4057566a14
HUE, SAT and LUM leave the colour row: behind an IMAGE divider they are hslHue/hslSat/hslLum, seeded into the shader's band accumulator at full weight for every hue, while the eight band chips keep picking which colour the panel on the photo edits. The image lightness term stays ungated so a frame drained to grey by -SAT still answers +LUM. FRAME loses its NO FRAME chip: pressing the frame already on the photo takes it off. ROTATE's quarter turns stop lighting the moment the fine angle leaves 0, so the strip shows which of the two is steering the photo.
430 lines
20 KiB
TypeScript
430 lines
20 KiB
TypeScript
import { BaseFilter, ColorAdjustments } from '../types';
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import { HSL_BANDS, hslBandGaps } from './colorUtils';
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// Tone-domain adjustments (Fuji-style Dynamic Range + Highlight/Shadow).
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// SkSL runtime effect over a child image shader.
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//
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// Lightness/chroma split: the curve moves the luma and the colour difference
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// (rgb - luma) carries the hue through with most of its chroma. Scaling R,G,B
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// by one gain keeps the *ratio* but crushes absolute chroma — that is what
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// turned saturated blues black under -SH and bright colours grey under -HL.
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//
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// Wide, soft knees so the knobs reach like a tone curve instead of biting only
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// at the very ends: HL rides only the top (0.65..1.00) so it leaves the greys
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// and midtones alone (a 0.45 knee dragged a mid-grey down) while SH rides the
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// lower half (0.00..0.55), and the 0.50 midpoint never moves. Earlier narrow
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// knees (0.80..1.00 / 0.00..0.30) made both sliders look dead on any photo
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// without true whites or blacks.
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//
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// Both knobs are pure additive shifts of the luma. That keeps the curve
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// monotonic (steepest knee slope 4.29/unit * 0.22 = 0.94, and the two knees
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// never overlap), so a brighter input can never come out darker. The earlier
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// multiplicative form was NOT monotonic: with hl=-1 a grey 0.73 came out
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// darker than 0.80.
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//
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// dr - DR strength 0..1: lifts shadows slightly and rolls highlights
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// (Fuji extended DR); 0/auto/DR100 = no extra curve.
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// hl - highlight -1..1: + lifts toward white, - rolls the bright side down.
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// sh - shadow -1..1: + lifts the dark side, - deepens it.
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// wh - white point -1..1: per channel, from the WB tab. + lifts the shoulder,
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// - rolls it down. Cubic weight in the channel's own value, so the
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// brighter channel of a highlight moves most.
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// bl - black point -1..1: per channel. + lifts the toe (faded black), -
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// crushes it; the darker channel of a shadow moves most.
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// vib - vibrance -1..1: chroma-masked saturation. It rides along in this shader
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// (rather than the colour matrix) because it needs per-pixel chroma:
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// already-vivid pixels move least, so skins/skies deepen without the neon
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// clip a plain Saturation boost causes.
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// shT/hlT - split tone (per-channel RGB bias, -1..1 each): a fixed cast applied
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// to the shadows and/or the highlights only. A 4x5 colour matrix cannot do
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// this — it is one linear map, so any cast it applies must also hit the
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// midtones and the opposite end. Classic Neg wants green/cyan shadows with
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// warm highlights at once, so the stock ships these values and the pass
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// stays active for it even when every user knob is 0. All-zero still = no
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// pass.
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// hslOn/hslH/hslS/hslL - the selective-colour mixer: eight hue bands, each with
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// a hue shift, a saturation scale and a lightness offset (-1..1, from the
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// -10..10 knobs). Which pixels a band owns is decided HERE, per pixel, by
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// hue — so unlike everything else above it, the eight bands are not a
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// global move and cannot live in the colour matrix. See the band block at
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// the foot of TONE_SKSL.
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// gh/gs/gl - the mixer's overall move: the same three quantities for the WHOLE
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// image, so they are simply the starting value of the per-band
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// accumulator and every hue gets them at full weight. The lightness one
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// is not gated by saturation (unlike the bands'), so a frame drained to
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// grey by -SAT still answers +LUM.
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// The eight band lines of TONE_SKSL's mixer, generated from HSL_BANDS so the
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// anchors and the gaps in the shader are the same numbers the chips are built
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// from. Each line reads its own band's three values with a CONSTANT index —
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// SkSL indexes uniform arrays by constant only, which is why this is unrolled
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// rather than looped.
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const BAND_BLOCK = hslBandGaps()
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.map(
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(b, i) => ` float w${i} = bandW(hd, ${b.hue.toFixed(1)}, ${b.left.toFixed(1)}, ${b.right.toFixed(1)}) * gate;
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acc += vec3(w${i} * hslH[${i}], w${i} * hslS[${i}], w${i} * hslL[${i}]);\n`
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)
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.join('');
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export const TONE_SKSL = `
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uniform shader src;
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uniform float dr;
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uniform float hl;
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uniform float sh;
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uniform float wh;
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uniform float bl;
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uniform float vib;
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uniform float shTr;
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uniform float shTg;
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uniform float shTb;
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uniform float hlTr;
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uniform float hlTg;
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uniform float hlTb;
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uniform float cc;
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uniform float ccb;
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uniform float hslOn;
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uniform float hslH[8];
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uniform float hslS[8];
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uniform float hslL[8];
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uniform float gh;
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uniform float gs;
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uniform float gl;
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// sRGB <-> HSL. The mixer works in HSL because that is the space the knobs are
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// named after: a hue shift must not change how light a colour is, and a
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// lightness move must not change its hue, which is exactly what scaling RGB
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// does wrong.
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vec3 rgb2hsl(vec3 c) {
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float mx = max(max(c.r, c.g), c.b);
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float mn = min(min(c.r, c.g), c.b);
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float l = (mx + mn) * 0.5;
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float d = mx - mn;
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if (d < 0.00001) return vec3(0.0, 0.0, l);
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float s = l > 0.5 ? d / max(0.00001, 2.0 - mx - mn) : d / max(0.00001, mx + mn);
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float h;
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if (mx == c.r) h = (c.g - c.b) / d + (c.g < c.b ? 6.0 : 0.0);
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else if (mx == c.g) h = (c.b - c.r) / d + 2.0;
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else h = (c.r - c.g) / d + 4.0;
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return vec3(h / 6.0, s, l);
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}
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float hueChannel(float p, float q, float t) {
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t = fract(t);
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if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;
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if (t < 0.5) return q;
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if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;
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return p;
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}
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vec3 hsl2rgb(vec3 hsl) {
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if (hsl.y < 0.00001) return vec3(hsl.z);
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float q = hsl.z < 0.5 ? hsl.z * (1.0 + hsl.y) : hsl.z + hsl.y - hsl.z * hsl.y;
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float p = 2.0 * hsl.z - q;
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return vec3(
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hueChannel(p, q, hsl.x + 1.0 / 3.0),
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hueChannel(p, q, hsl.x),
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hueChannel(p, q, hsl.x - 1.0 / 3.0)
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);
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}
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// One band's ownership of a hue: full at the band's own anchor, falling
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// linearly to 0 at each neighbour's anchor (the gaps are uneven — red sits 30°
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// from orange and 40° from magenta). Linearity is the point: adjacent tents
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// cross at exactly 0.5 at the midpoint, so the eight weights sum to 1 at every
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// hue. No pixel is counted twice, no pixel falls between two bands, and a hue
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// sitting on an anchor gets that band's full value instead of a share of it.
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float bandW(float hue, float anchor, float gapL, float gapR) {
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float d = mod(hue - anchor + 180.0, 360.0) - 180.0;
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return d <= 0.0 ? max(0.0, 1.0 + d / gapL) : max(0.0, 1.0 - d / gapR);
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}
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vec4 main(vec2 xy) {
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vec4 c = src.eval(xy);
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vec3 rgb = clamp(c.rgb, 0.0, 1.0);
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float t = clamp(dot(rgb, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
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float hlMask = smoothstep(0.65, 1.00, t);
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float shMask = 1.0 - smoothstep(0.00, 0.55, t);
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// NOTE: never name a local 'out' — it is a reserved SkSL qualifier.
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float o = t + hl * 0.22 * hlMask + sh * 0.34 * shMask;
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// Dynamic range: gentle shadow lift + highlight roll (protect brights).
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o += dr * 0.12 * shMask * (1.0 - t);
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o -= dr * 0.18 * hlMask * t;
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o = clamp(o, 0.0, 1.0);
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// Lightness takes the curve, hue stays: the colour difference is gained
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// only part-way so darkening cannot collapse a colour to black and lifting
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// cannot blow a dark saturated colour out to white.
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float cg = clamp(o / max(t, 0.0004), 0.55, 1.35);
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rgb = clamp(vec3(o) + (rgb - vec3(t)) * cg, 0.0, 1.0);
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// WHITE/BLACK points, per channel. The weight is cubic in the channel's own
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// distance from the end, so in the shadows the darker channels move most and
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// in the highlights the brighter ones do: the two points pull R, G and B
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// toward a common toe and shoulder, which is a white-balance move (it
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// neutralises a cast) and not another tone slider. Each channel's curve is
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// still monotonic — 1 - 3*0.18 = 0.46 at worst — so no value can invert.
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vec3 dk = 1.0 - rgb;
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rgb = clamp(rgb + bl * 0.18 * dk * dk * dk + wh * 0.18 * rgb * rgb * rgb, 0.0, 1.0);
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// Split tone (stock look): the shadows and the highlights may each carry
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// their own tint, so the two ends of the curve can drift opposite ways
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// (Classic Neg: green-cyan darks, warm brights) without touching mid-greys.
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rgb = clamp(rgb + vec3(shTr, shTg, shTb) * shMask + vec3(hlTr, hlTg, hlTb) * hlMask, 0.0, 1.0);
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// Color Chrome / Color Chrome FX Blue: the two stock-dialed colour effects
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// DEEPEN what is already chromatic and leave neutrals exactly where they are
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// (Fuji: "deeper tone in highly saturated colour"; FX Blue does it for the
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// blue/cyan side only). Both therefore need per-pixel chroma — a 4x5 colour
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// matrix is one linear map, so any gain it applies also moves greys, and a
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// blue-only gain drags the whole white point.
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float mxc = max(max(rgb.r, rgb.g), rgb.b);
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float mnc = min(min(rgb.r, rgb.g), rgb.b);
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// Chroma ratio with a small floor: a near-black pixel with a hair of cast
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// has ratio 1.0 but no colour to deepen, and must stay put.
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float ccChroma = (mxc - mnc) / max(mxc, 0.10);
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// Color Chrome rides the chroma itself: a muted colour barely moves, a vivid
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// one gains density. The 0.25 knee keeps skin, haze and pastels untouched.
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float ccMask = cc * smoothstep(0.25, 0.85, ccChroma);
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// FX Blue: only where blue clearly leads red AND green (so magenta/purple
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// stay out), and richest in a bright blue — a dark blue has no tonality left
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// to deepen.
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float ccbBlue = clamp((rgb.b - rgb.r) * 2.0, 0.0, 1.0) * clamp((rgb.b - 0.5 * (rgb.r + rgb.g) + 0.05) * 3.0, 0.0, 1.0);
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float ccbMask = ccb * ccbBlue * smoothstep(0.15, 0.60, ccChroma) * smoothstep(0.20, 0.70, t);
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float deep = clamp(ccMask + ccbMask, 0.0, 1.0);
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// Density = lightness down with the colour difference riding along, so hue is
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// preserved and the colour cannot collapse toward black (same reason the tone
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// curve above keeps chroma). A touch of chroma is given up as it deepens.
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float l3 = dot(rgb, vec3(0.2126, 0.7152, 0.0722));
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rgb = clamp(vec3(l3 * (1.0 - 0.28 * deep)) + (rgb - vec3(l3)) * (1.0 - 0.10 * deep), 0.0, 1.0);
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// Vibrance: push the LESS-saturated pixels harder than the vivid ones.
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float l2 = dot(rgb, vec3(0.2126, 0.7152, 0.0722));
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float mx = max(max(rgb.r, rgb.g), rgb.b);
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float mn = min(min(rgb.r, rgb.g), rgb.b);
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float chroma = mx > 0.0001 ? (mx - mn) / mx : 0.0;
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float kv = 1.0 + vib * 0.75 * (1.0 - chroma);
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rgb = clamp(mix(vec3(l2), rgb, kv), 0.0, 1.0);
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// Selective colour by hue band — the last move, so a band edit is judged
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// against the colour the user actually sampled off the render.
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//
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// A grey is dropped before the weights are read: rgb2hsl hands it hue 0, so
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// without this fade every neutral pixel in the frame would be treated as
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// pure red and slide with the red band. Below 8% saturation there is no hue
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// to move anyway.
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//
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// The three accumulators are the band values scaled by ownership, so a hue
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// landing between two anchors gets a proportional mix of the two edits —
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// the same blend the weights already sum to. Hue is a turn (±30° at full),
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// saturation is a scale (0 = grey at -10), lightness is additive (±0.25 at
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// full) so it cannot invert the ramp.
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if (hslOn > 0.5) {
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vec3 hsl = rgb2hsl(rgb);
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float gate = smoothstep(0.0, 0.08, hsl.y);
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float hd = hsl.x * 360.0;
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// The overall move is the seed: every hue gets its turn and its saturation
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// scale at full weight, and the bands add their own share on top. The
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// lightness term is added below UNGATED, so it still lifts a colour that a
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// -SAT has already drained to grey.
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vec3 acc = vec3(gh, gs, 0.0) * gate;
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${BAND_BLOCK} hsl.x = fract(hsl.x + acc.x * (30.0 / 360.0));
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hsl.y = clamp(hsl.y * (1.0 + acc.y), 0.0, 1.0);
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hsl.z = clamp(hsl.z + (acc.z + gl) * 0.25, 0.0, 1.0);
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rgb = hsl2rgb(hsl);
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}
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return vec4(clamp(rgb, 0.0, 1.0), c.a);
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}
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`;
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// Bright Pass Filter for the HDF EFFECT pass (HDF), SkSL over a child image
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// shader — the pattern TONE_SKSL above already proved on device.
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//
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// Per channel the old 2.5*in-1.5 curve only zeroed a channel that was dark
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// *itself*: a saturated blue (B = 1.0) came out of it fully lit, so a dark blue
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// shadow bloomed and a dark saturated colour smeared its hue into the darks.
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// Photoshop's Bright Pass filters on the LUMINANCE instead: one knee decides how
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// much light a pixel carries, and one gain scales all three channels, so below
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// the knee the output is exactly 0.0 (Screen against black = no-op, the shadows
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// are untouched) and above it every channel keeps its ratio — the hue cannot
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// drift, only the brightness blooms.
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//
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// Knee t0..t1 = 0.45..0.75. The web demo plays the effect up, so the knee sits
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// lower and wider than the phone's 0.55..0.85: the bloom now catches the bright
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// end of the midtones (a lit face, a window) instead of only true speculars,
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// which is what makes it read on a photo that has no blown white.
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export const GLOW_T0 = 0.45;
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export const GLOW_T1 = 0.75;
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export const GLOW_SKSL = `
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uniform shader src;
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uniform float t0;
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uniform float t1;
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vec4 main(vec2 xy) {
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vec4 c = src.eval(xy);
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float luma = dot(clamp(c.rgb, 0.0, 1.0), vec3(0.2126, 0.7152, 0.0722));
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return vec4(c.rgb * smoothstep(t0, t1, luma), c.a);
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}
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`;
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// Flat uniform buffer for `makeShaderWithChildren` — same order as GLOW_SKSL's
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// declarations (t0, t1).
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export function glowUniformArray(): number[] {
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'worklet';
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return [GLOW_T0, GLOW_T1];
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}
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// Same values for the declarative <Shader> path, which indexes uniforms by
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// NAME (a flat array is only valid for the JS makeShaderWithChildren API).
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export const GLOW_UNIFORMS = { t0: GLOW_T0, t1: GLOW_T1 };
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// CLARITY (positive): unsharp 3x3 with epsilon 0 — the kernel export pass 4
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// builds with MakeMatrixConvolution, re-expressed as a plain shader because RN
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// Skia 2.6 exposes no convolution image filter to the declarative JSX writer.
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// `px` is one ORIGINAL image pixel expressed in the caller's canvas units, so
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// the preview, the camera worklet and the file all sharpen at the same radius.
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export const CLARITY_SKSL = `
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uniform shader src;
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uniform float a;
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uniform float2 px;
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vec4 main(vec2 xy) {
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vec4 c = src.eval(xy);
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vec4 s = src.eval(xy + float2(0.0, -px.y))
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+ src.eval(xy + float2(0.0, px.y))
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+ src.eval(xy + float2(-px.x, 0.0))
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+ src.eval(xy + float2( px.x, 0.0));
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return vec4(clamp(c.rgb * (1.0 + 4.0 * a) - a * s.rgb, 0.0, 1.0), c.a);
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}
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`;
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// Named uniforms for <Shader uniforms>, same names as CLARITY_SKSL declares.
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export function clarityUniforms(a: number, pxX: number, pxY: number) {
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return { a, px: [pxX, pxY] };
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}
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export interface ToneUniforms {
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// All zero → no tone adjustment needed (caller can skip the shader pass).
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dr: number; // 0..1
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hl: number; // -1..1 (adjustments.highlight / 10)
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sh: number; // -1..1 (adjustments.shadow / 10)
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wh: number; // -1..1 (adjustments.whites / 10 — WB white point, per channel)
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bl: number; // -1..1 (adjustments.blacks / 10 — WB black point, per channel)
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vib: number; // -1..1 (adjustments.vibrance / 10)
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shT: [number, number, number]; // shadow split-tone RGB bias, -1..1
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hlT: [number, number, number]; // highlight split-tone RGB bias, -1..1
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cc: number; // 0..1 Color Chrome depth (0 = 'none')
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ccb: number; // 0..1 Color Chrome FX Blue depth (0 = 'none')
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hslOn: number; // 1 when any band or the overall move is set (0 skips the mixer)
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hslH: number[]; // 8 × -1..1 per band, in HSL_BANDS order (±30° of hue at full)
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hslS: number[]; // 8 × -1..1 per band (saturation scale, -1 = grey)
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hslL: number[]; // 8 × -1..1 per band (additive lightness, ±0.25 at full)
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gh: number; // -1..1 whole-image hue turn (±30° at full)
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gs: number; // -1..1 whole-image saturation scale
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gl: number; // -1..1 whole-image lightness offset (±0.25 at full, ungated)
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}
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// Per-stock tone pass. Fuji's Classic stocks are not a plain colour matrix:
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// Classic Neg splits its tone (green-cyan darks / warm brights) and Classic
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// Chrome crushes the shadows hard while muting colour. Those two parts live
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// here instead of in the 4x5 matrix, which cannot move one end of the curve
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// without also moving the other.
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const FILM_TONE: Partial<Record<BaseFilter, Partial<ToneUniforms>>> = {
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'classic-chrome': { sh: -0.28 },
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// Classic Vivid is Classic Chrome's sibling — the shadow crush belongs to the
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// stock, not to the matrix rows, so it comes along.
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'classic-vivid': { sh: -0.28 },
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'classic-neg': { shT: [-0.018, 0.009, 0.013], hlT: [0.024, 0.008, -0.012] },
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// Acros. A black-and-white stock IS its grey ramp, so this entry only shapes
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// the two ENDS and leaves the middle an identity: a smooth shadow toe that
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// reaches a true black (no film-base lift, no flat grey wash) and a highlight
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// shoulder that stops just short of white instead of clipping a cloud to
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// paper. Mid-tones see neither mask, so the ramp keeps every step the matrix
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// handed over — which is what 'deep black' costs in a colour stock and does
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// not have to cost here.
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// Gains are TONE_SKSL's own (sh * 0.34, hl * 0.22), so -0.12 puts the toe at
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// ~5% and -0.05 trims the top ~1%.
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monochrome: { sh: -0.12, hl: -0.05 },
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};
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export function getToneUniforms(adj: ColorAdjustments, baseFilter?: BaseFilter): ToneUniforms {
|
||
const drRaw = adj.dynamicRange ?? 'auto';
|
||
const dr = drRaw === 'auto' || drRaw === 100 ? 0 : (drRaw - 100) / 300;
|
||
const hl = Math.max(-1, Math.min(1, (adj.highlight ?? 0) / 10));
|
||
const sh = Math.max(-1, Math.min(1, (adj.shadow ?? 0) / 10));
|
||
const wh = Math.max(-1, Math.min(1, (adj.whites ?? 0) / 10));
|
||
const bl = Math.max(-1, Math.min(1, (adj.blacks ?? 0) / 10));
|
||
const vib = Math.max(-1, Math.min(1, (adj.vibrance ?? 0) / 10));
|
||
const film = (baseFilter && FILM_TONE[baseFilter]) || {};
|
||
const shT: [number, number, number] = film.shT ?? [0, 0, 0];
|
||
const hlT: [number, number, number] = film.hlT ?? [0, 0, 0];
|
||
// Color Chrome depth per stop of the UI's none/weak/strong. A chrome set is a
|
||
// monochrome look, so both are forced off there: the effect is colour-only
|
||
// (the preview/export matrix skips them for monochrome for the same reason).
|
||
const colour = baseFilter !== 'monochrome';
|
||
const chromeDepth = (v: ColorAdjustments['colorChrome'] | undefined) =>
|
||
!colour || v === 'none' || v == null ? 0 : v === 'strong' ? 0.9 : 0.45;
|
||
const blueDepth = (v: ColorAdjustments['colorChromeBlue'] | undefined) =>
|
||
!colour || v === 'none' || v == null ? 0 : v === 'strong' ? 1.0 : 0.5;
|
||
// Selective colour: one slot per band, in HSL_BANDS order, so the flat buffer
|
||
// lines up with the shader's arrays. A band the user has not moved holds
|
||
// three zeroes and costs nothing but its slot.
|
||
const bands = adj.hslBands ?? {};
|
||
const tenth = (v: unknown) =>
|
||
typeof v === 'number' && Number.isFinite(v) ? Math.max(-1, Math.min(1, v / 10)) : 0;
|
||
const hslH: number[] = [];
|
||
const hslS: number[] = [];
|
||
const hslL: number[] = [];
|
||
let hslOn = 0;
|
||
for (const band of HSL_BANDS) {
|
||
const v = bands[band.id];
|
||
const [h, s, l] = v ? [tenth(v[0]), tenth(v[1]), tenth(v[2])] : [0, 0, 0];
|
||
hslH.push(h);
|
||
hslS.push(s);
|
||
hslL.push(l);
|
||
if (h || s || l) hslOn = 1;
|
||
}
|
||
// A monochrome stock has no hue to be selective about.
|
||
if (!colour) hslOn = 0;
|
||
// The mixer's overall move, which every hue receives at full weight.
|
||
const gh = tenth(adj.hslHue);
|
||
const gs = tenth(adj.hslSat);
|
||
const gl = tenth(adj.hslLum);
|
||
if (colour && (gh || gs || gl)) hslOn = 1;
|
||
return {
|
||
dr,
|
||
hl: hl + (film.hl ?? 0),
|
||
sh: sh + (film.sh ?? 0),
|
||
wh,
|
||
bl,
|
||
vib,
|
||
shT,
|
||
hlT,
|
||
cc: chromeDepth(adj.colorChrome),
|
||
ccb: blueDepth(adj.colorChromeBlue),
|
||
hslOn,
|
||
hslH,
|
||
hslS,
|
||
hslL,
|
||
gh,
|
||
gs,
|
||
gl,
|
||
};
|
||
}
|
||
|
||
// Flat uniform buffer for `makeShaderWithChildren` / `<Shader uniforms>` — the
|
||
// order must match TONE_SKSL's declarations.
|
||
export function toneUniformArray(u: ToneUniforms): number[] {
|
||
return [
|
||
u.dr, u.hl, u.sh, u.wh, u.bl, u.vib,
|
||
u.shT[0], u.shT[1], u.shT[2], u.hlT[0], u.hlT[1], u.hlT[2], u.cc, u.ccb,
|
||
u.hslOn, ...u.hslH, ...u.hslS, ...u.hslL, u.gh, u.gs, u.gl,
|
||
];
|
||
}
|
||
|
||
export function toneIsActive(u: ToneUniforms): boolean {
|
||
return (
|
||
u.hslOn !== 0 ||
|
||
u.dr !== 0 ||
|
||
u.hl !== 0 ||
|
||
u.sh !== 0 ||
|
||
u.wh !== 0 ||
|
||
u.bl !== 0 ||
|
||
u.vib !== 0 ||
|
||
u.shT[0] !== 0 ||
|
||
u.shT[1] !== 0 ||
|
||
u.shT[2] !== 0 ||
|
||
u.hlT[0] !== 0 ||
|
||
u.hlT[1] !== 0 ||
|
||
u.hlT[2] !== 0 ||
|
||
u.cc !== 0 ||
|
||
u.ccb !== 0
|
||
);
|
||
}
|