Files
DarkRoom/core/dr-pipeline/ops/saturation.yaml
dtourolle 7421837c8a Let an operation say what it is about, so the panel can group without naming
Tool tabs need a taxonomy, and the taxonomy was the problem: a table in
`ui/` mapping operation to tab breaks FR-DEV-3a, and a `group:` field risks
what `ui-refinement.md` condemned `starts-group` for — the core deciding
where the panel draws things.

`Attribute` threads the needle. It says what an operation *is* — tone,
colour, detail, optics, geometry, effect — which is the same category as
`ParamKind` and squarely on the core's side of ARCH §4.3a's line. What is
drawn, where it sits and whether it is visible stay the frontend's. There is
no attribute for "the third tab", the enum's order is declaration order
rather than screen order, and a frontend may render these as tabs, as
headings, or ignore them.

The payoff is that a tab strip can be *derived*: the groups are the
attributes present in the capability list, so the interface names no
operation and needs no table to keep in step. An operation joins the right
group by declaring what it is, which is the one thing its author is well
placed to say.

Plural, because the tone curve is genuinely both — an RGB curve is tonal and
the per-channel curves are chromatic, and filing it under one would hide it
from half the people looking for it.

Required and non-empty, enforced in `build.rs`, and the failure was checked
by removing the line rather than assumed. An operation with no attribute is
invisible to a panel that groups by them; a build that stops costs ten
seconds, a control nobody can find costs more. The vocabulary is closed for
the same reason: a typo would otherwise invent a category holding exactly one
operation, which looks like a deliberate one until somebody counts.

Six tests over the real chain, including the hand-written operations that
`build.rs` never sees and so cannot check.
2026-08-22 10:10:00 +02:00

62 lines
1.9 KiB
YAML

id: saturation
label: op.saturation
order: 90
attributes: [colour]
doc: |
Saturation — every colour's distance from grey, scaled equally.
The blunt instrument beside [`vibrance`](vibrance.yaml). Both are offered
because they fail differently: this one is predictable and even, which is
what a landscape wants, and ruinous on faces, which is what vibrance is for.
placement: |
Last of the per-colour controls, so it has the final word if both it and
vibrance are in play.
params:
saturation:
label: param.saturation
kind: amount
uniforms:
factor:
value: max(1 + saturation / 100, 0)
doc: |
-100 reaches exactly monochrome; +100 doubles the distance from grey.
The floor at zero matters: a negative factor would push a colour past
grey into its complement, inverting hues.
helpers: [luminance, tone_position, apply_tone_gain]
wgsl: |
// Interpolate away from the luminance-preserving grey. A factor of 0 is
// monochrome, 1 is unchanged, above 1 is more saturated.
let luma = luminance(c);
c = mix(vec3<f32>(luma), c, factor);
c = max(c, vec3<f32>(0.0));
tests:
- name: it_starts_unchanged
expect: { factor: 1.0 }
expect_active: false
- name: full_negative_saturation_reaches_monochrome
why: |
The property that makes -100 meaningful: it must land exactly on grey,
not merely near it.
set: { saturation: -100 }
expect: { factor: 0.0 }
- name: positive_saturation_increases_the_factor
set: { saturation: 100 }
expect: { factor: 2.0 }
- name: the_factor_never_goes_negative
why: |
A negative factor pushes a colour past grey into its complement, which
inverts hues rather than desaturating them. The clamp is what makes the
bottom of the slider's travel monochrome instead of a solarised image.
set: { saturation: -100 }
expect_range: { factor: [0.0, 2.0] }