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RecipesCam/docker/frontend/shared/utils/toneShader.ts
T
3dtours 166a677590 light: the tone ramp is four bumps on the identity, not straight segments between five knots — a knot is an angle, an angle in a tone curve is a Mach band, and the wedge reads the seams: BLACK +100 broke at 0.030 with 105 of second difference, HIGHLIGHT -100 at 0.747 with 72
The ramp was a0..a4 with the pixel's base interpolated straight between them.
A segment meets its neighbour at an ANGLE, and the second derivative of a tone
curve is what a gradient reads as a band — so a knob left a line across the
mid-tones, worst exactly where it was reported: BLACK +100 put its whole lift
inside 0.25 and the stretch from 0.25 up came back identical to the untouched
frame (the "transition stays grey" it was reported for), and HIGHLIGHT -100
folded a seam into 0.747, between the highlights it pulled and the shadow it
left under them.

Measured on a 1024-step luma wedge through the exported pass, second
difference through a ±1% box: BLACK +100 read 105 at 0.030 against 0.000 from
0.25 up, HIGHLIGHT -100 read 72 at 0.747. Step of the first derivative across
the knots: 0.955 at 0.25 and 1.146 at 0.75 — the curve arrived folded, and
1.146 is a sign flip, not a bend.

So each knob is now a BUMP on the identity, peaking on its own knot — BLACK on
0.00, SHADOW on 0.25, HIGHLIGHT on 0.75, WHITE on 1.00 — with the kernel
(1-u^2)^2 over a half-width (a half of the ramp for the two ends, whose knots
ARE the ends, a quarter for the two heads). Level at u = 0, so a knot moves
without a fold at its own top; level at u = 1, so a move lands on the identity
and on its neighbour without an angle; C1 everywhere between. The two bumps of
a half meet on 0.50 both on zero, which is the same fixed midpoint as before,
and DR still moves the same knots (0.12 on the toe, 0.18 on the head, half of
each on the heads beside them).

A sum of bumps can overshoot where two steep sides land on one stretch — past a
slope of 1 the curve runs BACKWARDS, a worse band than the seams this replaces,
and it is reachable: DR alone was under it, BLACK and SHADOW +100 together were
not (unguarded min slope -0.0141). The guard reads each pair at its own
steepest points, 8/(3*sqrt(3))/w per unit amplitude (TONE_BUMP_SLOPE_HALF 3.0792,
TONE_BUMP_SLOPE_QUARTER 6.1584), holds the two under one and gives them up
together past it. A single knob never reaches it (a full BLACK is 0.77, a full
SHADOW 0.77), so every slider keeps its whole travel; the worst case is DR at
full, which gives up a tenth of its head roll (0.18 -> 0.8376 on the head), and
BLACK with SHADOW both at +100, which arrive at 0.65 of their own lift instead
of folding. Guarded, the sweep over five levels of all four knobs and DR reads
a min slope of +0.0183 and a max of 1.9937, with the largest slope jump 0.00005.

After: the same wedge, the same pass. The knot steps are 0.096 at 0.25 and
0.478 at 0.75, with no sign flip — C1 across the knot instead of a fold. BLACK
+100 now carries the rework out of its own quarter: +0.139 at 0.25, +0.101 at
0.30, +0.033 at 0.40, 0.000 at 0.50, where it used to read 0.000 from 0.25 all
the way up. HIGHLIGHT -100 keeps its lift (-0.126 peak against -0.121 before) and
spends it over the quarter instead of into a line. Every knob on zero is the
identity to the last bit — the pass also runs for the stock split tones and for
DR alone — and 0.50 is still the one value no knob moves.

Checks: tone-base-check.mjs now runs the bump and the guard as arithmetic
beside the shader (with the negative control: the unguarded pair still folds,
the guard is what stops it). highlight-knee-check.mjs reads the kernel and the
two slope constants off the source, pins the four amplitudes and the guard, and
sweeps the travel of every knob as before. All ten checks that run without a
browser pass, build clean.

Skipped: the guard's ceiling is a constant, not a search for the widest travel
that still clears a band we cannot see. Add when a frame shows a band the
deflections in hand cannot explain.
2026-09-30 21:24:01 +07:00

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import { BaseFilter, ColorAdjustments } from '../types';
import { HSL_BANDS, hslBandGaps, isMonochromeBase } from './colorUtils';
// Tone-domain adjustments (the four-point tonal range + Fuji-style Dynamic
// Range). SkSL runtime effect over a child image shader.
//
// TONAL RANGE — HIGHLIGHT, SHADOW, WHITE and BLACK. The four knobs are the
// four zones of the tone mapping doc, and no two of them own the same part of
// the ramp:
//
// BLACKS peak at 0.00, gone by 0.25
// SHADOWS peak at 0.25, gone by 0.50
// HIGHLIGHTS peak at 0.75, gone by 0.50 and by 1.00
// WHITES peak at 1.00, gone by 0.75
//
// The four masks below are those tents — the doc's smoothsteps, one per quarter
// of the ramp — and the 0.50 midpoint is in none of them: it is the one value
// every one of the four leaves where it was.
//
// Colour: the luma takes the move and R, G, B keep their DIFFERENCES — the
// pixel lands on its new luma with the chroma it had, so the hue is untouched
// and a grey stays grey. The doc reaches the same place with a ratio
// (`R_new = R_old * Luma_new / Luma_old`), which is exact while it fits and
// moves the hue the moment a channel clips; see the note on `k` below.
//
// These four masks are ADDED in the doc's own pseudo-shader, and measured that
// way the ramp inverts: BLACK +10 against SHADOW -10 falls to a slope of -5 per
// unit luma at t = 0.87 (scratchpad tone-proto.mjs), a dark band where the ramp
// should still be climbing. Read here instead as the four ANCHORS of one ramp —
// knots at 0.00, 0.25, 0.50, 0.75 and 1.00, each moved by its own knob, each
// held inside the knot before it, drawn straight in between — the same
// measurement is monotone for every combination of the four at full deflection.
// A knob moves its anchor by a quarter of the ramp, so +10 BLACKS puts the toe
// on 0.25 and -10 WHITES rolls the head down to 0.75: the reach a tonal range
// slider has in the program this layout copies, without the inversion. SHADOW is
// the one knob held to half of that, because the knot it moves is the HEAD of
// the quarter above it and not an end of the ramp: a band cannot be lifted at
// its head and keep its slope at the same time, so the knob's travel is what has
// to give — see the measured note on a1.
//
// WHITE and BLACK are not the per-channel toe and shoulder they were on the WB
// tab any more. The doc puts the two points on the ends of the SAME ramp as the
// other two, so they are the ends this ramp is drawn through, and nothing else
// in the shader reads them.
//
// The ramp is drawn through the BASE LAYER, not through the pixel. The pixel's
// own luma, run through a knot move, is a GLOBAL curve: every pixel at luma t
// lands on the same o whatever is around it, so a knot lifted onto the band above
// it (SHADOW's a1) is a band whose whole spread is squashed to the slope left
// over — at SHADOW +100 a quarter of the ramp carries half its contrast, and on a
// real frame 0.50 of it survived: the grey sheet the knob was reported for. What
// the eye is reading there is LOCAL contrast, and a curve drawn through the pixel
// cannot see it.
//
// So the curve is drawn through what the frame holds AROUND the pixel — a coarse
// edge-aware blur of the luma, TONE_BASE_RADIUS of the frame wide (the
// fix_shadow.md decomposition, Base x Detail) — and the pixel then rides the
// ratio: it takes the neighbourhood's gain `o / base` and keeps the difference
// from it. Base moves, detail stays: the same lift, on the same pixels, with the
// texture inside the region left standing instead of drawn flat. Full deflection
// on the same frame keeps 0.78 of the band's spread where the global move kept
// 0.57 (shadow-live.mjs, before and after, over the deployed pass; shadow-band.py,
// the numpy twin of this maths, put it at 0.78 to 0.80).
//
// It costs nothing where there is no lift to make: with every knob on zero the
// ramp at base IS base, so the ratio is exactly 1 and the pass is the identity
// however coarse the base is. A caller that hands in no neighbourhood at all
// (a mask, which has none) hands in the pixel's own image as the base and gets
// the global move back — which is why the shared maths can take the base as an
// argument and mean the same thing in both places.
//
// Between two knots the ramp is drawn STRAIGHT, and that is deliberate: a
// smoothstep there is an S-curve through the knots, so it bends the ramp by up
// to six code values in the quarter-tones even with all four knobs on zero — and
// this pass still runs for the stock split tones and for DR alone, where nothing
// the user set asked for a contrast move. Straight segments keep a neutral
// setting the exact identity. The smoothsteps are the four ZONE masks above,
// which is where the doc's shape belongs: they weight DR and the split tones,
// and nothing but their peak positions has to be smooth.
//
// The -HL highlight recovery that used to run in LINEAR light ahead of all this
// is gone with it: HIGHLIGHT is one zone move now, in both directions. There is
// still detail at the top to move — the develop's own knee compresses the two
// stops the sensor holds above its white level into the frame (see
// highlight-knee-check.mjs), so -WHITES pulls a plateau down onto 0.75 rather
// than onto a flat 1.0.
//
// dr - DR strength 0..1: lifts shadows slightly and rolls highlights (Fuji
// extended DR); 0/auto/DR100 = no extra curve. It moves the same four
// knots the knobs move, so DR and a knob cannot fight over the middle and
// DR cannot invert the ramp either — added as its own masked terms on top
// it could, and did: see the fold noted on the knots below.
// hl - highlight -1..1: moves the 0.75 anchor, + up toward white, - down.
// sh - shadow -1..1: moves the 0.25 anchor, + up, - down.
// wh - white point -1..1: moves the 1.00 anchor. + is free to pass 1.0 — that
// is the move that clips a highlight toward white — and - pulls the head
// of the ramp down under it.
// bl - black point -1..1: moves the 0.00 anchor. + lifts the toe off the
// floor (a faded black), - has nothing left to crush at 0.
// vib - vibrance -1..1: chroma-masked saturation. It rides along in this shader
// (rather than the colour matrix) because it needs per-pixel chroma:
// already-vivid pixels move least, so skins/skies deepen without the neon
// clip a plain Saturation boost causes.
// shT/hlT - split tone (per-channel RGB bias, -1..1 each): a fixed cast applied
// to the shadows and/or the highlights only. A 4x5 colour matrix cannot do
// this — it is one linear map, so any cast it applies must also hit the
// midtones and the opposite end. Classic Neg wants green/cyan shadows with
// warm highlights at once, so the stock ships these values and the pass
// stays active for it even when every user knob is 0. All-zero still = no
// pass.
// hslOn/hslH/hslS/hslL - the selective-colour mixer: eight hue bands, each with
// a hue shift, a saturation scale and a lightness offset (-1..1, from the
// -10..10 knobs). Which pixels a band owns is decided HERE, per pixel, by
// hue — so unlike everything else above it, the eight bands are not a
// global move and cannot live in the colour matrix. See the band block at
// the foot of TONE_SKSL.
// gh/gs/gl - the mixer's overall move: the same three quantities for the WHOLE
// image, so they are simply the starting value of the per-band
// accumulator and every hue gets them at full weight. The lightness one
// is not gated by saturation (unlike the bands'), so a frame drained to
// grey by -SAT still answers +LUM.
// The eight band lines of TONE_SKSL's mixer, generated from HSL_BANDS so the
// anchors and the gaps in the shader are the same numbers the chips are built
// from. Each line reads its own band's three values with a CONSTANT index —
// SkSL indexes uniform arrays by constant only, which is why this is unrolled
// rather than looped.
const BAND_BLOCK = hslBandGaps()
.map(
(b, i) => ` float w${i} = bandW(hd, ${b.hue.toFixed(1)}, ${b.left.toFixed(1)}, ${b.right.toFixed(1)}) * gate;
acc += vec3(w${i} * hslH[${i}], w${i} * hslS[${i}], w${i} * hslL[${i}]);\n`
)
.join('');
// How far a tonal-range knob moves its own knot, in ramp units. A quarter is
// the reach the program this layout copies gives a slider: at full deflection
// the toe can reach the quarter above it and the head can be rolled onto it —
// and never past, because each knot is clamped inside the one after it.
//
// SHADOW and HIGHLIGHT move HALF of it. The knots they own (a1, a3) are the HEAD
// of a quarter, so a unit of lift is a unit of slope that quarter loses, and at
// a whole quarter the band is drawn flat — see the notes on a1 and a3.
export const TONE_ANCHOR = 0.25;
// How steep a bump of amplitude A gets, A excluded: the kernel (1-u^2)^2 tops out
// at |dk/du| = 8/(3*sqrt(3)) = 1.5396 on each side of its peak (u = 1/sqrt(3)),
// and u counts the distance to the knot in units of the bump's half-width. Over
// the half-width of BLACK and WHITE that is 3.08*A, over the quarter-width of
// SHADOW and HIGHLIGHT 6.16*A, and the two numbers are what the guard inside
// toneRamp holds two moves sharing a half of the ramp under.
export const TONE_BUMP_SLOPE_HALF = 3.0792;
export const TONE_BUMP_SLOPE_QUARTER = 6.1584;
// How far out the BASE layer of `toneRamp` reads, as a fraction of the frame's
// own width — the fix_shadow.md neighbourhood (it asks for 2%..5% of the width).
// A fraction rather than a pixel count so the preview and the export look at the
// same neighbourhood, and the measurement is flat across the range anyway: full
// deflection on the sample frame keeps 0.77 of the band's spread at 0.7%, 0.80 at
// 2.5%, 0.81 at 4.8%.
//
// The caller turns this into a BLUR, and it took a bug to make that a blur in
// fact and not only in name. The base used to be nine point samples of the child
// out at plus or minus this radius, and point samples are not an average: on a
// frame with texture at the sampling scale — a waterfall, a mountainside — the
// nine-tap luma aliases, the gain o(base)/base inherits the alias, and the
// reconstruction paints it as mottle. Measured on a 1160x774 frame at
// SHADOW +100, the high-frequency (9px high-pass) part of that gain field was
// 0.063 against 0.005 for a real blur of the same radius — 13x. So the base is
// now a real gaussian blur of the child, made by the caller (Skia's own
// MakeBlur, see blurredBase() in exportEngine.ts) and read here as ONE tap. That
// is also the cheaper pass: nine child evals walk the whole exposure/matrix
// chain nine times, one eval does not.
export const TONE_BASE_RADIUS = 0.025;
// One gaussian sigma of the base blur, as a fraction of TONE_BASE_RADIUS. A box
// of the same radius and a gaussian of this sigma carry the same weight at the
// radius, so the neighbourhood is the one the radius has always named while the
// cuts are smooth instead of hard.
export const TONE_BASE_SIGMA = 0.35;
// The tone and exposure maths, in ONE copy, because two passes ask it: the
// whole-frame passes here and a gradient mask, which moves the same knobs on the
// shape the user drew. What "HIGHLIGHT" or "EXPOSURE" means must not depend on
// where the shape is, and it did: the frame moved the ramp's knots while a mask
// ran a smoothstep luma lift with an arbitrary 0.55..1.35 chroma clamp, and the
// frame's exposure was a linear-light stop while a mask's was a stop on
// sRGB-encoded values. That divergence is what the scratchpad compat doc §3.3
// warns the Android port about. `dr` is the whole frame's DYNAMIC RANGE; a mask
// has no such knob and hands in 0, which is what DR's terms are worth when it is
// off on the frame too.
export const TONE_MATH_SKSL = `
// One knob's move, read at the position x on the ramp: 1 on the knob's own knot,
// falling to 0 on the knot a half-width away and staying there — (1-u^2)^2 with u
// the distance to the knot in half-widths. Level at u = 0 and at u = 1, so the
// move joins the ramp without an angle at either end.
float toneBump(float x, float knot, float half_width) {
float u = (x - knot) / half_width;
float v = max(0.0, 1.0 - u * u);
return v * v;
}
// The ramp the pixel is rebuilt through: the identity plus four moves. Each knob
// owns a bump that PEAKS on its knot — BLACK on 0.00, SHADOW on 0.25, HIGHLIGHT
// on 0.75, WHITE on 1.00 — and is back on zero where the next one starts, a
// quarter away (a half for the two ends, their knots being the ends of the ramp),
// so the two bumps of a half meet on 0.50 at zero height AND zero slope: a knob
// moves its own end of the ramp and nothing else, and 0.50 is fixed — the one
// point all four sliders leave alone, which is what keeps a mid-grey a mid-grey
// while the ends move around it. Every knob on zero leaves the sum empty, so the
// whole thing is exactly the identity (see the note at the head of this file).
//
// Straight segments between the knots were the first cut, and the measurement is
// what retired them: a segment meets its neighbour at an angle, and an angle in a
// tone curve is a Mach band. On a 1024-step luma wedge (scratchpad probe, JPEG
// 8-bit, second derivative through a ±1% box) BLACK +100 came back with 105 at
// 0.030 while the stretch above it was untouched to the last bit — 0.0000 from
// 0.25 up, the "transition stays grey" the knob was reported for — and HIGHLIGHT
// -100 broke at 0.747 with 72, the seam between the lifted highlights and the
// shadow under them. The kernel is (1-u^2)^2: level at the peak, so a knot moves
// without a fold at its own top, level where it lands, so the join on 0.50 and
// the toe on 0.00 stay clean, and C1 at both ends of a move and everywhere
// between, which is the whole of what a Mach band asks for.
//
// DR moves the same four bumps instead of adding its own masked terms on top: it
// lifts the toe and rolls the head exactly as before at t = 0 and t = 1 —
// 0.12 and 0.18 at full strength — and half of each at the knots next to them,
// so the terms land on the two ends and on the heads beside them as one move.
//
// Lightness takes the curve; the colour rides the ratio. The pixel moves to its
// new luma, and it gets there by scaling its three channels by ONE number,
// k = o / t: the doc's R_new = R_old * Luma_new / Luma_old. The differences move
// with the light, so the hue cannot turn, the saturation cannot be drained by a
// lift — an HSL saturation is a ratio of differences and never sees a common
// scale — and a neutral, with no difference to carry, lands on o exactly.
//
// The scale used to be 1.0 instead: keep the chroma, move the luma. That holds
// the hue and loses the colour, which is the complaint the ratio answers — the
// scratchpad probe (sh-bl-hue.mjs) measured a dark red at 0.746 of saturation
// coming back at 0.505 with SHADOW at +100, and at 0.370 with SHADOW and BLACK
// both at +100. A chroma held under a rising luma IS a colour going grey, and it
// is the two sliders that lift a shadow (SHADOW, BLACK) that raise the luma of a
// dark pixel the furthest.
//
// What the ratio cannot do on its own is fit, and that is what the caps below are
// for: past the ceiling a channel clips outright, the three stop being scaled
// together and the hue goes with them (measured on the other probe, a skin tone
// at 24.0° came back at 48.0° at HIGHLIGHT +100, a warm white at 37° at 57.4°).
// Pulling the ONE scale back while the cube has room for no more costs saturation
// instead: a pixel the cube is against arrives neutral before it arrives wrong,
// and one the curve has driven all the way to 1.0 arrives at white.
//
// Below t = 0.0004 there is no ratio worth the name: dividing by what is left of
// a pixel that has almost no light on it takes whatever cast the last code value
// of 8-bit noise left there and multiplies it by the pedestal the BLACK knob just
// lifted — colour noise, amplified to the size of the lift. The scale stays 1.0
// down there and the pixel takes the pedestal as the flat grey it is.
//
// ONE move of the light, and everything in this file that changes how bright a
// pixel is goes through it: a tone knob, a mask's tone knob, and the exposure
// knob on both. The luma lands on o and the channel differences ride along at
// one shared scale k, so a knob named "change the brightness" changes the
// brightness and nothing else — what a per-channel multiply cannot promise once
// a channel reaches the ceiling, where the three clip by different amounts and
// the hue goes with them.
vec3 lightMove(vec3 c, float t, float o) {
float k = t > 0.0004 ? o / t : 1.0;
float hiC = max(max(c.r, c.g), c.b);
float loC = min(min(c.r, c.g), c.b);
if (hiC > t) k = min(k, (1.0 - o) / (hiC - t));
if (loC < t) k = min(k, o / (t - loC));
return clamp(vec3(o) + (c - vec3(t)) * k, 0.0, 1.0);
}
vec3 toneRamp(vec3 c, float t, float base, float bl, float sh, float hl, float wh, float dr) {
// BLACK owns 0.00, the edge of the ramp, so its bump is the half-width one and
// the toe opens to A while the quarter above it takes the fall of it. As a
// bump the fall is a slope and never a plateau, which is what the report was
// about: at +100 the lift used to be spent inside 0.25 and the stretch above it
// came back identical to the untouched frame — the measured 0.0000 from 0.25 up
// in the note at the top of the ramp. Here the mid-tones rise a little with the
// toe and the corner that drew the seam at 0.25 is gone.
float blackA = ${TONE_ANCHOR} * bl + dr * 0.12;
// SHADOW rides HALF the anchor, and that is a measured ceiling rather than a
// taste. The knot is the HEAD of the quarter above it, and the bump only ever
// ADDS to the identity, so that quarter pays in slope for every unit the knot
// rises: its mean slope is 1 - A / 0.25, and that band is where a waterfall's
// spray and a sunlit rock sit. At the whole anchor the mean is 0 and the band
// is drawn flat — on a real frame (DSCF1701, misty valley, 21% of its pixels in
// the band) SHADOW +90 came back with 0.10 of the band's own spread and a mean
// of 0.392 where it was 0.489, the milky white sheet the knob was reported for,
// bright areas with their contrast gone. At half: 0.55 of the spread, mean
// 0.441, and the toe still opens at 1.45x. Half also keeps the knob clear of
// the guard below: at a whole-anchor rate the guard would take over past ±65
// and the top third of the slider would do nothing, which is why the RATE is
// halved and not just a ceiling.
float shadowA = ${TONE_ANCHOR} * 0.5 * sh + dr * 0.06;
// HIGHLIGHT rides half the anchor for the reason SHADOW does, and its knot is
// the head of the 0.75..1.00 quarter: at a whole-anchor rate +100 (A = 0.25)
// draws that quarter flat against the ceiling, its whole mean slope gone, and
// the same knob the other way spends the quarter BELOW the knot instead. Half
// draws neither, and the head still rolls from 0.625 to 0.875 over the travel.
float highA = ${TONE_ANCHOR} * 0.5 * hl - dr * 0.09;
float whiteA = ${TONE_ANCHOR} * wh - dr * 0.18;
// Two bumps share each half of the ramp, and their steep sides can land on the
// same stretch: past a total slope of 1 the sum would carry the curve
// BACKWARDS — a fold, a worse band than the seams this replaced. Read at their
// own steepest points, which is the loosest the pair can be, the two amplitudes
// of a half are held under one number and given up together past it. A knob on
// its own never reaches it — a full BLACK is 0.77, a full SHADOW 0.77, and DR,
// which moves both bumps of a half at once, 0.74 below and 1.11 above for a
// steepest sum of 1.00, so a full DR gives up a tenth of its head roll — so a
// single slider has its whole travel, and only a pair pushed together gives
// anything up: BLACK and SHADOW both at +100 arrive at 0.65 of their own lift
// rather than folding.
float holdLo = ${TONE_BUMP_SLOPE_HALF} * abs(blackA) + ${TONE_BUMP_SLOPE_QUARTER} * abs(shadowA);
float holdHi = ${TONE_BUMP_SLOPE_QUARTER} * abs(highA) + ${TONE_BUMP_SLOPE_HALF} * abs(whiteA);
float kLo = holdLo > 1.0 ? 1.0 / holdLo : 1.0;
float kHi = holdHi > 1.0 ? 1.0 / holdHi : 1.0;
blackA *= kLo;
shadowA *= kLo;
highA *= kHi;
whiteA *= kHi;
// The ramp is read at the BASE, so the curve's move is the neighbourhood's and
// the pixel keeps its own difference from it — the ratio below is the whole of
// the detail layer (fix_shadow.md's Reconstructed = Base' * (Input / Base)),
// with lightMove and its caps doing the reconstruction the way every other
// brightness move in this file is made. The pixel's own luma still travels as
// t: it is the value that is being rebuilt, and the one the caps read.
float o = base
+ blackA * toneBump(base, 0.00, 0.50)
+ shadowA * toneBump(base, 0.25, 0.25)
+ highA * toneBump(base, 0.75, 0.25)
+ whiteA * toneBump(base, 1.00, 0.50);
// Below the pedestal there is no base worth a ratio (the same floor lightMove
// holds its own scale under); the pixel is left where the ramp put its own
// luma, which is what a caller with no neighbourhood hands in anyway.
float target = base > 0.0004 ? o * t / base : t;
return lightMove(c, t, clamp(target, 0.0, 1.0));
}
// The accurate sRGB transfer pair (0.04045/12.92 + 2.4, and its inverse): the
// same constants colorUtils.planckianLinear uses on the WB side, and the reason
// a stop is a stop here. EXPOSURE needs it — 2^ev is a multiplier on LIGHT — and
// so does anything else that has to reach the linear domain.
vec3 toLinear(vec3 c) {
return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), c));
}
vec3 toEncoded(vec3 c) {
return mix(c * 12.92, 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, step(vec3(0.0031308), c));
}
// One EXPOSURE knob, wherever it is: the frame's own pass and a mask's knob. It
// linearises, moves the LIGHT by 2^ev — a stop is a multiplier on light, and on
// an sRGB-encoded value +1 EV would take a mid-grey 0.5 straight to a blown 1.0
// where a real stop gives 0.73 (measured: 0.6858 through here, and the plain
// per-channel multiply puts the same 0.6858 on a grey, so a neutral is the knob
// it always was) — and re-encodes.
//
// The linear domain decides WHERE the luma is going; the move is then made by
// lightMove on the encoded values, where the tone ramp also works. That split is
// measured, not chosen for symmetry: carrying the chroma in the LINEAR domain
// drifts the hue of the encoded pixel by up to 12° (a saturated red at -1 EV
// came back at 12.1°, a skin tone at +1 EV at 11.5° — the encoding is
// per-channel, so equal ratios in linear are not equal ratios on screen),
// against 0.00° this way. The knob whose whole promise is brightness must not be
// the one that also moves a hue: a channel that would have clipped gives up
// saturation instead, and a pixel the move has driven all the way to 1.0 is white
// in all three channels at once.
vec3 exposureMove(vec3 rgb, float ev) {
vec3 c = clamp(rgb, 0.0, 1.0);
float t = clamp(dot(c, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
// The linear domain says where the luma is going; the value that lands there
// is applied as a RATIO on the pixel's own encoded luma, not pointed at
// directly. toEncoded(luma_lin * 2^ev) is the target, and on a grey it IS the
// pixel's new luma (a stop on a neutral is the stop it always was) — but the
// transfer does not commute with the luma weights, so on a colour the two
// differ by a couple of code values, and the knob on 0 EV would brighten the
// frame instead of leaving it alone. As a ratio it is exactly 1 at 0 EV.
float lin = max(dot(toLinear(c), vec3(0.2126, 0.7152, 0.0722)), 1e-6);
float stop = toEncoded(vec3(min(1.0, lin * exp2(ev)))).r / toEncoded(vec3(lin)).r;
return lightMove(c, t, clamp(t * stop, 0.0, 1.0));
}
`;
export const TONE_SKSL = `
uniform shader src;
// The BASE layer's child: a blur of the image above, of TONE_BASE_RADIUS, made
// by the caller. Read for its luma alone, and read ONCE per pixel — the
// neighbourhood is the blur's, not a sampling loop's (see TONE_BASE_RADIUS).
uniform shader base;
uniform float dr;
uniform float hl;
uniform float sh;
uniform float wh;
uniform float bl;
uniform float vib;
uniform float shTr;
uniform float shTg;
uniform float shTb;
uniform float hlTr;
uniform float hlTg;
uniform float hlTb;
uniform float cc;
uniform float ccb;
uniform float hslOn;
uniform float hslH[8];
uniform float hslS[8];
uniform float hslL[8];
uniform float gh;
uniform float gs;
uniform float gl;
// sRGB <-> HSL. The mixer works in HSL because that is the space the knobs are
// named after: a hue shift must not change how light a colour is, and a
// lightness move must not change its hue, which is exactly what scaling RGB
// does wrong.
vec3 rgb2hsl(vec3 c) {
float mx = max(max(c.r, c.g), c.b);
float mn = min(min(c.r, c.g), c.b);
float l = (mx + mn) * 0.5;
float d = mx - mn;
if (d < 0.00001) return vec3(0.0, 0.0, l);
float s = l > 0.5 ? d / max(0.00001, 2.0 - mx - mn) : d / max(0.00001, mx + mn);
float h;
if (mx == c.r) h = (c.g - c.b) / d + (c.g < c.b ? 6.0 : 0.0);
else if (mx == c.g) h = (c.b - c.r) / d + 2.0;
else h = (c.r - c.g) / d + 4.0;
return vec3(h / 6.0, s, l);
}
float hueChannel(float p, float q, float t) {
t = fract(t);
if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;
if (t < 0.5) return q;
if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;
return p;
}
vec3 hsl2rgb(vec3 hsl) {
if (hsl.y < 0.00001) return vec3(hsl.z);
float q = hsl.z < 0.5 ? hsl.z * (1.0 + hsl.y) : hsl.z + hsl.y - hsl.z * hsl.y;
float p = 2.0 * hsl.z - q;
return vec3(
hueChannel(p, q, hsl.x + 1.0 / 3.0),
hueChannel(p, q, hsl.x),
hueChannel(p, q, hsl.x - 1.0 / 3.0)
);
}
// One band's ownership of a hue: full at the band's own anchor, falling
// linearly to 0 at each neighbour's anchor (the gaps are uneven — red sits 30°
// from orange and 40° from magenta). Linearity is the point: adjacent tents
// cross at exactly 0.5 at the midpoint, so the eight weights sum to 1 at every
// hue. No pixel is counted twice, no pixel falls between two bands, and a hue
// sitting on an anchor gets that band's full value instead of a share of it.
float bandW(float hue, float anchor, float gapL, float gapR) {
float d = mod(hue - anchor + 180.0, 360.0) - 180.0;
return d <= 0.0 ? max(0.0, 1.0 + d / gapL) : max(0.0, 1.0 - d / gapR);
}
${TONE_MATH_SKSL}
// The BASE layer: the light the frame carries where this pixel sits, at the
// radius the caller handed in. One tap of a real blur of the same child the
// pixel comes from, so it is an AVERAGE of the neighbourhood and not a handful
// of point samples of it — that distinction is the whole bug (see
// TONE_BASE_RADIUS). Luma, because the luma is the one quantity the ramp moves
// and the colour rides the ratio afterwards; the blur being linear, blurring the
// child and taking its luma is the same as blurring the luma.
//
// A caller with no neighbourhood to speak of hands in the child itself as the
// base (see blurredBase()): the tap then lands exactly on t and the pass falls
// back to the global move, which is what a shape with a mask's degenerate base
// wants and what it got from a bx of zero before.
float baseLuma(vec2 xy) {
vec3 s = clamp(base.eval(xy).rgb, 0.0, 1.0);
return clamp(dot(s, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
}
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, baseLuma(xy), 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 },
};
// The base layer's neighbourhood is the caller's business, not this function's:
// it is a blurred CHILD of the shader (see TONE_SKSL), so only the caller knows
// how big the frame is or whether there is a frame at all. A shape with a mask
// has no frame to look at and hands in the image it is already shading, which
// lands the base on the pixel and keeps the global ramp (see baseLuma).
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
);
}