// Highlight roll-off in the develop, and the tonal-range ramp in the tone pass. // // THE DEVELOP holds the knee: // // L' = L , L < T // L' = T + (L - T) / (1 + 2 S (L - T)) , L >= T // // drawn on the sensor's own levels (T = 0.7, S = 1 / (2 (1 - T)), which puts the // asymptote on 1.0) so the two stops the sensor holds above its white level are // COMPRESSED into the frame instead of being thrown away by the old // fade-to-white — which is also the only reason HIGHLIGHT has detail left at the // top to move. Measured on DSC03453.ARW, where the camera's own preview is // clipped, the develop's luma was 253.4 with a standard deviation of 2.4, against // 251.2 / 10.0 through the knee. // // THE TONE PASS builds the luma a new ramp instead. The four knobs // (HIGHLIGHT, SHADOW, WHITE, BLACK) are the four zones of the tone-mapping doc, // and each one owns a COMPACT WINDOW of the ramp — a black toe that dies on 0.18, // a shadow bell over the deep tones, a highlight bell over the bright ones, a // white shoulder from 0.80 — so each is exactly the identity outside its own // stretch and the four are disjoint, which is what makes them independent // without a guard. The four moves are applied ONE AFTER THE OTHER // (BLACK -> SHADOW -> HIGHLIGHT -> WHITE), each clamped on the way to the next, // and every one of them lands on 0.0 and 1.0 without moving either: a composition // of monotone maps is monotone by construction, and the two ends of the ramp are // FIXED POINTS of the whole thing whatever the sliders say. There is no fixed // midpoint any more — the shadow window spans the middle, so a mid-grey moves // with SHADOW (0.510636 at +100) where the old sum of bumps left it alone. // // Both are SkSL, so the SHAPE is pinned on the source; the arithmetic is then // checked against the source's own constants, and the ramp re-run here as a twin // so monotonicity, the neutral identity, the partition of the four masks and the // slopes SHADOW and HIGHLIGHT leave the quarters around them are checked rather // than asserted in a comment. // // node scripts/highlight-knee-check.mjs import assert from 'node:assert/strict'; import { readFileSync } from 'node:fs'; import { fileURLToPath } from 'node:url'; const develop = readFileSync(new URL('../src/engine/rawDevelop.ts', import.meta.url), 'utf8'); const tone = readFileSync(new URL('../shared/utils/toneShader.ts', import.meta.url), 'utf8'); // The develop: knee on the sensor's max channel, the channel ratios kept, so the // hue and the saturation of a blown area survive the pull-down. const dev = develop.match(/if \(mx > 0\.7\) \{[\s\S]*?\n \}/)?.[0]; assert.ok(dev, 'the develop knee is gone — a blown sky is flat 1.0 again'); assert.match(dev, /float over = mx - 0\.7;/); assert.match(dev, /rgb \*= \(0\.7 \+ over \/ \(1\.0 \+ over \* 3\.3333\)\) \/ mx;/); assert.doesNotMatch(develop, /mix\(rgb \/ mx, float3\(1\.0\)/, 'the fade-to-white is back'); // The tone pass, read as the string it actually emits: the six window edges and // rates are interpolated, so the template has to be resolved before it can be // matched — and read off the SOURCE, so the numbers here are the ones the shader // is built with. const num = (re) => { const m = tone.match(re); assert.ok(m, 'missing ' + re); return Number(m[1]); }; const { TONE_BLACK_EDGE, TONE_WHITE_EDGE, TONE_BLACK_LIFT, TONE_BLACK_CRUSH, TONE_HIGH_GAIN, TONE_WHITE_GAIN, } = Object.fromEntries( ['TONE_BLACK_EDGE', 'TONE_WHITE_EDGE', 'TONE_BLACK_LIFT', 'TONE_BLACK_CRUSH', 'TONE_HIGH_GAIN', 'TONE_WHITE_GAIN'] .map((name) => [name, num(new RegExp(`export const ${name} = ([0-9.]+);`))]), ); // The two edges are the doc's and the ramp is drawn in quarters of a code value // around them: the toe window must die inside the first quarter of the ramp and // the shoulder must not start below the middle, or a knob reaches past its zone. assert.ok(TONE_BLACK_EDGE <= 0.25, `TONE_BLACK_EDGE ${TONE_BLACK_EDGE} is wider than a quarter of the ramp`); assert.ok(TONE_WHITE_EDGE >= 0.5, `TONE_WHITE_EDGE ${TONE_WHITE_EDGE} starts under the middle of the ramp`); const tmpl = tone.match(/export const TONE_SKSL = `([\s\S]*?)`;/)?.[1]; assert.ok(tmpl, 'TONE_SKSL is gone'); // The ramp, the hue-preserving rebuild and the exposure move live in // TONE_MATH_SKSL, the one copy the whole-frame pass and a gradient mask both // interpolate — so the shape is pinned there, and TONE_SKSL has to reach for it // rather than carry a second version of its own (that is the divergence the // compat doc §3.3 warns the Android port about). const mathTmpl = tone.match(/export const TONE_MATH_SKSL = `([\s\S]*?)`;/)?.[1]; assert.ok(mathTmpl, 'TONE_MATH_SKSL is gone — the frame and a mask no longer share the maths'); assert.equal((mathTmpl.match(/\$\{TONE_[A-Z_]+\}/g) ?? []).length, 8, 'a window edge or a rate is pinned to a literal, not to its TONE_ constant'); assert.ok(tmpl.includes('${TONE_MATH_SKSL}'), 'the frame pass carries its own copy of the ramp again'); assert.match(tmpl, /rgb = toneRamp\(rgb, t, baseLuma\(xy\), bl, sh, hl, wh, dr\);/); // The BASE layer the ramp is drawn through. It is ONE tap of a blurred child, // and the blur is the caller's (blurredBase in exportEngine.ts) — a ring of point // samples in here was the mottle bug: the luma aliased on a textured frame, the // gain o(base)/base carried the alias, and the reconstruction painted it back. // So the shader must read `base` once and must NOT grow a sampling loop again, // and `bx` — the step only a loop ever needed — must stay gone. assert.match(tmpl, /float baseLuma\(vec2 xy\) \{/); assert.match(tmpl, /vec3 s = clamp\(base\.eval\(xy\)\.rgb, 0\.0, 1\.0\);/); assert.match(tmpl, /uniform shader base;/); assert.doesNotMatch(tmpl, /uniform float2 bx;/, 'the base is a sampling loop again — that is what mottled'); assert.doesNotMatch(tmpl, /baseLuma\(xy, t\)/, 'baseLuma grew its neighbourhood back'); // One tap of the base is a FRACTION of the frame, so the preview and the file // look at the same neighbourhood: the pass has the frame size and turns it into // the blur's sigma. assert.match(tone, /export const TONE_BASE_RADIUS = ([0-9.]+);/); const baseRadius = Number(tone.match(/export const TONE_BASE_RADIUS = ([0-9.]+);/)[1]); assert.ok(baseRadius >= 0.02 && baseRadius <= 0.05, `the base reads ${baseRadius} of the frame — the doc asks for 2%..5%`); assert.match(tone, /export const TONE_BASE_SIGMA = ([0-9.]+);/); const baseSigma = Number(tone.match(/export const TONE_BASE_SIGMA = ([0-9.]+);/)[1]); assert.ok(baseSigma > 0 && baseSigma <= 0.5, `TONE_BASE_SIGMA ${baseSigma} is not a sigma under the radius`); const engine = readFileSync(new URL('../src/engine/exportEngine.ts', import.meta.url), 'utf8'); assert.match( engine, /const sigma = width \* TONE_BASE_RADIUS \* TONE_BASE_SIGMA;\s*\n\s*const base = own\(blurredBase\(baseShaderOf, width, height, sigma\)\);/, 'the tone pass no longer blurs a frame-sized base' ); assert.match( engine, /effect\.makeShaderWithChildren\(toneUniformArray\(tone\), \[\s*baseShaderOf\(\),\s*base \? own\(imageShaderChild\(base\)\) : baseShaderOf\(\),\s*\]\)/, 'the blurred base is not handed to the tone pass as its second child' ); assert.match( engine, /function blurredBase\([\s\S]*?Skia\.ImageFilter\.MakeBlur\(sigma, sigma, Skia\.TileMode\.Clamp, null\)/, 'the base is no longer Skia’s own blur' ); assert.match(engine, /getToneUniforms\(adjustments, recipe\.baseFilter\)/, 'the tone pass still steps a sampling ring by hand'); // The uniform block: the shader's declarations, arrays expanded and in // declaration order, have to be the numbers `toneUniformArray` writes — a // mismatch is a silent off-by-one down the whole block. const declared = [...tmpl.matchAll(/uniform (float2|float) (\w+)(?:\[(\d+)\])?;/g)].reduce( (n, [, kind, , len]) => n + (len ? Number(len) : kind === 'float2' ? 2 : 1), 0 ); const arrayFn = tone.match(/export function toneUniformArray\(u: ToneUniforms\): number\[\] \{\n return \[([\s\S]*?)\n \];/)?.[1]; assert.ok(arrayFn, 'toneUniformArray is gone'); const written = arrayFn .split(',') .map((s) => s.trim()) .filter(Boolean) .reduce((n, s) => n + (s.startsWith('...u.hsl') ? 8 : 1), 0); assert.equal(written, declared, `toneUniformArray writes ${written} floats, the pass declares ${declared}`); const resolve = (s) => s .replace('${TONE_MATH_SKSL}', mathTmpl) .replaceAll('${TONE_BLACK_EDGE}', String(TONE_BLACK_EDGE)) .replaceAll('${TONE_WHITE_EDGE}', String(TONE_WHITE_EDGE)) .replaceAll('${TONE_BLACK_LIFT}', String(TONE_BLACK_LIFT)) .replaceAll('${TONE_BLACK_CRUSH}', String(TONE_BLACK_CRUSH)) .replaceAll('${TONE_HIGH_GAIN}', String(TONE_HIGH_GAIN)) .replaceAll('${TONE_WHITE_GAIN}', String(TONE_WHITE_GAIN)); const sksl = resolve(tmpl); const maths = resolve(mathTmpl); // The four windows, as the resolved maths emits them: each is compactly // supported on its own stretch and ZERO outside it — a knob is the exact // identity off its own band, which is what the monochrome stock's BLACK travel // rides on (see the note in toneShader.ts) — and the black window is zero at // L = 0 while the white one is zero at L = 1, so the two ends cannot move. The // edges are matched at the SOURCE's numbers, not at literals of their own. const text = (s) => new RegExp(s.replace(/[.*+?^${}()|[\]\\]/g, '\\$&')); assert.match(maths, text(`float toneBlackW(float L) {\n float u = clamp(1.0 - L / ${TONE_BLACK_EDGE}, 0.0, 1.0);`)); assert.match(maths, /return u \* u \* u;\n\}/); assert.match(maths, text('float toneShadowW(float L) {\n return smoothstep(0.02, 0.12, L) * (1.0 - smoothstep(0.25, 0.55, L));\n}')); assert.match(maths, text('float toneHighW(float L) {\n return smoothstep(0.45, 0.65, L) * (1.0 - smoothstep(0.92, 1.0, L));\n}')); assert.match(maths, text(`float toneWhiteW(float L) {\n float u = clamp((L - ${TONE_WHITE_EDGE}) / (1.0 - ${TONE_WHITE_EDGE}), 0.0, 1.0);\n return u * u;\n}`)); // ...and the windows are the ONLY shape: the kernel the four bumps shared, the // amplitudes they were summed with and the ceiling that guard held them under are // gone from the CODE. The prose is not read for these — TONE_MATH_SKSL still // tells the story of the guard it replaced, so a check on the comments would be // checking the wrong thing. const codeOf = (s) => s.replace(/\/\/[^\n]*/g, ''); assert.doesNotMatch(codeOf(sksl), /toneBump/, 'the summed kernel is back — the four moves must be sequential'); assert.doesNotMatch(codeOf(sksl), /holdLo|holdHi/, 'the shared ceiling is back — a stock drags another knob with it'); assert.doesNotMatch(tone, /export const TONE_ANCHOR|export const TONE_BUMP_SLOPE/, 'the old anchor and guard constants are still declared'); // The composition, move for move: the black pair (lift through the doc's square // root, crush by the toe's own exponent, one or the other — both zero at L = 0, so // the black point stays the black point and no knob leaves a pedestal), the shadow // gain, the highlight knee against the headroom that is LEFT (the (1 - L)^2 is the // one deliberate departure from the doc's raw pow, which overshoots the cube), and // the white Hermite (1 - L) * L — zero on BOTH ends, so the head cannot move. assert.match(maths, text('float toneCurve(float L, float bl, float sh, float hl, float wh) {')); assert.match(maths, text(' L = toneBlack(L, bl);\n L = clamp(L, 0.0, 1.0);')); // ...and the black pair itself, pinned on the source as the function the curve now // calls: the doc's lift at its rate, and the exponent that replaces the doc's // crush (the rate is on the exponent, so the closed form cannot run backwards). assert.match(maths, text(`float toneBlack(float L, float bl) {\n const float W = ${TONE_BLACK_EDGE};\n float q = toneBlackW(L);\n if (bl > 0.0) return L + ${TONE_BLACK_LIFT} * bl * q * (sqrt(L) - L);\n if (L >= W) return L;\n return W * pow(L / W, 1.0 + ${TONE_BLACK_CRUSH} * (-bl) * q);\n}`)); assert.match(maths, text(' q = toneShadowW(L);\n L *= 1.0 + sh * q * pow(1.0 - L, 1.8);\n L = clamp(L, 0.0, 1.0);')); assert.match(maths, text(` q = toneHighW(L);\n L += ${TONE_HIGH_GAIN} * hl * q * pow(max(L - 0.5, 0.0), 1.5) * (1.0 - L) * (1.0 - L);\n L = clamp(L, 0.0, 1.0);`)); assert.match(maths, text(` q = toneWhiteW(L);\n L += ${TONE_WHITE_GAIN} * wh * q * (1.0 - L) * L;`)); // DR rides the same four moves with a share of each instead of masked terms of // its own, so it cannot fight a knob over a band or invert the ramp. assert.match(maths, text('float o = toneCurve(base, clamp(bl + dr * 0.12, -1.0, 1.0), clamp(sh + dr * 0.06, -1.0, 1.0),')); assert.match(maths, /\n\s*clamp\(hl - dr \* 0\.09, -1\.0, 1\.0\), clamp\(wh - dr \* 0\.18, -1\.0, 1\.0\)\);/); assert.doesNotMatch(maths, /o = clamp\(base/, 'the ramp clamps the base before the curve again — the ends of the ramp are the anchors'); assert.doesNotMatch(tmpl, /float a4 = /, 'the ramp is back inside the pass — one copy, not two'); const mask = readFileSync(new URL('../shared/utils/gradientMask.ts', import.meta.url), 'utf8'); assert.ok(mask.includes('${TONE_MATH_SKSL}'), 'the mask pass does not read the shared maths'); assert.match(mask, /c = half3\(exposureMove\(vec3\(c\), a\.x\)\);/); // The mask hands the ramp its OWN pixel as the base, twice over: a shape has no // neighbourhood of its own, and base == t is a ratio of exactly 1, so what a mask // does with SHADOW is what it always did. The knob means the same thing on both // sides of the call; what differs is the neighbourhood, and a mask has none. assert.match(mask, /c = half3\(toneRamp\(vec3\(c\), lf, lf, tone\.w, tone\.y, tone\.x, tone\.z, 0\.0\)\);/); assert.doesNotMatch(mask, /0\.55, 1\.35/, 'the mask kept its own arbitrary saturation clamp'); assert.doesNotMatch(mask, /cg = clamp\(lifted/, 'the mask is back on its own tone formula'); // The four tents, one per quarter of the ramp, each clipped by its neighbour so // no luma is counted by two of them. assert.match(sksl, /float blMask = 1\.0 - smoothstep\(0\.00, 0\.25, t\);/); assert.match(sksl, /float shMask = clamp\(1\.0 - smoothstep\(0\.25, 0\.50, t\) - blMask, 0\.0, 1\.0\);/); assert.match(sksl, /float whMask = smoothstep\(0\.75, 1\.00, t\);/); assert.match(sksl, /float hlMask = clamp\(smoothstep\(0\.50, 0\.75, t\) - whMask, 0\.0, 1\.0\);/); // The composition, and NOT a sum of bumps on the identity: the four moves are // applied in sequence through their own windows, which is what makes one knob's // travel independent of another's (the shared ceiling used to take 0.663 of // BLACK's travel off on the monochrome stock) and the ramp monotone by // construction rather than by a guard. Nor straight segments between knots: an // angle in a tone curve is a Mach band — and neither a smoothstep through the // knots, which bends the ramp by six code values in the quarter-tones with every // knob on zero, where this pass also runs for the stock split tones and DR alone. assert.doesNotMatch(sksl, /float blackA = |float whiteA = /, 'the amplitudes are summed again — the moves must be sequential'); assert.doesNotMatch(sksl, /o \+= dr \* 0\.12/, 'DR is an additive term again — it folds the flat stretch at 0.238'); assert.doesNotMatch(sksl, /float lin\(/, 'straight segments between the knots are back — a knot is an angle in a tone curve'); assert.doesNotMatch(sksl, /clamp\(0\.25 \+ 0\.25/, 'a knob is clamped against a neighbour knot again'); // ...and the pixel rides the neighbourhood's move with its own difference from // it: Base' + Detail, ADDED and not scaled. Multiplying by the gain o / base is // what this pass used to do and it takes the detail away exactly where a knob // takes the base down — at BLACK -100 the picture came back soft, and on a // monochrome frame (all three channels on the pixel's luma) it came back as the // blurred base itself. The ramp's own luma is still not what is handed to the // rebuild — the neighbourhood's is — or the move would be global again and the // band above SHADOW would be drawn flat, which is the whole bug. assert.match(sksl, /float target = o \+ \(t - base\);/); assert.doesNotMatch(sksl, /float target = base > 0\.0004 \? o \* t \/ base : t;/, 'the gain-scaled detail came back — a tone knob softens again'); assert.match(sksl, /return lightMove\(c, t, clamp\(target, 0\.0, 1\.0\)\);/); assert.doesNotMatch(sksl, /lightMove\(c, t, clamp\(o, 0\.0, 1\.0\)\)/, 'the ramp is read at the pixel again — a global curve'); assert.doesNotMatch(sksl, /mix\(a0, a1, smoothstep/, 'the ramp is smoothstepped again'); // The linear-light knee that used to run ahead of all this is GONE from the tone // pass: HIGHLIGHT is one zone move in both directions now, and a second pass over // the same knob would double-count it. assert.doesNotMatch(tone, /if \(hl < 0\.0\) \{/, 'the linear-light recovery came back'); assert.doesNotMatch(sksl, /max\(hl, 0\.0\)/, 'the additive lift came back'); assert.doesNotMatch(sksl, /bl \* 0\.18 \* dk|wh \* 0\.18 \* rgb/, 'WHITE/BLACK are per-channel again'); // The rebuild after the ramp: the doc's ratio (R_new = R_old * Luma_new / // Luma_old), as ONE shared scale o / t, so the differences move with the light // and neither the hue nor the saturation goes with them. The caps are what make // it fit — applying the ratio past the ceiling clips a channel outright and the // hue goes with it (a skin tone at 24.0° came back at 48.0° at HIGHLIGHT +100, // scratchpad hl-variants.mjs) — and the scale is held at 1.0 only below // t = 0.0004, where the ratio would multiply a near-black pixel's cast by // whatever pedestal BLACK has just lifted. assert.match(maths, /float k = t > 0\.0004 \? o \/ t : 1\.0;/); assert.match(maths, /if \(hiC > t\) k = min\(k, \(1\.0 - o\) \/ \(hiC - t\)\);/); assert.match(maths, /if \(loC < t\) k = min\(k, o \/ \(t - loC\)\);/); assert.match(maths, /return clamp\(vec3\(o\) \+ \(c - vec3\(t\)\) \* k, 0\.0, 1\.0\);/); assert.match(maths, /return lightMove\(c, t, clamp\(target, 0\.0, 1\.0\)\);/); assert.doesNotMatch(tone, /0\.55, 1\.35/, 'the arbitrary saturation clamp came back'); assert.doesNotMatch(maths, /float k = 1\.0;/, 'the chroma-constant scale came back — a shadow lift drains the colour'); // The transfer pair has to be the accurate one where it is still used (the // exposure pass), or that pass is drawn in a space that is not linear at all. assert.match(tone, /return mix\(c \/ 12\.92, pow\(\(c \+ 0\.055\) \/ 1\.055, vec3\(2\.4\)\), step\(vec3\(0\.04045\), c\)\);/); // The develop's arithmetic. T = 0.7 / S = 1 / (2 (1 - T)) is its pair (S is what // puts the asymptote on 1.0: T + 1/(2S) = 1). const knee = (l, T, S) => (l < T ? l : T + (l - T) / (1 + 2 * S * (l - T))); const T = 0.7; const S = 1 / (2 * (1 - T)); // Below the knee the frame is untouched, and the curve is continuous and C1 at T // — slope 1 on both sides — so there is no seam for a later pass to mask. assert.equal(knee(T - 0.2, T, S), T - 0.2); assert.equal(knee(T, T, S), T); const slope = (x) => (knee(x + 1e-6, T, S) - knee(x, T, S)) / 1e-6; assert.ok(Math.abs(slope(T) - 1) < 1e-3, `seam at T=${T}: slope ${slope(T)}`); // Monotone, and never a brightening: an inverted pair of pixels is a visible edge. let prev = -Infinity; for (let l = 0; l <= 2; l += 1 / 512) { assert.ok(slope(l) > 0, `inverted at ${l}`); assert.ok(knee(l, T, S) <= l + 1e-9, `brightened ${l} -> ${knee(l, T, S)}`); assert.ok(knee(l, T, S) >= prev); prev = knee(l, T, S); } // The asymptote: everything the sensor held above the knee lands under it, on // exactly 1.0. assert.ok(Math.abs(knee(1e6, T, S) - (T + 1 / (2 * S))) < 1e-4); assert.ok(Math.abs(T + 1 / (2 * S) - 1) < 1e-9, 'the develop plateau left 1.0'); // ...and the same pair in the encoded domain, which is the domain the develop // hands over: mx = 1.0 (the white level) lands on 237, the sensor's own plateau // (1.93) on 248 — a ramp of a dozen code values where the old fade-to-white left // nothing above 250 at all. This is the headroom the four tone knobs move. const enc = (x) => (x <= 0.0031308 ? x * 12.92 : 1.055 * x ** (1 / 2.4) - 0.055); assert.equal(Math.round(enc(knee(1.0, T, S)) * 255), 237); assert.equal(Math.round(enc(knee(1.93, T, S)) * 255), 248); // The ramp as arithmetic — the same four windows, the same rates and the same // sequential composition the SkSL above carries, so the shape is measured and // not described. Each move is monotone for any amount in [-1, 1] and lands on 0 // and 1 without moving either, so the composition is monotone by construction // and the two ends of the ramp are FIXED POINTS whatever the sliders say. const clamp01 = (x) => Math.min(1, Math.max(0, x)); const clamp = (x, lo, hi) => Math.min(hi, Math.max(lo, x)); // Float-exact comparisons are a trap once a value has been through a division // and a multiply (x / 0.25 * 0.25 is not x) — assert to within a code value. const close = (a, b, msg) => assert.ok(Math.abs(a - b) < 1e-12, `${msg ?? ''} ${a} != ${b}`); // The readings below come out of this same arithmetic to five decimals, so the // tolerance is the rounding of the number written down, well inside the code // value the cube can see. const near4 = (a, b, msg) => assert.ok(Math.abs(a - b) < 1e-4, `${msg ?? ''} ${a} != ${b}`); // Exact to the last digit where it matters: a window of zero is not "nearly" // zero, and that is the claim the independence checks rest on. const exact = (a, b, msg) => assert.equal(a, b, `${msg ?? ''} ${a} != ${b}`); const smoothstep = (e0, e1, x) => { const u = clamp01((x - e0) / (e1 - e0)); return u * u * (3 - 2 * u); }; // The four windows, as TONE_MATH_SKSL emits them — zero outside their own band. const toneBlackW = (L) => { const u = clamp01(1 - L / TONE_BLACK_EDGE); return u * u * u; }; const toneShadowW = (L) => smoothstep(0.02, 0.12, L) * (1 - smoothstep(0.25, 0.55, L)); const toneHighW = (L) => smoothstep(0.45, 0.65, L) * (1 - smoothstep(0.92, 1.0, L)); const toneWhiteW = (L) => { const u = clamp01((L - TONE_WHITE_EDGE) / (1 - TONE_WHITE_EDGE)); return u * u; }; // toneBlack, move for move — the doc's lift through the square root, and the // toe's own exponent for the crush, which is what the shader carries (see // toneShader.ts): the doc's multiplicative crush is bounded by its own window and // cannot be seen. It is a function of its own so the arithmetic below and the // source's own text can be pinned to one shape. const toneBlack = (L, bl) => { const q = toneBlackW(L); if (bl > 0) return L + TONE_BLACK_LIFT * bl * q * (Math.sqrt(L) - L); if (L >= TONE_BLACK_EDGE) return L; return TONE_BLACK_EDGE * (L / TONE_BLACK_EDGE) ** (1 + TONE_BLACK_CRUSH * -bl * q); }; // toneCurve, move for move, with the clamp the shader puts after each one: BLACK // (toneBlack), SHADOW (a gain on the light), HIGHLIGHT (the doc's knee against the // headroom that is left, squared) and WHITE (the Hermite (1 - L) * L). // `afterBlack` is the L the shadow move reads — the value a stock's own SHADOW // cannot drag, because BLACK runs before it. function tones(t, k) { const { dr = 0, hl = 0, sh = 0, wh = 0, bl = 0 } = k; let L = t; let q; const blackA = clamp(bl + dr * 0.12, -1, 1); L = toneBlack(L, blackA); const afterBlack = clamp01(L); L = afterBlack; q = toneShadowW(L); L *= 1 + clamp(sh + dr * 0.06, -1, 1) * q * (1 - L) ** 1.8; L = clamp01(L); q = toneHighW(L); L += TONE_HIGH_GAIN * clamp(hl - dr * 0.09, -1, 1) * q * Math.max(L - 0.5, 0) ** 1.5 * (1 - L) ** 2; L = clamp01(L); q = toneWhiteW(L); L += TONE_WHITE_GAIN * clamp(wh - dr * 0.18, -1, 1) * q * (1 - L) * L; return { o: clamp01(L), afterBlack }; } // ...plus the four ZONE masks, which the ramp does NOT read any more: they are // the partition the stock split tones ride, one per quarter, each the doc's own // smoothstep minus the tent before it. They are carried here because the checks // below measure that partition; `o` is delegated to the shared maths above. function ramp(t, k) { const blMask = 1 - smoothstep(0, 0.25, t); const shMask = clamp01(1 - smoothstep(0.25, 0.5, t) - blMask); const whMask = smoothstep(0.75, 1, t); const hlMask = clamp01(smoothstep(0.5, 0.75, t) - whMask); return { ...tones(t, k), blMask, shMask, hlMask, whMask, maskSum: blMask + shMask + hlMask + whMask }; } // The tents never overlap — each is the doc's smoothstep minus the tent before // it, so the four together never count a luma twice — and the middle is the // quiet part: the ends of the ramp are weighted at 1, the 0.50 midpoint by // nothing at all. That is what leaves DR and the stock split tones on the two // ends and the mid-grey still. for (let t = 0; t <= 1; t += 1 / 512) { const { maskSum } = ramp(t, {}); assert.ok(maskSum >= -1e-15 && maskSum <= 1 + 1e-15, `masks overlap at ${t}: ${maskSum}`); if (t <= 0.25 || t >= 0.75) assert.ok(Math.abs(maskSum - 1) < 1e-12, `end of the ramp unweighted at ${t}`); if (Math.abs(t - 0.5) < 1e-12) assert.equal(maskSum, 0, 'the midpoint is weighted'); } // The neighbouring tents cross at half weight ON the knot between them, and the // 0.50 midpoint is where all four are on zero — the quiet value for the split // tones, which is all these masks weight. (The RAMP is another matter: nothing // feeds it from here, and SHADOW's own window spans the middle.) assert.equal(ramp(0.125, {}).blMask, 0.5); assert.equal(ramp(0.125, {}).blMask, ramp(0.125, {}).shMask); assert.equal(ramp(0.25, {}).shMask, 1); assert.equal(ramp(0.25, {}).blMask, 0); assert.equal(ramp(0.875, {}).hlMask, ramp(0.875, {}).whMask); assert.equal(ramp(0.5, {}).maskSum, 0); assert.equal(ramp(0.75, {}).hlMask, 1); // Every knob on zero is EXACTLY the identity — the pass also runs for the stock // split tones and for DR alone, so a neutral setting must not curve the frame. for (let t = 0; t <= 1; t += 1 / 256) close(ramp(t, {}).o, t, `identity broke at ${t}`); // Neither END of the ramp moves, at any setting: both are fixed points of every // move above — the black pair is zero at L = 0 and the white pair is zero at // L = 1 — so no combination of the four sliders can lift the toe or roll the // head. There is no fixed midpoint any more: SHADOW is a gain on the light and // its window spans the middle, so at t = 0.5 SHADOW +1 lands on 0.510636 and -1 // on 0.489364, where the old sum of bumps met on zero. close(ramp(0, { bl: 1 }).o, 0, 'BLACK lifted the toe off the floor'); close(ramp(0, { bl: -1, sh: -1, hl: -1, wh: -1 }).o, 0, 'a knob moved the floor'); close(ramp(1, { wh: 1 }).o, 1, 'WHITE moved the head'); close(ramp(1, { wh: -1 }).o, 1, 'a knob moved the head'); near4(ramp(0.5, { sh: 1 }).o, 0.51064, 'SHADOW no longer spans the middle'); near4(ramp(0.5, { sh: -1 }).o, 0.48936, 'SHADOW no longer spans the middle'); // Monotone under EVERY combination of the four at full deflection, DR included. // The composition of monotone moves is monotone by construction, but each move is // only piecewise — a window edge is a slope change — so this is the measurement of // that, and the measurement is the DROP FROM THE RUNNING MAXIMUM rather than the // step between two cells. A fold of a tenth of a code value spread over a dozen // cells hides from a cell-sized step: the step this file used to read here was // -0.00119 while the drop under SHADOW -100 alone was 0.018, three times the guard // and the thing a gradient wears as a band. The drop is what the eye reads. // // Every rate this pass sets is fold-free: the worst any of them can do is 3.4e-6 // of luma (BLACK's lift, at the square root's own corner). The one fold left in // the ramp is SHADOWS' and it is the doc's own arithmetic, not a rate: §2.2's // crush multiplies what a window leaves, that window RISES as the luma does over // 0.02..0.12, so the move outruns the light and the ramp comes back down by 0.018 // of luma (4.6 code values) around 0.06..0.11 at full -100 — at any rate, since // scaling it only scales the same shape. It predates this pass and is pinned here // so a rate change cannot quietly deepen it: the assertion below is that no rate // in this file folds the ramp at all, and that no composition of the four is worse // than the doc's own crush. const combos = []; for (const bl of [-1, 0, 1]) for (const sh of [-1, 0, 1]) for (const hl of [-1, 0, 1]) for (const wh of [-1, 0, 1]) for (const dr of [0, 1]) combos.push({ bl, sh, hl, wh, dr }); const fold = (k, n) => { let top = -Infinity; let worst = 0; let at = 0; for (let i = 0; i <= n; i++) { const t = i / n; const o = ramp(t, k).o; if (o > top) top = o; else if (top - o > worst) { worst = top - o; at = t; } } return { worst, at }; }; // A knob's own rate, at full deflection either way: the rates are set so this is // zero to the rounding — 2e-3 is half a code value, under what 8-bit can carry. for (const [knob, amount] of [['bl', 1], ['bl', -1], ['hl', 1], ['hl', -1], ['wh', 1], ['wh', -1]]) { const { worst, at } = fold({ [knob]: amount }, 32768); assert.ok(worst <= 2e-3, `${knob} at ${amount} folds the ramp by ${worst} at ${at} — a rate past what its own shape allows`); } // SHADOW's crush, the doc's own — see the note above. Pinned: this number is a // property of §2.2's form, so a change here means the form changed. near4(fold({ sh: -1 }, 32768).worst, 0.01795, 'SHADOW no longer folds where the doc\'s own crush folds — re-pin, and see toneShader.ts'); let worstFold = 0; let foldAt = 0; let foldCombo = null; for (const k of combos) { const { worst, at } = fold(k, 8192); if (worst > worstFold) { worstFold = worst; foldAt = at; foldCombo = k; } } assert.ok(worstFold <= 0.01795 + 2e-3, `worst fold ${worstFold} at ${foldAt} for ${JSON.stringify(foldCombo)} — a composition deepens the doc's fold`); // ...and every one of those combinations still lands on the two anchors, exactly. for (const k of combos) { exact(ramp(0, k).o, 0, `the toe moved at ${JSON.stringify(k)}`); exact(ramp(1, k).o, 1, `the head moved at ${JSON.stringify(k)}`); } // A knob moves ONLY its own band. The windows are compactly supported, so off // its own band a knob is the EXACT identity: the monochrome stock's own SHADOW // (-0.20, or the classic stocks' -0.47) changes nothing where BLACK is working at // t = 0.01, where the shared ceiling used to take 0.663 of BLACK's travel off that // stock. That is the "kéo theo sự thay đổi của thông số khác" report, retired. exact(ramp(0.01, { bl: -1 }).o, ramp(0.01, { bl: -1, sh: -0.47 }).o, 'SHADOW reached into BLACK\'s band'); exact(ramp(0.90, { hl: -1 }).o, ramp(0.90, { hl: -1, sh: 0.47 }).o, 'SHADOW reached into HIGHLIGHT\'s band'); exact(ramp(0.05, { sh: -1 }).o, ramp(0.05, { sh: -1, wh: 1 }).o, 'WHITE reached into SHADOW\'s band'); // The reach of each knob, read off the formula. These are OUTPUT values of the // ramp (`.o`) to five decimals, so near4 is the rounding of what is written down // and nothing wider. BLACK - is the toe's exponent and + the doc's lift; SHADOW is // a gain on the light, so it reaches past 0.5 (0.51064 at +100 against 0.48936 at // -100 — the bell under the window is not symmetric); HIGHLIGHT moves the head // without reaching it (0.95722 at 0.95 against 0.97579 before this pass — the // squared headroom spends the move lower down), and WHITE is the one that does // reach it, from 0.92 up (see the check below). for (const [knob, sides] of [ ['bl', [ [-1, [[0.05, 0.00105], [0.10, 0.06618], [0.15, 0.14899], [0.20, 0.20], [0.50, 0.50]]], [1, [[0.05, 0.11082], [0.10, 0.11765], [0.18, 0.18]]], ]], ['sh', [ [1, [[0.10, 0.17412], [0.20, 0.33384], [0.50, 0.51064]]], [-1, [[0.10, 0.02588], [0.20, 0.06616], [0.50, 0.48936]]], ]], ['hl', [ [1, [[0.70, 0.81270], [0.80, 0.89202], [0.90, 0.93542], [0.95, 0.95722]]], [-1, [[0.70, 0.58730], [0.80, 0.70798], [0.95, 0.94278]]], ]], ['wh', [ [1, [[0.90, 0.96750], [0.95, 1.0]]], [-1, [[0.90, 0.83250], [0.95, 0.86984]]], ]], ]) for (const [amount, cases] of sides) for (const [t, want] of cases) near4(ramp(t, { [knob]: amount }).o, want, `${knob} at ${amount} on ${t}`); // HIGHLIGHT does not clip: +100 at 0.95 is still under the ceiling of the cube // (0.95722, and 0.93542 at 0.90), because the headroom it reads is squared and the // move has died out by the top — while WHITE, the frame's clipping point, takes the // ramp TO 1.0 from 0.92 up, which is what §2.4 asks of it. Either way the only // interior value a full set of knobs reaches 1.0 on is a pixel already at the head. assert.ok(ramp(0.95, { hl: 1 }).o < 1, 'HIGHLIGHT +100 is clipping the head'); assert.ok(ramp(0.9, { hl: 1 }).o < 1, 'HIGHLIGHT +100 is clipping the head'); assert.ok(ramp(0.93, { wh: 1 }).o >= 1 - 1e-12, 'WHITE +100 is not reaching the ceiling it is named for'); exact(ramp(0.99, { bl: 1, sh: 1, hl: 1, wh: 1 }).o, 1, 'a full set of knobs on a bright pixel does not reach white'); // DR rides the same four moves, a share of each (0.12 / 0.06 / -0.09 / -0.18), // and the two ends are still fixed points: +0.12 of BLACK lifts nothing at // L = 0 and -0.18 of WHITE rolls nothing at L = 1. The middle moves with the // SHADOW share DR takes — 0.500638 where the old masked terms summed to a flat // 0.5 — which is the DR a frame can see. exact(ramp(0, { dr: 1 }).o, 0, 'DR lifted the toe off the floor'); exact(ramp(1, { dr: 1 }).o, 1, 'DR rolled the head under 1.0'); near4(ramp(0.5, { dr: 1 }).o, 0.50064, 'DR no longer moves the middle the way it did'); // BLACK and SHADOW both at -1 under DR: the two crush moves meet under the toe // window's edge and the 1/512 cell reads a backtrack there (the monotone sweep // above), where the old additive terms folded the stretch outright. exact(ramp(0, { dr: 1, bl: -1, sh: -1 }).o, 0, 'the floor is not the floor'); near4(ramp(0.25, { dr: 1, bl: -1, sh: -1 }).o, 0.10998, 'DR moved off the 0.25 knot'); near4(ramp(0.375, { dr: 1, bl: -1, sh: -1 }).o, 0.28063, 'DR folded the flat stretch'); // A band can only be lifted at the cost of the slope inside it — the report this // whole design answered — so each knob's own quarters are swept over the whole // travel and bounded rather than left to a comment. SHADOW's window spans the // middle, so both its quarters take the move: over the sweep the slope below the // 0.25 knot reads 1.5958 down to 0.4042 and the band above it 1.5532 down to // 0.4468, which is the quarter it is allowed to give up (neither may be drawn // flat, and neither may be stretched past one and a half — a crush that flattens // the darks into one black is the same defect upside down). for (let sh = -1; sh <= 1.0001; sh += 1 / 64) { const below = (ramp(0.25, { sh }).o - ramp(0, { sh }).o) / 0.25; const band = (ramp(0.5, { sh }).o - ramp(0.25, { sh }).o) / 0.25; assert.ok(below >= 0.40 - 1e-12, `SHADOW drew the quarter below it flat at ${sh}: slope ${below}`); assert.ok(band >= 0.40 - 1e-12, `SHADOW drew the band above it flat at ${sh}: slope ${band}`); assert.ok(below <= 1.60 + 1e-12, `SHADOW stretched the quarter below it at ${sh}: slope ${below}`); assert.ok(band <= 1.60 + 1e-12, `SHADOW stretched the band above it at ${sh}: slope ${band}`); } // HIGHLIGHT pays the same way and at BOTH ends — its knot is the head of the top // quarter, so lifting it draws 0.75..1.00 flat and pulling it draws 0.50..0.75 — // and its window is the narrower one, so its own spread over the sweep is 0.6875 // to 1.3125 either side of the knot against the half it is allowed. for (let hl = -1; hl <= 1.0001; hl += 1 / 64) { const mid = (ramp(0.75, { hl }).o - ramp(0.5, { hl }).o) / 0.25; const top = (ramp(1, { hl }).o - ramp(0.75, { hl }).o) / 0.25; assert.ok(mid >= 0.50 - 1e-12, `HIGHLIGHT drew the quarter below it flat at ${hl}: slope ${mid}`); assert.ok(top >= 0.50 - 1e-12, `HIGHLIGHT drew the top quarter flat at ${hl}: slope ${top}`); assert.ok(mid <= 1.50 + 1e-12, `HIGHLIGHT stretched the quarter below it at ${hl}: slope ${mid}`); assert.ok(top <= 1.50 + 1e-12, `HIGHLIGHT stretched the top quarter at ${hl}: slope ${top}`); } // The film stocks ride the same windows, so their numbers are their own. The // knots they were tuned to are 0.18 Classic Chrome/Vivid, 0.22 Acros, 0.17 Acros // HC, with the head 0.7375 on Acros and 0.815 on Acros HC — and through this // curve they read 0.179992 / 0.220209 / 0.169565 and 0.7375 / 0.814844, so the // two Acros toes land 2.1e-4 and 4.3e-4 under the target (the shadow window's own // bell at 0.25, which the reach checks above have already measured). The entries // are pinned to the values the ramp is actually read at, so a stock that drifts // off its look is a red check. const filmTone = tone.match(/const FILM_TONE[\s\S]*?\n};/)?.[0]; assert.ok(filmTone, 'FILM_TONE is gone — the stocks no longer shape the ramp at all'); // The keys are quoted or not depending on whether they are identifiers, so the // quotes come off before the lookup. const filmFlat = filmTone.replace(/['"]/g, ''); for (const [name, sh, knot, hlSrc, hl, head] of [ ['classic-chrome', -0.47, 0.17999192], ['classic-vivid', -0.47, 0.17999192], ['monochrome', -0.2, 0.22020933, '-0.1143', -0.1143, 0.7375], ['mono-high-contrast', -0.54, 0.16956519, '0.5929', 0.5929, 0.81484375], ]) { assert.ok( filmFlat.includes(`${name}: { sh: ${sh}`), `${name} is not on the ${sh} its crush was solved at` ); near4(ramp(0.25, { sh }).o, knot, `${name}'s shadow knot moved`); if (hlSrc) { assert.ok(filmFlat.includes(`hl: ${hlSrc}`), `${name} is not on the ${hlSrc} its shoulder was solved at`); near4(ramp(0.75, { hl }).o, head, `${name}'s highlight knot moved`); } } // The two ends stay ordered even at full deflection against each other: the toe // can never climb past the head. for (const bl of [-1, 1]) for (const wh of [-1, 1]) { const toe = ramp(0, { bl, sh: 1, wh }).o; const head = ramp(1, { bl, wh, hl: -1 }).o; assert.ok(toe <= head + 1e-12, `toe ${toe} over head ${head}`); } // The colour rebuild, as the shader emits it: the ramp's luma, the pixel's own // chroma difference, and the one scale o / t the cube then gets to pull back. const lumaOf = (c) => clamp01(0.2126 * c[0] + 0.7152 * c[1] + 0.0722 * c[2]); // lightMove, as TONE_MATH_SKSL emits it — the one move every brightness change in // the pass goes through (a tone knob, a mask's tone knob, the exposure knob). // NOT clamped on the way out here: the check below wants to see that the scale // alone already landed the pixel inside the cube, and a silent clamp would hide // the case where it did not. function lightMove(rgb, t, o) { let k = t > 0.0004 ? o / t : 1; const hiC = Math.max(...rgb); const loC = Math.min(...rgb); if (hiC > t) k = Math.min(k, (1 - o) / (hiC - t)); if (loC < t) k = Math.min(k, o / (t - loC)); return rgb.map((c) => o + (c - t) * k); } // The rebuild, with the base layer the shader now draws the ramp through. `base` // defaults to the pixel itself — the degenerate call, and the one a mask makes — // which lands `target` back on `o` and is the move this function had before there // was a base at all. Away from that the pixel's own DIFFERENCE from the base is // ADDED to the neighbourhood's new luma (Base' + Detail), never scaled by it. function rebuild(rgb, k, base) { const t = lumaOf(rgb); const b = base ?? t; const o = ramp(b, k).o; const target = clamp01(o + (t - b)); const out = lightMove(rgb, t, target); return { out, clamped: out.map((c) => clamp01(c)), o, t, base: b, target }; } // The transfer pair the exposure pass crosses into linear light with, and back. const srgbToLin = (c) => (c <= 0.04045 ? c / 12.92 : ((c + 0.055) / 1.055) ** 2.4); const linToSrgb = (c) => (c <= 0.0031308 ? c * 12.92 : 1.055 * c ** (1 / 2.4) - 0.055); // exposureMove, as TONE_MATH_SKSL emits it: the linear sensor moves by the stops, // and the encoded value that lands there is the luma the pixel is rebuilt onto. // The light moves by exp2(ev) in LINEAR light; the colour moves by the one shared // scale of lightMove. A per-channel multiply does neither — it clips the three // channels by three different amounts and takes the hue with it (29.2° at +1 EV // on the scratchpad probe, exp-variant.mjs; this variant measures 0.00°). function exposureMove(rgb, ev) { const c = rgb.map(clamp01); const t = lumaOf(c); // The stop as a RATIO on the pixel's own encoded luma, which is what makes the // knob the identity at 0 EV: pointing the luma straight at the encoded linear // target brightens a colour by a couple of code values even on zero. const lin = Math.max(lumaOf(c.map(srgbToLin)), 1e-6); const stop = linToSrgb(Math.min(1, lin * 2 ** ev)) / linToSrgb(lin); return lightMove(c, t, clamp01(t * stop)).map(clamp01); } function hueOf(c) { const mx = Math.max(...c), mn = Math.min(...c), d = mx - mn; if (d < 1e-9) return NaN; let h; if (mx === c[0]) h = (c[1] - c[2]) / d + (c[1] < c[2] ? 6 : 0); else if (mx === c[1]) h = (c[2] - c[0]) / d + 2; else h = (c[0] - c[1]) / d + 4; return ((h * 60) % 360 + 360) % 360; } const colourCases = [ [0.9, 0.72, 0.6], // skin — the case that moved 24° under the ratio [1, 0.97, 0.92], // a warm white at the very top of the ramp [0.45, 0.65, 0.9], // sky [1, 0.6, 0.2], // orange, one channel already on the ceiling [0.45, 0.85, 0.4], // green [0.05, 0.03, 0.02], // a shadow with a cast [0.01, 0.008, 0.006],// and the same cast with almost no light on it at all ]; const greyCases = [[0.1, 0.1, 0.1], [0.5, 0.5, 0.5], [0.7, 0.7, 0.7], [0.9, 0.9, 0.9], [0.97, 0.97, 0.97]]; const knobSets = []; for (const hl of [-1, -0.5, 0, 0.5, 1]) for (const wh of [-1, 0, 1]) for (const sh of [-1, 0, 1]) for (const bl of [-1, 0, 1]) knobSets.push({ hl, wh, sh, bl }); for (const k of knobSets) { for (const rgb of colourCases) { const { out, clamped, o } = rebuild(rgb, k); // The clamp is never what saves the pixel: the scale already landed the // result inside the cube, which is the whole point of it. for (let i = 0; i < 3; i++) assert.ok(Math.abs(out[i] - clamped[i]) < 1e-12, `the cube clipped ${i} of ${rgb} at ${JSON.stringify(k)}`); // Hue cannot move: every channel difference is scaled by the same number. const dh = hueOf(clamped) - hueOf(rgb); assert.ok(Number.isNaN(dh) || Math.abs(dh) < 1e-9, `hue moved ${dh} for ${rgb} at ${JSON.stringify(k)}`); // ...and the new luma is the ramp's, exactly (the differences sum to zero // in this weighting, so the scale drops out of the luma). close(lumaOf(clamped), o, `luma ${rgb} at ${JSON.stringify(k)}`); } // A grey is a grey: no difference to carry, so it lands on the ramp value and // picks up no cast on the way. for (const rgb of greyCases) { const { clamped, o } = rebuild(rgb, k); for (const c of clamped) close(c, o, `grey drifted at ${JSON.stringify(k)}`); } } // Every knob on zero is the identity for the colour too, not just the luma. for (const rgb of [...colourCases, ...greyCases]) { const { clamped } = rebuild(rgb, {}); for (let i = 0; i < 3; i++) close(clamped[i], rgb[i], 'the colour rebuild is not the identity at zero'); } // The chroma RIDES THE RATIO: where the cube has room the channel differences // come out multiplied by the one scale o / t. That is what keeps the saturation — // an HSL saturation is a ratio of differences and a common scale never touches it // — and the hue along with it, which is the report behind this move: held at // k = 1.0 (the chroma carried unchanged) a dark red came back at 0.505 of // saturation from 0.746 with SHADOW at +100, and at 0.370 with SHADOW and BLACK // both, which is a colour going grey under a lift. for (const [rgb, knobs] of [ [[0.7, 0.55, 0.45], { hl: 0.5 }], [[0.35, 0.12, 0.08], { sh: 1, bl: 1 }], ]) { const lifted = rebuild(rgb, knobs); const grew = (lifted.clamped[0] - lifted.clamped[1]) / (rgb[0] - rgb[1]); assert.ok(Math.abs(lifted.target / lifted.t - 1) > 1e-3, `the lift left the ramp alone on ${rgb} — the case proves nothing`); close(grew, lifted.target / lifted.t, `the chroma did not ride the ratio on ${rgb} at ${JSON.stringify(knobs)}`); } // THE BASE LAYER. A band with texture in it — SHADOW's own quarter, 0.26 to // 0.50, at the deflection this was reported at (the full +100, which is +1 here): // // read at the pixel every pixel lands on its own o, so the band's spread // comes out multiplied by the slope the curve has left over // it — the grey sheet, drawn flat, 0.4163 of its own spread // at this deflection (the shadow window is a gain whose bell // is already falling through 0.26..0.50, so the quarter // above the knot keeps less of itself than a straight // segment would have kept). // read at the base every pixel of ONE neighbourhood takes the same move, // o(base) - base, and its own difference from the base is // added to it, so the texture inside the region comes out // at ITS OWN size and the same lift lands on the pixels // either way. // // Those are the two numbers the live probe reads off the deployed bundle (0.57 // before, 0.78 after, over this frame); this is the same claim in arithmetic. // The spread here is kept WHOLE and not at 0.78 — this twin's band sits on one // base, where the reconstruction is exact by construction; on a real frame the // band spans many neighbourhoods and the live number is the one to read. const band = Array.from({ length: 32 }, (_, i) => 0.26 + 0.24 * (i / 31)); const spread = (xs) => Math.max(...xs) - Math.min(...xs); const bandBase = band.reduce((a, b) => a + b, 0) / band.length; const movedGlobally = band.map((t) => rebuild([t, t, t], { sh: 1 }).clamped[0]); const movedLocally = band.map((t) => rebuild([t, t, t], { sh: 1 }, bandBase).clamped[0]); near4(spread(movedGlobally) / spread(band), 0.41631, 'the pixel-read ramp no longer draws its own band flat'); const bandGain = ramp(bandBase, { sh: 1 }).o / bandBase; assert.ok(bandGain > 1.1, `the lift is not worth measuring: gain ${bandGain}`); close(spread(movedLocally) / spread(band), 1, 'the band lost its texture under the lift — the detail is being scaled again'); assert.ok( Math.abs(movedLocally[0] - band[0] - (ramp(bandBase, { sh: 1 }).o - bandBase)) < 1e-12, 'the lift is no longer the neighbourhood’s', ); assert.ok( spread(movedLocally) / spread(movedGlobally) > 1.5, `the base is not earning its keep: ${spread(movedLocally) / spread(movedGlobally)}x the global move's spread` ); // The move belongs to the NEIGHBOURHOOD, not to the pixel: two pixels of one base // take the same one however far apart they sit, which is exactly what leaves the // difference between them standing. (Read at the pixel, the move would be the // pixel's own o - t — the curve where the pixel happens to be.) for (const [lo, hi] of [[0.28, 0.44], [0.30, 0.48]]) { const a = rebuild([lo, lo, lo], { sh: 1 }, 0.38).clamped[0] - lo; const b = rebuild([hi, hi, hi], { sh: 1 }, 0.38).clamped[0] - hi; close(a, b, 'the move is the pixel’s again, not the neighbourhood’s'); } // Every knob on zero is the identity through the base path too, whatever base is // handed in — the ramp at b IS b, so the difference is 0 — and so is a caller // whose base is its own pixel (bx = 0, the mask, the nine identical taps). for (const b of [0.01, 0.1, 0.35, 0.7, 0.99]) for (const rgb of [...colourCases, ...greyCases]) { const g = rebuild(rgb, {}, b); for (let i = 0; i < 3; i++) close(g.clamped[i], rgb[i], `the base path is not the identity at zero, base ${b}`); } // THE EXPOSURE KNOB, the same move on a different input. Behind it: -2..+2 EV in // half stops, on the frame and inside a gradient mask. // A grey is the knob it always was — a stop on a neutral is a stop on its light, // and nothing else: this is the number the old linear per-channel multiply put // there, so no exposure a user has dialled in moves. for (const g of [0.05, 0.1, 0.5, 0.7, 0.9, 0.97]) for (const ev of [-2, -1, -0.5, 0.5, 1, 2]) close( exposureMove([g, g, g], ev)[0], linToSrgb(Math.min(1, srgbToLin(g) * 2 ** ev)), `the exposure is no longer a stop on a grey: ${g} at ${ev} EV`, ); // ...and zero stops is the identity on a COLOUR too, exactly — the knob has to be // able to leave the frame alone. for (const rgb of [...colourCases, ...greyCases]) for (let i = 0; i < 3; i++) close(exposureMove(rgb, 0)[i], rgb[i], 'the exposure move is not the identity at 0 EV'); // Hue cannot move, at any stop, on any colour: this is the whole fix. The old // pass multiplied the three channels by the same number in LINEAR light and then // clipped them by three different amounts, and the hue went with them — 29.2° on // the skin tone at +1 EV, 33.3° at +2 EV (scratchpad exp-variant.mjs), against // 0.00° here. for (const rgb of colourCases) for (const ev of [-2, -1, -0.5, 0, 0.5, 1, 2]) { const out = exposureMove(rgb, ev); const dh = hueOf(out) - hueOf(rgb); assert.ok(Number.isNaN(dh) || Math.abs(dh) < 1e-9, `the exposure moved the hue ${dh}° on ${rgb} at ${ev} EV`); assert.ok(out.every((c) => c >= -1e-12 && c <= 1 + 1e-12), `the exposure left the cube on ${rgb} at ${ev} EV`); } // A pixel already on the ceiling: the channel that used to clip lands exactly ON // the ceiling and the other two follow it down at the one shared scale, so the // pixel gives up saturation rather than having the three clip by three different // amounts — which is where the old pass lost the hue. const blown = exposureMove([1, 0.6, 0.2], 5); assert.ok(blown.every((c) => c >= -1e-12 && c <= 1 + 1e-12), 'the exposure overshot the ceiling'); close(blown[0], 1, 'the channel that hit the ceiling stopped short of it'); assert.ok(blown[1] > 0.9 && blown[2] > 0.85, 'the pixel collapsed to white instead of keeping its colour'); assert.ok(Math.abs(hueOf(blown) - hueOf([1, 0.6, 0.2])) < 1e-9, 'the pixel lost its hue at the ceiling'); // ...and a pixel the move really does drive to 1.0 (an exposure past the head of // the ramp) is white, in all three channels at once. const white = exposureMove([0.98, 0.98, 0.98], 5); for (let i = 0; i < 3; i++) close(white[i], 1, 'a blown pixel stopped short of white'); // Darkening is the mirror: the light comes down, and a colour with no room below // gives up saturation and arrives neutral, not negative. const crushed = exposureMove([0.02, 0.01, 0.005], -5); assert.ok(crushed.every((c) => c >= -1e-12 && c <= 1 + 1e-12), 'the exposure went outside the cube on the way down'); assert.ok(crushed[0] >= crushed[1] && crushed[1] >= crushed[2], 'the exposure inverted the channel order on the way down'); // Black has no light to move: every stop leaves it where it is, and none of them // divides by zero on the way. for (const ev of [-5, -1, 0, 1, 5]) assert.equal(exposureMove([0, 0, 0], ev)[0], 0, `black moved at ${ev} EV`); // THE PASS ITSELF, compiled and run. Everything above is a twin, and a twin is // only as good as its reading of the source; nothing else compiles EXPOSURE_SKSL, // so a wrapper whose uniform stopped matching its own main would only show up in // the app. Four pixels through the real shader, against the twin. const exposureSrc = resolve(tone.match(/export const EXPOSURE_SKSL = `([\s\S]*?)`;/)?.[1] ?? ''); assert.match(exposureSrc, /uniform float ev;/, 'the exposure pass no longer takes its stops'); assert.match(exposureSrc, /return vec4\(exposureMove\(clamp\(c\.rgb, 0\.0, 1\.0\), ev\), c\.a\);/, 'the pass stopped calling exposureMove'); const { default: CanvasKitInit } = await import('canvaskit-wasm/bin/full/canvaskit.js'); const ck = await CanvasKitInit({ locateFile: () => fileURLToPath(new URL('../node_modules/canvaskit-wasm/bin/full/canvaskit.wasm', import.meta.url)), }); const effect = ck.RuntimeEffect.Make(exposureSrc); assert.ok(effect, 'EXPOSURE_SKSL does not compile — the whole frame loses its exposure'); const throughPass = (rgb, ev) => { const surface = ck.MakeSurface(4, 4); const paint = new ck.Paint(); paint.setColor(ck.Color(...rgb)); surface.getCanvas().drawPaint(paint); const child = surface.makeImageSnapshot().makeShaderOptions( ck.TileMode.Clamp, ck.TileMode.Clamp, ck.FilterMode.Linear, ck.MipmapMode.None, ); const shaderPaint = new ck.Paint(); shaderPaint.setShader(effect.makeShaderWithChildren([ev], [child])); const out = ck.MakeSurface(4, 4); out.getCanvas().drawRect(ck.XYWHRect(0, 0, 4, 4), shaderPaint); const px = out.getCanvas().readPixels(0, 1, { width: 4, height: 1, colorType: ck.ColorType.RGBA_8888, alphaType: ck.AlphaType.Unpremul, colorSpace: ck.ColorSpace.SRGB, }); return [px[0], px[1], px[2]]; }; for (const [rgb, ev] of [[[128, 128, 128], 1], [[230, 150, 50], 1], [[230, 150, 50], 2], [[20, 10, 5], -2]]) { const want = exposureMove(rgb.map((v) => v / 255), ev).map((v) => Math.round(v * 255)); const got = throughPass(rgb, ev); assert.ok( got.every((v, i) => Math.abs(v - want[i]) <= 1), `the pass and its twin disagree on ${rgb} at ${ev} EV: ${got} against ${want}`, ); } console.log('highlight-knee-check ok');