fix(camera): matrix-based zoom for pinch/double-tap, tap-to-focus AE/AF lock, library letterbox smear fix, export raw JPEG bytes q95, resume isActive fixes, dark theme polish
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@@ -0,0 +1,74 @@
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import { ColorAdjustments } from '../types';
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// Tone-domain adjustments (Fuji-style Dynamic Range + Highlight/Shadow).
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// SkSL runtime effect over a child image shader, driven by luma so hue is
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// preserved (single multiplicative factor per pixel).
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//
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// Soft-knee masks keep the knobs independent, like camera tone curves:
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// hl affects ONLY the bright end (knee 0.80..1.00),
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// sh affects ONLY the dark end (knee 0.00..0.30),
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// leaving the whole 0.30..0.80 mid/upper band untouched. Earlier knees
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// (0.40..0.95 / 0.05..0.55, then 0.55..1.0 / 0.0..0.45, then 0.70..1.0) still
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// reached mid/upper grays, so HL read as a global gray/brightness change
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// instead of isolating the bright end — on-device testing confirmed it.
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//
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// HL is multiplicative on BOTH signs so +/− act on the same region:
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// + scales 0.85+ up toward white (natural clip at 1.0), − scales them down.
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// A + additive lift using (1-t) dies at t→1.0 and never touched the specular
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// end — that asymmetry made +HL look like a mid-tone push, not a highlight
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// change. (SH keeps its original form; additive + worked there.)
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//
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// dr - DR strength 0..1: lifts shadows slightly and rolls highlights
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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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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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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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float hlMask = smoothstep(0.80, 1.0, t);
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float shMask = 1.0 - smoothstep(0.0, 0.30, t);
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// NOTE: never name a local 'out' — it is a reserved SkSL qualifier.
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float o = t;
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// Highlight: bright end only, multiplicative on both signs (symmetric region).
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if (hl >= 0.0) {
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o *= 1.0 + hl * 0.30 * hlMask;
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} else {
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o *= 1.0 + hl * 0.45 * hlMask;
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}
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// Shadow: dark end only.
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if (sh >= 0.0) {
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o += sh * 0.80 * shMask * (1.0 - t);
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} else {
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o *= 1.0 + sh * 0.80 * shMask;
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}
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// Dynamic range: gentle shadow lift + highlight roll (protect brights).
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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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}
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`;
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export interface ToneUniforms {
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// All zero → no tone adjustment needed (caller can skip the shader pass).
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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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}
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export function getToneUniforms(adj: ColorAdjustments): ToneUniforms {
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const drRaw = adj.dynamicRange ?? 'auto';
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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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}
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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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}
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