Files
RecipesCam/docker/frontend/shared/utils/gradientMask.ts
T
3dtours 5f3257a4d8 web: make a mask's knobs the moves the frame-wide row of the same name makes
A gradient mask carried its own copy of the six tonal and spatial formulas, and
four of them had drifted from the columns of the same name. HIGHLIGHT was
inverted: the single shift `0.5 * (shadows*ms - highlights*mh)` put the knob's
`x` on the shadow mask and its `y` on the highlight mask, so turning HIGHLIGHT
up pulled the bright band DOWN and turning it down lifted it — measured at the
mask, +9 moved the top band -0.2295 and -9 moved it +0.0454, and the whole
frame's HIGHLIGHT row reads the other way. WHITE and BLACK were a flat gain on
the end each one owns (`c * (1 + 0.5*k*mh)`), which scales every pixel above the
midtone by the same fraction and so drags the near-whites into the greys rather
than leaving them white: a lowered WHITE took the top band down -0.2117 while
the middle band moved -0.0036, and a raised BLACK pushed the middle band up
+0.0195 for +0.0414 at the bottom — the lift went everywhere except where it was
asked for. CLARITY's negative side was the same unsharp as its positive side
with the sign flipped — `c + k*(c - blur)` with k negative — which is a soften
only in name: it sank the mask's whites (top band -0.0543 at -9) and left the
mask's own contrast where it was (dhp -0.0008), the opposite of what the knob is
named for.
DEHAZE ran after CLARITY, so a mask sharpened its haze and then tried to remove
it; frame-wide the two are the other way round, and for a reason.

The four now mean inside a mask what they mean on the whole frame, because
toneShader.ts is the reference the app's own rows are written from and the same
name on the same knob should not be two different moves. HIGHLIGHT and SHADOW
are TONE_SKSL's additive luma shifts — HIGHLIGHT weighted by the headroom it has
left (1 - t) so it cannot drag a blown white to grey, SHADOW by its own floor —
with the colour difference riding along at TONE_SKSL's damped gain so a lift
cannot collapse a colour. WHITE and BLACK are TONE_SKSL's per-channel point
moves, cubic in each channel's distance from the end it owns, so the toe and the
shoulder move and the midtones stay put. DEHAZE runs before CLARITY, the
frame-wide order. CLARITY's negative side is a real soften, `mix(c, blur, -k)`
toward the same bilateral reference its positive side works against. TONE_SKSL's
two smoothsteps (0.50..1.00 and 0.00..0.55) replace the mask shader's own pair,
and the soft masks are computed in float and narrowed once, the way the
frame-wide shader does it.

Measured in one harness, one photo, one session (the mask's own middle box, knob
at +-9, before -> after on the mask, with the frame-wide knob of the same name
as the reference it is now written from):

  - HIGHLIGHT +9: top band -0.2295 -> +0.0298 (frame-wide +0.0547), dark band
    0.0000 -> -0.0001 — the lift is a lift, and the inversion is gone.
    HIGHLIGHT -9: +0.0454 -> -0.0385 (frame-wide -0.0674).
  - WHITE -9: top band -0.2117 -> -0.0646 (frame-wide -0.0860) — a lowered
    white stays a white instead of becoming a grey — while the middle band goes
    -0.0036 -> -0.0150 (frame-wide -0.0139), which is the move a white ends up
    making when it is a point move rather than a gain.
  - BLACK +9: bottom band +0.0414 -> +0.0997 (frame-wide +0.1036) and the middle
    +0.0195 -> +0.0347 (frame-wide +0.0402) — it goes to the toe it owns.
  - CLARITY -9: dhp -0.0008 -> -0.0149 (frame-wide -0.0200) — negative CLARITY
    softens now — and the top band -0.0543 -> -0.0113, so it no longer pays for
    that soften by sinking the mask's whites. CLARITY +9 was already right
    (+0.0333 both sides) and stays.
  - DEHAZE, the one knob with nothing on the negative side: unchanged at -9
    (-0.1490 both sides, the pass order was the only thing wrong with it), and
    the mask and the frame-wide row now agree across the whole range
    (1/3/5/7/9 at -0.0124/-0.0397/-0.0711/-0.1074/-0.1490 on the mask against
    -0.0133/-0.0423/-0.0759/-0.1151/-0.1619 frame-wide), monotone.

DEHAZE's own numbers are therefore not a mask-only bug: an estimate of the haze
that reads a mask differently from the frame would be inside `atmosphericLight`
and `DEHAZE_MAX_OMEGA`, which both paths share, and changing either moves the
frame-wide DEHAZE column too — left as it is rather than changed under a mask
report.

Everything else about the mask is untouched: `dctrl` is +0.0000 on all six
knobs (a knob still moves the mask's own pixels and nothing outside it), the
shader compiles and the stage draws with no page error.

Not ported: nothing. `shared/utils/gradientMask.ts` is the web engine's own file
and the phone's renderer has no gradient mask to mirror.

Probes: measure-mask-knobs (the six knobs on a selected mask, before and after),
measure-frame-knobs (the same six frame-wide, the reference the mask is now
written from), measure-parity (both phases in one run so the two are the same
photo in the same session), png-parity-report (the before half of that run died
in its frame phase and left no log, so its already-captured mask frames are
re-read off the PNGs with the same box and the same bands), measure-dehaze-curve
(DEHAZE 1..9 on the mask against 1..9 frame-wide, for monotonicity and for the
pass order).
2026-09-26 19:04:32 +07:00

275 lines
14 KiB
TypeScript

import type { GradientMask } from '../types';
import { CLARITY_GAIN, DEHAZE_FLOOR_T, DEHAZE_MAX_OMEGA } 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
// smoothstep soft masks that carry HIGHLIGHT and SHADOW, the two ends WHITE and
// BLACK move, 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 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 `pow(2.0, e)` reads, 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);
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;
};
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)),
}))
.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 need the frame's own blurred reference (and DEHAZE the
// atmospheric light) handed to the shader as a second child; the four tonal ones
// need nothing. One question, asked in one place, so the renderer builds the
// blur for exactly the masks that read it and the effect is cached for the same
// answer.
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,
// 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((5 * 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);
}
u.set([width, height, 0, 0], 5 * n * 4);
if (air) u.set([air[0], air[1], air[2], 0], (5 * n + 1) * 4);
return u;
}
// The colour inside a mask, in the spec's own order and, for the knobs the app
// also has frame-wide, in the app's own formulas: exposure first (a power of
// two, so a stop is a stop), then contrast about the middle, then saturation as
// a mix away from the pixel's own REC-709 luma. Then the spec's section 2 and 3
// on top — HIGHLIGHT and SHADOW through the two smoothstep soft masks its own
// formula names, WHITE and BLACK as the per-channel point moves TONE_SKSL
// makes, and the two spatial ones against the blurred reference the caller hands
// in. Every one of them means inside the mask what it means on the whole frame
// (toneShader.ts is the reference the four tonal ones are written from), because
// the same name on the same knob should not be two different moves. 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 and DEHAZE use
// 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).
const adjustFn = (spatial: boolean) => `
half3 maskAdjust(half3 c, float4 a, float4 tone, float4 fx${spatial ? ', half3 blur, float3 air' : ''}) {
c = c * half(pow(2.0, a.x));
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, in TONE_SKSL's own formulas: a mask's HIGHLIGHT is meant to
// be the same move as the whole-frame HIGHLIGHT on a smaller area, not a
// second opinion about what the name means. HIGHLIGHT and SHADOW are additive
// shifts of the luma, HIGHLIGHT weighted by the headroom left (1 - l) so it
// cannot drag a blown white to grey, and the colour difference rides along at
// a damped gain (TONE_SKSL's own cg) so a lift or a pull cannot collapse a
// colour. WHITE and BLACK are per-channel point moves, cubic in each channel's
// own distance from the end it owns: the toe and the shoulder move, the
// midtones do not, and a white that is lowered stays white.
// The spec's soft masks, computed in float and narrowed: smoothstep on half is
// one more type the shader does not have to guess at.
float lf = clamp(float(l), 0.0, 1.0);
float mh = smoothstep(0.50, 1.00, lf);
float ms = 1.0 - smoothstep(0.00, 0.55, lf);
half lifted = half(clamp(lf + tone.x * mh * (1.0 - lf) + tone.y * 0.34 * ms, 0.0, 1.0));
half cg = clamp(lifted / max(l, half(0.0004)), half(0.55), half(1.35));
c = clamp(half3(lifted) + (c - half3(l)) * cg, half3(0.0), half3(1.0));
half3 dk = half3(1.0) - c;
c = clamp(c + half(tone.w * 0.18) * dk * dk * dk + half(tone.z * 0.18) * c * c * c, half3(0.0), half3(1.0));
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): the dark channel of the patch is the haze.
half3 aa = half3(half(max(air.x, 0.05)), half(max(air.y, 0.05)), half(max(air.z, 0.05)));
half dark = min(min(blur.r / aa.r, blur.g / aa.g), blur.b / aa.b);
half t = clamp(half(1.0 - fx.y * ${DEHAZE_MAX_OMEGA} * clamp(dark, half(0.0), half(1.0))), half(${DEHAZE_FLOOR_T}), half(1.0));
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).
// ponytail: the reference is the bilateral one (CLARITY_BLUR_SPAN, 6% of the
// frame), not the frame-wide mist blur — the mask pass is not handed a second
// blurred child. Add one when a negative CLARITY wants a wider soften.
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) {
c.rgb = mix(c.rgb, maskAdjust(c.rgb, adj[${i}], tone[${i}], fx[${i}]${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 size;
${spatial ? 'uniform shader blurred;\nuniform float4 air;' : ''}
${adjustFn(spatial)}
half4 main(float2 pos) {
half4 c = img.eval(pos);${Array.from({ length: count }, (_, i) => maskBlock(i, spatial)).join('')}
return c;
}
`;
}