// Algorithm: Detail sharpening apply pass for unsharp-mask-style contrast enhancement
// Canonical explanation: crates/agx/src/adjust/detail.md
// CPU equivalent: crates/agx/src/adjust/detail.rs (apply_detail_pass)
// Bindings: storage pixels/original_lum/blurred_lum/params
// Entry points: main
// Apply unsharp mask: adds (original_lum - blurred_lum) * strength to RGB pixels.
struct Params {
exposure: f32,
temperature: f32,
tint: f32,
_pad0: f32,
contrast: f32,
highlights: f32,
shadows: f32,
whites: f32,
blacks: f32,
_pad1: array<f32, 3>,
hue_shifts: array<f32, 8>,
sat_shifts: array<f32, 8>,
lum_shifts: array<f32, 8>,
cg_shadow_tint: vec4f,
cg_midtone_tint: vec4f,
cg_highlight_tint: vec4f,
cg_global_tint: vec4f,
cg_balance_factor: f32,
cg_balance_active: f32,
cg_active: f32,
_pad2: f32,
vignette_amount: f32,
vignette_shape: f32,
hsl_active: f32,
_pad3: f32,
dehaze_amount: f32,
_pad4: array<f32, 3>,
grain_amount: f32,
grain_size: f32,
grain_type: f32,
grain_seed: f32,
tc_rgb_active: f32,
tc_luma_active: f32,
tc_red_active: f32,
tc_green_active: f32,
tc_blue_active: f32,
lut_active: f32,
_pad_tc: vec2f,
width: f32,
height: f32,
_pad5: vec2f,
detail_strength: f32,
detail_threshold: f32,
detail_masking: f32,
kernel_size: f32,
}
@group(0) @binding(0) var<storage, read_write> pixels: array<f32>;
@group(0) @binding(1) var<storage, read> original_lum: array<f32>;
@group(0) @binding(2) var<storage, read> blurred_lum: array<f32>;
@group(0) @binding(3) var<storage, read> params: Params;
@compute @workgroup_size(256)
fn main(@builtin(global_invocation_id) id: vec3u, @builtin(num_workgroups) nwg: vec3u) {
let idx = id.x + id.y * nwg.x * 256u;
let pixel_count = arrayLength(&original_lum);
if idx >= pixel_count { return; }
let high_freq = original_lum[idx] - blurred_lum[idx];
// If threshold > 0 and |high_freq| < threshold, skip this pixel
if params.detail_threshold > 0.0 && abs(high_freq) < params.detail_threshold {
return;
}
// Masking not implemented in GPU path (TODO: edge map)
let delta = params.detail_strength * high_freq;
let base = idx * 3u;
pixels[base] = clamp(pixels[base] + delta, 0.0, 1.0);
pixels[base + 1u] = clamp(pixels[base + 1u] + delta, 0.0, 1.0);
pixels[base + 2u] = clamp(pixels[base + 2u] + delta, 0.0, 1.0);
}