9164bf3228
DEHAZE read its haze estimate out of the frame's own bilateral reference — the
patch AVERAGE — where the Dark Channel Prior asks for the patch MINIMUM. That
one word is the whole prior: `dark = min(min(r,g,b)/A)` over a neighbourhood
reads 0 for any patch that holds a shadow or a black frame line, so the
transmission stays at 1 and the patch is left alone, while the average of a
patch that holds a dark pixel is still bright, so every patch looked hazy. The
positive end therefore ground the frame down instead of taking haze out of it:
at +9 the mask moved its own middle band -0.2127 and the frame-wide row moved
the whole frame -0.2311, and the local contrast went the WRONG way (dhp -0.0060
on the mask, -0.0056 frame-wide) — a haze remover that lowers contrast is a haze
remover that is lowering everything.
The pass reads the dark channel from the image it is correcting, five by five
taps at DEHAZE_PATCH_STEP (0.625% of the frame's width per tap, a 2.5%-wide
patch — the DCP's own 15 pixels on a 600px frame, and the same fraction of a
4000px export) in DEHAZE_SKSL and in gradientMask's block, so the mask and the
frame-wide row are the same neighbourhood at every render size. Five by five
rather than fifteen by fifteen because 225 child reads per pixel is what
CLARITY_BLUR_SKSL already refused for a reference the prior does not need to be
that wide. The bilateral reference is now only what CLARITY compares against, so
DEHAZE no longer takes a second child at all.
DEHAZE is signed, which it was not: the knob was 0..10 and the export engine
skipped the pass unless the amount was above zero, so a negative value was a
slider the UI would not even offer. It is -10..+10 now, and the transmission
carries the sign — positive pushes t 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. That is the direction a photo shot through mist wants, and it
needs no second formula: one expression, both signs, the ceiling at
1 + DEHAZE_MAX_OMEGA.
CLARITY's negative side was the last place where a knob meant two different
things depending on where it was read: the frame-wide row softened with a mist
blur of its own radius (MakeBlur, sigma |c|/10*4) while a mask mixed toward the
bilateral reference the positive side reads — two neighbourhoods, two strengths,
one name. CLARITY_BLEND_SKSL now carries both directions of the one move (above
zero the doc's unsharp, below it the mix back toward the same reference, gain
1), so the frame-wide row and a mask's CLARITY are the same reference at the
same strength, and the frame-wide mist blur is gone.
Measured in one harness, one photo, one session, knob at +-9, before -> after,
mask phase and frame phase in the same run (the box is the mask's own middle
box for the mask, the stage's own box for the frame-wide row):
- FRAME DEHAZE +9: dmean -0.1680 -> -0.0751, dhp -0.0056 -> +0.0036, white
band -0.2156 -> -0.0522 — it darkens the haze and raises the contrast
instead of lowering both.
- FRAME DEHAZE -9: dmean +0.0469 (was not offered), dhp -0.0010 — the same
knob on the other side, and the frame gets hazier.
- MASK DEHAZE +9: dmean -0.1490 -> -0.0513, dhp -0.0060 -> +0.0039, white band
-0.1234 -> -0.0274, dark band -0.0595 -> -0.0075 — a mask's DEHAZE is now
the frame-wide move on the mask's own pixels (dhp +0.0039 against the
frame's +0.0036).
- MASK DEHAZE -9: dmean +0.0319, dhp -0.0013.
- FRAME CLARITY -9: dhp -0.0200 -> -0.0094, white band -0.1112 -> -0.0203, so
the frame-wide row no longer pays for its soften by flattening every white
in the frame; MASK CLARITY -9 is the same move (dhp -0.0150, white band
-0.0103) and the two now agree in direction, sign and rough magnitude at
-9. CLARITY +9 is untouched on both sides (+0.0335 mask, +0.0307 frame) and
every other knob's numbers are unchanged to within +-0.0005, which is the
run-to-run noise of the same harness.
`step` was the uniform's first name and SkSL refused the shader with it (a
builtin), which is how a whole DEHAZE row came back with all-zero deltas in the
first measurement after the change; `stepPx` is what compiles. `npm run
typecheck` and `npm run build` are clean, and the stage draws with no page error
(the only console error is the dev server's own `/api/events` 404).
Not ported: nothing. The phone's renderer has no gradient mask and no
atmospheric-light estimate to mirror; `shared/utils/toneShader.ts` and
`shared/utils/gradientMask.ts` are the web engine's own files.
Probes: measure-parity (both phases in one run, one photo, before and after —
the same harness the previous commit was scored with), measure-dehaze2 (the same
script with only DEHAZE in both phases, plus a console listener, which is how
the `step` uniform was caught), sim-dehaze-dcp (the offline simulation that
picked the min-patch over the average: clear frame +9, contrast 0.0248 -> 0.0292
against the average's 0.0248 -> 0.0235).
612 lines
29 KiB
TypeScript
612 lines
29 KiB
TypeScript
import { BaseFilter, ColorAdjustments } from '../types';
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import { HSL_BANDS, hslBandGaps, isMonochromeBase } 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 the top (0.50..1.00) so it leaves the greys alone
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// (a knee that started lower dragged a mid-grey down) while SH rides the lower
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// half (0.00..0.55), and the 0.50 midpoint never moves.
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//
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// HL is Lightroom's highlight RECOVERY and it is weighted by the headroom that is
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// left, (1 - t): the move falls to zero as t reaches pure white, so a blown sky,
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// a lamp or a specular can be pulled back without the white going grey. The pull
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// peaks around t = 0.79 at 0.13 of the ramp for a full -10 — the edge of a cloud,
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// which is the detail there is to get back (measured, and checked for
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// monotonicity over the whole -1..1 rectangle of the two knobs).
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//
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// Both knobs are additive shifts of the luma. That keeps the curve monotonic
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// (worst slope +0.003 at t = 0.99 with HL +10 and SH -10, and the two knees
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// barely 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(0.50, 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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// The (1.0 - t) headroom weight is the whole point of the highlight curve: at
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// t = 1.0 the
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// weight is 0, so the pull-back cannot touch a pure white (a sun, a bulb, a
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// specular) and cannot turn it grey. A LIFT gets the same weight, which rides
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// it into the upper midtones and leaves the clipping where it was.
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float o = t + hl * hlMask * (1.0 - t) + 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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// EXPOSURE / EV — the one pass that has to run in LINEAR light.
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//
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// A stop is a multiplier on LIGHT, and the old EV row multiplied sRGB-ENCODED
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// values: +1 EV took a mid-grey 0.5 straight to a blown 1.0 where a real stop
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// gives 0.73. Here the pixel is linearised, scaled by 2^ev, and re-encoded —
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// which is what a camera does when the shutter stays open twice as long: every
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// value keeps its ratio, the highlights roll instead of flattening, and the
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// HIGHLIGHT knob still has something to pull back afterwards.
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//
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// It sits between the graded image and the tone shader (see exportEngine step 3),
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// so `ev` carries the EXPOSURE knob, the stock's own bias and the EV knob added
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// up in stops — the caller hands in one number.
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//
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// The transfer pair is the accurate one (0.04045/12.92 + 2.4, and its inverse):
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// the same constants colorUtils.planckianLinear uses on the WB side.
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export const EXPOSURE_SKSL = `
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uniform shader src;
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uniform float ev;
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vec3 toLinear(vec3 c) {
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return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), c));
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}
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vec3 toEncoded(vec3 c) {
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return mix(c * 12.92, 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, step(vec3(0.0031308), c));
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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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return vec4(clamp(toEncoded(toLinear(rgb) * exp2(ev)), 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
|
||
// 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 — WB white point, per channel)
|
||
bl: number; // -1..1 (adjustments.blacks / 10 — WB black point, per channel)
|
||
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 see neither mask, so the ramp keeps every step the matrix
|
||
// handed over — which is what 'deep black' costs in a colour stock and does
|
||
// not have to cost here.
|
||
// Gains are TONE_SKSL's own (sh * 0.34, hl * 0.22), so -0.12 puts the toe at
|
||
// ~5% and -0.05 trims the top ~1%.
|
||
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 the darks reach true black, and a shoulder
|
||
// that LIFTS instead of rolling (-0.05 → +0.26), which is the whites step of
|
||
// the brief. Midtones see neither mask, so the long smooth stretch between
|
||
// the two ends 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 mask 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));
|
||
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
|
||
);
|
||
}
|