@nodetool-ai/gpu 0.8.1

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Files changed (359) hide show
  1. package/README.md +52 -0
  2. package/dist/.nodetool-build-stamp +1 -0
  3. package/dist/blend/blendModes.d.ts +67 -0
  4. package/dist/blend/blendModes.d.ts.map +1 -0
  5. package/dist/blend/blendModes.js +80 -0
  6. package/dist/blend/blendModes.js.map +1 -0
  7. package/dist/blend/index.d.ts +10 -0
  8. package/dist/blend/index.d.ts.map +1 -0
  9. package/dist/blend/index.js +10 -0
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  11. package/dist/blend/wgsl.d.ts +16 -0
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  13. package/dist/blend/wgsl.js +85 -0
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  15. package/dist/compositor/compositor.d.ts +112 -0
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  17. package/dist/compositor/compositor.js +353 -0
  18. package/dist/compositor/compositor.js.map +1 -0
  19. package/dist/compositor/headless.d.ts +47 -0
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  21. package/dist/compositor/headless.js +158 -0
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  23. package/dist/compositor/index.d.ts +8 -0
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  25. package/dist/compositor/index.js +8 -0
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  27. package/dist/compositor/shaders.d.ts +24 -0
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  29. package/dist/compositor/shaders.js +241 -0
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  31. package/dist/compositor/transform.d.ts +49 -0
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  35. package/dist/context.d.ts +108 -0
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  37. package/dist/context.js +205 -0
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  39. package/dist/debug/premulValidator.d.ts +85 -0
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  43. package/dist/executor.d.ts +74 -0
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  47. package/dist/fullscreenQuad.d.ts +11 -0
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  51. package/dist/index.d.ts +16 -0
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  55. package/dist/module.d.ts +162 -0
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  57. package/dist/module.js +100 -0
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  59. package/dist/node.d.ts +38 -0
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  61. package/dist/node.js +140 -0
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  63. package/dist/pool.d.ts +30 -0
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  67. package/dist/recipe.d.ts +148 -0
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  71. package/dist/registry.d.ts +49 -0
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  75. package/dist/shaders/_canary/passthrough/v1/module.d.ts +13 -0
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  79. package/dist/shaders/alpha/premulToStraight/v1/module.d.ts +16 -0
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  87. package/dist/shaders/color/brightnessContrast/v1/module.d.ts +17 -0
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  95. package/dist/shaders/color/channelMerge/v1/module.d.ts +22 -0
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  103. package/dist/shaders/color/channelSplit/v1/module.d.ts +18 -0
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  107. package/dist/shaders/color/colorBalance/v1/module.d.ts +18 -0
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  111. package/dist/shaders/color/cubeLut/v1/module.d.ts +14 -0
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  115. package/dist/shaders/color/curves/v1/module.d.ts +31 -0
  116. package/dist/shaders/color/curves/v1/module.d.ts.map +1 -0
  117. package/dist/shaders/color/curves/v1/module.js +102 -0
  118. package/dist/shaders/color/curves/v1/module.js.map +1 -0
  119. package/dist/shaders/color/exposure/v1/module.d.ts +15 -0
  120. package/dist/shaders/color/exposure/v1/module.d.ts.map +1 -0
  121. package/dist/shaders/color/exposure/v1/module.js +78 -0
  122. package/dist/shaders/color/exposure/v1/module.js.map +1 -0
  123. package/dist/shaders/color/exposureTone/v1/module.d.ts +28 -0
  124. package/dist/shaders/color/exposureTone/v1/module.d.ts.map +1 -0
  125. package/dist/shaders/color/exposureTone/v1/module.js +107 -0
  126. package/dist/shaders/color/exposureTone/v1/module.js.map +1 -0
  127. package/dist/shaders/color/filmLook/v1/module.d.ts +28 -0
  128. package/dist/shaders/color/filmLook/v1/module.d.ts.map +1 -0
  129. package/dist/shaders/color/filmLook/v1/module.js +103 -0
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  131. package/dist/shaders/color/grade/v1/module.d.ts +35 -0
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  135. package/dist/shaders/color/grayscale/v1/module.d.ts +14 -0
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  139. package/dist/shaders/color/hsb/v1/module.d.ts +20 -0
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  143. package/dist/shaders/color/hslAdjust/v1/module.d.ts +30 -0
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  145. package/dist/shaders/color/hslAdjust/v1/module.js +170 -0
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  147. package/dist/shaders/color/invert/v1/module.d.ts +15 -0
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  151. package/dist/shaders/color/levels/v1/module.d.ts +33 -0
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  153. package/dist/shaders/color/levels/v1/module.js +116 -0
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  155. package/dist/shaders/color/liftGammaGain/v1/module.d.ts +40 -0
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  159. package/dist/shaders/color/posterize/v1/module.d.ts +16 -0
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  163. package/dist/shaders/color/solarize/v1/module.d.ts +15 -0
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  167. package/dist/shaders/color/splitToning/v1/module.d.ts +26 -0
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  171. package/dist/shaders/filters/blur/gaussian/v1/module.d.ts +23 -0
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  195. package/dist/shaders/filters/sharpen/unsharpMask/v1/module.d.ts +17 -0
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  359. package/package.json +85 -0
@@ -0,0 +1,78 @@
1
+ /**
2
+ * `color.exposure@1` — multiplicative exposure in stops (`rgb *= pow(2, stops)`).
3
+ *
4
+ * `0` stops is passthrough; `+1` doubles, `-1` halves. Clamps output to
5
+ * `[0, 1]` since the working format is SDR; HDR exposure ships with the
6
+ * separate HDR pipeline plan. Fragment, with the canonical mask slot.
7
+ */
8
+ import tgpu from "typegpu";
9
+ import * as d from "typegpu/data";
10
+ import { defineModule } from "../../../../module.js";
11
+ export const ExposureParams = d.struct({
12
+ stops: d.f32
13
+ });
14
+ const layout = tgpu.bindGroupLayout({
15
+ params: { uniform: ExposureParams },
16
+ source: { texture: "float" },
17
+ mask: { texture: "float" },
18
+ samp: { sampler: "filtering" }
19
+ });
20
+ const samplerDescriptor = {
21
+ magFilter: "linear",
22
+ minFilter: "linear",
23
+ addressModeU: "clamp-to-edge",
24
+ addressModeV: "clamp-to-edge"
25
+ };
26
+ export const colorExposureV1 = defineModule({
27
+ id: "color.exposure",
28
+ version: 1,
29
+ surface: "internal",
30
+ category: "color",
31
+ linearity: "linear-in-rgb",
32
+ kind: "fragment",
33
+ params: ExposureParams,
34
+ paramDefaults: { stops: 0 },
35
+ paramUi: {
36
+ stops: { min: -4, max: 4, step: 0.1, label: "Exposure", notes: "stops (2^x)" }
37
+ },
38
+ layout,
39
+ samplers: { samp: samplerDescriptor },
40
+ wgsl: /* wgsl */ `
41
+ @fragment
42
+ fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
43
+ let src = textureSample(layout.$.source, layout.$.samp, uv);
44
+ let coverage = textureSample(layout.$.mask, layout.$.samp, uv).a;
45
+ let gain = pow(2.0, layout.$.params.stops);
46
+ // SDR clamp on the *straight* colour means clamping at alpha in premul
47
+ // space: straight C clamps at 1.0 ⇒ premul a*C clamps at a. Clamping at a
48
+ // literal 1.0 here let partial-alpha pixels escape with rgb > a (a 2×
49
+ // over-bright fringe once composited).
50
+ let processed = clamp(src.rgb * gain, vec3f(0.0), vec3f(src.a));
51
+ let mixed = mix(src.rgb, processed, coverage);
52
+ return vec4f(mixed, src.a);
53
+ }
54
+ `,
55
+ io: {
56
+ inputs: {
57
+ source: {
58
+ colorSpace: "linear",
59
+ alpha: "premultiplied",
60
+ bindingKinds: ["texture_2d"]
61
+ },
62
+ mask: {
63
+ colorSpace: "linear",
64
+ alpha: "premultiplied",
65
+ bindingKinds: ["texture_2d"],
66
+ optional: true
67
+ }
68
+ },
69
+ output: {
70
+ colorSpace: "linear",
71
+ alpha: "premultiplied",
72
+ format: "rgba8unorm",
73
+ dimensions: "same-as:source"
74
+ },
75
+ rod: "same-as:source"
76
+ }
77
+ });
78
+ //# sourceMappingURL=module.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.js","sourceRoot":"","sources":["../../../../../src/shaders/color/exposure/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,OAAO,IAAI,MAAM,SAAS,CAAC;AAC3B,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,MAAM,CAAC,MAAM,cAAc,GAAG,CAAC,CAAC,MAAM,CAAC;IACrC,KAAK,EAAE,CAAC,CAAC,GAAG;CACb,CAAC,CAAC;AAEH,MAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC;IAClC,MAAM,EAAE,EAAE,OAAO,EAAE,cAAc,EAAE;IACnC,MAAM,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC5B,IAAI,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC1B,IAAI,EAAE,EAAE,OAAO,EAAE,WAAW,EAAE;CAC/B,CAAC,CAAC;AAEH,MAAM,iBAAiB,GAAyB;IAC9C,SAAS,EAAE,QAAQ;IACnB,SAAS,EAAE,QAAQ;IACnB,YAAY,EAAE,eAAe;IAC7B,YAAY,EAAE,eAAe;CAC9B,CAAC;AAEF,MAAM,CAAC,MAAM,eAAe,GAAG,YAAY,CAAC;IAC1C,EAAE,EAAE,gBAAgB;IACpB,OAAO,EAAE,CAAC;IACV,OAAO,EAAE,UAAU;IACnB,QAAQ,EAAE,OAAO;IACjB,SAAS,EAAE,eAAe;IAC1B,IAAI,EAAE,UAAU;IAChB,MAAM,EAAE,cAAc;IACtB,aAAa,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;IAC3B,OAAO,EAAE;QACP,KAAK,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,KAAK,EAAE,UAAU,EAAE,KAAK,EAAE,aAAa,EAAE;KAC/E;IACD,MAAM;IACN,QAAQ,EAAE,EAAE,IAAI,EAAE,iBAAiB,EAAE;IACrC,IAAI,EAAE,UAAU,CAAC;;;;;;;;;;;;;;CAclB;IACC,EAAE,EAAE;QACF,MAAM,EAAE;YACN,MAAM,EAAE;gBACN,UAAU,EAAE,QAAQ;gBACpB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;aAC7B;YACD,IAAI,EAAE;gBACJ,UAAU,EAAE,QAAQ;gBACpB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;gBAC5B,QAAQ,EAAE,IAAI;aACf;SACF;QACD,MAAM,EAAE;YACN,UAAU,EAAE,QAAQ;YACpB,KAAK,EAAE,eAAe;YACtB,MAAM,EAAE,YAAY;YACpB,UAAU,EAAE,gBAAgB;SAC7B;QACD,GAAG,EAAE,gBAAgB;KACtB;CACF,CAAC,CAAC"}
@@ -0,0 +1,28 @@
1
+ /**
2
+ * `color.exposureTone@1` — Lightroom/Camera-Raw style tonal exposure.
3
+ *
4
+ * Ported verbatim from the CPU `lib.image.color_grading.Exposure` loop:
5
+ * multiplicative exposure in stops, luminance-weighted highlight/shadow
6
+ * recovery, white/black point push, and a final contrast pivot around
7
+ * mid-grey. With every tonal knob at its default (`0`) this collapses to the
8
+ * pure `rgb * 2^exposure` of the simpler `color.exposure` module. Fragment,
9
+ * with the canonical optional mask slot.
10
+ */
11
+ import * as d from "typegpu/data";
12
+ export declare const ExposureToneParams: d.WgslStruct<{
13
+ exposure: d.F32;
14
+ contrast: d.F32;
15
+ highlights: d.F32;
16
+ shadows: d.F32;
17
+ whites: d.F32;
18
+ blacks: d.F32;
19
+ }>;
20
+ export declare const colorExposureToneV1: import("../../../../module.js").ShaderModule<d.WgslStruct<{
21
+ exposure: d.F32;
22
+ contrast: d.F32;
23
+ highlights: d.F32;
24
+ shadows: d.F32;
25
+ whites: d.F32;
26
+ blacks: d.F32;
27
+ }>>;
28
+ //# sourceMappingURL=module.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.d.ts","sourceRoot":"","sources":["../../../../../src/shaders/color/exposureTone/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAGH,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAIlC,eAAO,MAAM,kBAAkB;;;;;;;EAO7B,CAAC;AAgBH,eAAO,MAAM,mBAAmB;;;;;;;GAuE9B,CAAC"}
@@ -0,0 +1,107 @@
1
+ /**
2
+ * `color.exposureTone@1` — Lightroom/Camera-Raw style tonal exposure.
3
+ *
4
+ * Ported verbatim from the CPU `lib.image.color_grading.Exposure` loop:
5
+ * multiplicative exposure in stops, luminance-weighted highlight/shadow
6
+ * recovery, white/black point push, and a final contrast pivot around
7
+ * mid-grey. With every tonal knob at its default (`0`) this collapses to the
8
+ * pure `rgb * 2^exposure` of the simpler `color.exposure` module. Fragment,
9
+ * with the canonical optional mask slot.
10
+ */
11
+ import tgpu from "typegpu";
12
+ import * as d from "typegpu/data";
13
+ import { defineModule } from "../../../../module.js";
14
+ import { WGSL_LUMA709 } from "../../../../shared/lumaWgsl.js";
15
+ export const ExposureToneParams = d.struct({
16
+ exposure: d.f32,
17
+ contrast: d.f32,
18
+ highlights: d.f32,
19
+ shadows: d.f32,
20
+ whites: d.f32,
21
+ blacks: d.f32
22
+ });
23
+ const layout = tgpu.bindGroupLayout({
24
+ params: { uniform: ExposureToneParams },
25
+ source: { texture: "float" },
26
+ mask: { texture: "float" },
27
+ samp: { sampler: "filtering" }
28
+ });
29
+ const samplerDescriptor = {
30
+ magFilter: "linear",
31
+ minFilter: "linear",
32
+ addressModeU: "clamp-to-edge",
33
+ addressModeV: "clamp-to-edge"
34
+ };
35
+ export const colorExposureToneV1 = defineModule({
36
+ id: "color.exposureTone",
37
+ version: 1,
38
+ surface: "internal",
39
+ category: "color",
40
+ linearity: "nonlinear-in-rgb",
41
+ kind: "fragment",
42
+ params: ExposureToneParams,
43
+ paramDefaults: {
44
+ exposure: 0,
45
+ contrast: 0,
46
+ highlights: 0,
47
+ shadows: 0,
48
+ whites: 0,
49
+ blacks: 0
50
+ },
51
+ paramUi: {
52
+ exposure: { min: -5, max: 5, step: 0.1, label: "Exposure", notes: "stops (2^x)" },
53
+ contrast: { min: -1, max: 1, step: 0.01, label: "Contrast" },
54
+ highlights: { min: -1, max: 1, step: 0.01, label: "Highlights" },
55
+ shadows: { min: -1, max: 1, step: 0.01, label: "Shadows" },
56
+ whites: { min: -1, max: 1, step: 0.01, label: "Whites" },
57
+ blacks: { min: -1, max: 1, step: 0.01, label: "Blacks" }
58
+ },
59
+ layout,
60
+ samplers: { samp: samplerDescriptor },
61
+ wgsl: /* wgsl */ `
62
+ ${WGSL_LUMA709}
63
+
64
+ @fragment
65
+ fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
66
+ let src = textureSample(layout.$.source, layout.$.samp, uv);
67
+ let coverage = textureSample(layout.$.mask, layout.$.samp, uv).a;
68
+ let p = layout.$.params;
69
+ let safeA = max(src.a, 1.0 / 255.0);
70
+ let straight = src.rgb / safeA;
71
+ let expMul = pow(2.0, p.exposure);
72
+ var rgb = straight * expMul;
73
+ let lum = luma709(rgb);
74
+ let hlMask = clamp((lum - 0.5) * 2.0, 0.0, 1.0);
75
+ let shMask = clamp((0.5 - lum) * 2.0, 0.0, 1.0);
76
+ rgb = rgb - vec3f(hlMask * p.highlights * 0.5) + vec3f(shMask * p.shadows * 0.5);
77
+ rgb = rgb + p.whites * 0.2 * rgb;
78
+ rgb = rgb + p.blacks * 0.2 * (vec3f(1.0) - rgb);
79
+ rgb = vec3f(0.5) + (rgb - vec3f(0.5)) * (1.0 + p.contrast);
80
+ let mixed = mix(straight, rgb, coverage);
81
+ return vec4f(clamp(mixed, vec3f(0.0), vec3f(1.0)) * src.a, src.a);
82
+ }
83
+ `,
84
+ io: {
85
+ inputs: {
86
+ source: {
87
+ colorSpace: "srgb",
88
+ alpha: "premultiplied",
89
+ bindingKinds: ["texture_2d"]
90
+ },
91
+ mask: {
92
+ colorSpace: "srgb",
93
+ alpha: "premultiplied",
94
+ bindingKinds: ["texture_2d"],
95
+ optional: true
96
+ }
97
+ },
98
+ output: {
99
+ colorSpace: "srgb",
100
+ alpha: "premultiplied",
101
+ format: "rgba8unorm",
102
+ dimensions: "same-as:source"
103
+ },
104
+ rod: "same-as:source"
105
+ }
106
+ });
107
+ //# sourceMappingURL=module.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.js","sourceRoot":"","sources":["../../../../../src/shaders/color/exposureTone/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,IAAI,MAAM,SAAS,CAAC;AAC3B,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AACrD,OAAO,EAAE,YAAY,EAAE,MAAM,gCAAgC,CAAC;AAE9D,MAAM,CAAC,MAAM,kBAAkB,GAAG,CAAC,CAAC,MAAM,CAAC;IACzC,QAAQ,EAAE,CAAC,CAAC,GAAG;IACf,QAAQ,EAAE,CAAC,CAAC,GAAG;IACf,UAAU,EAAE,CAAC,CAAC,GAAG;IACjB,OAAO,EAAE,CAAC,CAAC,GAAG;IACd,MAAM,EAAE,CAAC,CAAC,GAAG;IACb,MAAM,EAAE,CAAC,CAAC,GAAG;CACd,CAAC,CAAC;AAEH,MAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC;IAClC,MAAM,EAAE,EAAE,OAAO,EAAE,kBAAkB,EAAE;IACvC,MAAM,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC5B,IAAI,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC1B,IAAI,EAAE,EAAE,OAAO,EAAE,WAAW,EAAE;CAC/B,CAAC,CAAC;AAEH,MAAM,iBAAiB,GAAyB;IAC9C,SAAS,EAAE,QAAQ;IACnB,SAAS,EAAE,QAAQ;IACnB,YAAY,EAAE,eAAe;IAC7B,YAAY,EAAE,eAAe;CAC9B,CAAC;AAEF,MAAM,CAAC,MAAM,mBAAmB,GAAG,YAAY,CAAC;IAC9C,EAAE,EAAE,oBAAoB;IACxB,OAAO,EAAE,CAAC;IACV,OAAO,EAAE,UAAU;IACnB,QAAQ,EAAE,OAAO;IACjB,SAAS,EAAE,kBAAkB;IAC7B,IAAI,EAAE,UAAU;IAChB,MAAM,EAAE,kBAAkB;IAC1B,aAAa,EAAE;QACb,QAAQ,EAAE,CAAC;QACX,QAAQ,EAAE,CAAC;QACX,UAAU,EAAE,CAAC;QACb,OAAO,EAAE,CAAC;QACV,MAAM,EAAE,CAAC;QACT,MAAM,EAAE,CAAC;KACV;IACD,OAAO,EAAE;QACP,QAAQ,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,KAAK,EAAE,UAAU,EAAE,KAAK,EAAE,aAAa,EAAE;QACjF,QAAQ,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE;QAC5D,UAAU,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,YAAY,EAAE;QAChE,OAAO,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE;QAC1D,MAAM,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE;QACxD,MAAM,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE;KACzD;IACD,MAAM;IACN,QAAQ,EAAE,EAAE,IAAI,EAAE,iBAAiB,EAAE;IACrC,IAAI,EAAE,UAAU,CAAC;EACjB,YAAY;;;;;;;;;;;;;;;;;;;;;CAqBb;IACC,EAAE,EAAE;QACF,MAAM,EAAE;YACN,MAAM,EAAE;gBACN,UAAU,EAAE,MAAM;gBAClB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;aAC7B;YACD,IAAI,EAAE;gBACJ,UAAU,EAAE,MAAM;gBAClB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;gBAC5B,QAAQ,EAAE,IAAI;aACf;SACF;QACD,MAAM,EAAE;YACN,UAAU,EAAE,MAAM;YAClB,KAAK,EAAE,eAAe;YACtB,MAAM,EAAE,YAAY;YACpB,UAAU,EAAE,gBAAgB;SAC7B;QACD,GAAG,EAAE,gBAAgB;KACtB;CACF,CAAC,CAAC"}
@@ -0,0 +1,28 @@
1
+ /**
2
+ * `color.filmLook@1` — cinematic film-emulation grade with adjustable
3
+ * intensity.
4
+ *
5
+ * Ported verbatim from the CPU `lib.image.color_grading.FilmLook` loop. The
6
+ * host resolves a named preset (teal/orange, noir, …) to its shadow/highlight
7
+ * tint colours plus contrast, saturation, and fade scalars, and passes them
8
+ * as params. The shader applies the look on straight RGB then lerps from the
9
+ * original by `intensity`. Fragment, with the canonical optional mask slot.
10
+ */
11
+ import * as d from "typegpu/data";
12
+ export declare const FilmLookParams: d.WgslStruct<{
13
+ shadow: d.Vec3f;
14
+ contrast: d.F32;
15
+ highlight: d.Vec3f;
16
+ saturation: d.F32;
17
+ fade: d.F32;
18
+ intensity: d.F32;
19
+ }>;
20
+ export declare const colorFilmLookV1: import("../../../../module.js").ShaderModule<d.WgslStruct<{
21
+ shadow: d.Vec3f;
22
+ contrast: d.F32;
23
+ highlight: d.Vec3f;
24
+ saturation: d.F32;
25
+ fade: d.F32;
26
+ intensity: d.F32;
27
+ }>>;
28
+ //# sourceMappingURL=module.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.d.ts","sourceRoot":"","sources":["../../../../../src/shaders/color/filmLook/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAGH,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAIlC,eAAO,MAAM,cAAc;;;;;;;EAOzB,CAAC;AAgBH,eAAO,MAAM,eAAe;;;;;;;GAmE1B,CAAC"}
@@ -0,0 +1,103 @@
1
+ /**
2
+ * `color.filmLook@1` — cinematic film-emulation grade with adjustable
3
+ * intensity.
4
+ *
5
+ * Ported verbatim from the CPU `lib.image.color_grading.FilmLook` loop. The
6
+ * host resolves a named preset (teal/orange, noir, …) to its shadow/highlight
7
+ * tint colours plus contrast, saturation, and fade scalars, and passes them
8
+ * as params. The shader applies the look on straight RGB then lerps from the
9
+ * original by `intensity`. Fragment, with the canonical optional mask slot.
10
+ */
11
+ import tgpu from "typegpu";
12
+ import * as d from "typegpu/data";
13
+ import { defineModule } from "../../../../module.js";
14
+ import { WGSL_LUMA709 } from "../../../../shared/lumaWgsl.js";
15
+ export const FilmLookParams = d.struct({
16
+ shadow: d.vec3f,
17
+ contrast: d.f32,
18
+ highlight: d.vec3f,
19
+ saturation: d.f32,
20
+ fade: d.f32,
21
+ intensity: d.f32
22
+ });
23
+ const layout = tgpu.bindGroupLayout({
24
+ params: { uniform: FilmLookParams },
25
+ source: { texture: "float" },
26
+ mask: { texture: "float" },
27
+ samp: { sampler: "filtering" }
28
+ });
29
+ const samplerDescriptor = {
30
+ magFilter: "linear",
31
+ minFilter: "linear",
32
+ addressModeU: "clamp-to-edge",
33
+ addressModeV: "clamp-to-edge"
34
+ };
35
+ export const colorFilmLookV1 = defineModule({
36
+ id: "color.filmLook",
37
+ version: 1,
38
+ surface: "internal",
39
+ category: "color",
40
+ linearity: "nonlinear-in-rgb",
41
+ kind: "fragment",
42
+ params: FilmLookParams,
43
+ paramDefaults: {
44
+ shadow: d.vec3f(0.5, 0.5, 0.5),
45
+ contrast: 1,
46
+ highlight: d.vec3f(0.5, 0.5, 0.5),
47
+ saturation: 1,
48
+ fade: 0,
49
+ intensity: 0
50
+ },
51
+ layout,
52
+ samplers: { samp: samplerDescriptor },
53
+ wgsl: /* wgsl */ `
54
+ ${WGSL_LUMA709}
55
+
56
+ @fragment
57
+ fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
58
+ let src = textureSample(layout.$.source, layout.$.samp, uv);
59
+ let coverage = textureSample(layout.$.mask, layout.$.samp, uv).a;
60
+ let p = layout.$.params;
61
+ let safeA = max(src.a, 1.0 / 255.0);
62
+ let straight = src.rgb / safeA;
63
+ var rgb = straight;
64
+ let lum = luma709(rgb);
65
+ let shMask = clamp(1.0 - lum * 2.0, 0.0, 1.0);
66
+ let hlMask = clamp(lum * 2.0 - 1.0, 0.0, 1.0);
67
+ rgb = rgb
68
+ + shMask * (p.shadow - vec3f(0.5)) * 0.3
69
+ + hlMask * (p.highlight - vec3f(0.5)) * 0.3;
70
+ rgb = (rgb - vec3f(0.5)) * p.contrast + vec3f(0.5);
71
+ let lum2 = luma709(rgb);
72
+ rgb = vec3f(lum2) + (rgb - vec3f(lum2)) * p.saturation;
73
+ // fade = 0 leaves rgb unchanged, so the CPU's "if (fade > 0)" guard is moot.
74
+ rgb = rgb * (1.0 - p.fade) + vec3f(p.fade * 0.15);
75
+ rgb = straight + (rgb - straight) * p.intensity;
76
+ let mixed = mix(straight, rgb, coverage);
77
+ return vec4f(clamp(mixed, vec3f(0.0), vec3f(1.0)) * src.a, src.a);
78
+ }
79
+ `,
80
+ io: {
81
+ inputs: {
82
+ source: {
83
+ colorSpace: "srgb",
84
+ alpha: "premultiplied",
85
+ bindingKinds: ["texture_2d"]
86
+ },
87
+ mask: {
88
+ colorSpace: "srgb",
89
+ alpha: "premultiplied",
90
+ bindingKinds: ["texture_2d"],
91
+ optional: true
92
+ }
93
+ },
94
+ output: {
95
+ colorSpace: "srgb",
96
+ alpha: "premultiplied",
97
+ format: "rgba8unorm",
98
+ dimensions: "same-as:source"
99
+ },
100
+ rod: "same-as:source"
101
+ }
102
+ });
103
+ //# sourceMappingURL=module.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.js","sourceRoot":"","sources":["../../../../../src/shaders/color/filmLook/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,IAAI,MAAM,SAAS,CAAC;AAC3B,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AACrD,OAAO,EAAE,YAAY,EAAE,MAAM,gCAAgC,CAAC;AAE9D,MAAM,CAAC,MAAM,cAAc,GAAG,CAAC,CAAC,MAAM,CAAC;IACrC,MAAM,EAAE,CAAC,CAAC,KAAK;IACf,QAAQ,EAAE,CAAC,CAAC,GAAG;IACf,SAAS,EAAE,CAAC,CAAC,KAAK;IAClB,UAAU,EAAE,CAAC,CAAC,GAAG;IACjB,IAAI,EAAE,CAAC,CAAC,GAAG;IACX,SAAS,EAAE,CAAC,CAAC,GAAG;CACjB,CAAC,CAAC;AAEH,MAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC;IAClC,MAAM,EAAE,EAAE,OAAO,EAAE,cAAc,EAAE;IACnC,MAAM,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC5B,IAAI,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE;IAC1B,IAAI,EAAE,EAAE,OAAO,EAAE,WAAW,EAAE;CAC/B,CAAC,CAAC;AAEH,MAAM,iBAAiB,GAAyB;IAC9C,SAAS,EAAE,QAAQ;IACnB,SAAS,EAAE,QAAQ;IACnB,YAAY,EAAE,eAAe;IAC7B,YAAY,EAAE,eAAe;CAC9B,CAAC;AAEF,MAAM,CAAC,MAAM,eAAe,GAAG,YAAY,CAAC;IAC1C,EAAE,EAAE,gBAAgB;IACpB,OAAO,EAAE,CAAC;IACV,OAAO,EAAE,UAAU;IACnB,QAAQ,EAAE,OAAO;IACjB,SAAS,EAAE,kBAAkB;IAC7B,IAAI,EAAE,UAAU;IAChB,MAAM,EAAE,cAAc;IACtB,aAAa,EAAE;QACb,MAAM,EAAE,CAAC,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC;QAC9B,QAAQ,EAAE,CAAC;QACX,SAAS,EAAE,CAAC,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC;QACjC,UAAU,EAAE,CAAC;QACb,IAAI,EAAE,CAAC;QACP,SAAS,EAAE,CAAC;KACb;IACD,MAAM;IACN,QAAQ,EAAE,EAAE,IAAI,EAAE,iBAAiB,EAAE;IACrC,IAAI,EAAE,UAAU,CAAC;EACjB,YAAY;;;;;;;;;;;;;;;;;;;;;;;;;CAyBb;IACC,EAAE,EAAE;QACF,MAAM,EAAE;YACN,MAAM,EAAE;gBACN,UAAU,EAAE,MAAM;gBAClB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;aAC7B;YACD,IAAI,EAAE;gBACJ,UAAU,EAAE,MAAM;gBAClB,KAAK,EAAE,eAAe;gBACtB,YAAY,EAAE,CAAC,YAAY,CAAC;gBAC5B,QAAQ,EAAE,IAAI;aACf;SACF;QACD,MAAM,EAAE;YACN,UAAU,EAAE,MAAM;YAClB,KAAK,EAAE,eAAe;YACtB,MAAM,EAAE,YAAY;YACpB,UAAU,EAAE,gBAAgB;SAC7B;QACD,GAAG,EAAE,gBAAgB;KACtB;CACF,CAAC,CAAC"}
@@ -0,0 +1,35 @@
1
+ /**
2
+ * `color.grade@1` — per-pixel color grading (brightness, contrast,
3
+ * saturation, hue, temperature, tint, shadows/highlights).
4
+ *
5
+ * Migrated verbatim from the timeline preview's `effectsComputeShader`
6
+ * (`web/src/components/timeline/preview/gpu/shaders.ts`). The hand-packed
7
+ * 8×f32 uniform `Float32Array` is replaced by the TypeGPU `ColorGradeParams`
8
+ * schema; the effect math is unchanged. Stays `surface: "internal"` until the
9
+ * parameter schema is reviewed for promotion (Phase 3).
10
+ *
11
+ * `compute` kind is a migration accident — the timeline shader was authored as
12
+ * a compute pass. New image-in/image-out modules default to `fragment`.
13
+ */
14
+ import * as d from "typegpu/data";
15
+ export declare const ColorGradeParams: d.WgslStruct<{
16
+ brightness: d.F32;
17
+ contrast: d.F32;
18
+ saturation: d.F32;
19
+ hue: d.F32;
20
+ temperature: d.F32;
21
+ tint: d.F32;
22
+ shadows: d.F32;
23
+ highlights: d.F32;
24
+ }>;
25
+ export declare const colorGradeV1: import("../../../../module.js").ShaderModule<d.WgslStruct<{
26
+ brightness: d.F32;
27
+ contrast: d.F32;
28
+ saturation: d.F32;
29
+ hue: d.F32;
30
+ temperature: d.F32;
31
+ tint: d.F32;
32
+ shadows: d.F32;
33
+ highlights: d.F32;
34
+ }>>;
35
+ //# sourceMappingURL=module.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.d.ts","sourceRoot":"","sources":["../../../../../src/shaders/color/grade/v1/module.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAGH,OAAO,KAAK,CAAC,MAAM,cAAc,CAAC;AAGlC,eAAO,MAAM,gBAAgB;;;;;;;;;EAS3B,CAAC;AAQH,eAAO,MAAM,YAAY;;;;;;;;;GAqJvB,CAAC"}
@@ -0,0 +1,182 @@
1
+ /**
2
+ * `color.grade@1` — per-pixel color grading (brightness, contrast,
3
+ * saturation, hue, temperature, tint, shadows/highlights).
4
+ *
5
+ * Migrated verbatim from the timeline preview's `effectsComputeShader`
6
+ * (`web/src/components/timeline/preview/gpu/shaders.ts`). The hand-packed
7
+ * 8×f32 uniform `Float32Array` is replaced by the TypeGPU `ColorGradeParams`
8
+ * schema; the effect math is unchanged. Stays `surface: "internal"` until the
9
+ * parameter schema is reviewed for promotion (Phase 3).
10
+ *
11
+ * `compute` kind is a migration accident — the timeline shader was authored as
12
+ * a compute pass. New image-in/image-out modules default to `fragment`.
13
+ */
14
+ import tgpu from "typegpu";
15
+ import * as d from "typegpu/data";
16
+ import { defineModule } from "../../../../module.js";
17
+ export const ColorGradeParams = d.struct({
18
+ brightness: d.f32,
19
+ contrast: d.f32,
20
+ saturation: d.f32,
21
+ hue: d.f32,
22
+ temperature: d.f32,
23
+ tint: d.f32,
24
+ shadows: d.f32,
25
+ highlights: d.f32
26
+ });
27
+ const layout = tgpu.bindGroupLayout({
28
+ source: { texture: "float" },
29
+ outputTexture: { storageTexture: "rgba8unorm" },
30
+ params: { uniform: ColorGradeParams }
31
+ });
32
+ export const colorGradeV1 = defineModule({
33
+ id: "color.grade",
34
+ version: 1,
35
+ // Promoted in Phase 3: param schema is stable across Phase 2 + Batch 1
36
+ // and is the most-used per-clip color effect in the timeline.
37
+ surface: "published",
38
+ category: "color",
39
+ linearity: "nonlinear-in-rgb",
40
+ kind: "compute",
41
+ params: ColorGradeParams,
42
+ paramDefaults: {
43
+ brightness: 0,
44
+ contrast: 1,
45
+ saturation: 1,
46
+ hue: 0,
47
+ temperature: 0,
48
+ tint: 0,
49
+ shadows: 0,
50
+ highlights: 0
51
+ },
52
+ paramUi: {
53
+ brightness: { min: -1, max: 1, step: 0.01, label: "Brightness" },
54
+ contrast: { min: 0, max: 4, step: 0.01, label: "Contrast" },
55
+ saturation: { min: 0, max: 4, step: 0.01, label: "Saturation" },
56
+ hue: { min: -180, max: 180, step: 1, label: "Hue", notes: "degrees" },
57
+ temperature: { min: -1, max: 1, step: 0.01, label: "Temperature" },
58
+ tint: { min: -1, max: 1, step: 0.01, label: "Tint" },
59
+ shadows: { min: -1, max: 1, step: 0.01, label: "Shadows" },
60
+ highlights: { min: -1, max: 1, step: 0.01, label: "Highlights" }
61
+ },
62
+ layout,
63
+ workgroupSize: [16, 16, 1],
64
+ wgsl: /* wgsl */ `
65
+ fn rgb2hsv(rgb: vec3<f32>) -> vec3<f32> {
66
+ let maxC = max(max(rgb.r, rgb.g), rgb.b);
67
+ let minC = min(min(rgb.r, rgb.g), rgb.b);
68
+ let delta = maxC - minC;
69
+ var h: f32 = 0.0;
70
+ var s: f32 = 0.0;
71
+ let v: f32 = maxC;
72
+ if (delta > 0.00001) {
73
+ s = delta / maxC;
74
+ if (maxC == rgb.r) {
75
+ h = (rgb.g - rgb.b) / delta;
76
+ if (rgb.g < rgb.b) { h = h + 6.0; }
77
+ } else if (maxC == rgb.g) {
78
+ h = 2.0 + (rgb.b - rgb.r) / delta;
79
+ } else {
80
+ h = 4.0 + (rgb.r - rgb.g) / delta;
81
+ }
82
+ h = h / 6.0;
83
+ }
84
+ return vec3<f32>(h, s, v);
85
+ }
86
+
87
+ fn hsv2rgb(hsv: vec3<f32>) -> vec3<f32> {
88
+ let h = hsv.x * 6.0;
89
+ let s = hsv.y;
90
+ let v = hsv.z;
91
+ let i = floor(h);
92
+ let f = h - i;
93
+ let p = v * (1.0 - s);
94
+ let q = v * (1.0 - s * f);
95
+ let t = v * (1.0 - s * (1.0 - f));
96
+ let idx = i32(i) % 6;
97
+ if (idx == 0) { return vec3<f32>(v, t, p); }
98
+ if (idx == 1) { return vec3<f32>(q, v, p); }
99
+ if (idx == 2) { return vec3<f32>(p, v, t); }
100
+ if (idx == 3) { return vec3<f32>(p, q, v); }
101
+ if (idx == 4) { return vec3<f32>(t, p, v); }
102
+ return vec3<f32>(v, p, q);
103
+ }
104
+
105
+ fn smoothstepCustom(e0: f32, e1: f32, x: f32) -> f32 {
106
+ let t = clamp((x - e0) / (e1 - e0), 0.0, 1.0);
107
+ return t * t * (3.0 - 2.0 * t);
108
+ }
109
+
110
+ @compute @workgroup_size(16, 16, 1)
111
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
112
+ let dims = textureDimensions(layout.$.source);
113
+ if (gid.x >= dims.x || gid.y >= dims.y) { return; }
114
+ let coords = vec2<i32>(i32(gid.x), i32(gid.y));
115
+ let effects = layout.$.params;
116
+ var color = textureLoad(layout.$.source, coords, 0);
117
+ // Input is premultiplied (rgb = a*C); the additive brightness / tint /
118
+ // shadows-highlights stages assume straight color. Un-premultiply first,
119
+ // run the full effect chain on straight RGB, then re-premultiply on store.
120
+ let safeA = max(color.a, 1.0 / 255.0);
121
+ var rgb = color.rgb / safeA;
122
+
123
+ if (abs(effects.brightness) > 0.001) {
124
+ rgb = clamp(rgb + vec3<f32>(effects.brightness), vec3<f32>(0.0), vec3<f32>(1.0));
125
+ }
126
+ if (abs(effects.contrast - 1.0) > 0.001) {
127
+ rgb = clamp((rgb - 0.5) * effects.contrast + 0.5, vec3<f32>(0.0), vec3<f32>(1.0));
128
+ }
129
+ if (abs(effects.saturation - 1.0) > 0.001) {
130
+ let lum = dot(rgb, vec3<f32>(0.299, 0.587, 0.114));
131
+ rgb = clamp(mix(vec3<f32>(lum), rgb, effects.saturation), vec3<f32>(0.0), vec3<f32>(1.0));
132
+ }
133
+ if (abs(effects.hue) > 0.001) {
134
+ var hsv = rgb2hsv(rgb);
135
+ hsv.x = fract(hsv.x + effects.hue / 360.0);
136
+ rgb = hsv2rgb(hsv);
137
+ }
138
+ if (abs(effects.temperature) > 0.001) {
139
+ if (effects.temperature > 0.0) {
140
+ rgb.r = min(1.0, rgb.r + effects.temperature * 0.2);
141
+ rgb.g = min(1.0, rgb.g + effects.temperature * 0.1);
142
+ rgb.b = max(0.0, rgb.b - effects.temperature * 0.2);
143
+ } else {
144
+ rgb.r = max(0.0, rgb.r + effects.temperature * 0.2);
145
+ rgb.g = max(0.0, rgb.g + effects.temperature * 0.05);
146
+ rgb.b = min(1.0, rgb.b - effects.temperature * 0.2);
147
+ }
148
+ }
149
+ if (abs(effects.tint) > 0.001) {
150
+ rgb.r = clamp(rgb.r + effects.tint * 0.1, 0.0, 1.0);
151
+ rgb.g = clamp(rgb.g - effects.tint * 0.2, 0.0, 1.0);
152
+ rgb.b = clamp(rgb.b + effects.tint * 0.1, 0.0, 1.0);
153
+ }
154
+ if (abs(effects.shadows) > 0.001 || abs(effects.highlights) > 0.001) {
155
+ let lum = dot(rgb, vec3<f32>(0.299, 0.587, 0.114));
156
+ let shadowW = 1.0 - smoothstepCustom(0.0, 0.33, lum);
157
+ let highlightW = smoothstepCustom(0.66, 1.0, lum);
158
+ let adj = effects.shadows * shadowW * 0.3 + effects.highlights * highlightW * 0.3;
159
+ rgb = clamp(rgb + vec3<f32>(adj), vec3<f32>(0.0), vec3<f32>(1.0));
160
+ }
161
+
162
+ textureStore(layout.$.outputTexture, coords, vec4<f32>(rgb * color.a, color.a));
163
+ }
164
+ `,
165
+ io: {
166
+ inputs: {
167
+ source: {
168
+ colorSpace: "srgb",
169
+ alpha: "premultiplied",
170
+ bindingKinds: ["texture_2d"]
171
+ }
172
+ },
173
+ output: {
174
+ colorSpace: "srgb",
175
+ alpha: "premultiplied",
176
+ format: "rgba8unorm",
177
+ dimensions: "same-as:source"
178
+ },
179
+ rod: "same-as:source"
180
+ }
181
+ });
182
+ //# sourceMappingURL=module.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,14 @@
1
+ /**
2
+ * `color.grayscale@1` — collapse RGB to luminance.
3
+ *
4
+ * `output.rgb = vec3(luma709(rgb))`. Alpha preserved. Honours the canonical
5
+ * mask slot so workflows can grayscale a region while the rest stays colored.
6
+ */
7
+ import * as d from "typegpu/data";
8
+ export declare const GrayscaleParams: d.WgslStruct<{
9
+ amount: d.F32;
10
+ }>;
11
+ export declare const colorGrayscaleV1: import("../../../../module.js").ShaderModule<d.WgslStruct<{
12
+ amount: d.F32;
13
+ }>>;
14
+ //# sourceMappingURL=module.d.ts.map
@@ -0,0 +1 @@
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