An earlier commit claimed to move `film_sim` from `[tone, colour]` to `[effect]` and did not. It edited `ops/film_sim.yaml`, where `attributes:` is read, validated against the vocabulary, and then dropped: a `rust:` node publishes its own descriptor, and the type still said tone and colour. The stock went on appearing in the Light group beside exposure and again in Colour beside white balance, exactly as before, and every test passed. Nothing caught it because nothing could. The declaration parsed, the parity tests compare ids rather than attributes, and an operation filed under the wrong groups renders perfectly. It surfaced only on screen, as a missing Effects tab — which is indistinguishable from a category that genuinely has nothing in it, and is precisely how `Optics` looked for as long as it was empty. So three changes rather than one: `FilmSim`'s descriptor declares `Attribute::Effect`, which is the move the earlier commit described. `attributes:` joins the keys a `rust:` node may not carry, beside `params`, `uniforms`, `wgsl`, `helpers`, `define` and `label`. The rule was already written — "its descriptor comes from the type" — and attributes were the one field that slipped past it. A key that is silently ignored is worse than one that is rejected, because it reads as though it worked; the eight hand-written declarations lose a line that never did anything. And a test asserts that every attribute the chain carries reaches the tab strip. That is the property that was actually broken, and its failure mode is invisible from every direction: the controls exist, they are in the shader, and there is no way to filter to them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
23 lines
928 B
YAML
23 lines
928 B
YAML
# A hand-written node — see `clarity.yaml`, whose implementation this shares.
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id: texture
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order: 140
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rust: Texture
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why_rust: |
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The same neighbourhood operation as clarity, at a tenth of the scale: one
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implementation in `src/ops/local_contrast.rs`, parameterised by the band it
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acts on. Two nodes rather than one node with two sliders because the radius
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is the *definition* of each control rather than a setting of it, and because
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a texture at zero must then cost nothing at all — which `is_active()` gives
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for free and a merged node would have had to hand-write.
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placement: |
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Immediately after clarity, and for the same reasons: after noise reduction,
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which must not be handed amplified grain, and before capture sharpening,
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which belongs last.
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After clarity specifically, so that the fine base is computed on the
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modelling the coarse control has already settled rather than the other way
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round.
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