web: import the camera's RAW, and grade it like the phone

The studio took JPEG, PNG and HEIC and nothing else, so a photographer's own
negatives never reached it. A RAW now loads the way any other file does —
`isRawName` reads the extension off a 24-entry list, the file goes into OPFS
under one slot (`current_image.raw`, beside `current_image.name`, so a reload
finds it again) and `rawDevelop` runs it through LibRaw-wasm: half size, 16-bit
output, camera white balance and the camera's own 3x3 matrix, in bands of 2M
pixels so a 30MB file never holds a second copy of itself. `example-sony.ARW`
(30.3MB) lands as a 3120x2084 picture, no page error.

DEHAZE joins the FX tab, where Lightroom keeps it: a chip off the same
PARAM_DEFS entry (`dehaze`, 0..10) so nothing new renders chips, and the pass is
the dark channel prior — `atmosphericLight` reads A off a 32x32 draw of the
photo, `DEHAZE_SKSL` takes omega up to 0.95 over a floor of 0.1 — measured at
71.8% of the stage's pixels moved between 0 and 10.

The gradient mask grows the six knobs the phone's has: HIGHLIGHT, SHADOW,
WHITE, BLACK, CLARITY and DEHAZE. The mask's falloff is a smoothstep rather than
a line, and CLARITY/DEHAZE inside a mask get a blurred copy of the photo plus
the air A as a second child of the mask shader — so a mask's clarity is clarity
and not a flat brightness lift. The column shows all nine rulers; CLARITY 9
moves 42.2% of the stage, DEHAZE 9 moves 27.9%.

CLARITY stops reading the whole photo per pixel: the single pass that sampled a
15x15 box 225 times is now the three passes the same math wants — 1x15, then
15x1, then a blend, `orig + (orig - B) * 3.2` — about 30 reads. Both signs work
(77.4% of the stage moves at +10, 79.6% at -10), and the negative branch keeps
its mist as it was.

The pointer reviews a look before it is taken: resting on a PHOTO STYLE chip or
a recipe chip lays that look on the photo while it stays there and gives it back
the moment it leaves — byte-identical, measured on four of them (24.9%, 23.8%,
24.5%, 25.3% of the stage moves on, 0.00% off) — while the recipe, the UNDO
stack and the session stay on the look the click left. A hovered look brings its
colour alone: the masks, the dust spots and the mosaic of the photo being edited
ride along, or a pointer crossing a chip row would rub them off. A PRO sim is
left out, since a hover that showed its look would hand over what the click
gates.

Probes: e2e-raw-verify, e2e-dehaze-mask, e2e-mask-verify, e2e-clarity-verify,
e2e-hover-preview2.
This commit is contained in:
2026-09-26 18:17:18 +07:00
parent 178bc78bbb
commit 97bdf605e2
15 changed files with 835 additions and 96 deletions
+112 -29
View File
@@ -1,4 +1,5 @@
import type { GradientMask } from '../types';
import { CLARITY_GAIN, DEHAZE_FLOOR_T, DEHAZE_MAX_OMEGA } from './toneShader';
// FX tab > LINEAR / RADIAL GRADIENT — Lightroom's two gradient masks, the local
// adjustments that are a SHAPE rather than a whole-frame knob.
@@ -21,11 +22,14 @@ import type { GradientMask } from '../types';
// skiaShim.ts), stage for stage: the one pass the spec asks for per mask, in
// the order the user drew them, each reading what the one before it left.
//
// ponytail: the spec's next rung — Highlights/Shadows isolated with pow(luma, 3)
// weight masks — is not here. Its own section calls it an upgrade, and the three
// knobs are what "gradient mask" means until a photo shows a sky that needs
// rescuing apart from the grass under it. The same rung holds Lightroom's
// per-mask invert and colour/tone ranges.
// The spec's section 4 — "the system needs to restrict all the above effects to
// operate only within the mask's area" — is the rest of the block below: the
// smoothstep soft masks that carry HIGHLIGHT and SHADOW, the two ends WHITE and
// BLACK move, and the two spatial ones (CLARITY against the frame's own blur,
// DEHAZE through the dark channel) that the caller hands in the blurred
// reference and the atmospheric light for. Every one of them rides the same
// alpha the shape produces and lands through the same `mix`, so a mask at half
// strength is half of the move.
export const MASK_KIND = { linear: 0, radial: 1 } as const;
// Exposure is stored as the EV itself — the spec's own -5..+5 — because that is
// what `pow(2.0, e)` reads, and a stop is a stop whatever the app's slider units
@@ -54,7 +58,20 @@ const clampEV = (v: number) => (v < -MASK_EXPOSURE_MAX ? -MASK_EXPOSURE_MAX : v
// cannot produce a shape the overlay and the renderer disagree about. A mask
// with no shape (a linear drag of no length, an ellipse of no radius) is
// dropped: it would paint nothing and could never be taken hold of on the photo.
export function readMasks(masks: GradientMask[] | undefined): GradientMask[] {
// What readMasks hands back: the stored mask with every knob resolved to a
// number. The two spatial ones and the four tonal ones are optional in the
// stored type (a mask saved before they existed has none), so the reader's
// return type is the one that says they are there.
export type ReadMask = GradientMask & {
highlights: number;
shadows: number;
whites: number;
blacks: number;
clarity: number;
dehaze: number;
};
export function readMasks(masks: GradientMask[] | undefined): ReadMask[] {
if (!Array.isArray(masks)) return [];
return masks
.filter((m) => m?.kind === 'linear' || m?.kind === 'radial')
@@ -71,20 +88,44 @@ export function readMasks(masks: GradientMask[] | undefined): GradientMask[] {
exposure: clampEV(num(m.exposure, 0)),
contrast: clampA(num(m.contrast, 0)),
saturation: clampA(num(m.saturation, 0)),
// The spec's section 4 knobs: the two tone soft masks, the two ends, and
// the two spatial moves. All -10..+10 like every other knob here, all 0 on
// a mask stored before they existed.
highlights: clampA(num(m.highlights, 0)),
shadows: clampA(num(m.shadows, 0)),
whites: clampA(num(m.whites, 0)),
blacks: clampA(num(m.blacks, 0)),
clarity: clampA(num(m.clarity, 0)),
dehaze: clampA(num(m.dehaze, 0)),
}))
.filter((m) => (m.kind === 'linear' ? Math.hypot(m.ex - m.x, m.ey - m.y) > MASK_MIN : m.rx > 0 && m.ry > 0));
}
// The two spatial knobs need the frame's own blurred reference (and DEHAZE the
// atmospheric light) handed to the shader as a second child; the four tonal ones
// need nothing. One question, asked in one place, so the renderer builds the
// blur for exactly the masks that read it and the effect is cached for the same
// answer.
export function masksHaveSpatial(masks: GradientMask[]): boolean {
return readMasks(masks).some((m) => m.clarity !== 0 || m.dehaze !== 0);
}
// The uniform block the shader for `n` masks reads: the shapes, the ellipse
// parameters, the knobs with the kind, then the frame the fractions are of.
// Declaration order, arrays expanded — one buffer is one upload per render, the
// same shape healUniforms and mosaicUniforms use. Its length is a function of
// the list, not a fixed capacity, because the shader carries exactly the masks
// the recipe holds.
export function maskUniforms(masks: GradientMask[], width: number, height: number): Float32Array {
// parameters, the knobs with the kind, the tone soft masks, the spatial pair,
// then the frame the fractions are of — and, when the caller has one, the
// atmospheric light the dehaze reads. Declaration order, arrays expanded — one
// buffer is one upload per render, the same shape healUniforms and
// mosaicUniforms use. Its length is a function of the list, not a fixed
// capacity, because the shader carries exactly the masks the recipe holds.
export function maskUniforms(
masks: GradientMask[],
width: number,
height: number,
air?: [number, number, number] | null
): Float32Array {
const list = readMasks(masks);
const n = list.length;
const u = new Float32Array((3 * n + 1) * 4);
const u = new Float32Array((5 * n + 1 + (air ? 1 : 0)) * 4);
for (let i = 0; i < n; i++) {
const m = list[i];
u.set([m.x, m.y, m.ex, m.ey], i * 4);
@@ -95,24 +136,61 @@ export function maskUniforms(masks: GradientMask[], width: number, height: numbe
[m.exposure, m.contrast / 10, m.saturation / 10, MASK_KIND[m.kind]],
(2 * n + i) * 4
);
// The tone soft masks and the two ends, then the spatial pair.
u.set([m.highlights / 10, m.shadows / 10, m.whites / 10, m.blacks / 10], (3 * n + i) * 4);
u.set([m.clarity / 10, m.dehaze / 10, 0, 0], (4 * n + i) * 4);
}
u.set([width, height, 0, 0], 3 * n * 4);
u.set([width, height, 0, 0], 5 * n * 4);
if (air) u.set([air[0], air[1], air[2], 0], (5 * n + 1) * 4);
return u;
}
// The colour inside a mask, in the spec's own order and its own formulas:
// exposure first (a power of two, so a stop is a stop), then contrast about the
// middle, then saturation as a mix away from the pixel's own REC-709 luma. The
// result is clamped to the range a file can hold — the spec's own guard, and it
// is `mix`ed back over the base by the mask's alpha, so a mask at half strength
// is half of the move rather than the whole of it.
const adjustFn = `
half3 maskAdjust(half3 c, float3 a) {
// middle, then saturation as a mix away from the pixel's own REC-709 luma. Then
// the spec's section 2 and 3 on top — HIGHLIGHT and SHADOW through the two
// smoothstep soft masks its own formula names (`M_shadow = 1 - smoothstep(0,
// 0.5, L)`, `M_highlight = smoothstep(0.5, 1, L)`), WHITE and BLACK as a gain on
// the end each one owns, and the two spatial ones against the blurred reference
// the caller hands in. The result is clamped to the range a file can hold — the
// spec's own guard, and it is `mix`ed back over the base by the mask's alpha, so
// a mask at half strength is half of the move rather than the whole of it.
//
// `blur` is the frame's bilateral reference (the same one CLARITY and DEHAZE use
// frame-wide) and `air` the atmospheric light; both are the constants 0 when the
// shader was built without the second child, and then the two spatial knobs are
// left out of the pass — the caller only builds that child for masks that ask
// for them (masksHaveSpatial).
const adjustFn = (spatial: boolean) => `
half3 maskAdjust(half3 c, float4 a, float4 tone, float4 fx${spatial ? ', half3 blur, float3 air' : ''}) {
c = c * half(pow(2.0, a.x));
c = (c - half(0.5)) * half(1.0 + a.y) + half(0.5);
half l = dot(c, half3(0.2126, 0.7152, 0.0722));
c = mix(half3(l), c, half(1.0 + a.z));
return clamp(c, half3(0.0), half3(1.0));
half l = dot(clamp(c, half3(0.0), half3(1.0)), half3(0.2126, 0.7152, 0.0722));
// The spec's soft masks, computed in float and narrowed: smoothstep on half
// is one more type the shader does not have to guess at.
float lf = clamp(float(l), 0.0, 1.0);
float ms = 1.0 - smoothstep(0.0, 0.5, lf);
float mh = smoothstep(0.5, 1.0, lf);
// Half a stop of tone at the knob's own ceiling, the weight the frame-wide
// HIGHLIGHT/SHADOW pass uses; + lifts, - pulls back, and the two masks cannot
// both be 1 at the same pixel.
c = clamp(c + half3(half(0.5 * (tone.y * ms - tone.x * mh))), half3(0.0), half3(1.0));
c = c * half(1.0 + 0.5 * tone.z * mh);
c = c * half(1.0 + 0.5 * tone.w * ms);
half nl = dot(clamp(c, half3(0.0), half3(1.0)), half3(0.2126, 0.7152, 0.0722));
c = mix(half3(nl), c, half(1.0 + a.z));
${spatial ? ` if (fx.x != 0.0) {
// CLARITY (doc section 3.1): the pixel against its own blurred surroundings.
c = clamp(c + half3(half(fx.x * ${CLARITY_GAIN.toFixed(1)})) * (c - blur), half3(0.0), half3(1.0));
}
if (fx.y != 0.0) {
// DEHAZE (doc section 3.2): the dark channel of the patch is the haze.
half3 aa = half3(half(max(air.x, 0.05)), half(max(air.y, 0.05)), half(max(air.z, 0.05)));
half dark = min(min(blur.r / aa.r, blur.g / aa.g), blur.b / aa.b);
half t = clamp(half(1.0 - fx.y * ${DEHAZE_MAX_OMEGA} * clamp(dark, half(0.0), half(1.0))), half(${DEHAZE_FLOOR_T}), half(1.0));
c = clamp((c - aa) / t + aa, half3(0.0), half3(1.0));
}
` : ''} return clamp(c, half3(0.0), half3(1.0));
}
`;
@@ -123,7 +201,7 @@ half3 maskAdjust(half3 c, float3 a) {
// product, and its zero-length guard is the filter in readMasks rather than a
// branch here: a mask with no length is not a mask. A radial mask's alpha is
// 1 inside the feather and 0 at the rim.
const maskBlock = (i: number) => `
const maskBlock = (i: number, spatial: boolean) => `
{
float a = 0.0;
if (adj[${i}].w < 0.5) {
@@ -140,7 +218,7 @@ const maskBlock = (i: number) => `
a = 1.0 - smoothstep(max(0.0, 1.0 - rads[${i}].w), 1.0, d);
}
if (a > 0.0) {
c.rgb = mix(c.rgb, maskAdjust(c.rgb, adj[${i}].xyz), half(a));
c.rgb = mix(c.rgb, maskAdjust(c.rgb, adj[${i}], tone[${i}], fx[${i}]${spatial ? ', blurred.eval(pos).rgb, air.xyz' : ''}), half(a));
}
}
`;
@@ -152,17 +230,22 @@ const maskBlock = (i: number) => `
// a repair laid inside a mask then borrows pixels that already carry the mask's
// light, which is what makes it match its surroundings, and a MOSAIC over a mask
// hides what the mask left. The frame the masks are of comes in as `size`, the
// same uniform HEAL and MOSAIC take.
export function gradientMaskSkSL(count: number): string {
// same uniform HEAL and MOSAIC take. `spatial` adds the two things only CLARITY
// and DEHAZE read: the frame's own blurred reference as a second child, whose
// image is in the same coordinates the pass runs in, and the atmospheric light.
export function gradientMaskSkSL(count: number, spatial = false): string {
return `
uniform shader img;
uniform float4 rects[${count}];
uniform float4 rads[${count}];
uniform float4 adj[${count}];
uniform float4 tone[${count}];
uniform float4 fx[${count}];
uniform float4 size;
${adjustFn}
${spatial ? 'uniform shader blurred;\nuniform float4 air;' : ''}
${adjustFn(spatial)}
half4 main(float2 pos) {
half4 c = img.eval(pos);${Array.from({ length: count }, (_, i) => maskBlock(i)).join('')}
half4 c = img.eval(pos);${Array.from({ length: count }, (_, i) => maskBlock(i, spatial)).join('')}
return c;
}
`;