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RecipesCam/docker/frontend/shared/utils/toneShader.ts
T
3dtours 6d60d452e0 One move of the light for the whole app: a mask's EXPOSURE and its four tone knobs stop being a second opinion
A gradient mask had its own tone formula and its own exposure, and both
disagreed with the frame's. Before any of this was tidied, the mask ran a
smoothstep luma lift with an arbitrary 0.55..1.35 chroma clamp while the frame
moved the knots of a four-zone ramp, and the mask's exposure was a stop on
sRGB-encoded values while the frame's was a stop on light. Two names, four
moves, and the same slider meant different things depending on whether the
pixels were inside the shape you drew — the divergence §3.3 of the Android
port's compat doc warns about.

The maths is one string now (TONE_MATH_SKSL, interpolated by both passes): the
ramp the four knots build, the hue-preserving rebuild behind it, the transfer
pair, and exposureMove. A mask calls the same functions the frame calls.

The rebuild carries the chroma instead of re-scaling it. Lightness takes the
curve and the colour rides the difference — the channel differences move by ONE
shared scale k, pulled back only where the cube has no room left. The doc's
ratio (R_new = R_old * Luma_new / Luma_old) was the old reading and it is exact
only while nothing clips: a channel past 1.0 stops being scaled with its
neighbours and the hue goes with it. Measured on a flat patch frame, a skin
tone at 24.0° came back at 48.0° at HIGHLIGHT +100, a warm white at 37° at
57.4°, and under L = 0.5 the same ratio multiplied a near-black pixel's cast by
x30 — colour noise amplified, which is why the 0.55..1.35 clamp was there. The
scale is the chroma's own now: over 135 knob combinations on seven colours and
five greys, the ramp moves the luma and the hue does not move at all (Δ < 1e-9°).

EXPOSURE gets the same treatment, which is what the second half of the request
was: the linear domain decides where the luma is going, and the pixel is
rebuilt onto it through the same lightMove. The old pass multiplied the three
channels in linear light, so +1 EV clipped them by three different amounts:
measured on the scratchpad probe, 29.2° of hue drift on a skin tone at +1 EV
and 33.3° at +2, against 0.00° here. The stop is applied as a ratio on the
pixel's own encoded luma rather than pointed straight at the encoded linear
target, which is what makes the knob exactly the identity at 0 EV — the
transfer does not commute with the luma weights, so pointing at it brightened a
colour by a couple of code values even at zero. A grey is the knob it always
was: 128 through +1 EV is 176, the same number the linear per-channel multiply
put there, so nothing a user has dialled in moves.

Verified: `npx tsc --noEmit` clean, `npm run build` clean. highlight-knee-check
now runs EXPOSURE_SKSL for real — compiled with CanvasKit and four pixels
pushed through it, agreeing with the twin to a code value on a grey at +1 EV
(176), a skin tone at +1 EV and +2 EV, and a shadow at -2 EV; it also pins the
hue, the cube, the identity at 0 EV and the black pixel that has no light to
move. mask-wb-check compiles the mask pass and pushes the same stops through
it: 128 through +1 EV is 176, through -1 EV is 92, +2 EV lands the channel on
the ceiling at 255 and holds the hue within 3°. auto-tone-check,
preview-match-check, white-level-check, raw-develop-check, half-check and
roll-walk-check all pass. Live on the built bundle in a 1440x950 browser: the
LIGHT panel's EXPOSURE +1 EV takes the mid grey of a flat patch frame from
0.502 to 0.690 (a stop on light gives 0.686) and moves no patch's hue at -1 EV
(Δ 0.00°), and a linear gradient mask's EXPOSURE +1 EV and HIGHLIGHT +100 move
the pixels inside the mask (luma 185.9 -> 211.1 and 185.9 -> 197.5) while the
corner outside it does not move at all (220.2 -> 220.2), with no console error.

Co-authored-by: PenguinHarness <noreply@penguin.local>
2026-09-29 18:04:50 +07:00

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import { BaseFilter, ColorAdjustments } from '../types';
import { HSL_BANDS, hslBandGaps, isMonochromeBase } from './colorUtils';
// Tone-domain adjustments (the four-point tonal range + Fuji-style Dynamic
// Range). SkSL runtime effect over a child image shader.
//
// TONAL RANGE — HIGHLIGHT, SHADOW, WHITE and BLACK. The four knobs are the
// four zones of the tone mapping doc, and no two of them own the same part of
// the ramp:
//
// BLACKS peak at 0.00, gone by 0.25
// SHADOWS peak at 0.25, gone by 0.50
// HIGHLIGHTS peak at 0.75, gone by 0.50 and by 1.00
// WHITES peak at 1.00, gone by 0.75
//
// The four masks below are those tents — the doc's smoothsteps, one per quarter
// of the ramp — and the 0.50 midpoint is in none of them: it is the one value
// every one of the four leaves where it was.
//
// Colour: the luma takes the move and R, G, B keep their DIFFERENCES — the
// pixel lands on its new luma with the chroma it had, so the hue is untouched
// and a grey stays grey. The doc reaches the same place with a ratio
// (`R_new = R_old * Luma_new / Luma_old`), which is exact while it fits and
// moves the hue the moment a channel clips; see the note on `k` below.
//
// These four masks are ADDED in the doc's own pseudo-shader, and measured that
// way the ramp inverts: BLACK +10 against SHADOW -10 falls to a slope of -5 per
// unit luma at t = 0.87 (scratchpad tone-proto.mjs), a dark band where the ramp
// should still be climbing. Read here instead as the four ANCHORS of one ramp —
// knots at 0.00, 0.25, 0.50, 0.75 and 1.00, each moved by its own knob, each
// held inside the knot before it, drawn straight in between — the same
// measurement is monotone for every combination of the four at full deflection.
// A knob moves its anchor by a quarter of the ramp, so +10 BLACKS puts the toe
// on 0.25 and -10 WHITES rolls the head down to 0.75: the reach a tonal range
// slider has in the program this layout copies, without the inversion.
//
// WHITE and BLACK are not the per-channel toe and shoulder they were on the WB
// tab any more. The doc puts the two points on the ends of the SAME ramp as the
// other two, so they are the ends this ramp is drawn through, and nothing else
// in the shader reads them.
//
// Between two knots the ramp is drawn STRAIGHT, and that is deliberate: a
// smoothstep there is an S-curve through the knots, so it bends the ramp by up
// to six code values in the quarter-tones even with all four knobs on zero — and
// this pass still runs for the stock split tones and for DR alone, where nothing
// the user set asked for a contrast move. Straight segments keep a neutral
// setting the exact identity. The smoothsteps are the four ZONE masks above,
// which is where the doc's shape belongs: they weight DR and the split tones,
// and nothing but their peak positions has to be smooth.
//
// The -HL highlight recovery that used to run in LINEAR light ahead of all this
// is gone with it: HIGHLIGHT is one zone move now, in both directions. There is
// still detail at the top to move — the develop's own knee compresses the two
// stops the sensor holds above its white level into the frame (see
// highlight-knee-check.mjs), so -WHITES pulls a plateau down onto 0.75 rather
// than onto a flat 1.0.
//
// dr - DR strength 0..1: lifts shadows slightly and rolls highlights (Fuji
// extended DR); 0/auto/DR100 = no extra curve. It moves the same four
// knots the knobs move, so DR and a knob cannot fight over the middle and
// DR cannot invert the ramp either — added as its own masked terms on top
// it could, and did: see the fold noted on the knots below.
// hl - highlight -1..1: moves the 0.75 anchor, + up toward white, - down.
// sh - shadow -1..1: moves the 0.25 anchor, + up, - down.
// wh - white point -1..1: moves the 1.00 anchor. + is free to pass 1.0 — that
// is the move that clips a highlight toward white — and - pulls the head
// of the ramp down under it.
// bl - black point -1..1: moves the 0.00 anchor. + lifts the toe off the
// floor (a faded black), - has nothing left to crush at 0.
// vib - vibrance -1..1: chroma-masked saturation. It rides along in this shader
// (rather than the colour matrix) because it needs per-pixel chroma:
// already-vivid pixels move least, so skins/skies deepen without the neon
// clip a plain Saturation boost causes.
// shT/hlT - split tone (per-channel RGB bias, -1..1 each): a fixed cast applied
// to the shadows and/or the highlights only. A 4x5 colour matrix cannot do
// this — it is one linear map, so any cast it applies must also hit the
// midtones and the opposite end. Classic Neg wants green/cyan shadows with
// warm highlights at once, so the stock ships these values and the pass
// stays active for it even when every user knob is 0. All-zero still = no
// pass.
// hslOn/hslH/hslS/hslL - the selective-colour mixer: eight hue bands, each with
// a hue shift, a saturation scale and a lightness offset (-1..1, from the
// -10..10 knobs). Which pixels a band owns is decided HERE, per pixel, by
// hue — so unlike everything else above it, the eight bands are not a
// global move and cannot live in the colour matrix. See the band block at
// the foot of TONE_SKSL.
// gh/gs/gl - the mixer's overall move: the same three quantities for the WHOLE
// image, so they are simply the starting value of the per-band
// accumulator and every hue gets them at full weight. The lightness one
// is not gated by saturation (unlike the bands'), so a frame drained to
// grey by -SAT still answers +LUM.
// The eight band lines of TONE_SKSL's mixer, generated from HSL_BANDS so the
// anchors and the gaps in the shader are the same numbers the chips are built
// from. Each line reads its own band's three values with a CONSTANT index —
// SkSL indexes uniform arrays by constant only, which is why this is unrolled
// rather than looped.
const BAND_BLOCK = hslBandGaps()
.map(
(b, i) => ` float w${i} = bandW(hd, ${b.hue.toFixed(1)}, ${b.left.toFixed(1)}, ${b.right.toFixed(1)}) * gate;
acc += vec3(w${i} * hslH[${i}], w${i} * hslS[${i}], w${i} * hslL[${i}]);\n`
)
.join('');
// How far a tonal-range knob moves its own knot, in ramp units. A quarter is
// the reach the program this layout copies gives a slider: at full deflection
// the four together can put the toe on the midpoint, the head on it, or either
// end on the quarter next to it — and never past, because each knot is clamped
// inside the one before it.
export const TONE_ANCHOR = 0.25;
// The tone and exposure maths, in ONE copy, because two passes ask it: the
// whole-frame passes here and a gradient mask, which moves the same knobs on the
// shape the user drew. What "HIGHLIGHT" or "EXPOSURE" means must not depend on
// where the shape is, and it did: the frame moved the ramp's knots while a mask
// ran a smoothstep luma lift with an arbitrary 0.55..1.35 chroma clamp, and the
// frame's exposure was a linear-light stop while a mask's was a stop on
// sRGB-encoded values. That divergence is what the scratchpad compat doc §3.3
// warns the Android port about. `dr` is the whole frame's DYNAMIC RANGE; a mask
// has no such knob and hands in 0, which is what DR's terms are worth when it is
// off on the frame too.
export const TONE_MATH_SKSL = `
// Fraction of the way from e0 to e1, clamped — the position on one straight
// segment of the tone ramp.
float lin(float e0, float e1, float x) {
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
// The ramp the pixel is rebuilt through. Knots on 0.00, 0.25, 0.50, 0.75 and
// 1.00; a knob moves the knot it owns by TONE_ANCHOR of the ramp, and each knot
// is held inside the one before it so the five can never cross. 0.50 is fixed:
// it is the one point all four sliders leave alone, which is what keeps a
// mid-grey a mid-grey while the ends move around it. Straight between the knots,
// so every knob on zero is exactly the identity (see the note at the head of
// this file).
// DR moves the same knots instead of adding its own masked terms on top: it
// lifts the toe and rolls the head exactly as before at t = 0 and t = 1 —
// 0.12 and 0.18 at full strength — and half of each at the knots next to them,
// but because it is a knot move the ordering clamp holds it too. Added as a
// separate term it could not: with BLACK and SHADOW both at -1 the ramp is flat
// between 0.25 and 0.5, and DR's own shadow lift slopes DOWN through that
// stretch, which is a fold at 0.238.
//
// Lightness takes the curve; the colour rides the difference. The pixel moves to
// its new luma and carries its own chroma with it — the three channel
// differences are scaled by ONE number, so the hue cannot move and a grey cannot
// pick up a cast (a neutral has no difference to carry, and lands on o exactly).
//
// The doc's ratio (R_new = R_old * Luma_new / Luma_old) is the other reading of
// the same sentence, and it is what this pass used to do. It is exact — until
// the result stops fitting. Past 1.0 a channel clips, the differences stop being
// scaled together, and the hue goes with them: measured on the scratchpad probe
// (hl-variants.mjs), a skin tone at 24.0° came back at 48.0° at HIGHLIGHT +100,
// and a warm white at 37° at 57.4°. Under L = 0.5 the same ratio also multiplies
// whatever cast a near-black pixel had — x30 on a shadow with a hair of warmth,
// which is colour noise amplified, the reason the old arbitrary 0.55..1.35 clamp
// was there.
//
// So the scale is the chroma's own (1.0) and the only thing that pulls it back
// is the cube: a pixel with no room left gives up saturation instead of hue, and
// one that the curve has actually driven to 1.0 arrives at white.
//
// ONE move of the light, and everything in this file that changes how bright a
// pixel is goes through it: a tone knob, a mask's tone knob, and the exposure
// knob on both. The luma lands on o and the channel differences ride along at
// one shared scale k, so a knob named "change the brightness" changes the
// brightness and nothing else — what a per-channel multiply cannot promise once
// a channel reaches the ceiling, where the three clip by different amounts and
// the hue goes with them.
vec3 lightMove(vec3 c, float t, float o) {
float k = 1.0;
float hiC = max(max(c.r, c.g), c.b);
float loC = min(min(c.r, c.g), c.b);
if (hiC > t) k = min(k, (1.0 - o) / (hiC - t));
if (loC < t) k = min(k, o / (t - loC));
return clamp(vec3(o) + (c - vec3(t)) * k, 0.0, 1.0);
}
vec3 toneRamp(vec3 c, float t, float bl, float sh, float hl, float wh, float dr) {
float a4 = 1.0 + ${TONE_ANCHOR} * wh - dr * 0.18;
float a3 = clamp(0.75 + ${TONE_ANCHOR} * hl - dr * 0.09, 0.5, a4);
float a1 = clamp(0.25 + ${TONE_ANCHOR} * sh + dr * 0.06, 0.0, 0.5);
float a0 = clamp(${TONE_ANCHOR} * bl + dr * 0.12, 0.0, a1);
float o = mix(a0, a1, lin(0.00, 0.25, t));
o = mix(o, mix(a1, 0.5, lin(0.25, 0.50, t)), step(0.25, t));
o = mix(o, mix(0.5, a3, lin(0.50, 0.75, t)), step(0.50, t));
o = mix(o, mix(a3, a4, lin(0.75, 1.00, t)), step(0.75, t));
return lightMove(c, t, clamp(o, 0.0, 1.0));
}
// The accurate sRGB transfer pair (0.04045/12.92 + 2.4, and its inverse): the
// same constants colorUtils.planckianLinear uses on the WB side, and the reason
// a stop is a stop here. EXPOSURE needs it — 2^ev is a multiplier on LIGHT — and
// so does anything else that has to reach the linear domain.
vec3 toLinear(vec3 c) {
return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), c));
}
vec3 toEncoded(vec3 c) {
return mix(c * 12.92, 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, step(vec3(0.0031308), c));
}
// One EXPOSURE knob, wherever it is: the frame's own pass and a mask's knob. It
// linearises, moves the LIGHT by 2^ev — a stop is a multiplier on light, and on
// an sRGB-encoded value +1 EV would take a mid-grey 0.5 straight to a blown 1.0
// where a real stop gives 0.73 (measured: 0.6858 through here, and the plain
// per-channel multiply puts the same 0.6858 on a grey, so a neutral is the knob
// it always was) — and re-encodes.
//
// The linear domain decides WHERE the luma is going; the move is then made by
// lightMove on the encoded values, where the tone ramp also works. That split is
// measured, not chosen for symmetry: carrying the chroma in the LINEAR domain
// drifts the hue of the encoded pixel by up to 12° (a saturated red at -1 EV
// came back at 12.1°, a skin tone at +1 EV at 11.5° — the encoding is
// per-channel, so equal ratios in linear are not equal ratios on screen),
// against 0.00° this way. The knob whose whole promise is brightness must not be
// the one that also moves a hue: a channel that would have clipped gives up
// saturation instead, and a pixel the move has driven all the way to 1.0 is white
// in all three channels at once.
vec3 exposureMove(vec3 rgb, float ev) {
vec3 c = clamp(rgb, 0.0, 1.0);
float t = clamp(dot(c, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
// The linear domain says where the luma is going; the value that lands there
// is applied as a RATIO on the pixel's own encoded luma, not pointed at
// directly. toEncoded(luma_lin * 2^ev) is the target, and on a grey it IS the
// pixel's new luma (a stop on a neutral is the stop it always was) — but the
// transfer does not commute with the luma weights, so on a colour the two
// differ by a couple of code values, and the knob on 0 EV would brighten the
// frame instead of leaving it alone. As a ratio it is exactly 1 at 0 EV.
float lin = max(dot(toLinear(c), vec3(0.2126, 0.7152, 0.0722)), 1e-6);
float stop = toEncoded(vec3(min(1.0, lin * exp2(ev)))).r / toEncoded(vec3(lin)).r;
return lightMove(c, t, clamp(t * stop, 0.0, 1.0));
}
`;
export const TONE_SKSL = `
uniform shader src;
uniform float dr;
uniform float hl;
uniform float sh;
uniform float wh;
uniform float bl;
uniform float vib;
uniform float shTr;
uniform float shTg;
uniform float shTb;
uniform float hlTr;
uniform float hlTg;
uniform float hlTb;
uniform float cc;
uniform float ccb;
uniform float hslOn;
uniform float hslH[8];
uniform float hslS[8];
uniform float hslL[8];
uniform float gh;
uniform float gs;
uniform float gl;
// sRGB <-> HSL. The mixer works in HSL because that is the space the knobs are
// named after: a hue shift must not change how light a colour is, and a
// lightness move must not change its hue, which is exactly what scaling RGB
// does wrong.
vec3 rgb2hsl(vec3 c) {
float mx = max(max(c.r, c.g), c.b);
float mn = min(min(c.r, c.g), c.b);
float l = (mx + mn) * 0.5;
float d = mx - mn;
if (d < 0.00001) return vec3(0.0, 0.0, l);
float s = l > 0.5 ? d / max(0.00001, 2.0 - mx - mn) : d / max(0.00001, mx + mn);
float h;
if (mx == c.r) h = (c.g - c.b) / d + (c.g < c.b ? 6.0 : 0.0);
else if (mx == c.g) h = (c.b - c.r) / d + 2.0;
else h = (c.r - c.g) / d + 4.0;
return vec3(h / 6.0, s, l);
}
float hueChannel(float p, float q, float t) {
t = fract(t);
if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;
if (t < 0.5) return q;
if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;
return p;
}
vec3 hsl2rgb(vec3 hsl) {
if (hsl.y < 0.00001) return vec3(hsl.z);
float q = hsl.z < 0.5 ? hsl.z * (1.0 + hsl.y) : hsl.z + hsl.y - hsl.z * hsl.y;
float p = 2.0 * hsl.z - q;
return vec3(
hueChannel(p, q, hsl.x + 1.0 / 3.0),
hueChannel(p, q, hsl.x),
hueChannel(p, q, hsl.x - 1.0 / 3.0)
);
}
// One band's ownership of a hue: full at the band's own anchor, falling
// linearly to 0 at each neighbour's anchor (the gaps are uneven — red sits 30°
// from orange and 40° from magenta). Linearity is the point: adjacent tents
// cross at exactly 0.5 at the midpoint, so the eight weights sum to 1 at every
// hue. No pixel is counted twice, no pixel falls between two bands, and a hue
// sitting on an anchor gets that band's full value instead of a share of it.
float bandW(float hue, float anchor, float gapL, float gapR) {
float d = mod(hue - anchor + 180.0, 360.0) - 180.0;
return d <= 0.0 ? max(0.0, 1.0 + d / gapL) : max(0.0, 1.0 - d / gapR);
}
${TONE_MATH_SKSL}
vec4 main(vec2 xy) {
vec4 c = src.eval(xy);
vec3 rgb = clamp(c.rgb, 0.0, 1.0);
// NOTE: never name a local 'out' — it is a reserved SkSL qualifier.
float t = clamp(dot(rgb, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
// The four tents of the doc, one per quarter of the ramp: BLACKS peaks on
// 0.00 and is gone by 0.25, SHADOWS peaks on 0.25 and is gone by 0.50,
// HIGHLIGHTS peaks on 0.75 and is gone by 0.50 and 1.00, WHITES peaks on
// 1.00 and is gone by 0.75. Each is the doc's own smoothstep, each is clipped
// by subtracting the tent before it so the four never overlap and no luma is
// ever counted twice, and the 0.50 midpoint is weighted by none of them: they
// are the weights the stock split tones ride, which is why they are smooth and
// why they stay out of the ramp below — nothing else in this shader reads them.
float blMask = 1.0 - smoothstep(0.00, 0.25, t);
float shMask = clamp(1.0 - smoothstep(0.25, 0.50, t) - blMask, 0.0, 1.0);
float whMask = smoothstep(0.75, 1.00, t);
float hlMask = clamp(smoothstep(0.50, 0.75, t) - whMask, 0.0, 1.0);
// The four tonal-range knobs, on the shared ramp: see TONE_MATH_SKSL — the
// same knots, the same hue-preserving rebuild, the same move a gradient mask
// makes with the same four sliders. DR is the whole frame's, so it is spent
// here and nowhere else.
rgb = toneRamp(rgb, t, bl, sh, hl, wh, dr);
// Split tone (stock look): the shadows and the highlights may each carry
// their own tint, so the two ends of the curve can drift opposite ways
// (Classic Neg: green-cyan darks, warm brights) without touching mid-greys.
rgb = clamp(rgb + vec3(shTr, shTg, shTb) * shMask + vec3(hlTr, hlTg, hlTb) * hlMask, 0.0, 1.0);
// Color Chrome / Color Chrome FX Blue: the two stock-dialed colour effects
// DEEPEN what is already chromatic and leave neutrals exactly where they are
// (Fuji: "deeper tone in highly saturated colour"; FX Blue does it for the
// blue/cyan side only). Both therefore need per-pixel chroma — a 4x5 colour
// matrix is one linear map, so any gain it applies also moves greys, and a
// blue-only gain drags the whole white point.
float mxc = max(max(rgb.r, rgb.g), rgb.b);
float mnc = min(min(rgb.r, rgb.g), rgb.b);
// Chroma ratio with a small floor: a near-black pixel with a hair of cast
// has ratio 1.0 but no colour to deepen, and must stay put.
float ccChroma = (mxc - mnc) / max(mxc, 0.10);
// Color Chrome rides the chroma itself: a muted colour barely moves, a vivid
// one gains density. The 0.25 knee keeps skin, haze and pastels untouched.
float ccMask = cc * smoothstep(0.25, 0.85, ccChroma);
// FX Blue: only where blue clearly leads red AND green (so magenta/purple
// stay out), and richest in a bright blue — a dark blue has no tonality left
// to deepen.
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);
float ccbMask = ccb * ccbBlue * smoothstep(0.15, 0.60, ccChroma) * smoothstep(0.20, 0.70, t);
float deep = clamp(ccMask + ccbMask, 0.0, 1.0);
// Density = lightness down with the colour difference riding along, so hue is
// preserved and the colour cannot collapse toward black (same reason the tone
// curve above keeps chroma). A touch of chroma is given up as it deepens.
float l3 = dot(rgb, vec3(0.2126, 0.7152, 0.0722));
rgb = clamp(vec3(l3 * (1.0 - 0.28 * deep)) + (rgb - vec3(l3)) * (1.0 - 0.10 * deep), 0.0, 1.0);
// Vibrance: push the LESS-saturated pixels harder than the vivid ones.
float l2 = dot(rgb, vec3(0.2126, 0.7152, 0.0722));
float mx = max(max(rgb.r, rgb.g), rgb.b);
float mn = min(min(rgb.r, rgb.g), rgb.b);
float chroma = mx > 0.0001 ? (mx - mn) / mx : 0.0;
float kv = 1.0 + vib * 0.75 * (1.0 - chroma);
rgb = clamp(mix(vec3(l2), rgb, kv), 0.0, 1.0);
// Selective colour by hue band — the last move, so a band edit is judged
// against the colour the user actually sampled off the render.
//
// A grey is dropped before the weights are read: rgb2hsl hands it hue 0, so
// without this fade every neutral pixel in the frame would be treated as
// pure red and slide with the red band. Below 8% saturation there is no hue
// to move anyway.
//
// The three accumulators are the band values scaled by ownership, so a hue
// landing between two anchors gets a proportional mix of the two edits —
// the same blend the weights already sum to. Hue is a turn (±30° at full),
// saturation is a scale (0 = grey at -10), lightness is additive (±0.25 at
// full) so it cannot invert the ramp.
if (hslOn > 0.5) {
vec3 hsl = rgb2hsl(rgb);
float gate = smoothstep(0.0, 0.08, hsl.y);
float hd = hsl.x * 360.0;
// The overall move is the seed: every hue gets its turn and its saturation
// scale at full weight, and the bands add their own share on top. The
// lightness term is added below UNGATED, so it still lifts a colour that a
// -SAT has already drained to grey.
vec3 acc = vec3(gh, gs, 0.0) * gate;
${BAND_BLOCK} hsl.x = fract(hsl.x + acc.x * (30.0 / 360.0));
hsl.y = clamp(hsl.y * (1.0 + acc.y), 0.0, 1.0);
hsl.z = clamp(hsl.z + (acc.z + gl) * 0.25, 0.0, 1.0);
rgb = hsl2rgb(hsl);
}
return vec4(clamp(rgb, 0.0, 1.0), c.a);
}
`;
// EXPOSURE / EV — the one pass that has to run in LINEAR light.
//
// A stop is a multiplier on LIGHT, and the old EV row multiplied sRGB-ENCODED
// values: +1 EV took a mid-grey 0.5 straight to a blown 1.0 where a real stop
// gives 0.73. exposureMove linearises, moves the light by 2^ev, and re-encodes —
// and it spends that stop on the LUMA, not on the three channels one at a time,
// so this knob only ever changes how bright a pixel is: a channel that would
// have clipped gives up saturation instead of dragging the hue (a gradient
// mask's own EXPOSURE runs through the same function, on the mask's pixels).
//
// It sits between the graded image and the tone shader (see exportEngine step 3),
// so `ev` carries the EXPOSURE knob, the stock's own bias and the EV knob added
// up in stops — the caller hands in one number.
export const EXPOSURE_SKSL = `
uniform shader src;
uniform float ev;
${TONE_MATH_SKSL}
vec4 main(vec2 xy) {
vec4 c = src.eval(xy);
return vec4(exposureMove(clamp(c.rgb, 0.0, 1.0), ev), c.a);
}
`;
// Bright Pass Filter for the HDF EFFECT pass (HDF), SkSL over a child image
// shader — the pattern TONE_SKSL above already proved on device.
//
// Per channel the old 2.5*in-1.5 curve only zeroed a channel that was dark
// *itself*: a saturated blue (B = 1.0) came out of it fully lit, so a dark blue
// shadow bloomed and a dark saturated colour smeared its hue into the darks.
// Photoshop's Bright Pass filters on the LUMINANCE instead: one knee decides how
// much light a pixel carries, and one gain scales all three channels, so below
// the knee the output is exactly 0.0 (Screen against black = no-op, the shadows
// are untouched) and above it every channel keeps its ratio — the hue cannot
// drift, only the brightness blooms.
//
// Knee t0..t1 = 0.45..0.75. The web demo plays the effect up, so the knee sits
// lower and wider than the phone's 0.55..0.85: the bloom now catches the bright
// end of the midtones (a lit face, a window) instead of only true speculars,
// which is what makes it read on a photo that has no blown white.
export const GLOW_T0 = 0.45;
export const GLOW_T1 = 0.75;
export const GLOW_SKSL = `
uniform shader src;
uniform float t0;
uniform float t1;
vec4 main(vec2 xy) {
vec4 c = src.eval(xy);
float luma = dot(clamp(c.rgb, 0.0, 1.0), vec3(0.2126, 0.7152, 0.0722));
return vec4(c.rgb * smoothstep(t0, t1, luma), c.a);
}
`;
// Flat uniform buffer for `makeShaderWithChildren` — same order as GLOW_SKSL's
// declarations (t0, t1).
export function glowUniformArray(): number[] {
'worklet';
return [GLOW_T0, GLOW_T1];
}
// Same values for the declarative <Shader> path, which indexes uniforms by
// NAME (a flat array is only valid for the JS makeShaderWithChildren API).
export const GLOW_UNIFORMS = { t0: GLOW_T0, t1: GLOW_T1 };
// CLARITY (positive): unsharp 3x3 with epsilon 0 — the kernel export pass 4
// builds with MakeMatrixConvolution, re-expressed as a plain shader because RN
// Skia 2.6 exposes no convolution image filter to the declarative JSX writer.
// `px` is one ORIGINAL image pixel expressed in the caller's canvas units, so
// the preview, the camera worklet and the file all sharpen at the same radius.
export const CLARITY_SKSL = `
uniform shader src;
uniform float a;
uniform float2 px;
vec4 main(vec2 xy) {
vec4 c = src.eval(xy);
vec4 s = src.eval(xy + float2(0.0, -px.y))
+ src.eval(xy + float2(0.0, px.y))
+ src.eval(xy + float2(-px.x, 0.0))
+ src.eval(xy + float2( px.x, 0.0));
return vec4(clamp(c.rgb * (1.0 + 4.0 * a) - a * s.rgb, 0.0, 1.0), c.a);
}
`;
// Named uniforms for <Shader uniforms>, same names as CLARITY_SKSL declares.
export function clarityUniforms(a: number, pxX: number, pxY: number) {
return { a, px: [pxX, pxY] };
}
// CLARITY's reference image B, one axis at a time — the multiple-pass
// architecture of ki_n_tr_c_multiple_passes_cho_webgpu.md: a single 15x15 kernel
// reads 225 pixels per pixel, a separable pair (1x15 then 15x1) reads 30. The
// kernel is the doc's bilateral filter: the gaussian weight falls off along the
// axis, and a range weight kills a tap whose colour is nothing like the centre's,
// so an edge is not blurred across and the reference does not ghost it.
// `dir` is one tap's step in the caller's units (px along ONE axis, the other
// component 0), so a preview and the file blur the same fraction of the frame.
// SkSL has no dynamic loop bound here, so the 15 taps are the doc's own count.
export const CLARITY_BLUR_SKSL = `
uniform shader src;
uniform float2 dir;
vec4 main(vec2 xy) {
vec4 c = src.eval(xy);
vec3 sum = c.rgb;
float total = 1.0;
for (int i = 1; i <= 15; i++) {
float fi = float(i);
float g = exp(-0.5 * (fi / 5.0) * (fi / 5.0));
vec4 a1 = src.eval(xy + dir * fi);
vec4 a2 = src.eval(xy - dir * fi);
vec3 d1 = a1.rgb - c.rgb;
vec3 d2 = a2.rgb - c.rgb;
float r1 = exp(-dot(d1, d1) * 24.0);
float r2 = exp(-dot(d2, d2) * 24.0);
sum += g * (r1 * a1.rgb + r2 * a2.rgb);
total += g * (r1 + r2);
}
return vec4(sum / total, c.a);
}
`;
// CLARITY, pass 3 of the doc's architecture: the frame against its own blurred
// reference — `orig + (orig - B) * strength` above zero, the mix back toward B
// below it. One reference, one pass, both directions of one knob: a NEGATIVE
// CLARITY is the positive one's soften, not a second kind of blur picked for the
// sign (that mist had another radius than the reference the positive side reads,
// so -10 and +10 were two different neighbourhoods and a MASK's CLARITY could
// not be the frame's own move). Clamped because a file cannot hold more than
// white. Runs on the ENCODED pixels like every other grade here (only
// EXPOSURE_SKSL is linear light, see colorUtils.exposureStops) — the doc's
// formula is written for linear light, and moving the whole renderer there is a
// bigger change than this pass.
export const CLARITY_BLEND_SKSL = `
uniform shader original;
uniform shader blurred;
uniform float strength;
vec4 main(vec2 xy) {
vec4 c = original.eval(xy);
vec3 b = blurred.eval(xy).rgb;
vec3 d = c.rgb - b;
vec3 out_rgb = strength >= 0.0 ? c.rgb + d * strength : mix(c.rgb, b, clamp(-strength, 0.0, 1.0));
return vec4(clamp(out_rgb, 0.0, 1.0), c.a);
}
`;
// Strength that keeps CLARITY 10 where the 3x3 kernel had it: that kernel was
// `c*(1+4a) - a*sum` with a = 0.8, i.e. `c + 3.2*(c - mean4)`, so the same 3.2
// lands the same local contrast through the wider bilateral reference. The gain
// is for the POSITIVE side only: below zero the knob reads as its own fraction
// of the reference (0..1, the same units MASK's CLARITY uses on it).
export const CLARITY_GAIN = 3.2;
// DEHAZE — raw_parameter_processing_gradient_mask_algorithms.md, section 3.2.
// Haze is scattered light: it lifts the DARKEST channel of every patch, which is
// the Dark Channel Prior. The dark channel is the MINIMUM of min(r,g,b)/A over
// the patch, and that minimum is the whole prior: a patch holding anything
// genuinely dark — a shadow, a black frame line — reads 0 and is left alone,
// while only a patch with no dark pixel in it at all is haze and gets corrected.
// The patch AVERAGE this pass used to read instead (the bilateral reference)
// called every patch hazy, so the positive end ground the frame down instead of
// taking haze out. `air` is the atmospheric light the caller estimated from the
// frame, `step` one tap of the patch in the caller's own pixels — a fraction of
// the frame's width, so the preview and the file look at the same neighbourhood
// (DEHAZE_PATCH_STEP).
//
// `amount` is signed. Positive pushes the transmission below 1 and
// `J = (I - A)/t + A` takes the scattered light out; negative pushes it above 1
// and the same expression scatters light back in, which is what a negative
// DEHAZE is for. The floor keeps a flat sky from dividing by zero, and the
// ceiling is the largest amount the knob can ask for either way.
// Ray marching the doc's A estimate would need the histogram; the caller reads a
// 32x32 copy of the frame instead and takes its brightest dark-channel pixel —
// the same 0.1% answer, in one readback (see exportEngine's atmosphericLight).
export const DEHAZE_FLOOR_T = 0.1;
export const DEHAZE_MAX_OMEGA = 0.95;
// The dark channel's patch, and the two ends of the transmission t. The patch is
// `taps` samples out at `step` each — two taps at 0.625% of the frame's width is
// a 2.5%-wide neighbourhood, the DCP's own 15-pixel patch on a 600-pixel frame
// and the same fraction of a 4000-pixel export. Five by five samples rather than
// fifteen by fifteen because the doc's 225 reads per pixel is what
// CLARITY_BLUR_SKSL above already refused, and the prior only needs a patch the
// haze is flat over.
export const DEHAZE_PATCH_TAPS = 2;
export const DEHAZE_PATCH_STEP = 0.00625;
export const DEHAZE_SKSL = `
uniform shader img;
uniform float3 air;
uniform float amount;
uniform float floorT;
uniform float stepPx;
vec4 main(vec2 xy) {
vec3 c = clamp(img.eval(xy).rgb, 0.0, 1.0);
vec3 a = max(air, vec3(0.05));
float dark = 1.0;
for (int j = -${DEHAZE_PATCH_TAPS}; j <= ${DEHAZE_PATCH_TAPS}; j++) {
for (int i = -${DEHAZE_PATCH_TAPS}; i <= ${DEHAZE_PATCH_TAPS}; i++) {
vec3 p = clamp(img.eval(xy + vec2(float(i), float(j)) * stepPx).rgb, 0.0, 1.0);
dark = min(dark, min(min(p.r / a.r, p.g / a.g), p.b / a.b));
}
}
float t = clamp(1.0 - amount * clamp(dark, 0.0, 1.0), floorT, 1.0 + ${DEHAZE_MAX_OMEGA});
return vec4(clamp((c - a) / t + a, 0.0, 1.0), 1.0);
}
`;
export function dehazeUniformArray(
air: [number, number, number],
amount: number,
stepPx: number
): number[] {
'worklet';
return [air[0], air[1], air[2], amount * DEHAZE_MAX_OMEGA, DEHAZE_FLOOR_T, stepPx];
}
// One tap of that patch in the pixels of a frame this wide.
export function dehazePatchStep(width: number): number {
'worklet';
return Math.max(1, width * DEHAZE_PATCH_STEP);
}
export interface ToneUniforms {
// All zero → no tone adjustment needed (caller can skip the shader pass).
dr: number; // 0..1
hl: number; // -1..1 (adjustments.highlight / 10)
sh: number; // -1..1 (adjustments.shadow / 10)
wh: number; // -1..1 (adjustments.whites / 10 — moves the 1.00 end of the ramp)
bl: number; // -1..1 (adjustments.blacks / 10 — moves the 0.00 end of the ramp)
vib: number; // -1..1 (adjustments.vibrance / 10)
shT: [number, number, number]; // shadow split-tone RGB bias, -1..1
hlT: [number, number, number]; // highlight split-tone RGB bias, -1..1
cc: number; // 0..1 Color Chrome depth (0 = 'none')
ccb: number; // 0..1 Color Chrome FX Blue depth (0 = 'none')
hslOn: number; // 1 when any band or the overall move is set (0 skips the mixer)
hslH: number[]; // 8 × -1..1 per band, in HSL_BANDS order (±30° of hue at full)
hslS: number[]; // 8 × -1..1 per band (saturation scale, -1 = grey)
hslL: number[]; // 8 × -1..1 per band (additive lightness, ±0.25 at full)
gh: number; // -1..1 whole-image hue turn (±30° at full)
gs: number; // -1..1 whole-image saturation scale
gl: number; // -1..1 whole-image lightness offset (±0.25 at full, ungated)
}
// Per-stock tone pass. Fuji's Classic stocks are not a plain colour matrix:
// Classic Neg splits its tone (green-cyan darks / warm brights) and Classic
// Chrome crushes the shadows hard while muting colour. Those two parts live
// here instead of in the 4x5 matrix, which cannot move one end of the curve
// without also moving the other.
const FILM_TONE: Partial<Record<BaseFilter, Partial<ToneUniforms>>> = {
'classic-chrome': { sh: -0.28 },
// Classic Vivid is Classic Chrome's sibling — the shadow crush belongs to the
// stock, not to the matrix rows, so it comes along.
'classic-vivid': { sh: -0.28 },
'classic-neg': { shT: [-0.018, 0.009, 0.013], hlT: [0.024, 0.008, -0.012] },
// Acros. A black-and-white stock IS its grey ramp, so this entry only shapes
// the two ENDS and leaves the middle an identity: a smooth shadow toe that
// reaches a true black (no film-base lift, no flat grey wash) and a highlight
// shoulder that stops just short of white instead of clipping a cloud to
// paper. Mid-tones are between the 0.25 and the 0.75 knots, so they keep
// every step the matrix handed over — which is what 'deep black' costs in a
// colour stock and does not have to cost here.
// The values move the two end knots of the ramp: -0.12 puts the toe on 0.22
// and -0.05 rolls the head to 0.7375 (each is TONE_ANCHOR = 0.25 per unit).
monochrome: { sh: -0.12, hl: -0.05 },
// B&W HIGH CONTRAST. Acros' ramp with both ends pushed hard: a deeper toe
// (-0.32 against Acros' -0.12, so 0.17 against 0.22) so the darks reach true
// black, and a shoulder that LIFTS instead of rolling (-0.05 → +0.26, the
// head going to 0.815), which is the whites step of the brief. The stretch
// between the two inner knots (0.25 and 0.75) is still the identity, so the
// long smooth stretch of the greys survives — that is what keeps a hard push
// off the posterised look, and the strength the stock needs on the greys is
// its matrix slope (SIM_CONTRAST_BIAS in colorUtils), not another move here.
'mono-high-contrast': { sh: -0.32, hl: 0.26 },
};
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));
// WHITE and BLACK ride this pass with the other two, each as the end knot of
// the same ramp (see TONE_SKSL). They are no longer a white-balance move and
// are read by nothing else in the pipeline.
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 = !isMonochromeBase(baseFilter);
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
);
}