@pixerate/editor 0.115.0 → 0.117.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/THIRD_PARTY_NOTICES.md +3 -0
- package/dist/animation-editor/index.cjs +54 -54
- package/dist/animation-editor/index.d.cts +2 -2
- package/dist/animation-editor/index.d.ts +2 -2
- package/dist/animation-editor/index.js +2 -2
- package/dist/{chunk-I7FQBWMQ.cjs → chunk-2J3LS7JZ.cjs} +333 -333
- package/dist/{chunk-I7FQBWMQ.cjs.map → chunk-2J3LS7JZ.cjs.map} +1 -1
- package/dist/{chunk-TFOPHZ3U.cjs → chunk-7ISPWEJA.cjs} +302 -5
- package/dist/chunk-7ISPWEJA.cjs.map +1 -0
- package/dist/{chunk-VXR7XWMF.js → chunk-7LNZAWSJ.js} +437 -41
- package/dist/chunk-7LNZAWSJ.js.map +1 -0
- package/dist/{chunk-DFQEX3AM.cjs → chunk-BYAWOAST.cjs} +223 -30
- package/dist/chunk-BYAWOAST.cjs.map +1 -0
- package/dist/chunk-COAMRKVI.cjs +159 -0
- package/dist/chunk-COAMRKVI.cjs.map +1 -0
- package/dist/{chunk-ST7E3NEE.cjs → chunk-EBSYZRSW.cjs} +230 -732
- package/dist/chunk-EBSYZRSW.cjs.map +1 -0
- package/dist/chunk-EJVDBITD.cjs +501 -0
- package/dist/chunk-EJVDBITD.cjs.map +1 -0
- package/dist/{chunk-LPLCWZTM.cjs → chunk-FODKPD44.cjs} +555 -159
- package/dist/chunk-FODKPD44.cjs.map +1 -0
- package/dist/{chunk-XK5LZKBD.js → chunk-HKDTM6VC.js} +298 -1
- package/dist/chunk-HKDTM6VC.js.map +1 -0
- package/dist/chunk-IPFRWILU.js +1908 -0
- package/dist/chunk-IPFRWILU.js.map +1 -0
- package/dist/chunk-IVSNUXW7.js +3339 -0
- package/dist/chunk-IVSNUXW7.js.map +1 -0
- package/dist/{chunk-LKCYANMW.js → chunk-JHXMNOMF.js} +198 -5
- package/dist/chunk-JHXMNOMF.js.map +1 -0
- package/dist/{chunk-FV5AXTSF.cjs → chunk-JSSBHMMU.cjs} +36 -188
- package/dist/chunk-JSSBHMMU.cjs.map +1 -0
- package/dist/chunk-L2T6EJ5S.cjs +3339 -0
- package/dist/chunk-L2T6EJ5S.cjs.map +1 -0
- package/dist/chunk-LF4WOZXZ.js +159 -0
- package/dist/chunk-LF4WOZXZ.js.map +1 -0
- package/dist/{chunk-26PGXHY7.cjs → chunk-M7O4BJRH.cjs} +36 -36
- package/dist/{chunk-26PGXHY7.cjs.map → chunk-M7O4BJRH.cjs.map} +1 -1
- package/dist/chunk-N3467VD6.js +501 -0
- package/dist/chunk-N3467VD6.js.map +1 -0
- package/dist/{chunk-XICA4PVO.js → chunk-R2JE6SA7.js} +17 -17
- package/dist/chunk-SMJGE7HM.cjs +1908 -0
- package/dist/chunk-SMJGE7HM.cjs.map +1 -0
- package/dist/{chunk-MMVHBKMM.js → chunk-T2P5TIZ6.js} +2 -2
- package/dist/{chunk-C6C5PDKU.js → chunk-VD2UDVF7.js} +102 -604
- package/dist/chunk-VD2UDVF7.js.map +1 -0
- package/dist/{chunk-FGW5OWJ4.js → chunk-VJUML33I.js} +4 -156
- package/dist/chunk-VJUML33I.js.map +1 -0
- package/dist/export/index.cjs +4 -2
- package/dist/export/index.cjs.map +1 -1
- package/dist/export/index.js +5 -3
- package/dist/{export-BJE8T0YA.d.cts → export-DMOuzgZZ.d.cts} +9 -4
- package/dist/{export-Con3UKkm.d.ts → export-Dul1SbPv.d.ts} +9 -4
- package/dist/export-Dv0-ZVrV.d.cts +501 -0
- package/dist/export-Dv0-ZVrV.d.ts +501 -0
- package/dist/{retouch-Bxkuc0KH.d.cts → flow-4-OC-UkQ.d.cts} +582 -2
- package/dist/{retouch-Do6tBs2H.d.ts → flow-Cb7lkPm8.d.ts} +582 -2
- package/dist/image-editor/index.cjs +1345 -1095
- package/dist/image-editor/index.cjs.map +1 -1
- package/dist/image-editor/index.d.cts +8 -8
- package/dist/image-editor/index.d.ts +8 -8
- package/dist/image-editor/index.js +300 -50
- package/dist/image-editor/index.js.map +1 -1
- package/dist/index.cjs +4 -2
- package/dist/index.cjs.map +1 -1
- package/dist/index.js +5 -3
- package/dist/index.js.map +1 -1
- package/dist/kernel-wasm-WYCGNZR4.js +10 -0
- package/dist/kernel-wasm-WYCGNZR4.js.map +1 -0
- package/dist/kernel-wasm-YPVAEMVN.cjs +10 -0
- package/dist/kernel-wasm-YPVAEMVN.cjs.map +1 -0
- package/dist/paint/index.cjs +170 -4
- package/dist/paint/index.cjs.map +1 -1
- package/dist/paint/index.d.cts +225 -3
- package/dist/paint/index.d.ts +225 -3
- package/dist/paint/index.js +171 -5
- package/dist/paint-editor/index.cjs +4735 -890
- package/dist/paint-editor/index.cjs.map +1 -1
- package/dist/paint-editor/index.d.cts +1526 -278
- package/dist/paint-editor/index.d.ts +1526 -278
- package/dist/paint-editor/index.js +4561 -716
- package/dist/paint-editor/index.js.map +1 -1
- package/dist/raster/index.cjs +7 -4
- package/dist/raster/index.cjs.map +1 -1
- package/dist/raster/index.d.cts +2 -2
- package/dist/raster/index.d.ts +2 -2
- package/dist/raster/index.js +36 -33
- package/dist/{render-CrmHOgpo.d.ts → render-B05K68_h.d.ts} +9 -1
- package/dist/{render-B1K_OoLy.d.cts → render-DnAbIKcs.d.cts} +9 -1
- package/dist/{svg-BnRj0q8i.d.cts → svg-CVdFc80-.d.cts} +2 -2
- package/dist/{svg-CmmBFfGT.d.ts → svg-DlEuhwoX.d.ts} +2 -2
- package/dist/{types-1SUQKDAw.d.ts → types-CDLGhAZp.d.ts} +40 -2
- package/dist/{types-yINF17Ta.d.cts → types-Tfly4Aya.d.cts} +40 -2
- package/dist/vector/index.cjs +6536 -4525
- package/dist/vector/index.cjs.map +1 -1
- package/dist/vector/index.d.cts +426 -32
- package/dist/vector/index.d.ts +426 -32
- package/dist/vector/index.js +11397 -9386
- package/dist/vector/index.js.map +1 -1
- package/dist/video-editor/index.cjs +502 -2165
- package/dist/video-editor/index.cjs.map +1 -1
- package/dist/video-editor/index.d.cts +3 -501
- package/dist/video-editor/index.d.ts +3 -501
- package/dist/video-editor/index.js +151 -1814
- package/dist/video-editor/index.js.map +1 -1
- package/package.json +1 -1
- package/skills/pixerate-image-editor/references/photoshop-files.md +7 -3
- package/skills/pixerate-vector/SKILL.md +3 -0
- package/dist/chunk-C6C5PDKU.js.map +0 -1
- package/dist/chunk-DFQEX3AM.cjs.map +0 -1
- package/dist/chunk-FGW5OWJ4.js.map +0 -1
- package/dist/chunk-FV5AXTSF.cjs.map +0 -1
- package/dist/chunk-GX332W2C.js +0 -181
- package/dist/chunk-GX332W2C.js.map +0 -1
- package/dist/chunk-LKCYANMW.js.map +0 -1
- package/dist/chunk-LPLCWZTM.cjs.map +0 -1
- package/dist/chunk-MUUXNRU4.cjs +0 -181
- package/dist/chunk-MUUXNRU4.cjs.map +0 -1
- package/dist/chunk-ST7E3NEE.cjs.map +0 -1
- package/dist/chunk-TCKIXI46.cjs +0 -1136
- package/dist/chunk-TCKIXI46.cjs.map +0 -1
- package/dist/chunk-TFOPHZ3U.cjs.map +0 -1
- package/dist/chunk-UBIXVXPR.js +0 -1136
- package/dist/chunk-UBIXVXPR.js.map +0 -1
- package/dist/chunk-VXR7XWMF.js.map +0 -1
- package/dist/chunk-XK5LZKBD.js.map +0 -1
- /package/dist/{chunk-XICA4PVO.js.map → chunk-R2JE6SA7.js.map} +0 -0
- /package/dist/{chunk-MMVHBKMM.js.map → chunk-T2P5TIZ6.js.map} +0 -0
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Portions ported from photocraft/crates/paint/src/lib.rs, dynamics.rs and render.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * The brush engine (a subset of photocraft's `crates/paint`): a computed round tip with size,\n * hardness, angle, roundness and spacing; pressure to size and opacity; smoothing; and Photoshop's\n * opacity-versus-flow build-up. Strokes are data, so one replays the same way for undo, agents\n * and tests.\n *\n * - Points are walked into dabs at `spacing × diameter` (`walkDabs`).\n * - Each dab's coverage (`dabCoverage`, photocraft's measured Photoshop profile) builds up in a\n * stroke coverage map with flow towards the dab's opacity ceiling: `c ← c + v·(ceil − c)`.\n * - The stroke composites once at the stroke opacity over the layer as it was before the stroke,\n * so overlapping dabs never exceed the opacity.\n */\n\nimport { blendPixel, mixPigment8, type BlendMode } from '../raster/blend';\nimport type { RasterRect as CropBox } from '../raster/surface';\nimport { TILE, tileKey, tileCoord, type TileKey } from '../raster/surface';\n\n/** One input sample. Missing pressure is a mouse (1). */\nexport interface StrokePoint {\n x: number;\n y: number;\n /** 0..1 (default 1). */\n pressure?: number;\n /** Milliseconds (optional; kept for replays). */\n t?: number;\n}\n\nexport interface BrushSettings {\n /** Diameter in pixels (1..2500, default 20). */\n size: number;\n /** 0 (soft) .. 1 (hard, default). */\n hardness: number;\n /** Dab spacing as a fraction of the diameter (0.01..10, default 0.1). */\n spacing: number;\n /** Tip angle in degrees (default 0). */\n angle: number;\n /** Tip roundness 0.01..1 (default 1). */\n roundness: number;\n /** Stroke opacity ceiling 0..1 (default 1). */\n opacity: number;\n /** Build-up per dab 0..1 (default 1). */\n flow: number;\n /** Input smoothing 0..0.95 (default 0). */\n smoothing: number;\n /** Pressure controls size (default true). */\n pressureSize: boolean;\n /** Pressure controls opacity (default false). */\n pressureOpacity: boolean;\n /** How the stroke paints onto the layer (default normal). */\n blend: BlendMode;\n}\n\nexport const DEFAULT_BRUSH: Readonly<BrushSettings> = {\n size: 20,\n hardness: 1,\n spacing: 0.1,\n angle: 0,\n roundness: 1,\n opacity: 1,\n flow: 1,\n smoothing: 0,\n pressureSize: true,\n pressureOpacity: false,\n blend: 'normal',\n};\n\nexport const MAX_BRUSH_SIZE = 2500;\n\n/** A brush with every field in range (missing fields from `DEFAULT_BRUSH`). */\nexport function normalizeBrush(raw: Partial<BrushSettings> = {}): BrushSettings {\n const num = (v: unknown, lo: number, hi: number, d: number) => (typeof v === 'number' && Number.isFinite(v) ? 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Math.max(0, radius) : 0;\n const edge = Math.max(0.25, Math.min(TIP_EDGE_PX, 0.3 * r));\n return [Math.max(0, Math.min(r0 * r, r - edge)), Math.max(1e-3, s * r, edge)];\n}\n\n/** `exp(-u)` as `(1 − u/64)^64` by six squarings: exactly 0 from u = 64. */\nfunction softExp(u: number): number {\n let g = Math.min(1, Math.max(0, 1 - u / 64));\n for (let k = 0; k < 6; k++) g *= g;\n return g;\n}\n\n/** Opacity of a round tip at distance `d` from its centre. */\nexport function tipFalloff(d: number, radius: number, hardness: number): number {\n const [r0, s] = tipShape(radius, hardness);\n if (d <= r0) return 1;\n const x = (d - r0) / s;\n return softExp(x * x);\n}\n\n/** How far from its centre a round tip still paints. */\nexport function tipReach(radius: number, hardness: number): number {\n const [r0, s] = tipShape(radius, hardness);\n return r0 + 2.6 * s;\n}\n\n/** Coverage of a round dab at distance `d` from its centre. */\nexport function dabCoverage(d: number, radius: number, hardness: number): number {\n if (Number.isNaN(d) || d >= tipReach(radius, hardness) + 0.5) return 0;\n return tipFalloff(d, radius, hardness);\n}\n\n// ---------------------------------------------------------------------------\n// Points → dabs\n// ---------------------------------------------------------------------------\n\nexport interface Dab {\n x: number;\n y: number;\n radius: number;\n /** Flow (per-dab build-up). */\n alpha: number;\n /** Opacity ceiling this dab builds up to. */\n opacity: number;\n /** Radians. */\n angle: number;\n roundness: number;\n}\n\n/** Exponential smoothing of input points; the first and last point are kept. */\nexport function smoothPoints(points: readonly StrokePoint[], amount: number): StrokePoint[] {\n const a = 1 - Math.min(0.95, Math.max(0, amount));\n if (a >= 1 || points.length < 3) return points.slice();\n const out: StrokePoint[] = [];\n let cur: StrokePoint | null = null;\n for (const p of points) {\n const n: StrokePoint = cur ? { ...p, x: cur.x + (p.x - cur.x) * a, y: cur.y + (p.y - cur.y) * a } : p;\n out.push(n);\n cur = n;\n }\n out[out.length - 1] = points[points.length - 1];\n return out;\n}\n\nconst pressureOf = (p: StrokePoint) => (typeof p.pressure === 'number' && Number.isFinite(p.pressure) ? Math.min(1, Math.max(0, p.pressure)) : 1);\n\n/**\n * Walks points into dabs (incrementally: feed points in any chunks and get the same dabs). The\n * first point is a dab; then one every `spacing × diameter` along the path.\n */\nexport class DabWalker {\n private last: StrokePoint | null = null;\n private nextAt = 0;\n private pendingFirst: StrokePoint | null = null;\n\n constructor(readonly brush: BrushSettings) {}\n\n private diameter(p: StrokePoint): number {\n return this.brush.pressureSize ? this.brush.size * pressureOf(p) : this.brush.size;\n }\n\n private stepLen(p: StrokePoint): number {\n return Math.max(0.5, Math.max(1, this.diameter(p)) * Math.max(0.01, this.brush.spacing));\n }\n\n private dab(p: StrokePoint): Dab {\n const b = this.brush;\n return {\n x: p.x,\n y: p.y,\n radius: Math.max(0.5, this.diameter(p) / 2),\n alpha: Math.min(1, Math.max(0, b.flow)),\n opacity: b.pressureOpacity ? pressureOf(p) : 1,\n angle: (b.angle * Math.PI) / 180,\n roundness: Math.min(1, Math.max(0.01, b.roundness)),\n };\n }\n\n push(p: StrokePoint, out: Dab[]): void {\n const a = this.last;\n if (!a) {\n this.last = p;\n this.pendingFirst = p;\n this.nextAt = this.stepLen(p);\n return;\n }\n if (this.pendingFirst) {\n out.push(this.dab(this.pendingFirst));\n this.pendingFirst = null;\n }\n const dx = p.x - a.x;\n const dy = p.y - a.y;\n const len = Math.hypot(dx, dy);\n if (len > 1e-9) {\n while (this.nextAt <= len + 1e-9) {\n const f = Math.min(1, this.nextAt / len);\n const q: StrokePoint = {\n x: a.x + dx * f,\n y: a.y + dy * f,\n pressure: pressureOf(a) + (pressureOf(p) - pressureOf(a)) * f,\n };\n out.push(this.dab(q));\n this.nextAt += this.stepLen(q);\n }\n this.nextAt -= len;\n }\n this.last = p;\n }\n\n finish(out: Dab[]): void {\n if (this.pendingFirst) {\n out.push(this.dab(this.pendingFirst));\n this.pendingFirst = null;\n }\n }\n}\n\n/** All dabs of a point list (smoothing applied). */\nexport function walkDabs(points: readonly StrokePoint[], brush: BrushSettings): Dab[] {\n const w = new DabWalker(brush);\n const out: Dab[] = [];\n for (const p of smoothPoints(points, brush.smoothing)) w.push(p, out);\n w.finish(out);\n return out;\n}\n\n/** The pixel rectangle a dab can touch. */\nexport function dabRect(d: Dab, hardness: number): CropBox {\n // As `rasterizeDab`: the tip reaches `reach` across its minor axis and `reach / roundness` along it.\n const ro = Math.min(1, Math.max(0.5 / d.radius, d.roundness));\n const rm = Math.max(0.5, d.radius * ro);\n const r = Math.max(rm, tipReach(rm, hardness)) / ro + 1.5;\n const x0 = Math.floor(d.x - r);\n const y0 = Math.floor(d.y - r);\n return { x: x0, y: y0, width: Math.ceil(d.x + r) - x0, height: Math.ceil(d.y + r) - y0 };\n}\n\n/**\n * Rasterizes one dab over `rect` into `out` (rect.width × rect.height values, coverage × flow).\n * Small tips (radius below 3 px) take each pixel's covered area from a 4×4 grid.\n */\nexport function rasterizeDab(d: Dab, hardness: number, rect: CropBox, out: Float32Array): void {\n const w = rect.width;\n const h = rect.height;\n out.fill(0, 0, w * h);\n const r = d.radius;\n const ro = Math.min(1, Math.max(0.5 / r, d.roundness));\n const rm = Math.max(0.5, r * ro);\n const reach = Math.max(rm, tipReach(rm, hardness));\n const sn = Math.sin(d.angle);\n const cs = Math.cos(d.angle);\n const toTip = (dx: number, dy: number): [number, number] => {\n const ux = dx;\n const uy = -dy;\n return [ux * cs + uy * sn, -ux * sn + uy * cs];\n };\n const small = rm < SMALL_TIP_RADIUS;\n const reach2 = (reach + (small ? 0.75 : 0.5)) ** 2;\n for (let yy = 0; yy < h; yy++) {\n const dy = rect.y + yy + 0.5 - d.y;\n for (let xx = 0; xx < w; xx++) {\n const dx = rect.x + xx + 0.5 - d.x;\n const [u, v] = toTip(dx, dy);\n const d2 = (u * ro) ** 2 + v * v;\n if (d2 >= reach2) continue;\n let val: number;\n if (small) {\n let sum = 0;\n for (const sy of SUBPIXEL) {\n for (const sx of SUBPIXEL) {\n const [su, sv] = toTip(dx + sx, dy + sy);\n sum += tipFalloff(Math.sqrt((su * ro) ** 2 + sv * sv), rm, hardness);\n }\n }\n val = sum / 16;\n } else {\n val = dabCoverage(Math.sqrt(d2), rm, hardness);\n }\n if (val > 0) out[yy * w + xx] = val * d.alpha;\n }\n }\n}\n\n// ---------------------------------------------------------------------------\n// Stroke coverage\n// ---------------------------------------------------------------------------\n\nconst TILE_PIXELS = TILE * TILE;\n\n/** A stroke's accumulated coverage, in 256 px tiles over document space. */\nexport class CoverageMap {\n readonly tiles = new Map<TileKey, Float32Array>();\n bounds: CropBox | null = null;\n private dirty = new Set<TileKey>();\n\n get(x: number, y: number): number {\n const tx = Math.floor(x / TILE);\n const ty = Math.floor(y / TILE);\n const t = this.tiles.get(tileKey(tx, ty));\n return t ? t[(y - ty * TILE) * TILE + (x - tx * TILE)] : 0;\n }\n\n /** Builds up `vals` (over `rect`) with flow towards `ceil`: `c ← c + v·(ceil − c)`. */\n accumulate(rect: CropBox, vals: Float32Array, ceil: number): void {\n if (rect.width <= 0 || rect.height <= 0) return;\n const w = rect.width;\n const tx0 = Math.floor(rect.x / TILE);\n const ty0 = Math.floor(rect.y / TILE);\n const tx1 = Math.floor((rect.x + rect.width - 1) / TILE);\n const ty1 = Math.floor((rect.y + rect.height - 1) / TILE);\n let touched = false;\n for (let ty = ty0; ty <= ty1; ty++) {\n for (let tx = tx0; tx <= tx1; tx++) {\n const x0 = Math.max(rect.x, tx * TILE);\n const y0 = Math.max(rect.y, ty * TILE);\n const x1 = Math.min(rect.x + rect.width, tx * TILE + TILE);\n const y1 = Math.min(rect.y + rect.height, ty * TILE + TILE);\n let tile: Float32Array | undefined;\n for (let y = y0; y < y1; y++) {\n const row = (y - rect.y) * w;\n const trow = (y - ty * TILE) * TILE;\n for (let x = x0; x < x1; x++) {\n const v = vals[row + (x - rect.x)];\n if (v <= 0) continue;\n if (!tile) {\n const key = tileKey(tx, ty);\n tile = this.tiles.get(key);\n if (!tile) {\n tile = new Float32Array(TILE_PIXELS);\n this.tiles.set(key, tile);\n }\n this.dirty.add(key);\n touched = true;\n }\n const ti = trow + (x - tx * TILE);\n const c = tile[ti];\n if (ceil > c) tile[ti] = c + v * (ceil - c);\n }\n }\n }\n }\n if (touched) this.bounds = unionRect(this.bounds, rect);\n }\n\n /** Tiles changed since the last call. */\n takeDirty(): TileKey[] {\n const out = [...this.dirty];\n this.dirty.clear();\n return out;\n }\n}\n\nfunction unionRect(a: CropBox | null, b: CropBox): CropBox {\n if (!a) return { ...b };\n const x = Math.min(a.x, b.x);\n const y = Math.min(a.y, b.y);\n return { x, y, width: Math.max(a.x + a.width, b.x + b.width) - x, height: Math.max(a.y + a.height, b.y + b.height) - y };\n}\n\n/** Paints a stroke's dabs into a coverage map, incrementally. */\nexport class StrokeCoverage {\n readonly coverage = new CoverageMap();\n private walker: DabWalker;\n private smoothing: number;\n private smoothPos: StrokePoint | null = null;\n private buf = new Float32Array(0);\n dabCount = 0;\n\n constructor(readonly brush: BrushSettings) {\n this.walker = new DabWalker(brush);\n this.smoothing = brush.smoothing;\n }\n\n /** Feeds input points; returns the document rectangles the new dabs touched. */\n push(points: readonly StrokePoint[]): CropBox[] {\n const dabs: Dab[] = [];\n for (const p of points) this.walker.push(this.smooth(p), dabs);\n return this.paint(dabs);\n }\n\n /** Ends the stroke (a single click still paints one dab). */\n finish(last?: StrokePoint): CropBox[] {\n const dabs: Dab[] = [];\n if (last && this.smoothPos && (this.smoothPos.x !== last.x || this.smoothPos.y !== last.y)) this.walker.push(last, dabs);\n this.walker.finish(dabs);\n return this.paint(dabs);\n }\n\n private smooth(p: StrokePoint): StrokePoint {\n const a = 1 - Math.min(0.95, Math.max(0, this.smoothing));\n const cur = this.smoothPos;\n const n = cur && a < 1 ? { ...p, x: cur.x + (p.x - cur.x) * a, y: cur.y + (p.y - cur.y) * a } : p;\n this.smoothPos = n;\n return n;\n }\n\n private paint(dabs: Dab[]): CropBox[] {\n const rects: CropBox[] = [];\n for (const d of dabs) {\n const rect = dabRect(d, this.brush.hardness);\n const n = rect.width * rect.height;\n if (this.buf.length < n) this.buf = new Float32Array(n);\n const vals = this.buf.subarray(0, n);\n rasterizeDab(d, this.brush.hardness, rect, vals);\n this.coverage.accumulate(rect, vals, d.opacity);\n rects.push(rect);\n this.dabCount++;\n }\n return rects;\n }\n}\n\n/** How a stroke changes pixels. */\nexport interface StrokeApply {\n /** `paint` puts colour down; `erase` removes alpha (or, with transparency locked, paints `background`). */\n mode: 'paint' | 'erase';\n /** RGBA 0..255 (paint colour, or the mask grey in `r`). */\n color: readonly [number, number, number, number];\n /** RGBA 0..255 the eraser paints on a transparency-locked layer (and on masks). */\n background: readonly [number, number, number, number];\n opacity: number;\n blend: BlendMode;\n lockTransparency: boolean;\n /** Selection coverage (document space, canvas-sized), or `null`. */\n selection: { width: number; height: number; data: ArrayLike<number> } | null;\n /** Layer offset (target pixels are in layer space). */\n offset: { x: number; y: number };\n}\n\n/**\n * Composites the stroke's coverage over `tileData` (the target's tile (tx, ty) as it was before\n * the stroke, in layer space; RGBA or one byte for masks) and returns the new tile data. With\n * `into` (the tile's previous result) and `region` (document space), only `region` is recomputed\n * and the rest of `into` is kept.\n */\nexport function applyStrokeToTile(\n coverage: CoverageMap,\n tileData: Uint8ClampedArray,\n channels: 1 | 4,\n tx: number,\n ty: number,\n s: StrokeApply,\n options: { into?: Uint8ClampedArray; region?: CropBox } = {}\n): Uint8ClampedArray {\n const out = options.into ? new Uint8ClampedArray(options.into) : new Uint8ClampedArray(tileData);\n const ox = tx * TILE + s.offset.x;\n const oy = ty * TILE + s.offset.y;\n let x0 = 0;\n let y0 = 0;\n let x1 = TILE;\n let y1 = TILE;\n if (options.region) {\n const r = options.region;\n x0 = Math.max(0, Math.floor(r.x) - ox);\n y0 = Math.max(0, Math.floor(r.y) - oy);\n x1 = Math.min(TILE, Math.ceil(r.x + r.width) - ox);\n y1 = Math.min(TILE, Math.ceil(r.y + r.height) - oy);\n if (x1 <= x0 || y1 <= y0) return out;\n // Start the region from the pre-stroke pixels: coverage is cumulative.\n if (options.into) {\n for (let y = y0; y < y1; y++) out.set(tileData.subarray((y * TILE + x0) * channels, (y * TILE + x1) * channels), (y * TILE + x0) * channels);\n }\n }\n const sel = s.selection;\n const cb = [0, 0, 0, 0];\n const cs = [s.color[0] / 255, s.color[1] / 255, s.color[2] / 255, s.color[3] / 255];\n const bg = [s.background[0] / 255, s.background[1] / 255, s.background[2] / 255, s.background[3] / 255];\n // With a tile-aligned offset the layer tile is one coverage tile: read it directly.\n const aligned = s.offset.x % TILE === 0 && s.offset.y % TILE === 0;\n const covTile = aligned ? coverage.tiles.get(tileKey(Math.floor(ox / TILE), Math.floor(oy / TILE))) : undefined;\n if (aligned && !covTile) return out;\n for (let y = y0; y < y1; y++) {\n const dy = oy + y;\n for (let x = x0; x < x1; x++) {\n const dx = ox + x;\n const c = covTile ? covTile[y * TILE + x] : coverage.get(dx, dy);\n if (c <= 0) continue;\n let k = c * s.opacity;\n if (sel) {\n if (dx < 0 || dy < 0 || dx >= sel.width || dy >= sel.height) continue;\n k *= sel.data[dy * sel.width + dx] / 255;\n }\n if (k > 1) k = 1;\n if (k <= 0) continue;\n const p = y * TILE + x;\n if (channels === 1) {\n const target = s.mode === 'erase' ? s.background[0] : s.color[0];\n out[p] = Math.round(out[p] + (target - out[p]) * k);\n continue;\n }\n const i = p * 4;\n if (s.mode === 'erase' && !s.lockTransparency) {\n out[i + 3] = Math.round(out[i + 3] * (1 - k));\n continue;\n }\n if (s.lockTransparency && out[i + 3] === 0) continue;\n const src = s.mode === 'erase' ? bg : cs;\n if (s.blend === 'pigment') {\n // `blendPixel`'s paint mix on the 8-bit colours, with their spectra cached.\n const bytes = s.mode === 'erase' ? s.background : s.color;\n const as = src[3] * k;\n if (!(as > 0)) continue;\n const ao = as + (out[i + 3] / 255) * (1 - as);\n mixPigment8(out[i], out[i + 1], out[i + 2], bytes[0], bytes[1], bytes[2], as / ao, cb);\n out[i] = Math.round(cb[0] * 255);\n out[i + 1] = Math.round(cb[1] * 255);\n out[i + 2] = Math.round(cb[2] * 255);\n if (!s.lockTransparency) out[i + 3] = Math.round(ao * 255);\n continue;\n }\n for (let ch = 0; ch < 4; ch++) cb[ch] = out[i + ch] / 255;\n const o = blendPixel(s.blend, cb, src, k);\n out[i] = Math.round(o[0] * 255);\n out[i + 1] = Math.round(o[1] * 255);\n out[i + 2] = Math.round(o[2] * 255);\n if (!s.lockTransparency) out[i + 3] = Math.round(o[3] * 255);\n }\n }\n return out;\n}\n\n/** Tile coordinates of coverage tile keys (for callers that track dirty tiles). */\nexport function coverageTileCoord(key: TileKey): { tx: number; ty: number } {\n return tileCoord(key);\n}\n","// Portions ported from photocraft/crates/paint/src/mixer.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * The pick-up / mix exchange between a loaded brush and the paint under it: the one mechanism\n * every wet-capable brush shares. The Mixer Brush (`MixerStroke`) and the paint editor's\n * wet-capable brushes run on it now; the wet layer (phase 3) plugs in as another `PaintMedium`.\n *\n * Two halves:\n *\n * - `PaintExchange` is what the brush carries: a **reservoir** of loaded paint (with an amount\n * that drains per dab) and a **well** of paint picked up from the canvas. Per dab it\n * 1. picks up: the well moves towards the colour under the dab by the pick-up rate times how\n * much of the footprint holds paint (`pickUp`);\n * 2. mixes the dab's paint: reservoir weight `amount × (1 − mix)`, well weight `mix`\n * (`paint`);\n * 3. drains the reservoir (`drain`).\n * Every mix is RGB or Kubelka-Munk pigment (`mixing`), so a blue brush through yellow goes\n * green.\n * - `PaintMedium` is what the brush touches: `sample` (the colour and contact under a footprint)\n * and `deposit` (lay paint at per-pixel amounts). `TileMedium` is the raster layer's pixels.\n * A wet layer implements the same two calls over its wet pigment and water (sampling only wet\n * paint, so pick-up lifts what is still wet), and nothing in `PaintExchange` changes.\n *\n * The ratios a user sets are `pickup` (pick-up ratio, 0..1) and `mix` (mix ratio, 0..1);\n * `exchangeRates` turns them into per-dab rates with the Mixer Brush's constants, so a Mixer\n * Brush's `wet` and `mix` are exactly these two ratios. Everything is data in, pixels out.\n */\n\nimport { blendPixel, mixPigment8, type BlendMode } from '../raster/blend';\nimport type { RasterRect } from '../raster/surface';\nimport { TILE } from '../raster/surface';\nimport { createPigment, lerpPigmentInto, setPigmentColor, type Pigment } from './pigment';\n\n/** How colours mix: straight sRGB averages, or like paint (Kubelka-Munk). */\nexport type MixingModel = 'rgb' | 'pigment';\n\nexport const MIXING_MODELS: readonly MixingModel[] = ['rgb', 'pigment'];\n\n/** An sRGB colour, 0..1 per channel. */\nexport type RgbTriple = [number, number, number];\n\n/** What a brush carries between dabs and strokes. Colours are straight sRGB, 0..1. */\nexport interface MixerLoad {\n /** Loaded paint, or `null` when the brush is unloaded. */\n readonly reservoir: readonly [number, number, number] | null;\n /** Reservoir left, 0..1. */\n readonly amount: number;\n /** Colour picked up from the canvas (the well), or `null` when the brush is clean. */\n readonly pickup: readonly [number, number, number] | null;\n}\n\nexport const EMPTY_MIXER_LOAD: MixerLoad = { reservoir: null, amount: 0, pickup: null };\n\n/** Fraction of the way the well moves towards the canvas colour per dab at a pick-up ratio of 1. */\nexport const MIXER_PICKUP_RATE = 0.25;\n/** Fraction of the reservoir that drains per dab at a load of 0. */\nexport const MIXER_DRAIN = 0.08;\n\n/** Per-dab rates of an exchange. */\nexport interface ExchangeRates {\n /** How far the well moves towards the canvas colour per dab at full contact (0: lifts nothing). */\n pickup: number;\n /** The well's weight in each dab's paint; the reservoir gets `amount × (1 − mix)`. */\n mix: number;\n /** Fraction of the reservoir lost per dab. */\n drain: number;\n mixing: MixingModel;\n}\n\n/**\n * Per-dab rates from the ratios a user sets: pick-up ratio `pickup` (0 dry .. 1), mix ratio\n * `mix` (0 .. 1, scaled by the pick-up ratio: a brush that lifts nothing has nothing to mix) and\n * `load` (1 never drains). The Mixer Brush passes its `wet`, `mix` and `load`.\n */\nexport function exchangeRates(pickup: number, mix: number, load: number, mixing: MixingModel): ExchangeRates {\n return { pickup: MIXER_PICKUP_RATE * pickup, mix: mix * pickup, drain: MIXER_DRAIN * (1 - load), mixing };\n}\n\n/** What a footprint holds: its average paint colour and how much of it holds paint (0..1). */\nexport interface PaintSample {\n rgb: RgbTriple;\n /** Paint-weighted share of the footprint (alpha × coverage over coverage). */\n contact: number;\n}\n\n/** The brush side of the exchange: reservoir, amount and well, mixed per dab. */\nexport class PaintExchange {\n private reservoir: RgbTriple | null;\n private amount: number;\n private well: RgbTriple | null;\n private readonly pig: { res: Pigment; well: Pigment; paint: Pigment; canvas: Pigment } | null;\n private readonly out: RgbTriple = [0, 0, 0];\n\n constructor(\n readonly rates: ExchangeRates,\n load: MixerLoad\n ) {\n this.reservoir = load.reservoir ? [load.reservoir[0], load.reservoir[1], load.reservoir[2]] : null;\n this.amount = this.reservoir ? Math.min(1, Math.max(0, load.amount)) : 0;\n this.well = load.pickup ? [load.pickup[0], load.pickup[1], load.pickup[2]] : null;\n this.pig =\n rates.mixing === 'pigment'\n ? { res: createPigment(this.reservoir ?? [0, 0, 0]), well: createPigment(this.well ?? [0, 0, 0]), paint: createPigment([0, 0, 0]), canvas: createPigment([0, 0, 0]) }\n : null;\n }\n\n /** What the brush carries now. */\n get load(): MixerLoad {\n return { reservoir: this.reservoir ? [...this.reservoir] : null, amount: this.amount, pickup: this.well ? [...this.well] : null };\n }\n\n /** The colour picked up so far, or `null`. */\n get pickup(): Readonly<RgbTriple> | null {\n return this.well;\n }\n\n /** The prepared pigment of the last `paint` colour (pigment mixing only), for `deposit`. */\n get paintPigment(): Pigment | null {\n return this.pig?.paint ?? null;\n }\n\n /** Recolours the reservoir without refilling it (a multi-coloured brush, per dab). */\n setReservoirColor(r: number, g: number, b: number): void {\n if (!this.reservoir) {\n this.reservoir = [r, g, b];\n this.amount = 1;\n } else {\n this.reservoir[0] = r;\n this.reservoir[1] = g;\n this.reservoir[2] = b;\n }\n if (this.pig) setPigmentColor(this.pig.res, r, g, b);\n }\n\n /** `a` mixed `t` of the way to `b` into `this.out`, by the mixing model. */\n private mix(a: RgbTriple, pa: Pigment | null, b: RgbTriple, pb: Pigment | null, t: number): RgbTriple {\n const o = this.out;\n if (pa && pb) lerpPigmentInto(pa, pb, t, o, 0);\n else for (let c = 0; c < 3; c++) o[c] = a[c] + (b[c] - a[c]) * t;\n return o;\n }\n\n /** `a` mixed `t` of the way to `b` (sRGB 0..1) by the mixing model, into `out`. */\n mixColors(a: readonly number[], b: readonly number[], t: number, out: number[]): number[] {\n if (this.pig) {\n setPigmentColor(this.pig.canvas, a[0], a[1], a[2]);\n setPigmentColor(this.pig.paint, b[0], b[1], b[2]);\n lerpPigmentInto(this.pig.canvas, this.pig.paint, t, out, 0);\n } else for (let c = 0; c < 3; c++) out[c] = a[c] + (b[c] - a[c]) * t;\n return out;\n }\n\n /** 1. Pick-up: the well moves towards the sampled colour (or takes it, when clean). */\n pickUp(sample: PaintSample | null): void {\n if (!sample || !(this.rates.pickup > 0)) return;\n const pig = this.pig;\n if (!this.well) this.well = [sample.rgb[0], sample.rgb[1], sample.rgb[2]];\n else {\n if (pig) setPigmentColor(pig.canvas, sample.rgb[0], sample.rgb[1], sample.rgb[2]);\n const o = this.mix(this.well, pig?.well ?? null, sample.rgb, pig?.canvas ?? null, this.rates.pickup * sample.contact);\n this.well = [o[0], o[1], o[2]];\n }\n if (pig) setPigmentColor(pig.well, this.well[0], this.well[1], this.well[2]);\n }\n\n /**\n * 2. The dab's paint: the reservoir mixed with the well, written to `out`. Returns the total\n * weight (≤ 0: nothing to lay down); deposit `min(1, weight)` of it. With pigment mixing,\n * `paintPigment` is the result's pigment afterwards.\n */\n paint(out: RgbTriple): number {\n const res = this.reservoir;\n const wr = res ? this.amount * (1 - this.rates.mix) : 0;\n const wp = this.well ? this.rates.mix : 0;\n const total = wr + wp;\n if (!(total > 1e-6)) return 0;\n const pig = this.pig;\n if (res && this.well) {\n const m = this.mix(res, pig?.res ?? null, this.well, pig?.well ?? null, wp / total);\n out[0] = m[0];\n out[1] = m[1];\n out[2] = m[2];\n } else {\n const c = res ?? this.well!;\n out[0] = c[0];\n out[1] = c[1];\n out[2] = c[2];\n }\n if (pig) setPigmentColor(pig.paint, out[0], out[1], out[2]);\n return total;\n }\n\n /** 3. The reservoir drains. */\n drain(): void {\n this.amount *= 1 - this.rates.drain;\n }\n}\n\n/** The pixels a brush reads and writes (RGBA tiles in layer space). */\nexport interface PaintTileTarget {\n /** The tile (TILE × TILE × 4) at (tx, ty) as it is now, or `null` when it is fully transparent. */\n readTile(tx: number, ty: number): Uint8ClampedArray | null;\n /** A writable tile at (tx, ty), returned by `readTile` from then on. */\n writeTile(tx: number, ty: number): Uint8ClampedArray;\n /** Layer offset: layer pixel = document pixel − offset. */\n offset: { x: number; y: number };\n /** Keep alpha and paint only where the layer has pixels. */\n lockTransparency: boolean;\n /** Selection coverage (document space, canvas-sized), or `null`. */\n selection: { width: number; height: number; data: ArrayLike<number> } | null;\n}\n\n/** The canvas side of the exchange: where a brush picks paint up and lays it down. */\nexport interface PaintMedium {\n /** The paint under a footprint (`cov` over `rect`, document space), or `null` where there is none. */\n sample(rect: RasterRect, cov: ArrayLike<number>): PaintSample | null;\n /**\n * Lays paint over the footprint at `dep × cov` per pixel. The colour is `paint` (with its\n * prepared pigment for pigment mixing), or per pixel from `field` (3 floats per pixel of\n * `rect`, sRGB 0..1) when given.\n */\n deposit(rect: RasterRect, cov: ArrayLike<number>, dep: number, paint: Readonly<RgbTriple>, paintPigment: Pigment | null, field?: Float32Array | null): void;\n}\n\nexport interface TileMediumOptions {\n /**\n * How deposits combine with the pixels. Missing: the exchange's mixing (source-over, or a\n * pigment mix with pigment mixing), as the Mixer Brush paints. Otherwise any blend mode, as a\n * brush tip's `blend`.\n */\n blend?: BlendMode;\n}\n\n/** A raster layer's pixels as a `PaintMedium` (through live tiles). */\nexport class TileMedium implements PaintMedium {\n // The tile last looked up by `locate` (and whether it came from `writeTile`).\n private tx = NaN;\n private ty = NaN;\n private tile: Uint8ClampedArray | null = null;\n private writable = false;\n private readonly canvasPig = createPigment([0, 0, 0]);\n private readonly paintPig = createPigment([0, 0, 0]);\n private paintKey = -1;\n private readonly cb = [0, 0, 0, 0];\n private readonly src = [0, 0, 0, 1];\n private readonly o: number[] = [0, 0, 0];\n\n constructor(\n readonly target: PaintTileTarget,\n private readonly options: TileMediumOptions = {}\n ) {}\n\n /** Forgets the cached tile (call when another writer may have replaced tiles). */\n reset(): void {\n this.tx = NaN;\n }\n\n /**\n * The tile holding document pixel (dx, dy) (`pixels`) and the pixel's byte index in it, or -1\n * when reading an empty tile.\n */\n locate(dx: number, dy: number, write: boolean): number {\n const t = this.target;\n const lx = dx - t.offset.x;\n const ly = dy - t.offset.y;\n const tx = Math.floor(lx / TILE);\n const ty = Math.floor(ly / TILE);\n if (tx !== this.tx || ty !== this.ty || (write && !this.writable)) {\n this.tx = tx;\n this.ty = ty;\n this.tile = write ? t.writeTile(tx, ty) : t.readTile(tx, ty);\n this.writable = write;\n }\n return this.tile ? ((ly - ty * TILE) * TILE + (lx - tx * TILE)) * 4 : -1;\n }\n\n /** The tile `locate` last found. */\n get pixels(): Uint8ClampedArray {\n return this.tile!;\n }\n\n /** Selection coverage at a document pixel, 0..1 (1 without a selection). */\n selectionAt(dx: number, dy: number): number {\n const sel = this.target.selection;\n if (!sel) return 1;\n if (dx < 0 || dy < 0 || dx >= sel.width || dy >= sel.height) return 0;\n return sel.data[dy * sel.width + dx] / 255;\n }\n\n sample(rect: RasterRect, cov: ArrayLike<number>): PaintSample | null {\n const w = rect.width;\n this.tx = NaN;\n let ar = 0;\n let ag = 0;\n let ab = 0;\n let wsum = 0;\n let asum = 0;\n for (let yy = 0; yy < rect.height; yy++) {\n for (let xx = 0; xx < w; xx++) {\n const k = cov[yy * w + xx];\n if (k <= 0) continue;\n wsum += k;\n const i = this.locate(rect.x + xx, rect.y + yy, false);\n if (i < 0) continue;\n const px = this.tile!;\n const al = px[i + 3] / 255;\n if (al <= 0) continue;\n const ka = k * al;\n ar += (px[i] / 255) * ka;\n ag += (px[i + 1] / 255) * ka;\n ab += (px[i + 2] / 255) * ka;\n asum += ka;\n }\n }\n if (!(asum > 1e-6)) return null;\n return { rgb: [ar / asum, ag / asum, ab / asum], contact: asum / Math.max(1e-6, wsum) };\n }\n\n deposit(rect: RasterRect, cov: ArrayLike<number>, dep: number, paint: Readonly<RgbTriple>, paintPigment: Pigment | null, field: Float32Array | null = null): void {\n const t = this.target;\n const sel = t.selection;\n const w = rect.width;\n const o = this.o;\n const blend = this.options.blend;\n // Pigment where the exchange mixes pigment (no blend given) or the blend is `pigment`.\n const pigment = blend === undefined ? paintPigment !== null : blend === 'pigment';\n const general = blend !== undefined && blend !== 'normal' && blend !== 'pigment';\n // Pigment mode keeps the last canvas colour's spectrum: runs of equal pixels are common.\n let lastKey = -1;\n this.tx = NaN;\n for (let yy = 0; yy < rect.height; yy++) {\n const dy = rect.y + yy;\n for (let xx = 0; xx < w; xx++) {\n const p = yy * w + xx;\n let k = cov[p] * dep;\n if (k <= 0) continue;\n const dx = rect.x + xx;\n if (sel) {\n if (dx < 0 || dy < 0 || dx >= sel.width || dy >= sel.height) continue;\n k *= sel.data[dy * sel.width + dx] / 255;\n if (k <= 0) continue;\n }\n if (k > 1) k = 1;\n // A locked layer keeps its transparent pixels (and leaves their tiles unwritten).\n if (t.lockTransparency) {\n const ri = this.locate(dx, dy, false);\n if (ri < 0 || this.tile![ri + 3] === 0) continue;\n }\n const i = this.locate(dx, dy, true);\n const px = this.tile!;\n const pr = field ? field[p * 3] : paint[0];\n const pg = field ? field[p * 3 + 1] : paint[1];\n const pb = field ? field[p * 3 + 2] : paint[2];\n if (general) {\n const cb = this.cb;\n for (let c = 0; c < 4; c++) cb[c] = px[i + c] / 255;\n const src = this.src;\n src[0] = pr;\n src[1] = pg;\n src[2] = pb;\n const r = blendPixel(blend!, cb, src, k);\n px[i] = Math.round(r[0] * 255);\n px[i + 1] = Math.round(r[1] * 255);\n px[i + 2] = Math.round(r[2] * 255);\n if (!t.lockTransparency) px[i + 3] = Math.round(r[3] * 255);\n continue;\n }\n const a = px[i + 3] / 255;\n const na = t.lockTransparency ? a : a + (1 - a) * k;\n // The new paint's share of the result (source-over); a locked layer mixes by `k` alone.\n const share = t.lockTransparency ? k : na > 0 ? k / na : 1;\n if (a <= 0 || share >= 1) {\n o[0] = pr;\n o[1] = pg;\n o[2] = pb;\n } else if (pigment && field) {\n mixPigment8(px[i], px[i + 1], px[i + 2], Math.round(pr * 255), Math.round(pg * 255), Math.round(pb * 255), share, o);\n } else if (pigment) {\n const key = (px[i] << 16) | (px[i + 1] << 8) | px[i + 2];\n if (key !== lastKey) {\n setPigmentColor(this.canvasPig, px[i] / 255, px[i + 1] / 255, px[i + 2] / 255);\n lastKey = key;\n }\n let pp = paintPigment;\n if (!pp) {\n // A pigment-blend tip over an RGB exchange: prepare the paint colour once per colour.\n const pkey = (Math.round(pr * 255) << 16) | (Math.round(pg * 255) << 8) | Math.round(pb * 255);\n if (pkey !== this.paintKey) {\n setPigmentColor(this.paintPig, pr, pg, pb);\n this.paintKey = pkey;\n }\n pp = this.paintPig;\n }\n lerpPigmentInto(this.canvasPig, pp, share, o, 0);\n } else {\n o[0] = px[i] / 255 + (pr - px[i] / 255) * share;\n o[1] = px[i + 1] / 255 + (pg - px[i + 1] / 255) * share;\n o[2] = px[i + 2] / 255 + (pb - px[i + 2] / 255) * share;\n }\n px[i] = Math.round(o[0] * 255);\n px[i + 1] = Math.round(o[1] * 255);\n px[i + 2] = Math.round(o[2] * 255);\n px[i + 3] = Math.round(na * 255);\n }\n }\n }\n}\n","// Portions ported from photocraft/crates/paint/src/mixer.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * The Mixer Brush: a reservoir of loaded paint plus a pickup well that takes up colour from the\n * canvas under each dab (photocraft's behavioural model):\n *\n * - Each dab samples the canvas under its footprint (coverage- and alpha-weighted). The pickup\n * colour `P` moves towards that sample by `PICKUP_RATE × wet` (scaled by the sample's coverage).\n * - The dab's paint mixes the reservoir `R` (weight `amount × (1 − mix·wet)`) with the pickup\n * (weight `mix·wet`) and lands at `flow × opacity` times the total weight, over the pixels as\n * they are now, so earlier dabs of the same stroke are picked up again (smearing).\n * - The reservoir drains per dab unless `load` is 1, so low-load strokes run dry. A dry brush\n * (`wet` 0) paints only reservoir colour; an empty, wet brush smears canvas colour.\n *\n * `mixing: 'pigment'` does all three mixes (pickup, paint and deposit) with the Kubelka-Munk model\n * of `./pigment`, so a blue brush dragged through yellow makes green instead of grey. Everything\n * is data in, pixels out: the same canvas, points, settings and load replay identically.\n */\n\nimport { DabWalker, dabRect, rasterizeDab, type BrushSettings, type Dab, type StrokePoint } from './brush';\nimport {\n EMPTY_MIXER_LOAD,\n exchangeRates,\n MIXER_DRAIN,\n MIXER_PICKUP_RATE,\n MIXING_MODELS,\n PaintExchange,\n TileMedium,\n type ExchangeRates,\n type MixerLoad,\n type MixingModel,\n type PaintTileTarget,\n type RgbTriple,\n} from './exchange';\nimport type { RasterRect as CropBox } from '../raster/surface';\n\n\nexport { EMPTY_MIXER_LOAD, MIXER_DRAIN, MIXER_PICKUP_RATE, MIXING_MODELS, type MixerLoad, type MixingModel };\n\n/** Mixer Brush options. */\nexport interface MixerSettings {\n /** How much colour the brush picks up from the canvas (the pick-up ratio), 0 (dry) .. 1 (default 0.5). */\n wet: number;\n /** How much paint the reservoir holds, 0 .. 1 (default 0.5): below 1 it drains per dab and the stroke runs dry. */\n load: number;\n /** How far each dab's paint moves from the reservoir towards the picked-up colour (the mix ratio), 0 .. 1 (default 0.5). */\n mix: number;\n /** Refill the reservoir with the paint colour at the start of each stroke (default true). */\n loadEachStroke: boolean;\n /** Empty the pickup well after each stroke (default true); off keeps the brush dirty for the next stroke. */\n cleanEachStroke: boolean;\n /** `rgb` (default) or `pigment` (blue and yellow make green). */\n mixing: MixingModel;\n}\n\nexport const DEFAULT_MIXER: Readonly<MixerSettings> = {\n wet: 0.5,\n load: 0.5,\n mix: 0.5,\n loadEachStroke: true,\n cleanEachStroke: true,\n mixing: 'rgb',\n};\n\n/** Mixer settings with every field in range (missing fields from `DEFAULT_MIXER`). */\nexport function normalizeMixer(raw: Partial<MixerSettings> = {}): MixerSettings {\n const unit = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) ? Math.min(1, Math.max(0, v)) : d);\n const bool = (v: unknown, d: boolean) => (typeof v === 'boolean' ? v : d);\n return {\n wet: unit(raw.wet, DEFAULT_MIXER.wet),\n load: unit(raw.load, DEFAULT_MIXER.load),\n mix: unit(raw.mix, DEFAULT_MIXER.mix),\n loadEachStroke: bool(raw.loadEachStroke, DEFAULT_MIXER.loadEachStroke),\n cleanEachStroke: bool(raw.cleanEachStroke, DEFAULT_MIXER.cleanEachStroke),\n mixing: raw.mixing === 'pigment' ? 'pigment' : 'rgb',\n };\n}\n\n/** The per-dab exchange rates of Mixer Brush settings (`wet` is the pick-up ratio, `mix` the mix ratio). */\nexport function mixerRates(settings: MixerSettings): ExchangeRates {\n return exchangeRates(settings.wet, settings.mix, settings.load, settings.mixing);\n}\n\n/** The brush loaded full with `color` (sRGB 0..1); the pickup well is kept. */\nexport function loadMixer(load: MixerLoad, color: readonly [number, number, number]): MixerLoad {\n const c = (v: number) => Math.min(1, Math.max(0, Number.isFinite(v) ? v : 0));\n return { reservoir: [c(color[0]), c(color[1]), c(color[2])], amount: 1, pickup: load.pickup };\n}\n\n/** The brush with its pickup well emptied; the reservoir is kept. */\nexport function cleanMixer(load: MixerLoad): MixerLoad {\n return { reservoir: load.reservoir, amount: load.amount, pickup: null };\n}\n\n/** The pixels a mixer stroke reads and writes (RGBA tiles in layer space). */\nexport type MixerTarget = PaintTileTarget;\n\n/**\n * One Mixer Brush stroke. Feed points with `push` (any chunks give the same dabs), end with\n * `finish`; `load` is the brush load after the dabs so far. Each call returns the document\n * rectangles it touched. Runs on the shared pick-up / mix exchange (`./exchange`).\n */\nexport class MixerStroke {\n dabCount = 0;\n bounds: CropBox | null = null;\n private walker: DabWalker;\n private smoothPos: StrokePoint | null = null;\n private buf = new Float32Array(0);\n private readonly exchange: PaintExchange;\n private readonly medium: TileMedium;\n private readonly paintColor: RgbTriple = [0, 0, 0];\n\n constructor(\n readonly brush: BrushSettings,\n settings: Partial<MixerSettings>,\n load: MixerLoad,\n target: MixerTarget\n ) {\n this.walker = new DabWalker(brush);\n this.exchange = new PaintExchange(mixerRates(normalizeMixer(settings)), load);\n this.medium = new TileMedium(target);\n }\n\n /** The brush load after the dabs so far. */\n get load(): MixerLoad {\n return this.exchange.load;\n }\n\n push(points: readonly StrokePoint[]): CropBox[] {\n const dabs: Dab[] = [];\n for (const p of points) this.walker.push(this.smooth(p), dabs);\n return this.paint(dabs);\n }\n\n finish(last?: StrokePoint): CropBox[] {\n const dabs: Dab[] = [];\n if (last && this.smoothPos && (this.smoothPos.x !== last.x || this.smoothPos.y !== last.y)) this.walker.push(last, dabs);\n this.walker.finish(dabs);\n return this.paint(dabs);\n }\n\n private smooth(p: StrokePoint): StrokePoint {\n const a = 1 - Math.min(0.95, Math.max(0, this.brush.smoothing));\n const cur = this.smoothPos;\n const n = cur && a < 1 ? { ...p, x: cur.x + (p.x - cur.x) * a, y: cur.y + (p.y - cur.y) * a } : p;\n this.smoothPos = n;\n return n;\n }\n\n private paint(dabs: Dab[]): CropBox[] {\n const rects: CropBox[] = [];\n for (const d of dabs) {\n const rect = dabRect(d, this.brush.hardness);\n const n = rect.width * rect.height;\n if (this.buf.length < n) this.buf = new Float32Array(n);\n const cov = this.buf.subarray(0, n);\n // Pure tip coverage: flow scales the deposit, not the sampling weights.\n rasterizeDab({ ...d, alpha: 1 }, this.brush.hardness, rect, cov);\n this.dab(d, rect, cov);\n rects.push(rect);\n this.bounds = union(this.bounds, rect);\n this.dabCount++;\n }\n return rects;\n }\n\n private dab(d: Dab, rect: CropBox, cov: Float32Array): void {\n const ex = this.exchange;\n // 1. Pick up from the canvas under the dab; 2. mix the dab's paint and lay it; 3. drain.\n ex.pickUp(this.medium.sample(rect, cov));\n const total = ex.paint(this.paintColor);\n if (total > 0) {\n const dep = Math.min(1, total) * this.brush.flow * this.brush.opacity * d.opacity;\n if (dep > 0) this.medium.deposit(rect, cov, dep, this.paintColor, ex.paintPigment);\n }\n ex.drain();\n }\n}\n\nfunction union(a: CropBox | null, b: CropBox): CropBox {\n if (!a) return { ...b };\n const x = Math.min(a.x, b.x);\n const y = Math.min(a.y, b.y);\n return { x, y, width: Math.max(a.x + a.width, b.x + b.width) - x, height: Math.max(a.y + a.height, b.y + b.height) - y };\n}\n","/**\n * Blending tools on raster tiles, dab by dab (any dab walker can drive them):\n *\n * - **Blender** (`blenderDab`): every pixel under the tip moves towards the mix of the paint\n * within `distance` of it, so neighbouring colours run together. The mix is taken through the\n * pigment model: the neighbourhood's K/S spectra are averaged with Kubelka-Munk weights\n * (alpha × scattering), so blue next to yellow blends into green, not grey. `rgb` averages\n * straight colours instead.\n * - **Smudge** (`SmudgeTip`): a finger that carries a patch of paint. Each dab lays the patch it\n * carries over the pixels under the tip (`strength`) and picks up some of the paint that was\n * there (`1 − length`), so the paint's pattern is dragged along the stroke and fades with distance.\n * Optional pigment mixing for both steps.\n *\n * Both blend alpha too: blending next to bare canvas softens an edge, smudging drags paint out\n * into it. A transparency-locked layer keeps its alpha. Pure data in, pixels out.\n */\n\nimport { mixPigment8, pigment8 } from '../raster/blend';\nimport { PIGMENT_BANDS, lerpPigmentInto, type Pigment } from '../raster/pigment';\nimport type { RasterRect } from '../raster/surface';\nimport type { MixingModel, TileMedium } from './exchange';\n\n/** Blender options. */\nexport interface BlenderSettings {\n /** How far each pixel moves towards the neighbourhood mix per dab at full coverage, 0..1 (default 0.5). */\n strength: number;\n /** Blend distance: the neighbourhood's radius as a fraction of the tip diameter, 0..1 (default 0.35). */\n distance: number;\n /** `pigment` (default: Kubelka-Munk, blue next to yellow blends green) or `rgb`. */\n mixing: MixingModel;\n}\n\nexport const DEFAULT_BLENDER: Readonly<BlenderSettings> = { strength: 0.5, distance: 0.35, mixing: 'pigment' };\n\n/** Smudge options. */\nexport interface SmudgeSettings {\n /** How strongly the carried paint covers the pixels under the tip per dab, 0..1 (default 0.7). */\n strength: number;\n /** How far paint is dragged: the share of the carried patch kept per dab, 0..1 (default 0.85). */\n length: number;\n /** `rgb` (default) or `pigment` (smeared colours mix like paint). */\n mixing: MixingModel;\n}\n\nexport const DEFAULT_SMUDGE: Readonly<SmudgeSettings> = { strength: 0.7, length: 0.85, mixing: 'rgb' };\n\nconst unit = (v: unknown, d: number) => (typeof v === 'number' && Number.isFinite(v) ? Math.min(1, Math.max(0, v)) : d);\n\nexport function normalizeBlender(raw: Partial<BlenderSettings> = {}, base: BlenderSettings = DEFAULT_BLENDER): BlenderSettings {\n return { strength: unit(raw.strength, base.strength), distance: unit(raw.distance, base.distance), mixing: raw.mixing === 'rgb' || raw.mixing === 'pigment' ? raw.mixing : base.mixing };\n}\n\nexport function normalizeSmudge(raw: Partial<SmudgeSettings> = {}, base: SmudgeSettings = DEFAULT_SMUDGE): SmudgeSettings {\n return { strength: unit(raw.strength, base.strength), length: unit(raw.length, base.length), mixing: raw.mixing === 'rgb' || raw.mixing === 'pigment' ? raw.mixing : base.mixing };\n}\n\n/** The neighbourhood radius in pixels of a blender dab of `radius`. */\nexport function blendRadius(settings: BlenderSettings, radius: number): number {\n return Math.max(1, Math.round(settings.distance * 2 * radius));\n}\n\n/** Reusable buffers for `blenderDab` (one per stroke). */\nexport interface BlenderScratch {\n sums: Float64Array;\n mix: Pigment;\n out: number[];\n}\n\nexport function createBlenderScratch(): BlenderScratch {\n return { sums: new Float64Array(0), mix: { rgb: [0, 0, 0], strength: 1, ks: new Float32Array(PIGMENT_BANDS), scatter: 1 }, out: [0, 0, 0] };\n}\n\nconst N = PIGMENT_BANDS;\n\n/**\n * One blender dab: `cov` is the tip's coverage over `rect` (document space, 0..1), `opacity` the\n * dab's (pressure) opacity, `radius` its radius in pixels. Reads the neighbourhood as it was\n * before the dab, then writes every covered pixel.\n */\nexport function blenderDab(medium: TileMedium, rect: RasterRect, cov: ArrayLike<number>, opacity: number, radius: number, settings: BlenderSettings, scratch: BlenderScratch): void {\n const R = blendRadius(settings, radius);\n const W = rect.width + 2 * R;\n const H = rect.height + 2 * R;\n const pigment = settings.mixing === 'pigment';\n // Channels per pixel: pigment: S·a·K/S per band, S·a, a, r·a, g·a, b·a; rgb: r·a, g·a, b·a, a.\n const C = pigment ? N + 2 : 4;\n const stride = (W + 1) * C;\n const size = stride * (H + 1);\n if (scratch.sums.length < size) scratch.sums = new Float64Array(size);\n const I = scratch.sums;\n I.fill(0, 0, size);\n medium.reset();\n // Summed-area table over the region (row 0 and column 0 stay zero).\n const row = new Float64Array(C);\n for (let y = 0; y < H; y++) {\n row.fill(0);\n const dy = rect.y - R + y;\n for (let x = 0; x < W; x++) {\n const dx = rect.x - R + x;\n const i = medium.locate(dx, dy, false);\n if (i >= 0) {\n const px = medium.pixels;\n const a = px[i + 3] / 255;\n if (a > 0) {\n if (pigment) {\n const p = pigment8(px[i], px[i + 1], px[i + 2]);\n const sa = p.scatter * p.strength * a;\n for (let k = 0; k < N; k++) row[k] += sa * p.ks[k];\n row[N] += sa;\n row[N + 1] += a;\n } else {\n row[0] += (px[i] / 255) * a;\n row[1] += (px[i + 1] / 255) * a;\n row[2] += (px[i + 2] / 255) * a;\n row[3] += a;\n }\n }\n }\n const o = (y + 1) * stride + (x + 1) * C;\n const up = y * stride + (x + 1) * C;\n for (let c = 0; c < C; c++) I[o + c] = I[up + c] + row[c];\n }\n }\n const area = (2 * R + 1) * (2 * R + 1);\n const strength = settings.strength * opacity;\n const lock = medium.target.lockTransparency;\n const mixPig = scratch.mix;\n const out = scratch.out;\n const sum = (c: number, x1: number, y1: number, x2: number, y2: number) => I[y2 * stride + x2 * C + c] - I[y1 * stride + x2 * C + c] - I[y2 * stride + x1 * C + c] + I[y1 * stride + x1 * C + c];\n const w = rect.width;\n medium.reset();\n for (let yy = 0; yy < rect.height; yy++) {\n for (let xx = 0; xx < w; xx++) {\n const k = cov[yy * w + xx];\n if (k <= 0) continue;\n const dx = rect.x + xx;\n const dy = rect.y + yy;\n let t = strength * k * medium.selectionAt(dx, dy);\n if (t <= 0) continue;\n if (t > 1) t = 1;\n // The window [x − R, x + R] in region coordinates, as summed-area bounds.\n const x1 = xx;\n const y1 = yy;\n const x2 = xx + 2 * R + 1;\n const y2 = yy + 2 * R + 1;\n const asum = sum(pigment ? N + 1 : 3, x1, y1, x2, y2);\n const ri = medium.locate(dx, dy, false);\n const a = ri < 0 ? 0 : medium.pixels[ri + 3] / 255;\n if (lock && a <= 0) continue;\n const avgA = asum / area;\n const na = lock ? a : (1 - t) * a + t * avgA;\n if (asum <= 1e-9) {\n // Only bare canvas nearby: the paint thins out (edges soften).\n if (lock || a <= 0) continue;\n const i = medium.locate(dx, dy, true);\n medium.pixels[i + 3] = Math.round(na * 255);\n continue;\n }\n // The neighbourhood's share of the paint in the result.\n const share = lock ? t : na > 0 ? (t * avgA) / na : 1;\n const i = medium.locate(dx, dy, true);\n const px = medium.pixels;\n if (pigment) {\n const sa = sum(N, x1, y1, x2, y2);\n for (let c = 0; c < N; c++) mixPig.ks[c] = sum(c, x1, y1, x2, y2) / sa;\n mixPig.scatter = sa / asum;\n if (a <= 0 || share >= 1) lerpPigmentInto(mixPig, mixPig, 0, out, 0);\n else lerpPigmentInto(pigment8(px[i], px[i + 1], px[i + 2]), mixPig, share, out, 0);\n } else {\n for (let c = 0; c < 3; c++) {\n const m = sum(c, x1, y1, x2, y2) / asum;\n out[c] = a <= 0 || share >= 1 ? m : px[i + c] / 255 + (m - px[i + c] / 255) * share;\n }\n }\n px[i] = Math.round(out[0] * 255);\n px[i + 1] = Math.round(out[1] * 255);\n px[i + 2] = Math.round(out[2] * 255);\n if (!lock) px[i + 3] = Math.round(na * 255);\n }\n }\n}\n\n/** A dab as the smudge needs it: centre, radius (px) and pressure opacity. */\nexport interface SmudgeDab {\n x: number;\n y: number;\n radius: number;\n opacity: number;\n}\n\n/**\n * A smudging finger: carries a patch of paint (straight RGBA, `size × size` cells over the tip,\n * in canvas orientation) from dab to dab. The first dab only picks the patch up.\n */\nexport class SmudgeTip {\n private readonly size: number;\n private readonly patch: Float32Array;\n private loaded = false;\n private readonly out = [0, 0, 0];\n\n constructor(\n readonly settings: SmudgeSettings,\n /** The largest tip diameter of the stroke, in pixels (the patch resolution). */\n diameter: number\n ) {\n this.size = Math.max(2, Math.min(512, Math.ceil(diameter)));\n this.patch = new Float32Array(this.size * this.size * 4);\n }\n\n private cell(d: SmudgeDab, px: number, py: number): number {\n const s = this.size;\n const r = Math.max(0.5, d.radius);\n const bx = Math.min(s - 1, Math.max(0, Math.floor((((px - d.x) / r + 1) / 2) * s)));\n const by = Math.min(s - 1, Math.max(0, Math.floor((((py - d.y) / r + 1) / 2) * s)));\n return (by * s + bx) * 4;\n }\n\n /** Fills the patch from the pixels under the dab. */\n private load(medium: TileMedium, d: SmudgeDab): void {\n const s = this.size;\n const r = Math.max(0.5, d.radius);\n medium.reset();\n for (let by = 0; by < s; by++) {\n for (let bx = 0; bx < s; bx++) {\n const dx = Math.floor(d.x + (((bx + 0.5) / s) * 2 - 1) * r);\n const dy = Math.floor(d.y + (((by + 0.5) / s) * 2 - 1) * r);\n const i = medium.locate(dx, dy, false);\n const c = (by * s + bx) * 4;\n if (i < 0) {\n this.patch.fill(0, c, c + 4);\n continue;\n }\n const px = medium.pixels;\n this.patch[c] = px[i] / 255;\n this.patch[c + 1] = px[i + 1] / 255;\n this.patch[c + 2] = px[i + 2] / 255;\n this.patch[c + 3] = px[i + 3] / 255;\n }\n }\n this.loaded = true;\n }\n\n /** `a` mixed `t` of the way to `b` (both 0..1) into `out`. */\n private mix(a0: number, a1: number, a2: number, b0: number, b1: number, b2: number, t: number): number[] {\n const o = this.out;\n if (this.settings.mixing === 'pigment') {\n mixPigment8(Math.round(a0 * 255), Math.round(a1 * 255), Math.round(a2 * 255), Math.round(b0 * 255), Math.round(b1 * 255), Math.round(b2 * 255), t, o);\n } else {\n o[0] = a0 + (b0 - a0) * t;\n o[1] = a1 + (b1 - a1) * t;\n o[2] = a2 + (b2 - a2) * t;\n }\n return o;\n }\n\n /** One dab: lays the carried patch over the tip's footprint (`cov` over `rect`), then picks up. */\n dab(medium: TileMedium, d: SmudgeDab, rect: RasterRect, cov: ArrayLike<number>): void {\n if (!this.loaded) {\n this.load(medium, d);\n return;\n }\n const { strength, length } = this.settings;\n const lock = medium.target.lockTransparency;\n const patch = this.patch;\n const w = rect.width;\n medium.reset();\n for (let yy = 0; yy < rect.height; yy++) {\n for (let xx = 0; xx < w; xx++) {\n const cv = cov[yy * w + xx];\n if (cv <= 0) continue;\n const dx = rect.x + xx;\n const dy = rect.y + yy;\n let k = strength * cv * d.opacity * medium.selectionAt(dx, dy);\n if (k <= 0) continue;\n if (k > 1) k = 1;\n const c = this.cell(d, dx + 0.5, dy + 0.5);\n const ba = patch[c + 3];\n const ri = medium.locate(dx, dy, false);\n const a = ri < 0 ? 0 : medium.pixels[ri + 3] / 255;\n if (lock && a <= 0) continue;\n // The pixel as it was: what the finger lays paint over, and what it picks up afterwards.\n const px0 = ri >= 0 ? medium.pixels : null;\n const o0 = px0 ? px0[ri] / 255 : 0;\n const o1 = px0 ? px0[ri + 1] / 255 : 0;\n const o2 = px0 ? px0[ri + 2] / 255 : 0;\n if (a > 0 || ba > 0) {\n const na = lock ? a : a + (ba - a) * k;\n const share = lock ? k * ba : na > 0 ? (k * ba) / na : 0;\n let r = o0;\n let g = o1;\n let b = o2;\n if (a <= 0 || share >= 1) {\n r = patch[c];\n g = patch[c + 1];\n b = patch[c + 2];\n } else if (share > 0) {\n const m = this.mix(o0, o1, o2, patch[c], patch[c + 1], patch[c + 2], share);\n r = m[0];\n g = m[1];\n b = m[2];\n }\n const i = medium.locate(dx, dy, true);\n const out = medium.pixels;\n out[i] = Math.round(r * 255);\n out[i + 1] = Math.round(g * 255);\n out[i + 2] = Math.round(b * 255);\n out[i + 3] = Math.round(na * 255);\n }\n // Pick up: the patch takes `1 − length` of the paint that was under it (alpha-weighted).\n const pick = (1 - length) * Math.min(1, cv * d.opacity);\n if (pick > 0) {\n const pa = ba + (a - ba) * pick;\n const s = pa > 0 ? (a * pick) / pa : 0;\n if (s > 0) {\n const m = ba <= 0 || s >= 1 ? [o0, o1, o2] : this.mix(patch[c], patch[c + 1], patch[c + 2], o0, o1, o2, s);\n patch[c] = m[0];\n patch[c + 1] = m[1];\n patch[c + 2] = m[2];\n }\n patch[c + 3] = pa;\n }\n }\n }\n }\n}\n","import type { AgentTool } from '../tools/registry.js';\nimport { createPigment, mixPigments, type Pigment } from './pigment';\n\nconst HEX = /^#?([0-9a-f]{6})$/i;\n\nfunction parseHex(value: unknown, index: number): [number, number, number] {\n const m = typeof value === 'string' ? HEX.exec(value.trim()) : null;\n if (!m) throw new Error(`colors[${index}].color is ${JSON.stringify(value)}; use #rrggbb, e.g. \"#1e40af\".`);\n const n = parseInt(m[1], 16);\n return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];\n}\n\nfunction toHex(rgb: readonly number[]): string {\n return '#' + rgb.map((v) => Math.round(Math.min(1, Math.max(0, v)) * 255).toString(16).padStart(2, '0')).join('');\n}\n\n/**\n * Agent tools for pigment mixing (`@pixerate/editor/paint`). `mix_colors` is read-only: it\n * predicts what paints mixed in given amounts look like, for choosing a brush or fill colour.\n */\nexport function createPigmentTools(): AgentTool[] {\n const mixColors: AgentTool = {\n name: 'mix_colors',\n title: 'Mix colours like paint',\n description:\n 'Mixes colours as paint would (model pigment, the default: Kubelka-Munk mixing over reflectance spectra, so blue and yellow make green and white lightens a colour into a tint instead of greying it), or as light on screen (model rgb: the weighted RGB average). Changes nothing. Returns mixed (#rrggbb, by the chosen model), the other model\\'s result for comparison (rgbLerp and pigment), the normalised weights and the model.',\n inputSchema: {\n type: 'object',\n properties: {\n colors: {\n type: 'array',\n minItems: 1,\n maxItems: 16,\n description: 'The paints to mix (1 to 16).',\n items: {\n type: 'object',\n properties: {\n color: { type: 'string', description: 'Paint colour #rrggbb.' },\n weight: { type: 'number', minimum: 0, description: 'Parts of this paint, any scale (e.g. 1 and 3 for a 1:3 mix). At least one weight must be above 0.' },\n strength: {\n type: 'number',\n exclusiveMinimum: 0,\n maximum: 100,\n description: 'Tinting strength (default 1): each part counts as this many, so a strong dark paint (e.g. 4) tints a lot of white.',\n },\n },\n required: ['color', 'weight'],\n additionalProperties: false,\n },\n },\n model: {\n type: 'string',\n enum: ['pigment', 'rgb'],\n description: 'pigment (default): mix like paint (Kubelka-Munk), as the pigment blend mode, Mixer Brush and mixing pad do; rgb: average the RGB values, as normal blending and rgb mixing brushes do (strength is ignored).',\n },\n },\n required: ['colors'],\n additionalProperties: false,\n },\n annotations: { title: 'Mix colours like paint', readOnlyHint: true, destructiveHint: false, idempotentHint: true, openWorldHint: false },\n handler: (args) => {\n const items = args.colors as { color: string; weight: number; strength?: number }[];\n const rgbs = items.map((item, i) => parseHex(item.color, i));\n const total = items.reduce((sum, item) => sum + item.weight, 0);\n if (!(total > 0)) throw new Error('Every weight is 0; give at least one colour a weight above 0.');\n const pigments: Pigment[] = rgbs.map((rgb, i) => createPigment(rgb, { strength: items[i].strength }));\n const mixed = mixPigments(pigments, items.map((item) => item.weight));\n const lerp = [0, 1, 2].map((c) => rgbs.reduce((sum, rgb, i) => sum + rgb[c] * items[i].weight, 0) / total);\n const rgb = args.model === 'rgb';\n return {\n mixed: toHex(rgb ? lerp : mixed),\n rgbLerp: toHex(lerp),\n pigment: toHex(mixed),\n weights: items.map((item) => item.weight / total),\n model: rgb ? 'rgb' : 'kubelka-munk',\n };\n },\n };\n return [mixColors];\n}\n"]}
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Portions ported from photocraft/crates/raster/src/lib.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * Tiled, sparse, copy-on-write pixel storage (photocraft's `Surface`): 256 px square tiles in a\n * map keyed by tile coordinate, a default value for every missing tile, and shared tiles.\n *\n * - Pixels are 8-bit, straight alpha: RGBA for layers (4 channels, the same as `ImageData`), one\n * byte for masks.\n * - A surface is never mutated. A write returns a new surface that shares every tile it did not\n * touch, so undo history and caches can keep old surfaces by reference.\n * - A tile whose pixels all hold one value is a *uniform* tile; one instance per value is shared,\n * so a solid fill or a \"hide all\" mask costs one tile however large it is.\n * - Coordinates are document pixels and may be negative or past the canvas (layers can extend\n * beyond it, as PSD layer rects do).\n *\n * The module has no DOM dependency, so it runs in Node, tests and workers.\n */\n\n/** A pixel rectangle (`x`, `y` of the top-left corner, `width`, `height`). */\nexport interface RasterRect {\n x: number;\n y: number;\n width: number;\n height: number;\n}\ntype CropBox = RasterRect;\n\nexport const TILE = 256;\nexport const TILE_SHIFT = 8;\nconst TILE_PIXELS = TILE * TILE;\nconst KEY_OFFSET = 1 << 15;\nconst KEY_SPAN = 1 << 16;\n\n/** A tile coordinate packed into one number (tx, ty in −32768..32767). */\nexport type TileKey = number;\n\nexport function tileKey(tx: number, ty: number): TileKey {\n return (ty + KEY_OFFSET) * KEY_SPAN + (tx + KEY_OFFSET);\n}\n\nexport function tileCoord(key: TileKey): { tx: number; ty: number } {\n return { tx: (key % KEY_SPAN) - KEY_OFFSET, ty: Math.floor(key / KEY_SPAN) - KEY_OFFSET };\n}\n\n/** A tile's pixel rectangle in document space. */\nexport function tileRect(tx: number, ty: number): CropBox {\n return { x: tx * TILE, y: ty * TILE, width: TILE, height: TILE };\n}\n\n/** One tile: TILE × TILE pixels of `channels` bytes. Never mutate `data` after it is shared. */\nexport interface Tile {\n readonly data: Uint8ClampedArray;\n /** The packed value of every pixel when the tile is uniform, else `null`. */\n readonly uniform: number | null;\n /**\n * High bit depth samples (see `./deep`): 16-bit sRGB-encoded or 32-bit linear float, of which\n * `data` is the 8-bit rendering. Missing: the tile is 8-bit.\n */\n readonly deep?: Uint16Array | Float32Array;\n}\n\nlet nextSurfaceId = 1;\n\n/**\n * An immutable tiled surface. `channels` is 4 (RGBA) for layers and 1 for masks. Missing tiles\n * hold `defaultValue` in every byte (0: transparent black for layers; 0 or 255 for masks).\n */\nexport class TiledSurface {\n /** Unique per instance: a cache key that changes whenever the pixels can have changed. */\n readonly id = nextSurfaceId++;\n private boundsCache: CropBox | null | undefined;\n\n constructor(\n readonly channels: 1 | 4,\n readonly tiles: ReadonlyMap<TileKey, Tile>,\n readonly defaultValue = 0\n ) {}\n\n /** Bounds of the stored (non-default) tiles, tile-aligned; `null` when there are none. */\n get bounds(): CropBox | null {\n if (this.boundsCache === undefined) this.boundsCache = tileUnion(this.tiles.keys());\n return this.boundsCache;\n }\n\n get tileCount(): number {\n return this.tiles.size;\n }\n\n getTile(tx: number, ty: number): Tile | undefined {\n return this.tiles.get(tileKey(tx, ty));\n }\n}\n\nexport type PixelSurface = TiledSurface;\nexport type MaskSurface = TiledSurface;\n\nfunction tileUnion(keys: Iterable<TileKey>): CropBox | null {\n let x0 = Infinity;\n let y0 = Infinity;\n let x1 = -Infinity;\n let y1 = -Infinity;\n for (const key of keys) {\n const { tx, ty } = tileCoord(key);\n if (tx < x0) x0 = tx;\n if (ty < y0) y0 = ty;\n if (tx > x1) x1 = tx;\n if (ty > y1) y1 = ty;\n }\n if (x0 === Infinity) return null;\n return { x: x0 * TILE, y: y0 * TILE, width: (x1 - x0 + 1) * TILE, height: (y1 - y0 + 1) * TILE };\n}\n\n// ---------------------------------------------------------------------------\n// Uniform tiles\n// ---------------------------------------------------------------------------\n\nconst uniformTiles = new Map<string, Tile>();\nconst UNIFORM_LIMIT = 64;\n\n/** Packs one pixel (`channels` bytes from `data` at `offset`) into a number. */\nfunction packPixel(data: ArrayLike<number>, offset: number, channels: number): number {\n return channels === 1\n ? data[offset]\n : ((data[offset] << 24) | (data[offset + 1] << 16) | (data[offset + 2] << 8) | data[offset + 3]) >>> 0;\n}\n\n/** The shared tile whose every pixel is `value` (packed RGBA, or one byte for masks). */\nexport function uniformTile(channels: 1 | 4, value: number): Tile {\n const key = `${channels}:${value}`;\n let tile = uniformTiles.get(key);\n if (tile) return tile;\n const data = new Uint8ClampedArray(TILE_PIXELS * channels);\n if (channels === 1) data.fill(value);\n else if (value !== 0) {\n const r = value >>> 24;\n const g = (value >>> 16) & 255;\n const b = (value >>> 8) & 255;\n const a = value & 255;\n for (let i = 0; i < data.length; i += 4) {\n data[i] = r;\n data[i + 1] = g;\n data[i + 2] = b;\n data[i + 3] = a;\n }\n }\n tile = { data, uniform: value };\n if (uniformTiles.size >= UNIFORM_LIMIT) uniformTiles.delete(uniformTiles.keys().next().value as string);\n uniformTiles.set(key, tile);\n return tile;\n}\n\n/** Packs an RGBA colour (0..255 each) the way uniform tiles store it. */\nexport function packRgba(r: number, g: number, b: number, a: number): number {\n return ((r << 24) | (g << 16) | (b << 8) | a) >>> 0;\n}\n\nfunction defaultPacked(channels: 1 | 4, defaultValue: number): number {\n return channels === 1 ? defaultValue : packRgba(defaultValue, defaultValue, defaultValue, defaultValue);\n}\n\n/** The packed value when every pixel of `data` is the same, else `null`. */\nfunction uniformValue(data: Uint8ClampedArray, channels: 1 | 4): number | null {\n if (channels === 1) {\n const v = data[0];\n for (let i = 1; i < data.length; i++) if (data[i] !== v) return null;\n return v;\n }\n const words = new Uint32Array(data.buffer, data.byteOffset, data.length >> 2);\n const w = words[0];\n for (let i = 1; i < words.length; i++) if (words[i] !== w) return null;\n return packPixel(data, 0, 4);\n}\n\n/**\n * Turns freshly written tile data into a stored tile: `null` when it equals the surface default\n * (the tile is dropped), the shared uniform tile when it is uniform, else a tile owning `data`.\n */\nexport function finishTile(data: Uint8ClampedArray, channels: 1 | 4, defaultValue: number): Tile | null {\n const u = uniformValue(data, channels);\n if (u === null) return { data, uniform: null };\n if (u === defaultPacked(channels, defaultValue)) return null;\n return uniformTile(channels, u);\n}\n\n// ---------------------------------------------------------------------------\n// Construction\n// ---------------------------------------------------------------------------\n\n/** An empty surface (every pixel is `defaultValue`). */\nexport function emptySurface(channels: 1 | 4 = 4, defaultValue = 0): TiledSurface {\n return new TiledSurface(channels, new Map(), defaultValue);\n}\n\n/** A surface filled with one value over `rect` (packed RGBA for layers, a byte for masks). */\nexport function solidSurface(channels: 1 | 4, rect: CropBox, value: number, defaultValue = 0): TiledSurface {\n const bytes = new Uint8ClampedArray(channels);\n if (channels === 1) bytes[0] = value;\n else {\n bytes[0] = value >>> 24;\n bytes[1] = (value >>> 16) & 255;\n bytes[2] = (value >>> 8) & 255;\n bytes[3] = value & 255;\n }\n return fillRect(emptySurface(channels, defaultValue), rect, bytes);\n}\n\n/**\n * A surface holding `width × height` interleaved pixels placed at (`x`, `y`) in document space.\n * Tiles equal to the default are left out; uniform tiles are shared.\n */\nexport function surfaceFromPixels(\n pixels: { width: number; height: number; data: ArrayLike<number> },\n channels: 1 | 4 = 4,\n x = 0,\n y = 0,\n defaultValue = 0\n): TiledSurface {\n return writeRegion(emptySurface(channels, defaultValue), { x, y, width: pixels.width, height: pixels.height }, pixels.data);\n}\n\n// ---------------------------------------------------------------------------\n// Reading\n// ---------------------------------------------------------------------------\n\n/** Tile coordinates covering `rect`, row by row. */\nexport function tilesInRect(rect: CropBox): Array<{ tx: number; ty: number }> {\n const out: Array<{ tx: number; ty: number }> = [];\n if (rect.width <= 0 || rect.height <= 0) return out;\n const tx0 = Math.floor(rect.x / TILE);\n const ty0 = Math.floor(rect.y / TILE);\n const tx1 = Math.floor((rect.x + rect.width - 1) / TILE);\n const ty1 = Math.floor((rect.y + rect.height - 1) / TILE);\n for (let ty = ty0; ty <= ty1; ty++) for (let tx = tx0; tx <= tx1; tx++) out.push({ tx, ty });\n return out;\n}\n\n/**\n * Copies `rect` of the surface into `out` (or a new buffer), `rect.width × rect.height`\n * interleaved pixels; missing tiles read as the default.\n */\nexport function readRegion(surface: TiledSurface, rect: CropBox, out?: Uint8ClampedArray): Uint8ClampedArray {\n const ch = surface.channels;\n const w = rect.width;\n const h = rect.height;\n const dst = out ?? new Uint8ClampedArray(w * h * ch);\n if (surface.defaultValue !== 0) dst.fill(surface.defaultValue);\n else if (out) dst.fill(0);\n for (const { tx, ty } of tilesInRect(rect)) {\n const tile = surface.getTile(tx, ty);\n if (!tile) continue;\n const ox = tx * TILE;\n const oy = ty * TILE;\n const x0 = Math.max(rect.x, ox);\n const y0 = Math.max(rect.y, oy);\n const x1 = Math.min(rect.x + w, ox + TILE);\n const y1 = Math.min(rect.y + h, oy + TILE);\n const span = (x1 - x0) * ch;\n for (let yy = y0; yy < y1; yy++) {\n const s = ((yy - oy) * TILE + (x0 - ox)) * ch;\n const d = ((yy - rect.y) * w + (x0 - rect.x)) * ch;\n dst.set(tile.data.subarray(s, s + span), d);\n }\n }\n return dst;\n}\n\n/** One pixel's bytes (RGBA or the mask byte). */\nexport function readPixel(surface: TiledSurface, x: number, y: number): number[] {\n const tile = surface.getTile(Math.floor(x / TILE), Math.floor(y / TILE));\n const ch = surface.channels;\n if (!tile) return new Array(ch).fill(surface.defaultValue);\n const i = (((y & (TILE - 1)) * TILE) + (x & (TILE - 1))) * ch;\n return Array.from(tile.data.subarray(i, i + ch));\n}\n\n/**\n * Exact bounds of the pixels that differ from the default (for a layer: non-transparent), or\n * `null`. Scans the stored tiles; uniform tiles count whole.\n */\nexport function contentBounds(surface: TiledSurface): CropBox | null {\n const ch = surface.channels;\n const def = surface.defaultValue;\n let x0 = Infinity;\n let y0 = Infinity;\n let x1 = -Infinity;\n let y1 = -Infinity;\n for (const [key, tile] of surface.tiles) {\n const { tx, ty } = tileCoord(key);\n const ox = tx * TILE;\n const oy = ty * TILE;\n if (tile.uniform !== null) {\n if (ox < x0) x0 = ox;\n if (oy < y0) y0 = oy;\n if (ox + TILE - 1 > x1) x1 = ox + TILE - 1;\n if (oy + TILE - 1 > y1) y1 = oy + TILE - 1;\n continue;\n }\n const d = tile.data;\n for (let y = 0; y < TILE; y++) {\n let first = -1;\n let last = -1;\n const row = y * TILE * ch;\n for (let x = 0; x < TILE; x++) {\n const i = row + x * ch;\n let differs = false;\n for (let c = 0; c < ch; c++) if (d[i + c] !== def) differs = true;\n if (differs) {\n if (first < 0) first = x;\n last = x;\n }\n }\n if (first < 0) continue;\n if (ox + first < x0) x0 = ox + first;\n if (ox + last > x1) x1 = ox + last;\n if (oy + y < y0) y0 = oy + y;\n if (oy + y > y1) y1 = oy + y;\n }\n }\n if (x0 === Infinity) return null;\n return { x: x0, y: y0, width: x1 - x0 + 1, height: y1 - y0 + 1 };\n}\n\n// ---------------------------------------------------------------------------\n// Writing (copy-on-write)\n// ---------------------------------------------------------------------------\n\n/**\n * A private, mutable copy of the tiles a write touches. `tile(tx, ty)` copies the tile on first\n * use; `commit()` returns a new surface sharing every untouched tile. Use it for strokes:\n * edit through the draft while the pointer moves and commit once at pointer-up.\n */\nexport class SurfaceDraft {\n private readonly copies = new Map<TileKey, Uint8ClampedArray>();\n\n constructor(readonly base: TiledSurface) {}\n\n get channels(): 1 | 4 {\n return this.base.channels;\n }\n\n /** The writable data of tile (tx, ty), copied from the base on first use. */\n tile(tx: number, ty: number): Uint8ClampedArray {\n const key = tileKey(tx, ty);\n let data = this.copies.get(key);\n if (data) return data;\n const src = this.base.tiles.get(key);\n if (src) data = new Uint8ClampedArray(src.data);\n else {\n data = new Uint8ClampedArray(TILE_PIXELS * this.base.channels);\n if (this.base.defaultValue !== 0) data.fill(this.base.defaultValue);\n }\n this.copies.set(key, data);\n return data;\n }\n\n /** Replaces a whole tile with `data` (owned by the draft from now on). */\n replace(tx: number, ty: number, data: Uint8ClampedArray): void {\n this.copies.set(tileKey(tx, ty), data);\n }\n\n /** The current data of a tile without copying it (base tile, draft copy or `null` for default). */\n peek(tx: number, ty: number): Uint8ClampedArray | null {\n const key = tileKey(tx, ty);\n return this.copies.get(key) ?? this.base.tiles.get(key)?.data ?? null;\n }\n\n /** Keys of the tiles changed so far. */\n get touched(): TileKey[] {\n return [...this.copies.keys()];\n }\n\n /** A new surface with the draft's tiles; the draft must not be used afterwards. */\n commit(): TiledSurface {\n if (!this.copies.size) return this.base;\n const tiles = new Map(this.base.tiles);\n const { channels, defaultValue } = this.base;\n for (const [key, data] of this.copies) {\n const tile = finishTile(data, channels, defaultValue);\n if (tile) tiles.set(key, tile);\n else tiles.delete(key);\n }\n return new TiledSurface(channels, tiles, defaultValue);\n }\n}\n\n/** Writes `rect.width × rect.height` interleaved pixels at `rect`; returns the new surface. */\nexport function writeRegion(surface: TiledSurface, rect: CropBox, data: ArrayLike<number>): TiledSurface {\n const ch = surface.channels;\n const w = rect.width;\n const h = rect.height;\n if (w <= 0 || h <= 0) return surface;\n if (data.length < w * h * ch) throw new Error(`writeRegion: expected ${w * h * ch} bytes, got ${data.length}`);\n const draft = new SurfaceDraft(surface);\n const src = data as Uint8ClampedArray;\n const canSubarray = typeof (src as Uint8ClampedArray).subarray === 'function';\n for (const { tx, ty } of tilesInRect(rect)) {\n const ox = tx * TILE;\n const oy = ty * TILE;\n const x0 = Math.max(rect.x, ox);\n const y0 = Math.max(rect.y, oy);\n const x1 = Math.min(rect.x + w, ox + TILE);\n const y1 = Math.min(rect.y + h, oy + TILE);\n const full = x0 === ox && y0 === oy && x1 === ox + TILE && y1 === oy + TILE;\n const t = full ? new Uint8ClampedArray(TILE_PIXELS * ch) : draft.tile(tx, ty);\n const span = (x1 - x0) * ch;\n for (let yy = y0; yy < y1; yy++) {\n const s = ((yy - rect.y) * w + (x0 - rect.x)) * ch;\n const d = ((yy - oy) * TILE + (x0 - ox)) * ch;\n if (canSubarray) t.set(src.subarray(s, s + span), d);\n else for (let k = 0; k < span; k++) t[d + k] = src[s + k];\n }\n if (full) draft.replace(tx, ty, t);\n }\n return draft.commit();\n}\n\n/** Fills `rect` with one pixel value (`bytes`, `channels` long). */\nexport function fillRect(surface: TiledSurface, rect: CropBox, bytes: ArrayLike<number>): TiledSurface {\n const ch = surface.channels;\n if (rect.width <= 0 || rect.height <= 0) return surface;\n const tiles = new Map(surface.tiles);\n const draft = new SurfaceDraft(surface);\n const value = packPixel(bytes, 0, ch);\n const isDefault = value === defaultPacked(ch, surface.defaultValue);\n for (const { tx, ty } of tilesInRect(rect)) {\n const ox = tx * TILE;\n const oy = ty * TILE;\n const x0 = Math.max(rect.x, ox);\n const y0 = Math.max(rect.y, oy);\n const x1 = Math.min(rect.x + rect.width, ox + TILE);\n const y1 = Math.min(rect.y + rect.height, oy + TILE);\n const key = tileKey(tx, ty);\n if (x0 === ox && y0 === oy && x1 === ox + TILE && y1 === oy + TILE) {\n if (isDefault) tiles.delete(key);\n else tiles.set(key, uniformTile(ch, value));\n continue;\n }\n const t = draft.tile(tx, ty);\n for (let yy = y0; yy < y1; yy++) {\n let d = ((yy - oy) * TILE + (x0 - ox)) * ch;\n for (let xx = x0; xx < x1; xx++, d += ch) for (let c = 0; c < ch; c++) t[d + c] = bytes[c];\n }\n const tile = finishTile(t, ch, surface.defaultValue);\n if (tile) tiles.set(key, tile);\n else tiles.delete(key);\n }\n return new TiledSurface(ch, tiles, surface.defaultValue);\n}\n\n/** A copy of the surface moved by an integer offset (re-tiles; layers normally move by `offset`). */\nexport function translateSurface(surface: TiledSurface, dx: number, dy: number): TiledSurface {\n dx = Math.round(dx);\n dy = Math.round(dy);\n if (!dx && !dy) return surface;\n if (dx % TILE === 0 && dy % TILE === 0) {\n const tiles = new Map<TileKey, Tile>();\n for (const [key, tile] of surface.tiles) {\n const { tx, ty } = tileCoord(key);\n tiles.set(tileKey(tx + dx / TILE, ty + dy / TILE), tile);\n }\n return new TiledSurface(surface.channels, tiles, surface.defaultValue);\n }\n const b = surface.bounds;\n if (!b) return surface;\n const data = readRegion(surface, b);\n return writeRegion(emptySurface(surface.channels, surface.defaultValue), { ...b, x: b.x + dx, y: b.y + dy }, data);\n}\n\n// ---------------------------------------------------------------------------\n// Memory\n// ---------------------------------------------------------------------------\n\n/** Bytes held by a surface's non-uniform tiles (uniform tiles are shared and nearly free). */\nexport function surfaceBytes(surface: TiledSurface): number {\n let n = 0;\n for (const tile of surface.tiles.values()) if (tile.uniform === null) n += tile.data.byteLength;\n return n;\n}\n\n/** Adds every non-uniform tile of `surface` to `into` (for counting bytes shared across states). */\nexport function collectTiles(surface: TiledSurface, into: Set<Tile>): void {\n for (const tile of surface.tiles.values()) if (tile.uniform === null) into.add(tile);\n}\n\n/** True when two surfaces hold the same pixels (cheap when they share tiles). */\nexport function surfacesEqual(a: TiledSurface, b: TiledSurface): boolean {\n if (a === b) return true;\n if (a.channels !== b.channels || a.defaultValue !== b.defaultValue || a.tiles.size !== b.tiles.size) return false;\n for (const [key, ta] of a.tiles) {\n const tb = b.tiles.get(key);\n if (!tb) return false;\n if (ta === tb) continue;\n if (ta.uniform !== null || tb.uniform !== null) {\n if (ta.uniform !== tb.uniform) return false;\n continue;\n }\n const x = ta.data;\n const y = tb.data;\n for (let i = 0; i < x.length; i++) if (x[i] !== y[i]) return false;\n }\n return true;\n}\n","/**\n * Pigment-like colour mixing: blue and yellow make green, red and white make pink, as paint does.\n *\n * Each sRGB colour is lifted to a smooth reflectance spectrum, the spectra are mixed with the\n * Kubelka-Munk two-flux model, and the mixed spectrum is turned back into sRGB. Written from the\n * published literature; no third-party code or data:\n *\n * 1. **Spectral uplift.** A colour's reflectance is a sigmoid of a quadratic in wavelength,\n * `R(λ) = s(c₀λ² + c₁λ + c₂)` with `s(z) = ½ + z / 2√(1 + z²)` (Jakob & Hanika, \"A\n * Low-Dimensional Function Space for Efficient Spectral Upsampling\", Eurographics 2019). The\n * three coefficients are solved per colour with Newton's method so the spectrum reproduces the\n * colour. Spectra are precomputed lazily on a 17³ lattice over sRGB and interpolated\n * trilinearly in *linear* RGB: colour is linear in reflectance, so an interpolated spectrum\n * still reproduces its colour exactly while staying smooth and inside 0..1.\n * 2. **Mixing.** Each spectrum becomes `K/S = (1 − R)² / 2R` per band. Colours mix with the\n * two-constant form `K/S = Σ cᵢSᵢ(K/S)ᵢ / Σ cᵢSᵢ`, where `cᵢ` is the weight times the colour's\n * tinting strength and `Sᵢ` its scattering, taken from its luminance (light paints such as\n * titanium white scatter strongly, dark ones barely). Back to reflectance with\n * `R = 1 + K/S − √((K/S)² + 2·K/S)`.\n * 3. **Back to sRGB.** The spectrum is weighted by the CIE 1931 2° colour-matching functions\n * (the analytic multi-lobe fit of Wyman, Sloan & Shirley, JCGT 2013) under a 6504 K Planckian\n * illuminant, converted to linear sRGB and normalised so a perfect white reflector is exactly\n * white. Analytic curves keep the CIE's own (CC BY-SA) tables out of the package.\n *\n * Everything is plain TypeScript on typed arrays with no DOM: it runs in Node and Workers and is\n * deterministic. Colours are straight sRGB triples in 0..1, as in `@pixerate/editor/raster`.\n */\n\n/** An sRGB colour, each channel 0..1 (gamma-encoded, as in CSS). */\nexport type PigmentRgb = readonly [number, number, number];\n\n/** Number of spectral bands. */\nexport const PIGMENT_BANDS = 36;\n/** First band's wavelength in nm; bands are 10 nm apart (380..730 nm). */\nexport const PIGMENT_LAMBDA_MIN = 380;\nexport const PIGMENT_LAMBDA_STEP = 10;\n\n/** Band centre wavelengths in nm. */\nexport const PIGMENT_WAVELENGTHS: Float32Array = Float32Array.from({ length: PIGMENT_BANDS }, (_, i) => PIGMENT_LAMBDA_MIN + i * PIGMENT_LAMBDA_STEP);\n\nconst N = PIGMENT_BANDS;\n/** Lattice nodes per axis of the spectrum table. */\nconst LUT_NODES = 17;\n/** Reflectance floor for K/S, so a black's K/S stays finite (≈ 5000). */\nconst R_MIN = 1e-4;\n/** Scattering floor, so a black still counts in a mix. */\nconst SCATTER_MIN = 0.01;\n\n// ---------------------------------------------------------------------------\n// sRGB\n// ---------------------------------------------------------------------------\n\nfunction toLinear(v: number): number {\n return v <= 0.04045 ? v / 12.92 : Math.pow((v + 0.055) / 1.055, 2.4);\n}\n\nfunction toEncoded(v: number): number {\n if (!(v > 0)) return 0;\n if (v >= 1) return 1;\n return v <= 0.0031308 ? 12.92 * v : 1.055 * Math.pow(v, 1 / 2.4) - 0.055;\n}\n\nfunction clamp01(v: number): number {\n return v > 0 ? (v < 1 ? v : 1) : 0;\n}\n\n// ---------------------------------------------------------------------------\n// Reflectance → linear sRGB weights\n// ---------------------------------------------------------------------------\n\n/** Asymmetric Gaussian lobe of the Wyman et al. fit. */\nfunction lobe(l: number, mu: number, s1: number, s2: number): number {\n const t = (l - mu) / (l < mu ? s1 : s2);\n return Math.exp(-0.5 * t * t);\n}\n\n/** Relative spectral power of a black body (Planck's law; the constant factor cancels). */\nfunction planck(nm: number, kelvin: number): number {\n const m = nm * 1e-9;\n return 1 / (m ** 5 * (Math.exp(1.438776877e-2 / (m * kelvin)) - 1));\n}\n\nlet weights: Float64Array | null = null;\n\n/**\n * Row-major 3 × N matrix taking a reflectance spectrum to linear sRGB. Each row sums to 1, so a\n * flat reflectance `r` gives the grey `(r, r, r)`.\n */\nfunction rgbWeights(): Float64Array {\n if (weights) return weights;\n const w = new Float64Array(3 * N);\n // XYZ (D65 white) → linear sRGB, IEC 61966-2-1.\n const m = [3.2404542, -1.5371385, -0.4985314, -0.969266, 1.8760108, 0.041556, 0.0556434, -0.2040259, 1.0572252];\n for (let b = 0; b < N; b++) {\n const l = PIGMENT_LAMBDA_MIN + b * PIGMENT_LAMBDA_STEP;\n const e = planck(l, 6504);\n const x = e * (1.056 * lobe(l, 599.8, 37.9, 31.0) + 0.362 * lobe(l, 442.0, 16.0, 26.7) - 0.065 * lobe(l, 501.1, 20.4, 26.2));\n const y = e * (0.821 * lobe(l, 568.8, 46.9, 40.5) + 0.286 * lobe(l, 530.9, 16.3, 31.1));\n const z = e * (1.217 * lobe(l, 437.0, 11.8, 36.0) + 0.681 * lobe(l, 459.0, 26.0, 13.8));\n for (let c = 0; c < 3; c++) w[c * N + b] = m[c * 3] * x + m[c * 3 + 1] * y + m[c * 3 + 2] * z;\n }\n for (let c = 0; c < 3; c++) {\n let sum = 0;\n for (let b = 0; b < N; b++) sum += w[c * N + b];\n for (let b = 0; b < N; b++) w[c * N + b] /= sum;\n }\n return (weights = w);\n}\n\n// ---------------------------------------------------------------------------\n// Sigmoid-polynomial uplift\n// ---------------------------------------------------------------------------\n\n/**\n * Solves the sigmoid-polynomial coefficients whose spectrum has the linear sRGB colour\n * `(r, g, b)`, starting from `coeffs` (updated in place). Wavelength is normalised to 0..1 over\n * the bands. Damped Newton: a step is halved until the residual drops.\n */\nfunction fitCoefficients(r: number, g: number, b: number, coeffs: Float64Array): number {\n const w = rgbWeights();\n const target = [r, g, b];\n const res = new Float64Array(3);\n const jac = new Float64Array(9);\n const trial = new Float64Array(3);\n let err = residual(coeffs, target, w, res, jac);\n for (let it = 0; it < 60 && err > 1e-10; it++) {\n const step = solve3(jac, res);\n if (!step) break;\n let scale = 1;\n let next = Infinity;\n for (let k = 0; k < 12; k++) {\n for (let i = 0; i < 3; i++) trial[i] = coeffs[i] - scale * step[i];\n next = residual(trial, target, w, null, null);\n if (next < err) break;\n scale *= 0.5;\n }\n if (!(next < err)) break;\n coeffs.set(trial);\n err = residual(coeffs, target, w, res, jac);\n }\n return err;\n}\n\n/** Squared colour error of a coefficient set; fills the residual and Jacobian when asked. */\nfunction residual(c: Float64Array, target: number[], w: Float64Array, res: Float64Array | null, jac: Float64Array | null): number {\n let r0 = -target[0];\n let r1 = -target[1];\n let r2 = -target[2];\n if (jac) jac.fill(0);\n for (let b = 0; b < N; b++) {\n const x = b / (N - 1);\n const z = (c[0] * x + c[1]) * x + c[2];\n const q = 1 + z * z;\n const sq = Math.sqrt(q);\n const s = 0.5 + z / (2 * sq);\n r0 += w[b] * s;\n r1 += w[N + b] * s;\n r2 += w[2 * N + b] * s;\n if (jac) {\n const ds = 1 / (2 * q * sq);\n for (let k = 0; k < 3; k++) {\n const wd = w[k * N + b] * ds;\n jac[k * 3] += wd * x * x;\n jac[k * 3 + 1] += wd * x;\n jac[k * 3 + 2] += wd;\n }\n }\n }\n if (res) {\n res[0] = r0;\n res[1] = r1;\n res[2] = r2;\n }\n return r0 * r0 + r1 * r1 + r2 * r2;\n}\n\n/** Solves the 3 × 3 system `a·x = v` (Cramer's rule), or null when singular. */\nfunction solve3(a: Float64Array, v: Float64Array): number[] | null {\n const [a0, a1, a2, a3, a4, a5, a6, a7, a8] = a;\n const c0 = a4 * a8 - a5 * a7;\n const c1 = a5 * a6 - a3 * a8;\n const c2 = a3 * a7 - a4 * a6;\n const det = a0 * c0 + a1 * c1 + a2 * c2;\n if (!(Math.abs(det) > 1e-300)) return null;\n const [v0, v1, v2] = v;\n return [\n (v0 * c0 + a1 * (a5 * v2 - v1 * a8) + a2 * (v1 * a7 - a4 * v2)) / det,\n (a0 * (v1 * a8 - a5 * v2) + v0 * c1 + a2 * (a3 * v2 - v1 * a6)) / det,\n (a0 * (a4 * v2 - v1 * a7) + a1 * (v1 * a6 - a3 * v2) + v0 * c2) / det,\n ];\n}\n\nconst candidate = new Float64Array(3);\n\n/**\n * Fits a lattice node, starting from `coeffs` (its neighbour's solution). Where that stalls, as it\n * can next to very saturated or very dark nodes, it also tries a flat grey start and a dimming\n * continuation (solve the colour brighter, then dim it in small steps, each starting from the last,\n * as Jakob & Hanika do along their brightness axis), and keeps the closest fit.\n */\nfunction fitNode(r: number, g: number, b: number, coeffs: Float64Array): void {\n let best = fitCoefficients(r, g, b, coeffs);\n if (best <= 1e-12) return;\n candidate.fill(0);\n let err = fitCoefficients(r, g, b, candidate);\n if (err < best) {\n best = err;\n coeffs.set(candidate);\n }\n if (best <= 1e-12) return;\n const max = Math.max(r, g, b);\n if (!(max > 0) || max >= 0.5) return;\n candidate.fill(0);\n const steps = 32;\n for (let i = 0; i <= steps; i++) {\n const scale = (0.5 * Math.pow(max / 0.5, i / steps)) / max;\n err = fitCoefficients(r * scale, g * scale, b * scale, candidate);\n }\n if (err < best) coeffs.set(candidate);\n}\n\nfunction sigmoidSpectrum(c: Float64Array, out: Float32Array, offset: number): void {\n for (let b = 0; b < N; b++) {\n const x = b / (N - 1);\n const z = (c[0] * x + c[1]) * x + c[2];\n out[offset + b] = 0.5 + z / (2 * Math.sqrt(1 + z * z));\n }\n}\n\n// ---------------------------------------------------------------------------\n// Spectrum table\n// ---------------------------------------------------------------------------\n\n/** Linear value of each lattice node: evenly spaced in encoded sRGB, so darks get more nodes. */\nconst NODES: Float64Array = Float64Array.from({ length: LUT_NODES }, (_, i) => toLinear(i / (LUT_NODES - 1)));\nlet table: Float32Array | null = null;\n\n/**\n * The spectrum of every lattice node, `[(r·n + g)·n + b]·N`, solved on first use (a few tens of\n * milliseconds). Each node starts from its neighbour's solution, so Newton converges in a few\n * steps.\n */\nfunction spectrumTable(): Float32Array {\n if (table) return table;\n const n = LUT_NODES;\n const t = new Float32Array(n * n * n * N);\n const row = new Float64Array(3);\n const coeffs = new Float64Array(3);\n for (let r = 0; r < n; r++) {\n for (let g = 0; g < n; g++) {\n // Warm start each row from the first node of the previous row.\n coeffs.set(row);\n for (let b = 0; b < n; b++) {\n fitNode(NODES[r], NODES[g], NODES[b], coeffs);\n if (b === 0) row.set(coeffs);\n sigmoidSpectrum(coeffs, t, ((r * n + g) * n + b) * N);\n }\n }\n }\n return (table = t);\n}\n\n/** Lattice cell, fraction and linear value per channel from the last `locate` calls. */\nconst cell = new Int32Array(3);\nconst frac = new Float64Array(3);\nconst linear = new Float64Array(3);\n\n/** Finds an encoded channel's lattice cell; the fraction is linear in linear RGB. */\nfunction locate(channel: number, encoded: number): void {\n const v = clamp01(encoded);\n const i = Math.min(LUT_NODES - 2, Math.floor(v * (LUT_NODES - 1)));\n const lo = NODES[i];\n const lin = toLinear(v);\n const f = (lin - lo) / (NODES[i + 1] - lo);\n cell[channel] = i;\n frac[channel] = f < 0 ? 0 : f > 1 ? 1 : f;\n linear[channel] = lin;\n}\n\n/**\n * The smooth reflectance spectrum (0..1 per band, `PIGMENT_BANDS` bands from 380 nm in 10 nm\n * steps) of an sRGB colour. `reflectanceToRgb` of the result gives the colour back.\n */\nexport function rgbToReflectance(r: number, g: number, b: number, out: Float32Array = new Float32Array(N)): Float32Array {\n const t = spectrumTable();\n const n = LUT_NODES;\n locate(0, r);\n locate(1, g);\n locate(2, b);\n const [ri, gi, bi] = cell;\n const [rf, gf, bf] = frac;\n out.fill(0);\n for (let corner = 0; corner < 8; corner++) {\n const dr = corner >> 2;\n const dg = (corner >> 1) & 1;\n const db = corner & 1;\n const weight = (dr ? rf : 1 - rf) * (dg ? gf : 1 - gf) * (db ? bf : 1 - bf);\n if (weight === 0) continue;\n const base = (((ri + dr) * n + gi + dg) * n + bi + db) * N;\n for (let k = 0; k < N; k++) out[k] += weight * t[base + k];\n }\n return out;\n}\n\n/** The sRGB colour (0..1, clipped to the gamut) of a reflectance spectrum. */\nexport function reflectanceToRgb(reflectance: ArrayLike<number>, out: number[] = [0, 0, 0]): number[] {\n const w = rgbWeights();\n let r = 0;\n let g = 0;\n let b = 0;\n for (let k = 0; k < N; k++) {\n const v = reflectance[k];\n r += w[k] * v;\n g += w[N + k] * v;\n b += w[2 * N + k] * v;\n }\n out[0] = toEncoded(r);\n out[1] = toEncoded(g);\n out[2] = toEncoded(b);\n return out;\n}\n\n// ---------------------------------------------------------------------------\n// Pigments and mixing\n// ---------------------------------------------------------------------------\n\n/**\n * A colour prepared for mixing: its K/S spectrum and its weight in a mix. Make one per brush or\n * palette colour with `createPigment` and reuse it (`setPigmentColor`) on hot paths.\n */\nexport interface Pigment {\n /** The sRGB colour it was made from (0..1). */\n readonly rgb: [number, number, number];\n /** Tinting strength (default 1): how strongly it colours a mix, relative to its weight. */\n strength: number;\n /** K/S per band. */\n readonly ks: Float32Array;\n /** Scattering from the colour's luminance (floored), before strength. */\n scatter: number;\n}\n\nexport interface PigmentOptions {\n /**\n * Tinting strength, > 0 (default 1). A strength of 4 counts each part as four, so a little of\n * a strong dark pigment tints a lot of white. A colour mixed only with itself is unchanged\n * whatever its strength.\n */\n strength?: number;\n}\n\nconst spectrumScratch = new Float32Array(N);\n\n/** Prepares a colour for mixing. */\nexport function createPigment(color: PigmentRgb, options: PigmentOptions = {}): Pigment {\n const pigment: Pigment = { rgb: [0, 0, 0], strength: 1, ks: new Float32Array(N), scatter: 1 };\n return setPigmentColor(pigment, color[0], color[1], color[2], options.strength);\n}\n\n/** Re-targets a pigment to another colour without allocating (the per-pixel fast path). */\nexport function setPigmentColor(pigment: Pigment, r: number, g: number, b: number, strength = pigment.strength): Pigment {\n const R = rgbToReflectance(r, g, b, spectrumScratch);\n const ks = pigment.ks;\n for (let k = 0; k < N; k++) {\n const v = R[k] > R_MIN ? R[k] : R_MIN;\n ks[k] = ((1 - v) * (1 - v)) / (2 * v);\n }\n pigment.rgb[0] = clamp01(r);\n pigment.rgb[1] = clamp01(g);\n pigment.rgb[2] = clamp01(b);\n pigment.strength = Number.isFinite(strength) && strength > 0 ? strength : 1;\n // `rgbToReflectance` left each channel's linear value in `linear`.\n const y = 0.2126 * linear[0] + 0.7152 * linear[1] + 0.0722 * linear[2];\n pigment.scatter = y > SCATTER_MIN ? y : SCATTER_MIN;\n return pigment;\n}\n\n/** Mixed K/S → reflectance → sRGB, written to `out[offset..offset + 2]`. */\nfunction ksToRgb(ks: Float32Array | Float64Array, out: { [i: number]: number }, offset: number): void {\n const w = rgbWeights();\n let r = 0;\n let g = 0;\n let b = 0;\n for (let k = 0; k < N; k++) {\n const q = ks[k];\n const v = 1 + q - Math.sqrt(q * q + 2 * q);\n r += w[k] * v;\n g += w[N + k] * v;\n b += w[2 * N + k] * v;\n }\n out[offset] = toEncoded(r);\n out[offset + 1] = toEncoded(g);\n out[offset + 2] = toEncoded(b);\n}\n\nconst mixScratch = new Float64Array(N);\n\n/**\n * Mixes colours like paint. `weights` are parts by amount (any non-negative scale; at least one\n * positive). Colours may be sRGB triples (0..1) or prepared pigments (which carry a tinting\n * strength). Returns the mixed sRGB colour (0..1).\n */\nexport function mixPigments(colors: readonly (PigmentRgb | Pigment)[], weights: readonly number[]): [number, number, number] {\n if (colors.length === 0) throw new Error('mixPigments needs at least one colour.');\n if (weights.length !== colors.length) throw new Error(`mixPigments got ${colors.length} colours but ${weights.length} weights; pass one weight per colour.`);\n const pigments = colors.map((c) => ('ks' in c ? c : createPigment(c)));\n let total = 0;\n for (let i = 0; i < pigments.length; i++) {\n const w = weights[i];\n if (!(Number.isFinite(w) && w >= 0)) throw new Error(`Weight ${i} is ${w}; weights must be finite and ≥ 0.`);\n total += w * pigments[i].strength * pigments[i].scatter;\n }\n if (!(total > 0)) throw new Error('mixPigments needs at least one positive weight.');\n mixScratch.fill(0);\n for (let i = 0; i < pigments.length; i++) {\n const p = pigments[i];\n const c = (weights[i] * p.strength * p.scatter) / total;\n if (c === 0) continue;\n for (let k = 0; k < N; k++) mixScratch[k] += c * p.ks[k];\n }\n const out: [number, number, number] = [0, 0, 0];\n ksToRgb(mixScratch, out, 0);\n return out;\n}\n\n/** Mixes `a` towards `b` like paint: `t = 0` is `a`, `t = 1` is `b`. */\nexport function lerpPigment(a: PigmentRgb | Pigment, b: PigmentRgb | Pigment, t: number): [number, number, number] {\n const u = clamp01(t);\n return mixPigments([a, b], [1 - u, u]);\n}\n\n/**\n * The per-dab fast path: mixes two prepared pigments (`t` of `b` into `a`) and writes the sRGB\n * result to `out[offset..offset + 2]`, without allocating. Pair it with `setPigmentColor` for the\n * colour under the brush.\n */\nexport function lerpPigmentInto(a: Pigment, b: Pigment, t: number, out: { [i: number]: number }, offset = 0): void {\n const u = t > 0 ? (t < 1 ? t : 1) : 0;\n const wa = (1 - u) * a.strength * a.scatter;\n const wb = u * b.strength * b.scatter;\n const ca = wa / (wa + wb);\n const cb = 1 - ca;\n const ka = a.ks;\n const kb = b.ks;\n for (let k = 0; k < N; k++) mixScratch[k] = ca * ka[k] + cb * kb[k];\n ksToRgb(mixScratch, out, offset);\n}\n","// Portions ported from photocraft-main/crates/color/src/blend.rs (MIT OR Apache-2.0, © ArtCraft Team and contributors). See THIRD_PARTY_NOTICES.md.\n\n/**\n * Photoshop blend modes on straight (non-premultiplied) 0..1 colours.\n *\n * Formulas follow the W3C Compositing / ISO 32000 definitions, with Photoshop's variants where\n * they differ (Soft Light, Vivid / Linear / Pin Light, Hard Mix, Linear Burn / Dodge, Subtract,\n * Divide, Darker / Lighter Color), and the hardened `ClipColor` for the non-separable modes.\n *\n * Plus `pigment`, which is not a `B(Cb, Cs)` mode: it replaces the alpha interpolation\n * `(1 − α)·Cb + α·B` with a Kubelka-Munk paint mix of the two colours (see `lerpPigment`).\n *\n * Plus four painterly modes of our own design, which are ordinary `B(Cb, Cs)` modes, so every\n * caller of `blendRgb` / `blendChannel` (the compositor, adjustment layers, effects, brushes) gets\n * them for free: `watercolor` (transparent washes, multiplied per wavelength), `tint` (the source's\n * colour on the backdrop's lightness, gently at the extremes), `highlight` (light added with a\n * soft shoulder) and `shadow` (light taken away, with ambient fill). See `painterlyRgb`.\n */\n\nimport { createPigment, lerpPigmentInto, reflectanceToRgb, rgbToReflectance, setPigmentColor, type Pigment } from './pigment';\n\nexport type BlendMode =\n | 'normal'\n | 'darken'\n | 'multiply'\n | 'color-burn'\n | 'linear-burn'\n | 'darker-color'\n | 'lighten'\n | 'screen'\n | 'color-dodge'\n | 'linear-dodge'\n | 'lighter-color'\n | 'overlay'\n | 'soft-light'\n | 'hard-light'\n | 'vivid-light'\n | 'linear-light'\n | 'pin-light'\n | 'hard-mix'\n | 'difference'\n | 'exclusion'\n | 'subtract'\n | 'divide'\n | 'hue'\n | 'saturation'\n | 'color'\n | 'luminosity'\n | 'pigment'\n | 'watercolor'\n | 'tint'\n | 'highlight'\n | 'shadow';\n\nexport interface BlendModeInfo {\n id: BlendMode;\n label: string;\n /** Canvas `globalCompositeOperation` with the same maths, when there is one. */\n canvas: GlobalCompositeOperation | null;\n /** True for the painterly modes (`watercolor`, `tint`, `highlight`, `shadow`), which no other app has. */\n painterly?: boolean;\n /** The nearest standard (Photoshop) mode, for formats that lack this one (PSD). Missing: it is standard. */\n standard?: BlendMode;\n /** One sentence on what the mode does (painterly and pigment modes). */\n description?: string;\n}\n\n/** Every blend mode, in Photoshop's menu order. */\nexport const BLEND_MODES: readonly BlendModeInfo[] = [\n { id: 'normal', label: 'Normal', canvas: 'source-over' },\n { id: 'darken', label: 'Darken', canvas: 'darken' },\n { id: 'multiply', label: 'Multiply', canvas: 'multiply' },\n { id: 'color-burn', label: 'Color Burn', canvas: 'color-burn' },\n { id: 'linear-burn', label: 'Linear Burn', canvas: null },\n { id: 'darker-color', label: 'Darker Color', canvas: null },\n { id: 'lighten', label: 'Lighten', canvas: 'lighten' },\n { id: 'screen', label: 'Screen', canvas: 'screen' },\n { id: 'color-dodge', label: 'Color Dodge', canvas: 'color-dodge' },\n { id: 'linear-dodge', label: 'Linear Dodge (Add)', canvas: null },\n { id: 'lighter-color', label: 'Lighter Color', canvas: null },\n { id: 'overlay', label: 'Overlay', canvas: 'overlay' },\n // Canvas soft-light is the W3C formula, not Photoshop's: use the scalar path.\n { id: 'soft-light', label: 'Soft Light', canvas: null },\n { id: 'hard-light', label: 'Hard Light', canvas: 'hard-light' },\n { id: 'vivid-light', label: 'Vivid Light', canvas: null },\n { id: 'linear-light', label: 'Linear Light', canvas: null },\n { id: 'pin-light', label: 'Pin Light', canvas: null },\n { id: 'hard-mix', label: 'Hard Mix', canvas: null },\n { id: 'difference', label: 'Difference', canvas: 'difference' },\n { id: 'exclusion', label: 'Exclusion', canvas: 'exclusion' },\n { id: 'subtract', label: 'Subtract', canvas: null },\n { id: 'divide', label: 'Divide', canvas: null },\n { id: 'hue', label: 'Hue', canvas: 'hue' },\n { id: 'saturation', label: 'Saturation', canvas: 'saturation' },\n { id: 'color', label: 'Color', canvas: 'color' },\n { id: 'luminosity', label: 'Luminosity', canvas: 'luminosity' },\n // Not in Photoshop: mixes like paint (blue + yellow = green). No canvas or PSD equivalent.\n {\n id: 'pigment',\n label: 'Pigment',\n canvas: null,\n standard: 'normal',\n description: 'Mixes the layer into what is below like paint, by its opacity: blue and yellow make green.',\n },\n // Painterly modes (ours; see `painterlyRgb`). No canvas equivalent; PSD gets `standard`.\n {\n id: 'watercolor',\n label: 'Watercolor',\n canvas: null,\n painterly: true,\n standard: 'multiply',\n description: 'A transparent wash: the colours filter each other wavelength by wavelength, so layers darken like glazes and blue over yellow gives green. White is clear.',\n },\n {\n id: 'tint',\n label: 'Tint',\n canvas: null,\n painterly: true,\n standard: 'color',\n description: \"Tints what is below with the layer's colour and keeps its lightness; mid-tones take the full tint, highlights and darks stay clean.\",\n },\n {\n id: 'highlight',\n label: 'Highlight',\n canvas: null,\n painterly: true,\n standard: 'screen',\n description: 'Adds the layer as coloured light that rolls off softly towards white instead of clipping. Black adds nothing.',\n },\n {\n id: 'shadow',\n label: 'Shadow',\n canvas: null,\n painterly: true,\n standard: 'multiply',\n description: \"Shades what is below as if the layer blocked the light, coloured by the layer, with ambient light so it never crushes to black. White does nothing.\",\n },\n];\n\nconst BLEND_INFO = new Map<string, BlendModeInfo>(BLEND_MODES.map((m) => [m.id, m]));\n\nexport function isBlendMode(value: unknown): value is BlendMode {\n return typeof value === 'string' && BLEND_INFO.has(value);\n}\n\n/** The painterly modes, in menu order. */\nexport const PAINTERLY_BLEND_MODES: readonly BlendMode[] = BLEND_MODES.filter((m) => m.painterly).map((m) => m.id);\n\n/** Whether a mode is one of the painterly modes (`watercolor`, `tint`, `highlight`, `shadow`). */\nexport function isPainterlyBlendMode(mode: unknown): boolean {\n return typeof mode === 'string' && Boolean(BLEND_INFO.get(mode)?.painterly);\n}\n\n/**\n * The nearest standard (Photoshop) mode: the mode itself when it is standard, `normal` for\n * `pigment`, and each painterly mode's closest relative (watercolour and shadow → multiply,\n * tint → color, highlight → screen). For writing formats that lack our modes, such as PSD.\n */\nexport function standardBlendMode(mode: BlendMode): BlendMode {\n return BLEND_INFO.get(mode)?.standard ?? mode;\n}\n\n/** A stored blend mode, or `normal` for a missing / unknown value. */\nexport function normalizeBlendMode(value: unknown): BlendMode {\n return isBlendMode(value) ? value : 'normal';\n}\n\n/**\n * The canvas composite operation that implements `mode` exactly, or `null` when the canvas has\n * none (draw through {@link blendImageData} instead).\n */\nexport function canvasCompositeOperation(mode: BlendMode | undefined): GlobalCompositeOperation | null {\n return BLEND_INFO.get(mode ?? 'normal')?.canvas ?? null;\n}\n\n/**\n * Whether a mode works channel by channel. The non-separable ones work on whole colours (hue,\n * saturation, colour, luminosity, darker / lighter colour, pigment).\n */\nexport function isSeparableBlendMode(mode: BlendMode): boolean {\n return !(\n mode === 'pigment' ||\n mode === 'watercolor' ||\n mode === 'tint' ||\n mode === 'hue' ||\n mode === 'saturation' ||\n mode === 'color' ||\n mode === 'luminosity' ||\n mode === 'darker-color' ||\n mode === 'lighter-color'\n );\n}\n\nfunction colorBurn(cb: number, cs: number): number {\n if (cb >= 1) return 1;\n if (cs <= 0) return 0;\n return 1 - Math.min(1, (1 - cb) / cs);\n}\n\nfunction colorDodge(cb: number, cs: number): number {\n if (cb <= 0) return 0;\n if (cs >= 1) return 1;\n return Math.min(1, cb / (1 - cs));\n}\n\nfunction hardLight(cb: number, cs: number): number {\n if (cs <= 0.5) return cb * 2 * cs;\n const s = 2 * cs - 1;\n return cb + s - cb * s;\n}\n\n/** Photoshop's Soft Light (differs from W3C in the upper half). */\nfunction softLight(cb: number, cs: number): number {\n return cs <= 0.5\n ? 2 * cb * cs + cb * cb * (1 - 2 * cs)\n : 2 * cb * (1 - cs) + Math.sqrt(Math.max(0, cb)) * (2 * cs - 1);\n}\n\nfunction vividLightHardMix(cb: number, cs: number): number {\n const EDGE = 1e-4;\n if (cs <= 0.5) {\n if (cb >= 1 - EDGE) return 1;\n if (cs <= 0) return 0;\n return 1 - Math.min(1, (1 - cb) / (2 * cs));\n }\n if (cb <= EDGE) return 0;\n if (cs >= 1) return 1;\n return Math.min(1, cb / (2 * (1 - cs)));\n}\n\n/** Separable blend function `B(cb, cs)` of one channel. Non-separable modes return `cs`. */\nexport function blendChannel(mode: BlendMode, cb: number, cs: number): number {\n switch (mode) {\n case 'normal':\n return cs;\n case 'darken':\n return Math.min(cb, cs);\n case 'multiply':\n return cb * cs;\n case 'color-burn':\n return colorBurn(cb, cs);\n case 'linear-burn':\n return Math.max(0, cb + cs - 1);\n case 'lighten':\n return Math.max(cb, cs);\n case 'screen':\n return cb + cs - cb * cs;\n case 'color-dodge':\n return colorDodge(cb, cs);\n case 'linear-dodge':\n return Math.min(1, cb + cs);\n case 'overlay':\n return hardLight(cs, cb);\n case 'soft-light':\n return softLight(cb, cs);\n case 'hard-light':\n return hardLight(cb, cs);\n case 'vivid-light':\n if (cs <= 0) return 0;\n if (cs >= 1) return 1;\n return cs <= 0.5 ? colorBurn(cb, 2 * cs) : colorDodge(cb, 2 * (cs - 0.5));\n case 'linear-light':\n return Math.min(1, Math.max(0, cb + 2 * cs - 1));\n case 'pin-light':\n return cs <= 0.5 ? Math.min(cb, 2 * cs) : Math.max(cb, 2 * cs - 1);\n case 'hard-mix':\n return vividLightHardMix(cb, cs) >= 0.5 - 1e-6 ? 1 : 0;\n case 'difference':\n return Math.abs(cb - cs);\n case 'exclusion':\n return cb + cs - 2 * cb * cs;\n case 'subtract':\n return Math.max(0, cb - cs);\n case 'divide':\n if (cs <= 0) return cb <= 0 ? 0 : 1;\n return Math.min(1, cb / cs);\n case 'highlight':\n return highlight(cb, cs);\n case 'shadow':\n return shadow(cb, cs);\n default:\n return cs;\n }\n}\n\nexport type Rgb = [number, number, number];\nexport type Rgba = [number, number, number, number];\n\n/** Luminosity of the non-separable modes (W3C / ISO 32000 weights). */\nexport function blendLum(c: readonly number[]): number {\n return 0.3 * c[0] + 0.59 * c[1] + 0.11 * c[2];\n}\n\n/**\n * ClipColor, hardened: when the luminosity itself is out of range no colour of that luminosity\n * is in gamut, so the result is its grey (the spec formula turned such colours inside out and,\n * for greys, divided by rounding noise).\n */\nfunction clipColor(c: Rgb): Rgb {\n const l = blendLum(c);\n const n = Math.min(c[0], c[1], c[2]);\n const x = Math.max(c[0], c[1], c[2]);\n let out: Rgb = [c[0], c[1], c[2]];\n if (n < 0) {\n const d = l - n;\n out = out.map((v) => (l > 0 && d > 0 ? l + ((v - l) * l) / d : l)) as Rgb;\n }\n if (x > 1) {\n const d = x - l;\n out = out.map((v) => (l < 1 && d > 0 ? l + ((v - l) * (1 - l)) / d : l)) as Rgb;\n }\n return out;\n}\n\n/** `c` with its luminosity moved to `l`, clipped back into gamut towards grey (SetLum + ClipColor). */\nexport function setLum(c: readonly number[], l: number): Rgb {\n const d = l - blendLum(c);\n return clipColor([c[0] + d, c[1] + d, c[2] + d]);\n}\n\nfunction sat(c: readonly number[]): number {\n return Math.max(c[0], c[1], c[2]) - Math.min(c[0], c[1], c[2]);\n}\n\nfunction setSat(c: readonly number[], s: number): Rgb {\n const idx = [0, 1, 2].sort((a, b) => c[a] - c[b]);\n const [imin, imid, imax] = idx;\n const out: Rgb = [0, 0, 0];\n if (c[imax] > c[imin]) {\n out[imid] = ((c[imid] - c[imin]) * s) / (c[imax] - c[imin]);\n out[imax] = s;\n }\n out[imin] = 0;\n return out;\n}\n\n/**\n * `B(Cb, Cs)` of a whole colour, including the non-separable modes. `pigment` has no `B` and\n * returns `Cs`; composite it with {@link blendPixel} or {@link mixPigmentRgb}.\n */\nexport function blendRgb(mode: BlendMode, cb: readonly number[], cs: readonly number[]): Rgb {\n switch (mode) {\n case 'hue':\n return setLum(setSat(cs, sat(cb)), blendLum(cb));\n case 'saturation':\n return setLum(setSat(cb, sat(cs)), blendLum(cb));\n case 'color':\n return setLum(cs, blendLum(cb));\n case 'luminosity':\n return setLum(cb, blendLum(cs));\n case 'darker-color':\n return blendLum(cs) < blendLum(cb) ? [cs[0], cs[1], cs[2]] : [cb[0], cb[1], cb[2]];\n case 'lighter-color':\n return blendLum(cs) > blendLum(cb) ? [cs[0], cs[1], cs[2]] : [cb[0], cb[1], cb[2]];\n case 'watercolor':\n return watercolor(cb, cs);\n case 'tint':\n return tint(cb, cs);\n default:\n return [blendChannel(mode, cb[0], cs[0]), blendChannel(mode, cb[1], cs[1]), blendChannel(mode, cb[2], cs[2])];\n }\n}\n\n// ---------------------------------------------------------------------------\n// Painterly modes\n// ---------------------------------------------------------------------------\n//\n// Our own designs, written from how each effect should look. All four are true `B(Cb, Cs)`\n// functions (colours 0..1, gamma-encoded), so the W3C general formula composites them like any\n// other mode, opacity and alpha included. Light is added or removed in *linear* light, where it\n// adds up physically; `lin` / `enc` are the sRGB transfer functions.\n//\n// - watercolor: R(λ) = Rb(λ)·Rs(λ) over the pigment model's reflectance spectra (non-separable).\n// - tint: Oklab: L = Lb, ab = ab_s·√(4·Lb·(1 − Lb)), chroma cut to the gamut.\n// - highlight: per channel, x = lb + (1 − lb)·(1 − e^(−ls / (1 − lb))) (separable).\n// - shadow: per channel, x = lb·(A + (1 − A)·ls), with ambient A = 0.2 (separable).\n\nconst clamp01 = (v: number): number => (v > 0 ? (v < 1 ? v : 1) : 0);\n\nfunction lin(v: number): number {\n const c = clamp01(v);\n return c <= 0.04045 ? c / 12.92 : Math.pow((c + 0.055) / 1.055, 2.4);\n}\n\nfunction enc(v: number): number {\n if (!(v > 0)) return 0;\n if (v >= 1) return 1;\n return v <= 0.0031308 ? 12.92 * v : 1.055 * Math.pow(v, 1 / 2.4) - 0.055;\n}\n\n/**\n * Highlight: the source is coloured light added to the backdrop in linear light. Plain addition\n * (linear dodge) clips to flat white; here the added light `ls` fills the headroom `1 − lb`\n * exponentially, `x = lb + (1 − lb)·(1 − e^(−ls / (1 − lb)))`. A little light adds almost exactly\n * `ls`, a lot approaches white without ever clipping, black adds nothing, and the backdrop's\n * gradations survive inside the highlight.\n */\nfunction highlight(cb: number, cs: number): number {\n const lb = lin(cb);\n const ls = lin(cs);\n if (ls <= 0) return clamp01(cb);\n const room = 1 - lb;\n if (room <= 1e-9) return 1;\n return enc(lb + room * (1 - Math.exp(-ls / room)));\n}\n\n/** Shadow's ambient light: the share of light that still reaches a fully shaded area. */\nexport const SHADOW_AMBIENT = 0.2;\n\n/**\n * Shadow: the source says how much light still reaches each channel (white: all of it, black:\n * none), in linear light, plus ambient light `A` that fills every shadow:\n * `x = lb·(A + (1 − A)·ls)`. A black shadow keeps a fifth of the light, so stacked shading\n * deepens gradually and darks never crush to black; a coloured source tints the shade (a blue\n * one cools it, as painters shade). White changes nothing.\n */\nfunction shadow(cb: number, cs: number): number {\n if (cs >= 1) return clamp01(cb);\n return enc(lin(cb) * (SHADOW_AMBIENT + (1 - SHADOW_AMBIENT) * lin(cs)));\n}\n\n/** Reflectance spectra of 8-bit colours (key `r << 16 | g << 8 | b`), for `watercolor`. */\nconst spectrumCache = new Map<number, Float32Array>();\n/** About 2.4 MB of spectra; the cache starts over when it fills. */\nconst SPECTRUM_CACHE_MAX = 16384;\nconst washScratch = new Float32Array(64);\n\nfunction spectrum8(r: number, g: number, b: number): Float32Array {\n const key = (r << 16) | (g << 8) | b;\n let s = spectrumCache.get(key);\n if (!s) {\n if (spectrumCache.size >= SPECTRUM_CACHE_MAX) spectrumCache.clear();\n s = rgbToReflectance(r / 255, g / 255, b / 255);\n spectrumCache.set(key, s);\n }\n return s;\n}\n\n/**\n * Watercolor: the source is a transparent wash over the backdrop. A wash absorbs light by\n * wavelength and the paper (or paint) under it reflects what passes, so the reflectances multiply\n * band by band, `R(λ) = Rb(λ)·Rs(λ)` (Beer–Lambert through the wash), using each colour's smooth\n * reflectance spectrum from the pigment model, then back to sRGB. Multiply in RGB treats the three\n * channels as the only wavelengths, so a blue glaze over yellow goes black; spectra overlap in\n * the greens, so here it gives the deep green a real glaze does. White is clear (exactly: it\n * returns the backdrop) and each wash darkens a little more, as glazes do. Colours are quantised\n * to 8 bits and their spectra cached.\n */\nfunction watercolor(cb: readonly number[], cs: readonly number[]): Rgb {\n const q = (v: number) => Math.round(clamp01(v) * 255);\n const b0 = q(cb[0]), b1 = q(cb[1]), b2 = q(cb[2]);\n const s0 = q(cs[0]), s1 = q(cs[1]), s2 = q(cs[2]);\n if (s0 === 255 && s1 === 255 && s2 === 255) return [clamp01(cb[0]), clamp01(cb[1]), clamp01(cb[2])];\n if (b0 === 255 && b1 === 255 && b2 === 255) return [clamp01(cs[0]), clamp01(cs[1]), clamp01(cs[2])];\n if ((b0 | b1 | b2) === 0 || (s0 | s1 | s2) === 0) return [0, 0, 0];\n const rb = spectrum8(b0, b1, b2);\n const rs = spectrum8(s0, s1, s2);\n const n = rb.length;\n for (let k = 0; k < n; k++) washScratch[k] = rb[k] * rs[k];\n const out = reflectanceToRgb(washScratch.subarray(0, n), [0, 0, 0]);\n return [out[0], out[1], out[2]];\n}\n\n/** Linear sRGB → Oklab (Björn Ottosson, 2020), written to `out`. */\nfunction toOklab(r: number, g: number, b: number, out: number[]): void {\n const l = Math.cbrt(0.4122214708 * r + 0.5363325363 * g + 0.0514459929 * b);\n const m = Math.cbrt(0.2119034982 * r + 0.6806995451 * g + 0.1073969566 * b);\n const s = Math.cbrt(0.0883024619 * r + 0.2817188376 * g + 0.6299787005 * b);\n out[0] = 0.2104542553 * l + 0.793617785 * m - 0.0040720468 * s;\n out[1] = 1.9779984951 * l - 2.428592205 * m + 0.4505937099 * s;\n out[2] = 0.0259040371 * l + 0.7827717662 * m - 0.808675766 * s;\n}\n\n/** Oklab → linear sRGB (unclipped), written to `out`. */\nfunction fromOklab(L: number, a: number, b: number, out: number[]): void {\n const l = (L + 0.3963377774 * a + 0.2158037573 * b) ** 3;\n const m = (L - 0.1055613458 * a - 0.0638541728 * b) ** 3;\n const s = (L - 0.0894841775 * a - 1.291485548 * b) ** 3;\n out[0] = 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s;\n out[1] = -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s;\n out[2] = -0.0041960863 * l - 0.7034186147 * m + 1.707614701 * s;\n}\n\nconst labB = [0, 0, 0];\nconst labS = [0, 0, 0];\nconst rgbScratch = [0, 0, 0];\n\nconst inGamut = (c: number[]) => c[0] >= -1e-6 && c[0] <= 1 + 1e-6 && c[1] >= -1e-6 && c[1] <= 1 + 1e-6 && c[2] >= -1e-6 && c[2] <= 1 + 1e-6;\n\n/**\n * Tint: the backdrop takes the source's colour and keeps its own lightness, in Oklab (a\n * perceptual space, so the lightness really stays put, unlike `color`'s RGB-weighted luminosity):\n * `L = Lb` and `ab = ab_s·w` with `w = √(4·Lb·(1 − Lb))`. Mid-tones take the source's full\n * colour; towards white and black less of it, so a tint over a drawing leaves the paper white\n * and the blacks black. The backdrop's own hue is replaced, not averaged (averaging opposite hues\n * would grey them). Out-of-gamut results lose chroma (bisection at constant L and hue), not\n * lightness. A grey source neutralises.\n */\nfunction tint(cb: readonly number[], cs: readonly number[]): Rgb {\n toOklab(lin(cb[0]), lin(cb[1]), lin(cb[2]), labB);\n toOklab(lin(cs[0]), lin(cs[1]), lin(cs[2]), labS);\n const L = labB[0];\n const w = Math.sqrt(Math.min(1, Math.max(0, 4 * L * (1 - L))));\n const a = labS[1] * w;\n const b = labS[2] * w;\n fromOklab(L, a, b, rgbScratch);\n if (!inGamut(rgbScratch)) {\n let lo = 0;\n let hi = 1;\n for (let i = 0; i < 14; i++) {\n const mid = (lo + hi) / 2;\n fromOklab(L, a * mid, b * mid, rgbScratch);\n if (inGamut(rgbScratch)) lo = mid;\n else hi = mid;\n }\n fromOklab(L, a * lo, b * lo, rgbScratch);\n }\n return [enc(rgbScratch[0]), enc(rgbScratch[1]), enc(rgbScratch[2])];\n}\n\n// ---------------------------------------------------------------------------\n// Pigment\n// ---------------------------------------------------------------------------\n\n/** Scratch pigments, made on first use (building one solves the spectrum table). */\nlet scratch: [Pigment, Pigment] | null = null;\n\n/**\n * The `pigment` mode's colour: `t` of `cs` mixed into `cb` like paint (`lerpPigment`), written to\n * `out[0..2]`. `t ≥ 1` (or equal colours) is `cs` exactly. Colours are 0..1.\n */\nexport function mixPigmentRgb(cb: readonly number[], cs: readonly number[], t: number, out: number[] = [0, 0, 0]): number[] {\n if (t >= 1 || (cb[0] === cs[0] && cb[1] === cs[1] && cb[2] === cs[2])) {\n out[0] = cs[0];\n out[1] = cs[1];\n out[2] = cs[2];\n return out;\n }\n if (!(t > 0)) {\n out[0] = cb[0];\n out[1] = cb[1];\n out[2] = cb[2];\n return out;\n }\n scratch ??= [createPigment([0, 0, 0]), createPigment([0, 0, 0])];\n const [a, b] = scratch;\n setPigmentColor(a, cb[0], cb[1], cb[2], 1);\n setPigmentColor(b, cs[0], cs[1], cs[2], 1);\n lerpPigmentInto(a, b, t, out, 0);\n return out;\n}\n\n/** K/S of 8-bit colours (key `r << 16 | g << 8 | b`), shared by every 8-bit pigment composite. */\nconst pigmentCache = new Map<number, Pigment>();\n/** About 3 MB of spectra; the cache starts over when it fills (a photo can hold millions of colours). */\nconst PIGMENT_CACHE_MAX = 16384;\n\n/**\n * The prepared pigment (K/S spectrum) of an 8-bit colour, from the cache every 8-bit pigment\n * composite shares. Read-only: do not retarget it with `setPigmentColor`.\n */\nexport function pigment8(r: number, g: number, b: number): Pigment {\n return cachedPigment(r, g, b);\n}\n\nfunction cachedPigment(r: number, g: number, b: number): Pigment {\n const key = (r << 16) | (g << 8) | b;\n let p = pigmentCache.get(key);\n if (!p) {\n if (pigmentCache.size >= PIGMENT_CACHE_MAX) pigmentCache.clear();\n p = createPigment([r / 255, g / 255, b / 255]);\n pigmentCache.set(key, p);\n }\n return p;\n}\n\n/**\n * {@link mixPigmentRgb} on 8-bit channels, with each colour's spectrum cached: writes the 0..1\n * result to `out[0..2]`. The compositor's and {@link blendImageData}'s per-pixel path.\n */\nexport function mixPigment8(b0: number, b1: number, b2: number, s0: number, s1: number, s2: number, t: number, out: number[]): void {\n if (t >= 1 || (b0 === s0 && b1 === s1 && b2 === s2)) {\n out[0] = s0 / 255;\n out[1] = s1 / 255;\n out[2] = s2 / 255;\n return;\n }\n lerpPigmentInto(cachedPigment(b0, b1, b2), cachedPigment(s0, s1, s2), t, out, 0);\n}\n\n/**\n * Composites a straight-alpha `source` over a straight-alpha `backdrop` (both RGBA in 0..1) with a\n * blend mode and an extra `alpha` (opacity), using the W3C general formula:\n * `αo = αs + αb(1 − αs)`, `αo·Co = (1 − αs)·αb·Cb + (1 − αb)·αs·Cs + αs·αb·B(Cb, Cs)`.\n *\n * `pigment` mixes the colours like paint instead, by amount: `Co = lerpPigment(Cb, Cs, αs / αo)`\n * (over an opaque backdrop that is `lerpPigment(Cb, Cs, αs)`), with the same `αo`.\n */\nexport function blendPixel(mode: BlendMode, backdrop: readonly number[], source: readonly number[], alpha = 1): Rgba {\n const ab = backdrop[3] ?? 1;\n const as = (source[3] ?? 1) * alpha;\n if (!(as > 0)) return [backdrop[0], backdrop[1], backdrop[2], ab];\n const ao = as + ab * (1 - as);\n if (ao <= 0) return [0, 0, 0, 0];\n const out: Rgba = [0, 0, 0, ao];\n if (mode === 'pigment') {\n mixPigmentRgb(backdrop, source, as / ao, out);\n return out;\n }\n const b = blendRgb(mode, backdrop, source);\n for (let i = 0; i < 3; i++) {\n out[i] = ((1 - as) * ab * backdrop[i] + (1 - ab) * as * source[i] + as * ab * b[i]) / ao;\n }\n return out;\n}\n\n/**\n * Blends `source` into `backdrop` in place (8-bit straight RGBA of the same size) with\n * {@link blendPixel}. The scalar fallback for modes the canvas cannot composite.\n */\nexport function blendImageData(backdrop: ImageData, source: ImageData, mode: BlendMode, alpha = 1): void {\n const d = backdrop.data;\n const s = source.data;\n const len = Math.min(d.length, s.length);\n const cb = [0, 0, 0, 0];\n const cs = [0, 0, 0, 0];\n const pigment = mode === 'pigment';\n for (let i = 0; i < len; i += 4) {\n if (s[i + 3] === 0) continue;\n if (pigment) {\n const as = (s[i + 3] / 255) * alpha;\n if (!(as > 0)) continue;\n const ao = as + (d[i + 3] / 255) * (1 - as);\n mixPigment8(d[i], d[i + 1], d[i + 2], s[i], s[i + 1], s[i + 2], as / ao, cb);\n d[i] = Math.round(cb[0] * 255);\n d[i + 1] = Math.round(cb[1] * 255);\n d[i + 2] = Math.round(cb[2] * 255);\n d[i + 3] = Math.round(ao * 255);\n continue;\n }\n for (let k = 0; k < 4; k++) {\n cb[k] = d[i + k] / 255;\n cs[k] = s[i + k] / 255;\n }\n const o = blendPixel(mode, cb, cs, alpha);\n d[i] = Math.round(o[0] * 255);\n d[i + 1] = Math.round(o[1] * 255);\n d[i + 2] = Math.round(o[2] * 255);\n d[i + 3] = Math.round(o[3] * 255);\n }\n}\n"]}
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