draw needs it.
if (!paintShader && exposeShader) paintShader = exposeShader;
// 3e. The curve pass, last: whatever the stock, the matrix, the mixer or the
// seasonal grade did, a point moved on the graph lands the pixel where the
// graph says. The table is an image, so the shader can look it up per channel
@@ -533,7 +553,7 @@ export async function renderPhoto(input: RenderInput): Promise<RenderResult | nu
: null;
const cs =
effect && lutShader
? own(effect.makeShaderWithChildren([], [paintShader ?? imageShaderOf(), lutShader]))
? own(effect.makeShaderWithChildren([], [paintShader ?? baseShaderOf(), lutShader]))
: null;
if (cs) paintShader = cs;
}
@@ -577,7 +597,7 @@ export async function renderPhoto(input: RenderInput): Promise<RenderResult | nu
const strength = (adjustments.hdf ?? 0) / 10;
const sigma = width * (0.006 + 0.024 * strength);
const { glowEffect: effect } = effects();
const srcShader = paintShader ?? imageShaderOf();
const srcShader = paintShader ?? baseShaderOf();
const glowShader =
effect != null ? own(effect.makeShaderWithChildren(glowUniformArray(), [srcShader])) : null;
const glowPaint = own(Skia.Paint());
@@ -645,7 +665,7 @@ export async function renderPhoto(input: RenderInput): Promise<RenderResult | nu
// chips still mean 0/3/6; a sensor stock carries none at any amount.
if (grainAmount > 0 && stock.halation > 0 && stock.halo > 0) {
const { halationEffect: effect } = effects();
const srcShader = paintShader ?? imageShaderOf();
const srcShader = paintShader ?? baseShaderOf();
const haloShader = effect ? own(effect.makeShaderWithChildren(halationUniformArray(stock), [srcShader])) : null;
if (haloShader) {
const haloPaint = own(Skia.Paint());
+26
View File
@@ -54,6 +54,32 @@ export async function readHistogram(url: string, alive: () => boolean): Promise<
return { lum, r, g, b };
}
// AUTO's reach, in stops — the same travel the EXPOSURE knob has (±10 units at
// 0.25 EV, see colorUtils.EV_PER_UNIT), so the knob can always express what the
// button decided instead of the number being clipped by the UI.
export const AUTO_EV_MAX = 2.5;
// Lightroom's Auto, as far as a browser can take it: the average luminance off
// the binned histogram, asked for the number of stops that puts it on the 0.48 a
// grey card lands at in a normal exposure. log2 of the ratio IS that number of
// stops, and the engine's EXPOSURE_SKSL takes exactly such an EV value — so this
// hands back stops, not a pixel gain.
//
// `lum` is readHistogram's 256 bins, so bin i sits at i/255 of the ramp. The
// guard keeps a black frame from dividing by zero (and from asking for infinity);
// the black frame then gets the full +2.5.
export function autoExposureStops(lum: number[]): number {
let sum = 0;
let weighted = 0;
for (let i = 0; i < lum.length; i++) {
sum += lum[i];
weighted += (i / (lum.length - 1)) * lum[i];
}
const avg = Math.max(0.001, sum > 0 ? weighted / sum : 0);
const stops = Math.log2(0.48 / avg);
return Math.max(-AUTO_EV_MAX, Math.min(AUTO_EV_MAX, stops));
}
// One channel across the full width of the ramp. `close` also draws the floor,
// which is only wanted for the filled luminance curve.
function curve(bins: number[], max: number, close: boolean): string {