Search across packages, versions, files, declarations, and comments. Use multiple terms to narrow results (AND), and add @vertex, @fragment, or @compute to filter by shader stage.
1import package::maths::{PI_2,PI,FRAC_PI_3};
3const HUE_GUARD: f32 = 0.0001;
5/// https://en.wikipedia.org/wiki/SRGB
6fn gamma(value: f32) -> f32 {
7 if value <= 0.0 {
8 return value;
9 }
10 if value <= 0.04045 {
11 return value / 12.92; // linear falloff in dark values
12 } else {
13 return pow((value + 0.055) / 1.055, 2.4); // gamma curve in other area
14 }
17/// https://en.wikipedia.org/wiki/SRGB
18fn inverse_gamma(value: f32) -> f32 {
19 if value <= 0.0 {
20 return value;
21 }
23 if value <= 0.0031308 {
24 return value * 12.92; // linear falloff in dark values
25 } else {
26 return 1.055 * pow(value, 1.0 / 2.4) - 0.055; // gamma curve in other area
27 }
30fn srgb_to_linear_rgb(color: vec3<f32>) -> vec3<f32> {
31 return vec3(
32 gamma(color.x),
33 gamma(color.y),
34 gamma(color.z)
35 );
38fn linear_rgb_to_srgb(color: vec3<f32>) -> vec3<f32> {
39 return vec3(
40 inverse_gamma(color.x),
41 inverse_gamma(color.y),
42 inverse_gamma(color.z)
43 );
46fn linear_to_srgb(color: vec3<f32>) -> vec3<f32> {
47 return linear_rgb_to_srgb(color);
50fn srgb_to_linear(color: vec3<f32>) -> vec3<f32> {
51 return srgb_to_linear_rgb(color);
54/// https://bottosson.github.io/posts/oklab/
55fn oklab_to_linear_rgb(c: vec3<f32>) -> vec3<f32> {
56 let l_ = c.x + 0.39633778 * c.y + 0.21580376 * c.z;
57 let m_ = c.x - 0.105561346 * c.y - 0.06385417 * c.z;
58 let s_ = c.x - 0.08948418 * c.y - 1.2914855 * c.z;
59 let l = l_ * l_ * l_;
60 let m = m_ * m_ * m_;
61 let s = s_ * s_ * s_;
62 return vec3(
63 4.0767417 * l - 3.3077116 * m + 0.23096994 * s,
64 -1.268438 * l + 2.6097574 * m - 0.34131938 * s,
65 -0.0041960863 * l - 0.7034186 * m + 1.7076147 * s,
66 );
69fn okhsl_to_oklab(okhsl: vec3<f32>) -> vec3<f32> {
70 let h = okhsl.x;
71 let s = okhsl.y;
72 let l = okhsl.z;
74 if (l >= 1.0) {
75 return vec3<f32>(1.0, 0.0, 0.0);
76 }
77 if (l <= 0.0) {
78 return vec3<f32>(0.0, 0.0, 0.0);
79 }
81 let a_ = cos(2.0 * PI * h);
82 let b_ = sin(2.0 * PI * h);
83 let L = okhsl_toe_inv(l);
85 let cs = okhsl_get_Cs(L, a_, b_);
86 let C_0 = cs.x;
87 let C_mid = cs.y;
88 let C_max = cs.z;
90 let mid = 0.8;
91 let mid_inv = 1.25;
93 var C: f32 = 0.0;
94 var t: f32 = 0.0;
95 var k_0: f32 = 0.0;
96 var k_1: f32 = 0.0;
97 var k_2: f32 = 0.0;
99 if (s < mid) {
100 t = mid_inv * s;
101 k_1 = mid * C_0;
102 k_2 = 1.0 - k_1 / C_mid;
103 C = t * k_1 / (1.0 - k_2 * t);
104 } else {
105 t = (s - mid) / (1.0 - mid);
106 k_0 = C_mid;
107 k_1 = (1.0 - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
108 k_2 = 1.0 - k_1 / (C_max - C_mid);
109 C = k_0 + t * k_1 / (1.0 - k_2 * t);
110 }
112 return vec3<f32>(L, C * a_, C * b_);
115fn okhsl_to_linear_rgb(okhsl: vec3<f32>) -> vec3<f32> {
116 let oklab = okhsl_to_oklab(okhsl);
117 return oklab_to_linear_rgb(oklab);
120/// https://bottosson.github.io/posts/oklab/ - inverse of oklab_to_linear_rgb
121fn linear_rgb_to_oklab(c: vec3<f32>) -> vec3<f32> {
122 let l_ = pow(c.x * 0.4122214708 + c.y * 0.5363325363 + c.z * 0.0514459929, 1.0 / 3.0);
123 let m_ = pow(c.x * 0.2119034982 + c.y * 0.6806995451 + c.z * 0.1073969566, 1.0 / 3.0);
124 let s_ = pow(c.x * 0.0883024619 + c.y * 0.2817188376 + c.z * 0.6299787005, 1.0 / 3.0);
125 return vec3(
126 0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
127 1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
128 0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_,
129 );
132fn hsl_to_linear_rgb(hsl: vec3<f32>) -> vec3<f32> {
133 let h = hsl.x;
134 let s = hsl.y;
135 let l = hsl.z;
136 let c = (1.0 - abs(2.0 * l - 1.0)) * s;
137 let hp = h * 6.0;
138 let x = c * (1.0 - abs(hp % 2.0 - 1.0));
139 var r: f32 = 0.0;
140 var g: f32 = 0.0;
141 var b: f32 = 0.0;
142 if 0.0 <= hp && hp < 1.0 {
143 r = c; g = x; b = 0.0;
144 } else if 1.0 <= hp && hp < 2.0 {
145 r = x; g = c; b = 0.0;
146 } else if 2.0 <= hp && hp < 3.0 {
147 r = 0.0; g = c; b = x;
148 } else if 3.0 <= hp && hp < 4.0 {
149 r = 0.0; g = x; b = c;
150 } else if 4.0 <= hp && hp < 5.0 {
151 r = x; g = 0.0; b = c;
152 } else if 5.0 <= hp && hp < 6.0 {
153 r = c; g = 0.0; b = x;
154 }
155 let m = l - 0.5 * c;
156 return srgb_to_linear_rgb(vec3(r + m, g + m, b + m));
159fn hsv_to_linear_rgb(hsva: vec3<f32>) -> vec3<f32> {
160 let h = hsva.x * 6.0;
161 let s = hsva.y;
162 let v = hsva.z;
163 let c = v * s;
164 let x = c * (1.0 - abs(h % 2.0 - 1.0));
165 let m = v - c;
166 var r: f32 = 0.0;
167 var g: f32 = 0.0;
168 var b: f32 = 0.0;
169 if 0.0 <= h && h < 1.0 {
170 r = c; g = x; b = 0.0;
171 } else if 1.0 <= h && h < 2.0 {
172 r = x; g = c; b = 0.0;
173 } else if 2.0 <= h && h < 3.0 {
174 r = 0.0; g = c; b = x;
175 } else if 3.0 <= h && h < 4.0 {
176 r = 0.0; g = x; b = c;
177 } else if 4.0 <= h && h < 5.0 {
178 r = x; g = 0.0; b = c;
179 } else if 5.0 <= h && h < 6.0 {
180 r = c; g = 0.0; b = x;
181 }
182 return srgb_to_linear_rgb(vec3(r + m, g + m, b + m));
185fn hwb_to_hsv(hwb: vec3<f32>) -> vec3<f32> {
186 let hue = hwb.x;
187 let whiteness = hwb.y;
188 let blackness = hwb.z;
190 let value = 1. - blackness;
191 var saturation: f32;
192 if (value != 0.0) {
193 saturation = 1. - (whiteness / value);
194 } else {
195 saturation = 0.0;
196 }
197 return vec3(hue, saturation, value);
200fn hwb_to_linear_rgb(hwb: vec3<f32>) -> vec3<f32> {
201 let hsv = hwb_to_hsv(hwb);
202 return hsv_to_linear_rgb(hsv);
205fn oklch_to_linear_rgb(c: vec3<f32>) -> vec3<f32> {
206 let hue = c.z * PI_2;
207 return oklab_to_linear_rgb(vec3(c.x, c.y * cos(hue), c.y * sin(hue)));
210fn mix_oklch(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
211 // If the chroma is close to zero for one of the endpoints, don't interpolate
212 // the hue and instead use the hue of the other endpoint. This allows gradients that smoothly
213 // transition from black or white to a target color without passing through unrelated hues.
214 var h = a.z;
215 var g = b.z;
216 if a.y < HUE_GUARD {
217 h = g;
218 } else if b.y < HUE_GUARD {
219 g = h;
220 }
222 let hue_diff = g - h;
223 if abs(hue_diff) > 0.5 {
224 if hue_diff > 0.0 {
225 h += (hue_diff - 1.) * t;
226 } else {
227 h += (hue_diff + 1.) * t;
228 }
229 } else {
230 h += hue_diff * t;
231 }
232 return vec3(
233 mix(a.x, b.x, t),
234 mix(a.y, b.y, t),
235 fract(h),
236 );
239fn mix_oklch_long(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
240 var h = a.z;
241 var g = b.z;
242 if a.y < HUE_GUARD {
243 h = g;
244 } else if b.y < HUE_GUARD {
245 g = h;
246 }
248 let hue_diff = g - h;
249 if abs(hue_diff) < 0.5 {
250 if hue_diff >= 0.0 {
251 h += (hue_diff - 1.) * t;
252 } else {
253 h += (hue_diff + 1.) * t;
254 }
255 } else {
256 h += hue_diff * t;
257 }
258 return vec3(
259 mix(a.x, b.x, t),
260 mix(a.y, b.y, t),
261 fract(h),
262 );
265fn mix_hsl(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
266 // If the saturation is close to zero for one of the endpoints, don't interpolate
267 // the hue and instead use the hue of the other endpoint. This allows gradients that smoothly
268 // transition from black or white to a target color without passing through unrelated hues.
269 var h = a.x;
270 var g = b.x;
271 if a.y < HUE_GUARD {
272 h = g;
273 } else if b.y < HUE_GUARD {
274 g = h;
275 }
277 return vec3(
278 fract(h + (fract(g - h + 0.5) - 0.5) * t),
279 mix(a.y, b.y, t),
280 mix(a.z, b.z, t),
281 );
284fn mix_hsl_long(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
285 var h = a.x;
286 var g = b.x;
287 if a.y < HUE_GUARD {
288 h = g;
289 } else if b.y < HUE_GUARD {
290 g = h;
291 }
293 let d = fract(g - h + 0.5) - 0.5;
294 return vec3(
295 fract(h + (d + select(1., -1., 0. < d)) * t),
296 mix(a.y, b.y, t),
297 mix(a.z, b.z, t),
298 );
301fn mix_okhsl(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
302 var h = a.x;
303 var g = b.x;
305 if a.y < HUE_GUARD {
306 h = g;
307 } else if b.y < HUE_GUARD {
308 g = h;
309 }
311 return vec3(
312 fract(h + (fract(g - h + 0.5) - 0.5) * t),
313 mix(a.y, b.y, t),
314 mix(a.z, b.z, t),
315 );
318fn mix_okhsl_long(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
319 var h = a.x;
320 var g = b.x;
322 if a.y < HUE_GUARD {
323 h = g;
324 } else if b.y < HUE_GUARD {
325 g = h;
326 }
328 let d = fract(g - h + 0.5) - 0.5;
329 return vec3(
330 fract(h + (d + select(1.0, -1.0, 0.0 < d)) * t),
331 mix(a.y, b.y, t),
332 mix(a.z, b.z, t),
333 );
336fn mix_hsv(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
337 // If the saturation is close to zero for one of the endpoints, don't interpolate
338 // the hue and instead use the hue of the other endpoint. This allows gradients that smoothly
339 // transition from black or white to a target color without passing through unrelated hues.
340 var h = a.x;
341 var g = b.x;
342 if a.y < HUE_GUARD {
343 h = g;
344 } else if b.y < HUE_GUARD {
345 g = h;
346 }
348 let hue_diff = g - h;
349 if abs(hue_diff) > 0.5 {
350 if hue_diff > 0.0 {
351 h += (hue_diff - 1.0) * t;
352 } else {
353 h += (hue_diff + 1.0) * t;
354 }
355 } else {
356 h += hue_diff * t;
357 }
358 return vec3(
359 fract(h),
360 mix(a.y, b.y, t),
361 mix(a.z, b.z, t),
362 );
365fn mix_hsv_long(a: vec3<f32>, b: vec3<f32>, t: f32) -> vec3<f32> {
366 var h = a.x;
367 var g = b.x;
368 if a.y < HUE_GUARD {
369 h = g;
370 } else if b.y < HUE_GUARD {
371 g = h;
372 }
374 let hue_diff = g - h;
375 if abs(hue_diff) < 0.5 {
376 if hue_diff >= 0.0 {
377 h += (hue_diff - 1.0) * t;
378 } else {
379 h += (hue_diff + 1.0) * t;
380 }
381 } else {
382 h += hue_diff * t;
383 }
384 return vec3(
385 fract(h),
386 mix(a.y, b.y, t),
387 mix(a.z, b.z, t),
388 );
391/// Converts HSV to RGB.
392///
393/// Input: H ∈ [0, 2π), S ∈ [0, 1], V ∈ [0, 1].
394/// Output: R ∈ [0, 1], G ∈ [0, 1], B ∈ [0, 1].
395///
396/// <https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB_alternative>
397fn hsv_to_rgb(hsv: vec3<f32>) -> vec3<f32> {
398 let n = vec3(5.0, 3.0, 1.0);
399 let k = (n + hsv.x / FRAC_PI_3) % 6.0;
400 return hsv.z - hsv.z * hsv.y * max(vec3(0.0), min(k, min(4.0 - k, vec3(1.0))));
403/// Converts RGB to HSV.
404///
405/// Input: R ∈ [0, 1], G ∈ [0, 1], B ∈ [0, 1].
406/// Output: H ∈ [0, 2π), S ∈ [0, 1], V ∈ [0, 1].
407///
408/// <https://en.wikipedia.org/wiki/HSL_and_HSV#From_RGB>
409fn rgb_to_hsv(rgb: vec3<f32>) -> vec3<f32> {
410 let x_max = max(rgb.r, max(rgb.g, rgb.b)); // i.e. V
411 let x_min = min(rgb.r, min(rgb.g, rgb.b));
412 let c = x_max - x_min; // chroma
414 var swizzle = vec3<f32>(0.0);
415 if (x_max == rgb.r) {
416 swizzle = vec3(rgb.gb, 0.0);
417 } else if (x_max == rgb.g) {
418 swizzle = vec3(rgb.br, 2.0);
419 } else {
420 swizzle = vec3(rgb.rg, 4.0);
421 }
423 let h = FRAC_PI_3 * fract(((swizzle.x - swizzle.y) / c + swizzle.z) / 6.0) * 6.0;
425 // Avoid division by zero.
426 var s = 0.0;
427 if (x_max > 0.0) {
428 s = c / x_max;
429 }
431 return vec3(h, s, x_max);
434// --- OKHSL conversion helpers ---
435// Ported from crates/bevy_color/src/okcolor_convert.rs
437fn okhsl_toe_inv(x: f32) -> f32 {
438 let k_1 = 0.206;
439 let k_2 = 0.03;
440 let k_3 = (1.0 + k_1) / (1.0 + k_2);
441 return (x * x + k_1 * x) / (k_3 * (x + k_2));
444fn okhsl_to_ST(cusp: vec2<f32>) -> vec2<f32> {
445 // cusp.x = L, cusp.y = C
446 return vec2<f32>(cusp.y / cusp.x, cusp.y / (1.0 - cusp.x));
449/// Polynomial approximation for mid-gamut ST values.
450/// Derived by optimization to ensure S_mid < S_max and T_mid < T_max.
451fn okhsl_get_ST_mid(a_: f32, b_: f32) -> vec2<f32> {
452 let S = 0.11516993
453 + 1.0 / (7.4477897
454 + 4.1590123 * b_
455 + a_ * (-2.1955736
456 + 1.751984 * b_
457 + a_ * (-2.1370494 - 10.02301 * b_
458 + a_ * (-4.2489457 + 5.387708 * b_ + 4.69891 * a_))));
460 let T = 0.11239642
461 + 1.0 / (1.6132032 - 0.6812438 * b_
462 + a_ * (0.40370612
463 + 0.9014812 * b_
464 + a_ * (-0.27087943
465 + 0.6122399 * b_
466 + a_ * (0.00299215 - 0.45399568 * b_ - 0.14661872 * a_))));
468 return vec2<f32>(S, T);
471/// Approximate max saturation using a polynomial, then refine with 1 step of Halley's method.
472/// a and b must be normalized (a^2 + b^2 == 1).
473fn okhsl_compute_max_saturation(a: f32, b: f32) -> f32 {
474 var k0: f32 = 0.0; var k1: f32 = 0.0; var k2: f32 = 0.0;
475 var k3: f32 = 0.0; var k4: f32 = 0.0;
476 var wl: f32 = 0.0; var wm: f32 = 0.0; var ws: f32 = 0.0;
478 if (-1.8817033 * a - 0.8093649 * b > 1.0) {
479 // Red component limit
480 k0 = 1.1908628; k1 = 1.7657673; k2 = 0.5966264;
481 k3 = 0.755152; k4 = 0.5677124;
482 wl = 4.0767417; wm = -3.3077116; ws = 0.23096994;
483 } else if (1.8144411 * a - 1.1944528 * b > 1.0) {
484 // Green component limit
485 k0 = 0.73956515; k1 = -0.45954404; k2 = 0.08285427;
486 k3 = 0.1254107; k4 = 0.14503204;
487 wl = -1.268438; wm = 2.6097574; ws = -0.34131938;
488 } else {
489 // Blue component limit
490 k0 = 1.3573365; k1 = -0.00915799; k2 = -1.1513021;
491 k3 = -0.50559606; k4 = 0.00692167;
492 wl = -0.0041960863; wm = -0.7034186; ws = 1.7076147;
493 }
495 var S = k0 + k1 * a + k2 * b + k3 * a * a + k4 * a * b;
497 // This step is done once for faster rendering.
498 // Most render targets will support 8 to 16 bit precision.
499 let k_l = 0.39633778 * a + 0.21580376 * b;
500 let k_m = -0.105561346 * a - 0.06385417 * b;
501 let k_s = -0.08948418 * a - 1.2914855 * b;
503 let l_ = 1.0 + S * k_l;
504 let m_ = 1.0 + S * k_m;
505 let s_ = 1.0 + S * k_s;
507 let l = l_ * l_ * l_;
508 let m = m_ * m_ * m_;
509 let s = s_ * s_ * s_;
511 let l_dS = 3.0 * k_l * l_ * l_;
512 let m_dS = 3.0 * k_m * m_ * m_;
513 let s_dS = 3.0 * k_s * s_ * s_;
515 let l_dS2 = 6.0 * k_l * k_l * l_;
516 let m_dS2 = 6.0 * k_m * k_m * m_;
517 let s_dS2 = 6.0 * k_s * k_s * s_;
519 let f = wl * l + wm * m + ws * s;
520 let f1 = wl * l_dS + wm * m_dS + ws * s_dS;
521 let f2 = wl * l_dS2 + wm * m_dS2 + ws * s_dS2;
523 S = S - f * f1 / (f1 * f1 - 0.5 * f * f2);
524 return S;
527fn okhsl_find_cusp(a: f32, b: f32) -> vec2<f32> {
528 let S_cusp = okhsl_compute_max_saturation(a, b);
529 let rgb_at_max = oklab_to_linear_rgb(vec3<f32>(1.0, S_cusp * a, S_cusp * b));
530 let L_cusp = pow(1.0 / max(rgb_at_max.r, max(rgb_at_max.g, rgb_at_max.b)), 1.0 / 3.0);
531 return vec2<f32>(L_cusp, L_cusp * S_cusp);
534/// Find intersection of the gamut boundary with the line from (L0, 0) to (L1, C1).
535/// Uses 1 step of Halley's method.
536fn okhsl_find_gamut_intersection(a: f32, b: f32, L1: f32, C1: f32, L0: f32, cusp: vec2<f32>) -> f32 {
537 let cusp_L = cusp.x;
538 let cusp_C = cusp.y;
539 var t: f32;
541 if (((L1 - L0) * cusp_C - (cusp_L - L0) * C1) <= 0.0) {
542 // Lower half of the gamut
543 t = cusp_C * L0 / (C1 * cusp_L + cusp_C * (L0 - L1));
544 } else {
545 // Upper half: first intersect with triangle, then refine
546 t = cusp_C * (L0 - 1.0) / (C1 * (cusp_L - 1.0) + cusp_C * (L0 - L1));
548 let dL = L1 - L0;
549 let dC = C1;
551 // We cut down a step here for faster rendering.
552 // Most render targets will support 8 to 16 bit precision.
554 let k_l = 0.39633778 * a + 0.21580376 * b;
555 let k_m = -0.105561346 * a - 0.06385417 * b;
556 let k_s = -0.08948418 * a - 1.2914855 * b;
558 let l_dt = dL + dC * k_l;
559 let m_dt = dL + dC * k_m;
560 let s_dt = dL + dC * k_s;
562 for (var i = 0; i < 1; i = i + 1) {
563 let L = L0 * (1.0 - t) + t * L1;
564 let C = t * C1;
566 let l_ = L + C * k_l;
567 let m_ = L + C * k_m;
568 let s_ = L + C * k_s;
570 let l = l_ * l_ * l_;
571 let m = m_ * m_ * m_;
572 let s = s_ * s_ * s_;
574 let ldt = 3.0 * l_dt * l_ * l_;
575 let mdt = 3.0 * m_dt * m_ * m_;
576 let sdt = 3.0 * s_dt * s_ * s_;
578 let ldt2 = 6.0 * l_dt * l_dt * l_;
579 let mdt2 = 6.0 * m_dt * m_dt * m_;
580 let sdt2 = 6.0 * s_dt * s_dt * s_;
582 let r = 4.0767417 * l - 3.3077116 * m + 0.23096994 * s - 1.0;
583 let r1 = 4.0767417 * ldt - 3.3077116 * mdt + 0.23096994 * sdt;
584 let r2 = 4.0767417 * ldt2 - 3.3077116 * mdt2 + 0.23096994 * sdt2;
586 let u_r = r1 / (r1 * r1 - 0.5 * r * r2);
587 let t_r = select(3.40282347e+38, -r * u_r, u_r >= 0.0);
589 let g = -1.268438 * l + 2.6097574 * m - 0.34131938 * s - 1.0;
590 let g1 = -1.268438 * ldt + 2.6097574 * mdt - 0.34131938 * sdt;
591 let g2 = -1.268438 * ldt2 + 2.6097574 * mdt2 - 0.34131938 * sdt2;
593 let u_g = g1 / (g1 * g1 - 0.5 * g * g2);
594 let t_g = select(3.40282347e+38, -g * u_g, u_g >= 0.0);
596 let b_val = -0.0041960863 * l - 0.7034186 * m + 1.7076147 * s - 1.0;
597 let b1 = -0.0041960863 * ldt - 0.7034186 * mdt + 1.7076147 * sdt;
598 let b2 = -0.0041960863 * ldt2 - 0.7034186 * mdt2 + 1.7076147 * sdt2;
600 let u_b = b1 / (b1 * b1 - 0.5 * b_val * b2);
601 let t_b = select(3.40282347e+38, -b_val * u_b, u_b >= 0.0);
603 t = t + min(t_r, min(t_g, t_b));
604 }
605 }
606 return t;
609/// Returns C_0, C_mid, C_max for a given Oklab L and hue direction (a_, b_).
610fn okhsl_get_Cs(L: f32, a_: f32, b_: f32) -> vec3<f32> {
611 let cusp = okhsl_find_cusp(a_, b_);
612 let C_max = okhsl_find_gamut_intersection(a_, b_, L, 1.0, L, cusp);
613 let ST_max = okhsl_to_ST(cusp);
615 let k = C_max / min(L * ST_max.x, (1.0 - L) * ST_max.y);
617 let ST_mid = okhsl_get_ST_mid(a_, b_);
618 let C_a = L * ST_mid.x;
619 let C_b = (1.0 - L) * ST_mid.y;
620 let C_mid = 0.9 * k * sqrt(sqrt(1.0 / (1.0 / (C_a * C_a * C_a * C_a) + 1.0 / (C_b * C_b * C_b * C_b))));
622 let C_0_a = L * 0.4;
623 let C_0_b = (1.0 - L) * 0.8;
624 let C_0 = sqrt(1.0 / (1.0 / (C_0_a * C_0_a) + 1.0 / (C_0_b * C_0_b)));
626 return vec3<f32>(C_0, C_mid, C_max);
Contents