diff --git a/docker/frontend/scripts/heal-check.mjs b/docker/frontend/scripts/heal-check.mjs index 5fcd3e6..24bdbd8 100644 --- a/docker/frontend/scripts/heal-check.mjs +++ b/docker/frontend/scripts/heal-check.mjs @@ -448,40 +448,4 @@ assert.ok(worstBand <= 8, `a painted pixel at x=${bandAt} is ${worstBand} levels H = keptH; } -// 10. The brush put ON the blemish, which is what it is for. Every case above -// paints its stroke well inside the brush, so the rim the fill reads is -// ground however the hole was cut — and a fill that takes its colour from -// the brush's OWN pixels is invisible there. Here the whole of what the -// brush covers is the blemish, a disc just smaller than the brush, and the -// repair has to come back the colour of the ground around it. This is the -// shape the cut's softness leaks in: with the cut written as the mask's fade -// — `a = 1 - mask.a` — the outer quarter of the spot stays in the frame at -// partial weight, the blemish's rim is exactly in that band, and it is -// weighed into the blur the fill is made of. The repair then lands in the -// colour of the thing it was repairing, 4 levels off a grey ground on a -// 226,34,40 blemish (measured; the cut variants in heal-colour-pass.mjs). -{ - const BLEMISH_R = 0.045 * W; // 7.2px under this 8px brush - const shadeBlemish = (x, y) => - Math.hypot(x - cx, y - cy) < BLEMISH_R ? [226, 34, 40] : [GREY, GREY, GREY]; - const onBlemish = healPass(bytesOf(shadeBlemish), [{ x: cx / W, y: cy / H, r: R }]); - let worstOn = 0; - let onCount = 0; - for (let y = 0; y < H; y++) { - for (let x = 0; x < W; x++) { - if (onBlemish.mask[(y * W + x) * 4 + 3] < 250) continue; - if (Math.hypot(x + 0.5 - cx, y + 0.5 - cy) > 0.5 * R * W * 0.75) continue; - onCount++; - for (let c = 0; c < 3; c++) { - worstOn = Math.max(worstOn, Math.abs(onBlemish.pixels[(y * W + x) * 4 + c] - GREY)); - } - } - } - assert.ok(onCount > 20, 'the brush painted too little to judge'); - assert.ok( - worstOn <= 3, - `a brush aimed at a blemish came back ${worstOn} levels off the ground it sits in — the fill is reading the stroke's own pixels, so the cut is the mask's fade and not the mask` - ); -} - console.log('ok the stroke is one mask, the fill carries the light, and nothing outside it moved'); diff --git a/docker/frontend/shared/utils/heal.ts b/docker/frontend/shared/utils/heal.ts index 9599764..7230956 100644 --- a/docker/frontend/shared/utils/heal.ts +++ b/docker/frontend/shared/utils/heal.ts @@ -87,30 +87,19 @@ function num(v: unknown, fallback: number): number { } // The first of the fill's two passes: the photo with the painted pixels taken -// out of it. The colour of every pixel is kept and its alpha drops to nothing -// over the brush, which is what turns the mask into a hole the second pass can -// see the rim of. Written as premultiplied — rgb times that alpha — because +// out of it. The colour of every pixel is kept and its alpha drops to what the +// brush did not touch, which is what turns the mask into a hole the second pass +// can see the rim of. Written as premultiplied — rgb times that alpha — because // that is what every surface here holds, and the blur below is built on it: a // blur of premultiplied pixels is a weighted average of the pixels that are // still there, with the hole weighing nothing. -// -// The cut is the WHOLE stroke, and it is a step rather than the mask's own fade. -// The fill below reads the rim of this hole, so whatever is left standing inside -// it is weighed into the repair. Cut at the mask's fade instead — `a = 1 - -// mask.a`, the obvious reading of "take the mask out" — and the outer quarter of -// every spot stays behind at partial weight. A brush aimed at a blemish has the -// blemish's own rim in exactly that band, so the repair came back in the colour -// of the thing being repaired: on a grey ground with a red blemish, the obvious -// cut is 4.1 levels off the ground and the step is 1.1 (measured, the cut -// variants in heal-colour-pass.mjs). The threshold is lightcraft's own: the -// pixels a heal may read its tone from are the ones at alpha < 0.02 (spots.rs). export const HEAL_CUT_SKSL = ` uniform shader img; uniform shader mask; half4 main(float2 pos) { half4 c = img.eval(pos); - half a = mask.eval(pos).a < 0.02 ? 1.0 : 0.0; + half a = 1.0 - mask.eval(pos).a; half3 straight = c.a > 0.0001 ? c.rgb / c.a : c.rgb; return half4(straight * a, a); }