801 lines
41 KiB
TypeScript
801 lines
41 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 (the four-point tonal range + Fuji-style Dynamic
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// Range). SkSL runtime effect over a child image shader.
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//
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// TONAL RANGE — HIGHLIGHT, SHADOW, WHITE and BLACK. The four knobs are the
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// four zones of the tone mapping doc, and no two of them own the same part of
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// the ramp:
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//
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// BLACKS peak at 0.00, gone by 0.25
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// SHADOWS peak at 0.25, gone by 0.50
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// HIGHLIGHTS peak at 0.75, gone by 0.50 and by 1.00
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// WHITES peak at 1.00, gone by 0.75
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//
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// The four masks below are those tents — the doc's smoothsteps, one per quarter
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// of the ramp — and the 0.50 midpoint is in none of them: it is the one value
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// every one of the four leaves where it was.
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//
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// Colour: the luma takes the move and R, G, B keep their DIFFERENCES — the
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// pixel lands on its new luma with the chroma it had, so the hue is untouched
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// and a grey stays grey. The doc reaches the same place with a ratio
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// (`R_new = R_old * Luma_new / Luma_old`), which is exact while it fits and
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// moves the hue the moment a channel clips; see the note on `k` below.
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//
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// These four masks are ADDED in the doc's own pseudo-shader, and measured that
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// way the ramp inverts: BLACK +10 against SHADOW -10 falls to a slope of -5 per
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// unit luma at t = 0.87 (scratchpad tone-proto.mjs), a dark band where the ramp
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// should still be climbing. Read here instead as the four ANCHORS of one ramp —
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// knots at 0.00, 0.25, 0.50, 0.75 and 1.00, each moved by its own knob, each
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// held inside the knot before it, drawn straight in between — the same
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// measurement is monotone for every combination of the four at full deflection.
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// A knob moves its anchor by a quarter of the ramp, so +10 BLACKS puts the toe
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// on 0.25 and -10 WHITES rolls the head down to 0.75: the reach a tonal range
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// slider has in the program this layout copies, without the inversion. SHADOW is
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// the one knob held to half of that, because the knot it moves is the HEAD of
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// the quarter above it and not an end of the ramp: a band cannot be lifted at
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// its head and keep its slope at the same time, so the knob's travel is what has
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// to give — see the measured note on a1.
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//
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// WHITE and BLACK are not the per-channel toe and shoulder they were on the WB
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// tab any more. The doc puts the two points on the ends of the SAME ramp as the
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// other two, so they are the ends this ramp is drawn through, and nothing else
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// in the shader reads them.
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//
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// Between two knots the ramp is drawn STRAIGHT, and that is deliberate: a
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// smoothstep there is an S-curve through the knots, so it bends the ramp by up
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// to six code values in the quarter-tones even with all four knobs on zero — and
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// this pass still runs for the stock split tones and for DR alone, where nothing
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// the user set asked for a contrast move. Straight segments keep a neutral
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// setting the exact identity. The smoothsteps are the four ZONE masks above,
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// which is where the doc's shape belongs: they weight DR and the split tones,
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// and nothing but their peak positions has to be smooth.
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//
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// The -HL highlight recovery that used to run in LINEAR light ahead of all this
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// is gone with it: HIGHLIGHT is one zone move now, in both directions. There is
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// still detail at the top to move — the develop's own knee compresses the two
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// stops the sensor holds above its white level into the frame (see
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// highlight-knee-check.mjs), so -WHITES pulls a plateau down onto 0.75 rather
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// than onto a flat 1.0.
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//
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// dr - DR strength 0..1: lifts shadows slightly and rolls highlights (Fuji
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// extended DR); 0/auto/DR100 = no extra curve. It moves the same four
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// knots the knobs move, so DR and a knob cannot fight over the middle and
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// DR cannot invert the ramp either — added as its own masked terms on top
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// it could, and did: see the fold noted on the knots below.
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// hl - highlight -1..1: moves the 0.75 anchor, + up toward white, - down.
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// sh - shadow -1..1: moves the 0.25 anchor, + up, - down.
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// wh - white point -1..1: moves the 1.00 anchor. + is free to pass 1.0 — that
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// is the move that clips a highlight toward white — and - pulls the head
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// of the ramp down under it.
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// bl - black point -1..1: moves the 0.00 anchor. + lifts the toe off the
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// floor (a faded black), - has nothing left to crush at 0.
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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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// How far a tonal-range knob moves its own knot, in ramp units. A quarter is
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// the reach the program this layout copies gives a slider: at full deflection
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// the toe can reach the quarter above it and the head can be rolled onto it —
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// and never past, because each knot is clamped inside the one after it.
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//
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// SHADOW and HIGHLIGHT move HALF of it. The knots they own (a1, a3) are the HEAD
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// of a quarter, so a unit of lift is a unit of slope that quarter loses, and at
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// a whole quarter the band is drawn flat — see the notes on a1 and a3.
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export const TONE_ANCHOR = 0.25;
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// The tone and exposure maths, in ONE copy, because two passes ask it: the
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// whole-frame passes here and a gradient mask, which moves the same knobs on the
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// shape the user drew. What "HIGHLIGHT" or "EXPOSURE" means must not depend on
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// where the shape is, and it did: the frame moved the ramp's knots while a mask
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// ran a smoothstep luma lift with an arbitrary 0.55..1.35 chroma clamp, and the
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// frame's exposure was a linear-light stop while a mask's was a stop on
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// sRGB-encoded values. That divergence is what the scratchpad compat doc §3.3
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// warns the Android port about. `dr` is the whole frame's DYNAMIC RANGE; a mask
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// has no such knob and hands in 0, which is what DR's terms are worth when it is
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// off on the frame too.
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export const TONE_MATH_SKSL = `
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// Fraction of the way from e0 to e1, clamped — the position on one straight
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// segment of the tone ramp.
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float lin(float e0, float e1, float x) {
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return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
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}
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// The ramp the pixel is rebuilt through. Knots on 0.00, 0.25, 0.50, 0.75 and
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// 1.00; a knob moves the knot it owns by TONE_ANCHOR of the ramp — SHADOW and
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// HIGHLIGHT by half of that, their knots being the heads of bands — and each knot
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// is held inside the one after it so the five can never cross. 0.50 is fixed:
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// it is the one point all four sliders leave alone, which is what keeps a
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// mid-grey a mid-grey while the ends move around it. Straight between the knots,
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// so every knob on zero is exactly the identity (see the note at the head of
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// this file).
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// DR moves the same knots instead of adding its own masked terms on top: it
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// lifts the toe and rolls the head exactly as before at t = 0 and t = 1 —
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// 0.12 and 0.18 at full strength — and half of each at the knots next to them,
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// but because it is a knot move the ordering clamp holds it too. Added as a
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// separate term it could not: with BLACK and SHADOW both at -1 the ramp is flat
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// between 0.25 and 0.5, and DR's own shadow lift slopes DOWN through that
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// stretch, which is a fold at 0.238.
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//
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// Lightness takes the curve; the colour rides the ratio. The pixel moves to its
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// new luma, and it gets there by scaling its three channels by ONE number,
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// k = o / t: the doc's R_new = R_old * Luma_new / Luma_old. The differences move
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// with the light, so the hue cannot turn, the saturation cannot be drained by a
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// lift — an HSL saturation is a ratio of differences and never sees a common
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// scale — and a neutral, with no difference to carry, lands on o exactly.
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//
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// The scale used to be 1.0 instead: keep the chroma, move the luma. That holds
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// the hue and loses the colour, which is the complaint the ratio answers — the
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// scratchpad probe (sh-bl-hue.mjs) measured a dark red at 0.746 of saturation
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// coming back at 0.505 with SHADOW at +100, and at 0.370 with SHADOW and BLACK
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// both at +100. A chroma held under a rising luma IS a colour going grey, and it
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// is the two sliders that lift a shadow (SHADOW, BLACK) that raise the luma of a
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// dark pixel the furthest.
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//
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// What the ratio cannot do on its own is fit, and that is what the caps below are
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// for: past the ceiling a channel clips outright, the three stop being scaled
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// together and the hue goes with them (measured on the other probe, a skin tone
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// at 24.0° came back at 48.0° at HIGHLIGHT +100, a warm white at 37° at 57.4°).
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// Pulling the ONE scale back while the cube has room for no more costs saturation
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// instead: a pixel the cube is against arrives neutral before it arrives wrong,
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// and one the curve has driven all the way to 1.0 arrives at white.
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//
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// Below t = 0.0004 there is no ratio worth the name: dividing by what is left of
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// a pixel that has almost no light on it takes whatever cast the last code value
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// of 8-bit noise left there and multiplies it by the pedestal the BLACK knob just
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// lifted — colour noise, amplified to the size of the lift. The scale stays 1.0
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// down there and the pixel takes the pedestal as the flat grey it is.
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//
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// ONE move of the light, and everything in this file that changes how bright a
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// pixel is goes through it: a tone knob, a mask's tone knob, and the exposure
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// knob on both. The luma lands on o and the channel differences ride along at
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// one shared scale k, so a knob named "change the brightness" changes the
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// brightness and nothing else — what a per-channel multiply cannot promise once
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// a channel reaches the ceiling, where the three clip by different amounts and
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// the hue goes with them.
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vec3 lightMove(vec3 c, float t, float o) {
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float k = t > 0.0004 ? o / t : 1.0;
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float hiC = max(max(c.r, c.g), c.b);
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float loC = min(min(c.r, c.g), c.b);
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if (hiC > t) k = min(k, (1.0 - o) / (hiC - t));
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if (loC < t) k = min(k, o / (t - loC));
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return clamp(vec3(o) + (c - vec3(t)) * k, 0.0, 1.0);
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}
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vec3 toneRamp(vec3 c, float t, float bl, float sh, float hl, float wh, float dr) {
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float a4 = 1.0 + ${TONE_ANCHOR} * wh - dr * 0.18;
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// HIGHLIGHT rides half the anchor for the reason a1 below does, and this knot
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// is the worse of the two: a3 is the HEAD of the 0.75..1.00 quarter, so a unit
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// of lift is a unit of slope the top quarter loses — at the whole anchor +100
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// lands the knot ON a4 and the quarter is drawn flat (a cloud to paper, the
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// quarter slopes 1.00 1.00 2.00 0.00), and the same knob the other way pins it
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// on 0.50 and flattens the quarter BELOW it instead (1.00 1.00 0.00 2.00).
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// Half draws neither: every quarter keeps between 0.5 and 1.5 of its own slope
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// over the whole travel, and the head still rolls from 0.625 to 0.875.
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float a3 = clamp(0.75 + ${TONE_ANCHOR} * 0.5 * hl - dr * 0.09, 0.5, a4);
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// SHADOW rides HALF the anchor, and that is a measured ceiling rather than a
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// taste. a1 is the HEAD of the quarter above it, so the band 0.25..0.50 pays
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// in slope for every unit this knot rises — the slope is (0.5 - a1) / 0.25 —
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// and that band is where a waterfall's spray and a sunlit rock sit. At the
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// whole anchor the knot lands ON the midpoint and draws the band flat: on a
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// real frame (DSCF1701, misty valley, 21% of its pixels in the band) SHADOW
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// +90 came back with 0.10 of the band's own spread and a mean of 0.392 where
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// it was 0.489 — the milky white sheet the knob was reported for, bright areas
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// with their contrast gone. At half: 0.55 of the spread, mean 0.441, and the
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// toe still opens at 1.45x. Half also keeps the knob smooth over its whole
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// travel — a clamp alone would pin it from +50 on and leave the top of the
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// slider dead — which is why the RATE is halved and not just the ceiling.
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float a1 = clamp(0.25 + ${TONE_ANCHOR} * 0.5 * sh + dr * 0.06, 0.0, 0.5);
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float a0 = clamp(${TONE_ANCHOR} * bl + dr * 0.12, 0.0, a1);
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float o = mix(a0, a1, lin(0.00, 0.25, t));
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o = mix(o, mix(a1, 0.5, lin(0.25, 0.50, t)), step(0.25, t));
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o = mix(o, mix(0.5, a3, lin(0.50, 0.75, t)), step(0.50, t));
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o = mix(o, mix(a3, a4, lin(0.75, 1.00, t)), step(0.75, t));
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return lightMove(c, t, clamp(o, 0.0, 1.0));
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}
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// The accurate sRGB transfer pair (0.04045/12.92 + 2.4, and its inverse): the
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// same constants colorUtils.planckianLinear uses on the WB side, and the reason
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// a stop is a stop here. EXPOSURE needs it — 2^ev is a multiplier on LIGHT — and
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// so does anything else that has to reach the linear domain.
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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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// One EXPOSURE knob, wherever it is: the frame's own pass and a mask's knob. It
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// linearises, moves the LIGHT by 2^ev — a stop is a multiplier on light, and on
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// an sRGB-encoded value +1 EV would take a mid-grey 0.5 straight to a blown 1.0
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// where a real stop gives 0.73 (measured: 0.6858 through here, and the plain
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// per-channel multiply puts the same 0.6858 on a grey, so a neutral is the knob
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// it always was) — and re-encodes.
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//
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// The linear domain decides WHERE the luma is going; the move is then made by
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// lightMove on the encoded values, where the tone ramp also works. That split is
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// measured, not chosen for symmetry: carrying the chroma in the LINEAR domain
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// drifts the hue of the encoded pixel by up to 12° (a saturated red at -1 EV
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// came back at 12.1°, a skin tone at +1 EV at 11.5° — the encoding is
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// per-channel, so equal ratios in linear are not equal ratios on screen),
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// against 0.00° this way. The knob whose whole promise is brightness must not be
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// the one that also moves a hue: a channel that would have clipped gives up
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// saturation instead, and a pixel the move has driven all the way to 1.0 is white
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// in all three channels at once.
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vec3 exposureMove(vec3 rgb, float ev) {
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vec3 c = clamp(rgb, 0.0, 1.0);
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float t = clamp(dot(c, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
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// The linear domain says where the luma is going; the value that lands there
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// is applied as a RATIO on the pixel's own encoded luma, not pointed at
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// directly. toEncoded(luma_lin * 2^ev) is the target, and on a grey it IS the
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// pixel's new luma (a stop on a neutral is the stop it always was) — but the
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// transfer does not commute with the luma weights, so on a colour the two
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// differ by a couple of code values, and the knob on 0 EV would brighten the
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// frame instead of leaving it alone. As a ratio it is exactly 1 at 0 EV.
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float lin = max(dot(toLinear(c), vec3(0.2126, 0.7152, 0.0722)), 1e-6);
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float stop = toEncoded(vec3(min(1.0, lin * exp2(ev)))).r / toEncoded(vec3(lin)).r;
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return lightMove(c, t, clamp(t * stop, 0.0, 1.0));
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}
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`;
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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
|
||
// 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 — brightest dark-channel pixel of a copy of it, the doc's 0.1% answer in
|
||
// one readback (exportEngine's atmosphericLight).
|
||
//
|
||
// The pass itself is now only the doc's last line, `J = (I - A)/t + A`, on a
|
||
// transmission the caller has already solved for. `dark` is what the caller
|
||
// hands in as an image: the dark channel itself, read off a small copy of the
|
||
// frame and interpolated back up, which is the smoothing the prior wants — see
|
||
// the caller's dehazeDarkChannel for why it cannot be had from a patch read out
|
||
// per pixel. Its cell is the patch, so a value per cell is a value per patch.
|
||
//
|
||
// What travels as an image is the dark channel and not t on purpose. A channel is
|
||
// eight bits, so it can only carry 0..1 — and t is 1 + 0.95 at the negative end
|
||
// of the knob, which would arrive here clipped to 1 and turn "put the scattered
|
||
// light back" into a pass that does nothing. The dark channel is 0..1 by
|
||
// construction, and the signed amount stays a uniform where it costs no range.
|
||
//
|
||
// Signedness is then in the expression. Positive folds t below 1 and takes the
|
||
// scattered light out; negative folds it above 1 and the same expression scatters
|
||
// it 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.
|
||
export const DEHAZE_FLOOR_T = 0.1;
|
||
export const DEHAZE_MAX_OMEGA = 0.95;
|
||
|
||
// The patch the MASK's DEHAZE reads out of its own frame (gradientMask.ts) —
|
||
// `taps` samples out at `step` each, two taps at 0.625% of the frame's width, 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. The frame-wide pass reads no patch at all any more.
|
||
export const DEHAZE_PATCH_TAPS = 2;
|
||
export const DEHAZE_PATCH_STEP = 0.00625;
|
||
|
||
export const DEHAZE_SKSL = `
|
||
uniform shader img;
|
||
uniform shader dark;
|
||
uniform float3 air;
|
||
uniform float floorT;
|
||
uniform float maxT;
|
||
uniform float amount;
|
||
vec4 main(vec2 xy) {
|
||
vec3 c = clamp(img.eval(xy).rgb, 0.0, 1.0);
|
||
vec3 a = max(air, vec3(0.05));
|
||
float d = clamp(dark.eval(xy).r, 0.0, 1.0);
|
||
float t = clamp(1.0 - amount * ${DEHAZE_MAX_OMEGA} * d, floorT, maxT);
|
||
return vec4(clamp((c - a) / t + a, 0.0, 1.0), 1.0);
|
||
}
|
||
`;
|
||
|
||
export function dehazeUniformArray(
|
||
air: [number, number, number],
|
||
amount: number
|
||
): number[] {
|
||
'worklet';
|
||
return [air[0], air[1], air[2], DEHAZE_FLOOR_T, 1 + DEHAZE_MAX_OMEGA, amount];
|
||
}
|
||
|
||
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.
|
||
//
|
||
// The `sh` and `hl` here are written at DOUBLE what the knob's own arithmetic
|
||
// reads, which is not a taste either: SHADOW and HIGHLIGHT each move their knot
|
||
// half an anchor per unit (see a1 and a3 in TONE_MATH_SKSL), so a stock that
|
||
// wants the toe on 0.18 has to ask for -0.56 to land it there. The stock's crush
|
||
// is the knot it puts the ramp on; the unit it is written in belongs to the
|
||
// knob, not to the look.
|
||
const FILM_TONE: Partial<Record<BaseFilter, Partial<ToneUniforms>>> = {
|
||
'classic-chrome': { sh: -0.56 },
|
||
// 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: -0.56 },
|
||
'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: -0.24 puts the toe on 0.22
|
||
// and -0.10 rolls the head to 0.7375 (both SHADOW and HIGHLIGHT ride HALF an
|
||
// anchor per unit, so a stock written against the knot asks for double).
|
||
monochrome: { sh: -0.24, hl: -0.10 },
|
||
// B&W HIGH CONTRAST. Acros' ramp with both ends pushed hard: a deeper toe
|
||
// (-0.64 against Acros' -0.24, so 0.17 against 0.22) so the darks reach true
|
||
// black, and a shoulder that LIFTS instead of rolling (-0.10 → +0.52, 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: -0.64, hl: 0.52 },
|
||
};
|
||
|
||
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
|
||
);
|
||
}
|