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.
67 lines
2.2 KiB
YAML
67 lines
2.2 KiB
YAML
id: vibrance
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label: op.vibrance
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order: 80
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attributes: [colour]
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doc: |
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Vibrance — saturation weighted toward the muted colours.
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Where [`saturation`](saturation.yaml) scales every colour's distance from
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grey equally, vibrance scales it *more for muted colours than for already
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saturated ones*, and protects skin tones. The difference matters: pushing
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saturation on a portrait turns faces orange long before the background
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improves, which is precisely the problem vibrance was invented to solve.
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placement: |
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Before saturation, so the broad control has the last word if both are used.
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params:
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vibrance:
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label: param.vibrance
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kind: amount
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uniforms:
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amount: vibrance / 100
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helpers: [luminance, tone_position, colour_saturation]
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wgsl: |
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let luma = luminance(c);
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let sat = colour_saturation(c);
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// The vibrance curve: full effect on grey, tapering to nothing on colours
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// that are already saturated. Squaring the falloff keeps the mid-range
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// responsive while still protecting the extremes.
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let falloff = (1.0 - sat) * (1.0 - sat);
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// Skin protection. Skin sits in a narrow band of hue where red leads green
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// leads blue; pushing it is what makes vibrance look wrong on portraits.
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// Detected by channel ordering rather than a hue angle, which costs a
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// conversion and buys nothing here.
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let is_skin = f32(c.r > c.g && c.g > c.b);
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let skin_guard = 1.0 - is_skin * 0.5;
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let strength = amount * falloff * skin_guard;
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c = mix(vec3<f32>(luma), c, 1.0 + strength);
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c = max(c, vec3<f32>(0.0));
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tests:
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- name: it_starts_neutral
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expect_active: false
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- name: the_amount_is_normalised_to_unit_range
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set: { vibrance: 100 }
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expect: { amount: 1.0 }
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- name: muted_colours_get_more_than_saturated_ones
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why: |
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The one property that distinguishes vibrance from saturation. Without
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the falloff term this node would be a duplicate of its neighbour.
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expect_wgsl: ["let falloff = (1.0 - sat) * (1.0 - sat);"]
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- name: skin_tones_are_protected
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why: |
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The reason vibrance exists. A portrait pushed on plain saturation goes
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orange long before the background improves.
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expect_wgsl: ["let skin_guard = 1.0 - is_skin * 0.5;"]
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