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Add To/From HSL methods to Color4.
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@ -1004,6 +1004,126 @@ namespace OpenTK.Graphics
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#endregion
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#region HSL
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/// <summary>
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/// Converts HSL color values to RGB color values.
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/// </summary>
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/// <returns>
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/// Returns the converted color value.
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/// </returns>
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/// <param name="hsl">
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/// Color value to convert in hue, saturation, lightness (HSL).
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/// The X element is Hue (H), the Y element is Saturation (S), the Z element is Lightness (L), and the W element is Alpha (which is copied to the output's Alpha value).
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/// Each has a range of 0.0 to 1.0.
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/// </param>
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public static Color4 FromHsl(Vector4 hsl)
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{
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var hue = hsl.X * 360.0f;
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var saturation = hsl.Y;
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var lightness = hsl.Z;
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var C = (1.0f - Math.Abs(2.0f * lightness - 1.0f)) * saturation;
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var h = hue / 60.0f;
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var X = C * (1.0f - Math.Abs(h % 2.0f - 1.0f));
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float r, g, b;
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if (0.0f <= h && h < 1.0f)
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{
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r = C;
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g = X;
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b = 0.0f;
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}
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else if (1.0f <= h && h < 2.0f)
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{
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r = X;
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g = C;
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b = 0.0f;
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}
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else if (2.0f <= h && h < 3.0f)
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{
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r = 0.0f;
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g = C;
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b = X;
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}
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else if (3.0f <= h && h < 4.0f)
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{
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r = 0.0f;
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g = X;
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b = C;
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}
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else if (4.0f <= h && h < 5.0f)
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{
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r = X;
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g = 0.0f;
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b = C;
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}
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else if (5.0f <= h && h < 6.0f)
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{
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r = C;
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g = 0.0f;
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b = X;
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}
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else
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{
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r = 0.0f;
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g = 0.0f;
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b = 0.0f;
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}
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var m = lightness - (C / 2.0f);
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return new Color4(r + m, g + m, b + m, hsl.W);
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}
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/// <summary>
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/// Converts RGB color values to HSL color values.
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/// </summary>
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/// <returns>
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/// Returns the converted color value.
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/// The X element is Hue (H), the Y element is Saturation (S), the Z element is Lightness (L), and the W element is Alpha (a copy of the input's Alpha value).
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/// Each has a range of 0.0 to 1.0.
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/// </returns>
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/// <param name="rgb">Color value to convert.</param>
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public static Vector4 ToHsl(Color4 rgb)
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{
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var M = Math.Max(rgb.R, Math.Max(rgb.G, rgb.B));
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var m = Math.Min(rgb.R, Math.Min(rgb.G, rgb.B));
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var C = M - m;
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float h = 0.0f;
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if (M == rgb.R)
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{
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h = ((rgb.G - rgb.B) / C);
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}
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else if (M == rgb.G)
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{
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h = ((rgb.B - rgb.R) / C) + 2.0f;
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}
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else if (M == rgb.B)
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{
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h = ((rgb.R - rgb.G) / C) + 4.0f;
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}
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var hue = h / 6.0f;
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if (hue < 0.0f)
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{
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hue += 1.0f;
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}
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var lightness = (M + m) / 2.0f;
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var saturation = 0.0f;
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if (0.0f != lightness && lightness != 1.0f)
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{
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saturation = C / (1.0f - Math.Abs(2.0f * lightness - 1.0f));
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}
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return new Vector4(hue, saturation, lightness, rgb.A);
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}
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#endregion
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#endregion
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#region IEquatable<Color4> Members
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