feat(panel): cascading columns, WB colour swatches, stronger HDF glow
Layout - the panel is a cascade of columns: the rail's tabs, the tab's chips, the open chip's sub-chips, then the ruler. A child column no longer hides the column it came from (TEMP -> COLOR TEMP keeps TEMP visible); chips stack one per row instead of wrapping - FRAME's WATERMARK opens its own column, so the frame chips stay put - CREATE RECIPES gets the wide column its two-up form needs WB colour swatches - the ruler draws a colour box under the slider that follows the value: COLOR TEMP is the Kelvin colour (Tanner Helland), TINT runs green -10 -> neutral 0 -> magenta +10 HDF EFFECT - knee 0.55..0.85 -> 0.45..0.75, blur 0.004+0.015n -> 0.006+0.024n of the width, screen alpha 0.15+0.35n -> 0.28+0.52n: a wide halo on the highlights instead of a hairline glow. Web copy of toneShader only — the phone keeps its own tuning. Tabs - rail order is PRESETS, FAVORITED, WB, LIGHT, FX, FRAME, CREATE RECIPES
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@@ -118,10 +118,12 @@ vec4 main(vec2 xy) {
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// are untouched) and above it every channel keeps its ratio — the hue cannot
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// drift, only the brightness blooms.
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//
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// Knee t0..t1 = 0.55..0.85: the soft end of the old hard 0.6 cut (2.5*0.6-1.5 =
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// 0), wide enough that a specular ramps in instead of clipping on/off.
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export const GLOW_T0 = 0.55;
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export const GLOW_T1 = 0.85;
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// Knee t0..t1 = 0.45..0.75. The web demo plays the effect up, so the knee sits
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// lower and wider than the phone's 0.55..0.85: the bloom now catches the bright
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// end of the midtones (a lit face, a window) instead of only true speculars,
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// which is what makes it read on a photo that has no blown white.
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export const GLOW_T0 = 0.45;
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export const GLOW_T1 = 0.75;
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export const GLOW_SKSL = `
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uniform shader src;
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