c93f9fdd19b6e2b617f8958e93e856dc25e7be37
2 Commits
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166a677590 |
light: the tone ramp is four bumps on the identity, not straight segments between five knots — a knot is an angle, an angle in a tone curve is a Mach band, and the wedge reads the seams: BLACK +100 broke at 0.030 with 105 of second difference, HIGHLIGHT -100 at 0.747 with 72
The ramp was a0..a4 with the pixel's base interpolated straight between them. A segment meets its neighbour at an ANGLE, and the second derivative of a tone curve is what a gradient reads as a band — so a knob left a line across the mid-tones, worst exactly where it was reported: BLACK +100 put its whole lift inside 0.25 and the stretch from 0.25 up came back identical to the untouched frame (the "transition stays grey" it was reported for), and HIGHLIGHT -100 folded a seam into 0.747, between the highlights it pulled and the shadow it left under them. Measured on a 1024-step luma wedge through the exported pass, second difference through a ±1% box: BLACK +100 read 105 at 0.030 against 0.000 from 0.25 up, HIGHLIGHT -100 read 72 at 0.747. Step of the first derivative across the knots: 0.955 at 0.25 and 1.146 at 0.75 — the curve arrived folded, and 1.146 is a sign flip, not a bend. So each knob is now a BUMP on the identity, peaking on its own knot — BLACK on 0.00, SHADOW on 0.25, HIGHLIGHT on 0.75, WHITE on 1.00 — with the kernel (1-u^2)^2 over a half-width (a half of the ramp for the two ends, whose knots ARE the ends, a quarter for the two heads). Level at u = 0, so a knot moves without a fold at its own top; level at u = 1, so a move lands on the identity and on its neighbour without an angle; C1 everywhere between. The two bumps of a half meet on 0.50 both on zero, which is the same fixed midpoint as before, and DR still moves the same knots (0.12 on the toe, 0.18 on the head, half of each on the heads beside them). A sum of bumps can overshoot where two steep sides land on one stretch — past a slope of 1 the curve runs BACKWARDS, a worse band than the seams this replaces, and it is reachable: DR alone was under it, BLACK and SHADOW +100 together were not (unguarded min slope -0.0141). The guard reads each pair at its own steepest points, 8/(3*sqrt(3))/w per unit amplitude (TONE_BUMP_SLOPE_HALF 3.0792, TONE_BUMP_SLOPE_QUARTER 6.1584), holds the two under one and gives them up together past it. A single knob never reaches it (a full BLACK is 0.77, a full SHADOW 0.77), so every slider keeps its whole travel; the worst case is DR at full, which gives up a tenth of its head roll (0.18 -> 0.8376 on the head), and BLACK with SHADOW both at +100, which arrive at 0.65 of their own lift instead of folding. Guarded, the sweep over five levels of all four knobs and DR reads a min slope of +0.0183 and a max of 1.9937, with the largest slope jump 0.00005. After: the same wedge, the same pass. The knot steps are 0.096 at 0.25 and 0.478 at 0.75, with no sign flip — C1 across the knot instead of a fold. BLACK +100 now carries the rework out of its own quarter: +0.139 at 0.25, +0.101 at 0.30, +0.033 at 0.40, 0.000 at 0.50, where it used to read 0.000 from 0.25 all the way up. HIGHLIGHT -100 keeps its lift (-0.126 peak against -0.121 before) and spends it over the quarter instead of into a line. Every knob on zero is the identity to the last bit — the pass also runs for the stock split tones and for DR alone — and 0.50 is still the one value no knob moves. Checks: tone-base-check.mjs now runs the bump and the guard as arithmetic beside the shader (with the negative control: the unguarded pair still folds, the guard is what stops it). highlight-knee-check.mjs reads the kernel and the two slope constants off the source, pins the four amplitudes and the guard, and sweeps the travel of every knob as before. All ten checks that run without a browser pass, build clean. Skipped: the guard's ceiling is a constant, not a search for the widest travel that still clears a band we cannot see. Add when a frame shows a band the deflections in hand cannot explain. |
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097e383b86 |
light: the tone base is a real blur, not nine point samples of one — the ring aliased the luma and the ramp painted the alias back as mottle
The base layer shipped last commit was nine POINT SAMPLES of the child, one ring out at TONE_BASE_RADIUS. A ring is not an average, and on a frame with texture at the ring's own scale it is worse than one: the nine lumas differ, the sample pattern beats against the texture, and the base field comes out aliased. The gain the pixel then rides, o(base)/base, is a function of the base with a kink at every knot — so each alias of the base becomes an alias of the gain, and the reconstruction paints it straight back over the detail it was supposed to leave standing. Reported on a waterfall: grey patches loose on a mountainside, a smear across the face of the falls, and plateaus in cloud and sky (the pass runs whole-frame, so its base is read in the bright end too). Measured, 1160x774 at SHADOW +100, the high-frequency part of the gain field (9px high-pass, where a real base can hold none): 0.0627 for the ring, 0.0048 for a blur of the same radius. Thirteen times. The fix is not more taps — a 7x7 at a third of the step is still point samples, only smaller — it is to stop sampling: the caller blurs. So the base is now a second CHILD of the tone pass, the frame blurred by Skia's own MakeBlur (blurredBase in exportEngine.ts, the draw drawBlurred already made for the sharpening pass) at TONE_BASE_RADIUS of the frame width and sigma TONE_BASE_SIGMA of that radius — a box's equivalent at the radius, so the neighbourhood is the one the radius always named and the cuts are smooth instead of hard. The shader reads it ONCE per pixel and baseLuma loses its loop and its `bx`. That is also the cheaper pass: nine child evals walked the exposure/matrix chain nine times, one eval does not. A caller with no frame to blur hands in the image it is already shading as the base. The tap then lands exactly on t and the ramp is the global move again — a mask's degenerate bx of zero, spelled as a child that IS the source, which is what gradientMask.ts's own call (base == t) already meant. Checks: tone-base-check.mjs is new — SkSL is only compiled at runtime and nothing here compiled TONE_SKSL whole, so the pass is compiled and rendered for real, with the frame and the base held at two flat values a little apart: the pixel has to land on the value the ramp over THAT base predicts (171 for a 128 pixel over a 76 base), and a base equal to the pixel has to be the identity. highlight-knee-check now pins the one tap, the absence of `bx`, the blur, and the two-child wiring. 9/9 pass, build clean. Skipped: no guided filter proper — the base is a plain blur, so a strong edge is no longer held out of it the way the range weight held it (a dark rock a blur's width from the water reads a lifted base and keeps its own darkness). Add when a frame shows the halo; the doc asks for a plain blur and this is one. |