// Algorithm: Linear-space white balance and exposure pass before gamma conversion
// Canonical explanation: crates/agx/src/adjust/white_balance.md, crates/agx/src/adjust/exposure.md
// CPU equivalent: crates/agx/src/adjust/white_balance.rs (apply_white_balance), crates/agx/src/adjust/exposure.rs (apply_exposure)
// Bindings: storage pixels/params
// Entry points: main
// Linear-space adjustments: white balance + exposure.
// Runs before the linear-to-sRGB conversion.
#import common::tone
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> 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(&pixels) / 3u;
if idx >= pixel_count { return; }
let base = idx * 3u;
var rgb = vec3f(pixels[base], pixels[base + 1u], pixels[base + 2u]);
// White balance (temperature + tint)
rgb = common::tone::apply_white_balance(rgb, params.temperature, params.tint);
// Exposure
let factor = common::tone::exposure_factor(params.exposure);
rgb = vec3f(
common::tone::apply_exposure(rgb.x, factor),
common::tone::apply_exposure(rgb.y, factor),
common::tone::apply_exposure(rgb.z, factor),
);
pixels[base] = rgb.x;
pixels[base + 1u] = rgb.y;
pixels[base + 2u] = rgb.z;
}