Ported from the web studio's 3d273a3, and folded into this branch's
colour-only rule for sims.
- `mono-high-contrast` joins BaseFilter, with its own matrix (a warm B&W
mix: red 0.38 / green 0.56 / blue 0.06, rows equal and summing to 1.00)
and its own FILM_TONE entry (toe -0.32, shoulder +0.26 — the whites step
of the brief). The sim ships with neutral adjustments like every other.
- The stock's own slope (+4 of Contrast) rides `STOCK_BIAS`, which absorbs
the former `STOCK_EXPOSURE` table: one place for tone a stock carries by
itself, keyed by baseFilter, so the EXPOSURE/CONTRAST sliders keep
reading 0 while the render is already pushed.
- Two B&W stocks now exist, so every "is this a colour stock?" test goes
through the new `isMonochromeBase` instead of comparing against
'monochrome' — a stray Kelvin gain on a grey ramp shows up as a tint.
The rail gains an HSL tab between FX and FRAME, and the tab opens the mixer
ported from the web studio: eight hue bands, each with hue/sat/lum knobs on a
-10..+10 ruler, plus three whole-image moves behind an IMAGE divider. Band
weights are linear tents anchored on HSL_BANDS and summing to 1 at every hue, so
neighbouring bands hand over at exactly half strength and no hue falls in a gap.
Pixels under 8% saturation are gated out of the weights (rgb2hsl calls a neutral
red, so an ungated one would ride the RED band), while the whole-image LUM move
is added after the gate and still lifts a picture that -SAT has pulled to grey.
The mixer runs last in TONE_SKSL, so a band edit is judged on the colour the user
actually sampled.
The eyedropper is library-only: PICK arms a layer over the picture, a tap reads
the rendered pixel off the canvas, points the ruler at the nearest band and
hangs a panel carrying that band's three knobs. A live preview has no pixel to
read, so in camera mode the chip greys out - the mixer itself still runs there,
which is why the camera worklet's tone buffer had to grow from 10 slots to 40: a
missed slot would have pushed NaN into every uniform and taken the whole tone
pass down, not just HSL.
HSL is a LITE feature (the web studio builds it for guests too), and MONOCHROME
switches the mixer off outright - a mono stock has no hue to select. Checked on a
Xiaomi thor against an 8-band chart: +10 whole-image HUE rotates all eight bands
by +30 deg, -10 on one band's SAT flattens that band and leaves the other seven
alone, and a whole-image -SAT drops the camera preview's mean chroma 13.7 -> 0.4
with +LUM still lifting it 116 -> 166. Cut as 1.2.4 / versionCode 6.
Straight off PLAN-WEB-TO-ANDROID.md: the sim keeps Classic Chrome's blue row
verbatim and takes Velvia's red and green rows, so skies stay muted while
everything else reads loud, and it carries Chrome's shadow pull.
MONOCHROME is a switch, not a look: it swaps the base filter for the mono stock
and swaps right back, leaving adjustments untouched so a knob turned while it is
on survives the round trip. It goes through commit(), so UNDO undoes it.
Rename LIGHT GLOW to HDF EFFECT and gate it behind PRO: LITE renders the
chip greyed out with a PRO tag and cannot open its slider; restoration of
older settings that carry hdf > 0 still blocks export in LITE.
Play/licence pass:
- drop unused permissions (ACTIVITY_RECOGNITION, READ_MEDIA_AUDIO/VIDEO,
SYSTEM_ALERT_WINDOW) and requestLegacyExternalStorage
- rename the Leica sims to LC STREETLIFE CLASSIC/VIVID, drop the brand from
comments; fix app name text, canvaskit copyright, LICENSE owner
- remove expo-image-picker and expo-sensors (no JS import), delete dead
exports (computeMatrixTint, cinemaSeasonName, base64 helpers,
formatCoordinate)
- versionCode 3 / versionName 1.2.1, drop the personal email from About
- add docs/privacy-policy.html for the Play listing
Size: R8 + shrinkResources + bundle compression + ABI trim, 161 MB -> 76 MB.
Both flavors build from one JS tree: `lite` hands out the free apk
(com.locphamtran.recipescamera), `pro` sells as-is (same id + .pro, label
"RecipesCam Pro"). Release is signed from android/keystore.properties, both
files gitignored - lose either and no later build can install over this one.
The tier reaches JS through src/provariant.ts, which tools/set-variant.mjs
rewrites before each build (`npm run apk:lite` / `apk:pro`); the gradle flavor
alone would ship a Pro apk that thinks it is Lite.
The dev scaffolding goes: the three src/dev probes and their App effects, the
EXPO_PUBLIC_CAPTURE_MODE [CAPTURE] timing log, and the -PdevtestSuffix
side-by-side install hook. 'balanced' stays the shipped capture mode, which is
what those probes measured on the 12S Ultra.
Looking at the picture: WB now converts kelvin through the Planckian locus into
a luma-normalised gain (unity at 5500K, symmetric tint) instead of the old
one-sided push; LEITZ STREETLIFE splits into CLASSIC and VIVID; selecting a
recipe loads every knob it carries over the defaults and stays editable, and
RESET hands the panel back to the sim's own values. The in-app library picker,
the ultra-wide native module and recipe share/import land here too.
CLARITY and LIGHT GLOW existed only on the camera worklet and the export
engine, so a photo opened from the library ignored both. They now run in all
three library preview branches (libPhoto), and the preview clips them to the
drawn image - the export engine always clipped its bloom to the canvas, the
preview drew it over the whole rect, so the bloom bled past the photo onto the
black letterbox and over the frame's mat.
Provia/Velvia/Astia/Classic Chrome/Classic Neg/Acros each get their own
primaries+cross-talk matrix measured against the pipeline, plus a split-tone
stage (shadow/highlight tint uniforms) for Classic Chrome's teal and Classic
Neg's green-cyan shadows vs warm highlights.
The highlight knee opened at 0.45, so dropping HIGHLIGHT pulled a mid-grey
down with the true highlights. It now opens at 0.65 (and the coefficient
drops 0.32 -> 0.22 to stay monotonic), so the slider leaves everything up to
a light grey untouched and still rolls the bright end off. Shadow is
untouched — its 0.00..0.55 knee was already right.
Switching between the library and the camera now drops the edits back to
the recipe's own values, no frame and no custom mark. A frame was picked
for the still it sat on and the mark was placed against that very photo, so
neither may follow the user across the switch (or into a live capture),
exactly like the sliders that were tuned on the photo in front of them.
Highlight/Shadow scaled R, G and B by one luma gain. That keeps the ratio
but crushes absolute chroma, so -SH turned a saturated blue into near-black
and -HL turned bright colours grey, and both sliders only bit at the very
ends of the range (knees 0.80..1.00 / 0.00..0.30) — they read as dead on
any photo without true whites or blacks.
The curve now moves the luma and carries the colour difference (rgb - luma)
along at clamp(gain, 0.55, 1.35), so hue survives darkening and lifting
instead of collapsing to black or white. Both knobs are pure additive luma
shifts with soft knees over the upper/lower half: the 0.50 midpoint moves
under 3%, and the curve stays monotonic (the old multiplicative form was
not — with hl=-1 a grey 0.73 came out darker than 0.80).
Kotlin applyTone port and the native bench probe gates follow.
Verified on device (4200x2800 probe: grey ramp + colour patches), library
export at ratio 4:3: -10 highlight leaves the darks alone and drops white
243->189 with the sky still blue; -10 shadow keeps blue as dark blue
(0,0,254)->(0,3,146), never black, ramp stays monotonic. Export keeps the
source 4200x2800 as well, so nothing is cropped.
- FX: new VIGNETTING 0-10 control (chip + slider). Darkens the four
corners of the photo with a radial gradient whose radius is the photo
diagonal/2, so the falloff stays circular on any aspect. Applied in
preview (camera overlay, polaroid/wall window, plain library) and in
exportEngine pass 6b, always on the picture, never on the mat.
- LIGHT: new VIBRANCE -10..+10 (chroma-masked saturation in the tone
shader: vivid pixels move least). Renamed the existing saturation
control chip from COLOR to SATURATION - same param, clearer label.
- Fix: <Shader> takes a RuntimeEffect, not a gradient SkShader; the
preview vignette threw "Object is not a HostObject" when it got one.
Use the declarative <RadialGradient> child on the Rect instead.
- Preview: drop the "AE/AF LOCKED - TAP TO UNLOCK" banner; the lock
reticle is now itself the unlock touch target.