Files
DarkRoom/core/dr-pipeline/ops/vibrance.yaml
T
dtourolle 7ae1e27810 Make vibrance deliver the strength its value names
Vibrance delivered about a third of its nominal effect. Its falloff measured
saturation on scene-linear values, where an ordinary tan reads as 0.78 and
keeps a twentieth of the effect; and its skin guard halved it wherever red led
green led blue — 38 % of the pixels of the gallery's exports, every warm colour
rather than skin. The Vivid presets lean on vibrance, which is why they added
less colour than their values promised.

Saturation is now judged on display-encoded values, the guard covers skin hues
(about 10-50 degrees, not strongly saturated), and the gain is fitted: on 45
Lightroom exports whose only colour setting was Vibrance (about +24), the
measured-to-nominal scale was 1.9 before and 1.08 at a gain of 1.2, so 1.3.
2026-10-03 15:54:41 -04:00

93 lines
3.5 KiB
YAML

id: vibrance
label: op.vibrance
order: 80
attributes: [colour]
doc: |
Vibrance — saturation weighted toward the muted colours.
Where [`saturation`](saturation.yaml) scales every colour's distance from
grey equally, vibrance scales it *more for muted colours than for already
saturated ones*, and protects skin tones. The difference matters: pushing
saturation on a portrait turns faces orange long before the background
improves, which is precisely the problem vibrance was invented to solve.
placement: |
Before saturation, so the broad control has the last word if both are used.
params:
vibrance:
label: param.vibrance
kind: amount
uniforms:
amount:
value: vibrance / 100 * 1.3
doc: |
Scaled so that a value here does what the same value of Lightroom's
Vibrance does. Measured, not chosen: fitted on 45 Lightroom exports whose
only colour setting was Vibrance (about +24), against their raws.
helpers: [luminance]
wgsl: |
let luma = luminance(c);
// How saturated a colour *looks*, so measured on display-encoded values.
// In scene-linear light an ordinary tan reads as 0.78 saturated and the
// falloff below would leave it a twentieth of the effect; encoded, it reads
// as 0.5, which is what the eye sees.
let e = pow(max(c, vec3<f32>(0.0)), vec3<f32>(1.0 / 2.2));
let e_hi = max(e.r, max(e.g, e.b));
let e_lo = min(e.r, min(e.g, e.b));
let sat = select(0.0, (e_hi - e_lo) / e_hi, e_hi > 0.00001);
// The vibrance curve: full effect on grey, tapering to nothing on colours
// that are already saturated. Squaring the falloff keeps the mid-range
// responsive while still protecting the extremes.
let falloff = (1.0 - sat) * (1.0 - sat);
// Skin protection, for skin: hues between about 10 and 50 degrees (red
// leading, green between red and blue) that are not strongly saturated.
// Red-over-green-over-blue alone is every warm colour in a photograph —
// wood, sand, brick, sunlit grass — and halving all of them is most of why
// vibrance used to do so little.
let span = max(e_hi - e_lo, 0.00001);
let skin_hue = select(0.0, 60.0 * (e.g - e.b) / span, e.r >= e.g && e.g >= e.b);
let in_band = smoothstep(4.0, 12.0, skin_hue) * (1.0 - smoothstep(42.0, 52.0, skin_hue));
let is_skin = in_band * (1.0 - smoothstep(0.45, 0.7, sat)) * f32(e.r >= e.g && e.g >= e.b);
let skin_guard = 1.0 - is_skin * 0.5;
let strength = amount * falloff * skin_guard;
c = mix(vec3<f32>(luma), c, 1.0 + strength);
c = max(c, vec3<f32>(0.0));
tests:
- name: it_starts_neutral
expect_active: false
- name: the_amount_is_lightrooms_scale
why: |
Fitted against Lightroom exports: DarkRoom's vibrance at a value does
what Lightroom's does at the same value.
set: { vibrance: 100 }
expect: { amount: 1.3 }
- name: saturation_is_judged_as_displayed
why: |
Judged in scene-linear light, ordinary warm colours read as nearly
saturated and get almost none of the effect.
expect_wgsl: ["let e = pow(max(c, vec3<f32>(0.0)), vec3<f32>(1.0 / 2.2));"]
- name: muted_colours_get_more_than_saturated_ones
why: |
The one property that distinguishes vibrance from saturation. Without
the falloff term this node would be a duplicate of its neighbour.
expect_wgsl: ["let falloff = (1.0 - sat) * (1.0 - sat);"]
- name: skin_tones_are_protected
why: |
The reason vibrance exists. A portrait pushed on plain saturation goes
orange long before the background improves.
expect_wgsl: ["let skin_guard = 1.0 - is_skin * 0.5;"]