fix(image-pipeline): harden worker preview path
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@@ -8,10 +8,141 @@ import {
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normalizeLightAdjustData,
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} from "@/lib/image-pipeline/adjustment-types";
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import type { PipelineStep } from "@/lib/image-pipeline/contracts";
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import colorAdjustFragmentShaderSource from "@/lib/image-pipeline/backend/webgl/shaders/color-adjust.frag.glsl?raw";
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import curvesFragmentShaderSource from "@/lib/image-pipeline/backend/webgl/shaders/curves.frag.glsl?raw";
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import detailAdjustFragmentShaderSource from "@/lib/image-pipeline/backend/webgl/shaders/detail-adjust.frag.glsl?raw";
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import lightAdjustFragmentShaderSource from "@/lib/image-pipeline/backend/webgl/shaders/light-adjust.frag.glsl?raw";
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const CURVES_FRAGMENT_SHADER_SOURCE = `
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precision mediump float;
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varying vec2 vUv;
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uniform sampler2D uSource;
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uniform float uGamma;
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void main() {
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vec4 color = texture2D(uSource, vUv);
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color.rgb = pow(max(color.rgb, vec3(0.0)), vec3(max(uGamma, 0.001)));
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gl_FragColor = color;
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}
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`;
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const COLOR_ADJUST_FRAGMENT_SHADER_SOURCE = `
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precision mediump float;
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varying vec2 vUv;
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uniform sampler2D uSource;
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uniform vec3 uColorShift;
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void main() {
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vec4 color = texture2D(uSource, vUv);
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color.rgb = clamp(color.rgb + uColorShift, 0.0, 1.0);
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gl_FragColor = color;
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}
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`;
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const LIGHT_ADJUST_FRAGMENT_SHADER_SOURCE = `
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precision mediump float;
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varying vec2 vUv;
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uniform sampler2D uSource;
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uniform float uExposureFactor;
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uniform float uContrastFactor;
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uniform float uBrightnessShift;
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uniform float uHighlights;
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uniform float uShadows;
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uniform float uWhites;
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uniform float uBlacks;
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uniform float uVignetteAmount;
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uniform float uVignetteSize;
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uniform float uVignetteRoundness;
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float toByte(float value) {
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return clamp(floor(value + 0.5), 0.0, 255.0);
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}
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void main() {
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vec4 color = texture2D(uSource, vUv);
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vec3 rgb = color.rgb * 255.0;
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rgb *= uExposureFactor;
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rgb = (rgb - 128.0) * uContrastFactor + 128.0 + uBrightnessShift;
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float luma = dot(rgb, vec3(0.2126, 0.7152, 0.0722));
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float highlightsBoost = (luma / 255.0) * uHighlights * 40.0;
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float shadowsBoost = ((255.0 - luma) / 255.0) * uShadows * 40.0;
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float whitesBoost = (luma / 255.0) * uWhites * 35.0;
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float blacksBoost = ((255.0 - luma) / 255.0) * uBlacks * 35.0;
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float totalBoost = highlightsBoost + shadowsBoost + whitesBoost + blacksBoost;
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rgb = vec3(
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toByte(rgb.r + totalBoost),
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toByte(rgb.g + totalBoost),
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toByte(rgb.b + totalBoost)
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);
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if (uVignetteAmount > 0.0) {
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vec2 centeredUv = (vUv - vec2(0.5)) / vec2(0.5);
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float radialDistance = length(centeredUv);
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float softEdge = pow(1.0 - clamp(radialDistance, 0.0, 1.0), 1.0 + uVignetteRoundness);
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float strength = 1.0 - uVignetteAmount * (1.0 - softEdge) * (1.5 - uVignetteSize);
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rgb = vec3(
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toByte(rgb.r * strength),
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toByte(rgb.g * strength),
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toByte(rgb.b * strength)
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);
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}
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gl_FragColor = vec4(clamp(rgb / 255.0, 0.0, 1.0), color.a);
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}
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`;
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const DETAIL_ADJUST_FRAGMENT_SHADER_SOURCE = `
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precision mediump float;
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varying vec2 vUv;
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uniform sampler2D uSource;
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uniform float uSharpenBoost;
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uniform float uClarityBoost;
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uniform float uDenoiseLuma;
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uniform float uDenoiseColor;
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uniform float uGrainAmount;
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uniform float uGrainScale;
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uniform float uImageWidth;
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float pseudoNoise(float seed) {
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float x = sin(seed * 12.9898) * 43758.5453;
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return fract(x);
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}
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void main() {
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vec4 color = texture2D(uSource, vUv);
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vec3 rgb = color.rgb * 255.0;
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float luma = dot(rgb, vec3(0.2126, 0.7152, 0.0722));
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rgb.r = rgb.r + (rgb.r - luma) * uSharpenBoost * 0.6;
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rgb.g = rgb.g + (rgb.g - luma) * uSharpenBoost * 0.6;
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rgb.b = rgb.b + (rgb.b - luma) * uSharpenBoost * 0.6;
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float midtoneFactor = 1.0 - abs(luma / 255.0 - 0.5) * 2.0;
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float clarityScale = 1.0 + uClarityBoost * midtoneFactor * 0.7;
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rgb = (rgb - 128.0) * clarityScale + 128.0;
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if (uDenoiseLuma > 0.0 || uDenoiseColor > 0.0) {
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rgb = rgb * (1.0 - uDenoiseLuma * 0.2) + vec3(luma) * uDenoiseLuma * 0.2;
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float average = (rgb.r + rgb.g + rgb.b) / 3.0;
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rgb = rgb * (1.0 - uDenoiseColor * 0.2) + vec3(average) * uDenoiseColor * 0.2;
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}
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if (uGrainAmount > 0.0) {
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float pixelX = floor(gl_FragCoord.x);
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float pixelY = floor(gl_FragCoord.y);
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float pixelIndex = ((pixelY * max(1.0, uImageWidth)) + pixelX) * 4.0;
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float grainSeed = (pixelIndex + 1.0) / max(0.5, uGrainScale);
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float grain = (pseudoNoise(grainSeed) - 0.5) * uGrainAmount * 40.0;
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rgb += vec3(grain);
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}
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gl_FragColor = vec4(clamp(rgb / 255.0, 0.0, 1.0), color.a);
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}
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`;
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const VERTEX_SHADER_SOURCE = `
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attribute vec2 aPosition;
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@@ -406,10 +537,10 @@ export function createWebglPreviewBackend(): ImagePipelineBackend {
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const gl = createGlContext();
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context = {
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gl,
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curvesProgram: compileProgram(gl, curvesFragmentShaderSource),
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colorAdjustProgram: compileProgram(gl, colorAdjustFragmentShaderSource),
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lightAdjustProgram: compileProgram(gl, lightAdjustFragmentShaderSource),
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detailAdjustProgram: compileProgram(gl, detailAdjustFragmentShaderSource),
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curvesProgram: compileProgram(gl, CURVES_FRAGMENT_SHADER_SOURCE),
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colorAdjustProgram: compileProgram(gl, COLOR_ADJUST_FRAGMENT_SHADER_SOURCE),
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lightAdjustProgram: compileProgram(gl, LIGHT_ADJUST_FRAGMENT_SHADER_SOURCE),
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detailAdjustProgram: compileProgram(gl, DETAIL_ADJUST_FRAGMENT_SHADER_SOURCE),
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quadBuffer: createQuadBuffer(gl),
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};
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