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MorphShape

Struct MorphShape 

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pub struct MorphShape { /* private fields */ }
Expand description

A morphing filled shape view.

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impl MorphShape

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pub const fn animation(self, animation: MorphAnimation) -> Self

Sets explicit animation configuration.

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pub const fn duration(self, duration: Duration) -> Self

Sets the cycle duration (keeps other animation options unchanged).

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pub const fn easing(self, easing: EasingCurve) -> Self

Sets easing (keeps other animation options unchanged).

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pub const fn repeat(self, repeat: bool) -> Self

Enables/disables repeating.

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pub const fn autoreverse(self, autoreverse: bool) -> Self

Enables/disables autoreverse for repeating animations.

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pub fn progress(self, progress: impl IntoComputed<f32>) -> Self

Overrides animated progress with an explicit reactive progress signal [0, 1].

When set, this takes precedence over the time-based animation config.

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impl Clone for MorphShape

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for MorphShape

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl View for MorphShape

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fn body(self, env: &Environment) -> impl View

Build this view and return the content. Read more

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
where ST: ?Sized, DT: ?Sized,

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impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
where ST: ?Sized, DT: ?Sized,

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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<V> FilterViewExt for V
where V: View,

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fn filter<F>(self, filter: F) -> Filtered<Self, F>
where F: Effect,

Apply a Effect to this view. Read more
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fn blur<T>( self, radius: T, ) -> Filtered<Self, FilterAdapter<Blur<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a blur filter. Read more
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fn brightness<T>( self, amount: T, ) -> Filtered<Self, FilterAdapter<Brightness<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a brightness filter.
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fn exposure<T>( self, ev: T, ) -> Filtered<Self, FilterAdapter<Exposure<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply an exposure filter in photographic stops.
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fn gamma<T>( self, gamma: T, ) -> Filtered<Self, FilterAdapter<Gamma<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a gamma adjustment filter.
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fn contrast<T>( self, amount: T, ) -> Filtered<Self, FilterAdapter<Contrast<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a contrast filter.
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fn saturation<T>( self, amount: T, ) -> Filtered<Self, FilterAdapter<Saturation<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a saturation filter.
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fn vibrance<T>( self, amount: T, ) -> Filtered<Self, FilterAdapter<Vibrance<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a vibrance filter.
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fn grayscale<T>( self, intensity: T, ) -> Filtered<Self, FilterAdapter<Grayscale<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a grayscale filter.
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fn hue_rotation<T>( self, angle: T, ) -> Filtered<Self, FilterAdapter<HueRotation<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a hue rotation filter.
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fn invert(self) -> Filtered<Self, FilterAdapter<Invert>>

Apply an invert filter.
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fn sobel(self) -> Filtered<Self, FilterAdapter<Sobel>>

Apply a Sobel edge-detection filter (3x3, gradient magnitude).
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fn prewitt(self) -> Filtered<Self, FilterAdapter<Prewitt>>

Apply a Prewitt edge-detection filter (3x3, uniform-weight kernels).
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fn median3x3(self) -> Filtered<Self, FilterAdapter<Median3x3>>

Apply a 3x3 per-channel median filter for salt-and-pepper denoising.
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fn convolution3x3<P>( self, kernel: [P; 9], ) -> Filtered<Self, FilterAdapter<Convolution3x3<Reactive<Computed<f32>>>>>
where P: IntoSignalF32 + Copy,

Apply a 3x3 convolution filter with a caller-supplied kernel (row-major, top-left to bottom-right).
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fn convolution5x5<P>( self, kernel: [P; 25], ) -> Filtered<Self, FilterAdapter<Convolution5x5<Reactive<Computed<f32>>>>>
where P: IntoSignalF32 + Copy,

Apply a 5x5 convolution filter with a caller-supplied 25-element kernel (row-major).
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fn morphology_min(self) -> Filtered<Self, FilterAdapter<MorphologyMin>>

Apply a 3x3 morphological erosion (per-channel minimum).
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fn morphology_max(self) -> Filtered<Self, FilterAdapter<MorphologyMax>>

Apply a 3x3 morphological dilation (per-channel maximum).
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fn morphology_gradient( self, ) -> Filtered<Self, FilterAdapter<MorphologyGradient>>

Apply a 3x3 morphological gradient (per-channel max minus min).
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fn photo_effect_mono(self) -> Filtered<Self, FilterAdapter<PhotoEffectMono>>

Apply the monochrome photo preset.
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fn photo_effect_noir(self) -> Filtered<Self, FilterAdapter<PhotoEffectNoir>>

Apply the noir photo preset.
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fn photo_effect_chrome(self) -> Filtered<Self, FilterAdapter<PhotoEffectChrome>>

Apply the chrome photo preset.
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fn photo_effect_instant( self, ) -> Filtered<Self, FilterAdapter<PhotoEffectInstant>>

Apply the instant photo preset.
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fn photo_effect_fade(self) -> Filtered<Self, FilterAdapter<PhotoEffectFade>>

Apply the fade photo preset.
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fn photo_effect_process( self, ) -> Filtered<Self, FilterAdapter<PhotoEffectProcess>>

Apply the process photo preset.
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fn photo_effect_tonal(self) -> Filtered<Self, FilterAdapter<PhotoEffectTonal>>

Apply the tonal photo preset.
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fn photo_effect_transfer( self, ) -> Filtered<Self, FilterAdapter<PhotoEffectTransfer>>

Apply the transfer photo preset.
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fn sepia<T>( self, intensity: T, ) -> Filtered<Self, FilterAdapter<Sepia<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a sepia filter.
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fn sharpen<T>( self, amount: T, ) -> Filtered<Self, FilterAdapter<Sharpen<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a sharpen filter.
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fn temperature_tint<T, U>( self, temperature: T, tint: U, ) -> Filtered<Self, FilterAdapter<TemperatureTint<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>

Apply a temperature/tint white-balance adjustment.
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fn highlights_shadows<H, S>( self, highlights: H, shadows: S, ) -> Filtered<Self, FilterAdapter<HighlightsShadows<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>

Recover highlights while lifting shadows.
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fn motion_blur<R, A>( self, radius: R, angle: A, ) -> Filtered<Self, FilterAdapter<MotionBlur<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>

Apply directional motion blur.
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fn vignette<R, S>( self, radius: R, softness: S, ) -> Filtered<Self, FilterAdapter<Vignette<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>

Apply a vignette filter.
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fn white_point<R, G, B>( self, red: R, green: G, blue: B, ) -> Filtered<Self, FilterAdapter<WhitePoint<Reactive<Computed<f32>>, Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>

Adjust color balance using an explicit white point triplet.
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fn zoom_blur<A, X, Y>( self, amount: A, center_x: X, center_y: Y, ) -> Filtered<Self, FilterAdapter<ZoomBlur<Reactive<Computed<f32>>, Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>

Apply radial zoom blur around a focal point.
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fn gaussian_blur<T>( self, sigma: T, ) -> Filtered<Self, FilterAdapter<GaussianBlur<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a gaussian blur filter.
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fn color_matrix( self, matrix: [[f32; 4]; 3], ) -> Filtered<Self, FilterAdapter<ColorMatrix<f32>>>

Apply a 3x4 color matrix transform.
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fn bloom<T, U, V>( self, radius: T, intensity: U, threshold: V, ) -> Filtered<Self, FilterAdapter<Bloom<Reactive<Computed<f32>>>>>

Apply bloom around bright regions.
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fn gloom<T, U, V>( self, radius: T, intensity: U, threshold: V, ) -> Filtered<Self, FilterAdapter<Gloom<Reactive<Computed<f32>>>>>

Apply gloom around bright regions.
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fn unsharp_mask<T, U>( self, radius: T, amount: U, ) -> Filtered<Self, FilterAdapter<UnsharpMask<Reactive<Computed<f32>>>>>

Apply an unsharp mask.
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fn bump_distortion<T, U, V, W>( self, center_x: T, center_y: U, radius: V, scale: W, ) -> Filtered<Self, FilterAdapter<BumpDistortion<Reactive<Computed<f32>>>>>

Apply bump distortion around a center.
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fn pinch_distortion<T, U, V, W>( self, center_x: T, center_y: U, radius: V, scale: W, ) -> Filtered<Self, FilterAdapter<PinchDistortion<Reactive<Computed<f32>>>>>

Apply pinch distortion around a center.
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fn twirl_distortion<T, U, V, W>( self, center_x: T, center_y: U, radius: V, angle: W, ) -> Filtered<Self, FilterAdapter<TwirlDistortion<Reactive<Computed<f32>>>>>

Apply twirl distortion around a center.
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fn vortex_distortion<T, U, V, W>( self, center_x: T, center_y: U, radius: V, angle: W, ) -> Filtered<Self, FilterAdapter<VortexDistortion<Reactive<Computed<f32>>>>>

Apply vortex distortion around a center.
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fn perspective_transform( self, quad: [[f32; 2]; 4], ) -> Filtered<Self, FilterAdapter<PerspectiveTransform<f32>>>

Warp a source quadrilateral into the output rectangle.
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fn perspective_correction( self, quad: [[f32; 2]; 4], ) -> Filtered<Self, FilterAdapter<PerspectiveCorrection<f32>>>

Correct a perspective-skewed quadrilateral back to a rectangle.
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fn pixellate<T>( self, size: T, ) -> Filtered<Self, FilterAdapter<Pixellate<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a pixellate effect.
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fn crystallize<T>( self, size: T, ) -> Filtered<Self, FilterAdapter<Crystallize<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a crystallize effect.
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fn edge_work<T, U>( self, radius: T, amount: U, ) -> Filtered<Self, FilterAdapter<EdgeWork<Reactive<Computed<f32>>>>>

Apply an edge-work effect.
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fn dot_halftone<T, U, V, W>( self, scale: T, angle: U, center_x: V, center_y: W, ) -> Filtered<Self, FilterAdapter<DotHalftone<Reactive<Computed<f32>>>>>

Apply a dot halftone effect.
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fn line_halftone<T, U, V, W>( self, scale: T, angle: U, center_x: V, center_y: W, ) -> Filtered<Self, FilterAdapter<LineHalftone<Reactive<Computed<f32>>>>>

Apply a line halftone effect.
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fn kaleidoscope<T, U, V, W>( self, segments: T, angle: U, center_x: V, center_y: W, ) -> Filtered<Self, FilterAdapter<Kaleidoscope<Reactive<Computed<f32>>>>>

Apply a kaleidoscope effect.
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fn mirror_tile<T, U>( self, repeat_x: T, repeat_y: U, ) -> Filtered<Self, FilterAdapter<MirrorTile<Reactive<Computed<f32>>>>>

Apply mirrored tiling.
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fn blend_with_image<T>( self, image: FilterImage, amount: T, mode: BlendMode, ) -> Filtered<Self, MultiInputFilter<BlendWithImage<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Blend the current content with an auxiliary image.
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fn masked_blur<T, U>( self, mask: FilterImage, radius: T, strength: U, ) -> Filtered<Self, MultiInputFilter<MaskedBlur<Reactive<Computed<f32>>>>>

Apply masked blur using an auxiliary mask image.
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fn transition_to_image<T, U>( self, target: FilterImage, progress: T, softness: U, ) -> Filtered<Self, MultiInputFilter<TransitionToImage<Reactive<Computed<f32>>>>>

Transition to another image.
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fn swipe_transition_to_image<T, U>( self, target: FilterImage, progress: T, softness: U, direction: TransitionDirection, ) -> Filtered<Self, MultiInputFilter<SwipeTransitionToImage<Reactive<Computed<f32>>>>>

Transition to another image with a directional swipe.
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fn radial_transition_to_image<T, U>( self, target: FilterImage, progress: T, softness: U, center_x: f32, center_y: f32, ) -> Filtered<Self, MultiInputFilter<RadialTransitionToImage<Reactive<Computed<f32>>>>>

Transition to another image from a radial reveal center.
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fn zoom_transition_to_image<T, U>( self, target: FilterImage, progress: T, amount: U, center_x: f32, center_y: f32, ) -> Filtered<Self, MultiInputFilter<ZoomTransitionToImage<Reactive<Computed<f32>>>>>

Transition to another image with a zooming blend.
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fn displacement_transition_to_image<T, U>( self, target: FilterImage, map: FilterImage, progress: T, scale: U, ) -> Filtered<Self, MultiInputFilter<DisplacementTransitionToImage<Reactive<Computed<f32>>>>>

Transition to another image driven by a displacement map.
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fn displacement_warp<T, U>( self, map: FilterImage, scale_x: T, scale_y: U, ) -> Filtered<Self, MultiInputFilter<DisplacementWarp<Reactive<Computed<f32>>>>>

Warp with an auxiliary displacement map.
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fn guided_smooth<T, U, W>( self, guide: FilterImage, radius: T, range_sigma: U, amount: W, ) -> Filtered<Self, MultiInputFilter<GuidedSmooth<Reactive<Computed<f32>>>>>

Apply guide-image-aware smoothing.
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fn depth_aware_blur<T, U, W>( self, depth: FilterImage, focus_depth: T, aperture: U, max_radius: W, ) -> Filtered<Self, MultiInputFilter<DepthAwareBlur<Reactive<Computed<f32>>>>>

Apply depth-aware blur using a depth map.
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fn temporal_denoise<T>( self, history: FilterImage, motion: FilterImage, history_weight: T, ) -> Filtered<Self, MultiInputFilter<TemporalDenoise<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Temporal denoise/stabilize using history and motion maps.
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fn replace_background<T>( self, matte: FilterImage, background: FilterImage, edge_softness: T, ) -> Filtered<Self, MultiInputFilter<BackgroundReplace<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Replace background using matte and background images.
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fn lut_color_grade<T>( self, lut: LutImage, intensity: T, ) -> Filtered<Self, MultiInputFilter<LutColorGrade<Reactive<Computed<f32>>>>>
where T: IntoSignalF32,

Apply a 3D LUT color transform encoded as a 2D strip (size*size x size).
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fn tone_curve<T, U, W, X, Y>( self, shadows: T, midtones: U, highlights: W, gamma: X, amount: Y, ) -> Filtered<Self, MultiInputFilter<ToneCurve<Reactive<Computed<f32>>>>>

Apply a simple master tone curve.
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