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Constants

TAU

#
const TAU: f32 = 2. * PI

HUE_GUARD

#
const HUE_GUARD: f32 = 0.0001

Functions

gamma

#
fn gamma (
value: f32
) -> f32

inverse_gamma

#
fn inverse_gamma (
value: f32
) -> f32

srgb_to_linear_rgb

#
Used by 1 shader in bevy_feathers 0.18.1
fn srgb_to_linear_rgb (
color: vec3<f32>
) -> vec3<f32>

linear_rgb_to_srgb

#
fn linear_rgb_to_srgb (
color: vec3<f32>
) -> vec3<f32>

oklab_to_linear_rgb

#
Used by 1 shader in bevy_ui_render 0.18.1
fn oklab_to_linear_rgb (
c: vec3<f32>
) -> vec3<f32>

hsl_to_linear_rgb

#

hsv_to_linear_rgb

#
Used by 1 shader in bevy_ui_render 0.18.1
fn hsv_to_linear_rgb (
hsva: vec3<f32>
) -> vec3<f32>

oklch_to_linear_rgb

#
Used by 1 shader in bevy_ui_render 0.18.1
fn oklch_to_linear_rgb (
c: vec3<f32>
) -> vec3<f32>

mix_oklch

#
Used by 1 shader in bevy_ui_render 0.18.1
fn mix_oklch (
a: vec3<f32>,
b: vec3<f32>,
t: f32
) -> vec3<f32>

mix_oklch_long

#
Used by 1 shader in bevy_ui_render 0.18.1
fn mix_oklch_long (
a: vec3<f32>,
b: vec3<f32>,
t: f32
) -> vec3<f32>

mix_hsl

#
Used by 1 shader in bevy_ui_render 0.18.1
fn mix_hsl (
a: vec3<f32>,
b: vec3<f32>,
t: f32
) -> vec3<f32>

mix_hsl_long

#
Used by 1 shader in bevy_ui_render 0.18.1
fn mix_hsl_long (
a: vec3<f32>,
b: vec3<f32>,
t: f32
) -> vec3<f32>

mix_hsv

#
Used by 1 shader in bevy_ui_render 0.18.1
fn mix_hsv (
a: vec3<f32>,
b: vec3<f32>,
t: f32
) -> vec3<f32>

mix_hsv_long

#
Used by 1 shader in bevy_ui_render 0.18.1
fn mix_hsv_long (
a: vec3<f32>,
b: vec3<f32>,
t: f32
) -> vec3<f32>
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