import type { GradientMask } from '../types'; import { whiteBalanceGain } from './colorUtils'; import { CLARITY_GAIN, DEHAZE_FLOOR_T, DEHAZE_MAX_OMEGA, DEHAZE_PATCH_STEP, DEHAZE_PATCH_TAPS, TONE_MATH_SKSL, } 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. // // HEAL and MOSAIC repair and hide; these two grade. A shape is dragged on the // photo, and inside it (through the alpha the shape's own maths produces) the // three knobs below move the pixels and nothing outside them does. A linear // gradient is the shape whose alpha is a straight ramp across the drag; a radial // one is an ellipse whose alpha holds full until its feather and dies at its // rim. Two shapes, one shader: the kind is a number in the mask's own uniform // and the block that reads it branches, because that is the whole difference // between them. // // The maths is the GLSL spec these were asked for (its scratchpad md, sections // 1 and 2 for the masks and the blend shader for the colour): the linear one // projects the pixel onto the drag with a dot product and smoothsteps the // result; the radial one moves the pixel into the ellipse's own frame, rotates // it back by -angle, divides by the semi-axes and smoothsteps inward from the // rim. Written in SkSL because that is what this renderer is (Canvaskit, see // 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. // // 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 // four tonal-range knobs (the frame-wide ramp, moved on the mask's own pixels), // 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 for 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 `exp2(e)` spends on the light (toneShader.EXPOSURE_SKSL), and a stop is a // stop whatever the app's slider units are elsewhere. The other two are -10..+10 // like every other knob, and are turned into the spec's -1..+1 on the way to the // shader. export const MASK_EXPOSURE_MAX = 5; // How much of the semi-axis a fresh ellipse fades over. Half: the edge is soft // enough to be a gradient mask rather than a cut-out, and every pixel of the // ellipse is still on the shape's own side of the rim. export const MASK_DEFAULT_FEATHER = 0.5; // The smallest drag that is a shape rather than a press: a hundredth of the // width. Below this the mask is dropped instead of laid down — the same floor // readMasks refuses a stored one at. export const MASK_MIN = 0.01; const num = (v: unknown, fallback: number) => { const n = Number(v); return Number.isFinite(n) ? n : fallback; }; const clamp01 = (v: number) => (v < 0 ? 0 : v > 1 ? 1 : v); const clampA = (v: number) => (v < -10 ? -10 : v > 10 ? 10 : v); // The frame-wide WB ruler's own two ends, and its own neutral: a mask that never // touched WB carries 5500K / 0, whose gain is exactly 1. const NEUTRAL_K = 5500; const clampK = (v: number) => (v < 2500 ? 2500 : v > 10000 ? 10000 : v); const clampEV = (v: number) => (v < -MASK_EXPOSURE_MAX ? -MASK_EXPOSURE_MAX : v > MASK_EXPOSURE_MAX ? MASK_EXPOSURE_MAX : v); // The stored masks, made readable: numbers, inside the frame, one kind — the // same guard HEAL's and MOSAIC's lists get, so a hand-written or older file // 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. // 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; temperature: number; tint: number; }; export function readMasks(masks: GradientMask[] | undefined): ReadMask[] { if (!Array.isArray(masks)) return []; return masks .filter((m) => m?.kind === 'linear' || m?.kind === 'radial') .map((m) => ({ kind: m.kind, x: clamp01(num(m.x, 0.5)), y: clamp01(num(m.y, 0.5)), ex: clamp01(num(m.ex, 0.5)), ey: clamp01(num(m.ey, 0.5)), rx: Math.max(0, num(m.rx, 0)), ry: Math.max(0, num(m.ry, 0)), angle: num(m.angle, 0), feather: clamp01(num(m.feather, MASK_DEFAULT_FEATHER)), 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)), // The WB pair, the two rulers the LIGHT column already carries, read on the // mask's own pixels: kelvin on its own scale, tint in the store's ±10. Both // absent on a mask stored before they existed, and then the gain is 1. temperature: clampK(num(m.temperature, NEUTRAL_K)), tint: clampA(num(m.tint, 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 read what the pass cannot build on its own: CLARITY the // frame's own blurred reference, handed in as a second child, and both of them // the frame's atmospheric light. One question, asked in one place, so the // renderer builds the blur for exactly the masks with a spatial knob on them and // the effect is cached for the same answer, and so the shader is built with the // spatial block (DEHAZE's own dark channel lives in it). 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, the tone soft masks, the spatial pair, // the white balance gain, 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((6 * 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); u.set([m.rx, m.ry, m.angle, m.feather], (n + i) * 4); // The knobs are handed over in the renderer's own units: EV for exposure, // -1..1 for the other two, which is what the spec's blend shader reads. u.set( [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); // The mask's own white balance, resolved here and not in the shader: the // Kelvin fit is a curve, and a curve in SkSL would be a second copy of it // (colorUtils.whiteBalanceGain is the one). Three gains and a zero pad, so // one array of the same shape as the rest. const wb = whiteBalanceGain(m.temperature, m.tint); u.set([wb.r, wb.g, wb.b, 0], (5 * n + i) * 4); } u.set([width, height, 0, 0], 6 * n * 4); if (air) u.set([air[0], air[1], air[2], 0], (6 * n + 1) * 4); return u; } // The colour inside a mask, in the spec's own order and, for every knob the app // also has frame-wide, in the app's own formulas: EXPOSURE first (one stop of // LIGHT, through exposureMove), then contrast about the middle, then saturation // as a mix away from the pixel's own REC-709 luma. Then the four tonal-range // knobs and the two spatial ones — the four through the frame-wide ramp // (TONE_MATH_SKSL), CLARITY and DEHAZE against the blurred reference the caller // hands in. Every one of them means inside the mask what it means on the whole // frame, because the same name on the same knob must not be two different moves; // toneShader.ts is the one copy all of them are read from. 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 uses // 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). `dark` is the patch's dark channel for DEHAZE, // read in the block below (the frame's own pixels are only in reach there). const adjustFn = (spatial: boolean) => ` half3 maskAdjust(half3 c, half3 wb, float4 a, float4 tone, float4 fx, half dark${spatial ? ', half3 blur, float3 air' : ''}) { // EXPOSURE through the frame-wide function, on the mask's pixels: one stop of // LIGHT (a linear-light move, so 2^ev is what it multiplies) and a move of the // luma rather than of the three channels, so the knob brightens a colour // instead of shifting its hue when a channel reaches the ceiling. c = half3(exposureMove(vec3(c), a.x)); // The mask's own white balance, the frame-wide WB gain on the mask's pixels: a // gain on each channel, hoisted to the JS side because the Kelvin fit is a // curve (colorUtils.whiteBalanceGain). 5500K / 0 hands over (1,1,1), so a mask // that never touched the pair costs three multiplies by one and nothing else. c = clamp(c * wb, half3(0.0), half3(1.0)); c = (c - half(0.5)) * half(1.0 + a.y) + half(0.5); half l = dot(clamp(c, half3(0.0), half3(1.0)), half3(0.2126, 0.7152, 0.0722)); // The tonal four, through the frame-wide ramp (TONE_MATH_SKSL): a mask's // HIGHLIGHT is the same move as the whole-frame HIGHLIGHT on a smaller area, // not a second opinion about what the name means — the four knots, their // ordering clamp, the 0.50 midpoint no knob reaches, and the luma-preserving // rebuild are all the frame's. DR is the one knob the ramp also carries that a // mask does not have, so it is spent as 0 here. float lf = clamp(float(l), 0.0, 1.0); c = half3(toneRamp(vec3(c), lf, tone.w, tone.y, tone.x, tone.z, 0.0)); 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 ? ` // DEHAZE before CLARITY, the frame-wide order and for the frame-wide reason: // sharpening haze only makes it read as detail. if (fx.y != 0.0) { // DEHAZE (doc section 3.2), DEHAZE_SKSL's own formula on the mask's pixels: // dark is the patch's dark channel, the MINIMUM of min(r,g,b)/A over a // neighbourhood — read by the block below, which is where the frame's pixels // are — so a patch with anything genuinely dark in it is not haze and is left // alone (the patch average this used to read called every patch hazy). Signed // like the frame-wide knob: below zero t rises above 1 and the same // expression puts the scattered light back. half3 aa = half3(half(max(air.x, 0.05)), half(max(air.y, 0.05)), half(max(air.z, 0.05))); 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 + DEHAZE_MAX_OMEGA})); c = clamp((c - aa) / t + aa, half3(0.0), half3(1.0)); } // CLARITY (doc section 3.1): the pixel against its own blurred surroundings. // Positive sharpens. Negative SOFTENS toward that same reference — a masked // CLARITY -10 is a soften of the mask's own detail, which is the property the // knob is named for, and not the inverted unsharp it used to be (that only // sank the mask's whites and left its contrast where it was). // The reference is the bilateral one (CLARITY_BLUR_SPAN, 6% of the frame) and // the frame-wide negative CLARITY mixes toward that same reference with the // same factor (CLARITY_BLEND_SKSL), so the two readings of the knob are one // move on two different areas. if (fx.x > 0.0) { c = clamp(c + half3(half(fx.x * ${CLARITY_GAIN.toFixed(1)})) * (c - blur), half3(0.0), half3(1.0)); } else if (fx.x < 0.0) { c = mix(c, blur, half(clamp(-fx.x, 0.0, 1.0))); } ` : ''} return clamp(c, half3(0.0), half3(1.0)); } `; // One unrolled block per mask, for the reason heal.ts unrolls its own: SkSL // indexes a uniform array by constant only, so the shader is built for the count // it is handed rather than for a capacity, and the renderer caches them by count // (exportEngine's maskEffectFor). A linear mask's alpha is the spec's dot // product, and its zero-length guard is the filter in readMasks rather than a // branch here: a mask with no length is not a mask. A radial mask's alpha is // 1 inside the feather and 0 at the rim. const maskBlock = (i: number, spatial: boolean) => ` { float a = 0.0; if (adj[${i}].w < 0.5) { float2 d = (rects[${i}].zw - rects[${i}].xy) * size.xy; float len2 = dot(d, d); float t = dot(pos - rects[${i}].xy * size.xy, d) / len2; a = smoothstep(0.0, 1.0, clamp(t, 0.0, 1.0)); } else { float2 st = (pos - rects[${i}].xy * size.xy) / size.x; float ca = cos(-rads[${i}].z); float sa = sin(-rads[${i}].z); float2 r = float2(st.x * ca - st.y * sa, st.x * sa + st.y * ca); float d = length(r / max(rads[${i}].xy, float2(1e-5))); a = 1.0 - smoothstep(max(0.0, 1.0 - rads[${i}].w), 1.0, d); } if (a > 0.0) { ${spatial ? ` // The patch's dark channel for DEHAZE, one tap per DEHAZE_PATCH_STEP of // the frame's width — the same fraction the frame-wide pass reads, so the // mask's DEHAZE and the frame's are the same neighbourhood on any size of // render. Skipped when the mask has no DEHAZE, so a CLARITY-only mask // pays nothing for it. half dark = half(1.0); if (fx[${i}].y != 0.0) { half3 aa = half3(half(max(air.x, 0.05)), half(max(air.y, 0.05)), half(max(air.z, 0.05))); float stp = max(1.0, size.x * ${DEHAZE_PATCH_STEP}); for (int j = -${DEHAZE_PATCH_TAPS}; j <= ${DEHAZE_PATCH_TAPS}; j++) { for (int k = -${DEHAZE_PATCH_TAPS}; k <= ${DEHAZE_PATCH_TAPS}; k++) { half3 p = clamp(img.eval(pos + float2(float(k), float(j)) * stp).rgb, half3(0.0), half3(1.0)); dark = min(dark, min(min(p.r / aa.r, p.g / aa.g), p.b / aa.b)); } } }` : ' half dark = half(0.0);'} c.rgb = mix(c.rgb, maskAdjust(c.rgb, wb[${i}].rgb, adj[${i}], tone[${i}], fx[${i}], dark${spatial ? ', blurred.eval(pos).rgb, air.xyz' : ''}), half(a)); } } `; // The pass. It reads the pixels the pipeline has already built — the grade, the // grain, the vignette — and writes the local adjustments back over them, one // mask at a time, so a mask over another mask reads the first one's result // exactly as a stack of local adjustments does. It runs BEFORE HEAL on purpose: // 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. `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[${count}]; uniform float4 wb[${count}]; uniform float4 size; ${spatial ? 'uniform shader blurred;\nuniform float4 air;' : ''} ${TONE_MATH_SKSL} ${adjustFn(spatial)} half4 main(float2 pos) { half4 c = img.eval(pos);${Array.from({ length: count }, (_, i) => maskBlock(i, spatial)).join('')} return c; } `; }