react-native-mask-segment-c.../dist/shaders/regionPaint.sksl.js
a1518 8bc66a4ee9
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refactor: remove Chinese, add build obfuscation, polish README
- Remove all Chinese characters from src/, example/, ios/, patches/, tests/
- Add esbuild-based build obfuscation (minify + identifier mangle + no sourcemaps)
- Drop src/ from npm publish, only ship minified dist/
- Remove source maps and declaration maps from build output
- Add README icons and visual polish throughout
- Fix broken Table of Contents anchor links in README

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-01 19:07:32 -07:00

71 lines
2.8 KiB
JavaScript

"use strict";var t=Object.defineProperty;var n=Object.getOwnPropertyDescriptor;var o=Object.getOwnPropertyNames;var h=Object.prototype.hasOwnProperty;var s=(e,a)=>{for(var i in a)t(e,i,{get:a[i],enumerable:!0})},f=(e,a,i,r)=>{if(a&&typeof a=="object"||typeof a=="function")for(let l of o(a))!h.call(e,l)&&l!==i&&t(e,l,{get:()=>a[l],enumerable:!(r=n(a,l))||r.enumerable});return e};var p=e=>f(t({},"__esModule",{value:!0}),e);var g={};s(g,{REGION_PAINT_SKSL:()=>u});module.exports=p(g);const u=`
uniform shader originTex;
uniform shader paintColorTex;
uniform shader lowFreqTex;
uniform shader highFreqTex;
uniform float colorBaseOpacity;
uniform float lLightOpacity;
uniform float textureOpacity;
uniform float showOrigin;
float luminance(half3 c) {
return dot(c, half3(0.2126, 0.7152, 0.0722));
}
half3 setLuminance(float lum, half3 base) {
float diff = lum - luminance(base);
return base + diff;
}
half3 luminosityBlend(half3 base, half3 blend) {
return setLuminance(luminance(blend), base);
}
half3 overlayBlend(half3 base, half3 blend) {
half3 low = 2.0 * base * blend;
half3 high = 1.0 - 2.0 * (1.0 - base) * (1.0 - blend);
return mix(low, high, step(half3(0.5), base));
}
half4 main(float2 coord) {
half4 origin = originTex.eval(coord);
if (showOrigin > 0.5) {
return origin;
}
half4 paintEntry = paintColorTex.eval(coord);
// The paintColorMap uses Unpremul alpha: painted pixels \u2192 (R,G,B,255),
// transparent pixels \u2192 (0,0,0,0). GPU bilinear sampling interpolates
// straight-alpha values, so at boundaries rgb = trueColor * sampled.a
// (contaminated with black from the transparent neighbour).
//
// Unpremultiply to recover the true paint color:
// trueColor = sampled.rgb / sampled.a
// This eliminates dark fringing at region boundaries.
float pa = paintEntry.a + 0.0001;
paintEntry.rgb /= pa;
// Gate sub-pixel alpha to kill residual sampling noise.
// Thresholds are deliberately low (\u22481.3\u20133.8 in byte space) because
// post-unpremul the RGB is correct at any alpha \u2265 0 \u2014 we only need
// to suppress samples that contribute negligibly to the final blend.
// Using *= preserves the smooth edge; higher-alpha samples pass through.
paintEntry.a *= smoothstep(0.005, 0.015, paintEntry.a);
half3 paintRgb = paintEntry.rgb;
half lowL = lowFreqTex.eval(coord).r;
half highL = highFreqTex.eval(coord).r;
half3 base = paintRgb * colorBaseOpacity;
half3 lit = luminosityBlend(base, half3(lowL));
half3 withLight = mix(base, lit, lLightOpacity);
half3 tex = overlayBlend(withLight, half3(highL));
half3 finalRgb = mix(withLight, tex, textureOpacity);
// Soft edge blend using the (feathered) alpha from the paint color map as coverage.
half3 blended = mix(origin.rgb, finalRgb, paintEntry.a);
return half4(blended, 1.0);
}
`;